Vlad

Overwatch Torbjörn

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This thread is for comments about our Torbjörn guide for Overwatch.

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The attack verses defense viability section. I feel some paragraphs might be better moved around. There is a snipit of it that specifically talks about placing the turrets on the payload. Then there are a few paragraphs about why turrets are hard to use in attack mode. Then it goes back to talking about placing turrets on payloads being a dangerous choice. Should not that paragraph be moved higher and placed in the payload section? So (sadly this will be big XD)

In our opinion, Torbjörn is very weak on Attack, particularly on Point Capture maps, where we recommend never choosing him. On Payload maps, attacking with Torbjörn is also problematic, unless the player is very skilled, and Torbjörn has the support of a coordinated team. Indeed, for him to viably work when attacking on Payload maps, the following must be true.

Your team should have a highly mobile line-up capable of flanking the other team and creating space for Torbjörn.

You have time to set up a turret on the Payload.

The enemy team should have heroes that prefer to skirmish rather than to execute full-on team fights.

In such a situation, a Torbjörn turret placed on the Payload can go a long way, especially when Torbjörn receives support from a hero like Zenyatta.

Aside from this situation, which requires a good deal of coordination (unlikely to be found at most levels of public matchmaking), Torbjörn is a poor choice even on Payload maps. There are several reasons for this.

Firstly, you will have a very hard time making good use of your turret on Attack. Setting up your turret requires that you first place a level 1 turret, and then hit it with your hammer 5 times while it is at full health for it to upgrade to level 2 (and it needs to be level 2 in order to present a threat to the enemy). Setting up a turret in this way in a location that is actually in line of sight of your enemies is very difficult, however, as they will most likely start shooting at you and your turret as soon as they see you. Therefore, you are unlikely to even manage to upgrade it to level 2. If, on the other hand, you set it up out of defenders' line of sight, it will probably never see any action at all, since no one will push forward towards it.

Even if you do manage to set up your turret in a good location, as soon as your team makes some progress (by pushing the Payload forward, for example), the position will become irrelevant and you will need to re-place your turret, which brings all the above challenges with it again.

Do not be tricked by the seemingly appealing idea of placing your turret on the Payload, thus allowing it to move forward as your team advances. Placing your turret in such an exposed location will ensure that it is very quickly destroyed (even if you somehow managed to upgrade it to level 2).

changed to something more like 

In our opinion, Torbjörn is very weak on Attack, particularly on Point Capture maps, where we recommend never choosing him. On Payload maps, attacking with Torbjörn is also problematic, unless the player is very skilled, and Torbjörn has the support of a coordinated team. Indeed, for him to viably work when attacking on Payload maps, the following must be true.

Your team should have a highly mobile line-up capable of flanking the other team and creating space for Torbjörn.

You have time to set up a turret on the Payload.

The enemy team should have heroes that prefer to skirmish rather than to execute full-on team fights.

In such a situation, a Torbjörn turret placed on the Payload can go a long way, especially when Torbjörn receives support from a hero like Zenyatta.

Aside from this situation, which requires a good deal of coordination (unlikely to be found at most levels of public matchmaking), Do not be tricked by the seemingly appealing idea of placing your turret on the Payload, thus allowing it to move forward as your team advances. Placing your turret in such an exposed location will ensure that it is very quickly destroyed (even if you somehow managed to upgrade it to level 2).Torbjörn is a poor choice even on Payload maps. There are several reasons for this.

Firstly, you will have a very hard time making good use of your turret on Attack. Setting up your turret requires that you first place a level 1 turret, and then hit it with your hammer 5 times while it is at full health for it to upgrade to level 2 (and it needs to be level 2 in order to present a threat to the enemy). Setting up a turret in this way in a location that is actually in line of sight of your enemies is very difficult, however, as they will most likely start shooting at you and your turret as soon as they see you. Therefore, you are unlikely to even manage to upgrade it to level 2. If, on the other hand, you set it up out of defenders' line of sight, it will probably never see any action at all, since no one will push forward towards it.

