There have been changes made to her kit that redesigned how people played her. At first she was all about spamming the laser at people. Then they gave her balls. Then they gave her fast balls. (I would love to see them give her curve balls also but thats another topic). Then they adjusted the damage ramp up of the laser beam. All this has lead to more people just spamming the balls and forgetting the laser and not getting the one-two punch in when they can get the kill
players being bad, blizz trashing the hero in balance (leading to people not wanting to play her â> people not wanting to learn her) and in giving useless changes (and some very detrimental too) that mislead people or encourage people to play poorly (e.g. infinite tp, 140 damage orb instead of projectile speed).
pretty sure the view youâre talking about isnât âthey should make every effort to healâ but rather âhealing isnât the only thing theyâre supposed to doâ and thatâs more of a problem with how blizz setup the sources of sustain and how supports fit in that setup in which incentivizes both healbot support designs and healbot dominant gameplay.
but the fact is, a support, or any other role for that matter, if you want to maximise the value you provide, you take up all the best opportunities available to get high value. even if that means
securing a kill as a support instead of healing
flanking as sym to get a pick or claim new territory instead of waiting for the team to pocket your w+m1 all day
going for the kill as a tank
etc.
and for sym, she has FAR more opportunities to use tp+orbs+turrets to flank for picks with tp+orb+melee burst combo, flank to claim new territory, tp to dynamically move her territory, etc. than team pocket w+m1.
and those opportunities are often more valuable than having structures in passive positions where theyâre collecting towers of dust waiting for enemies to finally reach them and their los to start contributing as you as sym is spamming inconsistent orbs from afar outside their effective range throughout that long wait.
Itâs not up to you to decide how a character should be designed. Any attempts to counter that argument is problematic because it ends up reeking as entitlement, and something that can be disregarded. So whatever thing YOU think is âbadâ or âdeterimentalâ is without merit. Blizzard designs the character and with specific intentions based on that kit. Theyâre not going to tell you how to play the game, but there certainly intent there.
You have no evidence that the hero was âtrashed in balanceâ, and you donât really have any evidence that Blizzard didnât intend for Symmetra to be used more commonly. Whatever intentions Blizzard has designed for the hero is their intention, not yours, and you canât claim ownership. Youâre free to give to feedback and whether or not Blizzard listens to that feedback and incorporates in some way, is entirely up to them, not you. Arguing that âbalance is trashâ or âBlizzard doesnât understand their own designâ is worthless can easily be disregarded.
This isnât to say that Blizzard is infallible. Rather, you need to understand what their design intentions were and where the intended shortcomings are and give feedback based on those intentions. Itâs Blizzardâs game, and their intentions - whatever they may be - are what can be argued.
Saying that players are playing Symmetra wrong or Blizzard is designing the hero "wrongâ isnât up for debate. Itâs Blizzardâs character, kit, and design; the best you can do is give feedback on that. Arguing for radical changes or complaining about weaknesses doesnât help you.
Itâs not a âproblemâ itâs how Blizzard designed their game. You state it as a flaw (even fundemental flaw) in the design of Overwatch, but itâs not so much of a problem, and more of a design intention. Whether they fix it or not is entirely up to them.
Your rank is plat and you are telling others they are playing her wrong? I peaked 4300 with her and she is an actual garbage. Unless you just trying to trigger sym mains with this topic then good job I guess?
Yup. Your ranking is actually not indicative of a hero being good or bad. Also given that your profile is private I cant really lend any credibility to your claims of rank. So the actual playtime you have as symmetra is hidden. I have no way of verifying your conclusion as you locked it away. Once its available based on the information given we can determine if what you say comes from 20 min of comp playtime or just some trash talking for the luls.
