greatdestroyer
GreatDestroyer
greatdestroyer

Most people aren’t complaining about the edge cases, where you thought you made it to cover, but didn’t quite— which is due to the favor-the-shooter system and latency. People are complaining about being significantly behind cover and still getting hooked.

This seems like it’s being caused by the ‘weapon’ being too

If it’s not hitscan, it’s too fast. It doesn’t sync up with the animation and leads to that weird ‘wondering hook’ that happens along with the magic around-objects/walls BS.

HAHAHAHA, oh man...

Never play a MOBA. Hold on to that innocence.

That’s more just Lucio being his asshole self. That annoying ‘can’t touch this’ maneuver has been annoying other people (like me) for some time. That tree also blocks damage, you see.

It hooks you before it hooks you. The LoS check [previously] only happened when the weapon ‘fired’, before the animation plays out and you actually get hooked (the ‘projectile’ is too fast, and may even just be hitscan). Thus increasing the position disparity already present thanks to latency.

Which is why you get SO

PC here, don’t know hours off the top of my head, but I’m around level 200. I’ve frequently gotten Roadhooked around corners and objects. Heck, I once got hooked through a whole (small) room, pulled in one doorway and out the other. Roadhog is also a very, very frequent pick. Aside from the oddball DPS or Support

Oh wow, uh, no. Sorry. The detection box and latency (specifically Overwatch’s always-favor-the-shooter) contribute to the problem, yes, but they also effect every other character.

The issue with the hook seems to be that, there is no hook. The “weapon” functions as nearly hitscan (no or very little “travel”),

The freeze can also actually clear a point, much like D.Va’s Ult, the instinct of enemy players is to run away from it. So, if they succeed, you’ve cleared the point, and if they fail, you’ve frozen them. Either way, buying your team time.

The only fail is when the whole enemy team is there and all but one or two clear

Sometimes it works, though. Like when a team is being more-or-less carried by one or two really good players, singling that person out and Ult’ing them to ensure their death can turn the tide.

Or it’s that one bastard that just. Won’t. Die. Like they keep narrowly escaping death only to get healed up and charge back

Instant-kill combo (with pretty low CD), crazy potent self-heal (can tank through two flankers/DPS while gaining HP), and his Ult has the best pushback in the game with decent damage (can clear a contested point all by himself, ever without the enemy team bunching up OR having to kill them).

Yeah, Roadhog is pretty

I mean, technically, I guess. But Hanzo, Roadhog, or a well-timed Rein-charge can all instant kill her, like most other characters. She’s tough, but not in a totally broken way.

Probably the most annoying thing is that a great Mei player can reliably snipe about as well as Hanzo or Widowmaker (or at least as well as a

Pfft, wall, I’ve been pulled through an entire room.

No, seriously. I’ve been hooked through two walls and pulled in one doorway and out another.

His Ult needs less pushback. It’s currently the most powerful pushback in the game, and it’s the only one that constantly re-applies.

Personally I’d also like it if his self-heal weren’t so powerful that he can just tank though a pair of flankers laying into him while he recovers HP. But I can see how that would make

Roadhog can instant-kill everything except [full-health] Tanks with his hook-gun-melee combo. If you’re not even killing half-dead support characters, you’re doing something wrong.

And I say this as someone who can’t play Roadhog worth a damn and constantly fails at that combo.

Yeah, that’s Winston’s game!

No, but yeah, I agree that Symm is OP at the moment and desperately needs a balance pass. Also the stacking Shield Generators in No Limits needs to go (it’s literally the only stacking buff).

The issue is that a real hook has significant travel time, and hooking someone while they’re moving would require leading the target.

That’s not how it works in Overwatch, though. The hook is basically hitscan, connecting with the target the moment it’s triggered, before the animation plays. Which is actually part of

Supposedly Overwatch currently has a tick rate as good, if not better, than other shooters. Early on though, it was very low, which caused a great deal of “BS” kills. There’s still some of that, largely because the system prioritizes the shooting player’s data over the the shot player’s. So if the data they(shooter)

You’ve already gotten some good responses, but I wanted to point out that kiting is mainly about aggro management. You keep the target’s aggro(aggression/attention) and guide it around from a distance like you’re flying a kite, ideally minimizing the damage it (or they) do to you in the process.

It’s a very old gaming

Yes, but at the time of release, and more importantly development, the EQ-based combat mechanics (the same that WoW uses and gets all the credit for) were still the way MMORPGs were done. More dynamic/action systems were still testing the waters. Heck, even today most MMORPGs base their mechanics on the Class System,

One of the worst freemium conversions I’ve seen. Honestly I’m surprised the game is still around.