Even if you do manage to set up your turret in a good location, as soon as your team makes some progress (by pushing the Payload forward, for example), the position will become irrelevant and you will need to re-place your turret, which brings all the above challenges with it again.

its a small difference but I think it flows a little better and keep like ideas together. Also, in some ways though it seems to contradict itself? It says that it can work but then the highlighted paragraph denoted that it can't.  Let me know what you think. (if you don't like the idea or i just sound stupid we can just delete this post XD)

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On June 2, 2016 at 1:32 PM, demonardvark said:

The attack verses defense viability section. I feel some paragraphs might be better moved around. There is a snipit of it that specifically talks about placing the turrets on the payload. Then there are a few paragraphs about why turrets are hard to use in attack mode. Then it goes back to talking about placing turrets on payloads being a dangerous choice. Should not that paragraph be moved higher and placed in the payload section? So (sadly this will be big XD)

In our opinion, Torbjörn is very weak on Attack, particularly on Point Capture maps, where we recommend never choosing him. On Payload maps, attacking with Torbjörn is also problematic, unless the player is very skilled, and Torbjörn has the support of a coordinated team. Indeed, for him to viably work when attacking on Payload maps, the following must be true.

Your team should have a highly mobile line-up capable of flanking the other team and creating space for Torbjörn.

You have time to set up a turret on the Payload.

The enemy team should have heroes that prefer to skirmish rather than to execute full-on team fights.

In such a situation, a Torbjörn turret placed on the Payload can go a long way, especially when Torbjörn receives support from a hero like Zenyatta.

Aside from this situation, which requires a good deal of coordination (unlikely to be found at most levels of public matchmaking), Torbjörn is a poor choice even on Payload maps. There are several reasons for this.

Firstly, you will have a very hard time making good use of your turret on Attack. Setting up your turret requires that you first place a level 1 turret, and then hit it with your hammer 5 times while it is at full health for it to upgrade to level 2 (and it needs to be level 2 in order to present a threat to the enemy). Setting up a turret in this way in a location that is actually in line of sight of your enemies is very difficult, however, as they will most likely start shooting at you and your turret as soon as they see you. Therefore, you are unlikely to even manage to upgrade it to level 2. If, on the other hand, you set it up out of defenders' line of sight, it will probably never see any action at all, since no one will push forward towards it.

Even if you do manage to set up your turret in a good location, as soon as your team makes some progress (by pushing the Payload forward, for example), the position will become irrelevant and you will need to re-place your turret, which brings all the above challenges with it again.

Do not be tricked by the seemingly appealing idea of placing your turret on the Payload, thus allowing it to move forward as your team advances. Placing your turret in such an exposed location will ensure that it is very quickly destroyed (even if you somehow managed to upgrade it to level 2).

changed to something more like 

In our opinion, Torbjörn is very weak on Attack, particularly on Point Capture maps, where we recommend never choosing him. On Payload maps, attacking with Torbjörn is also problematic, unless the player is very skilled, and Torbjörn has the support of a coordinated team. Indeed, for him to viably work when attacking on Payload maps, the following must be true.

Your team should have a highly mobile line-up capable of flanking the other team and creating space for Torbjörn.

You have time to set up a turret on the Payload.

The enemy team should have heroes that prefer to skirmish rather than to execute full-on team fights.

In such a situation, a Torbjörn turret placed on the Payload can go a long way, especially when Torbjörn receives support from a hero like Zenyatta.

Aside from this situation, which requires a good deal of coordination (unlikely to be found at most levels of public matchmaking), Do not be tricked by the seemingly appealing idea of placing your turret on the Payload, thus allowing it to move forward as your team advances. Placing your turret in such an exposed location will ensure that it is very quickly destroyed (even if you somehow managed to upgrade it to level 2).Torbjörn is a poor choice even on Payload maps. There are several reasons for this.

Firstly, you will have a very hard time making good use of your turret on Attack. Setting up your turret requires that you first place a level 1 turret, and then hit it with your hammer 5 times while it is at full health for it to upgrade to level 2 (and it needs to be level 2 in order to present a threat to the enemy). Setting up a turret in this way in a location that is actually in line of sight of your enemies is very difficult, however, as they will most likely start shooting at you and your turret as soon as they see you. Therefore, you are unlikely to even manage to upgrade it to level 2. If, on the other hand, you set it up out of defenders' line of sight, it will probably never see any action at all, since no one will push forward towards it.

