Overwatch Hero UX: Torbjörn
- Nero Atlas

- Sep 19, 2017
- 5 min read
This is a UX article: as such, it is not focused on strategy, nor background. It talks about gameplay fun and pain for the character.
My second spotlight is on Torbjörn, Overwatch turret-builder.
This review encompasses Torbjörn Characteristics and Abilities (which both focus on the fun of using the character) and Team Play (which focuses on how is can be fun to play with others).
I used colors to classify fun level:
Blue: awesome Green: fun Orange: average Gray: meh Red: painful Purple: frustrating
Characteristics
Characteristics are Torbjörn’s downside.
Health [200]
200 Health is bad for a defense hero. It can, though, be easily fixed with Torbjörn’s Armor Pack ability.
Armor [0]
No armor for this hero. This is fixed by his own Armor Pack ability.
Shield [0]
As expected for a defense hero.
Mobility [average, grounded]
Torbjörn’s mobility is average, but he can’t leave ground without support. This is not good, as this limits the places in which you can place your turret.
Hit-Box [large]
Torbjörn is short, but large. This makes him an easy target, especially for Pharah, who can easily shoot him AND his turret if they are together.
Abilities
Incredibly nice abilities. There are no boring ones.
Rivet Gun
I love this weapon. It can work wonders.
Projectile mode is the one that you’ll be using most as a sort-of second turret. Its projectiles have constant effectiveness, regardless of the distance. They design an arc, so they can overcome barriers and walls and used as a spacing tool. 70 damage per hit is good, even if the rounds are a bit slow. As it is a long-range shot, though, it works wonderfully. Also, it can head-shot if you’re lucky, netting 140 damage. When accompanied by the turret, this can be devastating. This weapon mode is very, very easy and fun to use, but you need some backup (front-line team-mates or turret firing) or cover, as any enemy that is aiming for you can dodge your shots and reach you. Also, aestethically the shots are fire bullets. They are nice to see (especially when they hit!).
Shotgun mode is also quite good: it can headshot, netting up to 300 damage. Useful to get rid of DPS enemies at close-range. You still benefit from some back-up. You can always set up a level-1 turret which distracts your opponents and/or takes away some health from them. In a duel you are a large target, this won’t benefit. Remember to ALWAYS set-up Armor Pack on yourself when you are forced (or willing) to duel. Also, you can benefit from throwing packs under your feet: when the first is depleted, another is immediately activated. With this in mind, you can find nice time getting rid of one or even a couple of DPSs who were (maybe) already weakened by your turret. Brief note: your bullets are magma shards: fantastic!
Build Turret
Who doesn’t love turrets?
He can’t build more than one turret but can upgrade the one he can built with Forge Hammer.
On defense maps, you usually build the turret before the start. Looking for the perfect place and the act of building the turret will keep you busy, and make waiting time worth.
During the fight, your turret laser-points your enemies. You can follow the pointer and fire alongside it (possibly from another location, especially is Pharah is in the skies), taking down careless enemies that comes for you without caring about the turret, or vice-versa. The bond with your turret, the laser which seems to aim for you and your Rivet Gun getting the kill with fire bullets / shards… cool hot.
You can (and should) drop level-1 turrets when you’re in danger: this can often buy you time and make you escape. Escaping while your turret covers your back is cool.
Forge Hammer
Working on a turret feels rewarding, regardless from effectiveness: it’s always nice to see your turret be upgraded as a tough level-2 turret before or between the fights.
Forge Hammer also can heal your turret (50 health per hit). You’re going to use this mainly between fights (which means, when the opposing team is weakened). Keeping your turret alive while it kills your enemy is fine, as long as your watch your back for DPSs, mostly Pharah: being hit by Pharah together with your turret is a pain.
It can also be used as a melee weapon, but your Rivet Gun usually does the job better. It’s fun to KO an opponent with an hammer hit, but it is usually difficult.
Armor Pack
Armor Pack is your main supporting option. Through this ability, at the cost of 50 scrap (see Scrap Collector) you drop a module that gives a (non-regenerating) +75 armor boost to your friend’s health. You hear “I need armor” instead of “I need healing” from your comrades, and, yes, you also feel as the backup healer. People are usually grateful for your boost, and this feels rewarding by itself. This is a overly-nice ability, and nets you some great fun and love.
+75 armor is also your first priority for yourself: your 200 Health is poor, and this ability fixes it, bringing your health to the likes of (actually: a bit better than) Reaper. Having self-sustainability is always welcome.
Scrap Collector
Your scrap gauge is used to drop Armor Packs. It feels at a rate of 2 scraps per second. Also, when an enemy, an ally die or your turret is destroyed, a scrap module is left.
When there are not too many bullets around or a Pharah above, you can go gathering scrap modules, which, again, gives you something to do when the situation is calm / boring, and also is a reward to go scouting (which could be useful in organised team play).
As they could just leave the scrap collection as an automatic increase, this is a nice add. Torbjörn never sleeps!
Ultimate: Molten Core
12 seconds of AWESOMENESS. Reasons:
First: you get 300 armor. This brings your health up to 575, and makes you (unofficially) a D.VA (D.VO?) for the duration of the ability.
Second: you get +50% rate of fire, making you a Reaper++. Run into enemies and fire your shotgun. Easy & straightforward.
Third: if you have a deployed level-2 turret, it is upgraded to level-3. It gets +500 Health, a ROCKET LAUNCHER and one more hit-scan shooting round per second: this more than doubles its damage output per second.
Ah, and now you and your turret are HOT (literally and aesthetically).
Team Play
Usually pleasant team play. Synergises with Symmetra.
It’s common to receive “thanks” as you can work the role of a second healer. Also, the turret can save someone’s back.
Can be troublesome while attacking, as it is a big target and its tools are not so “agile”.
As Torbjörn I usually feel welcome by the team. This is nice.
Sweet in helping keeping chokepoints while defending.
Can help Symmetra, and her Shield Generator can help every character keeping their extra armor safe for when they really need it (not soft / random fire).
Overall teamwork evaluation: good.
Final Considerations
I love Torbjörn, especially when defending. Its scarce agility and low health pool are a weak downside, compared to the awesome tools it provides to the player to have fun with.
MY FINAL FUN RATING: 9.5/10
What do you think about this review? Do you have a different experience with Torbjörn? Or do you feel the same? Please, tell us your feelings in playing Torbjörn in the comments!


