My name is Nickel, OhNickel, And as most of you guys know on the big Doomfist patch, a lot of the issues that were going on with Reinhardt were supposed to have been fixed. And if you have no idea what those issues are, there’s actually video I made about this before where a lot of attention was brought to it by someone named Tedx over on the Blizzard Forums. But now, this has been sent to me by a bunch of different people but, the person who seemed to originally find this was someone named, Pelegiad, over on the Overwatch Subreddit who showed that, Reinhardt has lost the ability to charge through breakable objects, and if you’re wondering “What kind of breakable objects?” Well railings, for one as you can see in this video. I’m on Horizon Lunar Colony, and I turn the cooldown off on charge so I can show you a bunch of times, but I’m constantly trying to charge through any railing I could possibly find and none of them are breakable. I even charge it at this weird angle to see if maybe that would work, too. And it’s not that the railings are unbreakable because you can see that I swing with the hammer to break them just as soon as I can get through them. And so, this isn’t only on Horizon Lunar Colony. This is pretty much everywhere I tried, with the new build of Reinhardt trying to charge the railing. Something else to be pointed out too, was it’s not just the railings themselves, it’s the other breakable objects, like signposts. So I’m sure a lot of you guys know on Numbani there are signposts everywhere, and you can see in this clip I’m trying to go through them one by one, but when you hit them as Reinhardt you just come to a completely dead stop. So it looks like it went from being inconsistently broken to, pretty much, always broken. Unless that’s the change they’re trying to go for, which They didn’t write anything about that in the patch notes, and I don’t know why they would possibly want to do that. Especially when Doomfist is now in the game and he also has a charge mechanic that has a lot of advantages. Including the fact that you can change the direction of where you want the charge to go. And if you didn’t really know what the issues with Reinhardt were before, a lot of it was summarized in Tedx’s original post. Which in short basically amounted to all of Reinhardt’s abilities having a delay. Including his ult, his rocket hammer swings, his firestrike, and his charge. Which obviously makes it a lot harder to time attacks. And there was a lot of weird stuff going on with his charge also, where would sometimes just pull people in that it wasn’t supposed to, or, not hit anyone at all, and the hitbox of the fire strike seem to change arbitrarily as well. In the Doomfist update, the changes to Reinhardt included increasing his swing speed by 10% But in a developer comments for Reinhardt, they explained that Reinhardt’s Rocket Hammer had an issue that allowed players with higher latency to swing faster. In this patch they said that they fixed the bug, which as a result of fixing it made the swing speed feel too slow. So that’s why they increased the swing speed to 10%. And the last thing they said about this, was that, during the process they also found and fixed a few bugs with Reinhardt’s Rocket Hammer’s hit registration. There was actually even a whole separate thread, where there was a checklist of everything that they were aware of concerning Reinhardt and what had been fixed so far, and almost everything that checklist was done already. But for some reason all of those fixes led to this really bizarre thing where Reinhardt can no longer charge through railings or even signposts. I’m assuming this is going to be fixed but this is major enough, where I know some people might not want to play competitive until this is fixed. Depending on how much Reinhardt involvement there is and how important this seems to them. One other thing that came up that was posted by someone named, VanCityCanucks7, is probably even more bizarre. In the clip that he recorded here, he’s walking towards the final point on Eichenwalde, and as he gets ready to use Reinhardt’s ult, He lifts his hammer, and as it’s coming down He just hammers through the map, and dies. It is really bizarre to see this. One of the comments from someone named, Fatfingers, mentioned that maybe this has something to do with Mei’s wall since there was a Mei, to the left of the Reinhardt that fell through the map, but either way both of these things are really strange. But anyway, let me know if you guys have seen either of these things in-game and if so, if they’ve actually affected the outcome of your games. Something else there also seems to be a lot of attention on, is the state of Roadhog. I’m sure some of you guys know by now that Jeff Goodman actually said that Internally, they’re testing Roadhog with a minus 50% damage taken while using his Take a Breather, which is Roadhog’s heal, but on top of that, also allowing him to move at full speed while inhaling. So in a way it’s kind of like the change they made to Bastion. He said that these two changes combined make him more difficult to kill, while also allowing Roadhog players the ability to be a lot more aggressive when they’re trying to find somebody to hook. But it seems like a lot of the frustration comes from the fact that Roadhog was initially nerved so that he wouldn’t be able to do his combo to one-shot heroes or one combo Heroes. Which is strange to a lot of people because shortly after that, Doomfist was released, and he can actually one-shot a lot of heroes. There seems to be a lot of confusion about why Doomfist is able to that. Where Roadhog isn’t, or isn’t anymore. A condensed version of what a lot of the community was saying was put together by, Joker Penguin, After 60 pages of this same thread about Roadhog who summarized that a lot of the community wanted to revert the nerf for Roadhog, but some of the buffs proposals were broken into two sections. The non-defensive buffs and the defensive buffs. So under the non-defensive buffs some of the ideas were buffing the hook. Doing things like reducing the cooldown or increasing the damage. There was also an interesting idea about actually swapping the hook and Whole Hog so that the hook would be the ultimate, and whole hog you could just use as a control ability. That’s a pretty clever idea, I just think people that play a lot of Roadhog would have to completely relearn him again, in order to make that work. One of the interesting ideas for the non-defensive buffs, was when you use Take a Breath, since it is kind of like a smoke effect, it would also heal nearby allies. Kind of like Soldier 76 or conversely, damage nearby enemies. For the defensive buffs there were some ideas for passives and one of them was to lower the enemy’s ultimate charge, slash, give, Roadhog ultimate charge when damaged. So there’s actually a lot of ideas on there I just try to show you guys a few of the ones that stood out. But basically it all goes back to the Overwatch devs team which was the 50% damage reduction and moving while healing. So since a lot of people seem to be split about this, let me know what you guys think about this down below in the comments. Are you a fan of this proposed change to Roadhog, to give him these survivability options in exchange for the Nerf that came to his burst damage. Let me know down below in the comments by leaving a comment that either says, “Burst damage,” or, “Survive Hog.” If you guys didn’t get a chance to check out the video from yesterday, It has to do with D.va and Genji’s new interactions, when they cancel the ults of other heroes. So if you want to see that, I’ll leave a link to it down below as well. But either way, thanks a lot for watching guys if you’d like to submit footage for me to use here on the channel, you can do so, over at Underwatch.com. I’ll see you guys next time.