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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Molten Core does NOT heal the turret up to maximum. 

It just adds health for the duration.

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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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Hey everyone!

We are currently working on re-doing and updating all of our Overwatch guides, with a new format to boot! The guides will be targeted towards all players, with tips being useful for new players and veterans alike, regardless of skill rating.

With this new update, you will also see guides created for the three heroes we currently do not have guides for (Orisa, Ana and Sombra).

For those wondering, I will be taking over the writing of the guides and you should see the first guides and updates being released in the near future.

Thanks for your patience! 

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      PATCH HIGHLIGHTS
      New Seasonal Event: Overwatch Anniversary
      We’re raising our glasses to toast the 30 million heroes who have answered the call to join us in Overwatch! From now until June 12, players can collect more than 100 Anniversary-themed rewards, and play three new Arena maps in the Arcade—all in celebration of our first year fighting for the future together. Put on your finest skins and join us for the festivities!
      For more information, click here.
      New Standard Loot Box Items
      In addition to the new items in the Overwatch Anniversary event, we’re also adding new goodies to our standard loot boxes. Sombra, Orisa, and Tracer are all getting brand new emotes, and Reaper picks up several new unlocks based on the infamous shrug from the recent Uprising comic.
       
      GENERAL
      Custom Games and Game Browser
      Added new rules sets for 3v3 and 1v1 Elimination modes on the Arena maps Added options for Hero Lockout, Limited Hero Pool, Tiebreakers, and Hero Reveal for Elimination mode Players can now disable secondary fire and secondary weapons in Custom Games You can now disable one Symmetra ultimate while leaving the other active  
      HERO UPDATES

      General
      Recoil Recovery Aim Compensation can now be disabled for Ana, McCree, and Widowmaker. The option can be found under the “Control” tab in the “Options” menu. Simply select the appropriate hero under the dropdown menu and look for the “Hero” section
      Developer Comments: By default, weapon recoil recovery is overruled by downward crosshair movement. This means that downward movement during the weapon’s recoil recovery phase will override the weapon’s natural recoil recovery. This option allows you to remove this functionality, meaning a weapon’s natural recoil recovery movement acts independently from downward crosshair movement. In practice, this will make your crosshair move faster if you aim downward during the recoil recovery window.

      Genji
        Removed the attack delay from Genji's wall climbing ability, allowing him to engage with enemies immediately after he finishes climbing Developer Comments: This is a quality of life change to make wall climbing feel better.

      Hanzo
        Removed the attack cooldown from Hanzo’s wall climbing ability, allowing him to engage with enemies immediately after he finishes climbing   Storm Bow Increase charge speed by 10% Charged arrows now maintain their charge after climbing a wall, provided the button is continuously held
      Developer Comments: Decreasing Hanzo’s draw time gives him more overall DPS, while also letting him fully charge an arrow and more quickly return to full movement speed when needed. And, like the change to Genji’s wall climbing, this is a quality of life change that will make climbing feel better.

      Orisa
        Fusion Driver Damage reduced by 9%   Protective Barrier Cooldown reduced from 12 seconds to 8 seconds Developer Comments: To help Orisa maintain the front line for her team, we’re reducing the cooldown of her Protective Barrier. This change also helps her reposition the barrier more easily when needed. To compensate for this new defensive strength, we're reducing her Fusion Driver's damage, as it felt too high.

      Reaper
        Wraith Form Ammo is now entirely refilled when Wraith Form is used Developer Comments: Wraith Form is typically used as an escape ability after firing. This change gives Reaper a fighting chance if an enemy chases him down as he uses it.

      Reinhardt
        Earthshatter Effective height has been lowered from 3 meters to 2 meters The height threshold of objects that Earthshatter can "climb" has been lowered from 3 meters to 2 meters, making Earthshatter less likely to climb tall objects as it moves along the ground. Developer Comments: Earthshatter tended to climb unexpectedly high, frequently hitting targets that were significantly above the ground. These changes help the ability stay more grounded.

      Soldier: 76
        Heavy Pulse Rifle Bullet damage decreased from 20 to 19 Developer Comments: Soldier: 76 is in a much better place lately, but his damage output was making him a must pick, compared to similar roles.
       
      USER INTERFACE UPDATES
      Your final blows are now highlighted by a white background in the Kill Feed Added new Kill Feed icons for environmental kills and a number of abilities Heroes resurrected by Mercy are now are now highlighted and color-coded in the Kill Feed Certain types of assists, like McCree’s Flashbang or Zenyatta’s Orb of Discord, now show up in the Kill Feed New Controller option: Force Keyboard/Mouse User Interface Developer Comments: When PC players switch from using the Keyboard/Mouse to a game controller, the game’s user interface is dynamically updated to the console/controller version. Additionally, the button layout on many heroes (like Hanzo, Zenyatta, and Mercy) is different on console. In the past, when a player chose to play using a controller and a mouse, the UI would constantly switch, depending on which device was sending information to the game. This new option allows players to set a default user interface if they choose to use a controller along with a keyboard/mouse.
       
