How I would Balance Symmetra & Make her a more Well Rounded Hero

This is such an unnecessary change. Even when they buffed it a while back. It doesn’t fix any of her problems so why add power to a spot that doesn’t need it?

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if you’re going to brute force change her gameplay to entirely be w+m1-centric, then actually give her the sufficient tools to do so. and very evidently shown by zarya, if you want that kind of primary-centric gamplay zarya has with such a similar weapon, she’ll need similar tank-like sustain i.e. need a tank rework. and your changes ain’t that obviously.

otherwise you don’t improve on the status quo at best because nothing about her conditions to get opportunities to contribute will change.

if you want to have a significant impact in helping her current gameplay, buff the parts that are actually being used for her current gameplay: i.e. orbs and individual tp use as those are what sym actually has opportunities to use most of her match time and does in fact use them most compared to say primary. not to mention how both of them have plenty of room to improve on reasonably too.

It solidifies her orb as a strong burst tool. Maybe it’s not necessary. Just figured taking max damage away from her beam may require her orb to be slightly stronger.

This doesn’t make her W+M1 centric. It actually suggests a much more balanced kit. I suggest buffing/reverting her orb damage to keep that as her burst damage tool, and Sym would be more encouraged to flank with TP instead of being a taxi because she can place it further behind the enemy while still being in range since she has a 15m beam instead of a 12m beam. This quote below explains it well

In my view, she would become a much more engaging & fun to play hero with these suggested changes, as well as being more balanced. But it’s hard to say for sure without testing

There is no evidence that this is required. You aren’t thinking outside of the box

Giving her more range gives her more opportunities to contribute.

I already suggested buffing the orb damage. Also, buffing her primary range will make individual TP better because she can play monkey in the middle with her opponents more efficiently/safely

Also, there’s no reason to not make her M1 a better tool to round out her kit. She doesn’t need to lean so heavily into her orbs if we make her M1 better/more versatile

Her M1 is notoriously commiting because of charge-up. If you’re just glincing a tick of dmg here and there it’s OK, because you can check your blindspots and take in some surroundings between tags. But if you’re going for chargeup aka realistic M1 damage you often have to pause this process, reload ammo, confirm the coast is clear, and continue the stand and plant. All this in the middle of total punish where any splash or poor LoS can nearly 1 shot you.

Of course 3m more range is ‘going to help’. It’s better than ‘nothing’. My point is that there are some drawbacks to the additional range and additional M1 utilization. If I’m reasoning through minmax utility/value per second, I’m likely to be APM starved and 3m more M1 range isn’t debottlenecking my output.

Understand the context of power budget. Giving her 3m more range comes at the cost not giving her something else. And it creeps the game balance. Why buff M1 range when they could instead buff it’s ult charge per second and reward it’s close range use in non-dmg ways? Why buff M1 at all when they could offer some other kind of buff? In that context I don’t see how 3m range is solving problems that other stuff wouldn’t.

  1. making orbs 140 damage means little when their issue is that their projectile speed makes their effective range low and inconsistent —> not meaningfully making them a better ranged option
    • hence why orbs are only really a decent burst tool when combined with tp, leading to my next point
  2. your whole claim about using tp with primary is riding on the fact that you have a tp to cast which you won’t likely have because infinite tp down time has already ruined that and neither are you suggesting changes to fix that —> still very reliant on team pocket to w+m1 rather than sym going out and making/grabbing opportunities for herself.

lets go through this is more detail.

  • you’re suggesting to make sym’s primary to have the same range as zarya’s primary
  • the nature of sym’s primary is sustain damage just like zarya’s primary i.e. demands staying in its range longer to get value
  • you’re suggesting to lower sym’s primary dps values making her TTK with them longer i.e. need to spend more time in 15m to get value
  • both zarya and sym have low mobility (tp is so unavailable that you play like you don’t have one for most of the match time)

now given my previous points showing how this leads to more reliance on w+m1, if zarya needs all the tank sustain she has for to utilise her primary as the core of her gameplay, how much sustain do you think sym will need for a similar gameplay revolving around a similar weapon?
Quite obviously, something similar.

here’s the thing about flanker-like gameplay and their burst. flankers have shorter range and are squishy —> less time available for them in their effective range to do something hence why they get burst damage. and they get more mobility to be able to contribute reasonably often.

