This makes Forge Hammer a much more important part of Torb’s kit and turret’s uptime is significantly increased from its current abysmally low uptime.
Forge hammer:
- With Forge Hammer equipped the secondary attack (right click default) manually redirects turret for which enemy/object to target
- Turret repair per hit increased from 50HP to 65HP.
Rivet gun:
- Primary fire no longer causes turret to lock on to target hit
Overload:
- Temporary armour granted increased from +100HP to +250HP
- Can’t use Rivet Gun while Overloading, after the activation animation you will have switched to Forge Hammer (this doesn’t prevent activation + use of Torb’s Ultimate while Overloading)
Deploy Turret:
- Removed 10 second cooldown when turret is destroyed “in combat”
- Removed 5 second cooldown when turret is manually destroyed.
- Cooldown when turret is deployed increased from 5 seconds to 10 seconds.
“Wow, you totally nerfed rivet gun, now my rivet gun fire rate is trash!”
Overload doesn't increase fire rate as much as you assume
Rivet gun fire rate was always low, even with Overload. Look at the real numbers and don’t go by feel, the “cast time” for Overload, 0.75 sec before you can attack, removes almost all the attack rate advantage.
When you activate overload then immediately shoot then in that time you can only shoot 11 shots. If you didn’t activate Overload and just immediately began shooting then you could have fired 9 shots. As the 10 second cooldown begins only after the 5 second ability ends all overload does for Rivet Gun is potentially allow you to fire potentially only 2 more shots every 15 seconds.
Overload is a bad ability because it’s not focused on defence or offence, it spreads its benefits too thinly across all aspects of Torb’s kit. Remember you perform a “backpack reload” while forge hammer is equipped you get a free weapon switch time which can make up for that 2 potential extra shots every 15 seconds.
Without overload, Torb can still fire 18 shots faster than McCree can fire 18 shots (if McCree is saving combat roll for emergencies), and Torb’s bolts do the same base damage without damage fall off.
“500HP damage-hero? Torb. Is. Not. A. Tank.”
Loads of non-tanks have temporary increased defences, still not tanks
A tank having 500HP is a big deal because that entire 500HP can be healed, this health above 250HP cannot be healed. Loads of DPS heroes have abilities that mean they can take more than their base-HP of damage like extreme lifesteal, damage immunity, self-heal, health reset, but their base HP isn’t a long deep pool healers can pour heals into.
+250 armour is something that would really make a significant difference, especially considering the cast time but being limited to using the hammer limits its abuse in just hanging back for safe Rivet spam. If you can’t frag a 500HP torb then you have the option of keeping out or range of his hammer or exploiting how close he is getting with close range attacks. Could mean retreating, could mean booping Torb back, could mean exploiting vertical mobility, could mean counter-charging torb.
The point is that it really CHANGES the interaction, this is significant.
Plus, Hammer kills are awesome.
“Turret needs to be on a long cooldown so it’s not always up”
Turret is now almost NEVER up!
The current delayed cooldown and build time for sentry combined with a slow rate of hammer healing means the turret is almost constantly out of action, either out of action because it’s destroyed and on cooldown or is put in such a useless position. For only 56dps it shouldn’t be so easily kept on constant cooldown, mercy’s beam now means the net damage is only 1hps. This is very very weak.
The ability still can’t be used that aggressively & continually due to how easy it is to pour fire into the immobile turret in its 3 second build time.