Mystery deathmatch is not fun

I’m really disappointed that this mode was added as it can now take up a weekly arcade slot in place of standard deathmatch (and is right now), regular deathmatch is something I enjoy playing.

I’m not sure how this mode even got added as there are clearly characters like Mercy that you sometimes get forced to play several times in a game that utterly ruins the experience. There are enough token modes in arcade that you wouldn’t ever want to play beyond earning a lootbox and this is now another. Right now in arcade I see yeti hunter, 6v6 snowball offensive, mystery duel, mystery death match and mystery heroes. All basically joke modes that you wouldn’t really play for anything but a lootbox due to how skin deep they are.

I’m sure not everyone will agree but to me it’s a shame there isn’t always at least one mode on the arcade board with normal mechanics, like regular deathmatch or elimination, something to play when you’re getting tired of the usual quick play/comp matches but something that you can still play semi seriously.

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There are literary 2 threads almost right before yours that talk about the same topic:

Let’s make it as short as possible: You don’t like the gamemode, others do. Just don’t play it until the next rotation will give you a gamemode you like.

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I literally could not care less for an after-the-fact rundown of how many other people have posted the same thing, and don’t appreciate unhelpful reaponses like that - clearly I’ve already made this topic now, so in what way is your response helpful or constructive? If you don’t have anything useful to say on the discussion, maybe don’t reply? If my message is one of many, let that be something for Blizzard, or anyone of interest, to take note of.

And great, thanks for that suggestion about waiting - because clearly I couldn’t have figured out that if I waited a flat 7 days that a different deathmatch mode (with actual purpose) would be in rotation, just like has always been the case.

Rather than making painfully obvious and unhelpful points how about we have a sensible discussion about the value of this mode? When arcade is (as of right now) completely littered with random and throwaway modes, as is often the case, it bamboozles me to see them replace standard deathmatch with this mode for a week. I would not object to them adding 2 deathmatch modes at once (one mystery, one serious) purely for them to see precisely how few people bother with this awful mystery mode!

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The reason why I replied is for 2 things:

  1. Dublicate threads are against the CoC and make the forum cluttered and chaotic. I prefer topics to be discussed in one thread instead of multiple dublicate ones to keep the forum neat.

  2. There is almost nothing you can add to the discussion. It is a matter of opinions. While you don’t like those gamemodes, other players do. If they change the gamemodes now, people will complain that they don’t like the gamemodes. Your opinion has just as much value as any other player so they won’t pull a double standart on you and change the gamemodes because you don’t like them. Do what everyone else does and wait until it gets rotated.

What else do you expect to happen on this thread? Telling you that you are wrong that the gamemodes sock won’t do because we both have our preferences. In the end, we will either let the discussion escalate or agree to disagree.

On the contrary, if I saw a front page littered with the same message from different people (people incensed enough to create a topic), as a Blizzard employee or anybody with interest I would be more likely to either see that message or take notice that people were getting incensed by a particular mode/feature. Not that I did this deliberately mind - on mobile at least, the option to create a new topic exists outside of the individual boards so I never even saw the other topics (and one of the topics you cited is titled “mystery heroes” rather than deathmatch, so that wouldn’t have even appeared on my radar).

And I’m sorry, but your point about complaining making no change is just not the case. So if something bothers you and you see it as a genuine deterioration in the quality of the game (for a week), you shouldn’t post about it?

Blizzard have shown time and time again to react to the community, despite what people think. One thing that comes to mind is the countless roadhog nerfs that were done due to the constant complaints people had. Sure there must be people that like this mode, but I bet there are far more that dislike it. So long as that’s the case, I believe there would be sufficient grounds to either add 2 deathmatch modes or remove mystery deathmatch. And let’s go one further - how much do people tend to play regular deathmatch (say after earning all 3 arcade loktboxes) versus mystery? Blizzard must have stats on this. Again, I strongly believe this would favour regular deathmatch and be grounds for making a change to their rotations.

Even if complaining results in nothing, at least there is a chance of something if you complain about it. If you do nothing, there is almost no chance anything will ever change. As relevant to life as this game, really.

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That is definetly a design flaw that should be fixed. I still need to post that thread on the us thread.

Your argument is a moot point, an argument that is highly debatable. Those gamemodes are not deteriorating the quality of the game for a week, it deteriorates your enjoyment of the game. You are stating an opinion that you don’t like these modes but, again, others do. We will only run in circles when asking who is right and who is wrong because both parties are at the same time. After all, this is your subjective opinion.

You are giving the right examples for the wrong argument. I know that Blizzard listens to the community. Heck, I’m the one who defends blizzard if people claim the opposite. However, this doesn’t apply here because the conditions are different. Roadhog nerfs are due to objective statements about imbalance. However, this case is about a rotational and random system that changes in 1 week and your demand for a change due to subjective reasons.