what you’re saying with primary is to have a flanker that’s squishy, with shorter range with more sustain damage… the demand for sustain in that gameplay is much higher than what’s in sym’s kit can supply.
and then there’s the issue around infinite tp making it not very available to even flank in the first place for uptime that you’re not addressing either.

hence why orbs will universally be more predominantly used than sym’s primary. orbs is actually the burst and they have less conditions to use unlike primary that demands so much sustain in a shorter range which sym can’t actually have in her kit.

minor tweak her primary sure, but they are, at the end of the day, just minor QoL-like changes and nothing that has a large impact on her gameplay. again, if you want a primary-centric gameplay for sym, you’d basically need a tank rework or a whole primary rework (i.e. to not be a zarya-like beam at all).

again, if you want to actually make significant/large improvements in sym’s current gameplay, improve the things she actually uses which actually does have capacity to be improved: individual usage of tp and orbs.

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Okay…so how does having a longer beam make this worse? It would actually make it better because she could hit heroes that are normally out of her range, wasting less ammo, gaining more ammo, retaining & gaining more beam/ult charge & dealing more damage and still have her orbs serving the same purpose they do now.

I’ve yet to hear the drawbacks. You mentioned wasting ammo, but it would actually waste less ammo because she can hit more targets instead of them being out of range and also gain her more ammo because she can hit barriers from further away as well. I also suggested buffing her orb damage back to 140 so as to not have it overshadowed by her M1.

Right, I suggested lowering her level 2 & 3 beam damage because I think her keeping 120/180 DPS would be overkill considering how much more often she would be at level 3 charge with a longer beam. I’ve already considered this. Lower her beam damage, increase its range.

2 reasons.

  1. She’s already limited to close range with her orbs. She needs her kit to be better rounded, which these changes aim to accomplish.
  2. Buffing her M1 range will give her faster ult.

The range buff accomplishes what you want, which is more ult charge, while also making her an overall better, more versatile hero that isn’t limited to 12m.

For the exact reasoning that you’ve already stated.

I don’t understand why you want her to be so lopsided in her kit. You want M1 to be a niche tool, I want her to be well rounded.

I believe her orbs should remain as her chunk tool, and her beam should be her consistent damage source which means it should have more range. Her beam will generate more ult charge with more range. Her beam will give her more ammo because she can deal damage to barriers further. Using TP individually will be better because more range will allow her to teleport behind the enemy without being as close to return fire.

Increasing her range literally solves just about all of her problems, in theory. What we need to do is test it.

I’ve only explained it several times now. There are multiple ways to skin a cat. I think this is the best one.

Right, but our viewpoint is different. I’m okay with her orbs being slow & having a low effective range because they have large burst potential. What I want to do is make her M1 her more consistent & reliably ranged tool, that generates her ammo & the majority of her ult charge. I also want it to be good at confirming kills, which more range will do.

Yes. However you should include the fact that although her TTK is longer within 12m of her enemy, she can deal damage outside of 12m meaning her TTK will likely not change all that much. If she can deal damage to an enemy sooner or finish them off as they flee because she has the extra range to do so, her TTK isn’t as simple as just her DPS. Range plays a big part.

While my suggested changes lower her TTK when within 12m of an enemy, Symmetra deals 0 damage from 12.1->15m on live, while she could potentially do 150DPS+ with my changes in that range

They are apples and oranges in this regard & Symmetra does not need the same HP/sustain to be effective. Zarya is a tank. Symmetra is a DPS. Zarya has a large health pool & a bubble to allow her to take space for her team. Symmetra has a teleporter & turrets to zone out/flank the enemy team. They don’t have the same responsibilities. It’s not Symmetra’s job to press W into damage like it is Zaryas.

You’re not thinking outside the box. You are sticking to the mold you have been used to. Symmetra can flank without having burst or supremely short range. Dealing 150DPS (potentially more if Symmetra uses her turrets) from behind the enemy is not a threat you can just ignore.

I’m not suggesting Symmetra should always be flanking. But it would improve her flanking capability if she had more range.

I suppose you can’t imagine/haven’t experienced charging your beam, then placing a TP to flank from behind & as the enemy turns you go back through TP, damage them from the front, &if somehow you/your team hasn’t killed someone at that point you can either TP back through behind them if it’s still up, or hold with your team & wait for TP to come back up & do it again. Infinite TP is not an issue.

Only until we find a way to make her kit more well rounded, which I believe my suggestions accomplish.

You lack imagination if you don’t think an extra 3m on her beam would have a large impact on her gameplay.

