Much to Overwatch fans delight, or dismay, Roadhog is getting a nerf. The announcement was made yesterday on the Overwatch forum discussion titled “Where’s “Hook 2.0”?”.
Principal Designer Geoff Goodman was the person who broke the news and detailed the changes in his post.
Firstly, the hook victim will now move into 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.
It boils down to Roadhog’s hook being fairer for the opponents, making it easier not to die because you were hooked and now you’re dead, even though you rounded the corner out of his line of sight. This also might also cut down on the switches some teammates make in the middle of the game, not because of a new strategy, but because of an increase of salt.
In the same comment, Goodman also says they plan on having it up on the PTR (Public Test Region) asap, and adds “might be this week.”