Even if you do manage to set up your turret in a good location, as soon as your team makes some progress (by pushing the Payload forward, for example), the position will become irrelevant and you will need to re-place your turret, which brings all the above challenges with it again.

its a small difference but I think it flows a little better and keep like ideas together. Also, in some ways though it seems to contradict itself? It says that it can work but then the highlighted paragraph denoted that it can't.  Let me know what you think. (if you don't like the idea or i just sound stupid we can just delete this post XD)

Thank you very much for this suggestion. I wasn't very happy with the way the section ended up (obviously, it made sense initially, but then received several reworks), but your suggestion helped a lot.

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6 minutes ago, Guest skyping with ur dad said:

Molten Core does NOT heal the turret up to maximum. 

It just adds health for the duration.

I just tested this in-game, as follows:

  • My turret was at 150/300 HP.
  • I activated Molten Core.
  • It went up to 800/800.

I was not hammering the turret, repairing it, anything. I only activated my ultimate. There is definitely a heal involved.

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14 minutes ago, Blainie said:

I just tested this in-game, as follows:

  • My turret was at 150/300 HP.
  • I activated Molten Core.
  • It went up to 800/800.

I was not hammering the turret, repairing it, anything. I only activated my ultimate. There is definitely a heal involved.

I can confirm this is accurate

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I'm this fellow, but i won't make an account for a single post -> http://masteroverwatch.com/profile/pc/eu/Kanakotka-1437/heroes/14

Most of those games are Torbjörn on attack, as i play him almost exclusively on attack.

First off, one thing: Molten core does not fully heal the turret, and i've witnessed this ever so many times. For instance, my turret has been at 66 health, and when i pop the ulti, it was on 666 health. I assume it adds 550 health and heals for 50, but i'm not a 100% on that. I can also confirm that the turret was not being fired upon at that moment, not that there is a combination of attacks that easily explains away a very specific 154 damage, and none after.

 

Also, i'd like to address your painfully wrong section in 3.1.1

Whether or not it is your opinion that Torby is weak on attack doesn't make that true, especially not so for capture points, it just takes skill and understanding of where his strengths lie, and how and where that turret is most effective. Take Lijiang Tower for instance, all three points of the maps have a number of highly effective turret placement spots. Torbjörn does not need a co-ordinated offense on the point to be effective, he needs a distraction. A push on the point will do fine, as will an ult that cannot really be ignored by the enemy team (Mei, Soldier, Winston et.c.). A turret in the right place makes a world of difference, whether or not that turret is alive for a long time.

While it is true that Torby can be shut down in such a situation, it often only happens when your team is being crushed down anyway. In most cases when playing Torbjörn on offense, i pull gold objective kills, eliminations and damage, though it is highly dependant on team compositions. A good Pharah or Hanzo can outdamage a busybodied assault Torby.

Even discussing placing the turret on the payload as a viable tactic is absolutely ridiculous. It is the worst possible choice, and only works if your team is stomping the other team to the curb anyway. It's viable in the exact same situation that it is viable for a Bastion to setup on the payload, and playing Torby on attack has very similar requirements. A turret in an unexpected location is practically the sneakier equivalent of a Bastion, even if the damage put out by it is leagues apart from what Bastion can do.

Torby, as all builders in similar games are very map dependant. For instance, he has little place in Egypt, as while he can be effective on the first point, the design of the second point makes setting up a challenge, even with the fast capability of setup using his ult speedboost.

However, he works absolute wonders in King's Row, Dorado and Gibraltar as an offensive powerhouse. His existence basically shuts down any hope of Genji getting to the backline of your team, while notably suppressing sideline characters such as McCree, Reaper and Tracer that would often circle around back.

Torbjörn can also make the push happen. His ultimate is not something to be ignored, and allowing him to set up in King's Row A point or the second checkpoint in Dorado basically guarantees victory over the objective, as he sets up very swiftly when the ultimate is triggered.

