Do you guys think Sym TP is actually in usable state?

I can keep complaining about Sym’s current state in many ways and be presented with really good counterarguments. But one of the things I hate about this iteration of Symmetra than noone could explain me is her teleporter. To me, it is not even in its beta phase, it’s in alpha. It’s that unplayable.

While you try to use your teleporter, your teleporter can:

  • spawn out of your interaction range
  • spawn under your feet because of magical invisible crack on the ground, making your turrets prepared for bombing completely useless for next 10 seconds
  • now spawn meters in front of you instead at your feet in the same freaking spot, missing your reallocated turrets again;
  • manage to spawn on your neck level (???) in places where you expected it to spawn under your feet;
  • get your nerves gone bankrupt while trying to set it on highgrounds with its tiny error room, spawning it uselessly on the ground;
  • self destruct;
  • self destruct some more;
  • self destruct on moving platforms;
  • get destroyed when payload sneezes at it;
  • self destruct when moving platform gives it the gentle touch;
  • can I specifically point out aiming with tp at the window on Anubis Attack when going through left flank? Sym mains know which spot I am talking about.
  • refuse to teleport you even though you get the blue visuals indicating you actually teleported through it.
  • manage to teleport you when you take lethal damage and spawn you dead both outside and inside on the other side of the tp.
  • teleport you, but you instantly die on the exit from random damage and you don’t know what happened because camera laggs behind and all you think is whether pressing interaction key killed you or not;
  • let’s not mention the problem with railings, because after 1 year they finally managed to fix it. We ate cake!;
  • but now after this change teleporter cancels itself out when you aim at higher angle semi-randomly. Poor reaper probably suffers from it too. Can we eat cake and have one too?;
  • after railing change your teleporter also gets canceled if there’s small object in front of you. Amazing;
  • get destroyed by enemy team, which means you don’t have much control over it’s duration. Enemy does.
  • there’s also difficulty in telling whether they also destroyed it or not unless you’re tunnel visioning on it as though you had a crush on it;
  • did I mention self destruct?
  • Edit: Oh, I also forgot when you try teleport from spawn. Sometimes it cancels but UI stays there, including the TP hologram. Pressing left click doesn’t spawn it, it just cancels itself. Thanks for wasting 3 seconds of my life standing still while my team fights on point.

Don’t get me wrong, new teleporter was good idea, but I just don’t find it’s current state to be playable. I am not even asking for any buffs at this point. I just want to have more control over it, as well as be more confident about what it’s going to do.

There’s nothing that frustrates me more than the fact something goes wrong with it and there’s nothing I could do about that, it just so happened that stars didn’t align with current lunar phase. If I wanted to experience RNG I would just open 50 lootboxes that lie around in my inventory.

Maybe drastically increase the HP on the exit point of the teleporter, so the enemy team can’t just destroy it before it builds.

Or make it so the exit point doesn’t build until the last moment before the entry point finishes.

I dont think its awful. I think it would be kind of cool if walking in a TP removed enemy debuffs, like bionade or even removed pulsebomb.

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I think its bad. it should spawn instantly and on lower cd, you shouldnt be able to put turrets through.

That way Sym can use it really effectively as mobility and not to the teleport turret cheese.

I think it’s conceptually OK, but it needs a bit of fine-tuning. Faster deployment time and invulnerability while it’s building comes to mind.

This would be pretty awesome, actually. If they plan on introducing more DOT-like effects in the game down the road, they’ll need to put in more answers to them.

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It’s completely garbage, there’s barely any point to use during a fight cause you might get no way back how fast it goes down

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That and it leaves you exposed as you’re deploying it, doesn’t it? I haven’t played Sym much lately, but I know using it as an escape tool is out of the question.

You are pretty much dead, genji uses ultiamte? he kills you faster even finishing his cast time before you can use it lul

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I am not talking about it’s cast time… I personally think it’s fine.

I am talking about… well, everything I mentioned in the first point that you guys probably didn’t read.

These situations shouldn’t happen on something that was pushed to live servers 10 months ago. Imagine if Tracer’s blink managed to have inconsistent distance if you walked up a slope, or Reinhardt would take longer to bring shield up at certain angle.

This ability should be reliable in what it conceptually has to offer. Drawbacks are fine. Inconsistency isn’t.

0.25-0.5s faster deploy time
2m more interact radius
Fix entry pad inconsistencies
Infinite duration (lasts until destroyed or replaced)

And the tp would be good.

Well, why are you using TP during a fight anyway? That’s not how you should be using it

I think it’s useful, the only issue I have is the inconsistency on where it ends up being placed when you deploy it. Sometimes it’s underneath you, sometimes it’s in front. Kinda hard to use it in tough situations when you can’t predict what it’s gonna do.

My biggest issues with TP are:

1.) The interact radius is SO bad, especially for teleporting turrets. If the turret is touching the leg of the teleporter and still not teleporting, that’s a major problem. Teleporter also doesn’t counter Grav, like, at all. I can place it down when I’m in a grav and it appears too far away for me to use, which leads me to

2.) The place the teleporter appears in relation to Symmetra is super inconsistent, and since you can’t break and replace it quickly, you can lose matches or die to an ill-placed teleporter.

3.) The teleporter is too easily destroyed by environmental factors. The payload can scrape the side of it and boom, gone. Certain platforms instantly destroy it. Sometimes even placing it on top of the payload will instantly destroy it. It’s super frustrating and there’s no real rhyme or reason to why it gets destroyed sometimes.

4.) Why doesn’t it have a timer or last forever when placed? It’s hard to gauge when it’s safe to use the TP because the only indicator of its expiration is a quiet beeping sound. It either needs some UI indicator when you’re near it, or should last forever until it rebuilt or destroyed.

I see we are thinking the same thing I think: Sym relays too much on her Teleporter

Or along the same lines… in a way.

It’s actually really useful in fights, for example when Genji or Doom use their ult, you can deploy tp to go back and fourth to avoid them so that he can’t kill anyone on your team. It’s great for killing widows and getting picks in the backline, while also being able to engage the main fight. I can see how you wouldn’t want people using it in fights, but it’s very useful if you have a good sym on your team, cause there’s a lot that don’t utilize her kit to it’s fullest potential.