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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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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      Second, movement up and down inclines had inconsistent speed as compared to the ground. Running both up and down an incline would be faster than walking on flat ground. However faster movement (e.g. McCree’s Combat Roll) would be slower when going up and down inclines. Having consistent character movement speed is important for many reasons, the biggest of which is it allows you to be able to reliably know how to aim your hitscan shots or lead your projectile fire.
      Acceleration changes:
      The characters in Overwatch have a fixed acceleration (how fast they can change their movement velocity) depending on if they are in the air or on the ground. Previously, this amount would get reduced if you were attempting to change your direction by 90 degrees or less, and was more pronounced if you were going faster than normal (e.g. Winston’s Jump Pack or Doomfist’s Rocket Punch). One of the consequences of this was that if you were in the air travelling forward and wanted to move directly right, you could reach full speed to the right faster if you accelerated backwards to a full stop and then moved to the right, as opposed to simply pressing to the right. Having to do a non-intuitive movement to reach your desired direction as fast as possible is less than ideal, so we made a change to allow you to more consistently use the air acceleration you already had to reach the direction you'd like to be moving in.
      The new acceleration can feel like momentum is no longer conserved like before, but the forward velocity is just more efficiently being converted into sideways velocity. The direction is changing faster but your overall speed isn’t being slowed down.
      Examples:
      If you're flying as Pharah, you can now just press forward and you will properly accelerate moving forward, instead of having to counter accelerate to stop sideways drift.
      If you’re leaping as Winston, you can more effectively redirect your velocity around corners. Prior to this rework it was possible to achieve similar mid-air turns by always facing your current velocity while strafing, but this was also unintuitive.
      You can now press forward and right directional inputs after a Winston leap and you will actually move some to the right, whereas previously you would have to only hold right if you wanted to get any acceleration to the right.
      It does mean getting used to the new strafing power. No longer do you have to hold strafe for a long time to get a small adjustment to your movement, you can simply short hold or tap it as needed, and pressing forward with a left or right command will do smaller adjustments than if pressing left or right alone.
      This does not substantially affect movement when trying to change movement direction by >90 degrees.
      Additionally, left and right strafing on the ground and air will be the same along with attempting to accelerate against a knockback will be the same.
      We’re keeping an eye on these changes to make sure everything is working correctly. Any feedback would be appreciated, and would be especially helpful with any screenshots or videos.
    • By Mournflakes

      The second week of Overwatch League begins tomorrow, but it's important to analyse last week's winning strategies and the strength of various compositions. We've done exactly that with a list of facts and composition points from Overwatch League Week 1.
      Only 5 Heroes Surpassed 10 Hours of Playtime in the Week 1 Matches
      Of the 26 heroes available to play in Overwatch, more than 80% saw less than 6 hours of league match time. In fact, the five most used heroes in Overwatch League’s first week accounted for 80 hours of in-game use, while the 21 other heroes combined accounted for under 40 hours of match time use. This means 5 specific heroes were played more than two times the total amount of the 21other characters in Overwatch League’s inaugural week. The top 5 are as follows:
      Mercy - 18h 50m
      D.Va - 17h 33m
      Winston - 15h 24m
      Zenyatta - 14h 55m
      Tracer - 12h 58m
      After Tracer, a major drop off of in character usage is seen. Tracer has double the match time of that of the sixth most utilized hero, Genji, who came in at 5h 37m.
      This tells us a couple of things. First, it tells us that Mercy is clearly the top priority pick, and is a non-negotiable standard for almost all compositions. Her ability to resurrect teammates mixed with her survivability cannot be passed up in professional play.
      Second, it tells us there is a strong meta composition in the pro scene. D.Va follows closely behind Mercy, with only an hour and 20 minutes short of Mercy’s usage. We then have Winston, Zenyatta, and Tracer coming after that. Most of these heroes point to one major composition, dive comp, and that is a lot of what we saw last week. However, one hero sticks out like a sore thumb, and that’s Zenyatta. This leads us to our second lesson.
