Compilation of Torbjorn improvement suggestions from OW community (Part 2)

NOTE: This is a follow up and revised post of the original which you can find here:

https://us.forums.blizzard.com/en/overwatch/t/a-compilation-of-torb-buff-suggestions-from-the-internet/88674

This is part 2 and features the suggestions from Part 1 in addition to new ones I found from all across the OW community. If you want you can see part 1 to learn the purpose of these posts and identify the new suggestions.

               ***ALSO NOTE: THIS IS A LONG POST***

Brief description: This is basically a compiled list of suggestions from the Overwatch Community from all over the Internet. They are specific suggestions for how Torbjorn can be improved, I have made a rating system for each suggestion (down below this) to help understand the suggestion.

Rating Key:
|P|: Stands for ‘Plausible’. This means the suggestion proposed will likely not have a great impact, has been hinted at implementation by Blizz, or is along the lines of being quality of life
|U|: Stands for ‘Unlikely’. This means the suggestion proposes a major change that while not extreme will likely require intensive testing to see if it works.
|L|: Stands for ‘Ludicrous’. This means the suggestion is extreme and will likely not be considered by blizzard devs.

*Keep in mind this rating system is based on my opinion, feel free to formulate your feelings towards the suggestions listed

Without more delay here is the list:

|U| - Make Torb’s health be 175 HP and 25 armor to slightly improve longevity.

|P| - Decrease the headshot hit-box of Torb to slightly increase longevity.

|L| - Allow Torbjorn to build two or more turrets @ decreased HP/Cost scrap.

|U| - Torbjorn and his turret gain a 50% damage bonus during Molten Core; decrease the duration of Molten Core to compensate.

|U| - Change a small portion of the turret’s current HP into armor. Example: LV2 - 250 HP, 50 armor.

|L| - Increase the amount of armor given by Torbjorn’s armor pack ability to 150 from 75 and make it become semi-permanent (meaning the armor can be regained by healing) with the armor wearing off after 20-30 seconds.

|P| Increase the HP the forge hammer heals a turret by to 55 (same as the damage dealt) from 50 so as to help Torbjorn keep his turret alive.

|P| During Molten Core Torbjorn’s Rivet Gun has it’s reload halved.

|U| During Molten Core Torbjorn and his turret are immune to slow and freezing effects. Thus making Torbjorn less susceptible to Mei.

|U| During Molten Core the rate at which scrap is generated by Torbjorn’s passive ability is doubled.

|U| Allow Torbjorn to upgrade and repair his turret at the same time but doing so heals the turret for less health.

|P| Allow Torbjorn to mark an enemy which causes the turret to ‘focus’ on that character until they break line of sight, die, or Torbjorn focuses a different hero.

|P| The turret continues to construct itself after being placed even if Torbjorn dies almost instantly after placing the turret.

|L| Allow the primary fire for Torb’s rivet gun to pierce barriers, decrease the damage of the rivet gun’s primary fire to 55 from 70 to compensate.

|U| During Molten Core Torb’s rivet gun or just the primary fire for the rivet gun can pierce enemy barriers.

|L| Enemies targeted by Torb’s turret suffer a slow or decreased healing debuff effect until they break line of sight or die.

|U| Increase the total HP of Torb’s turret to slightly improve it’s longevity.

|L| Allow Torb’s turret to be constructed on walls and ceilings much like symmetra’s turrets.

|L| Increase the damage dealt by the rockets fired from a LV 3 sentry to better match other explosive damage in the game. (Essentially increase individual damage of each rocket to for example 30 so that all direct hit rockets sum up to 120)

|L| Allow Torbjorn to upgrade a level 2 turret to level 3 without molten core meaning that Molten Core simply improves health or provides some other buff to the turret.

|L| Give the turret a small shield that is applied when targeting an enemy, the shield only covers the front of the turret. In turn decrease some of the parameters of the turret such as health, turning speed, damage, etc…

|L| Give the turret a small shield that covers the front when the turret is idle. The shield is dropped when the turret acquires a target and has a slight delay before applying itself after the turret has gone idle again.

|U| Slightly increase the maximum range of the turret (say to 50 meters) from the current 40 meters.

|L| Allow Torb to wall climb (Okay yeah this is a joke but you never know…)

|L| Replace Torb’s armor pack ability with an ability that allows Torb to upgrade health packs that provide double the HP or grant armor along with HP.

|U| During molten core the LV 3 turret gains improved ranged (say to 50-60 meters).

|P| Slightly increase the hit-box size of the the Forge Hammer versus enemy players.

|U| When Torb is within 10 meters of his turret, he and his turret temporarily gain the ‘Ironclad’ passive ability found on Bastion which decreases incoming damage by 20%.

|U| Decrease the amount of swings required to upgrade a turret by 1 or 2 and double the amount of HP the forge hammer heals. In turn decrease the swing speed of the forge hammer.

|P| Add a UI display for the turret so that Torb’s allies know where he built his turret.

|P| Add a UI display for armor packs so that Torb’s allies know where Torb has left an armor pack.

|P| When the turret is targeting an enemy, it shows their remaining HP pool similar to how Zenyatta receives information when applying his orbs to allies/enemies.

|U| During Molten Core Torbjorn gains a speed boost. Decrease the total HP increase gained from Molten Core to compensate.

|U| When the turret is on the objective it counts as a player meaning the enemy team has to destroy it lest the capture zone be marked as ‘contested’.

|U| Add an alternate fire ability to Torbjorn’s forge hammer that allows him to ‘Reinforce’ the turret decreasing all incoming damage the turret takes by 20%.

