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Roadhog is the latest Overwatch 2 hero to get a rework . Ahead of his updated kit going live on November 14, Blizzard has revealed what’s changed .

Let’s start with the Scrap Gun. The secondary fire is going away and there will be more total damage per shot (up from 150 to 160). There will be fewer shotgun pellets per shot, but they’ll each deal a little more damage.

In the center of the shot, there will be four large projectiles that each deal 15 damage. In other words, it sounds like Blizzard is effectively combining the Scrap Gun’s left click and right click.

However, the weapon’s critical damage multiplier is dropping from 2x to 1.5x. That sounds like it’ll make Hog’s hook-fire-melee combo less effective.

Take a Breather is being reassigned to secondary fire by default, and it’ll be quite different. It’s based on a resource meter that refills gradually (like Moira’s healing spray) and it’ll take 12 seconds to fully recharge.


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The cooldown is dropping from eight seconds to one and the ability will remain active as long as you hold down the button (though you can switch back to a toggle option in the settings). When the meter is completely topped up, it can heal up to 450 of Hog’s HP over three seconds.

The damage reduction Hog benefits from is dropping from 50% to 30%, so he might find it harder to survive a D. Va bomb or RIP-Tire. Healing he receives from allies when Take a Breather ends won’t be amplified either.

Moving the ability to a resource meter seems like a good idea overall. It’ll give players more control over Take a Breather, much like how you need to hold down primary fire to use the Whole Hog Ultimate.

Last but not least is Hog’s new ability, which is called Pig Pen. Per Blizzard’s rundown of his updated kit, this will “launch a trap that slows and damages enemies.”

According to 6cyx’s Twitch stream , which lead hero designer Alec Dawson joined to discuss the changes, the ability deals 60 damage when it’s triggered and 30 damage per second in an area for three seconds — enough to kill a Tracer, in other words. Unlike Junkrat’s trap, enemies won’t be stuck in place. A 40% movement reduction will be applied. There’s a 12 second cooldown.

It sounds to me a bit like Sojourn’s Disruptor Shot, albeit one that operates like a deployable trap that waits for an enemy to trigger it. Hooking an enemy into the trap could open up some interesting combo strategies. All the same, I’m not entirely sure this is a change Roadhog needs, but we’ll see how it plays out starting tomorrow.

Update: Blizzard sent over the Overwatch 2 patch notes for November 14, which include some bug fixes. Here they are in full:

Hero Updates


Developer Comments: The broad goal of the Roadhog rework was to improve his frontline presence on the battlefield as a tank hero and reduce the frustration enemy players had with how consistently deadly his hook combo has been in the past.

Roadhog’s previous Scrap Gun primary and secondary fire have been reworked into one primary fire shot that is still most effective at close range but also deals more reliable damage from further away now.

His Take a Breather has been changed to a resource-based ability and has been moved to Secondary Fire for a more convenient control scheme. It can be used more frequently but will need to recharge its resource over time, increasing its flexibility as a tanking tool and making it not as easy to counter.

He now has a new ability called Pig Pen, which is a deployable trap that activates when enemies are nearby, dealing damage and slowing them. This enables Roadhog to have control over a wider area and, with a little bit of pre-planning, can be used to either help protect his allies or further enhance the effectiveness of his hook combo.

Scrap Gun

  • Previous secondary fire functionality has been removed.
  • Total damage per shot increased from 150 to 160.
  • Shotgun pellet count reduced from 25 to 16.
  • Shotgun pellet damage increased from 6 to 6.25.
  • Now fires a shrapnel volley of 4 large projectiles in the center of the shot.
  • Each shrapnel projectile deals 15 damage.
  • Critical damage multiplier reduced from 2x to 1.5x.

Take a Breather

  • Now activated by holding Secondary Fire.
  • Cooldown for each use decreased from 8 seconds to 1 second.
  • A new resource meter has been added. This meter will deplete while Take a Breather is active and then recharge when it’s not in use.
  • Take a Breather requires 12 seconds to reach full charge from empty.
  • At a full charge, Take a Breather can heal up to 450 health over 3 seconds.
  • Take a Breather will now remain active as long as its assigned hotkey is held.
  • An option to “Toggle Take a Breather” has been added under Options > Controls > Roadhog.
  • Damage reduction decreased from 50% to 30%.
  • No longer amplifies healing received upon ending.

Pig Pen

  • This is a new ability assigned to Ability 2 by default.
  • Launch a trap that slows and damages nearby enemies.
  • Deals 60 damage when triggered and 30 damage per second in an area.
  • 3-second duration once activated.
  • 40% movement speed slow.
  • Cooldown is 12 seconds.

Bug Fixes


  • Fixed in a previous update - Resolved loading issues that were occurring in the Shop.
  • Fixed in a previous update - Fixed an issue with Rumble on some abilities activating for all players in the match.



  • Fixed a bug that caused Life Grip to cleanse the Orb of Discord.
  • Fixed a bug where players who hop off of Petal Platform before it is fully raised would become immune to EMP.


  • Fixed an interaction that could result in Sombra being pinned by a charging Reinhardt instead of teleporting to the thrown translocator.
  • Fixed a bug where Hack didn’t work properly when enabled as a Toggle.
  • Fixed a bug that resulted in Invisibility failing to recast after exiting combat.
  • Fixed in a previous update - Fixed Sombra’s Ultimate cost missing the 10% decrease.
  • Fixed in a previous update - Fixed an issue where Discord Cooldown UI was displaying on an invisible Sombra in some cases.


  • Fixed an issue that could result in Zarya’s projected barrier failing to deploy.

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