Remove Teleporter. It is a major obstacle to balance, far more so than the lock-on was.
Then either:
A) Remove wind-up. Primary now deals 195 damage when the target is 8m away, 150 at 10m and 105 at 12m.
Or
B) Orbs are replaced with light javelins. Moderate speed bolts of light that will slightly curve towards the target closest to Symmetra’s reticule. Lower charge means better curving, max charge barely curves. Max charge at 1 second for 120 damage.
Revert turrets but keep the deployment method.
Reinstate photon barrier, shield gen and old TP.
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the hero selection screen
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In my experience people play Symmetra VERY differently, even other Syms I go up against that I’d categorize as ‘good’ are not playing her as I would play her. I hold the first point of Blizzard amazingly well with her, if you maintain your tp between high ground and the small cluster of rocks by the mega and keep your turrets tucked away it can be really hard for some teams to coordinate and move past, but you have to be extremely mobile with her and it’s easy for her to get run over by brute force- as always, though.
IDK Symmetra right now feels very lopsided. I can pull off these cool plays here and there, do some really interesting stuff, buuuuut it feels like it takes a LOT more effort, planning, for significantly lower damage reward than a standard DPS character.
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Just sneak that in there as the last one.
I don’t play a whole lot of Symmetra but I have played a bit of Engineer in TF2 and the Teleporter is incredibly useful. A well placed teleporter can significantly cut down on travel time especially for slower classes. In TF2, everyone uses teleporters while in Overwatch practically nobody uses them.
If her teleporter was just as viable as Engineer’s than her pickrate would go up immensely.
This is way too much. She is fine as she is but if she needs any buffs it should be to TP radius/cast time only. It shouldn’t be infinite.
Kinda… I just happen not to want that Bastion/Reaper on the other team have almost 350/300 HP while I’m playing tank…
Your first suggestion is well over OP territory and the second one is pretty much a revert, so no.
Fair enough, it’d be pretty short range though so it wouldn’t matter too much for say, a flanking reaper.
Remove teleporter and return her projectile barrier.
It will synergize way better with her throwable turrets. Widow far off? Barrier and turrets to force her out. Something like that. It provides her utility with and without barrier using tanks.
15M beam
Piercing Orbs. (Maybe reduce damage for every barrier it passes to balance her more powerful kit)
Boom! Viable Symm.
Teleporter is a situational gimmic that is easily countered. Projectile barrier is value that can be regularly earned.
Her Ult is fine and works well with her existing kit.
Edit: What this effectively does is kinda delete that “Dead Zone” she has. It also grants her some Utility that isn’t so easily countered.
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Just rerelease sym 2.0 she would be very good now that the meta has shifted. She would be
very strong vs bunker comps
Strong vs deathball
And I think she could be alright vs goats
She was just meh at dealing with dive which was common before the brig era
If the devs didn’t do their sledgehammer balancing on her she might have been in a great spot right now
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Make her a unique support again unless role queue, locked 2/2/2 comes in- then a utility DPS with 2.0 abilities. Honestly I have always done better with her on 2.0, I had more kills, better survival rates and felt impactful with teleporter and shield generator…
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Toxic feckers like you are why sym players have a bad reputation.
The Irony in your reply is outstanding!
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a lot of changes)
Gameplay:
Primary fire:
Secondary fire:
- charge rate decrease from 1 to 0.8 seconds
- projectile speed increased by 15%
Sentry turrets:
- Projectile speed increased by 30%
- Deploy time reduced from 1 to 0.7 seconds
- DPS increased from 50 to 70
- Health increased from 30 to 50
- CD reduced from 10 to 8 seconds
Teleporter
- Activation range increased from “touch” to 2-3 meters
- Special “Use teleporter” voice line when pressing “Group up” while facing teleport
and either
- Deploy time reduced from 2 to 1.2 seconds
- Range decreased from 25 to 15 meters
or
- Range increased from 25 to 30 meters
- Deploy time reduced from 2 to 1.65 seconds
- White health increased from 50 to 125 (whole health from 300 to 375)
VFX:
Primary: when not hitting anyone, it fires straight beam but when it hits someone, it starts slightly bending towards target
Teleporter: Oval body is more transparent, Outline is clearer and thicker, particles point out exit location better than now
Photon barrier: while placing: blue wall with moving light lines changed into more transparent turquoise wall with light hexes
SFX:
Primary: sound changed into more “elegant” and less “slurpy” at low charge
Sentry: sound while travelling is more quiet, sound when placed changed into clearer one
I would do the following
Primary- now penetrate players (see mei beam) this will mean with skilled play and positioning a Symmetra player has the ability to increas there damage.
Teleport -
reduced deploy time
Placed untill destroyed or rebuilt (same rules as torb turret)
Reduced health
Place it at Symmetra feet
Turrets -
Reduce hit box on throwing so they dont get stuck to a single pixel on an object infront of you.
Increase health with 20 overshield bringing health to 50 that same as a Hammond mine allowing them to survive a little better when being produced in battle overshield gets removed once the turret lands
Secondary fire
Fix splash damage closer to that of a pharah rocket
I’d bake personal mobility into garbage that TP is currently. Make Sym instantly teleport to the point she selects, leaving TP behind to deploy as usual in her enter and exit points. This will kill turret-bombing, but it’s bad strat to begin with.
Inb4 “it will be better shadowstep” - first, SS is still nothing to write home about. Second, I’ll worry about Sym outmobiling Reaper when she too has 250 HP, immortality phase and actually dangerous gun.
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if her teleport was decreased by 1,0 instead this could make up for her range because she could go in and out reliable. or if her teleport was like a non-squishy permanent she could build it up, use it and move back whenever her she gets into trouble without the situation: “oh, f… teleporter just run out, HELLO EVERYONE, I AM AN UNPROTECTED GAME”
additionally: what if her 3rd stage beam would not have so much dmg potential but instead reduce amor or shield and adding it to her own team… SYMMETRA THE SUPPORTER, WELCOME BACK 
my friend, pointing out when someone’s being toxic doesn’t make me toxic.
where’s the harm in it having infinite duration? it’s never always going to be in the same place, + it’d really make her the builder hero she’s supposed to be.
this would be a good change. i wouldnt care if the devs would have to decrease the teleporter’s HP or not.
i mean generating shields has always been symm’s thing. nothing was sneaked.
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