[D]Heavy Breathin'-
Quest: Collecting Regeneration Globes Increases your Health Regeneration by 1.
Reward: After Collecting 15 Regeneration Globes, Increase Health by 500 Hit Points.
Reward: After Collecting 30 Regeneration Globes, [D]Take A Breather Healing is Increased to 50%.
[Q]Scrap Box-
Quest: Hit 40 Enemy Heroes with [Q]Shrapnel Blast.
Reward: Increase number of Charges for [Q]Shrapnel Blast by 2.
[W]Total Control-
[E]Big Belly-
[W]Crippling Hook-
[W]Sharp Hook-
[W]Poisonous Hook-
[W]Branding Hook-
[Active]Scrap Shield-
[Q]Explosive Material-
[W]Extended Chain-
[E]Concussive Slam-
[R]Whole Hog-
[R]Toxic Mayhem-
[Passive]Mutated Muscle-
[D]Leaky Container-
[Q]Fired Ammo-
[E]Hog On The Run-
[Passive]Radioactive-
[D]Huge Breath-
[Q]Artilery Blast-
[W]One Man Apocalypse-
[R]Apocalypse Now-
[R]Wasting Mist-
[Passive]Roadrage-
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I could give a more in-depth critique of the whole moveset if you'd like, as there are upsides and downsides to this kit concept, but Chain Swirl, as-is, could not be allowed to exist.
There's nothing about the moveset outside of Chain Swirl that's notably wrong, I'd say. The passive part of the trait just encourages a high cooldown hero to play aggressively and position closer to enemy heroes, while the active part is basically Raynor's E. Tanks need sustain (and a way to survive damage while surrounded), so it's good that's in there. I would probably only remove the basic attack speed boost from the kit, just to reduce the potential 'feast-or-famine' nature.
The Q, I think, is mostly fine. A high cooldown hero needs something to give them regular uptime. That many charges will often limit what you can do in terms of talents, though I'd rather not look at talents for now.
Body Slam is another interesting one. I do think it's a fitting enough move, it functions as a peel (you'd be surprised how many Tank concepts don't have
a single tool for peeling) while having its limits. It fits with wanting to keep Roadhog up close. Whether or not it needs the 'knock into wall' mechanic would come down to what you decide to replace Chain Swirl with. If this move is the 'main' CC tool, I'd say keep it, but if the W is, then it should probably go.
And, of course, then you have Chain Swirl. Chain Swirl is basically an insta-delete button any time you are with your team. With Garrosh, having to walk right up to an enemy is something that has lots of counterplay. When Garrosh touches you and throws you, that is often a death sentence, but it often feels earned because Garrosh has to get right up next to his target, something that puts him at their mercy. The kill is earned, and both teams had a say in it. Even as a Heroic the move would be completely unfair, with counterplay that comes down more to who the enemy is playing more than how well the enemy plays.
Roadhog is a hard character to work, just based on how to make the Hook distinct from Stitches, so I completely understand the difficulty of the task.
In a mechanical way of game, the damage would be applied in exact moment target is caught, that means that damage would be applied for that target in that exact moment, if target has 100% HP at the moment of being hooked, they would take 25% of their Full Health. If target has 50% HP at the moment of being hooked, they would take 12.5% of their Full Health.
The damage is proportional to target's current health but only when they are caught, as their health gets lower over time from poison or outside sources it would mean noting to poison, its going to deal its fixated damage that was calculated when they were caught.
Thanks for commenting and if you have any more questions or suggestions, feel free to ask.
Maybe he should be an Assassin though? I'm not sure.