On one hand, I’m reading this update from Overwatch Principal Designer Geoff Goodman and thinking it’ll never happen. On the other, I’m super excited about a potentially less frustrating Roadhog.
Roadhog’s an awesome hero, make no mistake. His hook, though? Aggravating. There are tons of videos and GIFs out there with jokes about how it’s “working as intended,” but the hook seems to magically grab and pull in enemies way out of sight and through objects. It’s obnoxious and needs fixing.
Which, as Blizzard has often demonstrated with Overwatch problems, will be addressed. Goodman offers that we’ll see the fixes up on the PTR (perhaps with this week’s update) very soon.
Here’s exactly what’s changing.
Firstly, the hook victim will now move in to the position directly in front of Roadhog, rather than just a straight line towards him. There is a cap on how far ‘to the side’ you can be pulled, so you can’t just hook someone, spin 180, and dump someone off a cliff. This part (along with some other bug fixes) should generally make the hook feel more consistent as to where the victims get pulled.
Secondly, the line-of-sight check to see if a hook should connect or not is now checked from Roadhog’s position, instead of the hook’s position. This basically means the hook can’t connect to targets that Roadhog himself can’t see.
Lastly, there is a new persistent line-of-sight check back to Roadhog once the hook has landed. If this check fails, the hook breaks off and returns to Roadhog. This means if you get hooked and move out of LOS quickly (either you dashed, were falling, were pushed, etc), the hook will now break early and not pull the target.
The changes aren’t all bad for Roadhog
Yes, keeping line-of-sight with hook victims makes this a little more difficult. However, having victims actually move to the front of Roadhog once hooked instead of potentially to the side (which happens to me a lot) is of huge benefit.
I like the idea of these changes, and I’m hoping they amount to a good fix.
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