The goal of my changes is to bring back certain aspects of her old kit, whilst trying to keep the overall feeling of utility in a rework that gives Symmetra healing capabilities.
Note: These changes are completely open to adjustments or even removal. This is just my “healer focused” rework idea. I will also be creating a “utility focused” rework in the future that has minor healing elements.
Primary Fire
Still a straight beam.
- Width doubled.
- Ammo increased from 70 to 100.
- Ramp up time reduced from 1.33s to 1s.
- DPS reduced from 60/120/180dps to 60/80/120.
- Now also heals allies for 40/50/60hps.
Can only heal one ally at a time.
Beam pierces through full health allies.
Stages will ramp from both healing and damaging. - Ammo continues to reload on barriers.
- Damage to barriers is constantly 120dps, regardless of stage.
- Stages reduce by 1 stage every 2 seconds when not healing or damaging for 1 second.
- Beam range increased from 12m to 15m.
This is to make it easier for Symmetra to heal allies that are further away.
Secondary Fire
- Maximum damage reduced from 140 to 120.
- Now pierces through barriers, but does not pierce through enemies.
This is to try to reduce the power of bunker comps (ie double shield).
Sentry Turrets
- No longer damages enemies.
- Now heals at 10hps.
- Maximum turrets increased from 3 to 4.
- Cooldown reduced from 10s to 6s.
- Max range increased from 10m to 15m.
- Health increased to 40.
Turrets will lock onto the lowest health ally.
Turrets are still throwable.
No more than two turrets can heal the same person.
New Ability: Shield Generator
- Can be placed up to 20m away.
- Grants +50 shields to allies within a 50m radius.
- 6 second duration.
- 10 second cooldown.
- Has 200 health.
- 1 second cast time.
Cooldown begins upon ability end.
A LoS requirement may be required to prevent a 200hp Tracer running around for 6 seconds. However, I worry that may feel clunky.
Returning Ultimate: Teleporter
- Can be placed up to 20m away.
- 2 second cast time (like current teleporter).
- Lasts for 20 seconds, with infinite charges.
- TP entrance appears at spawn.
- Has 400 health.
- Symmetra’s TP is refunded when points are captured. Refund % decreases and scales with the duration that the TP was active. Longer uptime = less ult charge refunded.
I’m not sure how to balance the ultimate charge, but I plan for this to be available as much as Mercy’s Valkyrie.
Ultimate cannot be charged whilst TP is active. - Teleporter can be destroyed by Symmetra when clicking the ultimate key and clicking accept (defaulted to primary fire button).
Note: Manually destroying TP refunds no ult charge.
New Second Ultimate: Shield Matrix
- Just like with 2.0 Symmetra, the player can now pick between two different ultimates again.
- Cast time of 1 second.
- Instantly grants 200 shields to allies in a 15m radius around Symmetra.
- Shields last for 6 seconds and then disappear immediately.
I considered ramping the shields over time and having them last for 15 seconds. However, I worried this would feel too much like Brigitte’s Rally. I want Symmetra to continue to feel unique.
Her Ultimate is defaulted to Shield Matrix, to make it quicker for Symmetra to activate the ultimate in dire moments.
Why I think these are healthy changes
Her feeling of a “utility” support remains, but she has healing aspects. Teleporter and Shield Generator are very iconic parts of Symmetra’s identity, and I’d love to see them return.
Teleporter is very strong on defense, but lacks value in offense. Her new second ultimate can be used in the heat of the moment to save an ally or “buy some time” to deal with an ulting Genji or Soldier 76.
Having two ultimates means the Symmetra player will have to carefully asses the situation and decide which is the best to use.
The Primary Fire healing per second may require some iterating. I’m worried that Turrets added onto primary fire healing could be too much.
Symmetra is still quite squishy with this rework. However, she can grant herself and her allies temporary +50hp that can be used in the heat of the moment. Now that her beam width is doubled, she can more consistently deal damage but still requires some degree of aim and skill.
Note: I am making edits and incorporating feedback as it comes.