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23 hours ago, Guest Kanakotka said:

I'm this fellow, but i won't make an account for a single post -> http://masteroverwatch.com/profile/pc/eu/Kanakotka-1437/heroes/14

Most of those games are Torbjörn on attack, as i play him almost exclusively on attack.

First off, one thing: Molten core does not fully heal the turret, and i've witnessed this ever so many times. For instance, my turret has been at 66 health, and when i pop the ulti, it was on 666 health. I assume it adds 550 health and heals for 50, but i'm not a 100% on that. I can also confirm that the turret was not being fired upon at that moment, not that there is a combination of attacks that easily explains away a very specific 154 damage, and none after.

 

Also, i'd like to address your painfully wrong section in 3.1.1

Whether or not it is your opinion that Torby is weak on attack doesn't make that true, especially not so for capture points, it just takes skill and understanding of where his strengths lie, and how and where that turret is most effective. Take Lijiang Tower for instance, all three points of the maps have a number of highly effective turret placement spots. Torbjörn does not need a co-ordinated offense on the point to be effective, he needs a distraction. A push on the point will do fine, as will an ult that cannot really be ignored by the enemy team (Mei, Soldier, Winston et.c.). A turret in the right place makes a world of difference, whether or not that turret is alive for a long time.

While it is true that Torby can be shut down in such a situation, it often only happens when your team is being crushed down anyway. In most cases when playing Torbjörn on offense, i pull gold objective kills, eliminations and damage, though it is highly dependant on team compositions. A good Pharah or Hanzo can outdamage a busybodied assault Torby.

Even discussing placing the turret on the payload as a viable tactic is absolutely ridiculous. It is the worst possible choice, and only works if your team is stomping the other team to the curb anyway. It's viable in the exact same situation that it is viable for a Bastion to setup on the payload, and playing Torby on attack has very similar requirements. A turret in an unexpected location is practically the sneakier equivalent of a Bastion, even if the damage put out by it is leagues apart from what Bastion can do.

Torby, as all builders in similar games are very map dependant. For instance, he has little place in Egypt, as while he can be effective on the first point, the design of the second point makes setting up a challenge, even with the fast capability of setup using his ult speedboost.

However, he works absolute wonders in King's Row, Dorado and Gibraltar as an offensive powerhouse. His existence basically shuts down any hope of Genji getting to the backline of your team, while notably suppressing sideline characters such as McCree, Reaper and Tracer that would often circle around back.

Torbjörn can also make the push happen. His ultimate is not something to be ignored, and allowing him to set up in King's Row A point or the second checkpoint in Dorado basically guarantees victory over the objective, as he sets up very swiftly when the ultimate is triggered.

Hey!

Thanks for your post. I appreciate the detailed feedback that you offered.

With regards to Molten Core healing the turret, I'm updating the guide right now.

However, with the viability of Torbjorn on attack, I am sorry to say that I'm simply not convinced. I've played him a fair amount (though not as much as you, at least not since Overwatch launched), and I can say that my findings are just not the same as yours. I'd love it if you could clarify some of your points, perhaps, and ideally provide some videos of your successes so I can understand what is happening. Believe me, I'd like nothing more than to be able to remove that part of the guide and instead just add offensive Torbjorn strategies.

Regarding Control maps, you mention a number of "highly effective" spots. Can you give some examples of these? I'm legitimately curious. Of course Torbjorn can set up a turret if the other team is distracted, I don't think anyone can dispute that. But so what? What do you really achieve in doing this? How often does your turret placement (and your own body) end up being as effective as you could have been by simply playing a different hero who could, of course, also have taken advantage of said distraction.

Don't get me wrong, I've gotten 4/5 gold medals as Torbjorn on Control maps, but let me tell you that in the majority of the cases that was either against a team that we were overrunning anyway, or during a game that resulted in a loss for my team. In almost every case, I felt largely useless throughout and somewhat of a liability to my team. I just can't get over how extremely tough it is to set up a turret and even upgrade it to level 2 against a team of competent enemies (when the point is being continuously contested, not when the other team is wiped), so he really feels like a winmore hero on Control maps for me.

