when one often swaps off after the first death despite most of the comp remaining the same, pretty sure that’s not really “worth it”.
except a lot of those changes were really minor. i.e. a lot of changes regarding primary didn’t mean much considering how many more team resources it still demanded not to mention it had higher dps. the bug didn’t “cause her to deal a lot less damage” at all because the devs legit didn’t account for the gameplay difference between pre vs post double shield (i.e. having lvl 3 more often because double shield enabled it w+m1 hard inhererntly) nor the fact that fights simply lasted longer then, when blizz mentioned “zarya and sym were dealing 20~40% more hero damage”. like other beam heroes like winston and moira were also dealing more damage.
range on tp legit doesn’t matter much considering it’s still being used for the same uses and places. and in no way is that as meaningful as being able to cast it more frequently esp now post shield nerfs where teams move around a lot more (i.e. need to reposition and repurpose tp more often).
except it wasn’t too strong, the meta just let her be able to use it nearly all the time while people were still playing double shields poorly (e.g. chucking shields out too far) and everyone was having a fit about it meanwhile people that were ahead of the meta were using better heroes.
the changes I proposed legit improve her ability to get uptime independently a LOT so that she can do things more on her own without touching whatever she does with team tps. i.e. make her less reliant on team tp plays not team pocket w+m1 to get uptime.
will it change how OWL plays her? unlikely given how much they like w+m1 team pocketing whenever they pick sym. But even if it does change, it wouldn’t be making her OP at all because you legit can’t get the benefits AND be doing all the taxiing w+m1 at the same time.
i.e.
- if you try benefiting from the longer effective range and ranged consistency of orbs more then she’s not w+m1’ing.
- if you try going for team tps, it’d be the same as now because the tp isn’t for her own individual plays and the reduced time for sym herself (not her team) to interact sooner after placement help doesn’t help with team tp strats.
again, the changes I proposed legit only make her able to get independent uptime better. would it be perfect? who knows. but unless they put in ridiculous numbers (i.e. making orbs feel like hitscan in like even in like 40m or something like that), this direction won’t be OP in pro nor ladder.
it didn’t matter much at all in early double shield because all sym needed to do was pretty much w+m1 because the comp inherently just took care of everything for her.
snipers or similar ranged hitscans? double shield blocks it all.
need to walk up without dying? keep spamming shields forward and moving up while your team will defs follow on through with you because of all the cover (i.e. natural death balling with supports there too for heals) = literal free real estate.
want charge? well the enemy was dumb enough to throw shields to your feet so eat on up.
heck they’re still playing like that right now in OWL because double shield team pocketting sym w+m1 is the only way she’d get reasonable uptime comparable to other heroes now.
it wouldn’t be because none of that is enough to compete with active in-combat sustain.
- turrets inherently doing little because they have to wait until enemies get into los and when they do they’re quickly destroyed
- ult from spawn only applicable/contributing when someone’s dead, otherwise it does nothing
- a shield gen of only adding 75hp while sym herself is providing barely anything else is in no way going to compete with how other supports can actively heal for more, can heal in combat, can deal damage more often and/or provide other utility effects like boosts, cc, or whatever buffs and debuffs.
her packs aren’t spammable period. what’s spammable are things like mercy’s beam, or zen’s orb or ana’s primary etc. a 6s cd ability, even if it has 3 charges, isn’t spammable. you’d be reach down time form not being able to keep up with damage or reach periods where you have to wait to use them.
as for her boop, she also has to wait to use that too because of enemy shields and needing it to peel for others.
which leads to my point, she’s doing a lot of waiting if being played properly. and that’s the problem with your intended design. there’s simply a lot of waiting (spamming her inconsistent orbs waaay outside of their effective range because you have nothing else better to do is basically waiting).
and she’ll still need to be team pocketed to use it which happens basically never —> back to spamming orbs a lot.
moira’s beam isn’t short considering she could actually be in the mid/mid-back line and still be able to reach the enemy front line with it.
should we make it deal damage better? if it’s higher dps then yes considering how pitiful 50dps is and they reduced the size of the beam without any compensation.
but the thing is, she can get decent uptime for damaging design-wise (i.e. having things in their kit to facilitate it), as can zen, lucio, etc. (other supports that need to damage etc. to compensate lower heals). your sym doesn’t have that.
except you’re making everything overly niche and bad at the same time.
your primary’s not getting much uptime at all because it’ll have all the same problems as current.
you’re worsening the issues of orbs despite them inevitably going to be the staple weapon fire. heck you’re technically making them more close ranged with that projectile speed (i.e. niche as well and in the same niche).
meanwhile all the abilities you plan on putting on her are all non-spammable and situational as well.
all in all leading to really high down time because she has little self agency to be in the effective range or create situations where things in her kit are effective. not frequently nor long enough in duration to get as much value to compete. of which are the problems that old sym had.
the video was demonstrating how bad that direction for orbs are. legit terrible zoning and terrible damage dealt, low ult charge achieved. anything you intended to get from those kinds of orbs simply wasn’t achieved.