No, you lack imagination. You want to further make her kit lopsided instead of actually fixing her to be a well rounded hero. You admit that her M1 isn’t great, yet you refuse to improve it. Doesn’t make any sense

let me start off by saying, yes I’ve definitely done that before (I’ve legit made a team running bastion rage quit leave on route 66 last point attack by doing so). But as I previously pointed out, that’s riding on the fact that you have a tp to cast for it which infinite tp already made that highly unlikely and neither are you addressing that.

and you failing to see how that still requires a team pocket to even get charge in the first place is not me “not thinking outside of the box”.

By keeping her

  • tp (her engagement, disengagement and burst-combo-enabling tool) on such a high down time and
  • keeping her orbs (her only potentially ranged option) on such a low projectile speed leading to high inconsistency (i.e. keeping orb effective range low)

means she’ll be very reliant on team pocketing for value as it’d be the only way for her to get in effective range most of the time —> extremely niche and team dependent for hero uptime —> overall really high hero down time.
status quo unchanged.

what you intend/say vs what your changes will result in are 2 conflicting things.

like you say to keep orbs shorter effective ranged, then suggest to make primary 15m (the same range as zarya) but then claim that she’s not meant to be w+m1 like a zarya despite not addressing anything that’s hindering her ability to let her play further than 15m away or play a different game style that’s not w+m1 like zarya.

so which is more efficient:

  • tping behind and spending like 1.5~2.5s (depending on charge level, target and 100% aim) beaming in enemy territory for a flank to kill which also requires a team pocket if you want pre-charge; OR
  • tp-orb-melee + turret (not necessarily >=2 of them) and/or primary finisher like shown in 1st 2 highlights by me here: https://youtu.be/K1721QAOYGo?t=128 which doesn’t require as much team resources

?

if you truly want to improve her flanking capabilities, why not make the core tool to enable that (tp) actually more decently available to do so like it was previously…

I’m not saying to not touch primary at all, but buffing it and only focusing on her primary means very little unless you’re actually reworking sym into a tank or reworking primary entirely to not be oppressive but somehow still valuable when given more range.

why? because it doesn’t sufficiently address how sym can get herself in effective range often enough, nor does it address the conflict between her burst-capability vs how much time she has in her effective range determined by her sustain.

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Consistency Buffs is all she needs. Prior to Sigma’s release she worked in a lot more situations and maps vs now.

The main 3 thing I’d like to see are

  1. Primary Fire hitbox size increased from .2 to .25 meters(originally it was .3 meters).

  2. Secondary Fire projectile speed increased from 25 to 30 meters per second.

Teleporter Cast time reduced from 2 to 1.7 seconds

             or

Sentry Turret cooldown reduced from 10 to 9 seconds & projectile speed increased from 15 to 20 meters per second.

She doesn’t need more damage, definitely doesn’t need a rework, her kit just needs more consistency.

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I think they mean stronger in a way that Sym can use it individually

I have addressed it. I see no reason why you wouldn’t ever have a tp to cast. That’s on you as the player to know when & how to use TP. I am almost constantly moving it, but it depends on the scenario. Sometimes you just need a spawn taxi.

An extra 3m of range requires less of a team pocket because you can hit from further away without needing your team to be in front of you. But, you probably should play with your team a good amount of the time? Constantly flanking is risky & applying massive pressure on a choke can waste a lot of time for the enemy team

They don’t conflict… does Zarya just W+M1 because she has a 15m beam? No. Her secondary fire is very valuable, just as Sym’s would be too. You saying Zarya is just W+M1 tells me maybe you don’t know what you’re talking about. What it would do is make Symmetra more well rounded

First of all, every scenario is different. You might only be behind them for 1.5-2.5s, or you could be behind them for 5-10. It depends on the pressure your team is applying on the other side & also how you play. There is no set scenario.

Also, in what world are you able to perform that clip in a competitive environment lol… what was that, deathmatch? You were 1v1ing a Moira…

I’m talking about a competitive environment, not a TDM/deathmatch one.

If you’re TPing literally into the enemy team & orb/meleeing them you probably aren’t going to survive… maybe now I understand your issue. That is not how I use TP. I TP a safe distance behind or above the enemy & harass them from an off angle. If they turn to fight me my team has free fire on them from the other side, if they ignore me I have free fire on them from an off angle & I can go back and forth between TP depending on what’s the best play at the time.

