Toby's problems review

Don’t think decreasing his damage would be needed. Reason being that Toby has other gameplay issues resulting from his large character design such as the projectile collision in tight areas caused by the physical location of his weapons on the character model vs what the player sees on screen. He also seems to get stuck on terrain more than any other character for some reason.

Leveling Toby to 15 I didn’t really notice him dropping huge damage numbers outside of fully charged railgun crits through his shield with the damage boost helix active which the best I can recall did somewhere around 1400 damage in an advanced story mission.

from getting him to 14 and aquarter, I can tell you his weapon is exremely powerful, and also if you look at the battleborn bible his dps is the secodn highest in the gamee, second only to montana (he also has the seecond lowest dps, only higher than ambra, if you don’t charge his shots)

The reason you don’t notice toby dealing a lot of damage if you play him in pvp is because he’s too squishy to actually shoot at people more than once. If toby waas much tankier, he’d be OP with his damage that high.

See I expect fair DPS from a tanky character. They soak damage while dishing it out. The damage output I feel that would break him is having a high burst which he appears to be lacking due to setup needed to hit that optimal DPS. Tanky characters with high burst generally turn high burst into absurdly high DPS unless they are hit with horrendous CD timers.

The deployable shield can be broken extremely quickly. The deployable mine provides a DoT field and small amount of CC.

His ult atm might as well not exist.

Another thing that seems to be an issue with him is the size of the railgun projectile. It feels like unless the shot is fully centered in the crit zone it only does normal damage.

Yeah, you have to shoot higher, like above.

Anyways, im saying they’d lower his damage no more than 10%, probably less. Once he can actually shoot at an enemy without instantly dying, he’ll deal a lot more damage. also, he already has a good amount of mobility for escaping that being his boosters.

Always folks speak about it like his booster is equal to Caldarius’s, but it is limited by very slow recharges and Toby’s own model size. Any ally in his path stops his boost immediatly and most maps aren’t really designed to be Toby friendly.

I’ve only really seen 2 uses for Toby’s booster in practical situations.

  1. To keep Rendain or another enemy from punting you off a ledge.

  2. To clear a slightly larger than usual gap

Toby’s character model and design while great because it definitely follows that concept of diversity is plagued by numerous problems that aren’t reflected in numbers or on paper. Some of these problems aren’t noticeable until you run him in PvP against players that aim a bit better than the story mode AI. Boosters as mentioned aren’t even useful as an escape in PvP most of the time because currently they just have to hit anywhere on berg’s massive frame to deal damage, Berg is too big to use a number of cover sources effectively, and its more probable he will lose the boost charge due to model collision with any random terrain object.

I often find myself keeping my boosts expended to benefit from the damage reduction helix that activates when he has no boost charges.

Yeah, and to add to the charge part, if you use a boost, it resets the 8 second charge, so if you wait 7 seconds after a boost to use a second boost, now you have to wait a total of 15 seconds just to recharge one boost. It’s alright for large jumps or anti knock off (two things not important in pvp) and sometimes getting away in like, incursion, thats it.

I did not know that. It makes me not want to play with Toby even more, which is sad because I love the concept behind his character. In fact, he would probably be one of my favorite characters if it wasn’t for the amount of things that are wrong with him. He’s just a big clunky mess right now. I’m not saying he can’t be used effectively, but his best would never equal another character’s best.

