symmetra has been one of my mains since the very beginning, ever since i started playing OW1 i’ve fallen in love with her sassy personality, her lore, her hero design, overall just her. seeing how terribly handled shes been in the hands of both geoff and alec is depressing, because they don’t understand what makes her so powerful yet so frustratingly weak.
ever since OW2 released, i’ve gradually stopped playing her. her identity has been changed so much to the point i dont understand what their trying to do with her, so with my purposed balance changes for her, im intending this list of changes to make her more competitively viable while making her less frustrating to play against both in lower ranks and against in general. i want to make a total powershift around her kit while giving her quality of life changes to improve the fluidity of her gameplay.
without further ado, here are my purposed changes;
Photon Projector (Primary Fire)
- Beam levels are no longer multiplicative, and instead store their damage values in a variable. This allows less restrictive stat changing for the beam levels.
- Damage per beam level redistributed from 60/120/180 to 75/140/180
- Maximum beam range increased from 12 to 15 meters (edited in)
Comment: Photon Projector should be her main form of damage, not her secondary, but I still want to keep her secondary reliable in terms of damage. This isn’t a huge change for her primary, but it instead opens up more ways of damage stat changes so certain beam levels can be changed instead of all of them. Her level 1 beam damage anyway is way too weak, and it should’ve been increased to 75 for a long time.
Photon Projector (Secondary Fire)
- Direct damage increased from 50 to 60
- Splash damage increased from 50 to 60 (edited in)
- Projectile size decreased from 0.115-0.575 to 0.1-0.5 meters (edited in)
- Maximum charge time decreased from 1 to 0.8 seconds
- Can now hold the orb for 5 seconds before forcefully launching out
Comment: Her alt-fire has needed some changing desperately, and I think it needs an update for the fast-pace nature of OW2. Reducing her charge time should allow a more faster time launching her orbs, but the less planet sized orbs should force the player to better predict where they should fire the orb and predict the enemy movement. I think both those changes allows for more damage capabilities, so I increased the direct & splash damage it deals to now total 120 instead of 100. I also added a small QoL change to allow the player to hold the orb for a bit, this way you dont just waste ammo from pre-firing your orb.
Sentry Turret
- Damage per second increased from 30 to 45
- Cooldown decreased from 10 to 8 seconds
- Aura reading linger duration increased from 1 to 3 seconds (edited in)
- No longer places a -15% movement speed penalty on enemies
- Activation time after landed decreased from 1 to 0.8 seconds (edited in)
- Projectile speed increased from 20 to 25mp/s (edited in)
Comment: *Sentry Turrets are frustrating for both casual and lower rank players due to the combination of damage and speed penalty, so I believe returning the previous damage it had in favor of removing the speed penalty it places on enemies opens for a power redistribution to make her turrets feel updated with OW2’s fast gameplay nature. Increasing the utility on her turrets via her aura reading is something i wanted to add, since i removed the team teleport aspect of teleporter and in general with how low the duration actually is, the aura reading is barely noticeable.
Teleporter
- No longer can transport allies (can still transport non-player entities)
- Cast time decreased from 1 to 0.5 seconds
- TP now heals, once per cooldown, 50 shield HP (that becomes overhealth when overcapping her maximum health). (edited in)
Comment: Teleporter as a team transport ability hinders Symmetra’s power capability just like Resurrect does to Mercy. Changing the fundamentals of Teleporter into a mobility tool for Symmetra and sort of a flanking option for her, should allow for an easier power redistribution to happen in her kit along with increasing her solo carry potential. This changes how her team can play around her, and this should be objectively healthier for her current design in Season 13.
if symmetra were to be heavily changed via tweaking, or a Season 13 sombra type rework, i would want it to be like this. I believe she should be less reliant on her teams use of teleporter and be allowed a higher solo carry potential, as teleporter currently hinders those capabilities from happening.
i accept feedback and criticism, and i would love to hear what anybody says, whether you believe its trash, mediocre, doesn’t achieve anything, or good.