💅 Symmetra | We're back at square one

I really like the idea of recovering shield on her M1, I’d still like to see her with 100hp and 150 shield though.

There’s just so much damage flying around these days that imo not getting instantly blown up is a bit better than more sustain.

Personally, I’d like to see damage on turrets decreased and the slow increased as well. With a bit more power going into her gun. Whether that be a faster charge or more damage.

3 Likes

I just want Sym’s teleporter changes to be reverted almost completely. The range buff was nice and I would like it to stay, but it also has disadvantages when used mid-fight, especially when you try to teleport behind an enemy team, you might actually end up too far away. Would definitely remove infinite duration though, it only encourages the spawn taxi-ing.

Health gain on doing barrier damage sounds nice and I would want that too, but a ~300-400hp Symmetra does sound kinda silly. A negative side effect of that might be people getting distracted by shooting shields and not focusing on actually fighting enemies.

What I would want more (other than tp revert) are closer to quality of life changes:

  • Reduced head hitbox
  • Make turret slow effect not stackable with other Sym turrets
    – This is to make balancing easier and make them less frustrating to play against. As compensation the slow effect of a single turret could be increased.
  • Recover ammo on shield hp and not just barrier
    – This would be a fun niche in my opinion, might even make a small difference even if it were to rarely come into play.

Additionally, Sym’s primary weapon has 3 damage stages, but could be reduced to 2 where the new stage 1 is the average of 1 and 2 and new stage 2 is the average of 2 and 3 (so instead of 60/120/180 it would be 90/150). This would increase her minimal damage and decrease her maximum damage, which helps her have a more instant damage impact (less time to reach max damage stage) and make her easier to balance (since her damage wouldn’t fluctate between ignorable and absolutely insane).

But definitely revert to pre-infinite tp. Only because of its infinite duration do I constantly have to fight the idea of “I could make respawn faster permantly and not even think about it” and when I mis-place tps or don’t get the most out of them all I can think about is “I should have spawn taxi’ed!” instead of focusing on better tp placement. I don’t know about others, but it adds weird mental pressure that I would rather not want to deal with.

2 Likes

I am all for eliminating lvl 1 damage and think that is a huge step in the right direction.
Nice thinking :smiley:

why are sym mains so freaking weird dude it makes me so angry

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Because we’re constantly abused by our own team and the devs?

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I think Sym should have part of her health or shields converted to armor. That way, she can be a unique dps that has some health, armor, and shields.

I believe doing so would increase her survivability.

you come for her turrets, fine. You come for her damage, fine. You say she’s OP. Fine.

But do not. Never. Ever, come for the Goddess Anjali Bhiamai.

8 Likes

Right? I’m sure even vehement Sym haters agree that the voice work is awesome. And Anjali is a queen.

4 Likes

My wishlist for Symmetra, in order of decreasing importance:

  • If the teleporter has not been used or attacked for 12 seconds, Symm has no cooldown penalty when she herself destroys it, similar to Torbjorn’s turret. This lets her make good use of the infinite duration, but also allows her to use it for emergencies such as escaping a Graviton Surge or Meteor strike.
  • The sentry turrets’ behavior is more aligned with Torbjorn’s turret. They no longer slow people down, but they do 56 damage per second each, and one regenerates every 4 seconds. Whereas Torbjorn’s turret has high HP and range, Symmetra’s sentry turrets focus on quick deployment and disposability. This reduces the amount of CC in the game while preserving Symm’s offensive capabilities with them.
  • Sentries prioritize the thing that Symm is aiming at in the same way as Torb’s turret. This avoids situations where the sentry is aiming at a Mei in Cryo-freeze while Symm’s attacking the Mercy trying to keep her alive.
  • Primary fire does a flat 140 dmg/s with no ramp up. The “damage level indicator” on her gun is repurposed to indicate her distance from whatever the gun is currently firing at. This has several useful impacts:
    • Symmetra doesn’t need to worry about having the survivability to hit max dps and she can spend more time attacking enemies instead of shields.
    • The new “distance indicator” let her measure out optimal turret placements (or outrange opponents) more effectively. Symmetra is an architect after all. Without the ammo requirement, she can do so without consuming resources.
    • Her maximum combined damage per second is still kept at 320 damage as it is now.