In the end of the day the game is always evolving. And some people like you need to see her shine in pro matches to even believe it without ever being anything but a meta slave yourself
somehow thought it was a reasonable expectation to have sym get in 10m of the enemy and live there for 4s (double <=2.0 charge time) to just charge up and then longer to actually utilise lvl 3 beam (yes this was how sym3.0 was released initially)
somehow thought infinite tp would âmake sym more flexibleâ despite MASSIVELY spiking up the down time of tp: her all-in-one engagement, disengagement and burst-combo-enabling tool i.e. her main tool to actively do anything meaningful as a dps
it doesnât take a genius to know that changing a hero to have all of low effective range, low sustain, low mobility AND low burst is trashing the hero. itâs simply common sense
if they actually knew how to play sym, they wouldnât have made this kit killing change
somehow thought orbs should be buffed in damage rather than either fire rate or projectile speed
if they actually knew what they were doing and know what symâs issues were, they wouldâve done 1 of the latter rather than leaving orbs as inconsistent (i.e. not helping their issue) while also making it feel worse on the receiving end because it worsens the spam
somehow thought that nerfing turrets and ult after the kit killing tp nerf and after compensating the primary bug fix in double shield meta, despite the fact that sym was already being replaced in the meta then and despite the fact that sym had been underpeforming for >1yr across various metas without the nerfs prior to double shield meta is balancing her âindividual balanceâ (i.e. balance independent of the meta) right.
so either itâs blizz not understanding sym, or they biased against her. either way,
so letâs work through what they can possibly intend for sym:
this following point knocks out primary-centic (i.e. zarya-like) gameplay:
if they want sym to be really passive and static in only ever re-enforcing claimed area, waiting for team pockets all day for w+m1 to be able to actively contribute, then thatâs inherently a bad design anyways in more ways than one:
going out to create and/or grab opportunities for yourself is inherently always going to be more efficient and yield higher value than the above where youâre waiting for them to come to you and you have little control over that
the whole game was initially really fast paced and is getting much faster with all the goats and shield killing patches to make tanks, and consequently teams, move around more
most game modes have moving objectives (heck even 2CP is 2 different points in serially i.e. you need to move) and weâre getting another game mode in OW2 with a moving objective
the point of the rework was to get sym to be more dynamic too rather than static
so thatâs out. whatâs left? oh right, what I was saying about being a dynamic flanking zoner.
see the receipts in the linked post quoting directly from the devs who also repeated in the reddit AMA:
and to clear something up: no Iâm not saying sheâs fine. sheâs absolutely terrible rn. but people tunnel vision team tps and primary both in gameplay and in her discussions about improving her yet completely neglect the parts of her kit that she uses most and has more opportunities to use over the majority of the match: orbs and individual tp uses.
There was literally one clip from an actual game that I counted in that montage. Playing game modes that are not standard Overwatch isnât a way Iâd play a character to really estimate their power level, itâs unfair and has different advantages and disadvantages that are not present in a regular game. Being able to spend all your turrets on a single engagement vs. having to pace yourself because you need to maintain an area near your healers, that kind of thing.
Second, Iâm not saying that her primary fire doesnât do damage - I think itâs hilarious that you want us to be happy with her orbs and terrible laser pointer when, at best, you can use it to catch people out when they arenât paying attention or youâre lucky and theyâre prioritizing someone that they think is more important than you, thus giving you the opportunity to put a fully charged orb in them.
I think her orbs could be okay, if it werenât for the fact that her primary fire is so terrible. I think she could be okay, if it werenât for the fact that her reliable damage output wasnât so stuck on her turrets. Symmetra is a If then = Yes / No character, and itâs really painful.
Do you have your turrets up? Do you have help from your team? Do you have your resources to spend, as in, your turrets/tp didnât just get obliterated in some other engagement? Do you have time to charge up? Then you might be OK. But if one of those things isnât happening, youâre probably going to have a bad time.