Just as an example, I was pushing Hollywood streets yesterday & the enemy team was holding their ground in front of it, my team couldn’t push cart. I TP’d to the 2nd level of the Saloon which was behind/to the side of the enemy team. The enemy team had no choice but to retreat because I quickly got level 3 charge off of their Rein & he could do nothing but backpedal because he can’t fight back. I used the balcony for cover & ended up getting a quad kill because they had no way to both contest me & my team who was pushing hard because of the space I created. In that scenario, all I had to do was W+M1. TPing into their team & trying to orb/melee them would have gotten me killed.

I really don’t understand what you mean by decently available…

It is a teleporter that can move entire teams 30m away with a 10 second cooldown. Her TP is a great tool. I also don’t want to just improve her flanking capabilities, I want to make her overall a better hero.

I suggested buffing her orb damage… no one is just focusing on her primary…

I want her to be well rounded… not a W+M1 bot or an Orb bot. I want her to be versatile. I have been very clear in this.

Unnecessary & the last thing I want.

You mean like, giving it more range & lowering the damage so it’s valuable but not oppressive? :thinking:

Idk why you’re having trouble understanding that giving her more range makes it easier for Sym to be in her effective range, because it’s larger.

It’s a powerful team tool that she can also use individually. I’m not sure exactly what changes they’re proposing

People also need to stop trying to justify keeping Symmetra in the pits because of her “Potential” damage i dont care if her turrets do 100 dps each they are destroyed in one hit by the entire roster oh also they are an ABILITY with a HUGE CD her having turrets is not an excuse for her gun to be unusable in most settings.

Torbs got a turret his gun is still perfectly viable on its own.

It doesn’t fix any of her problems.
She still needs something even remotely fast in her kit.
Faster ball charge.
Faster teleporter activation.
Anything.

These changes don’t really help her that much. They won’t “do nothing,” but they’re also not going to do anything that she actually needs. Sure, 3 m is okay, but at the cost of ~15% of your medium-and-top-end damage? Part of Symmetra’s problem right now is that, unless she can get to high charge, her weapon is supremely underwhelming. An extra 3 m won’t change that–even at 15 m, there are very few DPS heroes who can’t or won’t out-damage her by a considerable margin. The extra damage to Orb seems enticing as a means to offset this, but frankly, it didn’t really help her before. I don’t really see why it would now, considering Orb’s problem is less so its damage and more so how its low speed make it more effective as a CQC weapon while its charge time make it more suited to a ranged weapon.

A much better set of changes would be something like:

  • Secondary projectile speed from 25 m/s to 35 m/s
  • Change damage from 60/120/180 to 80/130/180
  • Turret damage reduced from 40 DPS to 35 DPS

These changes accomplish a few things… firstly, the orb changes make her more competitive at range. Essentially same idea as the range increase, but on a tool which is already (ostensibly) created to be used at range. Then, rather than putting the damage increase on orbs, it’s going on beam–the riskier part of her kit, which should correspondingly be higher-reward since it requires her to be in range and, for longer term value, to commit to its usage. Upping the medium damage rewards this commitment somewhat, but upping the low-end damage allows to her play a little more effectively when she can’t make that commitment, so she’s going to be more roundly applicable even when she can’t sit at hold M1 for extended periods. Finally, toning down the turret damage is there to help counteract these changes and make her a little less dependent on her turrets for damage–but overall, Symm is a wildly underperforming hero and has been nearly irrespective of meta, so I don’t think she needs large compensatory nerfs. I think this Symmetra would be considerably better-rounded out as a hero than the one you propose, which would likely to struggle to see value given the harsh slashes to her top-end damage.

But… all that said, I would prefer to see Symmetra receive more-aggressive changes. Either a half-revert to 2.0, or a rework to Support, would be preferable to any of the above changes.

you really don’t address it because:

having a guaranteed 10s chunk of hard waiting/down time on a hero’s core tool to actively do anything is not having it reasonably often enough.

there is no “constantly moving it” with the current tp. it’s put it somewhere, decide whether to commit more than you already have or suffer 10s of extra hero down time.

unlike the old one where the down time experienced is capped and only high if you as the sym player either:

  • placed it poorly/self destruct bug
  • enemy destroyed it early
  • or you decide to not use it/your use case was just a 1 way quick trip

as an example of the core difference I’m talking about here, imagine how rein would play if his shield had a 10s cd tied to it that only starts when the barrier’s deactivated or destroyed. or imagine if tracer’s blinks (all of them) had a tied cd with her recall in that they only start until all blinks and recall have been used. how would they play?
very rigidly, having a whole lot of down time due to waiting and becoming much more niche and team dependent?
yeah, that’s sym rn with her tp.

again, if zarya, whose primary is also 15m and sustain damage, i.e. plays at 15m range and has a weapon of similar nature to sym’s to get value, needs tank level sustain to be beaming as you described, what makes you think sym can beam from the same range and with similar frequency AND duration per engagement with much less sustain?

