We already know that Torbjorn is next in line for rework after Symmetra.
In this thread I want to analyze his current problems and theorize about possible ways to fix them.
Disclaimer
Keep in mind that this thread is only about suggestions, not demands, and that all these suggestions may not be ideal and should be properly tested.
Problem #1: Power Disbalance
Currently, Torb plays more like TF2 Engineer with classic sentry. It means that Torbs himself is an addition to the turret. It worked badly in TF2 so Engineer was unpopular in Competitive TF2.
The reason is simple: if major part of hero power is focused in stationary AI controlled “minion”, this hero ends up being too powerful against low skill players on lower ranks, and absolutely garbage against high skill players at higher ranks. Low skill players struggles to deal with something that has auto-aim, while high skill players simply able to take an advantage over stationary targets.
Problem #2: Immobility
The second problem of Torbjorn is that he is almost useless on attacking side because of his immobility. He can’t provide a lot of impact in battle without a turret and turret takes too much time to set it up. Torbjorn is too connected to his turret.
Orisa had the same problem upon release: she was too immobile and she was not able to move with her team because her Barrier had a way longer CD. She was forced to stay near barrier for longer time simply because she could not move it quickly enough.
Torb has the same problem: he is forced to stay near turret for a long time.
Goals of Rework
- Power rebalance between Torbjorn and his turret: Turret should be an addition to Torbjorn, not vise versa
- Mobility improvements: Torbjorn should not be too heavily tied to his turret and the ground where he place it
- Attack potential improvements: Torbjorn should be more effective on attacking side while retaining his power on defense
Possible Solutions
- To make Torbjorn himself more powerful in combat
- To make Turret more autonomous in terms of setup
- To give Torbjorn better control over his Turret
- To improve usability of quick Level 1 Turret
Suggestions
First of all, we need to improve how Torbjorn sets up his turret and to make it more autonomous:
- Torbjorn can now throw turret from range
- (Optional) Turret can now be placed on walls and ceiling)
- Level 1 Turret deploys faster
- Level 1 Turret constantly regenerates health until deployed. Turret deployment can be interrupted only with burst damage
- Level 1 Turret automatically upgrades into Level 2 Turret after X seconds (Suggestion: 6-8 seconds)
- Turret CD decreased (Suggestion: from 8 to 6 seconds)
- Level 2 Turret health increased from 300HP to 150HP+150Armor to make it harder to deal with
- Level 3 Turret health increased from 800HP to 650HP+150Armor
- (Optional: if Turret can be placed on walls an ceiling) Torbjorn can now repair his turret from range by main attack of his gun
Results:
Turret is now more like “fire and forget” in terms of setup. Torbjorn no longer needs to babysit his Turret to deploy and upgrade it. Instead, he can now quickly throw Level 1 Turret to provide some additional firepower for allies and distraction for enemies and engage combat by himself.
Ability to throw Turret from range and to deploy it in more unpredictable places will make it harder for enemies to focus both Torb and his Turret at the same time.
If enemies will ignore Level 1 Turret for too long they will be punished by more powerful and harder to kill Level 2 Turret.
Secondly, we need to improve Torbjorn himself to make him viable in direct combat. He is one of the most immobile and vulnerable heroes in the game, but addition of new mobility option will not fit his fantasy and role. Instead, we need to improve his firepower and survivability:
- Base health increased from 200HP to 100HP+100Armor
- Rivet Gun reload time decreased (Suggestion: from 2 to 1.5 seconds)
- Alternate Attack now has the same rate of fire as Main Attack (from 0.8 seconds per round to 0.6 seconds per round)
Results:
Torbjorn is a weapon-/armor-smith so it is natural for him to have innate armor. Innate armor will compensate his bulky model and huge crit-box and bonus armor from Armor Pack can make him tanky enough to engage in direct combat.
Improvements for weapon will make Torbjorn less clunky to play.
Now we need to make Turret less oppressive against low skill players:
- Turret now takes more time to focus on target before fire
- Level 1 Turret damage decreased (Suggestion: from 14 to 12 per round (from 28DPS to 24DPS))
- Level 2 Turret damage decreased (Suggestion: from 14 to 12 per round (from 56DPS to 48DPS))
Result:
Enemies have more time to react to Turret and they are less punished if Turret focuses them automatically.