As for playing him on attack on Payload maps, I only mentioned setting up on the Payload because it's what a lot of new players do, and as you say, it's bad. However, I've yet to see any examples of Torbjorn being an "offensive powerhouse" in all the games I've played (don't think I've lost to a team that was attacking with Torbjorn... ever?). Videos would once again be appreciated.

I also question your claim that Torbjorn shuts down Genji, Tracer, McCree or Reaper, since all of those heroes (except maybe Reaper) pretty much destroy your turret without breaking a sweat.

Please don't see my reply as a means to try to shut down your argument; as I said, I'd love to be convinced, but at the moment I'm not.

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I'll shoot some videos next time i'm playing, though they won't be very high quality (720p at most) as i'm currently running a budget card. Attack torby is a strong, but rarely utilized tactic and probably stems me from doing similar things with TF2's engi.

Torbjörn has a lot of similarities with offensive Bastion play. It's a niche tactic, and i find a lot of players often question it. It does require a strongly bound together team that's capable of making a push, so basically you can substitute a flanker such as McCree for Torbjörn on an offensive team comp.

The thing about the turret is that it is 100% accurate, guaranteed damage. Even a level 1 turret will put guaranteed 28DPS downrange (double for level 2) as long as it is alive. If you're 100% accurate with Torbjörn's rivet gun (which is not going to happen even at semi-close distances) this is 140~180dps by comparison(with lengthy reloads), not count headshots or alt-fire. A lot of characters like Tracer, Genji and occasionally Reaper rely on people not having the reflexes capabilities of catching them on their hit-and-run dips to the frey, and the turret's presence makes hit-and-run tactics very punishable. It's a similar case with Pharah; while she's a threat to the turret, the turret is a guaranteed threat to her. It's giving her the awful choice of spending time focusing on the turret, or going for the intended targets.

On further notes, the turret is difficult to focus on when you are fighting other people, or forced to fire on them. Being in sight of a level 2 turret is almost Winston levels of damage(not counting jump pack), without the pause of reloading, or a large hairy scientist to fire upon.

The 28-56DPS 100% accurate from the turret coupled with Torbjörn's own make him one of the most damaging characters out there. He is, however, not in any way someone who can survive against most characters. Most Roadhogs i can gib with a pair of well placed headshots, and the same holds true for the vast majority of Reinhardts and Winstons, but any snipers, soldiers, junkrats and Pharahs in the fray are the largest threats by far.

You shouldn't discount the damage of a level 1 turret in a pinch either. Given that Torbjörn can instantly deploy it (including quickly spinning around and placing it behind his big body) and it needs no babysitting or hammer strikes to get its 150 health form up. Most fights against Tracers i've won by placing down the turret, giving them the uncomfortable choice of shooting the turret, or the Torbjörn himself. The turret can also block significant damage portion of McCree's fan the hammer, and other such attacks if you have the reactions to pull manouvers like that off. On defense, neither of these can really be used viably, as your level 2 turret should be up at all times.

Don't get me wrong though, placing the turret is not easy on offense, and you will lose a lot of the turrets you try and place, but the 8 second cooldown gives you repeated attempts within a short window of time. In Payload maps, you can find coverspots behind the payload in most cases, usually most successful spots are at any point the payload is entering a bend in its track, discounting the multitude of flanking or "blanket coverage" locations i can think of.

Reaper can shut down an exposed turret very quickly, but Genji, for instance, will take a lot of effort to manage to topple a turret, as unless he gets firing aid from your own team with a deflect, he has to focus on the turret for a long time to get it down. Again, with Tracer, McCree, Genji and Reaper the turret is giving them a highly uncomfortable choice of dealing with the turret, exposing their flanking attack which was intended as a surprise attack, or trying to attack the team with the turret bearing down on them.

As a person with loads of hours of Genji in the closed and open beta, i can, but i really do not want to deal with enemy turrets. Dealing with them leaves me highly exposed, it takes a long time, and i am guaranteed to hurt myself considerably in the process. After shutting down a level 2 turret and fetching health, it's more likely than not the turret has been fully replaced, unless the Torbjörn guarding it was dumb enough to get killed.

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I didn't have the chance to play Lijiang, but in my somewhat limited time, i played a few rounds and recorded a couple of them.

