That was until the stealth buff to TP that came months ago that made turrets easier to TP by having it spawn under you more consistently. I’m certain spawning under you is how the ability is supposed to function, and the only thing that will consistently make it deviate is placing the exit against a wall. The only time that this isn’t a case that comes to mind is when it’s done on a ledge. It will spawn under you you on the ledge even if the exit is placed against a wall.
I don’t understand what you mean by it spawning behind you. Are you sure it’s not placing below you (like it should) and you’re walking/jumping forward? I’ve never experienced it spawning behind me.
The choice in direction for turrets is mostly only useful in 1v1s where someone is already privy to Sym having a turret(s) at the base of the TP. Being able to throw them at a downward angle for instance and having the turret pop out a short distance away from the TP can mean the difference in being shot immediately as you exit the TP and an enemy having to readjust their aim from the turret back to the TP and you, and again to your head from the ground.
I could live without that type of mixup, but I’d still prefer it stayed tbh. The only time I’d see it being truly useful is for grav, but I also don’t think TP should be a consistent counter to grav like many in this forum want it to be. Increasing its radius and making Sym more slippery in her own right than she can already be can also be dangerous.
You can apply that to virtually every single thing in the game. Deflect? Flashbang? Sleep Dart? Never viewed with the same level of scrutiny as turret bombs despite being as easily countered. They are indeed pathetically easy to counter, but that’s implying you’re just throwing your turrets in willy nilly instead of trying to do it at an advantageous time. When combined with her orbs, it is effectively a oneshot mechanic that exists in her kit. If you’re playing a hero without many options to deal with the tactic, even knowing how to deal with it can’t help you if done at the right time or combined with her shield, assistance is necessary. Meaning not just the person Sym is attempting to single out needs to react to them.
Again, 3 turrets is just the most common thing to pop out of TP. Getting used to the idea of “oh I’ll just walk up and melee lelelele” is also advantageous because an attempt to do that could just as easily lead to that specific dummy getting jumped on by the entire enemy team as soon as it’s up. The only time that the simple answer is to simply melee them is if you’re close enough already before it’s built, otherwise, it should always be shot from range. Splash damage is the most effective since it can destroy all 3 quickly from range, which is why you avoid the heroes that can do that and drawing their attention. Even so, most heroes with splash (Junk for example) can struggle with spread turrets, so it’s evened out somewhat.
Then Sym gets punished for being overly aggressive and taking an unsafe TP/. You have to be very surgical with her aggression, and missteps often lead to death with her. She has always been this way through all iterations and I’d prefer that quality stay intact.
You also don’t have to always TP in and can just as easily use it and turrets as a distraction and walk to your target or orb them from range (as it’s fairly easy to hit her orb from even long ranges if your target isn’t looking at you).
Syms design is literally “you can’t be here without it being painful,” so I disagree. She’s an area denial hero, you’re supposed to move away from her.