[OW2] Balance Design Blueprint, Beta #2

ummm that’s not how that works… the issue is being too easy to kill in itself…
a faster respawn time isn’t going to address that. more frequently coming back to face threats you don’t have sufficient tools to contest to inevitably die, and do so more frequently isn’t going to “ensure people are happy queueing Support”.

skill ceiling nerf and actual nerf in removing positioning options whereby the mercy is using a prop superjump or so to maintain a midair position.

hoo boy there’s a lot to cover here.

2 main things you’re off the mark on:

  1. why she has a lot of down time isn’t due to healing up.
    it’s due to how
    • she has low range AND low mobility making her incapable of getting into her effective range PLUS
    • low sustain for her sustain damage nature making her incapable of staying in her effective range long enough to get something done

now your changes look like they might address the 2nd point, but in no way do they address the first.

  1. you’ve got quite a few contradictory or nonsensical design decisions being made which I’ll expand upon later.


So regarding the first. even with the heal passives, doesn’t mean she’s going to get into 15m range of the enemy often enough which is where there’s a need to make tp cd mechanic better. shaving off another 20% off tp cd doesn’t change how clunky and inflexible the cd mechanic itself is.

here’s a visual demonstration of how inflexible the current cd mechanic is:

and in application, this means higher binarised uptime with the current cd mechanic. e.g.
https://www.reddit.com/r/SymmetraMains/comments/al4qeu/reaper_relishing_in_buff_and_new_skin_me_yall/?utm_source=share&utm_medium=web2x&context=3

before I juked reaper ult, I didn’t know I’d need tp up. if I had current tp cd mechanic in that moment, either

  1. I destroyed tp after I killed the sym immediately because at that time I’d have thought I wouldn’t need tp anymore and I’d want to get another tp cast asap for another duel (i.e. get uptime elsewhere or have an escape ready) —> no reaper kill and would’ve had to run away from the reaper engagement entirely —> more down time;
    OR
  2. do the same thing as the clip keeping tp up and then have to wait out the full 10s cd downtime later after the reaper kill because tp is her core uptime tool —> more down time because compared to the clip with old cd mechanic with old tp mechanic where I had tp back already because the timer back then started on placement.

long story short: she WILL need a better tp cd mechanic for better uptime. unless of course you up her range dramatically which you haven’t done nor are you intending to (more on how you haven’t upped her range much later).



OK now for the various designs you’ve chosen that are either nonsensical or self contradictory.

First and foremost orbs:
I’m entirely not sure why you decided that lower charged orbs travel faster and it really doesn’t make sense.
i.e. lower damage orbs can get more consistency with spam which one can do (tho still trash overall because of projectile speed and smaller size which make it still easily dodgeable), and you’re straight up making it better with faster speed whilst leaving charged orbs in their current “one of the worst projectiles in the game by far” state… like why ever bother charging it up outside of maybe a tp-orb-melee-combo?

like why would faster charge speed even matter when you’re incentivising not charging orbs anyways? this all comes to numbers sure, but from the looks of it, like if small orbs move fast enough to actually improve sym’s effective range, then there’s no point in charging orbs up compared to just spamming low charged ones, as you’d hardly ever hit with a large orb compared to spamming.

and if small orbs aren’t fast enough to actually be consistent in more ranges, then as I said before, her overall effective range is still low at 15m (your new beam range). and heck, if I’m reading your new charge mechanic right, basically damaging more —> lower effective range to 15m even if small orbs had >15m effective range.

Primary/overall logic with primary+turret

This logic of “60hps beam, and 120dps for 3x sentries at 180dps total, you got 160 beam, 1x sentry at 40dps for 200dps” is downright disingenuous.
sym’s turrets do not have the torb turret logic of shooting the same target as the user, nor do they have as much bulk or range as torb’s turrets to maintain damaging the same target as long either.

you may argue “it’s more consistent because only 1 turret to rely on to get passable dps” but that logic ignores the fact that only relying on 1 turret also means there’s only 1 turret to destroy (less targets) to get rid of sym’s passable 200 dps down to current sombra levels of 160dps (and at least sombra can headshot for more burst) which means more inconsistency, esp when you factor in the durability, targeting and range of such a turret.

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