“playing with the team” != “require being team pocketed to contribute”
many heroes like soldier, zen, ana, junkrat, torb, mccree, lucio, etc. all “play with the team” for a very good chunk of their match time, but none of them require a team pocket to contribute meaningful active value.

you’re missing or dodging the point here:

  • you claim 15m primary will make sym be able to have more uptime via beaming yet blatantly deny and/or neglect how zarya needs all her tank-level sustain to play at 15m with wasd mobility which you aren’t providing in your suggestions
  • you then claim that sym isn’t supposed to or not going to be beaming for most of her gameplay which then contradict your intention behind the 15m change anyways
    • while at the same time not addressing why her other tools can’t be used well to play outside of 15m or to not rely on sustain to wasd in like a zarya and even intending some of them not to e.g. how you said orbs should have lower effective range

The fact that you even acknowledge that zarya isn’t always in 15m for beam despite her sustain and despite how she’s the front line further supports my point of how simply slapping on 15m on sym’s primary isn’t going to change much especially since you’re also not addressing why sym flanking (whether to zone or for picks) and orb usage in midranged are poor and/or often inaccessible.

legit this whole defense for that point: https://youtu.be/lrDlslvOyYo?t=141

yet your very example here will literally be nerfed via your suggestions because you’d be trying to beam with sub-sombra level dps rather than soldier dps and the 15m wouldn’t have been of much help anyways because there isn’t >=15m between payload road and the saloon balcony.

and what’d actually help it is if tp was more available so that you can do that more often among various other use cases tp has.

except the resultant gameplay won’t be affected much. again, sym will still rely very much on team pocketing to function after this.

if you truly want to make sym more versatile and actually be more well rounded in terms of when and where she can function rather than “I want an even distribution of usage time across all the elements in her kit” then:

  • make orbs balanced around being aimed and mid-ranged i.e. making them move faster for more range and consistency, and consider reducing splash radius and/or projectile size
    • general ranged option (can provide better decent opportunities to contribute even when tp is down) :white_check_mark:
  • make tp more frequent like old 3.0 finite tp
    • tool to get in and out of effective range more available —> grab more opportunities to contribute :white_check_mark:
    • can adapt better to the situation to switch between moving zones, flanking, front lining, midrange harassment, or team utility because it’s up more often to do so without much delay in between :white_check_mark:
  • redistribute primary dps or just make lvl1 dps 80dps so that it’s more of an option in close range
    • better close range option :white_check_mark:

well rounded and versatile is not the same as “uniform usage time across all elements of their kit”. undoubtedly many heroes, even the most generalist ones, will be using their weapon most and even primarily only using 1 weapon fire most of the time.

or just straight up doing away with the charge up mechanic that one has to tip toe around when trying to balance it in the first place to allow more range…

remember how you’re saying even zarya isn’t spending much time in 15m to laser? if a front line hero with that much sustain is like that, and you’re trying to make sym play in 15m without much tools to operate outside of 15m and with only wasd to get into 15m range, and with much less sustain, it’s really not hard to see how it’s not going to help.

“hey the front line is spending a lot of time >15m away from the enemy. guess sym whose got less sustain can just wasd past them to beam without dying right?” :face_with_raised_eyebrow:

Zarya is also a 400 hp tank with barriers but ok

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Because Zarya is a tank. Zarya’s job is to create space for her team which is why she needs tank level sustain. Symmetra is not a tank. Symmetra does not need tank level sustain because her job is not to create space for her team, it’s to deal damage. Symmetra has her TP & turrets to help her in finding ways to deal damage. Your mistake is assuming that Sym & Zarya having the same length beam means they have the same job, they don’t. Zarya presses W to deal & take damage. Symmetra either follows her (or can push ahead slightly if Zar has a bubble for her) or can flank. They are 2 very different heroes, there really is no equating them.

Sym doesn’t require a team pocket either unless you insist on staying with your tanks the entire time instead of taking off angles/flanking when it’s advantageous to… it’s not one or the other. You aren’t always flanking. You aren’t always staying with your team. You’re doing whatever the situation calls for, just like all of those other heroes.

