I'm leaving Symmetra. Here's why

Good, now maybe you will shut up about her.

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No I could not…
Point taken :relieved:

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Clearly someone who 1) doesn’t like Sym and 2) simply doesn’t care to understand the issue. But one-tricking Genji or Tracer is fine, amIright?

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We also got a kit killing nerf of infinite tp to spike up overall hero down time alongside nerfs on turrets, orbs, beam and wall despite underperforming for various metas prior to those nerfs…

Let’s not act like +25hp compensates for all of that…

one tricks are a problem, i’m a flex dps player.

hmmmm… i wonder what other hero got that???

Yeah and you don’t hear them crying.

Why would they cry though, they are OP.

not even, so many flaws in his kit.

ikr… hes only just… POPULAR!!!1one!

He’s strong, look at his win rate it’s mediocre

there we go… starting off somewhere

Don’t worry, Sym mains are the most unappreciative players and will jump down your throat when you say she doesn’t need buffs.

25 extra shields no longer her makes her a glass canon. She just does a ton of damage, most in the game for a regular hero and she also gets 225hp. Her ultimate is insane, turrets are insane, she can safely stay 12 meters away and charge off shields… Like she isn’t the best hero, but she is by far not even the worst.

I don’t see Bastion players leaving because the hero has been utter garbage since launch. He works best with all members in his team contributing to keep him alive. Absolute opposite definition of mobile. That is poor design. This new Sym is a force to reckon with.

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Yeah most Sym players are Mercy players on these forums, it’s quite common.

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They’re just whiney. I get Sym isn’t in the best place ever, but she is in a much better place than a lot of other DPS heroes. DF, Bastion, Torb (50/50 on this), Pharah… like there are worse heroes in the game and those were only DPS I mentioned.

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The problem with these arguments is that her capability to get uptime to do damage is bad even for a “utility dps” and I don’t just mean in terms of her primary.

  • mei actually has decent range with how fast her icicles are + wall placement range to compensate her 0 mobility and actually has sustain to compensate for her being sustain damage.
  • sombra’s got dedicated mobility abilities that let her engage and disengage really well and without too much down time despite her lower (amongst the cast) effective range.

sym?

  • orbs are legit in this weird place where they’re terrible as spam but also terrible as an aimed projectile
    • as sustain damage they have 120/(1s charge up + 0.25s wind down) = 96dps which is legit lower than a body shotting mercy pistol, the latter of which is more consistent to land with higher firerate and higher projectile speed
      • like if it’s meant to be spam…why have a sniper-tier low fire rate on them?
    • and as an aimed projectile fire, they’re so slow making them mathematically so easy to dodge despite their projectile size as shown below:
  • the above wouldn’t be as much of a problem if tp was high mobility but it isn’t because of static nature + really terrible cd mechanic giving them really high down time that translates directly into hero down time
  • primary’s problems are obvious: demanding sustain that sym doesn’t have.
    • this wouldn’t be much of a problem if they didn’t number her staple weapon fire (orbs) so terribly.

i.e. all in all: low effective range, low sustain/bulk, and from infinite tp: low mobility and low burst.

and here’s the thing. about 2.5 of the things you mentioned there are things that the player doesn’t have much control of inherently at a balancing level:

  • “landing more orbs” isn’t something all that in control of the player in most ranges because of how lenient they are to dodge as mathematically shown above.
    • getting close enough with tp to make them not as lenient to dodge also has extremely high down time compared to others i.e. there defs is a big portion of the match time where the sym player is shooting orbs further away.
  • having charge for “engaging the back line when charged” simply is something you have to rely teammates on enabling.
  • similarly, “keeping your beam charged” also needs the sym player to rely on allies in letting sym stay alive within 12m without dying.

Your first mistake with this post: thinking the devs were competent in balance

There is another just as good advice “get team to play around you”.

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Just as good, if not better :stuck_out_tongue:

Ah, the most problematic symmetra player of all time has come the the forums. Interesting

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