Ideal Sym Changes from #1 Symmetra

Hey so quick introduction, I’m abandoned. I play on west coast and am on and off the highest ranked sym player on NA (stevoo being about equal), normally peaking at around 4500sr.
It is no secret that sym isn’t in the best of states with her receiving steady buffs over the patches but her main issues are not being resolved. Following sym 3.0 most of the power in her kit was put into her teleporter and its a great ability in theory but its painfully clunky right now.
what I think should be done is:

  • *change placement so it only spawns below her feet, not below her feet or in front of her so that it is more consistent (for clarification; teleporter can currently spawn either directly below her or about a meter in front of her and it is not controllable by the player.)
  • *increase the interact range by a meter or 2 so she doesn’t have to be directly standing on top of it for it to function
  • *decrease the cast time. This is more of a finicky one as making it too low would make symmetra a nightmare to play against but I think decreasing it by 0.25 seconds to 0.5 seconds to 1.5-1.75 seconds would be reasonable. (If cutting down the overall cast time is problematic, maybe just cut it down for symmetra and leave a small delay for her teammates)
  • decrease cooldown. The current 12 second cooldown hugely limits her aggression. I’d change it to 10 seconds while keeping in mind that shortening it too much could make telebastion comp overly maneuverable.
  • increase the max placement range by about 5 meters. It isn’t a huge change but Symmetra is just barely unable to reach many critical range thresholds with teleporter. Just teleporting across many points can be difficult if you aren’t on the edge of a ledge.
  • *make teleporter destroy/ignore railings. Railings block teleporter placement and generally make the process absurdly uncomfortable. This just shouldn’t be the case.
  • Treat teleporter like a Bob as far as movement interactions go. Instead of being destroyed by the cart and moving platforms (and random geometry that decided it hates the teleporter being there) the teleporter should just be pushed out the way. (as should turrets ideally but that matters much less)

Now that’s quite a lot of changes. The ones with the * in front I would strongly recommend applying no matter what but many of the other ones would just be nice things to do with teleporter and if added, should probably be done more incrementally.

That’ll be it, regardless of what happens I just want something done to teleporter.

79 Likes

You know if you add a space between the hyphen and the words it turns it into a real bulleted list thats like 10x easier to read.

-Example1

  • Example2
5 Likes

Thanks man, just applied it now.

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Couldn’t you just break the railing with orb before you place to down?

Can you also explain this in detail since the way you phrased it makes no sense

Also are you asking for it to be indestructible since its not treated as a player with a model like Bob because it being treated like that with moving objects a bug might happen where it might become indestructible because of that interaction

No, it is actually incredibly hard to hit and break railings with symmetras orb fire. You have to hit the top of the rail like dead on, it’s really awful.

27 Likes

That takes time, accuracy, and ammo, and also makes it really obvious where you’re going to put your teleporter.

To the topic: A lot of that seems unnecessary, but I think I at least agree with all the asterisked points except for the reduced cast time.

4 Likes

Is it difficult with a large orb also or just small one’s
Also I added to my original post

Small orbs do basically irrelevant amounts of damage. Large orbs do have a big hitbox but are easy to dodge even within much of the primary fires range.
Also I’m not asking for it to be indestructible. Teleporter currently self destructs when it collides with an object and I’d like to avoid that.
The spawn location refers to where the teleporter that is near her spawns. It can spawn in front of her or directly below her.

2 Likes

would you be willing to sacrifice health from the tp in order to decrease it’s casting time?

Say for example:

health reduced from 250 to 50/50shields
Casting time reduced to 1.2 seconds
Duration infinite

1.2 second cast time would be an issue. Basically think an entire goats team teleporting into you in just over a second. Even if hp was very low, it would just mean you teleport above people and then rapidly drop on them.

1 Like

Not what I was referring to I apologize if I wasn’t being clear I was asking if the larger orbs could hit destructible objects or is it as difficult from a distance as a small orb I ask this because I wondering about the mindgame potential while aiming for destructible objects for teleporter placements

I was saying this because the teleporter would probably need a vertical hitbox in order for it not to be destroyed and it theoretically could cause unintended problems like people glitching into payloads and such

The god has spoken

1 Like

Small orbs would be just as bad against railings. The hitbox stuff I think would be nice but I’m not a game dev and wouldn’t know how to implement it. It would just be a nice quality of life thing, not of critical importance.

There’s really no reason why the actual placement of a TP as well as reapers shadow step should not just completely ignore railings for targetting. When activated, railings should just break when the entity intersects them. Just in the same way that if Mercy uses guardian angel and touches a railing it just shatters. TP/shadow step should just auto destroy any railings in the way once you commit to it.

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I’m talking about the difficulty in hitting with the larger orbs

Even if orbs were fantastic railing killers, you just can’t afford to waste the several seconds it takes to do it in a fight. You need the teleporter to work quickly.

8 Likes

Because its a physical object you can stand on especially boxes and it being destroyed because of that interaction to me seems weird and a lot of hassle for the devs

geoff said he was personally looking into the railing issue with symm/reaper…he said it may be part of next ptr cycle. (so in a month or so)

3 Likes

Ah, fantastic, that would help Sym immensely.

Yeah is pretty much what we plat plebs have been asking for, I hope they listen to you since “you know better” because youre supposely* the best player with her.

Im not throwing shade i swear. :joy:

2 Likes