i mean they could just break it while its forming
So I guess his hammer is just gone then?
new hero confirmed bois, looks like a tank, could be a large support tho
you not sneaky blizzard, we know your tricks
I just played with the new torb on the ptr and i have a few concerns.
His turret is completely vulnerable to being massacred before it finishes building. I’ve played a couple games where no matter how many turrets i put down none of them got a chance to fire. I feel like either decreasing the build time and/or letting it fire at a lvl 1 rate as it’s building would help out a lot with that. If you don’t have a shield (which a lot of the times, surprisingly, you don’t) the turret is dead before it can do anything
Molten core doesn’t seem to last long enough to do any real damage. Throw it in a choke and the enemy either waits the 5 seconds (possible exaggeration, i haven’t timed it but it feels that short) it takes to disappear or just goes around it. Maybe make it more like WB’s mines, have it stay out longer but it can be removed by the enemy team somehow.
That’s just my opinion of course, and i haven’t played any “real” games to get any “real” data, but this is just how i feel after my experience with him so far.
I love that my firewall suggestion has been implemented :
Here are some ideas :
Domination : Takes control of an enemy for X seconds.
Confuse : Affected players can only run around for X seconds.
Fear : Affected players run away from the specific attacker for X seconds.
Stun : Affected players are unable to perform any action for X seconds.
Seduce : Affected players automatically move towards the nearest player.
Cleanse : Affected players are free from any CC (Zarya)
Burning : Affected players gradually lose HP and ignite nearby allies.
Acid : Affect…
Yeah that’s pretty bad the turret is so easy to destroy with these cooldowns it will have more down time then up time.
1 Like
Seems that devs didn’t learn anything with the last sym rework.
Throwing turret is not the solution.
But ok. “They know what they’re doing”
3 Likes
I actually think the ability to throw his turret is one of the best things they could’ve done. It let’s players place his turret in new and more helpful locations on the map (like one of the pillars in anubis b)
1 Like
While I like the changes to Torb, I can’t help but feel this is yet another nail in the coffin of tanks like Reinhardt. He already gets wreaked by so many heroes, and now he has yet another direct counter.
#feelsbadman
Even though Torbjorn has been in an objectively bad place for a while now, part of me is still going to miss old Torb. Playing him has always been a guilty pleasure of mine since I started playing Overwatch in June-July 2016.
I’m gonna miss giving people armor and meticulously building up turrets, but I’m hoping he still feels fun on top of being better in mid-fights
weeps with joy and exhaustion
The wait is finally over. Torb was the reason I came to this game.
1 Like
Hmm changes actually look pretty good…Wish I could say the same thing about Symmetra rework Sad Trombone Wah Wah Wah Fail Sound Effect - YouTube
Thanks for the update, Mr. Goodman.
Many thanks for the work done, Overwatch development team.
I am definitely on the payload! =D
1 Like
Nope, he still has his hammer for melee and turret repair
Put my thoughts in another thread because I didn’t noticed this one in the general discussion forums. So, I’ll just paste my feedback here as well.
Hi. I’m a plat level Sym/Torb player that was heavily disheartened by Symmetra’s rework since it’s first presentation by Geoff , and alongside others, consider that the rework changed her too much to the point she is basically a new hero.
I had vouched to uninstall and never look back at Overwatch if Torb rework moved him as far from what I consider his character to be as Symmetra did, and today we got the first glimpse of Torb’s rework. So, as someone that have been playing since launch, and were always in love with our beloved dwarf swedish man, those are my thoughts about what I saw on the PTR.
Be warned, thought, that since I live on Brazil, and Torb is a projectile hero, playing him on a real match in PTR is almost impossible to me (150+ ping). So, my real judgement will come once he hit live. This is mostly theorycraft and what I noticed by playing with him against bots and on the training grounds.