Anyways, Ricochet (I hope I pronounced them right) already mentioned that Blizzard could add DM as a permanent mode if it’s very popular and I agree mostly. I’m only afraid that it spreads the player density too much. However, replacing a mode right now is something I’d rather not want to see because that would be a double standart.

I’m sorry but that’s just not true - the community’s total overreaction to/misunderstanding of roadhog caused him to be senselessly nerfed into a truly awful state, that only until very recently has he been patched out of. Just one example is how his hook cooldown was nerfed, followed by a clear nerf to his damage - and only recently has his hook cooldown been improved again (albeit only slightly). The community originally complained about being “one shot”, ignoring the fact that they were utterly out of position for this to occur. The complaints that held real merit were those about “wizard hooks” and hooking around corners, which were fixed. Everything they did after that was pandering to people not playing sensibly or with their team. Remember that scatter arrow existed for far longer and was far more difficult to intercept (many many ways for your team to help you after a hook landed).

However, it does prove my point - enough people complained about it, and he changed. So that’s why there could easily be a similarity here - if enough people complain, why couldn’t it change?

And last point on that - there’s also no such thing about nerfing due to “objective statements” as you say, since the reasons people wanted the nerf were subjective. I could say that Sombra can go invisible (objective statement) and should therefore not be able to since this is overpowered (subjective statement). Just as people could say hog could one shot (objective statement) so this was overpowered and rightly was nerfed (subjective statement, given the positioning that player had to be killed, etc). Fictional examples there.

Ultimately like I said, I’m sure Blizzard have stats on DM and how much people play those modes. And going back to my point - Blizzard must be able to see how much people play regular DM after the 3 loot box wins versus mystery deathmatch. I think this would very very telling and I don’t think Blizzard should be afraid to remove modes that aren’t particularly liked or played much. That’s just basic refining of the game to be left with something better that more people like. If it results in better games modes being available without splitting the player base then I’m all for it. At the very least, it’d be cool if mystery is always accompanied by a regular mode.

How about I ruin your day and show this poll I found on the US forum?

Mystery Heroes is currently the most popular gamemode (22%) followed by Total mayhem (15%) and then FFA DM (11%).

If they were changin a gamemode, it will be not changed with DM but with Total mayhem.

Though I do agree that a non-random gamemode could be added for every random gamemode. However, there needs to be regulations like only 1 elimination mode, only one 1v1 mode, only 1 random mode, etc.
I think it will give a bad taste on players if they do restrict only the random modes.

Well you haven’t ruined my day seeing as mystery heroes is a completely different mode to mystery heroes deathmatch, which is what we have been talking about here the whole time.

You have to remember that a lot of people play arcade just to get those weekly lootboxes (since they’re basically free lootboxes) and last I checked comp rankings there are a lot of lower skilled/playing just for fun gamers who probably don’t touch deathmatch.

But going back to my original point - I’m sure Blizzard have stats on how much these modes are played by people who have ALREADY got their 3 arcade lootbox wins (i.e. playing the modes because they really WANT to), and I’ll bet regular DM gets the lion’s share of repeat play there. This is far more meaningful than a poll, and would also explain why Blizzard have given us 2 different competitive deathmatch events already. There must also be a reason why you suggested a dev noted it could become a fixed game mode after all.

FWIW I am not against them keeping Mystery Deathmatch so long as they provide a regular deathmatch arcade option to go with it. Deathmatch is such a unique (while sufficiently serious) experience and one that actually works for many players and it is a real shame to see it go for a week in favour of yet another random hero mode. It’s made particularly worse this week that all loot boxes are tied to these novelty modes.

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Just going to comment on the ‘roadhog overreaction’ part since when that happend I played a lot of Roadhog.

Well it’s just false, roadhog was a one shot machine who replaced Reaper in any given situation, his tendency to just hook people around corners with him holding down his shoot button made it so that most characters in the game would die to a hook that they sometimes didn’t even see.

This and the fact that some pro players talked about it got blizzard to change how his hook worked with subsequent patches, it was quite the fiasco but it was completely justfified.

Well I already talked about that - yes it was right that they fixed being hooked around corners, but that’s all that was right. Everything else they did was unnecessary (specifically damage and cooldown nerfs) - that’s why they just recently rebalanced him to make his hook cooldown start immediately upon use.

You got hooked and “one shot” (not even true, hook + shot = 2 moves) if you were out of position. Old hog was actually an excellent anti-dive and was nerfed to pander to people who were complaining due to being bad at the game.

Not really, the fact that even if with his hook being nerfed he’d still get kills as easily as he did basically made it so that you couldn’t play characters like Repear, mainly because Roadhog did what you could do but he had a stun and a heal.

