Hi everyone, these are my thoughts on how to fix the current version of Symmetra without implementing crazy new concepts that require extensive assets(vfx/sfx) to be made that could potentially throw us all into another rework situation down the line. A Sym 3.5, if you will.
Edit: I’ve also posted an updated/cleaner version on the Sym mains subreddit
Edit 2: This post was made before sym details of beta 2 was revealed so some of the points here are out dated, I’ve now posted a post beta 2 thoughts here
These changes aim to:
- Help Sym stay in the damage class by making her damage reliable for OW2 while enhancing her utility to not be so clunky (support Sym will have to heal and I just don’t think its in Sym’s identity to do that, no offence to Sym)
- Make her be able to hold her own like other damage heroes while still retaining key weaknesses.
Overall, Symmetra could be a very competent hero that you may genuinely consider picking over other damage heroes in generic situations.
━━━ SYMMETRA FOR OW2 (3.5) ━━━
New Passive: Photon Generator
- ALL damage dealt to enemies or enemy objects (e.g. barrier, turret, mine, etc.) charges primary fire beam including secondary fire orbs and sentry turrets
Details:
- Beam levels up to level 2 after having dealt 80 damage
- Beam levels up to level 3 after having dealt 160 damage
- If no damage is being dealt , it decays from level 3 to level 2 in 4.0 seconds and from level 2 to level 1 in 2.0 seconds
Comment: The damage thresholds are calculated from the beam dps (60/120/180) multiplied by the charge time threshold as it is currently (1.33 seconds) so if you only use beam to level it up, things should feel unchanged
This should make it so that Sym can charge her main damage dealer using alternative methods from a safer distance since the lack of shields and faster gameplay have made her much more vulnerable. When she does decide to go in, she’ll be going in with damage that isn’t laughable. Like if she had an Orisa barrier but since that doesn’t exist anymore, this’ll have to do.
In other words, secondary fire orbs and turret damage now also charges her beam.
New Alternate Weapon Swap: Photon Manipulator
- Symmetra puts away her weapon for an alternate interface to reposition and destroy created teleporters, like Mercy’s guardian angel targeting but for teleporters
Photon Manipulator (Primary Fire): Reposition Teleporter
- Select an existing teleporter and move it to another location within its range
- While selected, the teleporters go offline
Photon Manipulator (Secondary Fire): Destroy Teleporter
- Look at an existing teleporter and press button to destroy the pair
- Can be done through walls
This should bring back some creativity in teleporter position. It would allow tps to be hidden once more or go around walls if the Sym dedicates some time to reposition them. It would not change how it is used now or in the heat of the battle since you would not have enough time. This is simply a quality of life change.
Teleporter Changes
Teleporter
- Cooldown starts on cast
- If destroyed while being damaged, ability goes on full cooldown
- If self-destroyed while out of combat, ability goes on half cooldown or no cooldown
Comment: If you noticed, I pretty much copy/pasted Torbjörn’s turret cooldown mechanics since it is a FAR superior way to handle the teleporter cooldown. The issue of Symmetra accidently destroying her tp instead of going through it is fixed with the weapon switch mentioned above since it won’t be bound to the same key
Now for the Controversial Change:
- Can now store two charges and two pairs of teleporters can exist at a time
- Symmetra spawns with one charge of Teleporter and its cooldown is paused until the match begins. This is to prevent Symmetra from doing a double tp from spawn at the begining of the match
- A new teleporter cannot be deployed if one received damage within the last 3 seconds and the max number of teleporters already exist. The Teleporter key will appear colored to indicate this.
Comment: I decided to keep the single tp from spawn functionality as it isn’t overpowered and it can create some very creative and interesting moments such as this one from the OWL
This is where it gets controversial. People complain when one tp play goes well, and now with two to worry about? It might send people over the edge.
But hear me out.
TP is a core ability that truly makes Symmetra stand out in the sea of damage heroes we have and it should be enhanced on to make it the quintessential reason to have a sym on your team. It has counterplay and it has its weaknesses. It can be destroyed before anyone goes through and if some players get through, even better because you’ve just split up the team.
A failed team tp play can spell doom on the outcome of the fight. But with two on the field normal players will utilise it and for the players that master it, it will unlock a whole new side to Symmetra. Plus, haven’t you wanted to do a friendly respawn tp for your teammates but realised you have to destroy your extisting tp and wait 10 WHOLE seconds? With this change you can have a tp in the back for respawns AND one for the fight.
Minor Changes:
Photon Projector (Primary fire)
- Beam length increased to 15m to match Zarya’s beam
This is just a minor inconvenience I have with the inconsistencies of beam sizes we have in the game.
Photon Projector (secondary fire)
- There are requests for Symmetra’s orbs to be faster. However I think with the passive change I mentioned, I don’t think it will be necessary since she’ll be able to charge up from her orbs hitting anything. I’m not opposed to it though.
Thank you for reading, I’m curious as to what everyone’s thoughts are. I really enjoy seeing the discussion around this topic.
To reiterate: I really want Sym to be a competent hero that is unique enough to have her own gameplay identity and not be altered copies of other heroes.
Also shoutout to user GreyFalcon, I don’t think I would’ve been able to make this as neat and presentable without the post they made which shamed me into proper formatting.