Unlike other characters who can just click and get value, itâs like trying to sell me something thatâs half the value for the same cost. Iâm sorry, Iâm just not that stupid. No sale.
to clear something up: no Iâm not saying sheâs fine. sheâs absolutely terrible rn. but people tunnel vision team tps and primary both in gameplay and in her discussions about improving her yet completely neglect the parts of her kit that she uses most and has more opportunities to use over the majority of the match: orbs and individual tp uses.
you definitely do need to pace your turrets in deathmatch esp if youâre trying and not meme camping in 1 spot all game.
theyâre mostly regular deathmatch, so no alterations of anyoneâs kits at play to discredit the fact that the maneuver works
Stop with the myth that orbs are a long or even mid range tool. They arent. They are only aimeable within 15m, and the rest are ineffectual healer ult charge.
Not only that but beam is hardly ever useful against anyone that isnt a fat tank.
Hammond maybe, but all it took for Ashe to took off is that people noticed that her kit is actually freaking bonkers for a sniper. She dominates at all elvels, including bronze. Its not a matter of skill at all, she is simply a poorly designed, do-it-all hero.
No, they didnât anything about this. There was no expectation stated by Blizzard; you, however, are making this expectation for yourself.
No, they did not state this. They changed the teleporter to be able to have the option of controlled self-destruct, giving more control to Symmetraâs teleporter; this required a change to how the cooldown works.
More supposition and conjecture without factual evidence.
Ditto here, too. You clearly make these stupid mistakes all the time indicating bias that you think you know better than what Blizzard, the gameâs creators, do when it comes to their designs. You are acting entitled; and it is easy to dismiss this argument.
You donât have one bit of evidence or data-gathering to indicate what Blizzard did was wrong. This still reeks of entitlement bias.
Supposition without a basis of fact.
More supposition which concludes
false conjectures. Defense is a real element in the design of Overwatch. Keep targets out of your controlled space or objective is a benefit to you. If they canât approach, thatâs good for you. The more time spent fighting away from the objective, the less time they have to capture it.
Ignoring some of the obvious faults in map designs. Defense is oriented to stalling and delaying until the timer runs out. Itâs a beneficial design element to wait it out or find ways of bring the enemy to you in the most dangerous ways possible for them. Offense has to take the risk, defense does not have to give chase or mobilize anything or anyone to hunt down enemy targets. At best, they can sit on the objective all game and stall until the enemy offense decides to move in. Thatâs beneficial to a number of defensive minded heroes, including Symmetra.
Irrelevant in defense; which is Symmetraâs primary design role. See above.
Irrelevant. Stay focused on here. Complain about the shortcomings on OW2 when OW2 is here.
And it did itâs job, but that doesnât change the fact that Symmetra is largely going to be focused on defense, area and spacial control.
You are right, Blizz didnt have any expectation of Sym working as a dps hero at all because they didnt design 3.0 was one lmao
No, it required no such change.
It was a direct nerf to personal TP while keeping team TP intact for OWL memes. There were no benefits to Sym gameplay as a dps hero at all with ITP.
The first one is true, the second one isnt.
Sym WAS trashed, but not because Blizz ââdoesnt knowââ how to Sym plays. She was trashed because they dont want Sym to be played as anything but as a taxibot, and they have nerfed everything but the ability to team TP your team into point. It wasnt out of ignorance, it was an intentional awful change to a hero that barely qualifies as a dps hero.
Yes, I do, because I actually have 400 hours in Sym. You make it sound like it could have been a giant buff when it was self destructing after a few seconds already.
False conjecture that she was trashed in aspects aside the one thing that OWL uses her for? When thats literally her patch notes? Being nerfed for still being worse that Genji when he was ââtrash tierââ?
How about you stop commenting on Sym threads. Youâve got that fake âI pretend Iâm smartâ manner of typing which is extremely grating and your points are consistently wrong and bad to boot.
the expectation for sym to be able to do that WAS THERE.