They changed him so that he couldn’t do that anymore (as easily) and also gave him the ability to use his heal while moving (+damage reduction) which actually gave DPS characters some room to be in the game while making him more of a tank character.

So no

Is blatantly not true.

Yeah better dont complain about anything. Someone else already did. So much fun joining game after game at 2 minutes left, getting base raped. But hey, why being interested in improving the matchmaking? Just go play something else.

They changed him so that he couldn’t do that anymore (as easily) and also gave him the ability to use his heal while moving (+damage reduction) which actually gave DPS characters some room to be in the game while making him more of a tank character.

Clueless. Let’s break down what actually happened.

Roadhog was initially designed to punish players who were out of position with his hook; you COULDN’T be hooked and killed if you were playing with your team behind a shield or close to your team if you had a Zarya, or if you occupied clever positions above roadhog or anticipated the hook correctly.

They RIGHTLY nerfed his hook’s ability to go around corners. But people complained about being hooked and killed without being able to counter it themselves once hooked.

After people whined, Blizzard instigated a series of nerfs including increasing his hook cooldown time (6 > 8 s) and then nerfing his gun damage by a third, while increasing his fire rate. They didn’t think about the nerfs they had already done when putting that damage nerf in, which left him VERY nerfed and in a bad place or a long time.

Such was the evidence that they had screwed up the level of nerfs that they introduced the ability to move while healing and also mitigate 50% damage. But STILL this was not enough to undo the ridiculous level of nerfing and only a month ago have we seen his hook cooldown finally improved a little (cooldown begins on use) as well as various other buffs to his hook consistency and damage.

Now, you say that the roadhog damage nerfs were “necessary” to give reaper a purpose. This is a senseless reason to justify nerfs and not at all correct. The fact roadhog was in such a terrible place for so long after these nerfs (as proven by the various buffs they have given him since) shows the nerfs were not wise. But even if you argue the nerfs were worth it to give reaper a place, I strongly disagree. you should never nerf to make another useless character less useless. The solution was to rework reaper.

Reaper is himself a flawed character. He retains his low pickrate because ultimately he a close range character only (cannot bridge gaps like doomfist) in a game full of characters with range or utility.

Roadhog as he is now is fine as a shield buster, but his original purpose of being a bully to out of position characters has been diminished. There are many characters who roadhog cannot easily dispatch due to their hitbox, which is frankly frustrating. Roadhog is designed around his ability to hook and kill characters; they have nerfed that and reduced his effectiveness severely.

False, you’d often see Roadhog’s pushing with their team through shields, with the rh hooking the Rein if he wanted to take down the shield or hook a healer if he wanted to weaken the enemy team.

Anticipating the hook was close to impossible with it’s hitbox.

This was mostly because the combination of corner hooking and roadhog being able to shoot on the frame of release caused there to be complaint about both before the nerf. Hardly after however.

Yes, instead of him being played as a flanker people had to adapt, which they for the largest part didn’t do.

Roadhog has one of the most consistent win rates in the game at about 50% in all the ranks above gold.

It was as at the time Roadhog basically made Reaper unusable, the effects of the nerfs don’t show now of course but that’s due to the various heroes and changes that have happend.

Roadhog has never been in a terrible place, his effectiveness has always been at the median of everything. His effectiveness drops at the highest ranks but that’s mainly because as a tank character his ability to hook someone is less important than to have a 2000 hp shield and an aoe stun or being able to shield teammates and throw out a graviton.

At the time they were.

Not really, Roadhog would’ve made Reaper useless no matter the rework that they would’ve implemented. We’re talking about someone who has 2-3 Repear’s hp (with breather) and had the ability to one shot Repear himself.

Yes, Roadhog was turned from a flanker into a more team oriented backline character.

False, you’d often see Roadhog’s pushing with their team through shields, with the rh hooking the Rein if he wanted to take down the shield or hook a healer if he wanted to weaken the enemy team.

If roadhog hooks Rein then his shield is down or he is facing the wrong direction. Plain and simple. If you can’t stop a team from walking through your Rein shield then your defense is poor. So yes, Roadhog is getting hooks on bad play and poor positioning. People whining about getting hooked and one shot AFTER they fixed hook’s ability to “go round corners” (which is when the nerf came in) caused hog’s damage nerf, which was inexcusable. Absolutely terrible call and I remember the backlash very well. Basically gave dive comp everything it needed to reign.

Anticipating the hook was close to impossible with it’s hitbox.

The ability to easily hook people without actually throwing it at them was patched before they went and nerfed his damage. You’ll notice a lot of my responses are towards specifically the damage nerf Roadhog received - when Roadhog got the damage nerf a lot of the issues you’re mentioning were fixed.

As it stands the hook is easy to anticipate and is telegraphed. Zarya can save people hooked, or any healer for that matter. If you are out of position, your team are not there to save you, and the hog successfully lands his hook (three conditions there) then damn right hog should deserve to kill you.