With all of the above changes, Symmetra is given more flexibility based around how she places her constructs. She can be played like a more fragile Reaper that teleports into the backline with a bunch of turrets and starts dishing out tons of damage, she can play in a more supportive role that provides supplemental damage via turrets and emergency escapes with teleporters, or she can play like a zoner’s wet dream and keep a small area under precisely-measured heavy guard. The idea is that the “Builder” hero should be bought back and build on themselves than simply build combat constructs.

We’re not suppose to talk about Symmetra’s golden days before the careeer change disaster.

At this point seeing how healthy toxic this game has gotten with bad balances. I’d say just give it to her and find other ways to help her besides solely focusing on trying to fix teleporter.

eeeh I somewhat disagree. of course if we’re talking like a ridiculous amount of hp regen like 50hps then yeah you’re right. But before I talk about my concerns, I want to ask OP,

is this any damage dealt to barriers (i.e. from turrets or orbs too?) or is this only from primary?

because if orbs + primary: that’s great but make sure the regen is something low like maybe 15hps or so and for that to not be a long duration (but refreshable of course).

if orbs + primary + turrets: that’s way too general and too oppressive imo.

if only primary: I think this wouldn’t be all that useful at all unless we’re talking high regen rates.

because if we think about it, outside of unnerfed double shield comps, sym’s primary fire is a really situational weapon since it’s low range on a hero with low sustain and low mobility (even with tp improvements; tp opens away in and out of engagements, not to really chase per se and is kite-able). unless we’re talking really high regen rates, this regen wouldn’t really change much tbqh because it’s too situational to get value out of.

like we sort of already have a baseline, reaper. if he needs i-frame movement abilities along with his burst damage + lifesteal for him to stay in his effective range with 250hp, how much regen will sym, a 200hp hero, need to do a sustained damage role in 12m of a barrier?

if it’s low, it doesn’t really change anything since sym will want to use orbs more from further away most of the match (like now) and you won’t be getting regen value out of that anyways, and if going in close for primary, it’s not really adding all that much to her survivability.

imo if we’re going down this route, I think it should be a low regen that applies for both orbs and primary so there is an actual increase in her survivability overall rather than 1 specific niche situation.

HOWEVER, personally I don’t really like the idea of tying a sustain buff to damage shields tbqh. because a good use of tp (assuming made more frequent) would be to simply get a position that bypasses the shield. I would much rather a passive like:

  • “sym triggers her shield hp regen upon interacting with her tp” along with a change that increases her tp cast frequency like you’ve suggested

sure it’s not necessarily in combat sustain, but you can weave in regen periods in your engagements with good tp usage.

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Well I’m glad that the devs didn’t listen to your smelly and insignificant opinion and replace her voice actor, Anjali is a queen and you’re just jealous, stay mad luv :nail_care::kiss:

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LOL Anjali is the best voice actor to grace OW. You’re a troll bye.

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Symmetra’s shields would regenerate at the same rate as they do when out of combat. (Last time I checked it was 30 HP/s?)

I didn’t even think about making it function on secondary fire. This idea is mainly centered around frontline pressure with M1 on shields.

Why are hog mains so freaking salty it makes me so angry

I say make it 0 seconds. What if the teleporter cooldown just starts when she places it?
Were teams with Bastions, Torbjorns and Reinhardts suddenly hypermobile, guerilla nightmares when she had the original 3.0 teleporter? No. Are teams effortlessly taking highground, juking enemies and flipping between two spots with the infinite teleporter? Also a big ol’ no.

I wish the devs weren’t so scared of TP. Sombra, with her invisibility, I get, but not this.

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oh please you dont have it that bad

This dude be posting delusional stuff. Literally just stop before you embarrass your self just because A sym main tea bagged you. And who are you??? I bet you were the same freaking person who went after Matilda Smedius when people started attacking her for the creation of Brigitte. Such a low life. Get the hell outa here

Nah, It makes sense as you can have a teleporter 80% of the whole game which is a little too much. just halve it, thats all

Yes, its called a personality, and Id say it would suit your toxic butt more than a game file names Symmetra being manipulated by a fantasy Vishkar company.