These will be completely raw, relatively poor quality video to keep my FPS up, commentary of what and why in annotations.

I had to wait for a long time for the Gibraltar match, so it probably found a much lower level/mmr match that i usually get, based on how people played in that, but it still outlines some of the inner workings of attacking with Torby. Neither of the 2 are in any way example cases, and i do a lot of dumb mistakes in both.

Also the jittery mouse is probably caused by the low fps of the recording coupled with the high sensitivity of my mouse.

 

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Hello,

I'm not sure if you already noticed but, if you place your turret on a healing spot, the healing spot will heal the turret if the turret don't have full life and if the healing spot cooldown is reset :O

Not sure if it's important, but i assume this information can be useful :O

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1 hour ago, Guest HeartBass said:

Hello,

I'm not sure if you already noticed but, if you place your turret on a healing spot, the healing spot will heal the turret if the turret don't have full life and if the healing spot cooldown is reset :O

Not sure if it's important, but i assume this information can be useful :O

Do you mean like the healing from Soldier: 76?

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4 hours ago, Damien said:

Do you mean like the healing from Soldier: 76?

I think he means the health packs.  If you place your turret on a health pack spot it will consume it when it gets damaged or when the pack respawns if it's damaged.

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8 hours ago, Orthios said:

I think he means the health packs.  If you place your turret on a health pack spot it will consume it when it gets damaged or when the pack respawns if it's damaged.

I can confirm this to be true. It does not work with armor packs (it'd probably be broken if it did), or with Soldier's or Lucio's healing fields. I think it's some sort of an oversight, just like Torby being able to gather armor when he's dead (which will be fixed next patch).

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Torbjörn also generates scrap at a certain rate passively without picking up scrap. I didn't find this anywhere in the guide and should probably be added to his passive: Scrap Collector.

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On 2/12/2017 at 11:31 PM, Guest Passive scrap said:

Torbjörn also generates scrap at a certain rate passively without picking up scrap. I didn't find this anywhere in the guide and should probably be added to his passive: Scrap Collector.

 

Torbjorn has gone through a change in that regard objectively recently. He used to only be able to collect scrap from fallen enemies while now it does generate over time. This is simply a matter of the guide being a bit outdated. Rest assured in the knowledge that these sorts of things will get fixed over time.