This was mostly because the combination of corner hooking and roadhog being able to shoot on the frame of release caused there to be complaint about both before the nerf. Hardly after however.

People continued to complain about the notion of being hooked and killed even AFTER they fixed the hitbox/hook round corners issue. This was an excellent example of when Blizzard should have IGNORED those people whining. Prior to hog’s damage nerf, hog was in the best state he has ever been in while still being true to his original design.

Yes, instead of him being played as a flanker people had to adapt, which they for the largest part didn’t do.

No, instead of being a lethal character with a purpose he is now a fat ult battery who is at best a decent shield breaker.

Roadhog has one of the most consistent win rates in the game at about 50% in all the ranks above gold.

Not true, he is in the bottom half of characters for winrate. Don’t believe me? Check yourself on Overbuff.

In master and grandmaster tiers there are only 4 characters with a worse winrate than him! Please check before making comments like this.

It was as at the time Roadhog basically made Reaper unusable, the effects of the nerfs don’t show now of course but that’s due to the various heroes and changes that have happend.

You’re missing the point here which I thought I made very clearly. You don’t render one character useless in order to give another purpose. All you have done then is reassigned the character that is garbage.

Like I said, they should rework reaper instead. Reaper is not a very good character and is flawed at a very fundamental level (close range, no distance closers, no utility). You can’t just adjust some sliders on his damage or give him a self heal to fix this. Roadhog did a better job than Reaper but the answer was to rework Reaper.

Roadhog has never been in a terrible place, his effectiveness has always been at the median of everything. His effectiveness drops at the highest ranks but that’s mainly because as a tank character his ability to hook someone is less important than to have a 2000 hp shield and an aoe stun or being able to shield teammates and throw out a graviton.

Roadhog has never been in a terrible place? As a Roadhog main I can quite adamantly say that you don’t know what you were talking about! After Roadhog’s damage was nerfed (and BEFORE his movement when healing and 50% damage decrease buff) he was in an absolutely awful place. Right near the bottom in terms of pickrate and an absolutely terrible hero to play. This was very well documented. And right now, he is not exactly great. An ult battery with reduced purpose after his damage nerfs. He was far more useful when his damage was as intended.

At the time they were.

If these nerfs were fine at the time then why did he become absolute trash and needed several nerfs to fix? The damage nerf without a buff elsewhere was clearly a terrible move. Worse, I remember Blizzard trying to justify it by saying there was no real change to his damage output due to his increased number of shots! Completely ignoring the manner in which roahdog actually does most of his kill damage - immediately following a hook.

Not really, Roadhog would’ve made Reaper useless no matter the rework that they would’ve implemented. We’re talking about someone who has 2-3 Repear’s hp (with breather) and had the ability to one shot Repear himself.

  1. This rework could easily have involved giving reaper an alt fire with range, or an ability to close distance/mobility, since reapers big flaw is his close range without utility/gap closing. So you can’t dismiss a rework out of hand - to do so is to admit to a lack of imagination.
  2. Roadhog now can do a shot, hook, shot, melee combo to kill many attack characters like Soldier and McCree, and even Reaper himself. However, Reaper’s 250 HP makes this frustrating. Which makes playing Roadhog frustrating, needlessly. And as I say, nerfing Roadhog into this state to make Reaper in his current form “playable” (hardly) is a terrible idea.

Yes, Roadhog was turned from a flanker into a more team oriented backline character

Which is not true since backline should not be in any position to be hooked. In fact flankers get the backline, so when you say he’s no longer a flanker then you are effectively saying he doesn’t get the backline!

He is a shield buster with potential to hook anyone in the main front cluster in the hope that your team does something to follow up, since hog sure as hell isn’t too reliable in finishing anymore.

What ?
Have you never played against deathball or triple tank before ? Because these comps can smash straight through most defenses.
Either way even in a 2/2/2 vs 2/2/2 scenario, roadhog has enough HP to walk up to a Reinhardt and hook him (at least when someone is defending him like a D.va or Reinhardt).

He still does that.

No, apparantly the devs themselves thought that Roadhog’s hook was too strong even months after the fix came out

Roadhog

    Scrap Gun
        Spread decreased by 20%
    Chain Hook
        Targets are now pulled to a location 3.5 meters away, up from 2 meters
        Cooldown increased from 6 to 8

Developer Comments: Overall, the Roadhog changes reduce the power of his hook a bit, but his gun is now more effective when not using the hook.

No, once again, the prominence of dive came about because the tank meta died with Ana’s, Dva’s and lucio’s nerf (though mainly Ana’s).

You’ll notice that a lot of my responses come from the viewpoint that despite Roadhog’s hook fix he was still more powerful than intended.

