Is there a formula for POTG? Because a Widow who 100% kills someone and then three seconds later 75% kills someone did more than a loser 76 who got three 40% kills just on numbers alone.
Kill 3+ people within a few seconds, or boop 2+ people into pits within a few seconds or rez 4+ people, more or less. Whoever has the biggest number of one of those gets it. More or less.
I think things that happen at the end of a round also have a higher chance of getting PotG.
Yep. I think it's mostly about the +fire gained through your actions, which is why a Zen can get it for a big transcendence, and Ana can get it for nano assists (plus a lot of other work) and so on.
'Chance, you are the best kind of whore.' -Henroid
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KoopahTroopahThe koopas, the troopas.Philadelphia, PARegistered Userregular
I think things that happen at the end of a round also have a higher chance of getting PotG.
Yep. I think it's mostly about the +fire gained through your actions, which is why a Zen can get it for a big transcendence, and Ana can get it for nano assists (plus a lot of other work) and so on.
On my shakycam widow potgs posted earlier, even though they were mystery heroes, it was due to that, more or less. Several direct hits with a couple headshots in about 5 seconds.
I managed two holiday legendaries (Torb, Zarya emote) and a few epics (Reaper, Lucio, Widow intro, Pharah?) and really nothing else of note. I did get like 3 non-holiday legendaries though, including the pink Mei (not Yeti Hunter, the other one), Sombra's Augmented, and Ana's Wadjet. Not my favorite skin of hers but I'm using it for now. Usually I'm rolling with the Shrike skin.
True.
It shouldn't clip through any terrain.
It should crush through all terrain leaving holes. Also pulled victims should leave shaped holes in the walls.
We need a hero with a portal gun so that Roadhog can hook from all possible angles.
Is there a formula for POTG? Because a Widow who 100% kills someone and then three seconds later 75% kills someone did more than a loser 76 who got three 40% kills just on numbers alone.
Kill 3+ people within a few seconds, or boop 2+ people into pits within a few seconds or rez 4+ people, more or less. Whoever has the biggest number of one of those gets it. More or less.
I don't think it even needs to be 3+
Just yesterday I witnessed two Widowmaker POTGs that were just a completely bog-standard double kill.
Sharpshooter POTGs aren't really uncommon, especially if the game is a short one
BRIAN BLESSED on
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VivixenneRemember your training, and we'll get through this just fine.Registered Userregular
edited January 2017
You also only need to do better than everyone in +Fire stats.
Yesterday I got POTG as Pharah on a truly dismal game, where literally all I did was kill a Widow, Torb turret, and Junkrat. With plain old rockets, no Barrage.
Holy shit, these areas are so fucking big. I just spent a round literally trying to chase down fights that seemed to be happening, yet only ever saw maybe 2-3 people at a time... from BOTH teams.
Damn... I really, really liked mystery heroes... Like, I only played Ranked, QP for "training" for rank and Mystery for silly fun
+3
Kai_SanCommonly known as Klineshrike!Registered Userregular
I enjoyed mystery heroes here and there, but most of my play in it was because it was the most reliable way to queue for arcade boxes and it had the most guaranteed 50 / 50 win chance because of randomization.
I like 3v3 for boxes, but the queues are long and the number of people doing it is so small you could get 2 dead weights a bunch of times and have no shot.
A Blizz dev posted on the Blizzard forums about how they're planning on changing Roadhog's hook:
Coming soon! In fact we plan to have it up on the PTR asap (might be this week).
For a bit of tldr; for what the changes are:
Firstly, the hook victim will now move in to the position directly in front of Roadhog, rather than just a straight line towards him. There is a cap on how far 'to the side' you can be pulled, so you can't just hook someone, spin 180, and dump someone off a cliff. This part (along with some other bug fixes) should generally make the hook feel more consistent as to where the victims get pulled.
Secondly, the line-of-sight check to see if a hook should connect or not is now checked from Roadhog's position, instead of the hook's position. This basically means the hook can't connect to targets that Roadhog himself can't see.
Lastly, there is a new persistent line-of-sight check back to Roadhog once the hook has landed. If this check fails, the hook breaks off and returns to Roadhog. This means if you get hooked and move out of LOS quickly (either you dashed, were falling, were pushed, etc), the hook will now break early and not pull the target.
