Counterplay. The way it currently works simply needs adjustment for more reasonable counterplay. While I’m not a huge fan of more deployable things being added to the game, since everyone and their mother seems to have one now days, I saw they were giving him a trap and though “ok, well at least it should be ok to play around if you pay attention like with junk trap”. Now, I’d call junk rat’s trap a fair ability: it can really mess you up, but if you see it you can avoid it and its horizontal hitbox matches the model so it’s not gonna pull you around a corner without you being able to have seen it. However, the fact that pig pen triggers in a radius much larger than its small hitbox and visual indicator means that it can indeed trigger at a corner before it’s able to be seen or reacted to. As a trap, I figured it would just be a matter of looking out for it, and admittedly I’m still probably not as used to looking for it yet as with junk trap, but the geometry of it makes it unavoidable and undetectable depending on the environmental geometry.
Speaking of unavoidable damage…If you ever end up in front of a hog, say he hooks you (and before you say ‘bad positioning lol’ have you seriously NEVER gotten hooked before?), or you need to contest the point and cannot avoid being in that location to actually fulfill the objective requirements, then he can just throw down pig pen right next to you. It’s literally free 60 damage (at least) that is stupidly easy to hit and impossible to avoid by most heroes without simply “not being there to begin with”, which is not realistic when you need to actually play the game at some point. Plus the 60 free damage it applies slow and additional damage per second, making this way too much value imo for how guaranteed it is to hit. when you just huck it at someone.
I can be ok with traps, I can be ok with cc, but I am not ok with unavoidable damage or things without reasonable counterplay. I feel like this problem could be fixed very simply by making it trigger only by hitting it’s visual model (and probably making that a bit larger so it doesn’t become totally useless), instead of having it trigger in an invisible radius.
so it’s not gonna pull you around a corner without you being able to have seen it.
Ive been pulled off point to high ground on Ilios well by Junkrat’s trap radius, dont give me this BS