As a Sym Specialist. her turrets should do no damage

all I hear is whining because you’re unhappy with her kit.

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You really aren’t being constructive in any way, shape, or form.

I definitely wouldn’t mind this change, perhaps invest more range or power into her primary fire now that her turret damage is gone.

…and you’re right.

Symmetra’s turrets WOULDN’T be set to kill, canonically.

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If they remove the turret damage they need to increase the amount they slow and increase turret health to compensate. Turrets would slow by a non stacking 50% and have 80 health. Just my opinion :slight_smile:

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An interesting thought, but I don’t think it’ll work out.

Because turrets do damage they force you to deal with them, in a timely fashion. In turn, that forces your attention, and perhaps even shield, away from the enemy.

If all turrets do is slowing the enemy down, they stop being a deterrent. Rein for example could simply continue holding his shield up, all the while his DPS take their sweet bloody time taking care of the turrets. In fact, they don’t even need to and can continue shooting you through slowed Rein’s shield.

They should just make her a support again. Her teleporter should be an exist and enterance instead of two ways and you can put them pretty much anywhere though, the teleporter has a 2.5 cooldown before you can teleport someone else through again this will make sym’s tele really powerful for keeping up pressure into the objectives, which is essentially supporting, she also needs her turrets to heal instead of do damage, she should have like 4 that heal 10/s each this way her damage should be a little lower but she’s a balanced hero after this

I wouldn’t mind this at all. Increasing her damage to compensate though. Then having teleporter cooldown count down from 12 but freeze at 5 seconds until destroyed. I wanna be the cool magician and not the “skilless bot”

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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 :slight_smile:

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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

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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.

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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.

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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.

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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.

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But three turrets still slow considerably.

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Wow really, the turret slow effect no longer stack? That blows. Right now each individual turret only slows 20% :frowning:! Pretty worthless then for slowing movement :stuck_out_tongue:

Oh misread that post from Amag203. I understand him now. The turret slow doesn’t stack with other slowing effects :smiley: 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.

  • Her iconic teleporter - is interesting but useless almost all the time. The range is too short, the utility is marginal, the cooldown is too long.
  • Her turrets - are interesting but useless almost all the time. The damage too low, their hitpoints too low, the cooldowns too long. In practical terms, what happens in the game and NOT theorycrafting on paper, they almost never survive long enough to contribute well to a fight if at all.
  • Her primary fire - is interesting and powerful under the right circumstance, but useless almost all the time. She lacks any survivability in the close-quarters she has to fight in to use it. Her charging her ammo count off shields is interesting but useless most of the time, yet sadly is one of the best things going for her.
  • Her secondary fire is mediocre. But it is the only genuinely reliable thing about her kit.
  • Her Ult is okay, but only just. That said, I’d love a few minor buffs to it like “now blocks Hanzo dragons”.

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.

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