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      Pharah
      Developer Comments: We wanted to increase how responsive Pharah’s Rocket Launcher felt, because a full second of recovery between shots made it feel sluggish. To balance out the improved recovery time, we shifted some damage from the rocket's explosion to the direct impact damage. The overall damage potential is now increased when landing direct hits and decreased slightly when only dealing explosive damage. We reduced the amount of knockback each explosion causes, as it made it very difficult to aim at Pharah with rockets coming in at a faster pace. The Concussive Blast cooldown reduction should allow the ability to sync up more closely with the Jump Jet cooldown when used for mobility.   Concussive Blast Cooldown reduced from 12 to 9 seconds Rocket Launcher
      Attack speed increased Lowered recovery time between shots from 0.9 to 0.75 seconds Damage redistributed between explosion and impact Explosion damage reduced from 80 to 65 Impact damage increased from 40 to 55 Explosion knock back reduced by 20% Self-knockback amount increased by 25%  
      Mei
      General
      Updated visual effects for all abilities  
      Orisa
      Developer Comments Orisa spends a significant amount of time firing her Fusion Driver from a relatively stationary location. The weapon's spread value caused it to feel too random when leading targets at a distance, considering the projectiles' travel time. We’ve tightened the spread slightly, which should leave her close- and mid-range damage potential largely unchanged, while making it feel better when hitting targets at longer ranges.   Fusion Driver Maximum spread reduced by 20%  
      Soldier: 76
      Developer Comments Soldier: 76’s damage output was a bit low, but not too far off from where we felt it should be. Making it take a few more shots to reach max spread smooths out the weapon spread curve and should make his damage more consistent.   Heavy Pulse Rifle Number of shots until reaching maximum spread increased from 6 to 9  
      Torbjörn
      Developer Comments Torbjörn was initially designed to be a specialized hero, intended to be a strong defensive option due to his armor-generating capabilities and ability to control areas with his turret. However, the scrap collecting and Armor Pack mechanics have proven to cause problematic gameplay issues because of their feast or famine nature. To make him more flexible in a wide variety of situations, we’ve removed the scrap system, made the turret much easier to deploy, replaced the Armor Pack ability with Overload—a powerful self-buff—and transformed Molten Core into a powerful new area denial ultimate ability.   General Reduced the size of Torbjörn’s head hit volume by 10% Rivet Gun
      Primary Fire Projectile speed increased from 60 to 70 per second Reload time reduced from 2.2 to 2 seconds Turret targets enemy hit by primary fire Alternate Fire Recovery lowered from 0.8 to 0.6 seconds Damage per shot lowered from 150 to 125 Reload time reduced from 2.2 to 2 seconds Spread randomization readjusted Forge Hammer
      Radius increased to align with Quick Melee Deploy Turret
      Turret is now a thrown projectile Automatically builds over three seconds No longer has different levels Same damage output as previous level 2 turret Maximum health reduced from 300 to 250 Now incurs a 5 second cooldown when deployed Now incurs a 10 second cooldown when destroyed in combat No longer able to deploy a new turret if it’s in combat While the turret is firing If the turret has taken damage within three seconds Can now be destroyed using the Interact input Completes self-building once deployed, even if Torbjörn is eliminated New Ability: Overload
      Replaces Armor Pack Lasts for 5 seconds Cooldown is 12 seconds Temporarily grants 150 armor Increases attack, movement, and reload speeds by 30% New Ultimate: Molten Core
      Switches weapon from Rivet Gun to his claw arm Lasts 6 seconds Fire up to 10 molten globules that create damage pools where they land for 10 seconds Globules bounce off walls and ceilings until they hit the ground Base damage is 130 Damage increases from 130 to 190 against enemies who have armor Heroes affected by armor: Bastion, Brigitte, D.Va, Orisa, Reinhardt, Torbjörn, Winston, Wrecking Ball Heroes who can grant armor to their allies: Brigitte Please note that Torbjörn will be unavailable in Competitive Play for two weeks.
      MAP UPDATES
      General
      Reduced the setup timer for Assault, Escort, and Assault/Escort maps from 1 minute to 45 seconds Assemble Your Team timer increased from 10 to 25 seconds in the second round on Assault, Assault/Escort, and Escort maps USER INTERFACE UPDATES
      General
      A slider to change Player Outline Strength has been added under Options > Gameplay BUG FIXES
      Heroes
      Bastion
      Fixed a bug that caused the roll bar on Bastion’s Dune Buggy skin to obscure its view when backing up or firing in Tank configuration D.Va
      Fixed a bug that prevented some glowing effects from appearing on D.Va’s Nano Cola skin Fixed a bug that prevented D.Va from fully appearing when viewing her MEKA Activated highlight intro in the Hero Gallery Hanzo
      Fixed a bug that caused Hanzo’s Storm Bow reticle to be visible while emoting Mei
      Fixed a bug that prevented Mei’s Blizzard from freezing enemies when cast in areas with low ceilings Reinhardt
      Fixed a bug that caused the player’s reticle to pitch up after using Earthshatter Fixed a bug that caused Reinhardt’s Earthshatter animations to play if used while he was juggled in the air by knockback abilities Fixed a bug that caused Reinhardt’s Rocket Hammer to knock enemies back further than intended Fixed a bug that sometimes caused Reinhardt’s Charge to knock back the target rather than pinning them Fixed a bug that would let Reinhardt immediately pin an enemy after a knock back close to a wall Fixed a bug that allowed area affect abilities to hit Reinhardt’s Barrier Field from further than intended (e.g. Reinhardt’s Rocket Hammer and Junkrat’s Concussion Mines) Sombra
      Fixed an issue that caused Sombra to change the direction she was facing when using her Translocator to teleport Fixed a bug that sometimes allowed Sombra’s Translocator to reach unintended places Fixed a bug that prevented some abilities from being able to destroy Sombra’s Translocator if it was placed in certain locations Symmetra
      Fixed a bug that caused Symmetra to have a chance of playing inaccurate voice lines when placing turrets Fixed a bug that caused Symmetra’s alternate fire to appear to detonate after missing a target Torbjörn
      Fixed a bug that prevented Torbjörn’s medal from appearing in his Medal victory pose Zarya
      Fixed a bug that caused Zarya’s Particle Cannon reticle to be visible while emoting Maps
      Busan
      Fixed a bug that allowed players to stand on some prohibited rooftops in Downtown Fixed a bug that prevented sprays from displaying on glass windows in MEKA Base Volskaya Industries
      Fixed a bug that prevented players from receiving capture credit if they dropped onto the point from one of the moving platforms  
       
