Sym rn blatantly struggles to reasonably independently get uptime for her job unlike various other heroes’ for their respective uptime. I mean, even on face value, the fact that OWL has to absolutely rely on specific comps + specific maps + a dedicated strat centered around hard enabling her to get decent uptime unlike various other heroes should speak volumes. So here’s how to get her more generalised uptime without stepping on any of the “touchy” things the general community typically fearmongers about for sym.
Disclaimer: Most numbers are guidelines to give a better sense of the changes as opposed to something hard tested or absolute.
Orbs
- increase projectile speed (e.g. 50~60m/s)
- decrease max projectile size by 30~40%
- decrease time to max charge to approx 0.75s
Sym orbs atm are simply terrible. They have a sniper-tier low firerate that demands precision (as there’s less shots to make per period of time) but the projectile speeds are so slow that aim physically matters little in whether one can land it in most ranges despite their size (i.e. physically unreasonable to aim in most ranges). As such the aim here is to make orbs reasonably aimable in midrange.
(For a more detailed mathematical proof of how poorly numbered orbs are, click here to expand)
1. Proof on how severely inconsistent orbs arefor further full working out using these equations, you can see my reddit post on calculating the “effective ranges” of most projectiles under certain conditions here:
https://www.reddit.com/r/Competitiveoverwatch/comments/mihxi9/calculating_effective_ranges_for_most_projectiles/?utm_source=share&utm_medium=web2x&context=3
- How bad orb damage is.
Considering how we’ve established how inconsistent/“un-aimable” orbs are, obvs as a burst weapon fire option it’s terrible for it’s low firerate.
As a sustain weapon fire, it’s also bad because 120 damage / (1s charge up + 0.25s wind down) = 96dps.
Now that’s simply terrible dps for a damage hero sustain damage weapon fire as it’s lower than a bodyshotting mercy pistol (100dps) let alone trying to compare against damage hero weapon fires that are closer in characteristics like junkrat bombs or pharah rockets.
Teleporter
- cd timer starts upon placement and pauses when the timer hits halfway of the cd until destruction
- sym (the castor) can immediately interact with the teleporter upon placing down rather than needing to wait for the full deployment to be complete
- structures still need to wait for the full deployment to finish before being able to be transported
- sym’s allies need to wait for the full deployment to finish + 0~1s extra before being able to interact with tp (0~1s i.e. if needed, can tweak to make allies wait longer before being able to interact)
Even with the orb changes, sym’s max effective range will ultimately still be midrange, and as such teleporter is the tool to let her get in and out of that effective range. As we move into OW2 where teams generally will be more spread out and players will ultimately need to be more self reliant for peeling and escapes, the need for an escape ability will increase. Currently her teleporter has too much down time and is too slow to accommodate for those needs. As such, these changes aim to allow teleporter to be more capable of decent self mobility with decent effective uptime and occasional/situational team utility.
(For a detailed explanation on what the cd mechanic change does, click here to expand)
Most other abilities and sym’s old 3.0 finite tp:
timeline of cd: |-------------------------------|
timeline of getting value: |+++++++++++| ability down time |
Sym’s current infinite tp:
timeline of cd: |-------------------------------|
timeline of getting value: |+++++++++++| ability down time |
With this proposed mechanic, the situation is more akin to the top timeline with some caveats i.e.
- if tp destroyed before hitting the halfway mark on cd, the effective downtime timeline is the same as the top timeline scenario
- (tho in practice, old 3.0 tp would still have tp up during that down time unlike this proposed method which would technically still be less flexible in comparison)
- if tp destroyed after hitting the halfway mark on cd, it’d be like the top timeline with effective downtime extended by uptime - 5s (which is shorter than the effective down time of current tp cd mechanic by 5s).
With these core changes, this will “generalise” sym more from her effective range will be longer (midrange) via orbs being more viable and from her having a mobility tool that’d let her more independently get in and out of that effective range (as well as getting the angles she desires).
None of these will really impact her primary, turrets nor team tp strats (in fact, there’s 1 point that could nerf team tp strats and probably to the point of obscurity if taken).
I’m not saying these are all that she needs, but these are the core things that’d be needed to be done to let sym have more reasonable independent uptime that’s similar to how much numerous other heroes do for their respective jobs.