Right click does its job. It’s a decent to good projectile. The blast is too small to rely on it, but it have the biggest projectile hitbox in the game, so don’t hurt too much it requiring direct hits to work.
I’d say even that the current orb is so good at being a decent ranged weapon that it overshadow the new beam, because unless the fight goes over 6 seconds of brawl, spamming orbs will be simply mathematically better than the beam, while being less affected by armor.
Myself, I hate when the devs removes unique mechanics from their games for the sake of balance. And Symmetra piercing orb was one of her signature moves. IMO, they could even keep it in game by simply allowing her to charge one extra second for the piercing effect, while slowing down the orb, and making the uncharged orbs really fast. Like, Mei’s icicle fast. So, you would retain three levels of charging orbs:
- Tap the button, will release a really fast and low damage orb that consumes 1 ammo.
- Hold it for one second, consume 3 to 10 ammo and power the orb according to charge time, up to 120 damage. Orb keeps current speed.
- After getting the full charge, you can keep holding the charge button (make the weapon pincers spin faster, whatever), and after another second, it will jump ammo consumption to 20, and you get the old orb back, full 125 damage, slow as a turtle without any legs strapped to a brick, but with full piercing effects. However, releasing the orb before that extra second pass will just release a 10-ammo 120 damage no-piercing orb.
That would had been perfect.