      BUG FIXES

      General
      Fixed an issue that prevented voice lines from being heard during the Play of the Game Fixed an issue causing shields to display the wrong team color during the Play of the Game Fixed a bug that caused high resolution screenshot captures to have visual issues Arcade
      Fixed a bug causing the introduction before 1v1 Mystery Duels to be interrupted [PS4] Fixed a bug that allowed the edge of the skybox to be seen on some Capture the Flag maps Fixed an issue causing parties to be split between teams when joining a Custom Game as a group Fixed an audio bug in Elimination games that could cause the end of round music to end abruptly Fixed a bug in Custom games that caused parties to be evenly split between teams when they joined as a group
      A.I. Fixed a bug that allowed bots to become stuck around the well on Ilios
      Custom Game Browser A scroll bar has been added to the custom games settings window so players can see all changes if they extend below the screen Disabling Primary Fire will no longer disable secondary weapons for Mercy, D.Va, and Torbjorn Fixed a bug that prevented the cooldown modifier from functioning for Ana’s Sleep Dart Fixed a bug that caused some weapons to stop playing sound effects when “No Ammunition Requirement” was used Fixed a bug that caused parties to be split up between teams when joining a custom game
      Competitive Play Fixed an issue that could prevent the 30 and 60-second audio callouts from being played at the end of a match Fixed a bug that prevented players from grouping based on skill rating restrictions during the off season
      Heroes Fixed a bug that caused Lúcio’s healing and speed song auras to be inaccurately projected Fixed a bug that prevented Discord Orb from being removed when Mercy uses her Resurrect Ultimate Fixed a bug that prevented Orisa’s Fortify from blocking the alternate fire from Lúcio’s Sonic Amplifier Fixed a bug that prevented Roadhog's hook from pulling enemies into the reticle when the target was on higher ground Fixed a bug that prevented Orisa’s Protective Barrier from deploying in certain situations Fixed an issue that affected some graphics cards, causing an inaccurate ammo count to be displayed with Pharah’s Mechaqueen and Raptorion skins equipped Fixed a bug that could prevent two charging Reinhardts from being able to kill each other Fixed a bug that allowed Reinhardt to damage himself twice when charging a Fortified Orisa [XB1/PS4] Fixed a bug that caused Strike Commander Morrison’s coat to clip through his legs during the Push-ups emote Fixed a bug that prevented Winston’s Primal Rage ultimate from restoring his health when hit by Ana’s Biotic Grenade
      Maps Fixed a bug that caused Tracer to move oddly when she first appeared in the tutorial Fixed an issue causing asymmetry between pillars on the Ruins capture point on Ilios Fixed a bug that allowed Sombra to reach unintended locations on Numbani Fixed a bug that allowed players to reach an unintended location on Route 66 Fixed a bug that allowed Sombra to reach unintended locations on Watchpoint: Gibraltar Previous patch notes (April 27th).
    • By Starym

       
      And the GOTY edition has also just been announced, along with a 20$ discount and a trailer!
      Blizzard (source)
      There's never been a better time to become a hero of tomorrow. Join over 30 million players today and save big on Overwatch® and Overwatch®: Game of the Year Edition!

      Suit up and save the world with the Overwatch: Game of the Year Edition. Released today at a special introductory price of $39.99 for PC, PlayStation® 4, and Xbox One, this digital bundle includes the full roster of Overwatch heroes, maps, and game features, as well as an arsenal of bonus content and Overwatch-themed goodies for several Blizzard Entertainment games. 
      [Overwatch] Bonus Loot Boxes: Enjoy 10 Standard Loot Boxes, each containing a collection of random items that can be used to customize your favorite heroes. Loot Boxes may include skins, emotes, victory poses, voice lines, sprays, portraits, and highlight intros, as well as credits you can use to unlock a variety of different customization options.
      [Overwatch] Origins Skins: Pay homage to the original Overwatch strike force with vintage skins of Blackwatch Reyes for Reaper and Strike-Commander Morrison for Soldier: 76. Explore other heroes’ origins with Overgrown Bastion, Security Chief Pharah, and Slipstream Tracer.
      [Diablo III] Mercy's Wings: Slay demonic forces throughout the High Heavens and Burning Hells while donning Mercy’s wings, and all of Sanctuary will know of your allegiance to Overwatch!
      [StarCraft II] Player Portraits: These picture-perfect portraits of Tracer, Reaper, Pharah, Winston, Bastion, and Soldier: 76 give new meaning to the phrase "Hero of the Koprulu Sector."
      [Hearthstone] Overwatch Card Back: If you happen to find yourself in a Tavern Brawl, show your opponent you’ve got backup with an Overwatch-themed card back.
      [World of Warcraft] Baby Winston Pet: Adorably cuddly and highly intellectual, the Baby Winston pet will be at your side as you fight to extinguish the Burning Legion.
      [Heroes of the Storm] Tracer Hero: The cavalry's here! Jump into the Nexus with Tracer and surprise your enemies in the blink of an eye.
      But that’s not all! To celebrate one year of Overwatch, we're also taking a Rocket Hammer to our price tags, smashing 25%-50% off for PC, PlayStation 4, and Xbox One for a limited time:  
      Overwatch - $39.99 $29.99 Overwatch: Game of the Year Edition - $59.99 $39.99 Upgrade from Overwatch to Overwatch: Game of the Year Edition: $19.99 $9.99 If you haven't yet had a chance to join the fight for the future (or if you happen to know a friend who's eager to escort the payload), then get ready to strike! This tactical opportunity ends at 11:59 PM PT on June 5. 

      *Pricing and timing may vary by retailer.
    • By Starym

       
      Previously unseen early hero concept art, Genji and Hanzo were one hero, Reaper and Tracer were from Titan, McCree's gun was from Half-Life and more.
      The presumably final installment of IGN's "Hero Secrets" series where Jeff Kaplan tells us about early development weirdness is here and it focuses on Offense. In this edition we find out that Genji and Hanzo were originally 1 character with all those weapons they have, McCree's gun was Half-Life inspired, Reaper and Tracer were originally in Titan and more. The previous three episodes had some pretty interesting stuff on Support, Defense and Tanks, like Lucio's timestop ult, D.Va's buggyness, Bastion's many many ult variations and more - you can check them out here.
      The video also has some previously unreleased early concept art for Pharah and Tracer as well:


    • By Vlad
      This thread is for comments about our Unholy Death Knight PvP guide for Legion.