If you want a healing Sym

nice dodging of the point in that statement:

if you don’t see the contradiction or logical flaw of arguing a ability not drastically changing the gameolay of a hero but needing its effictiveness to be reduced to the point where it might as well be deleted to achive such gameplay preservation, then idk what to tell you…

  1. having utility != must make them a support esp since
  2. sym was always about actively going out seeking opportunities to get picks on the enemy and aggressively zone if you wanted to win, not permenantly sit back all day outside of your effective range waiting for opportunities to just fall on your lap which is the passive tower defence noob trap gameplay people fell for and what your suggested build heavily encourages.
  3. now because people who couldn’t let go of 2.0 and only see the byproduct of incompetent dev balance of 3.0 as 3.0 cried for it wasting the 1 chance we could’ve given feedback and suggestions to fix 3.0. of which are much more likely to be improvements and more likely to be accepted rather than the can of worms topic of completely taking a 90 degree turn on sym gameplay to make her a viable support which no-one, not even the people wanting support sym, has a clue what exact gameplay they want nor thoroughly enough on how it could be achieved.

sure but you’ve yet to provide an actual logical argument as to how it is possible to keep her flexible dynamic flanker, aggressive zoner, situational m1 front line pressure whilst be able to have a spammable heal that can viably keep up with the team

  • healing turrets ain’t it due to destructibility, cds and how frequent the team repositions esp when you consider the hypoermobile heroes along with the lower fun factor constraint for the sym player if they have to constantly shift turrets around for the team most of the match time
  • healing primary or orbs even less so due to harsher constraints on their autonomy (healing primary limits positioning hard, healing orbs simply leave sym without a non conditional dps avenue)

aside from the sustain suggestions which I did say to test other changes without them first, pretty much the rest of the changes are all according to various non-oppressive hero balance benchmarks e.g. old 3.0 tp.

at most I’d add 1 compensation nerf of tp placement range reduced to 20m. which suggestions are unhealthy for the game? at best I can see is the spam route for orbs which I already put in there that the aim route should be taken which is much healthier for both the hero (rewarding the player for aim) and the game (only better players get the consistency benefit so lower ranks don’t feel it).

“altered priorities” is an understatement here