Terms and things i’ll be using.
• SPS = shots per second/swings per second
• changes highlighted in green
Let’s start!
• Rivet gun
• 18 rounds per clip
• 2-second reload (During molten core 1.5 second reload)
I Think the only change they need to do do his clip/reload is during molten core giving him a 25% faster reload to go with his +50% fire rate he currently has.
This will allow him to get a bit more out of his ultimate but not be so forgiving that people with bad aim will be rewarded for spaming randomly.
I don’t think they can go any faster then this with out breaking his ultimate entirely, you are the highested armored hero in the game during this time.
Primary fire: Rivet shot
• 70 damage per shot
• fire rate: 1.67 SPS (During molten core 2.5 SPS)
• 1 round per shot
• 70 m/s projectile speed up from 60 m/s
Rivet shot is honestly one of my favorite primary fires in the game. it has no falloff damage so i can do my job as a backline dps while i’m protecting my supports with my turret and armor.
But because Torbjorn is a backline dps his accuracy is a bit of RNG much like pre-buff hanzo was. you could walk into his pellets or walk right away from them.
so giving them a 10 meter per second travel speed buff should help torbjorn’s consistency a bit in higher ranks. His fire rate would stay unchanged these changes would just make him more consistent.
Secondary Fire: Rivet Burst
• 7-20 damage per pellet up from 6-15 damage per pellet
• 7 pellets per shot down from 10 pellets per shot
• Max of 150 bodyshot damage
• 7-20 meter falloff (the changes to damage would make this about 1 dmg per meter falloff)
• 1.25 SPS (during molten core 1.875 SPS)
• 2 rounds per shot down from 3 rounds per shot (9 shots per clip up from 6)
• 120 m/s projectile speed
Reivet Burst can feel a bit inconsistent and sluggish at times but it can also feel really strong when it actually works So i propose these changes which keeps his bodyshot max damage the same,
but making him more effective vs armor ofcourse this would need a bit of testing but as it stands right now the live version of this gun it’s more effective to just lob a Rivet shot
into someones head because it does more damage then if over half your pellets body shot a target.
The other change which can be optional depending on how unbalanced it makes him feel is the reduction in rounds used per shot giving him a better chance vs dive tanks who decide to jump onto him
(his daughter won’t always be there for him afterall)
Forge Hammer
• 55 damage per swing
• 50 Health repair per swing
• 1.35 SPS (during molten core 2 SPS) up from 1.25 SPS ( during molten core 1.875 SPS)
This would give him a slightly faster upgrade time combinded with the changes we’ll do to his turret this should put him into the fight faster and more often.
Build Turret
• Targets first person to enter LOS then switches to the closest
• Hitscan shot, Projectile rockets
• Max HP LV1 150/ LV2 300/ Lv3 800
• Dmg 14 per shot 14 per rocket
• 5 swings to upgrade from level 1 to level 2
• Turret gains 150 max hp and heals 150 hp when upgrading from LV1 to LV2 Turret no longer needs full Health to upgrade
LV1 turrent can no longer be healed, molten core still fully heals itself and spawns a full HP LV2 when it ends if turret still alive.
• LV1 turret 2 SPS , LV2 Turret 4 SPS (during molten core, LV3 Turret 5 SPS + 4 rockets SPS)
• Cooldown 8 seconds
I truly believe just changing removing the ability to heal level 1 turret all together and just adding +150 hp to the current hp of of the LV1
when it is upgraded would greatly improve torbjorb’s value and ability to set up a turret during the poke stage of a team fight.
This paired with the slightly faster Swing speed of his Hammer should put his turret in a better place outside “first point defence”.
I won’t ramble on about how d.va can do one damage from across the map forcing you to waste one of ur swings just to heal 1 hp. but this a big problem for torb.
and it’ll make it easier to burst down a poorly placed LV1 while awarding good placements, giving torb a higher positioning and placement gamesense skill ceiling.
Scrap Collector
• 2 scrap per second generation
• Gain 15 scrap for kills 5 scrap for assists
• Enemies no longer drop scrap pick-ups when killed
These changes should help torbjorn generation scrap more consistently and not force a backline dps to run into the front line just to get a resource. aswell as reward him for being more active.
Armor pack
• +75 temporary armor per pack (max armor given 75)
• 50 scrap per pack
• Grants +30% speed boost when picked up for 0.75 second (Torbjorn only)
These changes would allow Torbjorn to get into a better positioning quicker aswell as a slightly stronger escape tool but not with out the cost of using up scrap. could also be used in 1v1s to give you an edge.
but again you’ll be using up resources you need to regain so in most cases you’ll use up more then you gain from the situation while most mobility abilities are free with no major drawbacks outside cooldowns.
Molten Core
• +50% attack speed
• +300 armor
• +25% reload speed
• automaticly reloads your clip when used
• Last 10 seconds down from 12 seconds
•automaticly reloads clip when used
I honestly think molten core is fine the only change i would make is giving torbjorn a slightly faster reload speed so he can spend more time killing then reloading.
but i think anything above 25% faster would make his DPS during molten core to high.
My opinions on buffs people want for torbjorn: (will edit this section as the discussion goes along)
Removing level 1 turrent and only having level 2
• This would break his ultimate in so many ways. His ultimate is very strong and has a stupidly high DPS. but the drawback is you have to first build a level 2 to get the most out of his ultimate, This does 2 things.
1: building the lv1 turret not only makes alot of noise and gives away your positioning this is the first warning of a torb flank
2: The lv1 turret shoots at people while your upgrading it so this is the final warning for the enemy that torb is were he is. you can molten core and body block for your turret if you are spotted before your ready.
which is part of counter play of being seen but more often then not it’s mostly from torbjorn not having good positioning to begin with.
if your lv1 would be destroyed with out molten core then most likely it was a bad spot to begin with and wasn’t worth the ultimate investment.
• Final thoughts: Removing the lv1 aspect of torbjorn would make his ultimate to strong during a mid fight or make him to strong as a flanker, also it would weaken the synergy torbjorn and symmetra have together.
With her new TP you can flank with a turret. and i think those kinds of flanked torb plays should be enbabled purely through teamwork and not torb by himself.