How would YOU balance Sym?

You’re now Mr. Blizzard. You call the shots at the Overmans department.

Mr. Blizzard we need to rethink Sym! Her core is building Teleporters, sentries and shielding her team and doing damage.

With those stipulations, how do you change her? Go.

  1. Make her Primary Fire more Consistent

Her primary fire went from being very strong to only good when charging it up on an enemy barrier or a Tank who isn’t paying attention to you. Increase the hitbox size from .2 to .25 meters so it can actually be effective against other DPS & Support. It doesn’t need a damage buff, just make it actually worth using.

  1. Reduce her hitbox size, it’s bigger than Mei’s and Mei has more health and better utility. It doesn’t make sense.

  2. Reduce the cooldowns on both TP & Turrets, both of these abilities aren’t strong enough to warrant such long cooldowns.

20 Likes

Fix her crit-box.

And decrease the TP cooldown when destroyed.

TP -> 12 to 6 seconds when destoryed.

No damage changed because… she’s a strong niche character.

6 Likes

Hitbox reduced appropriately

Tp will refund cooldown if it self-destructs due to unintended map collision

Primary fire dps from 60/120/180 to 80/120/180

Teleporter now deploys in 1.75s down from 2s

Teleporter cooldown now starts on deployment and freezes at 6s

Then assess. If not enough, then next patch either:

Hp up to 125/125

or

Primary range from 12 to 15

26 Likes

Longer beam seems to be the most requested thing and doesn’t seem too crazy of a suggestion.

I’d like to see her stay in level 2 beam charge for much longer, say 5-10 seconds. Boom I just increased her damage without increasing her damage big brain teddyz

And also a golden victory pose and more cute skins

4 Likes
  1. Primary fire : Noodle Beam but at a flat damage that can be tweaked, none of this charge up nonsense. Yes it latches on to anyone within a small radius of her, much like Brig’s melee weapon or Winston’s gun. Deal with it.

  2. Secondary fire : Orbs go through barriers. Why they removed this I have no idea.

  3. 6 turrets, three that can be actively deployed at a time. This way you can be ‘earning’ turrets and deploy more during rush times or if a lot get destroyed, but also she cannot fill the map with turrets.

  4. Remove the teleporter, replace it with her old Proton Shield, exactly as it was.

  5. Make her ultimate the old Teleporter or Shield Generator, but put both on a timer so that they destroy themselves after a certain amount of time rather than a certain amount of uses. This also would remove the constant shield generator problem, as it would die on it’s own after a certain amount of time and she’d need to re-gain her ult again after it was destroyed (Sym’s ult never charges while she has a buildable active, in case you are unaware, so she wouldn’t be able to just pop another ulti right after it was destroyed.)

And she’s fixed, congrats.

2 Likes

Main Sym problems: she only does high damage up close, she needs to stay close for a while for the damage to ramp up, she has nothing to protect herself while staying exposed and her ranged option is kinda unreliable. So those problems can be addressed separately. 1) overthink her effective distance. Increase a beam length and balls speed decreasing their size a bit. Make the damage ramp up less smaller, but make first stage a bit better, like 60/120/180 => 80/110/140. 2) add a self-sustain ability. Maybe tie it to the existing one, like “Sym gains a certain amount of temporal shields when using a teleporter”

I have to say this would be a pretty big nerf. You cannot nerf her beam DPS, it already has limitations. It has a hard range limit and a ramp to get to 180 DPS. Soldier 76 does 180 DPS without landing headshots, and at 12m he’s not going to be missing more than Sym. She has to have that kind of damage.

Besides at 140 DPS you would literally never use beam. Balls do 140 DPS and don’t have the ramp mechanic.

3 Likes

Put her in a mech made out of light and give her the 2.0 kit back with 500HP

1 Like

Orbs now deal a Maximum of 100 Damage but now travel as fast as Pharah’s Rockets.

Sentry Turrets have increased HP of 40 and now deal 30 damage. They also don’t require a cooldown until destroyed and cooldown is now 7 seconds per Turret.

Teleporter has a 10 second timer before she can deconstruct it to build another. If she deconstructs while it’s under fire or the enemy destroyed it, it will have a 15 second cooldown

Ultimate has depth to it meaning instead of a rectangular plane, it’s now a rectangular cube with a 1 meter gap between planes.

Null move, 0 change. The ladder/smurfs/corruption/222scriptboredom needs to change way before we worry about Sym. She’s a victim of 222, queue times, and shallow expectations.

Give her players more playtime on her.

A lot Symmetra players wait 12 minutes for a dps queue, only to be forced to swap to solve counters and win conditions in a scripted 222 environment. She’s completely fine outside of 222 metas, and her kit as an ‘enabler’ is totally misused with bozzos thinking she should have 250hp and M1 brawler design.

1 Like

Great, but what this means is that it will also need to have the damage values of the lock - on weapons that you mentioned as well.

Dunno why you would do that, but I guess as long as the slow - down effect from the Turrets doesn’t stack up, then there’s no problem.

Let’s… Not do that… For more than obvious reasons of course.

Make a list. Keep track of when you use Symetra.
You may be surprised that she is fine.