Here are the problems I’ve noticed:

-His ult is practically one of the most useless in the game:

  1. Lower damage than his base attack
  2. Long startup time
  3. Movement speed is heavily slowed
  4. Range is short compared to his shots (ties in with 1 and 3)

-Few problems with the railgun shots:

  1. Railgun shots start not at the tip of his gun but at about a foot away from it
  2. They fire slightly to the right of his gun making aiming unintuitive
  3. They are large enough to be caught on terrain

-The force field doesn’t seem to work as well as probably intended:

  1. His body is large which sometimes makes it hard to actually stay behind your force field without being hit
  2. It’s health doesn’t scale during the game
  3. It is fairly dense so it obscures your view when looking through it
  4. Depending on where it is placed, it can appear at an angle nullifying any cover it might have provided
  5. Its translucent color practically shouts “I’m here! Shoot me!”
  6. He is way too dependent on it to do damage and to land hits accurately (which exacerbates the other problems with the force field)

-Arc mines collide with terrain too easily especially if you take the helix which expands their radius

-His critical hit box is huge for a relatively squishy character (this again also makes him reliant on his force field)

-Issues with his booster charges:

  1. His large size makes it difficult to effectively use his boosters due to terrain collision
  2. Apparently the cool downs on his booster charges reset themselves if one is used before the other finishes cooling down

Is there anything I’m missing?

*Edited to add more info

You could include that his shots are big enough to get caught on terrain and make it harder to crit, but this may be intended as he isn’t listed as a sniper, he just has to resort to playing like one. also he cant boost while using his ult. and supposedly his raiilgun fires from not only further from the railgun on sxreen but slightly to the right of it, making shield firing even harder.

I’m not sure that it was intended for him to be able to use his boosts while firing the ult as that probably would have negated the whole point of the limited mobility.

yeah, but he could have some limited chase if he did

His level 10 helix option - triple charge - reduces the damage of his ult. Why make the worst ult even worse?

The shield anchors on terrain, sometimes. Unless you spend a lot of time aiming the shield placement it will end up at an angle, below Toby, or above Toby. Because of the sensitivity to terrain, even clicking the mouse can be enough to move the shield from where you originally aimed it to a less than optimal placement.
I’d suggest changing the shield to be anchored and centered on the railgun. Make it easier to see through, too. Bonus - if a team-mate stands in front of you, you can move to the side and take the shield with you!

The +heal helix option is a very low amount of healing. +attack speed doesn’t affect Toby, so that helix option is lame.

Boosters are mostly useless when going uphill.

Next time take the heal and attack speed helix, spam your trigger behind the shield and then spam from not behind the shield, Toby is most definitely effected by attack speed boosts

It’s possible it’s changed, but…

Hero Tab - O26 - “Attack speed has no effect on Toby”

Oh yea, I hadn’t seen this haha I have no data but just from playing I can say I notice a difference when spamming non charged railgun blasts

Uh, nickreed is right, it doesn’t affect the chargetime, which is what that is trying to say, however the rest of the firing (gun recovery from bullet, time till you can shoot again) is faster. Fire rate does affect toby.

Not everything on thee internet is true, you know.

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Yeah attack speed is just going to allow Toby to spam uncharged shots faster. It doesn’t benefit the charge rate.

However giving him a load of attack speed boosts and spamming shots through his shield with the 3 way spread mutation could look rather insane on the receiving end.

I believe the intention of that helix is to allow him to fire his ult across the stage. It doesn’t work very well though because of the slow travel speed and lack of splash damage.

As for his level 2 helixes, those are not just meant for Toby. The movement speed helix works better in a team with at least 2 melees; you can use it offensively or you can throw it down to save an ally from being gunned down. The health regen/attack spd helix works better with at least 2 gunners. If you have a balanced team of melee and gunners, you can choose either one.

I think it would be cool if he had a helix that allowed him to place two force fields in the world—one for himself and one for his allies.

If they scaled the health of his forcefield, they could replace the +500 health with the ablility to place two forcefields, and keeep the other option of larger forcefield.

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Another idea for the shield: Double it’s HP, but have it slowly degenerate over time, or have Toby’s shot damage it (“pulling every from the shield to charge the shots”).

This would make it useable for trading fire. If someone is shooting at you, you can place your shield and shoot back, without the shield breaking in 2 seconds. But the downside (wearing out over time, or from being used… Or both) prevents it from becoming too powerful.