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  3. September 2018 Developer Update

User Info: EvolutionBaby

4 months ago#1

The highlights:
Torb's rework will remove armor packs and the scrap system. Torb will get a new ability called "Overload" that will look a lot like Molten Core. Overload will provide Torb with a movement speed bonus, some damage resistance, and an increased fire rate. This is intended to make Torb more viable as a damage dealer.

Torb's rework will keep the name "Molten Core" for his ult, but the ult itself will be entirely different from what it previously was. Molten Core will now shoot pools of molten magma from his claw/hook hand. The ult has limited ammo and the magma pools will be "very devastating in terms of area-of-effect damage and it does extra damage against armor" (that's a word-for-word quote).

Torb's rework will remove the level system from his turrets. No more level 1, level 2, or level 3. The turrets from the rework onward will only be the level 2 variant. When he deploys his turret, it'll go through a small but fast build time and he can deploy it with a slight toss, which means "he can get it into some areas that he couldn't previously get it to" (again, that's a word-for-word quote and Jeff doesn't elaborate any further, so we'll have to wait to know exactly how versatile the changes may make Torb's turrets).

More details (such as changes to his rivet gun) will be detailed on the forums, so look out for those.

They're making a lot of balance changes that'll hit the PTR. The video won't elaborate on all of them, but the ones that are mentioned:
- Changes to Orisa's gun and how that fires.
- They're looking to increase Soldier and McCree's viability with "minor, minor changes".
- Changes to Pharah that "increase her potential as a high-skill hero, but decrease her splash damage that was making her very dominant in particular on console".

Other changes will be detailed in the patch notes.

An upcoming patch to the PTR will include great improvements for colorblind players. This will include changes "not only to the character silhouettes, but some of the interface elements, and in the colorblind mode we're giving you options to select which colors work for you".

Halloween Terror will make areas that hadn't appeared spooky before look spooky. Jeff doesn't elaborate on that and I'll leave the speculation up to you guys, but I think the implication of this one is pretty clear.

Junkenstein's Bride skin confirmed. Character it'll be for is still up for speculation.

"There's not gonna be dramatic new game modes or changes to existing game modes in Halloween Terror. We feel like Junkenstein's Revenge is super fun. There are some minor iterations coming that we think are going to improve it, but for the most part, it's going to be similar to how it was before. This is very intentional because what the team is working on right now - the team focus is very different. We're focusing on these hero balance changes." (again, quoted verbatim) - He goes on a bit more after that to talk about the stuff mentioned already again, but all of you probably get the gist of it.

The new social feature they hinted at a long while back won't be ready as soon as Jeff thought it would be. He doesn't mention what it'll be, only that it won't be ready at any point this year.
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User Info: needhobbie89

4 months ago#3
I am guessing Junkenstein's Bride to be Orisa.

My wife will be stoked for some these Torb changes..

User Info: Blk_Mage_Ctype

4 months ago#4
Hopefully these changes to Orisa's gun make it a little more deadly, especially at close range. As it stands, playing as Orisa is a miserable chore since once her shields go down she's practically a sitting duck, too slow to make a run for it and does too little damage to stand her ground.

Glad to hear they're making some tweaks to Junkenstein's Revenge. It's a fun mode, but their are too few enemy types and too many restrictions. *fingers crossed for All Heroes Mode*
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User Info: Eab1990

4 months ago#5
Sounds awful, as usual.

Too many drastic changes at once that will either leave Torb subpar (see: Symm) or broken (see: day 1 Valk Mercy).

Armor/scrap removal is an immediate red flag, as it basically kills his semi-support role in favor of Brig. Unless his new turret is amazing (which would kill the point of the rework to begin with), going full DPS means he’ll be in direct competition with the others, making him either gimmicky or flat out inferior (again, see Symm).

Turret doesn’t sound any different to how I normally use it. Drop, forget. Seems like less of a reason to use the hammer though.

AoE ult sounds awful too, unless it’s like... Mei levels of coverage.

Edit: https://twitter.com/unitlostgaming/status/1043221090179461120

Ten projectiles, ground only. So I guess it’s a different flavor of Mei’s ult. Eh.
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User Info: Eab1990

4 months ago#6
On a side note, the sheer amount of “nerf Brig” comments in that vid are hilarious.
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User Info: dinit 7

dinit 7
4 months ago#7
Detailed notes On Torb rework:

Off my chair, jester. The king sits there.

User Info: Goldar

4 months ago#8
Not a fan of removing his armor packs. The armor packs were easily one of the best parts of his kit, so losing them is a massive downer imo. Overload does seem decent, but still... losing the armor packs sucks.

The ult seems okay, I guess? Molten Core has always been good at helping to stop an enemy push, so I like that the new version at least keeps that spirit alive.

The changes to his primary and alt fire are definitely a plus. I'm on board with those.

Edit: Okay, turret is 250 health. That's way more reasonable.

User Info: Kuuten

4 months ago#9
I hate how they're removing so many abilities that could help the team for DPS characters and making them JUST do damage. I never heard anyone complaining about Torb's Armor and it was clutch in so many situations.
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User Info: dinit 7

dinit 7
4 months ago#10
Overwatch PTR Patch Notes – September 21, 2018



Updated visuals for all shields and barriers to increase readability


Barrier Shield

Shield health reduced from 600 to 500

Developer Comments: The health of Brigitte’s barrier was extremely difficult for most heroes to deal with even as she was able to close the distance with her targets. This change still provides Brigitte with substantial survivability but should also be more rewarding for opponents who pressure her.


Combat Roll

Cooldown reduced from 8 to 6 seconds

Developer Comments: Previously, the cooldown of McCree’s Combat Roll felt too restrictive, which sometimes prohibited players from using it. The new, faster cooldown should allow for more flexibility when choosing between using it for mobility or an instant reload.


Concussive Blast

Cooldown reduced from 12 to 9 seconds

Rocket Launcher

Attack speed increased
Lowered recovery between shots from 0.9 to 0.75
Damage redistributed between explosion and impact
Explosion damage reduced from 80 to 65
Impact damage increased from 40 to 55
Explosion knockback reduced by 20%
Self-knockback range increased by 25%

Developer Comments: We wanted to increase how responsive Pharah’s Rocket Launcher felt. Having almost a full second of recovery between shots made it feel sluggish. To balance out the improved recovery time, we shifted some of the 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 they made it very difficult to aim at Pharah while rockets came 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.



Updated visual effects for all abilities


Fusion Driver

Maximum spread reduced from 1.5 to 1.2

Developer Comments: Orisa spends a significant amount of time firing her Fusion Driver from a relatively stationary location and the weapon’s spread value caused it to feel too random when leading targets at a distance, taking into account 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 to try to hit targets at longer ranges.

Soldier: 76

Heavy Pulse Rifle

Number of shots until max spread increased from 6 to 9

Developer Comments: Soldier: 76’s damage output was a bit low but not too far off from where we feel it should be. Making it take a few more shots to reach max spread smooths out the weapon spread curve and should help his damage be more consistent.
Off my chair, jester. The king sits there.
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