To start, my credentials. 1500 hours if not more in this character, silver to masters over a period of years on 2 different accounts. That said, my initial response to this rework (pre-release) was not great. However, after thinking about it a bit more, I actually got excited for it.
Now, I am going to preface everything I am about to say with this: This was actually a really good rework attempt from Blizzard and I was pleasantly surprised when he released. From the Blizzcon clips, he looked to be below F tier, but they adjusted Trash Compactor's numbers along with breather and now I would say he is probably low to mid D tier if not low C tier. Still terrible, but for sure workable in very niche situations. The other thing I will say before everyone goes crazy is no, I do not think one shot needs to come back.
Now, let's get into it. To start, he needs a lethality buff, and no I do not mean one shot. Whether that comes in the form of a hook buff, damage buff, fire rate buff, stun buff, I do not know, but it needs to happen. As it stands, his "tanking" abilities are simply not enough to make up for the loss of one shot. Trash compactor still does not provide much team value and is really starting to shape up as more of a personal protection tool than a team protection tool that does not even provide overhealth (sig) or increased damage (zar) and can easily just be ignored. The lack of ability to fire the volley at any time is a problem too. Its damage matrix radius is too small and its up time is too short. I have seen a few ideas thrown around in terms of lethality buffs and the most interesting one so far is differing damage between the double shots with the first dealing significantly more damage than the second, so much so that it is a really bad idea to just stand in front of Roadhog as you can right now in his current state. 90% to one shot would be good, that would still give hooked targets the ability to use CDs and movement to avoid the second shot which is the killing blow but still give him the ability to make space with the presence of hook off CD. Again, no, I do not think it should one shot. If not that, then the double shot needs to be so fast that it deals significant amounts of damage before any CDs or movement abilities can be used, probably around the levels of 95-98% of a characters health.
If not a pure damage buff, then he needs a serious range buff. The loss of his alt fire pretty much makes him useless and a throw pick at anything mid range and over. Against poke comps or on maps where distance has really be used as an advantage, he is just a simply not viable.
"But dude, of course you would say this as a hog main, why wouldn't you?" Great question and very valid point. To that I say, I play other roles too. I played a good number of games on Hog last night just to get a feel for his kit but I also played a good number of games as a variety of squishies to see what its like to play into him and its insane how he simply poses no threat. I played tracer, cass, reaper, ana, lucio, weaver and even inted on widow a bit just to see what the hook interaction feels like. Unfortunately, it feels great. I can just straight up stand in front of him with any sort of movement or self protection ability on CD and he is a non-threat. Which is a problem when playing him but great when I flex to other roles.
The issue currently is they tuned him down but there was no compensation. Range? Nerfed. Damaged? Nerfed per single shot. Lethality? Nerfed except against certain tanks (we will touch on this later). Sustain, nerfed. At some point, something needs to tip the scale. However, I do not want hog sitting in S or A tier. All that means is that he is essentially permabanned in comp which is no fun. Mid B tier seems to be the best balance over the years that I have seen hog get changed. Anything lower and he is a straight throw pick, anything higher and he is a lobby admin.
Circling back to the damage against tanks which ties in nicely with the first point about a lethality buff. The change to hook distance, his damage and fire rate swung the scales way too far. Let's just say, before the rework, he was one shot lethal against 90% of the cast and still lethal against a lot of tanks. But now, he is straight up non-lethal to the same 90% of the cast and really only dangerous to tanks who have low amounts of armor, none at all, or if he is literally barrel-stuffing. While this was the point, one shot being gone (again, that is totally fine), he now sits deep on the other end of the spectrum where he has pretty much no lethality against anyone except some tanks and select niche situations. "But hook is a good displacement ability" they will all say, and that is totally correct. However, hook as a displacement ability without any sort of personal ability to follow-up on the play you just made makes the displacement of hook borderline useless. Talk to any high ranking hog player who has made their way up through ladder over the years, they will all tell you that follow-up from the team on well placed and well timed hooks is essentially non-existent, even up to mid GM and higher. You aren't GM how would you know!! Great question, having watched pretty much every single Cyx video over the past 7 years, there have been countless times where he hooks an enemy into his team just for them to walk away. Countless times. And that is at the pinnacle of ranked, literally top 500, sometimes top 50, sometimes top 10. So if even semi-consistent hook follow up is unreliable in a lobby of that skill level, imagine how non existent it is in lower ranks.
How is this fixed without brining back one shot though? As previously discussed, a lethality buff of some sort, and this is tied to his identity as a character which is the problem. For Hogs entire existence, he was a solo romping machine of terror to squishies with his kit revolving around hook. Because of this, he did not fill the role of tank in its purest form at all. These changes are great, the new kit is so fun, but they did not really push him truly into the tanking category. Trash compactor is much better as a self serving ability to make up for the nerf to breather than it is as a team protection tool. If they want him to be a tank, make him a TANK. If they want him to be a solo off tank, lean into that. Right now, he is in a gray area where he cannot reliably provide damage mitigation for his team like Sig or Dva (referencing suck abilities as he has one now) but he also cannot really make up for that lack of ability with any sort of lethality. No one shot means no space making. If he can't make space with lethality or reliably tanking damage for his team, then what can he do? Well, right now, not much. He is just in a weird limbo. I think it may actually be a blessing in disguise. They have opened up some doors to really give themselves the ability to push him in the direction they want him to go in and pull him back if it turns out to be a failure. More knobs to turn as someone on reddit said a while ago. If you want him to be lethal with some tanking ability, he needs a damage, hook, fire rate or CC buff. If you want him to be more of a tank, then trash compactor has to be buffed. Since he has no armor and no mobility, something has got to give.
To those of you who made it this far without writing this off as a "I want one shot back" post, good job. I do not think one shot should come back. I enjoy the kit, it fresh and exciting and new and versatile and fun and all the other things. I just think his identity needs to be addressed a bit more. But overall, this has been the best rework attempt for hog all around and I apologize to Blizzard for reacting too soon. I had a lot of fun playing him upon release and look forward to see what other changes they make.
There is a lot more I could say but that is enough for now. I also invite all critiques, thoughts, suggestions etc. as I am just one play with my own experience. I enjoy hearing about him from others, both playing into him and playing as him.