But we also need to give Torbjorn more control over his Turret and its power:
New ability added - Target Lock-On
- Works like Sombra’s Hack
- Has 0.65 seconds casting time
- Commands Turret to instantly focus on target
- Focused target takes more damage from Turret (Suggestion: 20-50% bonus damage, depends on CD)
- Suggested CD: 4-8 seconds, depends on bonus damage
- Lock-on clears after 5 seconds if target is out of sight
This ability could be implemented in two different variations:
Variation #1: More Firepower - Less Utility
- Target Lock-on Ability replaces Armor Pack on E button
- Armor Pack remains on E button, but only when Hammer is equipped
- This variations retains his Alternate Attack, but also makes Repair Pack harder to use in direct combat (but switching to hammer also reloads his gun, so it has its own pros)
Variation #2: More Utility - Less Firepower
- Target Lock-On replaces Alternate Attack on RMB
- Turret also enters Suppression Fire mode that not only increases damage, but also briefly slows target with each shot
- In this variation Torb loses a lot of power against Tanks and other large targets, but his Armor Pack still can be used in direct combat and Suppression Fire makes him great against highly mobile and squishy heroes like flankers.
Results:
Torb has more control over his Turret so his effectiveness relies more on player’s skill rather than on AI.
Summary
Changes:
Base Stats:
- Health increased from 200HP to 100HP+100Armor
Rivet Gun:
- Reload time decreased (Suggestion: from 2 to 1.5 seconds)
- Alternate Attack now has the same rate of fire as Main Attack (from 0.8 seconds per round to 0.6 seconds per round)
Build Turret:
- Torbjorn can now throw turret from range
- (Optional) Turret can now be placed on walls and ceiling)
- Level 1 Turret deploys faster
- Level 1 Turret constantly regenerates health until deployed. Turret deployment can be interrupted only with burst damage
- Level 1 Turret automatically upgrades into Level 2 Turret after X seconds (Suggestion: 6-8 seconds)
- Turret now takes more time to focus on target before fire
- Level 1 Turret damage decreased (Suggestion: from 14 to 12 per round (from 28DPS to 24DPS))
- Level 2 Turret damage decreased (Suggestion: from 14 to 12 per round (from 56DPS to 48DPS))
- Turret CD decreased (Suggestion: from 8 to 6 seconds)
- Level 2 Turret health increased from 300HP to 150HP+150Armor to make it harder to deal with
- Level 3 Turret health increased from 800HP to 650HP+150Armor
- (Optional: if Turret can be placed on walls an ceiling) Torbjorn can now repair his turret from range by main attack of his gun
New Ability - Target Lock-On:
- Works like Sombra’s Hack
- Has 0.65seconds casting time
- Commands Turret to instantly focus on target
- Focused target takes more damage from Turret (Suggestion: 20-50% bonus damage, depends on CD)
- Suggested CD: 4-8 seconds, depends on bonus damage
- Lock-on clears after 5 seconds if target out of side
Variation #1: More Firepower - Less Utility- Target Lock-on Ability replaces Armor Pack on E button
- Armor Pack remains on E button, but only when Hammer is equipped
Variation #2: More Utility - Less Firepower- Target Lock-On replaces Alternate Attack on RMB
- Turret also enters into Suppression Fire mode that no only increases damage, but also briefly slows target with each shot
Results:
With these changes Torbjorn can now participate in direct combat more freely because he is no longer strictly tied to his Turret due to its faster and autonomous deployment and upgrade. “Fire-and-forget” nature of new deployment and upgrade mechanics allow Torbjorn more effectively push with his team on attacking side, while retaining his zone-control power with hardened Level 2 Turret.
Turret is less oppressive in auto-aim mode, so enemies have more time to react, but its power drastically increases if Torbjorn effectively uses manual control.
Torbjorn himself is more powerful: he still lacks mobility, but this is compensated with better survivability and more firepower.
Note:
These changes are purely theoretical and cannot be balanced without testing. The goal is to suggest general direction of future rework rather than propose changes in accurate numbers.
Any constructive feedback is welcome. All comments help to keep thread alive.