Hi guys this is a really long post but by no means exhaustive, just about sym. There’s a tldr at the bottom. I put a lot of work and time into this so I’d appreciate if people have feedback!
I’m a sym otp that’s almost always been arguing against the sym community on here asking for buffs, saying that’s she’s fine. I thought that she was super high skill but viable enough. As I’ve been studying her in my push to get gm back with 3.0, I’m finding her minmaxed playstyle to be heading in a crappy direction. I find myself disenchanted, because the eminent use of tp according to 4500 sym mains is almost always to use it for spawn taxi…
Symmetra might be viable and her dps rework has largely been a success. However, she remains too protracted and ironically becomes more gimmicky with each attempt at balancing.
I want symmetra’s state to be improved but I really don’t think it would take anything drastic, certainly not a rework to support or tank. Let’s look at what’s exactly has changed and why…
What follows is symmetra’s relevant balance history taken from the patch notes with accompanying developer comments showing their design intention
October 15th 2019
Symmetra
Photon Barrier
- Duration reduced from 15 to 12 seconds
- Health reduced from 5000 to 4000
Sentry Turret
- Damage per second reduced from 50 to 40
Photon Projector
- Players impacted by the primary fire beam should now hear a louder impact sound
Developer Comment: The duration of Photon Barrier was too high considering its impact on a battle. Recent changes have seen large increases in Symmetra’s overall damage output, so we’re reducing her turret damage in lieu of making further damage adjustments to her Photon Projector.
From September 17th 2019:
Symmetra
Primary Fire
- Beam width lowered from 0.3 meters to 0.2
- Beam DPS per level lowered from 65/130/195 to 60/120/180
August 13th 2019:
Symmetra
Teleporter
- Now lasts an infinite duration until destroyed
- Players can destroy their Teleporter with the ability 2 input
- Cooldown now starts when Teleporter is destroyed
- Maximum range increased from 25 to 30 meters
- Teleporter is destroyed if the entrance is more than 40 meters from the exit
Developer Comment: Symmetra’s Teleporter is an interesting tool but often felt too restricting to use. Making the Teleporter last indefinitely opens up new opportunities for how Symmetra is used in various maps and group compositions.
August 13th:
Sym community agrees that infinite tp was nothing short of another rework and an unnecessary one at that. It did not tackle her issues and was felt to have come from left field at the time. Tp might have felt restricting to use, but making it infinite was a total failure at making it less so, which was it’s stated design intention.
It almost entirely destroyed a playstyle, which was flankmetra, and slightly buffed supportmetra, which is way more boring, less skillful and less dynamic. Longer cooldowns with less uptime MASSIVELY favours set it and forget it and heavily punishes using it flexibly throughout a midfight. Revert this change please.
We don’t need fangled mechanics like torbs turret where it’s cooldown varies if it’s destroyed and unused etc. It should be intuitive because it’s often team dependent. It should be fluid. It worked perfectly fine before. PLEASE REVERT INFINITE TP
Why not?
September 17th:
This was following 2weeks after the beam change that saw her effective m1 damage skyrocket. This was categorically a necessary nerf.
Her m1 should be situational and highly punishable. She should remain a unique hero compared to reaper, Mei and zarya. Imo she really shouldn’t have 250hp, because she is not strictly a melee range hero, and those heroes who have 250 hp are detrimental to the health of the game too for that fact. Imo it’s unhealthy and not the right direction for competitive symmetra.
She should remain a very high skill glass cannon, so she does not need to have her value focused in her m1. However, she’s also had her value stripped from everywhere else…
October 15th:
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The barrier nerf I think is justified. The wall is an extremely powerful ult and usually a win condition if well placed. 5000 health was superfluous, but the duration nerf hurt. Overall I think that was ok and just increased her skill cap with regards to timing and decision making.
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The turret nerf hurts more than we’d like to admit, but it’s been offset by the m2 buff in terms of her pre-fight damage and ult charge rate as well as maintaining the damage breakpoints on her tp bomb.
That said, tp bombing is rarely done now because it’s so disruptable and expensive in resources when spawn tp is just so much safer and still enormous value. Sym is now very much like junkrat, which is frankly quite boring and crap. He’s hardly a great hero from a design perspective either. Sym used to be her own hero and have her own playstyles and be flexible… Now she is a worse junkrat crossed with a worse reaper. Very much not what we want or need. And it’s all thanks to infinite tp! -
A nerf to the audio of her m1, making her even more so the target of priority. If you’ve ever played sym you would know that you naturally are public enemy #1 at all times anyway. This was hardly necessary imo, if people can shoot you they will. Symmetra is always a higher priority target than ana or mercy or widow or a main tank, and she was always very VERY loud with the microwave. Probably an understated nerf, but also probably didn’t change much either.
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Lastly to comment on the dev comment from october:
these nerfs were apparently in lieu of further compensation to her gun. She was certainly doing too much damage before, and I understand why they might want to divert power from her abilities into her gun, but that’s not symmetra’s identity. She’s a builder.
I’m listing some stats now just for some general contextual reference about sym’s performance and as indicators for her spam damage, frontline pressure, burst+ combo potential, and relative risk. It’s not exhaustive it’s just a reference so you have an idea of how she compares.
Here’s some data on the average damage done per match by a handful of heroes for comparison
Torbjorn 19,344
Ashe 16,678
McCree 15,428
Zarya 15,275
Sigma 15,040
Symmetra 14,419
Reinhardt 11,412
So sym is hardly doing dominant levels of hero damage anymore by any stretch of the imagination. She also lacks burst damage compared to other dps…
Here’s some data on the average eliminations of the same heroes
Zarya 25.82
Torbjorn 25.13
Ashe 24.69
McCree 24.43
Symmetra 24.09
Sigma 22.60
Reinhardt 18.83
Here’s some stats for the average deaths, showing how much relative risk these heroes have to be in to do their job
Sigma 6.73
Zarya 6.91
Torbjorn 6.94
Ashe 8.33
Symmetra 8.34
Reinhardt 8.97
McCree 9.44
I’m not trying to say that sym is terrible with these stats, I’m just highlighting that the reason the devs nerfed her so drastically is still not justified even after the m2 buff and she could stand to have partial reverts of her nerfs.
The meta has changed, dive grows ever stronger and barriers are weaker. Sym’s niche and relevance grows smaller by the day.
The m2 buff was nice but didn’t improve on the playstyle limitations that infinite tp created… it just reinforced it. Sym is now a campy spam hero just like junkrat. Great!
Let her FLANK AGAIN!
Let her be FLEXIBLE AND less RESTRICTED AGAIN!
Let her feel good to play again thanks
Basically revert infinite tp and she’ll be a decent hero again. She won’t become op like she was for those 2 weeks, that was entirely the beam, which has been nerfed 3 times now and the rest of her kit too
Tl:;Dr can we get a hecking buff for my girl SATYA VASWANI ITS WHAT SHE DESERVES
REVERT INFINITE TP 2K20. LET US MOVE SWIFTLY AGAIN