I don’t like this argument, I’ve seen it before made with other heroes.

Let me ask you a direct question. Will a 15m beam allow her to charge her beam sooner?

The answer is very clearly yes. You can hit from further away. And I addressed the whole Zarya thing. Sym does not need tank level sustain…she is not a tank.

I never said that…

Idk how many times I have to repeat myself. I want her kit to be well rounded. You have already said (or maybe someone else did) that most of her gameplay currently revolves around Orbs. I don’t want her to be so lopsided. I want her to be Well rounded. I don’t want her beaming for most of her gameplay. I also don’t want her beaming for a fraction of her gameplay. I want to utilize her entire kit… something you are seemingly not on board for since you seem to be adamantly against buffing M1 besides making it give extra ult charge (which more range would accomplish)

It’s fine. We can agree to disagree. I can see how the extra range would be great for her, you can’t, and that’s fine. I’m just trying to make Symmetra a better hero, something range would definitely do considering her orbs are already her short range tool. Might as well make her beam a bit better at mid range.

Again, let me ask you a direct question, because you seem to be pointing to things that don’t make any sense.

Does Zarya do a lot of damage with her beam when high charged?

The obvious answer is yes, but I’d still like you to answer. Everyone can admit that. On average, Zarya is dealing 150DPS with her beam at high charge (because she only deals 170 when at exactly 100 charge which is only ever temporary, high charge Zaryas are closer to 80 charge throughout the fight) which is the damage I suggest Sym should have at level 3 with a 15m beam. If Zarya melts people with 150dps, so will Sym, especially since Sym can flank and has turrets to add to her DPS.

We’ll agree to disagree. I think more range would make her less team reliant because she can more reliably flank or pressure choke without having to be as close to the enemy & take damage.

Not a bad option… however I’d rather have a 15m beam so I can contest Zarya with Symmetra (because currently Zarya can beam Sym to death without consequence, I think matching their beams would be good for Sym & the game as a whole in dealing with Zarya) and by the time I get within 12m I’m already Level 2, dealing more damage than an 80dps level 1 beam at 12m.

I’d need more specific details on this, because Symmetra constantly being at a high DPS would be busted unless they nerfed her in other ways. Level 3 Symmetra is scary

No, I don’t remember that. Zarya spends a good amount of time beaming within 15m.

Only if you ignore what I’ve said.

Nope, but not totally surprised you’re misrepresenting & simplifying my argument to not make any sense.

You have a TP, use it.

Yep. Key word, tank.

And Symmetra is a “key word” dps.

So I’m confused as to why she needs more damage nerfs. She’s supposed to be doing damage that’s her role. Zarya on the other hand is a tank with more hp and barriers, and frankly doesn’t need to do so much damage. She even has more beam range.
I bet if they gave Zarya a 12m beam every YouTuber, streamer, and their mothers would lose their minds.

Daily reminder that Symmetra still sucks.

It depends on how you look at it. Are you really dealing less damage?

Yes, my suggested changes include lowering Level 2 charge from 120->105DPS, and Level 3 charge from 180->150DPS, however Symmetra on live deals 0 damage past 12m with her beam on live, where with my suggested changes she can deal 150DPS up to 15m away which would change many interactions. Also, by the time you get within 12m with a 15m beam Sym would likely already be at Level 2 charge, meaning she would be dealing 105DPS compared to only 60dps on live

Just a few obvious interactions that would change

  1. Symmetra could contest/deter/kill Zarya since their beams would be the same length. No more free kills for Zarya. They would also pair better together with 2 high damage death beams from 15m away.
  2. Symmetra would be even better vs. Reinhardt, being able to pressure him even further away which would especially help if he has a Lucio to speed boost into her face.
  3. Pretty much every hero would have a tougher time vs. Symmetra with more range.

Hopefully with these new interactions lower ranks would be more inclined to play Dive & less Rein/Zar. I honestly think a longer range Sym would fix a lot of issues.

TL;DR Within 12m she would deal less. from 12.01m->15m she would be dealing 150 more DPS.

And how would this work with the amount of healing in the game?

On live I don’t believe her TTK is significantly higher than any of the other dps

So what if they made it so that primary and secondary charge up the beam, and that damage boosts charge it up faster.

Just convert the time between beams charge levels to the damage one would do over the current time with the beam.