As someone who heavily played Roadhog (still do) during the earliest seasons of the game, that’s just blatant lying, a quote from someone on the us forums which I’ll probably get wrong since it’s been two years ‘’ currently any position that you can be in is being out of position’'.

His original design made it better for you as a player to flank your enemies and get a quick kill, instead of trying to use your hook as utility tool for the team.

Eh, no ?

I mean anecdotally speaking that’s just not true.

You seem to have misread what I wrote down

‘‘Roadhog has one of the most consistent win rates in the game at about 50% in all the ranks above gold.’’

I didn’t say that he had the best win rate, I said he had consistent win rates. Admittedly not the best but he’s consistent at around 50%.

Once again, at the time Roadhog was the only character making Reaper a bad pick. You seem to be mixing his current state with what he used to be which isn’t a good idea.

Current examples would be Doomfist and Brigitti, two characters who were nerfed because they made other characters pointless.

I don’t disagree with you but at the time that wasn’t the issue at hand.

No, it wasn’t for the above two reasons.

No, he wasn’t. I played him during the 3 months after his nerfs and he was fine, I had to switch up my playstyle a lot but that was about it and while it’s true that sometimes I couldn’t pull off certain combo’s that’s mostly because of old habits that should’ve died with the nerfs.

Pick rates sure, terrible to play not so much.

Though keeping that in mind there is an argument to make for changing all these characters because their pick rates are either lower or barely above that of RH.

Show me.

If his damage was nerfed it was clearly not intended was it ?

He has only been buffed since ? Those buffs are due to the rest of the cast changing.

What ?

Roadhog

Head hitbox size reduced by 20%
Bullet damage decreased by 33%
Fire rate increased by 30%
Clip size increased from 4 to 5

If I’m not mistaken those are buffs.

Sorry, that was D.va. They could’ve said something like that with RH but I don’t recall. I do however remember them decreasing his spray pattern size after the above nerf.

Not really, it’s all just conjecture ‘‘imagination’’ means jack if there isn’t any data to prove either case.

This comment is basically about you not being able to kill Reaper, which was the intended purpose and not about game design.

You seem to have misunderstood so I’ll rephrase ‘‘Instead of Roadhog being a character that could flank easily, he was turned into a character who sits in his team’s back line to oppress flankers himself’’

I see a lot of confusion/incorrect information in your responses.

What ?
Have you never played against deathball or triple tank before ? Because these comps can smash straight through most defenses.
Either way even in a 2/2/2 vs 2/2/2 scenario, roadhog has enough HP to walk up to a Reinhardt and hook him (at least when someone is defending him like a D.va or Reinhardt).

I don’t understand your confusion - you are aware that Rein’s shield blocks the hook, right? What organised game are you playing in which a fat ult battery roadhog walks all the way up to and THROUGH a Rein’s shield with the full enemy team behind, who do not retaliate and destroy the hog before he could possibly get in any possition to hook the Rein? Roadhog slowly lumbering in front of a team poised behind a Rein is their wet dream. One ult battery, get it while it’s hot! A good hog would NEVER do this!

Far more sensible for hog to alt fire the shield down or ult it down with support from the team. Then sure, he deserves kills on the enemy team squishies since they are then without a tank. And if you look at hog’s pickrate, let’s not pretend hog is an integral part of storming a point and dealing with the (inevitable) Rein right now.

He still does that.

So why nerf his damage? If he can still do something but badly (and unreliably), then ultimately they are saying he is ok to do that thing. I recall Jeff stating that they wanted to make heroes feel powerful. This was a needless nerf.

No, apparantly the devs themselves thought that Roadhog’s hook was too strong even months after the fix came out

I’m sorry…what?! That’s just a patch note summary of the changes!

I’m going to say this now and it might sound rude, but I think it needs saying. You don’t seem to have suffficient knowledge of the past situation to properly add to this debate.

Roadhog’s damage nerf was a reaction to the community’s complainers. Here is what Jeff had to say:

Players think that every change we make to hero has the intent of buffing or nerfing that hero. Changes to heroes are usually made to make the game better. That’s what we were trying to do with Roadhog. Our goal wasn’t a nerf – our intent wasn’t a nerf. Our intent was to try to remove a behavior that had become “not ok” with our player base – the one shot combo.

What was particularly absurd about this justification about “one hit combo not being ok with community” was that they added doomfist right after hog’s damage nerf. Not only would old roadhog have destroyed doomfist, but doomfist could one hit KO 18 out of the then 25 heroes in the game, while Hanzo could one hit 22 (one being baby Dva).

