Current sentries would definitely be limited in that way! I feel like that is an example of why I don’t really like trying to force ideas into Sym’s current mechanics, though.
If Sym’s sentries were to heal and damage then they should be reworked creatively to fit the role - not just yeet out the same singular beam they do on live only with healing/damage.
Personally, I don’t think sentries should heal and damage…but if I were to rework them to do it:
- Sentries no longer fire a beam. Every time they pulse, they send a projectile to the nearest target. (heals allies/damages enemies)
- After that target is hit, the projectile bounces to the next target (and it prioritizes bouncing to allies when it can). This is basically like Rei’s chain bounce heal.
- In a proper rework, she would get a more active ability that could support her team alongside this
This would make team fights and enemies act as a network, chaining more heals/damage around. ![]()
In this scenario, you could even heal allies around corners depending on where people are standing/using yourself as an anchor/etc
Io or Ying? Haha – I guess a pet can be considered an aoe turret!
I would love something similar to both of those characters, one day
I don’t think they need to copy it but Sym making hardlight clones and placing them instantly on the floor would be such an easy and huge shift. People talk about turrets being clunky or not reliable but that is because they designed them with those limitations.
Even damage Sym could benefit from instantly plopping down clones that use the 2.0 tether beam to whoever is near them. She would lose the wall/ceiling placements but there would be no more sentry travel time which would be huge (man, imagine if Mei had to fire a projectile to create her wall… responsive abilities will always be better to me)