|U| Allow the turret to give Torbjorn ultimate charge upon being destroyed with the amount of charge being based on how much hero damage the turret dealt.

|P| Add an ability or alternate fire ability to Torb’s forge hammer that can be used to have the turret hold its fire until the ability is toggled off/released.

|U| Allow Torbjorn to give armor packs to his turret.

|U| Allow Torbjorn to ‘fix’ his turret when it becomes hacked by using his forge hammer.

|U| During Molten Core Torb’s turret fires armor piercing ammunition meaning that it always deals full damage and is not affected by the damage reduction of abilities such as Bastion’s passive ‘Ironclad’, Orisa’s ‘Fortify’, Roadhog ‘Take a breather’, etc…

|U| During Molten Core the projectile speed of shots fired from Torb’s rivet gun are greatly increased.

|L| During Molten Core Torbjorn becomes immune to critical (head-shot) damage.

|L| Make the armor provided by Torbjorn be a form of ‘Heavy armor’ that always decreases damage by a set percent (say 20%) regardless of how high the damage dealt is.

|U| Allow Torbjorn to start with 50 scrap at the start of the match allowing him to grant armor to himself or one of his teammates before the start of the match.

|L| Give the turret damage immunity while it is being constructed up until the point where it reaches full health upon completing it’s construction.

|L| During Molten Core the turret inflicts a slow or decreased healing debuff to it’s target

|L| Give the turret an ‘anti-air’ passive that allows it to deal double damage to enemies that have been airborne for more than 2 seconds.

|U| Allow the turret to repair itself when it falls below 50% HP, repairing itself at a slow rate up to 50% of it’s total HP.

|L| Give the rockets the LV 3 has semi-heat seeking properties where the rocket will try to deviate their course to follow their target.

That’s all folks! Congrats if you made all the way to end lol! Feel free to discuss any suggestions below.

2 Likes

I think torbjorn should be able to do fire damage. His character fits for a fire damage hero. He gun literally shoots molten rivets at people.

I think his Gun should have it’s base damage reduced for both his alt and primary reduced by 10. And instead be given a 3 second dot (fire damage) of 10 per second. Since his projectile speed is one of the slowest, it makes up for the missed shots in between. You could also up it a little like you did with hanzo. Still allow for headshot damage though, but just add the dot on top. The dot can’t stack.

His ult should have a fire aura during it’s duration of also 10 per second and his lvl 3 turret should shoot fire balls instead for more dot damage or keep it the same. Since there’s so many healing auras anyways we need a damage aura to help counter it. It kind of fits thematically too with his daughter in protection and him into damage.

Oh also, I was thinking I could be against him having more turrets, because with the symmetra rework and how easily she can put it out there, everyone would be focused on shooting all the turrets. I think him have one is fine. I think he should just be able to toss it a certain distance like he tosses his armor pack and it should auto build the where it lands. There could be two types. One that looks like a lvl 1 turret but generates armor packs around it every few seconds and the lvl 2 looking turret does more damage but doesn’t generate armor. Both turrets upgrade to the lvl 3 fire turret during his ult.

u have to make torb opaf
i suggest making his leftclick a 100dmg ability but without reload his turret should make 75 per hit and has 500health always no lvl-restrictions, also the leftclick should be able to instakill all tanks in the game and not stoppable by shields or defense matrix… the game will be broken af but at least no one throws ur games only bc u picked torb! i played him for 3 days now on a 60% winrate ca. and i have about 1.2mio player deaths on my account now, bc they decided to jump off the map (yes even if we won the game)

thx blizzard and community u should be ashamed no exceptions bc its a small small minority

Heres what Torb needs for viability as an Attacker in the new Damage (DPS) category

  1. hitbox/critbox shrunk to be proportionate to his actual size

  2. reduce scrap collection time (more time to attack)

  3. reduce turret maintenance time (also more time to attack)

  4. full strength as the match starts - turret starts at level 2, armor packs immediately available

  5. Make armor packs more often used - many are wasted on the ground.

  6. incentive to move away from Turret rather than staying w/Turret hammering away. (also creates more time attacking)

  7. Keep molten core exactly as it is. Its already an effective ability when attacking.

the last would be a “nice to have”

  1. ability to throw turret far enough away to allow it to be placed 1 level up (catwalks, ledges, etc)

|P| Allow Torbjorn to mark an enemy which causes the turret to ‘focus’ on that character until they break line of sight, die, or Torbjorn focuses a different hero.

I got an idea very similar to this, but more elaborate. Give Torb the ability to toss/shoot a homing beacon(s). I recommend a toss similar to WidowMaker’s mines with a 2 beacons being the maximum he can control.

If the beacon lands on an enemy, then the turret will focus on that enemy as long as that enemy is within range & line of sight, but moving out of range or line of sight does not remove the beacon. The beacon will also give away the location of the enemy & prevent enemy Sombra from going invisible.

If the beacon lands on an ally, then the turret will automatically shoot any enemy that attacks or goes near the ally, provided that this enemy is within range & line of sight, of course.

If the beacon lands on the wall, floor, ceiling, furniture, or any object, then the Turret will just target the closest enemy to the beacon that’s still within range & line of sight of the turret.

Regardless of whether the beacon is on an enemy, ally, or neutral object, the beacon can only be removed if the carrier of the beacon dies, the beacon is hacked off by an enemy Somba, the beacon is hammered off by an enemy Torb, or Torb himself toss out more beacons then he can control.

Torb can also designate 1 beacon being a higher priority than the other & he can also switch the priority of the 2 beacons at any time.

What do you guys think?