No doubt you will have some things to say about why roadhog deserves different treatment but that is not the point being made here. The points are as follows - Jeff’s post proves hog’s damage nerf WAS a reaction to the community, and not THEIR intention, it’s in black and white in the quoted passage above. Which is the opposite of what you’re arguing. Second, their excuse that one hit combo is not acceptable was a joke given they added a character with one hit ability at the same time, and took a very long time to patch Hanzo’s scatter (which is odd if they found one hit such a problematic game mechanic). In short, the damage nerf was NOT needed and was a knee jerk reaction to vocal complainers.

No, once again, the prominence of dive came about because the tank meta died with Ana’s, Dva’s and lucio’s nerf (though mainly Ana’s).

You are deliberately missing a large piece of the pie - Roadhog’s nerf was a big part of dive’s proliferation. Hog could CONSISTENTLY deal with characters like Winston before. Roadhog would very easily counter Winston before with his high hook and shot damage combo.

You’ll notice that a lot of my responses come from the viewpoint that despite Roadhog’s hook fix he was still more powerful than intended.

How Roadhog was originally designed in terms of damage at least was how he was intended to be, else you are arguing Roadhog was a randomly generated hero. Again, as Jeff’s above quote shows, he was damage nerfed in reaction to a sect of the complaining community. You should know this history if you’re going to try debate about it.

As someone who heavily played Roadhog (still do) during the earliest seasons of the game, that’s just blatant lying, a quote from someone on the us forums which I’ll probably get wrong since it’s been two years ‘’ currently any position that you can be in is being out of position’’.

I’m BLATANTLY lying? What part exactly? I am correct in stating three conditions that pre-nerfed damage roadhog needed to kill you, no? You needed to be in a position he could hook you (e.g. NOT behind a shield or tank, or not in a high place/near a door with achievable line or sight break, AND within medium range or closer), your team FAILED to react (e.g. zarya bubble, boop, heal, enemy hog hook, McCree stun…list goes on). And…finally, CRUCIALLY…hog NEEDS to land his hook, which after hitbox patch was by no means guaranteed and is still an action of skill. Consider characters like genji - this can be hard enough in itself. And if you look at average hook accuracy it is NOWHERE near 100%. So for Blizzard to implement a damage nerf that allows Genji to escape for instance due to roadhog’s hook and damage inconsistency is pure, unfettered garbage. I’m sorry, but it’s true. All these conditions must be met, so a kill is justly deserved. All the while there are plenty of one hit kill characters who need no such conditions fullfilled.

And your comments about any position being out of position are not well received. I just gave you some examples above of relatively safe positions. But even then, when I face off against Roadhog I am rarely hooked and killed due to having a grasp of positioning. It is not difficult to position yourself to avoid being hooked while still being effective. But In cases where a Roadhog does seriously dunk you, then credit to the very skilled Roadhog. Admittedly I have clocked hundreds of hours on hog from the very beginning and he is my main, but it’s really not difficult to grasp positioning to avoid him.

His original design made it better for you as a player to flank your enemies and get a quick kill, instead of trying to use your hook as utility tool for the team.

I’m sorry but you can’t argue he now has more of a team utility. He could still hook into his team before the larger characters who he could not finish. Now he is just less consistent at killing which allows the enemy team to return fire, thus labelling hog an ult battery.

A good hog would have hung around with the team anyway prior to nerfing, especially with characters like Zarya who he paired well with.

Eh, no ?
I mean anecdotally speaking that’s just not true.

Statement is completely true and as such I’m left doubting your knowledge on the issue. You could google any of those things I said (ult battery, shield breaker) along with “roadhog” and return plenty of results. Hog’s nerf into a bad place following his damage decrease was widely acknowledged, even if not absolutely universally. And yeah, of course he is a shield buster.

You seem to have misread what I wrote down
‘‘Roadhog has one of the most consistent win rates in the game at about 50% in all the ranks above gold.’’
I didn’t say that he had the best win rate, I said he had consistent win rates. Admittedly not the best but he’s consistent at around 50%.

You can probably figure out why I misinterpreted you - because your intended statement now that you have explained it has no meaning, and if anything strengthens my point.

Roadhog is in the bottom third for winrate generally and rock bottom at higher tiers. So if you’re going to say he has consistently had this winrate - all you are saying to me is that he has consistently been a low performer. So, why would Blizzard want to nerf a low performer?

I don’t recall what exact slice of time or format I looked at this stat on way back when, but I fondly remember that hog was the 6th most picked character in comp at higher tiers prior to his damage nerf. And now…not even close. That tells you far more than your win rate statistics. Because 1 in 6 pick rate means both teams probably had one, so one team with hog would always lose. So yeah, don’t trust win rate statistics…look at pick rate!

Once again, at the time Roadhog was the only character making Reaper a bad pick. You seem to be mixing his current state with what he used to be which isn’t a good idea.
Current examples would be Doomfist and Brigitti, two characters who were nerfed because they made other characters pointless.