You may be playing her into situations that she can’t handle. There may be better counter options. Symetra cannot do it all.

1 Like

I opted not to include a damage value because it feels like an easy hinge for people to get bent out of shape about when really the actual value can be finessed in game once we see how the rest of her kit feels and flows together. It’s a ‘let’s throw the baby out with the bathwater!’ trap I chose to avoid on purpose.

Maybe 60 damage feels good, maybe 80, I won’t know until I get to feel her in game; but the point is that the charge up beam is what made her noodle gun problematic much more than it being a lock on. The fact that it COULD ramp up to an insane number was what made it unfair.

1 Like

I don’t necessarily want to apply all the changes that I propose together, they are random ideas.

Symmetra

  • Arrange the Hitbox with model
  • Increase Symmetra’s life by 50 HP shield

Primary Fire:

  • The beam changes in thickness depending on the level. At lv 1 it is slightly wide, at lv2-3 it narrows, commensurate with the power and the need for precision.
  • The ammunition reloading is cataloged as passive, and is able to reload even when it hits the HP shields (Zen, Zarya, Sigma) or barriers (Hammond, Lucio, Doomfist).
  • When Symmetra attacks a barrier, it undergoes a slight progressive recharge to its HP shield (mechanics similar to that of Moira). This way she can resist during assaults melee.
  • Possible counterbalance: decrease of the maximum damage from 180 to 160

Sentinels

  • They are no longer automatically perceived by BoB or Torbjorn’s turret, unless Symmetra’s turrets start attacking them.
  • When destroyed, they detect the opponent’s position in a similar way to Hanzo’s arrow. For 3 sec only the one who destroyed the turret (even from afar). it’s a sentinel, isn’t it?
  • The companions are able to see the position of the turrets like Symmetra, also knowing who invades the territory.
  • The turrets show all HP of the opponent being injured by they (similar to Widow’s ultimate).
  • Possible counterbalance: the turrets no longer do damage, only slow down the opponent to assist the fights. slight increase in their HP

Teleporter

  • The hole allows you to see the destination (similar to the Portal video game)
  • Teleportation occurs in a sequence very similar to Tracer’s flashback. you can literally see the path you take between the departure and the destination. If the teleporter is destroyed during the journey, the character “falls” from where he left off. During the teleporter’s journey, Symmmetra cannot destroy it.
  • The minimum summoning distance of the destination farcaster is 10-15 m. This to avoid accidental evocations.
  • The teleporter who is summoned to an incorrect point (which destroys it automatically) completely resets the Cooldown.
  • The teleporter is no longer infinite but limited in time. Variation: the teleporter allows a maximum of 8 trips. Even individual projectiles such as turrets count as a “trip”
  • The teleporter cooldowns are the same as the Torbjorn turret in automatic or voluntary destruction. The same applies to the variation of the cooldown if the object is damaged by the opponents within 3 sec.
  • The teleporter does not self-destruct when it moves away from the starting point. this allows to make the Teleporter a real threat to the opponents in intercepting it in case of invasion of the territory (ex: Volskaya)
  • Distribution speed increased from 2 to 1.5 sec.

Ultimate

  • Increased distribution speed.
  • Slight slowdown of the adversaries who touch the wall with the hitbox (slowdown value equal to a turret)

Generally I am against moving Symmetra to another extreme rework. I prefer to adapt what we have now.

Tp bot no more

  • Revert infinite tp

Slimmetra

  • Reduce her hitbox

Photon Projector

  • Give her a 14 meter noodle

New Passive: Double Barrier Destroyer

  • Allows her to regen shield health while damaging barriers generating up to 50 shields as overcharge

Lighting fast orbs

  • Projectile speed increased by 20%
  • Charge time reduced by 20%
  • Max damage reverted from 140 to 120
  • Can be held indefinitely like Hanzo’s arrows

Sentries

  • Cooldown reduced to 8 seconds

I kinda like syms thing of being huge damage up close. I think they need to swap ball to primary (beam secondary) and make it more reliable somehow.

Beam feels more like niche tool to burn people and shields down.

technically they don’t because 1s charge up and 0.25s winddown according to wiki so it’s actually 140/1.25 = 112dps.

but digging further into the technicalities it’s moreso 112dps asymptotically because you’d need more shots fired to make the average dps approach 112dps to make up for how the 1st shot will also have a travel time delay on it.

I would add restricted term on this forum “sym” and it will become ballanced instantly

Change her role completely. Give her a ton of utility that isn’t centered around doing damage.

Her Sentry turrets should be, well, sentries. Let them give you map-hack on units that Sentries have line of sight on. It gives her a “scout” role that is heavily underused in this game.

Build her with a counter-role in mind. Anti-Mobility is severely needed in this game. Actually execute on it. Increase the slow amount on her turrets so she can catch mobile heroes. Let them slow down the mobility abilities on characters they target (Jumping height is reduced. Phasing speed is reduced. Blink/Recall distances reduced).

Anti-Barrier is also a good role. Forget the charge up mechanic on her beam. Give her flat damage, and let her overcharge her shield when attacking barriers. This gives her reasons to be close to the action, and gives her the heft she needs to be in melee range.

2 Likes