Cooldown increased from 6 to 8 seconds.
Developer Comment: This is a reversion to Roadhog's previous resource regeneration rate to improve his primary tanking ability's uptime. There were several adjustments to reduce the power of this ability but they may not have been necessary as Roadhog has been underperforming for some time now.
Developer Comments: The Pig Pen ability wasn't very useful outside of being used in the Chain Hook combo so we're increasing its potential threat if an enemy stays within its area.
Developer Comments: Roadhog's already-powerful survivability increased significantly with the headshot damage reduction from the tank role passive so these changes are to help bring that back in line.
Developer comments: Roadhog benefitted greatly from the recent headshot reduction passive for Tanks so we are nerfing his survivability. This change to Take a Breather is aimed at encouraging more mindful resource management. The change to Whole Hog will make the ultimate more of a zoning tool while lowering its lethality, especially against tanks with their recently increased knockback resistance.
Developer Comments: Much to the chagrin of his enemies, Roadhog has recently discovered baseball.
Developer Comments: We’re improving the consistency of the Hook combo. Enemies are pulled closer to Roadhog and aren’t launched as high when Pig Pen activates, making the Scrap Gun follow-up shot more consistent.
Developer Comments: We're adjusting a few things with the new Take a Breather, as our initial landing spot was slightly conservative. These tweaks should offer Roadhog more healing throughput and damage resistance from moment to moment. While we are shortening the maximum duration, this gives Roadhog faster healing and should alleviate some of the feelings players had around being locked into using Take a Breather for a large chunk of their gameplay.
Developer Comments: The broad goal of the Roadhog rework was to improve his frontline presence on the battlefield as a tank hero and reduce the frustration enemy players had with how consistently deadly his hook combo has been in the past.
Roadhog's previous Scrap Gun primary and secondary fire have been reworked into one primary fire shot that is still most effective at close range but also deals more reliable damage from further away now.
His Take a Breather has been changed to a resource-based ability and has been moved to Secondary Fire for a more convenient control scheme. It can be used more frequently but will need to recharge its resources over time, increasing its flexibility as a tanking tool and making it not as easy to counter.
He now has a new ability called Pig Pen, which is a deployable trap that activates when enemies are nearby, dealing damage and slowing them. This enables Roadhog to have control over a wider area and, with a little bit of pre-planning, can be used to either help protect his allies or further enhance the effectiveness of his hook combo.
Whole Hog
Added the hero-specific options:
Developer Comment: We would like Roadhog to be even sturdier as he’s an immobile tank with minor damage-blocking ability. His self-sustainability is already quite powerful when alone, so this is more of a team-oriented change. Take a Breather briefly increasing healing received will enable the support heroes on Roadhog's team to help him recover more quickly.
Added the Hero-Specific Option:
Developer Comment: Allowing Roadhog to use abilities during his ultimate made it much more reliable in a solo tank environment, though doing so was often much like just canceling the ultimate as it ran out of time. We're adding a couple seconds to the maximum duration to increase the flexibility of player choices during the Whole Hog ultimate, but we'll keep an eye on if it's simply too much damage or knockback overall.
Developer comments: These changes aim to reduce the frustration of dying in one shot immediately after being hooked and pulled by Roadhog. Chain Hook is still a powerful utility to forcibly reposition enemy players, so it will still often lead to eliminations. Its effectiveness will now be more dependent on specific hero matchups and how the hooked target is able to respond.