Overall these changes will likely make Roadhog a bit weaker, but we'll evaluate his performance once we get people playing him and make adjustments as necessary.
Also the patch notes don't mention this, but there's now a "reduce buffering" option under video options. It tends to drop FPS but also decreases input lag and CPU usage. I haven't had a chance to try it yet but some people on reddit seem very happy about it, so folks might want to try it out and see if it improves performance.
A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
That seems logical, but having seen some of the weird hook glitches, especially in regards to 'missing' people in front to hook someone way in the back, I kind of wonder if that and the new hook-release thing will cause some incredibly BS non-hooks.
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The Escape Goatincorrigible ruminantthey/themRegistered Userregular
I'm just happy to hear about the hook breaking on geometry because every bullshit hook I ever landed never actually pulled them through
The first two seem fine but I guarantee the third one will kill Roadhog. A huge portion of this game is peek-shotting, so it would very likely end up requiring nothing more than shooting from a corner to make a Roadhog flee if there is now nothing he can do about you. (chains curve around obstacles, why would this one just break?)
They've been glacially slow to do balance passes in this game lately, so my concern is that if it's bad enough to make him drop off the tier list he's going to be a hog wallowing in the mud for the next several months.
Donnicton on
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
That seems logical, but having seen some of the weird hook glitches, especially in regards to 'missing' people in front to hook someone way in the back, I kind of wonder if that and the new hook-release thing will cause some incredibly BS non-hooks.
I think it's good they'll have some wiggle room for people to escape. I don't have a ton of trouble not getting hooked, but I play a bunch of Roadhog so I know to be a lot more conservative about cover than a lot of players facing him because I know almost being around a corner is just not good enough.
The way the hook works right now, if it's got you, it's got you, and it doesn't matter if you had already initiated something to escape it around a corner; it will wait until you stop, then just pull you right back around the corner. As it stands, I think that I've had less than 1% of landed hooks (out of hundreds landed since Roadhog's hook was patched) ever "break", and that handful of instances were all pretty edge cases involving corners and whatnot. I could see that going up to as high as 10% and it still being fine, since it means people are getting a chance to initiate escapes instead of just getting hooked to death no matter what.
That seems logical, but having seen some of the weird hook glitches, especially in regards to 'missing' people in front to hook someone way in the back, I kind of wonder if that and the new hook-release thing will cause some incredibly BS non-hooks.
I think it's good they'll have some wiggle room for people to escape. I don't have a ton of trouble not getting hooked, but I play a bunch of Roadhog so I know to be a lot more conservative about cover than a lot of players facing him because I know almost being around a corner is just not good enough.
The way the hook works right now, if it's got you, it's got you, and it doesn't matter if you had already initiated something to escape it around a corner; it will wait until you stop, then just pull you right back around the corner. As it stands, I think that I've had less than 1% of landed hooks (out of hundreds landed since Roadhog's hook was patched) ever "break", and that handful of instances were all pretty edge cases involving corners and whatnot. I could see that going up to as high as 10% and it still being fine, since it means people are getting a chance to initiate escapes instead of just getting hooked to death no matter what.
It really depends on how far out of sight he is. If the 'escape' is something like "ducked behind car" or worse, one of those D.va-explosion-blocking street signs, it really should logically still yank you back. I think short of the massive things, like teleporters or blinks, a more logical (from a real world sense) solution would be to try to pull them straight towards Hog, and while there should be some sliding, if it hits a real barrier that would 'cut' the hook's chain, do an auto-slam for auto-damage or additional stun or something.
I don't know. Their example of someone falling out of sight just kind of rubs me the wrong way and seems like something that SHOULD pull, not cancel it.
Wait, that HOTS campaign for Oni Genji was a limited-time thing?
...oh well. I don't play much Genji, and I already have a Legendary skin for him, so...
+1
VivixenneRemember your training, and we'll get through this just fine.Registered Userregular
I remember getting pulled back through a Recall by a Roadhog hook one time. That was weird. I didn't actually finish Recalling, but the animation had started for the Recall and then it said STUNNED and I died.
That was a while back, I think, and it felt like total BS to me then.
Posts
Kill 3+ people within a few seconds, or boop 2+ people into pits within a few seconds or rez 4+ people, more or less. Whoever has the biggest number of one of those gets it. More or less.