      Game Browser and Custom Games
      Deathmatch
      Fixed a bug that prevented the “your team has lost” or “your team has taken the lead” voice lines from playing when the score swap happens due to self-inflicted deaths VS AI
      Fixed a bug that prevented players from receiving an “unable to join” error message if they attempted to spectate a Player vs AI match when all spectator slots were full  
    • By Starym
      This year's Halloween Terror is here to spook us all! Not much has changed from last year, with Tracer and Brigitte being added to Junkenstein's Revenge, but the new skins are pretty great, especially Hammond! There's the usual spooky versions of certain maps, Endless Night mode for the Revenge and the new skins, highlight intros and emotes.

      You can also check out all the changes that arrived with the patch, including Torbjorn and Pharah reworks, smaller Doomfist, McCree, Brigitte and Solider 76 tweaks, as well as visual improvements for all barriers and more.
       
      Halloween Terror (source)
      TERROR RETURNS
      Defend the door at all costs!
      For the next three weeks, we’re celebrating the scariest time of year with a spine-tingling seasonal event: Overwatch Halloween Terror. Expand your collection of seasonal items and relive the chilling tale of Junkenstein’s Revenge, our action-packed PvE brawl.
      This year, we’ve added two new heroes to Junkenstein’s Revenge: Brigitte and Tracer. We’ve also introduced new Halloween-themed items for you to unlock—including six new legendary skins such as Banshee Moira, Jack-o’-lantern Wrecking Ball, and Enchanted Armor Pharah—alongside our growing collection of spooky gear from previous years. You can also get 10 bonus fright-filled Halloween Loot Boxes with each purchase of the 50 Halloween Loot Boxes bundle through October 31.
      JUNKENSTEIN'S REVENGE
      Team up with three other players and face off against a host of horrific enemies, including Junkenstein and his Monster; the mysterious Summoner; the Reaper; and the Witch of the Wilds. Now play as Brigitte and Tracer—this dynamic duo is ready and willing to face these fearsome foes!
      ENDLESS NIGHT
      Prepare for a real challenge in Junkenstein’s Revenge: Endless Night. How long can you survive as wave after wave of enemies and bosses assault the castle doors? Those who survive the longest will earn a coveted spot on the leaderboard.
      Spooky Château Guillard
      For a limited time, explore haunted versions of the Château Guillard, Hollywood, and Eichenwalde maps!
      SKINS
        
        
        
        

      For previous year's skins as well as Emotes and Highlight intros, click here.
      TRICK OR TREAT
      Celebrate this frightful season with a Halloween Loot Box filled with new skins, emotes, highlights, avatars, sprays, voice lines, and more. You can also use your credits to purchase items you missed from previous Halloween Terror events at a deep discount. Don’t wait too long, though—these Loot Boxes will disappear before you know it.
      Check out everything that's coming this Halloween as well as the big patch notes featuring the Torbjorn and Pharah reworks!
    • By Starym
      Today's the day (or tomorrow for you US folk) that this year's Halloween Terror arrives to haunt us for 23 days and Dr. Junkenstein shows off his latest caper. Blizzard have been teasing the event with the new skins that will be available tomorrow, so let's take a look (spoiler alert - Hammond wins, followed closely by Pharah):
      Which one's your favorite?
    • By positiv2
      This thread is for comments about our Zoo Warlock guide.
    • By Damien
      This thread is for comments for our Cubelock (Warlock Cube) deck guide.