Torb rework feedback

Okay. so after having tested torb for about 10 games in quickplay i have a few point i wanna take up.

First off the removal of his armor/armor packs. i dont think this was a good idea, i get that it wasent the most used system in general. but removing his 75 armor that he was able to give to himself in tight situations feels like a nerf

Torb is a really small but very compact character and i would agrue that apart from roadhog he is the easiest target to hit in the game.

a character easy to hit with only 200hp isent good. it’s super hard to stay alive without armor and you are gonna die a lot, especially on attack.

and c’mon how can the overwatch armor and tech guy not have any armor??

Second point is the turret health reduction. i dont think it was needed because of the fact you can now throw it so most of the times it will be in places you cant even repair it. but thats a minor problem

third. the 10 sec cooldown when it dies, a little too much imo 6-7 would proberly be better.

other then that i like the changes but i deffinetly think he will NEED to be able to give himself armor agian. he is just to easy too kill without.

maybe if we cant have him thorw armor packs to himself maybe some regenerating armor up to 50/75 and it regenerates when you havent taken damage for 5-6 seconds?

You realise that Torb can now give himself 150 armour temporarily every 12secs, so technically he is still giving himself extra protection. This might even change in the future so it lasts longer or the cooldown is shorter, who knows yet it’s early days.

New Ability: Overload
Replaces Armor Pack
Lasts for 5 seconds (12 second cooldown)
Temporarily grants 150 armor
Increases attack, movement, and reload speed by 30%

yes ofc but that is more of a offensive ability and as you said it only last temporarily so after 5 sec it is gone agian. yes it can save your life in a tight situation but in general he is running around with 200 health and one biggest hitboxes.

I mean it’s open to be used for whatever the situation calls for, you can use it offensively but you could also use it defensively to give you that extra survivability in terms of armour and increased movement speed. Having 150 is double the 75 he would receive before, and I think most players have learnt that when Brigitte was using a 150 armour ult on get allies, it was quite difficult to break through so there is a lot of potential.

yes agreed you can use it in more situations but it is on a 12 sec cooldown. i just think running around with 200 health is a little low and takes his overall suvivabilty down. would like him to have around 250 health with 50 health of armor. he is the guy who built almost everyone’s armor and learned briggite how to build it. surely he should have some armor at all time

They decreased his head hitbox by 10% that helps him a little.
Haven’t tested him but he looks better for pro play then the old one. His old ult was mostly used for zoning now he has a better ult for that in my opinion.

They could just add 75 armor to his base health, and then halve Overload’s armor granting to just 75 (or just cap it so the max armor he can have is 150, so when it wears off and the armor he had before had already been destroyed, it can be restored).
An idea I’ve been rolling around in my head to give both Torbjorn his armor granting abilities back and stick close to his team is an AoE passive that generates armor for his teammates at a rate of 5 armor per second to the max of 75 like it was before.

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Or they could just exchange 100HP for 100armor

I’ve played new Torb alot and I think his health and new armor mechanic is just fine. I can even countersnipe snipers without worry, when Overload is active!
When Overload is on, I go to frontline to deal some good damage and when it wears off, I hide behind others. So my positioning changes all the time depending how buffed I am.
Only thing that bothers me is the “combat indicator” whichs shows when I can destroy my own turret without 10 seconds penalty. It’s not visible enough. I had to go to practise range to find out how it works, because I couldn’t intuitively spot it even after many matches against other people.
Right now, the shift key stays orange as long as turret is considered to be in combat and it turns to normal, when it’s safe to destroy it. All this time I was looking for some kind of indicator on the destroy button, but maybe that’s just me and others have no problems spotting it…

Isn’t Torb’s new ult way too similar to Wrecking Ball’s minefield?

I played New Torb a bit today.

It feels like they took Hammonds kit and put it on Torb.

The only thing I thought was neat was the instant level 2 turret.

Honestly I liked Torb how he was. Sure he wasn’t a every game pick, but guess what? He still isn’t.

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