You made a fatal mistake in naming roadhog the one hero making reaper a bad pick. The one making Reaper a bad pick (and still to this day) is quite simply…Reaper!

And this is why he should have been redesigned. Brigitte and Doomfist still have a place, but reaper does not. He still does basically what he always has. Which is not that much during organised play. So themsolution should not have been to nerf one hero to make way for someone to be a bit less garbage and redundant, but to redesign said garbage in a similar manner to what they did with Tjorb/symmetra. And believe me, I have factored in all the intricacies of the time rather when making this point rather than focusing on the modern day, as I remember those days very well. It was a dark time for roadhog.

I don’t disagree with you but at the time that wasn’t the issue at hand.

It absolutely was the issue at hand. They could have reworked reaper and not introduced a character like Doomfist that would have been easily countered by pre-nerfed hog. It’s a bit ridiculous when you think about it - they had the idea of Doomfist and they damn well knew hog would counter him. So just in time for Doomfist, hog’s damage gets nerfed. This is not sensible character design - nerfing existing characters to make way for new ones!

No, he wasn’t. I played him during the 3 months after his nerfs and he was fine, I had to switch up my playstyle a lot but that was about it and while it’s true that sometimes I couldn’t pull off certain combo’s that’s mostly because of old habits that should’ve died with the nerfs.

Wow…

…really? I am dumbfounded that anyone could claim that Roadhog was in a good place after this nerf, even if trying to win an internet argument. I feel like you could very easily educate yourself on the stats and general thoughts of people about this nerf at the time (see Reddit for instance). Roadhog is my main who I have played more than every other hero combined, for hundreds of hours, and I have played him from day 1 to now.

He was in a TERRIBLE place after his damage nerf. I noticed it immediately, as did the community, and importantly, the stats confirmed this sentiment.

Don’t just take my word for it - this site won’t let me link others but I can quote Game Revolution:

With the hash tag #RIPRoadhog becoming more and more popular, we now have numbers to back up that sentiment, thanks to Overbuff, a website that compiles Overwatch stats for both players and heroes. In Competitive Play, since the patch on June 20, Roadhog’s Pick Rate has dropped from 6.87 percent to 2.76 percent, putting him near the bottom of Overwatch‘s roster (right down there with heroes such as Hanzo, Symmetra and Junkrat).
Similarly Roadhog’s win rate has declined from 48.92 percent on June 20 to a dismal 43.02 percent today. That may not seem like a huge drop, and it may not look like it on the graphs, but, if that win rate holds steady, it would make Roadhog the second-worst hero in terms of win rate in competitive play, ahead of only Sombra (at 42.55 percent).

You are most definitely an anomaly for not feeling the change. Both the stats and the community show a very different story.

Pick rates sure, terrible to play not so much.
Though keeping that in mind there is an argument to make for changing all these characters because their pick rates are either lower or barely above that of RH.

Pick rate is always a more accurate determinant or a hero’s effectiveness in organised play, far more than win rate stats that you just tried to pull. If you look at win rate you will always see Symm and Tjorb at the top despite hardly ever been picked form comp (due to the quirk of people switching off them when they lose the point). Additionally, win rate is brought down by the fact popular characters are often on both teams and one team always loses, knocking the stats.

Why is pick rate a good stat to evaluate? Because if a character is not as effective in organised play, they are less likely to be picked. When Roadhog got damage nerfed, his pick rate tanked (see above quote). It just so happens that his nerf was strong enough that it affected win rate too. Most importantly, pick rates show trends - see how unpopular Mercy is? Well, that’s because she’s far less effective now.

Show me.

The fact a major gaming site documents a twitter movement about Roadhog’s death at the time (along with the roadhog stats showing his popularity and winrate drop) in my above Game Revolution quote above says enough to support my statement. But really, the fact you’re asking me to “show you” again tells me you don’t have a sufficient level of knowledge of this to be having a debate. I shouldn’t have to show you as you should already know this, or should be willing to verify this yourself with searches, if you’re going to somewhat bluntly try to challenge me during this debate. This forum won’t let me post links but it really would not be difficult for you to google this and see very strong support for this sentiment on various outlets, along with the above stats I provided.

If his damage was nerfed it was clearly not intended was it ?

As above, as shown by Jeff’s tweet Roadhog’s nerf was a reaction to a vocal community. The original roadhog was the one designed by Blizzard.

He has only been buffed since ? Those buffs are due to the rest of the cast changing.

That was clearly a typo and should have been “buffs” rather than “nerfs”. Very plainly a typo, and also, he has also has some nerfs since (reduced alt fire distance, whole hog nerf…).

What ?
Roadhog
Head hitbox size reduced by 20%
Bullet damage decreased by 33%
Fire rate increased by 30%
Clip size increased from 4 to 5
If I’m not mistaken those are buffs.

