Let’s be honest. The Devs don’t know what they want for Symmetra

When Sym was reworked to 3.0 they just picked up some of Brigitte’s spaghetti, threw it at a wall and hoped something would stick.

Do they even know there’s an issue with her tickrate? Dunno. They never comment on a Symmetra thread. It just means tank buster Sym can only do half damage against tanks.

Her kit doesn’t synergies well. If you use secondary you’ll lose charge on primary.

The TP is the only construct that doesn’t stay infinitely. If it did it would help her survivability but it doesn’t and it takes too long to deploy as a reliable means of escape.

She lost autolock so you need to always have turrets off cooldown if you want to take on Genji, Tracer or Lucio. Never mind you don’t pump out enough damage at the start to reliably kill any squishy unless you’re already as 180dps on your beam.

She also remains super squishy herself with a paltry 200HP. Those hops alone are enough for an extra 50HP.

They gave her 3 turrets instead of six because it was too physically demanding to replace all 6 all the time yet they gave her a TP that destroys itself every 12 seconds and needs to be up constantly. Great thinking…

71 Likes

they most certainly don’t know what they’re doing.
it would be a miracle if they fixed her tickarte. an absolute miracle.
they are more focused on buffing heroes like McCree and soldier etc idk and they really don’t need buffs they are so strong.
sym gets countered by like 24 heroes in the game.
“a successful rework”

24 Likes

A 120 burst isn’t good enough for you? It’s not easy to land on a jumpy hero obviously, but it’s easier than with symm 2.0

3 Likes

They fixed it.

Since when was she a tank buster?

No, you won’t.

Or you need good aim, like most other heroes.

With turrets you deal 210 dps, which is more than enough.

3 Likes

When did they fix her tickrate?

When she was bugged on ptr, so they fixed it.

If you count that bandaid 20 ticks as a fix. Sure.

7 Likes

Yes, how else would they fix her?

Fix the exploit?

As for damage, did I not say in my OP that her turrets supplement her damage?

3 Likes

In some way you can count the decreased charge time of 4 seconds to reach 180 DPS to 3.2 as a fix to her tick rate. The damage at the beginning levels are still trash vs. armor but you reach max DPS faster so it’s a slight improvement.

Like duct tape to a car wreck.

But we should be focusing on other aspects of her kit rather than front loading her primary.

1 Like

Honestly tickrate makes her base damage trash but I can get use out of 120 and 180dps.

If she’ could instantly TP herself but it took time for her team then it would be a good escape. She probably wouldn’t need an extra 50 shields.

Something involving the teleporter.

Whether instant transmission for Symmetra only, quicker deploy times or making teleporter a permanent structure until destroyed/replaced; having a disengage will negate the need for additional buffs like damage or more shield HP like you said.

4 Likes

Maybe they actually do know exactly what they want but they’re really really incompetent.

2 Likes

No they didn’t.

She was stated serveral times by devs she was meant to be a tank buster. Do your research.

You do lose charge if you alternate fire.

You need owl level accuracy to aim lvl 1 beam and on top of that it does barely any damage, so yes, you need your turrets for those heroes.

They were referring to primary fire, not turrets. Also it shouldn’t be a requirement almost every time to have turrets up in order to kill things.


~Sincerely Yours xoxo,
a Lover of True, Fair, and Fun Balance.
PanPan
:heartpulse:

16 Likes

Blizzard: Okay time to make Symmetra 3.0 more viable than 2.0 with out alienating the current Symmetra player base!
Let’s start with removing the accessibility of the hero to make her more mechanically demanding–

Oopsie-poopsie…

Well let’s make her turrets stronger to compensate and half the amount–

Dammit.

Okay, I got this. Let’s speed up the orbs charge time to one second and make them faster than before. Now we split the damage and they no longer pierce, for balancing–

I need a break.

13 Likes

They had 2 years to think about Symmetra, yet they made last minute changes from lazy ideas and forced them into her kit.

10 Likes

Some changes I would like to see tested:

  • Landing an alternate fire orb charges your primary, two orbs for one charge.

  • Teleport lasts indefinitely until destroyed or canceled. Like Sombra’s translocator. This would give her much needed survivalbility if used correctly.

  • Turrets cannot be destroyed mid flight.

5 Likes

But they did.

Since you claim it, you should back it, can you link to them saying it?

No, you don’t.
You lose charge after 2 seconds of not hitting anything. An orb takes 1.

Wasn’t talking about the beam.

It isn’t.

They have not yet fixed the tick rate for Symmetra. The end :slight_smile:

Can’t find it, do some research yourself cuz I can’t be bothered to find it for you, if you insist on having it.

Exactly… you literally proved my point. Leaving only one second, assuming you started charging the orb as soon as it starts scaling down, which almost never happens.

Any decent enemy can kill you before you have enough time to charge orbs enough to kill them.

Hence the word “almost”. The enemy needs to be pretty stupid to give you enough time and space to kill them with primary and secondary fire.

7 Likes

They did.
She had a fault with it on the ptr, they changed her tick rate, thats it.

Then i’m just going to assume they never did.

What?
You have two full seconds before the beam loses a charge.
Charging, then shooting an orb, takes a single second.
This leaves you with one full second to use the beam again before it loses it’s charge.

Any?

Either it is, or it is not.
It can’t be both at the same time…

1 Like