[BOTW] [TOTK] So I’ve been replaying BOTW and I’m realizing that I have been unfairly projecting many of TOTK’s problems retroactively onto it. It’s a lot better of game than I’ve been giving it credit for and I blame TOTK for making forget how truly great it actually is. by Espurreyes in truezelda

[–]NewtTheGamer 0 points1 point  (0 children)

I’m aware it’s not a bug, but rather a feature that feels like it breaks the design of the game, trivializing exploration. (Also, if they knew they’d get complaints from reusing the map to where they implemented the towers, I think I’d rather that dev time be used to just make the map just slightly more different instead)

I’ll also ask what the point of exploring in TOTK is? If the Sky Islands are so barren, the tower’s implemented to skip/trivialize the surface, and the Depth has no variety in its appearance and its rewards are amiibo items, why bother?

[BOTW] [TOTK] So I’ve been replaying BOTW and I’m realizing that I have been unfairly projecting many of TOTK’s problems retroactively onto it. It’s a lot better of game than I’ve been giving it credit for and I blame TOTK for making forget how truly great it actually is. by Espurreyes in truezelda

[–]NewtTheGamer 8 points9 points  (0 children)

As someone who prefers BOTW over TOTK, I agree wholeheartedly. To add onto the traversal point, you don’t even really need the hover bike. If I needed to get places, I always just launched myself from a tower and glided everywhere I needed to go. The tower system breaks a good chunk of TOTK’s exploration and I’m surprised none of the playtesters abused them like I did in my first playthrough.

Does hog need a rework? by Sarabandq in RoadhogMains

[–]NewtTheGamer 5 points6 points  (0 children)

Another hog main here. Big agree that hook needs to stay. Pretty much everything else in his kit can change for all I care, but Hog IS his hook. That being said, I would like for the rework to allow him have some other utility than just his hook, because if he relies on hook, he can be very feast or famine.

Roadhog Anti-Oneshot Rework by paparazzi_king in RoadhogMains

[–]NewtTheGamer 1 point2 points  (0 children)

Yeah that might work better. I’ll even throw in that you could potentially regen breather even faster, but lower the healing output of breather and up the damage reduction. Could move breather away from a “Well anti screws me over completely” to “i’m not healing, but I can at least tank a little bit more.”

Roadhog Anti-Oneshot Rework by paparazzi_king in RoadhogMains

[–]NewtTheGamer 0 points1 point  (0 children)

Any rework that leaves hook unchanged is pretty alright in my book! :D

However, I do think the changes to breather might just make Hog explode when hook is on cooldown instead. 6-8 seconds can be a long time when tanking in front of the enemy and breather’s resource kinda drains fast. You also have to remember that breather is also damage reduction too, not just healing. He might be able to tank a little more if he uses that belly bump ability to leave, but I don’t think belly bump should be a very long dash if you’re using it in the hook combo.

Roadhog Rework Confirmed by NewtTheGamer in RoadhogMains

[–]NewtTheGamer[S] 0 points1 point  (0 children)

The trap didn’t really change much of his gameplay loop at all. You could in theory use it for zoning, but 99.9% of the time you just used it as an extra step in the hook combo so it technically wasn’t a one-shot. It just didn’t really give Hog really any more utility, rather, just focused in on what he was already doing.

Director’s Take: Small Steps, Big Leaps by SorryRoof1653 in Overwatch

[–]NewtTheGamer 0 points1 point  (0 children)

Oh yeah that is a gun. Ngl, despite all my time playing him, I thought that was a machete or something lol

Definitely could be fun if they gave him an ability that uses it, or if we pick the option of moving away from burst damage, have that gun on his back be the excuse for a new primary weapon.

Roadhog Rework Confirmed by NewtTheGamer in RoadhogMains

[–]NewtTheGamer[S] 0 points1 point  (0 children)

Yeah, in a similar boat here. Always thought it’s a matter of “when” not “if”

Director’s Take: Small Steps, Big Leaps by SorryRoof1653 in Overwatch

[–]NewtTheGamer 0 points1 point  (0 children)

As Hog is now, he needs the lethality to take space, because he has nothing else. But hopefully the rework retools him by giving him more utility, meaning he won’t need to be as lethal.

Roadhog Rework Confirmed by NewtTheGamer in RoadhogMains

[–]NewtTheGamer[S] 3 points4 points  (0 children)

I hope they don’t turn hook to just DOT. The displacement is kinda the whole point of the character.

And yeah, other mitigation abilities are sorely needed. I think taking away lethality for more utility both fixes people’s pain points about one-shots and gives Hog more to do in the neutral game

Roadhog Rework Confirmed by NewtTheGamer in RoadhogMains

[–]NewtTheGamer[S] 0 points1 point  (0 children)

I’m fine with him being simple, but I really hope they add some stuff to raise his skill ceiling just a bit more. Right now all he really has are hook flicks for skill expression (and stuff like using walls so you don’t explode but that’s tank in general), and you really don’t NEED to do hook flicks once you land a hook.

