Now that we have 16m on primary in the April fools experimental, I think we can now physically observe that although it does help and does feel better, it doesn’t actually do much in solving her problems. Namely because at the end of the day:
- sym’s team will still need to pump plenty of resources into her just to let her use her primary despite the range increase; and
- she’s still spending most of her time outside of primary’s range rather than within because the game is inherently set up that way (every time you or the enemy respawns, they’re faaaar away and both sides gradually converge somewhere; and also because of the above point) and still using orbs most of the time
Obviously because of the charge mechanic, blizz isn’t going to pump sustain buffs into sym to alleviate the first point because the amount of sustain to let sym have a lot of uptime with m1 largely on her own is basically tank level (see zarya as an existing benchmark; esp considering sym’s m1 is sustain damage) which would be OP and oppressive. And the 2nd point is just inherent for everyone unless they’re a flanker.
Hence why I’ve been saying all this time that the suggestion of “15m on Sym’s primary” doesn’t actually help her much and why such a change is more of a “nice to have” or “should have” rather than a “must have” in priority (using agile terms).
If we really want to let sym have more independence for her own uptime (because she’s really low on that atm and that’s like 1/2 of her core problems), what’d really extend her range and mobility, i.e. the “must haves” are:
-
renumber her orbs to be an aimable midranged bursty (but lower fire rate) weapon fire i.e. renumbering them around being faster moving projectiles
-
making tp have a better cd mechanic like old 3.0 finite tp e.g. (cd starts on placement, but pauses when it reaches halfway until destruction)
-
making sym herself (not necessarily her team) able to interact with tp sooner after placement
better mobility —> “getting in range” would take less time which is something sym isn’t doing all that well with rn esp post infinite tp cd mechanic implementation.
throw in also better range (and hopefully a better balancing of burst vs sustain too in renumbering of orbs), this would also reduce the time for “getting in range” and in terms of mixing with tp, provide a LOT more options as to how that’d happen (i.e. more positions for self tp’ing to that let sym be in effective range of orbs). Not to mention that orbs numerically are underpowered right now (see proof below).
and this further works out even better as it further bypasses the “iT’s lOW SKilL aND oPprESsiVe tO lOW raNkS” the typical “skill elitists” and sym haters usually
Numerical Proof that orbs are currently numerically underpowered
They have splash radius of 2m, diameter of 1m (source), they move 25m/s, and players typically move 5.5m/s.
So to retroactively dodge a perfectly aimed/fired orb, the target will when fired at 15m away from the target, they take 15/25 = 0.6s to reach the target.
In 0.6s, typical heroes can travel 0.6 x 5.5 = 3.3m > 2.5m projectile radius + aoe splash radius.
i.e. with reaction time included, a target 15m away can guarantee only taking splash fall off damage let alone considering longer ranges.
Clearly as an aimed weapon fire orbs are bad.
What about as a spam weapon fire? How does it compare with other projectiles?
Well the answers can bee seen in the following non-exhaustive table (specifically the bolded rows).
DPS shows the general value achieved from spamming the projectiles and the Dodgeable Direct Range row show essentially the effective range of the projectiles (as only landing splash is equivalent as landing fall-off damage esp considering splash damage has a fall-off gradient).
And as we can see, sym orbs, no matter what the charge level, is just bad for both spam AND an aimed projectile.
Mercy Pistol | Sym 0 Charge Orbs | Sym Max Charge Orbs | Junkrat | Pharah | Mei | Torb | Hanzo | |
---|---|---|---|---|---|---|---|---|
DPS (bodyshots) | 100 | ~20/0.25=80 | 120/(1 + 0.25)=96 | 120/(2/3)=180 | 120/0.85~=141.176 | 93.75 | 116.6667 | 100 |
Headshot | Yes | No | No | No | No | Yes | Yes | Yes |
Projectile Speed (m/s) | 50 | 25 | 25 | 25 | 35 | 115 | 70 | 110 |
Projectile radius (m) | 0.25 | 0.065 | 0.5 | 0.2 | 0.2 | 0.15 | 0.1 | 0.1 |
Dodgeable Direct Range Assuming 0.25s Reaction (m) | 14.77273 | 6.545455 | 8.522727 | 7.159091 | 10.02273 | 31.88636 | 18.77273 | 29.5 |
Splash Radius (m) | 0 | 2 | 2 | 2 | 2.5 | 0 | 0 | 0 |
Dodgeable Splash Range Assuming 0.25s Reaction (m) | 14.77273 | 15.63636 | 17.61364 | 16.25 | 25.93182 | 31.88636 | 18.77273 | 29.5 |
Dodgeable Direct Range = at what range can targets retroactively dodge a direct hit from the projectile that had been perfectly aimed dead center on them assuming the target has 0.25s reaction time (upper average according to Human Benchmark).
i.e.
Dodgeable_Direct_Range = (proj_size_radius / avg_hero_speed + avg_reaction_time) * proj_speed
Dodgeable Splash Range = Dodgeable Direct Range but considering hits with splash range rather than directs (i.e. more lenient).
i.e.
Dodgeable_Splash_Range = ((proj_size_radius + splash_radius) / avg_hero_speed + avg_reaction_time) * proj_speed