My ideal Symmetra 3.0 patch notes

Base:

  • total health lowered from 225 to 200hp

  • health redistributed to 50 hp and 150 shields

  • hitbox size decreased by 20%

Photon Projector:

Primary Fire:

  • width increased from 0.2 to 0.3m
  • range increased from 12m to 15m
  • damage increased from 60/120/180 to 80/150/195 dps
  • time to scale beam charge level increased from 1.3 seconds to 2.2 seconds

Secondary Fire:

  • projectile speed increased from 25 to 30 meters per second
  • if held for more than 2 seconds, orbs gain the ability to pierce shields and targets, damage reduced to 100dps max charge, and speed to 10 meters per second

Teleporter:

  • no longer teleports allies
  • cast time reduced from 2 seconds to 1.3 seconds
  • cooldown starts on deployment
  • cooldown lowered from 10 to 8 seconds
  • teleporter uptime is now 5 seconds

Sentry Turrets:

  • charges increased from 3 to 4 turrets
  • cooldown decreased from 10 to 8 seconds per turret
  • damage increased from 40 to 45 dps
  • range increased from 10 to 15 meters
  • slowing effect completely removed
  • turret travel speed increased from 15 to 20 meters per second

Photon Barrier Wall:

  • now slows down enemies that pass through it by 20% for 1 seconds. The seconds of this effect stack if the enemies continue to pass through it

Developer Comment:

Symmetra felt extremely niche and clunky to use with her short range and long cooldowns/set up time ruining the flow of the hero. Symmetra feels too team reliant for a DPS. She is picked either for teleport strategies which are either completely overpowering or completely ineffective, or is used to burn shields which takes time and a lot of support from her team.

With these changes, we aim to make Symmetra far more independent from her team by completely removing her ability to teleport others therefor removing her biggest handicaps for meaningful buffs.

By redistributing power back into Symmetra herself, and back into her kit, we give her much greater flow, dynamic, speed, mobility and damage potential as a utility dps, as we see Sym as a character that is very versatile and can be played in different and creative ways and we are trying to encourage this creativity, rather than discourage it.

5 Likes

looks pretty good to me!
allegedly, coco chanel said that you should always take one thing off before leaving the house, so in that vein i would propose to drop these two things, theyre not necessary and might be overboard.

2 Likes

We’re not gonna nerf her legs are we?:frowning:

3 Likes

I like all the changes but I do want to keep tping teammates around. I know it’s to put more power back into her but tping your team is almost too good to give up. Honestly I wouldn’t see a problem with her keeping all these changes and can still tp people.

I guess removing the instant regeneration is fine…but i really miss her old orbs :frowning:

god forbid no! She got the best legs in the game!

Blizzard, and everyone else, would use it as an excuse to keep her bad and niche. You gotta give away a little to gain a lot…

2 Likes

I love Sym and would love a 15m beam buff but

+

= recipe for disaster

Much better survivability + better range + better damage + wider beam is not how you make an already alright hero balanced, lol.

3 Likes

I am aware, but its pretty hard to come up with a sound idea when 1 half of the forum thinks the beam is fine, and the other half think its weak.

Thats why i gave it 2.2 seconds charge time per level, so it actually takes effort to do something with it. Im much more in favor of her kit being more powerful, rather than her beam

1 Like

i dont think giving another turret while increasing its damage is a good idea.

its equal to 180 dps total, which is how much Sym 2.0 had as a support.
Besides, they are easy to destroy and i also removed their slow effect completely, so i think its fine and less oppressive

Honestly, I think the slow is the part that makes the turrets worthwhile

Their frailty and limited range make the damage component much less meaningful. It’s the slow that allows them to deal good damage or can lead to combo plays from yourself or teammates.

That’s asking for a lot.

That’s OP.

I dare you to track something perfectly for a solid 7 seconds before you even begin to some meaningful damage.

What I want them to fix with Symm is primary range buffed to 15m. Why a tank with a similar weapon has more range than a squishy dps boggles my mind…

Teleporter cast/deploy time reduced and maybe range of teleporter increase (so it becomes more consistent/easier at escaping gravs and turretbombs). It just feels super clunky as it is right now.

And this is my own personal dream, but get rid of her gross wall and give back shield gen. Or give her a passive that gives 25 shields to allies near her, like Lucio range. I liked how she was the only character to give shields to allies. I thought that was so unique… and then they just took that away. TWICE.

Here are my ideal notes:

teleporter cooldown refunds if destroyed due to collision glitch.

beam range from 12 to 15

stage one beam damage from 60 to 80

Then she’d be perfect.

Optional: tp cast time from 2s to 1.75s

what about cooldown for tp starting at deployment?

Nice changes but this is too much.
I would leave it as it is now because she’s DPS - so give her damage.

Do you not see all the buffs she got? A 15m with 3 seconds for 200dps is too strong, even without all of these changes

She’s one of the heroes that doesn’t need any compensation nerfs.

1 Like

Respect ur thoughts and effort .
but to me these changes together are a little confusing (I know it’s a rework), huge buffs and huge nerfs at the same time .

Correct me if I’m wrong, but doesn’t Symmetra’s primary fire damage increase as you track your target? I hear the gun getting louder and see the beam getting larger when I burn a shield or target.