Why does it force the target right in front of him?
Once in a while a Roadhog will catch me on Tracer mid-blink, and when watching the replay, you can just see how his target is not even on the screen, but magically gets pulled right in front of his gun. Something similar happens (though to a less extreme degree) with hooks catching targets mid-jump or mid-movement-ability (Genji Dash, McCree Roll etc.).
You did something similar with Doomfist, where the uppercut aligns the target EXACTLY with the upward mobility of Doomfist, making it very, very easy for him to hit his shots.
But why? In those cases, couldn’t the enemy movement be seen as a skillful move that should make it hard for Roadhog? Why this obsession with making it easy for the players?
IMO it would balance out Roadhog’s hook if targets were not served on a silver platter, and it would infuse some skill in the combo, if the Roadhog would actually have to react fast to flick his aim onto misaligned targets.
Stop designing the game to play itself for its players.
Netcode explained simply:
Your replay is based on what you see on your screen.
His replay is what he sees on his screen.
And there’s the server playing referee in the middle.
On his screen he followed all the logic checks to get that hook.
And the server looked at it, and agree with his computer more than your computer.
Kinda sucks when it goes the other direction for the Hog player.
It does not always do it, but the idea is that hook is a stun. So it makes sense, in my opinion. Landing a hook on high mobility targets takes more skill than… using mobility abilities?
Replays are not from the shooter’s perspective. They are a rerendering of your data on your system which isn’t the same as the Hog’s
Favour the shooter. If both things happen at the same time (hook and blink within milliseconds of each other) the server will always favour the shooter over the target.