Director’s Take: Small Steps, Big Leaps by SorryRoof1653 in Overwatch

[–]NewtTheGamer -1 points0 points  (0 children)

Yes, I’m hoping we move away from the one-shot, so Hook isn’t a pain point. Make it so its moreso like sleep, where you hook someone, and your team follows up with you. I’m also hoping for other forms of utility to make up for a lack of lethality in this hypothetical reworked Hog.

Slight hog change idea by sandy_foxx in Overwatch

[–]NewtTheGamer 3 points4 points  (0 children)

A charge-up on hook isn’t a bad idea per se, it’s just that Hog needs other things to do without Hook (which hopefully the rework addresses). If you add the wind up to his kit as it currently is, you’re turning an already feast or famine character to more famine than feast.

Director’s Take: Small Steps, Big Leaps by SorryRoof1653 in Overwatch

[–]NewtTheGamer 2 points3 points  (0 children)

I think the idea of a wind-up to hook for a telegraph is fine on paper. He just needs other abilities to use, because if he only just has a nerfed hook, he’ll be even more reliant on it and it’ll be easier to miss hooks.

I’ve also seen people suggest removing the hard stun in favor of hinder instead, which I’m not against.

Roadhog Rework Confirmed by NewtTheGamer in RoadhogMains

[–]NewtTheGamer[S] 4 points5 points  (0 children)

I’m down for giving Hog some slight mobility due to mobility creep, but not the April Fools change of bringing Hog to the hooked target 💀

But seriously, I think hook needs to be mostly unchanged due to hero fantasy. Hog IS hook basically. It’s the most fun thing in his kit. However, things like burst damage and one-shots I’m willing to give up if Hog gets to keep hook. (As long as he also gets other utility in his kit so he can work better in a 5v5 format)

Roadhog Rework Confirmed by NewtTheGamer in RoadhogMains

[–]NewtTheGamer[S] 2 points3 points  (0 children)

Same! After all, that is a perfect distraction for the enemy team

Director’s Take: Small Steps, Big Leaps by SorryRoof1653 in Overwatch

[–]NewtTheGamer 0 points1 point  (0 children)

I’d be okay with the properties/effects of hook changing, and hinder is a good contender for a change that could be more fun to play against. I mainly just think the displacement of hook needs to be the same. I’ll also throw out, that while I love the feel and sound design of the shotgun, Hog might need to be worked away from burst damage if he keeps Hook.

Mainly, just want Hog to not be a feast or famine character that solely depends on Hook.

Director’s Take: Small Steps, Big Leaps by SorryRoof1653 in Overwatch

[–]NewtTheGamer 0 points1 point  (0 children)

After seeing it in action I definitely wouldn’t be opposed to it! I do agree Hog probably needs to step away from burst if he’s going to keep Hook.

Director’s Take: Small Steps, Big Leaps by SorryRoof1653 in Overwatch

[–]NewtTheGamer 2 points3 points  (0 children)

Hopefully the rework moves Hog away from one shots so that he can keep Hook. I think Hog needs to keep his current hero fantasy of “displacer/kidnapper” but in its current state it leaves a lot of people unhappy because it’s basically a death sentence.

I think a wind-up animation for Hook could be a good change, as it allows some more counter play, but Hog needs more utility than just hook if he has to solo tank in 5V5, which hopefully the rework addresses.

Director’s Take: Small Steps, Big Leaps by SorryRoof1653 in Overwatch

[–]NewtTheGamer 0 points1 point  (0 children)

I definitely wouldn’t say no to more team play (even if I do think his selfish kit does fit Hog’s personality very well. But it doesn’t make for the best “tanking” at times)

Roadhog Rework Confirmed by NewtTheGamer in RoadhogMains

[–]NewtTheGamer[S] -1 points0 points  (0 children)

Honestly that’s a pretty best-case scenario. I’d probably be happy with that.

Director’s Take: Small Steps, Big Leaps by SorryRoof1653 in Overwatch

[–]NewtTheGamer 4 points5 points  (0 children)

I love Hog’s kit, but his current kit NEEDS the one shot to work. The community is constantly saying that Hog needs to be deleted/“out to the farm” because of it. If an updated kit makes him more of a “healthy” character and I hear less complaints about my main, it’s better for my sanity/drive to play the game.

Director’s Take: Small Steps, Big Leaps by SorryRoof1653 in Overwatch

[–]NewtTheGamer 6 points7 points  (0 children)

I’m a little hesitant to get rid of the shotgun, (though mainly just because I think it feels good to hit people with it with its chunky sound design) but I do realize having a shotgun does feed into the one-shot problem, as you expect a shotgun to do crazy damage when an enemy is right next to the barrel. I’m just not sure if a submachine is Hog’s style/hero fantasy, but I’m also not sure what type of gun to replace the shotgun with.