Steam: MightyPotatoKing
Yep. I think it's mostly about the +fire gained through your actions, which is why a Zen can get it for a big transcendence, and Ana can get it for nano assists (plus a lot of other work) and so on.
that map looks so cool
Get ready for a week of people doing nothing but playing in traffic every time it comes up.
Both teams: "watch me dodge this car with my sweet moves"
Also both teams: TEAM KILL
On my shakycam widow potgs posted earlier, even though they were mystery heroes, it was due to that, more or less. Several direct hits with a couple headshots in about 5 seconds.
My sole Widow potg I channeled my inner Rambo and full-auto murdered a bunch of mans around the payload. Approach the problem from a different angle!
Bnet tag: Nermals#11601
Steam: MightyPotatoKing
oh my god I have the stream on the TV and still somehow totally missed that
Where's the Play only new map-mode?`BLIZZARD!
Custom Game!
Steam: MightyPotatoKing
Sorry guys. New map is more important than meat people. Hello ana-bots!
Also, would have been a good idea to get those new custom game options rolled out before putting a new map in that mode.
Didn't get her during the event, so yay?
The holiday mode ended literally a few minutes ago. Saw it was still going, got one game of mystery heros in and bam, over.
Genji is still eeeehhhh.
Is it? I cant seem to join a game on Oasis..
Also wheres my mystery heros!?!?!? No limits is lame :bigfrown:
NM as i was tabbed out I finally joined one without the error.
I don't think it even needs to be 3+
Just yesterday I witnessed two Widowmaker POTGs that were just a completely bog-standard double kill.
Sharpshooter POTGs aren't really uncommon, especially if the game is a short one
Yesterday I got POTG as Pharah on a truly dismal game, where literally all I did was kill a Widow, Torb turret, and Junkrat. With plain old rockets, no Barrage.
The new brawl! It's "Play oasis only", literally!
Booooo!!!!
*Hisssss*
What am I supposed to play now when I want to just have good stupid fun?
Goddamn, is it a Lucio paradise.
Holy shit, these areas are so fucking big. I just spent a round literally trying to chase down fights that seemed to be happening, yet only ever saw maybe 2-3 people at a time... from BOTH teams.
I like 3v3 for boxes, but the queues are long and the number of people doing it is so small you could get 2 dead weights a bunch of times and have no shot.
Also the patch notes don't mention this, but there's now a "reduce buffering" option under video options. It tends to drop FPS but also decreases input lag and CPU usage. I haven't had a chance to try it yet but some people on reddit seem very happy about it, so folks might want to try it out and see if it improves performance.
now others will suffer as I do
They've been glacially slow to do balance passes in this game lately, so my concern is that if it's bad enough to make him drop off the tier list he's going to be a hog wallowing in the mud for the next several months.
I think it's good they'll have some wiggle room for people to escape. I don't have a ton of trouble not getting hooked, but I play a bunch of Roadhog so I know to be a lot more conservative about cover than a lot of players facing him because I know almost being around a corner is just not good enough.
The way the hook works right now, if it's got you, it's got you, and it doesn't matter if you had already initiated something to escape it around a corner; it will wait until you stop, then just pull you right back around the corner. As it stands, I think that I've had less than 1% of landed hooks (out of hundreds landed since Roadhog's hook was patched) ever "break", and that handful of instances were all pretty edge cases involving corners and whatnot. I could see that going up to as high as 10% and it still being fine, since it means people are getting a chance to initiate escapes instead of just getting hooked to death no matter what.
It really depends on how far out of sight he is. If the 'escape' is something like "ducked behind car" or worse, one of those D.va-explosion-blocking street signs, it really should logically still yank you back. I think short of the massive things, like teleporters or blinks, a more logical (from a real world sense) solution would be to try to pull them straight towards Hog, and while there should be some sliding, if it hits a real barrier that would 'cut' the hook's chain, do an auto-slam for auto-damage or additional stun or something.
I don't know. Their example of someone falling out of sight just kind of rubs me the wrong way and seems like something that SHOULD pull, not cancel it.
...oh well. I don't play much Genji, and I already have a Legendary skin for him, so...
That was a while back, I think, and it felt like total BS to me then.