Sounds a cool idea.
I miss using Sym’s turrets as a security system - when they activated, you knew where the enemy is coming from. Bring that back and let the whole team see when they’re active and you’d have something awesome
Sounds a cool idea.
I miss using Sym’s turrets as a security system - when they activated, you knew where the enemy is coming from. Bring that back and let the whole team see when they’re active and you’d have something awesome
You are right her turrets are taking up too much of her power.
Ya this is a really good idea. Why not increase her beam range also… With her health pool and kit she isn’t great at fighting ppl close anyway
I disagree. The cc is enough to halt an advance. Just for reference, 3 sym turrets halts a shielding reinhardt, creating an opportunity for my team to get free poke damage or put pressure on a disoriented team.
Actually, the Turret slow effect was nerfed.
Slows no longer stack, they now take the highest slow value and have that override any active slow effect on the enemy. So Symmetra’s Turrets on a Shielding Reinhart won’t “Stop” Reinhart like it used to.
Sym’s turrets stack with each other. They don’t stack with with other slow unless they are the slowest. The slowest slow takes priority.
Yes, but even with 3 turrets targeting a hero it’s now far from “halting” anyone, least of all a Reinhardt.
Yes this is a good idea. The cool downs have to be adjusted. But them only slowing is totally fine. It would allow a lot of things to the other parts of her kit.
Yes, but before the movement penalty of Reinhart walking with his shield used to stack with the slow from Turrets effectively halting him in place, that no longer happens.
But three turrets still slow considerably.
Wow really, the turret slow effect no longer stack? That blows. Right now each individual turret only slows 20% ! Pretty worthless then for slowing movement
Oh misread that post from Amag203. I understand him now. The turret slow doesn’t stack with other slowing effects Had me worried there.
As a sym specialist, you’re biased, thus don’t really have a say in balance of her
If the turrets dont deal damage, they need more slow, more HP, reveal effect, more stores and lower cooldown. Also, as a DPS Symmetra would need a viable form of damage output. Lock-on beam perhaps.
If she gets all that, I’m ok with 0 damage turrets. Otherwise: Hell no!
I’m very interested in Sym becoming better. Every once in a while, in QPC, I dabble in her. I am trying to learn her ins and outs, but it’s very difficult.
I’ve come to realize something about her though. That she is uniquely bad.
This is Sym’s problem. She has a kit loaded with theoretically interesting bits that are completely useless in any practical use-case. The incredibly rare circumstances she can bring anything to bear in a useful fashion is outshined by any other damage hero bringing more consistent value the entire match start-to-finish.
So why pick a hero for one solitary function that can’t hold a candle to most other DPS’s primary fire when those other characters can also bring other damage abilities and utility?
That said, I don’t know what a real solution to her would even look like. Everyone who plays Sym I’m sure has a favorite part of her kit. So if any part of her kit gets nerfed to make the rest better, a large number of her players will be upset because that’s why they used her, dangit.
I like all parts of her kit a little bit, honestly. I like her. That’s why I occasionally dabble in her. But dang, there is not a single strong part of her kit. Not a single one. She could get an entire array of buffs across her kit and probably still be underpowered in most situations, to be frank. So, I don’t know where to even begin.
100% down.
This would open up more buffs to her primary, where her damage should be.
Length? Less stages? More damage to start with? Less damage increase from stages? Take away reload on shields? Etc,.
The possibilities are endless.
Well i like the idea, but if thats the case then i think her turrets should have like 200 hp and slows a target for 35% each turret. Becuz if it doesnt do damage then it would be destroyed fast and dowsnt make value out of slowing enemies so i think that increasing itz health and slow will make it good, but the slow DOES NOT stack.
If that were the case…well, no Turrets aren’t that useful in combat anyway. But they would be even MORE useless.
add in:
and we got ourselves a deal.
turrets, whether with or without your suggestions, don’t really touch her core issues at all, and pretty much a negligible the higher you go.
sym objectively lacks:
to get any improvement at all or to be brought up to standard with other damage heroes, those issues need to be solved.
I actually think they should just get rid of her turrets, they are annoying and contribute little to her, having 6 bots slowing you down is not the kind of mechanic I want to deal with, because it’s not fun and the game is full of CC already.
QUICK MATHS!!!