Comparing Torbjorn's Turret to Illari's Pylon

Imagine if Torb’s turret was allowed to do as much work for him as Illari’s heal-turret does for her

It used to before.

Issue is here that Torb turret needs line of sight of enemies to deal damage.

Illari’s pylon just needs line of sight on allies to heal.

Both need to be destroyed by the enemy to cease functioning.

This little oversight is exactly why Illari’s Pylon is stronger. Because it can do its job without ever being revealed to the enemy.

Torb’s turret needs to SEE an enemy to deal damage.

So lack of offensive has always been a really failed and overlooked quality with the dev team. Just because something doesn’t hurt players doesn’t make it less powerful, in certain cases it makes that aspect stronger because it doesn’t need to interact with threats.

For comparison, Torb does 44 dmg per second with his turret while Illari’s does 30 HPS per 1.25 seconds. Torb turret also has 225 HP while Illari’s has 100.

I’m all for Illari hate, but not in a manner that could potentially get other turrets needlessly buffed. Anything that’s automated should be having minimal impact on the game, otherwise it’s just flat out unfair.

I’ll repeat what a lot of coaches and pros say about turrets in general.

“Automated value gain is unhealthy. It doesn’t make a player better, its not fun to play against or with.”

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Skinny zippy enemies running around that no one on your team can keep the crosshair on aren’t fun to play against, and this what you’d think would be one of the ideal tools to help with that is really bad at that purpose.

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They could just… idk… make uber-mobile heroes extremely squishy, but that’s too competent of an idea for OW devs. Literally any other way to deal with fast heroes would be better than what the devs are trying.

Tracer is a perfect example of this. She is doing just fine but not overwhelming due to the higher risk of being one/two tapped.

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Squishier zippy heroes then means THEY have to face the frustration of being picked off more often by lucky headshot squeezies
Something Torb himself is often guilty of, its a large part of making it so viable to just pump rivets down chokes and let lady luck take the wheel (and part of why I think this game shouldn’t have headshot crits at all)
At least with a stationary autoaiming turret, there’s no luck involved.

That’s the risk you take for being super mobile. That’s why I never get mad when dying to a tracer (unless the sticky bomb is being buggy). It’s incredibly hard to be good with tracer, but she’s also (depending on the balance of the game) incredibly good at providing value when you are good with her.

One-shotting projectile spam is an issue, but I don’t have a solution to it other than nerfing the damage or increasing the time between shots. That being said, at least some characters aren’t as punished against one-shots in the same way that all characters are affected by turrets.