Symnmetra is currently a character that is by all means and purposes underperforming. On the topic of how the team should make her viable and my idea let’s look at the rework that got her to her state
Symmetra 3.0 compared to her predecessor - The Good The Bad and the Buggy
The Good
Symmetra’s rework fixed a lot of her problems regarding clunkiness in placing turrets and honestly her complete lack of any reliable damage out of her old beam range. It gave symmetra more options, more mobillity and more angles from which to attack, and ways to attack.
Symmetra’s rework allowed her to have more moving space for optimization, out of teleporter placement knowledge.
Symmetra now can reliable place turrets in teamfights.
She has mobility
She has some burst damage potential
She can flank
The Bad
Symmetra’s midfight lethality is reduced greatly
Symmetra’s survivability is greatly diminished
Symmetra has arguably a way harder time to hold points
Symmetra is worse against barriers
Teleporter too clunky and unreliable
Primary fire not reliable
Poor survivability
The Buggy
Teleporter randomly breaks
Turret bugs
Teleporter slides
Teleporter sometiems not placing itself as intended
Making Symmetra Viable
The Primary Fire
-Her Primary fire has a lot of problems making it a pure hot mess. The changes I propose are:
-Reduce tick rate to 6 ticks per second but add a very slight delay till the first tick so scrolling will not be abuseable.
-Have her delay between the first and second stage of the primary fire be one second
-Add shield regeneration to her primary fire recharging her shield by 15/30/45 (1.5/3/4.5 shielding regen per tick)
Notes: This is meant to give Symmetra some boost against armor, and an insentive to use her primary fire, while reducing her optimal damage for a while - to give her survivability mid fight that rewards both her aim and ability to charge with decent regenration and some survivability versus sustained damage. It gives her faster access to her second stage of her primary fire which while not optimal at 100% accuracy is equal to her secondary fire damage.
Teleporter:
Her teleporter needs small tweaks that would make it viable:
Fix all teleporter suicide bugs.
Reduce the cast time to 0.5 seconds
Reduce the duration to 5 seconds
Reduce the cooldown to 10 seconds
Allow the teleporter indicator to go up to 3 meters through a ledge even if not completely in LoS
Allow her teleporter marker to ignore small pillars like lamp posts
Notes: This makes her teleport faster and more useable, while faster to use and much more flexible, also might solve some grievances with the placement.
Photon Barrier
Reduce the HP to either 3000 or 2500
New Effect: Each time symmetra or her teammates passes the barrier gives 75 shield that refreshes on each passing after damaged (cannot exceed 75), but those shield points are taken away from the barrier hp
Optional: Turrets which pass through the barrier while thrown also gain the shield.
Notes: This makes breaking her barrier doable, but it will also make her barrier dancing more useable, and further amp symmetra’s survivability
THEMATIC note:
This will enhance her design role of a dancer which is in her theme. Symmetra with her new ult will now literally dance around her barrier, doing damage throwing quick constructs.
This is my full idea for making symmetra viable.