How sym orbs OBJECTIVELY aren’t too large
They have splash radius of 2m, diameter of 1m (source ), they move 25m/s, and players typically move 5.5m/s.
So to retroactively dodge a perfectly aimed/fired orb, the target will when fired at 15m away from the target, they take 15/25 = 0.6s to reach the target.
In 0.6s, typical heroes can travel 0.6 x 5.5 = 3.3m > 2.5m projectile radius + aoe splash radius.
i.e. with reaction time included, a target 15m away can guarantee only taking splash fall off damage let alone considering longer ranges.
For full calcs taking into account reaction time, see my reddit post: https://www.reddit.com/r/Competitiveoverwatch/comments/mihxi9/calculating_effective_ranges_for_most_projectiles/?utm_source=share&utm_medium=web2x&context=3
If anything, mathematically they’re either too small or too slow.
How sym orbs OBJECTIVELY don’t have too much splash damage
Orb damage is 60 direct + 60 splash while splash has radial falloff from impact centre.
now Orbs’ sustain damage (with directs) = 120 damage / (1s charge up + 0.25s wind down) = 96dps.
Of which is worse than mercy bodyshoting with pistol that deals 100dps and is more consistent to land.
now the splash damage of this is literally half of that 96dps i.e. 48dps (which is lower than moira grasp assuming the orbs even land as consistently close to the projectile itself to get the max splash damage).
now if we want to compare with weapon fires that’s got more similar characteristics to sym orb projectiles, the difference simply is drastically more depressing
- pharah rockets:
- direct dps 120/0.85 = 141.18 dps
- splash dps 80/0.85 = 94.12 dps because 80 splash damage
- splash radius larger than sym orbs by 0.5m
- junkrat bombs:
- direct dps 120/(2/3) = 180 dps
- splash dps 80/(2/3)= 120 dps because 80 splash damage
- actually can accumulate area threatened by his bombs because higher firerate + lingering mechanics to allow that capability in building that up.