TL,DR - This change overall pushes Sym into more of a niche, team-oriented pick and removes an aspect of self agency that she used to have. This is a net nerf on ladder play for all ranks.
Background: Hi, I’m Arcadium and I’m a Sym main who plays her at a low top-500 level. I’ve spent a good chunk of time practicing and adapting my Sym playstyle post-patch, analyzing the changes, as well as collecting feedback from other Sym specialists. We don’t all agree about this, but I’m firmly on the side of these changes being a net nerf.
THE BUFFS
Orb
It’s hard to justify complaining about a flat buff so I will give credit where it’s due. The orbs are strictly better after this change.
However, what people need to understand is that the two-tap potential is NICHE. Orbs are highly telegraphed, both in terms of audio and bright visuals. In addition, to position for an off-angle using the teleporter, this costs a large cooldown which itself is highly telegraphed with a very loud warning sound.
To secure a two-tap, the target must not be in the vicinity of any AOE heals whatsoever (not even 1 HP), and a nearby support must be unable to react after over 1 second. This is a highly unlikely scenario. Compare this TTK with heroes such as Pharah or Junkrat who can pull it off much faster and much safer. An excuse for Sym to have poor range damage was her turret damage. This has been gutted and the compensation, in my opinion, has not been adequate.
Beam
I mean, “cute” is the best way to describe this change. Yes it’s a small bonus passive added to the beam, but it is tremendously situational both in terms of application and benefit. This passive only kicks in if the enemy runs certain heroes. In addition, if you’re trying to beam a tank, such as a Reinhardt, and are in a position where you’re vulnerable to damage, the 30 HP/S will not save you from anything. Again, not a “bad” change per se, but I don’t think it was a wise use of her power budget.
Sentry Turrets
Spy cam is a nice QoL feature but depends on your team to follow up on it for it to be useful. Sym herself isn’t going to do much with the info gained from this. Again, leans into her team reliance more.
THE NERF
Sentry Turrets
Hoo boy. I have big problems with this change. I, like most others, was always in favour of removing power from her sentries and giving them to our weapon. More agency, more power, less frustration on both ends. However, we were not given a fair deal. These things are gutted, and their ability to help us take or hold any space has been vastly diminished.
Previously, Symmetra had the option for a self-agency playstyle where you could set up and hold a small space (think side room beside point in Oasis University etc) and have effective counterplay against a rogue flanker, or a lone hitscan trying to grab an off-angle. This was especially valuable when you were playing with an uncooperative tank, a dive tank, a poke comp, or just a chaotic comp. This was something you could do to provide value and play on your own, the way every other DPS hero can. Now, this pressure is completely gone. Any enemy DPS can come bully you out of the room and kill you before you kill them. The sentry damage is negligible, and the beam/orb still suffer from the problem of needing a windup to secure kills.
Previously, to deal with flyers, placing high turrets was an option for significant poke damage to try and finish them off with an orb / ally followup. This has been significantly nerfed, and flyers hardcounter Sym even harder.
In a heavy stalemate with high sustain, turret bombing was a niche yet sometimes effective gambit to try and get a backline pick (something other DPS can do btw) and this is now gone. In a match on Havana yesterday I sent 3 turrets up to a Widowmaker, hit her with a direct orb, and she still escaped. That’s 3 sentries, 1 tp, and 1 orb all invested to pick one out-of-position hypersquishy and it wasn’t enough. She has 175 HP! Our damage is a joke now, honestly.
CONCLUSION & THOUGHTS
Now, you are effectively forced to only run Sym in a brawl-style comp and play strictly off of your tank. The hero has become more tank dependent and your success is directly tied to the tank gap. This goes exactly counter to what the design and balance philosophy of OW2 was supposed to be. “More agency, more playmaking ability”. Well, you’ve done the opposite with Sym and given her less agency, less self-reliance, and made her even easier to counter by things that already had an advantage against her (which is most things btw).
What would I fix?
Revert a bit of the turret damage. 25 is too little. 30 would be fine. (In season 1, turrets were bugged to only deal 30 instead of 40 damage and it wasn’t awful. That’s a fair level of power for this tradeoff.
Orbs could see a bump in power to 105 for a direct, or a reduction in charge time to say 0.9s from 1s. This gives them more insurance to help secure an earned double tap.
And then wait. If she’s still weak, the beam could use a low-end buff e.g. bringing stage 1 to 80 dps from 60. And in addition, one of the biggest things that would make Sym feel less “run over” by everything is a REDUCTION IN POWER CREEP. The power of ranged hitscans, pocketing etc. just gets stronger and stronger with each patch and Sym just gets blown up by half the roster before she’s even in the game. Let’s look at that too.
Thanks for reading.