What about hog? Why left out?

So ball is getting his new overhealth for the team. JQ has the same. Mauga has healing. Others have shields for the team.

Yet still hog is left with no team utility and no armour. When are they going to make hog more team oriented? When are they going to stop him being so susceptible to burst and debuffs like nearly every other tank?

They reworked him but gave him no team utility. In their comment about the ball change they said that this type of utility is what a tank should have. So what about hog?

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As a tank main, a Ball main specifically. I think him over shield is pointless and stupid.

Tanks giving over health in a game where healing is already over tuned is dumb.

The only way it becomes ok, is if supports power is change to do more damage or utility and less healing.

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There is literally functionally no difference between overhealth and mitigation.

If you have a problem with overhealth you should recognize effectively barriers and defense matrix do the same thing- delete damage that would’ve otherwise affected the health bar.

Whether that’s damage that stopped at the point of the Barrier for the character model makes no effective difference. It’s damage mitigation.

Tanks are supposed to mitigate damage for their team.

Essentially wrecking ball will “mitigate the first 75 hp worth of damage to affect this hero within this time frame”.

And that’s every different from reversing damage with healing in an attempt to put heal damage.

Also calling healing overtuned after the dps passive implementation is a little absurd. Considering most supports cannot feasibly upkeep a teammate anymore no matter how hard they try. They can only slightly delay their death or heal them to get them back (safely outside breakpoints) into the fray.

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Roadhog’s Breather should spread an inhalant cloud AOE as he uses his healing resource. They could make it a 15 hp/s + 15% dmg resistance AOE. They need to nerf Roadhog’s 1-shot combo again (Hook into Pig Pen is OP).

His combo should perhaps require pigpen. It’s not that often you get a squishy in pigpen compared to how often you hook them without it.

He is arguably the easiest tank to counter though with no armour and any debuff really messes with him, especially ana and zen. He has so many counters to his hook as well - all new supports have a hook counter.

I’m ok with weakening him a little if they give him something to deal with ana and discord. They are way too strong against him, especially nade+sleep. A tank should not be near hard-countered by switching a support.

Yet another “Wait for the patch notes before complaining” comment. Seriously, wait for the patch notes before complaining.

Discord hurts all Tanks, they can reduce the % from 25% to 20% and buff Zen’s healing output a little bit.

Ana is annoying for all Tanks; she needs changed quite a bit. Sleep Dart should be reworked into an Enfeeble Dart, Slow Dart, etc. (something that isn’t hard CC). And all anti-heal in the game should be -50%, down from -100%. Ana & Junker Queen can receive some compensation buffs.

They’ve “balanced” Hog into a corner.

Give him too much healing and people complain hes unkillable. Give him back some damage and people complain tAnKs ShOuLnD’T dO dAmAgE!

Hes in a perpetual state of having a identity crisis because even the devs don’t know what they want for him, so they don’t touch him.

JQ is not so bad because it is an ult. Ana having it every 12s has always been crazy. And when it became JQ ult it was a nod at how silly it is on CD. And nade does a lot more besides purpling.

I think making all anti-heal -50% would help with game play clarity. They can buff Junker Queen ult in other areas to make up for it doing -50% anti-heal.

And even though Junker Queen’s is an ult, -100% anti is still too good against healing Support ults.

i think his new “ability” is really just for dive hero combo, strats like double or triple dive; that or maybe tanking ults with the team

struggle to see how it would be useful in any other scenario given adaptive shields requries enemies nearby, and it doesnt apply armor so no damage reduction

i think its pointless really and only would be useful in a heavy dive-oriented and well coordinated team. wouldve preferred something else like a cooldown reduction if your shield survives to force him as a “target” and punish the enemy if they just dont shoot him and/or stay closely grouped together

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I’m really starting to think nobody other than the art team actually cares if hog is in the game or not.

He was left in the dumpster for months. Given a decent rework and then garbage dumped again once the anti-healing passive dropped since he has no real defense against it.

So now he just languishes till they remember “oh right… we made him suck again”.

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his value is really mixed. while he does get hit pretty hard with sleep, anti, and orb, u can balance it out with a friendly kiriko pick. kiriko is almost required to synergize with a tanking hog

he gets way more value in unranked play over comp simply due to the skill floor, but they at least fixed his breather ability so it actually does something now as opposed to doing nothing in early season 9

i still believe it should do less healing and more damage reduction to compensate for anti and orb and enforce more “face-tanking”, but it may make him even more unkillable with ults and focus fire

He does do well with a team actually supporting him, I can admit that. But generally nowadays I get that one lucio who thinks he’s a flank off with the genji and then an ashe or widow wayyyy behind me and my one actual supporting support has to pick what direction to run off in (bless their soul).

So at that point I just pick someone else, cause Hog standing by himself on or near the point is a free kill.

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his main remaining advantages are his long hook, one shot, and being able to easily solo most heroes in the game (aside from some tanks and also bastion), but it also means he has to tunnel vision and get very very lucky with his scrap-gun aim if he wants to get much of anything done; otherwise he is just eating bullets, wasting abilities, and doing chip damage

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It would be nice if the old damage reduction smog Hog came back. I’m not sure why they didn’t keep it.

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honestly i think the funniest change would be to literally make him stink

he stinks so bad that he applies heal reduction to anyone within his aura

then he doesnt even have to one-shot anymore. he wont have to worry about enemies being out-healed either

There’s the problem. I get a support that will play Kiriko in maybe 1 in 6 games if I pick hog. But on the other team, 5 out of 6 of those games will get an Ana and 5 out of 6 will get an Orisa. 3 out of 6 a Zen and 4 out of 6 a reaper and/or torb and/or sojourn.

Basically you rely on getting a Kiriko while the other team has 10+ counters to pick from that make hog pretty useless. He is way too easily countered and having a support hard-counter for a tank is just silly beyond belief.

Well, wrecking ball was one of the loneliest tanks in the game: it never brought real protection utility, and its tosses on enemies were far from maneuverable like roadhog does (now with a mine that slows down enemies) and doomfist (now much faster on the battlefield).

but if we really want to speculate on the functionality of this wrecking ball… I think they want to analyze the actual usefulness that all tanks have to give to the team, rather than acting like brawlers.

Discord does nothing against shields and other defensive abilities.