i used to be a sym main. now i hardly play her. I feel useless with the portal and barely use it once in a match. The fact multiple people can go through it is useless as you can never get your team to group up for something like that.
why does she just feel weaker now ?
What are the positives of the portal? ? ?
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Grave counter high ground for less mobile characters, faster time to point after respawn, McCree Highnoon Shananigans, Angling Sentries that are out of LoS, Breaking choke points, an escape for flankers.
Those are uses on the top of my head.
it always feels too slow to get away from ults or flankers imo
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Yeah. She got in the trap of requiring way too much of a teamwork to actually make it works.
The old teleporter worked cuz it was convenient and easy to spot by teammates.
The new one lasts only for 10 seconds (so going for it is not really worth it unless you are on the spot) and you have no clue where it is heading if you decide to use it as a teammate.
I can see it being exploited by duo q or maybe even on pro level in OWL (if that ever happens) but that is about it.
exactly.
Also, often if i put down a tele itāll be gone before i want to go back behind (rip). Maybe it needs to last longer?
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Probably. Not to mention it is not even worth trying to destroy enemy teleporter.
If they gonna stick with this I think they should wider the interact range, lets say that anyone within 5 meters radius can press F. That way it can be a super effective support kit, but I know, the game would be a mess.
Rightnow even with communication teammates rarely use tp anyway, the oppotunity cost is simply to high to derive your attention during a team fight to looking for the tp.
Help allies reach spots they normally would never be able to reach. Bastion and torbjorn can set up in spots the enemy would never expect.
Teamwork and attacking from different points.
The problem isnāt the portal, itās the part you canāt get your team to work with you.
The new TP got me to win Volskaya on attack with my team mates in less than 3 minutes more than once.
Bonus: You can put your TP under a Bastion/Torb turret so they can keep teleporting it around.
heres a tip for you: communicate with your teammates. and then you will get better results.
the tp feels clunky, too slow⦠however, many symm mains do not bother to communicate⦠thats the real problem here. you blame a mechanic that requires communication.
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people dont listen to symmetra players ever dude lmao, she isnt a zen, a mercy a reon or any liked hero at all
you think theyll go omggg suuure sym i will use your portalll
this game is literally teamwork yet everyone in every single rank seems to love to do their own business
also playing sym equals a ban
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ye⦠if you keep talking like that and having such an attitude no one will take you seriously.
keep living and breathing your victim role⦠instead of actually trying to improve your gameplay.
They ruined the character for those of us that used her, only for people to still see her as a troll pick
Except, much like with the mobile shield that got removed after no one used it
Everyone has tunnel vision, and will never use it
She seems pretty much teamwork reliable on those. I will use a TP to get to a spawn point faster. I saved a point earlier today when we was all running back to the objective and I dropped the TP and threw all my turrets in and we went through right behind them and that saved us time as well.
I have also used it in cases of āX hero is almost down but I diedā if that hero that is nearly down is close, I will drop a tp and finish them off and port back to where i come from
Escaping to higher ground, provided your team knows this when you create it.
Putting your team on defense in places they normally donāt reach on their own before the start of the round.
She is a little bit outside the box too, and more effective if communication is coordinated properly
I actually havent tried any communication yet. I even had a sym ignore me when I asked to send my Ana third floor.
However when I play her Tp is very good because it is basically giving a Reaper skill to a hero that has Orbs= ranged attacks.
So melee heros are all nice targets from high grounds
Its a little rough, well can be pretty rough in QP if nobody is communicating, if someone else is playing Symm, and a TP is placed, I donāt know what the purpose is or where I will end up, etc. Sometimes I end up ignoring them unless I am under attack then I close my eyes and hope for the best.
But I have sent other heros like Ana and even an Orisa to higher ground if they ask me to. It is quite effective if played right. I think some are still adapted to the old use of the TP and havenāt quite seen the full potential this TP setup can bring.
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This is just plain wrong. On Eichenwalde and Blizzworld I can get my team to cap first within 30 seconds using the tele. I simply communicate a plan and the team executes the plan, and we roll the enemy team for a bit. Keeping momentum is difficult but possible.
When you donāt have a set plan for your team to use the tele, use it for yourself to get high ground and find angles to shoot the enemy in the back. Keep track of how much time you have before the tele drops and get back to safety when the enemy reacts to you, even if they donāt react right away, better safe than sorry.
If you canāt find creative uses for tele, thereās no hope for you and youāre better off playing a different hero. Sorry, but thatās the truth. It has a wide variety of applications, even serving as a distraction. Forcing the enemy to turn around and dump 300 damage into something that doesnāt give them ult charge can provide value in some situations, the trick is recognizing those situations and recognizing when the enemy invests resources into destroying your tele. Just because you put it up doesnāt mean people need to take it, the threat of players being able to teleport is enough sometimes.
TP works great on 2CP maps.
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Roll a Hammond with ult through it behind enemies and let him get the drop on them. It works surprisingly well on Anubis.