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Overwatch • Sep 14, 2018

Additional changes have been made to Roadhog with the recent Overwatch patch

Blizzard has revealed that additional changes have been made to Overwatch hero Roadhog.

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The changes to Roadhog apparently went live with the most recent update, which was released on September 11, but weren’t included in the patch notes.

The main change is to Roadhog’s damage fall-off range. Previously, Roadhog’s alternate fire had no damage fall-off at all, making it very powerful at range. Blizzard has decided to tone down his range by adding fall-off, but to compensate for the nerf have also increased the fall-off range for his primary fire.

In addition to this change, Roadhog is also one of several heroes affected by a key bug fix. Previously, a bug could cause weapons that fire multiple projectiles – such as Roadhog’s Scrap Gun or D.Va’s Fusion Cannons – to deal critical damage inconsistently. This has now been fixed, essentially constituting a minor buff to these heroes.

The full notes on the changes can be read below:

"Hi everyone,

Just a heads up, a couple changes have been updated in the Patch Notes 333.

Roadhog

Scrap Gun

  • Primary fire falloff range changed from 10-20 meters to 15-30 meters
  • Alternate fire now has damage falloff, which is the same as the new primary fire falloff (15-30 meters)

Developer Comments: Previously, Roadhog’s Scrap Gun alternate fire didn’t have damage falloff which sometimes made it too powerful against far away targets. To balance out a slight power decrease, especially against barriers, we decided to push his overall weapon’s effective range out bit further before damage falloff begins to take effect. Note: The alternate fire falloff begins from where the scrap projectiles are formed, not from Roadhog’s firing position.

This change can be found under the Hero Updates section. Additionally, Roadhog’s Scrap Gun was also impacted by a bug which has been fixed (noted under Hero Updates as well).

Fixed a bug that would cause some weapons that fired multiple shots at once to inconsistently deal critical damage (e.g. Doomfist’s Hand Cannon, D.Va’s Fusion Cannons, Genji’s Shurikens, Reaper’s Hellfire Shotguns, Roadhog’s Scrap Gun, and Torbjörn’s Rivet Gun)

Developer Comments: While this is a bug fix, we wanted to highlight this change as it can affect gameplay by changing the damage output of the affected heroes in certain situations. After this fix, weapons with spread should now correctly calculate critical damage for each individual pellet that lands in a critical region (e.g. a headshot). The end result of this change is that it should be significantly easier to deal critical damage with any weapon that fires multiple shots simultaneously, such as Reaper’s Hellfire Shotguns and D.Va’s Fusion Cannons. In addition, we’ve changed the logic for when these weapons display a critical marker on your screen. It now requires 30% of your shots to be critical, rather than displaying it if a single pellet hits critically.

Thank you, Heroes."

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