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justifyperiod343

Experimental Mini-rework Roadhog and Tankrole passive

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I have been watching flats 1 and 2 videos recently and the video i have watched is flats reacting to cactuspuppy on how he made a demon lord game mode for Bilzzard, when i heard a comment from flats at postive reviews of the game mode "it really did make you feel like a actual tank" and that comment really stuck with me, it goes to show on how much pain us tanks have to go through just to either climb the ranks or have fun. Sometimes when playing tank, you feel like you are more squishy then you should with amount of burst damage you just taken, seeing your health just plumment and you don't know how on earth it happen sometime.

So then i got curious, can i make a tank experience better? I'm no game developer but this thought won't let me sleep at night until i started experimenting and upload here, so here i am. Of course i will not do all tank hero's at once, i'm not that ambitious and not eager for mountain of work that entail..... yet, maybe. so i decided to focus on roadhog and tank passive for now, just enough to make me finally go to bed and sleep soundly.

Just so you know, this is HIGHLY EXPERIMENTAL mini project. which also means i haven't tested with a group of people yet cause i had no friend's. so i guess you will be my guinea pigs for feedback and observation. otherwise here is a list of changes i made that maybe improve the experience of roadhog and other tanks. (and know what yourself getting into)


Tank Passive Changes:

  • Reduce damage taken by 15% (or set damage received by 85%)
  • Reduce Healing Received by 15% (or set healing received by 85%)

(DEVELOPER NOTES: These Changes allow tanks to, well, tank damage from the enemy team better without gunning for the hills cause of the heat, but also made tanks easier to kill when they get pocketed by both supports when caught in bad position because of overcommitment to holding the bull-horns head-on, it also made the tanks more slow to recover from enemy attacks or taking enemy positions so i monitor this if the changes is neccsary)

Roadhog RoadHog List of Changes Section

CharacterStats Changes:

  • Increase Max health by 35% (with role queue buff applied, 800 ---> 1080)

Scrap GunScrap Gun Changes:

  • 40% decreased Scrap projectile's speed (or 60% set projectile speed)

(DEVELOPER NOTES: these two list of changes serve different purpose's, the health max increase is pretty simple, it allow roadhog to tank more damage and give him a courage boost to contest space with the enemy team more, and since he dosen't have any armor or shields, he could maybe use more health. The decreased in scrap projectile speed for his scrap gun will put more empasis on close combat and closing on the distance between you and your adversary, either by hook or by simply walking up to them, since now he's scrap will be easier to dodge at a distance due having more reaction time to dodge out of the way if they quick enough that is.)

Chain Hook Chain Hook changes:

  • The Enemy player will get a 3 second cooldown on both Ability 1 and Ability 2 when Chain Hooked.

(DEVELOPER NOTES: This has possiblity of either being broken or balanced, getting a 3 second on the enemy with your chain hook truely sound like a deal breaker. keep in-mind though that it does NOT disable your secondary attack, so orisa when hooked can still throw her javlin and enemy roadhog can TAB and ran back to his team. The purpose of this change is to get rid of "Get out-of-hook Free cards" that certain hero's has against getting chain-hooked, if they din't use these cooldowns eariler, they will use it to simply get out and act like nothing bad happen at all, not unless if they are in particular bad situation. this is most certain i will be paying attention to the most, and i will be expecting to have this changed in the future.)

Take a Breather A Rework of Take a breather:

  • 60% increase in maximum time Usage
  • Recharge at 38% of the normal Recharge rate

Added two new mechanics for TAB, "Overdose" and "Withdrawal"

When 80% of the maximum time is used, "Overdose" is triggred for 10 seconds and the following effects will occur:

  • Gain a temporary health pool of 200 normal health that can be recovered, for duartion of overdose.
  • 13% damage taken reduction (or 85% set damage recieved to 72%)
  • 5% increase recieved healing (or 85% set healing recieved to 90%)
  • 10% increased movement speed (or 100% set move speed to 110%)

During "Overdose", Road hog will have orange sparks to indicate he is in overdose.

When "Overdose" ends, he will then enters the "withdrawal" that last 6 seconds and makes him vulnerable during this time, the following effects are:

  • 15% decreased healing recieved (or 85% set healing recieved to 70%)
  • 5% increased damage recieved (or 85% set damage recieved to 90%)
  • 15% decreased move speed (or 100% set move speed to 85%)

  • Take a breather is disabled for duration of "Overdose" and "Withdrawal"

During "Withdrawal", Roadhog will have red sparks to indicate he is in "Withdrawal"

A new hud element has been added on the middle top of your screen when playing Roadhog, just below your GameMode Objective tracker, to help you keep track of your current "states".

(DEVELOPER NOTES: This is parhaps the biggest change i've done to roadhog compared to other changes, this is very unique for roadhog so i can't say on how it will pan out but it's a very interesting. the purpose of this rework is to give roadhog more depth and more ways to how you play him by giving him a "risk and reward" system. maybe you want to only proc Overdose when you know you get value, or maybe you all about the high risk and high reward, timing your Overdose's and withdrawal's so you can live dangerously and reap all the benefits if you played poker right and outwit your advarsary. i'm sure there is interesting ways to play with this. the increase in maximum time usage and decrease in recharge rate serve's to make roadhog to be less reilant on TAB being his main source of healing and escape option, as it force him to be more calculating when using TAB and when to proc Overdose, since increase in maximum time usage means that he is forced to commit more time if he want's to proc overdose if he wish it.)

And that is all i got for today, i hope you enjoy this workshop mod :) NOTE: recommended that you immediately start the game mode if you don't want to have duplicate Overdose hud element.

Players | 1 - 8
Categories: Hero Adjustments
Heroes: D.va, Doomfist, Junker Queen, Mauga, Orisa, and 35 more...
Created at:
Last updated:
Current version: Version Alpha 1.0.1

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