      Zenyatta Is the Focal Point of Successful Overwatch League Play
      Zenyatta’s placement as the fourth most used hero in Overwatch League play may come as a surprise for many players. However, the data shows that he was utilized much more than other supports (who are not Mercy). In fact, Zenyatta was used five times more than the next most used support, Lucio, who saw 2h 52m of gameplay.
      So why Zenyatta? He can’t escape dive compositions, he can’t run from flankers, and his healing output is weaker than other support heroes. However, data reveals that while Zenyatta had a negative win rate over the course of the whole week, he had the best win rate of all supports, 1.7% higher than the next support, Mercy. Data also shows that when Zenyatta was on one team, and the other team was not running a Zenyatta, his win rate increased to 53%, 9% higher than the next hero under similar “one team use” circumstances.
      How can this be considered a dive composition when Zenyatta is utilized so heavily? I would argue that while the primary composition is “dive-esque,” the necessity of Zenyatta changes that composition. Lucio would be the pick of choice in a “pure” dive comp, but Zenyatta is chosen instead. So what would I call this composition?
      “Synergy Comp”
      Why? Because each of these heroes is heavily dependant on the others to get things done. None of these heroes really makes a huge impact on their own (aside from Mercy.) However, when team members synergize, focus on single targets, and work as a unit, the composition is unstoppable. Zenyatta’s orbs prove that “Syn Comp” is here to stay unless patches change the composition dynamics mid-season. Zen’s discord orb is the one ability that makes him stand above the rest of the supports (barring Mercy,) and is key to Syn comp’s viability. Focusing targets while utilizing discord orbs is what often makes Zen the shot caller of the team. In many ways, teams who protect and function off of their Zen are the team’s who will come out with the win.
      In fact, almost every Overwatch League team composition that had more than 10 fights, and had a team fight win rate of over 50%, utilized Zenyatta in some way. This proves that a composition that utilizes Zenyatta will have the best odds of winning.
      The only outlier to this statistic is a composition of Hanzo, Widow, Roadhog, Bastion, Orisa, and Mercy, which had 20 minutes of use on the first point of Junkertown, with a 75% team fight win rate. Dallas Fuel, New York Excelsior, and Los Angeles Valiant used this composition. This composition happened to have the highest win rate of all team comps that were used for over 10 fights. Which leads us to the last point.
      Maps and Specific Checkpoints Will Determine Team Comps
      As mentioned above, a double sniper, Roadhog offtank, Orisa maintank, Bastion, and Mercy composition had the most successful team fight win rate of the week at 75% (of all compositions that fought more than 10 fights.) I believe that this composition was used on only the first point of Junkertown. With only one member of the composition (Mercy) coming from the top 5 most used characters of the hero pool, this group of heroes proves that thinking outside of the box and playing the map can have huge payoffs. Of the 24 team fights that this composition faced, it won 18 of them. This data shows that team compositions can be heavily dependent on map layouts and perform extremely well. I am excited to see what non-meta Overwatch League team compositions will be used to throw enemies off-guard and utilize the surroundings of the current objective. Adaptability is a core of Overwatch gameplay and will be the difference between champions and losers.
      Which of these statistics shocked you the most? What non-meta compositions do you think we will see in this week of Overwatch League? Respond with your thoughts below!
    • By Zadina

      The new hybrid map will be available next week.
      Blizzard World will indeed open its doors before the end of January, as Jeff Kaplan had reassured. The map will be added to live servers on January 23 in the US and January 24 in Europe.
      Placeholder for tweet 953431688477945857 Jeff has promised that the Blizzard World patch will bring collectible stuff for all heroes! Lastly, it has been hinted that balance changes may follow in the near future after Blizzard World's release. And don't forget: there's a new hero being on the works and he/she/it will apparently change the meta!