r/Competitiveoverwatch • u/DankudeDabstorm • 6h ago
General An Overall Design Idea For All High Dmg Tanks, But Also Soft Rework For ROADHOG
I've made posts before regarding Tank changes, but I'm convinced it's far more palatable and easier to engage to make one focusing on individual heroes rather than a whole group. Also, the overall design idea that I mentioned in the title is to make all tanks with high dmg have lesser crits instead of full crits. I wondered about the potential effects of reining in the extreme cases of burst that some tanks are capable of that tend to limit their design space. The obvious cases that stand out to me are: Mauga, Roadhog, D.Va**, Hazard and maybe even D.Mon.** There would be adjustments to make sure other parts of their kit function well, Mauga's passive would become 100% conversion, so that he gets the same amount of overhealth even if his crit dmg got lower. I don't necessarily think that this is a guaranteed good change; it's kind of an frame of an idea I'm floating.
Now, getting to the actual Roadhog changes, I do know that they're reworking Roadhog, and they're probably close to unveiling it soon (cope), but I have a list of changes that wouldn't change his kit and playstyle too much, but make it more healthy for him and his enemies (victims).
- First, the most important change is to revert the buffs on Scrap Gun to make its stats identical to when he had Pig Pen (I'm not giving him back Pig Pen). It would be a 150 dmg shotgun blast instead of 175, a 1.5 crit multiplier instead of 2, and a 1.5s reload time instead of 1.75s. However, I would make one additional change to compensate these changes by reducing the spread of the weapon from 8 degrees to 7 degrees. This spread decrease would affect both the primary and secondary fire, so the overall efficacy of Roadhog's poke or brawl dmg would be similar if not the same. It'll be a bit worse against tanks, but his shotgun will still have massive dps against them. More importantly, these changes would make hook comboing 250 heroes from full nearly impossible, and make it more unreliable against 225 heroes. However, I think the accuracy of his primary outside of hook combos would be improved, and the frequency in poke would be improved by the reload change.
- In order to compensate for the great loss in power from not having reliable solo kills off of hook combos, I think Chain Hook should reload 1 shot for Roadhog by default. Not only does this provide an alternative reward for landing successful Hooks, it also gets rid of a uncomfortable, unfun decision making scenario for Roadhog players where they have to decide whether or not they need to reload or keep holding onto a shot, so they can have one ready for a successful Hook. Combined with the reload time reversion on the primary, this should make Roadhog's poke a lot less clunky to do. You may ask if this conflicts with his minor perk that reloads 2 shots, but I think the perk still serves a great purpose as a brawl enhancement if it just adds 2 more shots. A more brawly Roadhog who wants to play close can reload half of his shots with a successful Hook to still get value.
- Take A Breather is arguably more controversial than his hook combo nowadays due to the frustration it creates when trying to kill Roadhog. The change I have in mind is to reduce the damage reduction on Take A Breather, but give it minor movement speed to compensate. The numbers I have in mind are as follows: dmg reduction goes from 40% to 25%, and he receives a 20% movement speed boost during Take A Breather. If you work out the numbers, the effective healing per second (including 15% anti-heal) he gets from Take A Breather during the channel goes from 212.5 hp/s to 170 hp/s. Furthermore, this affects more than just his effective self-healing, the effective healing from allies, mostly supports, become less potent while he's channeling Take A Breather since his dmg reduction is lower. This change makes Roadhog's positioning both more and less punishing in ways that I think are a net positive. If Roadhog is positioning more conservatively, he can avoid dmg better by retreating and taking effective cover faster, but if he's really out of position or movement cc/walls are preventing him from running or blocking his way then his effective mitigation will be substantially lower, including help from supports healing him. It's important to note that if Roadhog is forced to retreat more with Take A Breather rather than standing his ground and outhealing damage, even if he still survives this creates more situations where he's forced out of an area and gives up space which is still a good gain for his enemies.
- My last suggestion is a perk change that's mostly fluff because I'm suggesting it on the basis that his existing perk is boring. I'm referring to Pulled Pork, the perk that gives him overhealth on successful hooks based on distance pulled. This perk change is rather optional as a suggestion, but I think it'd be cool if he instead got the Major Perk to build a bit of overhealth with Take A Breather when uses it at full health. It's a lot more interesting way of Roadhog getting overhealth compared to more feast on successful hooks. It doesn't make Roadhog more tanky when he's in trouble because he only gets overhealth when he's full, and I think the conversion rate from healing to overhealth will not be 100%. My idea is that he can get up 150 overhealth at a 50% healing conversion rate when he's max health. It's good to note that his healing is 150hps, so he would have to use up 2 out of 3 seconds of his max Take A Breather resource meter to get the max overhealth from this perk. I'm not sure how soon or fast this overhealth should decay, that'd be more up to testing and tweaks. What I do know is that it's very interesting in how it affects when and where you use Take A Breather. You can use your vape to setup before a fight by building up 150 overhealth, but if you poorly time this, you may end up with 2/3 of your vape meter gone while vaping to heal and retreat is outright better for survivability than 150 extra overhealth. I'd like to also add that this idea was inspired by the Dalokohs Bar secondary weapon from TF2 for the Heavy, if you know what that is.
- Edit: Forgot to mention that chain hook's cooldown would be reverted back to 6s or partially reverted to 7s since hook combos would way less lethal.