August 13 patch notes:
Symmetra>
Teleporter
Now lasts an infinite duration until destroyed
Players can destroy their Teleporter with the ability 2 input
Cooldown now starts when Teleporter is destroyed
Maximum range increased from 25 to 30 meters
Teleporter is destroyed if the entrance is more than 40 meters from the exit
Developer Comment: Symmetraâs Teleporter is an interesting tool but often felt too restricting to use. Making the Teleporter last indefinitely opens up new opportunities for how Symmetra is used in various maps and group compositions.
they spiked up the down time without changing how itâs interacted with and called the blatant nerf as âless restrictingâ and âhave more opportunities of useâ when it has literally the same use cases but canât be used as often since itâs much less available. itâd be like giving reinâs barrier a 12s cd that only starts on deactivation or destruction then saying âitâs less restrictive now and you can use it in more comps and have more opportunities to do soâ.
please explain how a hero low effective range, low sustain, low mobliity and very low access to burst (whether for heal or damage) wouldnât be trashâŚ
when they actually had something functional (sym3.0 before infinite tp) and then they neuter the core tool that made that functional (what infinite tp did) while also claiming the literal opposite of what such a nerf entails as the goal/purpose of the change, then either they donât know their design well or theyâre just biased against it.
>turrets and wall pretty much untouched for like the ~2yrs across various meta shifts from sym3.0 release and sym was underperforming.
>1 particular meta shift props her up and suddenly they gotta nerf them despite how their unnerfed states not being an issue for all those other metas and despite how other heroes got powercrept further since then
that itself wouldnât necessarily be an issue if the power was redistributed to say her weapon (e.g. orbs and individual use of tp) BUT IT WASNâT. it was a net nerf on a heroâs individual balance (i.e. balance independent of meta) who legit was shown empirically to underperform in their individual balance (by all those metas she was underperforming in prior).
when such blatant detrimental changes are made, those are the logical conclusions. you dismissing my logical arguments is not entitlement from me.
which defense is better:
is completely static and has to wait for intruders to move into that static space before the defense can trigger to ward them off which inherently gives the intruders much free ground to have more options of attack from valuable positions? or
a dynamic defense that achieves the potency of option 1 and be more fluid in where it wards off (i.e. can prevent more valuable areas from being taken and earlier too) and can even be used offensively to claim new areas?
obvs option 2. esp when teams in ow move around A LOT.
not to mention framing it in terms of defense only isnât even very valid because half the game is attack.
when you play widow (remember she was a defense hero), or any hitscan actually, do you just stay in 1 spot waiting for the enemy to walk into your los and effective range? or do you, yourself actually wasd and use mobility abilities to get yourself into effective range of enemies and to get good angles past enemy cover for you to contribute kills (getting opportunities to contribute; hero uptime)?
OBVS the latter. why? because you get more opportunities to actively contribute rather than camping somewhere for long periods of time where youâre not adding value. i.e. you going out to get opportunities to contribute is more efficient design than being forced to be served up opportunities. esp in an environment where teammates are chosen via rng and players are rewarded individually.
this logic applies irrespective of whether youâre on offense or defense. it applies irrespective of role.
>you: sheâs supposed to be really static
>devs: here are all these game modes with non-static objectives
>devs: âso weâre going to nerf the hell out of static play by redistributing tank power from their shields to other parts of their kit to make them move around moreâ x2~3 to kill goats and double shield
>me: points out how devs doing that inherently makes purposely designing heroes to be that static not fit in the game (in the sense that itâll be designing them to be bad) and goes against where the gameâs heading which leaves those heroes behind
>you: âiReLevaNTâ
until infinite tp.
area and spacial control sure, but not to be statically anchored down.
them talking about regrets does not mean that the 3.0 rework wasnât meant to make her âused more commonlyâ because there wouldnât be a rework in the first place if they didnât.
and saying âitâs possible they can try reworking her as a supportâ is not the same as âsheâs supposed to be a supportâ. no promises have been made. and heck, even if there was, it further adds to my point of they donât know what theyâre doing.