I am sorry but again when you type things like this I am frustratingly aware that I am not debating with someone well versed in the subject matter.

Aside from head hitbox these are not buffs. And even the head hitbox reduction means little due to the other changes I will now discuss.

Roadhog’s gun was straight up nerfed here. He does less damage per shot now but has more shots per second. For a character who is primarily effective in the one shot following the hook, to nerf the damage of each shot, and specifically that one shot at perfect closeness, is devastating. The head hitbox reduction meant little given than roadhog took much more fire due to less frequently securing kills. If the enemy is more often alive, they easily make up for that reduced head hitbox size by being alive to take more shots. And still, roadhog has a damn big head to hit quite easily.

It seems you fell prey to Blizzard’s cover up statement that this nerf had no meaningful effect on his overall damage. Despite the fact it quite clearly did, since the shot after a hook does so much more damage than most other shots in almost all situations other than firing at massive shields. Blizzard’s statement was as follows:

The Scrap Gun changes reduce the power of his hook combo and alternate fire burst damage potential while still keeping his DPS roughly the same.

And you can very easily search for maths breakdowns and discussions of how bogus a statement this is. As I say, his real damage to anything other than shields comes in in the shot right after the hook. That’s when their juicy body is right I’m front of you. It’s a lot less reliable damage on your other shots.

Put it this way, DPS resulting in kills far more often happens in the shot right after a hook than any other shots. And it is THAT single shot that was nerfed.

Sorry, that was D.va. They could’ve said something like that with RH but I don’t recall. I do however remember them decreasing his spray pattern size after the above nerf.

Nope, they did it with hog. Lucky for you it’s in the above quote.

Not really, it’s all just conjecture ‘‘imagination’’ means jack if there isn’t any data to prove either case.

You seem to have given an answer with no meaning/sense here - what are you trying to say? Or is it that you have no response?

You said to me that no matter the reaper rework, hog would always have rendered reaper useless. This is a very senseless statement as there are near infinite levels of rework that could have happened to reaper (that you did not seem to be able to imagine) that would have both stopped hog treading on reaper’s toes whilst also rendering reaper a more useful character. I even gave some examples. It seems incredible (read: ludicrous) to me that you could immediately assimilate every possible rework that reaper could EVER receive in order to dismiss each one and state that hog would always render him useless. Indeed, incredible!

This comment is basically about you not being able to kill Reaper, which was the intended purpose and not about game design.

Again not true, as stated again, the hog damage nerf was a reaction (Jeff’s words). Reaper’s sudden immunity to being reliably killed was a novel concept when it happened and certainly not present during the design of the characters.

You seem to have misunderstood so I’ll rephrase ‘‘Instead of Roadhog being a character that could flank easily, he was turned into a character who sits in his team’s back line to oppress flankers himself’’

This suggests lack of hog familiarity - hog is now usually best placed up front destroying the shield and then capturing the point with his high sustain. Although he could flank before, good hogs still patrolled for flankers and hung out with the team. It’s just now he is far less effective and less satisfying to play, and far less a deterrent to dive. It’s sad.

As for your last part, I see this as a failed attempt at pointing out contradiction. I say failed as both statements are true. Hog still can combo many attack characters yet this is unreliable and inconsistent. And with inconsistency comes frustration.

Mystery DM is complete and utter garbage, and that poll doesn’t even feature mystery DM, just normal mystery heroes. However the mystery duel is only at 4%.

If you add together all the non-mystery DM modes, it’s 30% of total. I would say that’s quite a significant portion of players who do not enjoy mystery DM compared to normal. Otherwise the other DM modes would’ve made it to the polls already. We can almost assume that mystery DM accounts for less than 1% since it didn’t make it to the list. It’s obviously an issue they need to fix.

Make DM permanent, either as a mode like QP or comp, or always have some sort of non-mystery DM mode available in the arcade. Then you can have the mystery mode besides that if you want, though I think the queue times for that would be quite long when you have normal FFA as an alternative.

I have not played Overwatch this week like I usually do - and that’s entirely due to the mystery hero DM nonsense. The holiday event modes are boring as heck (thats my opinion ofcourse) but they do bring a sort of ambience to the game that I like, so I am fine with that. But having only Mystery DM, Mystery Heroes or Total Mayhem as playmodes, means that for me at least, the arcade is unbearable to participate in. So unbearable that I bothered to play for 1 win and a few losses and then just leave it be, it’s absolutely dreadful and boring.

Usually I play many hours a day in DM modes, but I just can’t… I just can’t with this mode. Spawning as mercy or reinhardt, over and over and over, is so mindnumbingly tedious that I just quit mid-game.
If anyone else feels like I do, then Blizzard WILL lose players to other games, not bring their friends to OW or spend any money on in-game transactions.

I love OW and it pains me that it just doesn’t seem to be for me anymore.