Rivet Gun (cheetos): Basically some small buffs to projectile speed. Not game breaking, but might require some time to get used to the new speed. Hanzo players will understand that part. It will make me miss some shots at the start, but in general, it’s the same gun, with the same arch, and the same damage.
Rivet Gun (shotgun): Spread is absurdly consistent now, and it’s really welcome, just like Doomfist knuclegun. Get a good hit at the neck, and you can reliably one-shot squishy heroes. The reduced damage isn’t really significant when you add the fact that you shoot slightly faster, and that you can Overload before going into shotgun mode to mimic Storm Arrow for a quick burst of damage. In general, I consider that a straight buff.
Forge Hammer: Since we don’t have to upgrade the turret anymore, I think we could get a revert on the change that was made to its speed/damage balance all the way back in 2016, so that his hammer get back its 75 damage per swing. But that is literally a footnote.
Turret: A few issues, but unlike Sym’s turrets, in general it kept Torb’s soul in the ability. In general, I think the turret got nerfed really hard, and it didn’t needed to, since it was already the weakest part of Torb’s kit.
250 HP is too low because of Tracer. Currently, Tracer can’t deal with a well-positioned turret by herself. A full clip and melee deal 270 damage, and if she unleashes it on the turret, she is forced to recall because she can’t reload and finish the turret without dying. This is one of Torb’s biggest strengths today, and alongside a Brigitte, this makes playing a flanker pretty much impossible. With a 250 HP turret, Tracer can blink close, and break the turret before losing even half of her HP. I honestly suggest changing it to at least 200 HP + 50 Armor, so that its still vulnerable to explosive damage (Pharah, Junkrat, etc) and focus fire.
Turret cooldown starting as the turret breaks means we need to protect it more. It’s counter-intuitive to the gameplay I believe the team is trying to pull from Torb, because now that you can’t immediately replace a turret as soon as it breaks, but it don’t deal more damage than before, means the early risky turret to distract people in the back is useless. This means requiring more shields to protect it, and less turret uptime mid-battle. I understand why the devs want to prevent infinite turret uptime, but we should have at least the cooldowns inverted. Ie, if the turret break (or you destroy them on purpose), give it the smaller cooldown, and leave the long cooldown for when you place a brand new turret.
It got a stronger lasersight, which means it’s position is more visible at range. It’s extremely easy to see the lasersight of the turret shooting now. Compound that with the turret being less resilient and how the cooldown works, and you have an even bigger sign telling the enemy team to break the turret and reduce Torb’s effectiveness.
Overload: Get rid of the initial “Molten Core” animation and it will be perfect. It’s no longer an ultimate, it don’t need the windup. Comparing that to Storm Arrow, or Fan the Hammer, and both abilities simply start rapid firing the second you press the button. Overload need to work the same way, especially if you want to use it to double as a survival tool, since by the time you can fire after activating it, the enemy team probably already chewed through your extra armor.
Molten Cheese Core: Mixed feeling here. I like the damage, I like the fact that it is especially effective against armored targets (so it’s a good weapons against Bastion comps as well), but Torb’s kit was usually better at containing fast mobile characters, and when you add the turret nerfs, the removal of armor packs, and the change of ultimate, it basically means that the mobile characters lost a second zoner that worked against them, after Symmetra.
Vis a vis, I don’t think the rework is terrible, but it needs one or two updates on PTR before it hit live. Torb went from a team player that have to balance placing his turret, armoring his teammates, and dealing his own DPS, to a lone-wolf type of character that is very effective against no-mobility characters while having a bit more trouble keeping mobile ones in check.
At least he got the head reduction he deserved for more than two years.
2 Likes
The 300 was for his L3 turret, which will no longer exist
This is in fact a buff to the L2 turret, which has 200 hp presently
Nope.
150 HP for level 1, 300 for level 2, 800 for level 3.
1 Like
as a luciomain i can just say-
It always was.
And yes, his ult will be worthless against me now
What tank? What large support?