Doomfist main advocates for Symmetra buffs

I talked to these fantastic Symmetra players about how/why Symmetra is currently too weak and I agree that she is underperforming as a DPS. The main problem I see is that she takes too long in order to become a sufficient pick against other heroes. So, as a Doomfist main, I will advocate for Symmetra buff ideas that I’d like to see implemented on the Experimental mode.

Symmetra

  • Base shields increased from 100 to 150 (now 100 health/150 shield)
  • New Passive: Shield Bender
    • Damaging any sort of shield (Barrier, Shield health, Temporary Shield health) regenerates her shield health by 20 per second
    • Does not regen normal health (white health)
  • Photon Projector (Primary Fire)
    • Damage ramp-up increased from 60/120/180 to 90/135/180
    • Level 1 Beam width increased from 0.2 meter width to 0.3 meter width
  • Photon Projector (Secondary Fire)
    • Splash Damage decreased from 70 to 50
    • Maximum charge time decreased from 1 second to 0.8 second
    • Projectile speed increased from 25 meters per second to 30 meters per second
  • Sentry Turret
    • Damage decreased from 40 (30 for console) per second to 5 per second
    • Health increased from 30 to 35
    • Movement reduction increased from 20% to 30% (25% for console)
    • Cooldown decreased from 10 seconds to 8 seconds
  • Teleporter
    • Cooldown starts when deployed

What I aimed to see improvement on Symmetra’s kit was the time it takes for her to get in the fight, and how long she can effectively stay in the front lines.

Originally, I wanted to increase the beam range of Symmetra, but I feel like since she’s already pretty decent at charging her beam at shields, doing this at a safer distance might give you an instant Zarya-powered beam. However, I still wanted her to be a good, effective front-line, so I gave her more base shields and a new passive. Think about it, every other front-line has some sort of health tool (Reaper Lifesteal, Torb Overload, Mei Cryo) so why shouldn’t Symmetra have one? Not to say that she’s also the only hero to have base 200 health in total and still be a front-line.

I also was originally going to implement a teleport cast time change, but I believe that buffing more aspects of Symmetra will benefit the hero more than making her a teleport bot. I believe a key QOL tool must be added for the teleporter however, otherwise, teleport will be far too clunky to use.

Changing her turrets was also a big must. Making it a useful utility to slow down targets instead of being a deadly washing machine will cause less frustrations in the lower ranks and a better utility option in the upper ranks.

Finally, I have a few things to say about our community. Most of you guys saw this because a Doomfist player, of all things, were saying that Sym needed to be buffed. I don’t want the mindset that your personality and feelings are dictated by who you main. I’ve seen many kind-hearted Roadhog players and many terrible, toxic Roadhog players. I’ve seen many awesome Symmetra players and many horrible Symmetra players. Every community is a up and down. It’s YOU who gets to decide how the hero community should be perceived.

Thank you.

5 Likes
  • improving tp cd so that it can go back to its former dynamic glory that non-infinite tp had :white_check_mark: :white_check_mark: :white_check_mark: :white_check_mark: :white_check_mark:
  • making sym orbs more consistent for those that can aim which is what any sym would be using most of the time :white_check_mark: :white_check_mark: :white_check_mark: :white_check_mark: :white_check_mark:
  • either make her more bursty for her fragility to make sense or make her have better sustain to let her more reasonably able to fulfill her job when in effective range :white_check_mark: :white_check_mark: :white_check_mark: :white_check_mark:

:heart: :heart_eyes: :heart: hitting all the nails here :heart: :heart_eyes: :heart:

honestly buffing turrets isn’t really high on the priority list. like regardless it’d still be bad in higher ranks and have potential to be oppressive in lower ranks if buffed too much. keeping/putting more power into the stuff sym can control like orbs and individual use of tp would be more game healthy tbh (and wouldn’t receive as much resistance from others because they’d be more skill-based changes).

1 Like

These all seem pretty great, and I’m down for all of them, but some people on here hate the idea of Sym being strong, or even viable, unfortunately. It’s one of the reasons why the Devs don’t look at her much, because some portion of the community dislikes her. :confused:

Lowering her sentry damage in favor of putting the damage in her own hands?

Sign me up.

I’m iffy on the necessity for extra health- personally I’d rather see her have a couple extra meters on her primary attack. Letting her deal damage from a bit further would help her that little bit more in staying alive and would again, help her damage.

I’m also cool with the TP cooldown starting once deployed, but I would argue to have the cooldown reset (if not to full then to partial) if it’s destroyed by the enemy however.

Overall though I like it.

as someone whose been advocating how terrible current tp is and wanting for lower tp downtime, this is entirely fair to me.

1 Like

And of course Doomfish here advocates for a role change to Support for Sym

2 Likes

Seems decent.
I like removing to power from turrets and also not letting them 1 melee ko’d.
I like that her personal overall damage was increased but not to Ludacrous amounts
250 total hp seems ok

The only thing that needs testing is the shield regen from primary… this has potential to be OP

I’m ok with some of these changes, just not the Photon barrier one and the shield regen on primary.

I feel 4000 hp is plenty for an ultimate and having to wait it out as a valid option to possible counterplay.

Instead of replenishing her own shields from her passive I’d rather her alternate fire to be able to pass through barriers with half damage to the target behind it.

1 Like

Yeah, I’ll be honest I wasn’t too sure if I should really go with this… but since every other front-liners have some sort of healing utility, heck I should at least introduce the idea and let the devs balance it later or something.

i also see where you come from. Actually, in my original stand with Sym, I asked for her beam range to get buffed. However, talking with the Symmetra players, thinking through what effects could occur, I believe that the best solution to this was to increase her survivability to be able to get in.

While having 15 meters would be a good alternative, I feel like it’s a bit too much “safe fire” for her to ramp up her beam level, something I already considered her to be decent at. I believe the problem stood where she couldn’t stay in the midst of the fight for too long, and a hp buff is much stronger than a range buff in that regard. I also didn’t want her beam to be too similar to a Zarya beam, something I kinda did with the damage buffs.