Thing is Roadhog being a hybrid Tank + DPS kind of Hero, the thing that arises is he's way to powerful 1 vs 1, hell sometimes 3 vs 1
Team focus priority shifts if he is in play, but most teams forget how to team play
Say there's a Rein, Roadhog, Tracer, Soldier, Ana, Lucio as Defend
Your team is say Rein, Zarya, Soldier, Pharah, Mercy, Lucio on Attack
Rein cancels each other out
Soldiers same thing
Tracer has advantage to pick back line, but Pharah being the eye in the sky can keep Tracer humble
Healers are even, push as they
Zarya and Roadhog battle differs now
Zarya can't push up way to hard, she needs a distract or + bubble buddy to reap benefits
Roadhog on the other hand has free Roam to pick squishes at heart every 6 seconds
You need Pharah + Soldier + Zarya (boosted barrier wise) to take him out
So 3 players have to almost DPS him down to negate him
While doing this, healers will be pushing up his health + his CD for getting his health backup, while yours are getting pestered by Tracer
It really requires Team effort to drop a Hog
It sucks so much that you solo a Hog 1 v 1, get him to hook bait, misses, you pump him with damage, see him gulp away restoring Health while your damaging away still, turn, and have his hook back up, grab, insta-gib
That's where the thing pisses people off the most
If you get the drop on most Heroes you have a great % of getting the win, but with Hog its mostly a loss
You can burn his health down, only to see him gulp it back up while your blasting away at him
Then your at a disadvantage
I've seen it countless times he's getting hammered and mid battle while getting shot up just Gulp down and survive
With 8 sec hook, those 2 secs will be huge, but I had the thought of, if Road chugs his health back up, if no damage taken during it, 100% intake, but if gulping up health while taking damage, it should only give him back 50-75%
Its fucking stupid a Hero mid battle can re-up that much health, negate your damage and return it back to you because the CD's are super quick