Hey OP, just wondering why your QP stats with Symm are so bad compared to your comp stats? I don’t get it. Is this solo queue compared to group?!
Well, if I could prepare Shadow Step up to 10 seconds beforehand, and keep juking during the cast animation, and then teleport back and forth as many times as I want … yeah, I could make that work as an escape.
she can attack from highground with enough range to hit whoever is not focusing her, she also has infinite range on her secondary and her turrets alone will travel with no limit
Close range
spoken like a true gold that cant dodge the 2nd slowest projectile in the game, lets not talk how you downright ignore her turrets too
Dunno about this tbh. Depending on how you place your TP you should be able to escape. If not then you’ve really positioned yourself poorly. Her right click is quite strong. Why run towards 6 enemy players with left click that needs time to charge up? Seems odd to me.
I’d rather replace the TP with old e barrier at its current state.
TP needs work. If they won’t work on TP then they should either remove it or compensate syms health with more shields or something idk.
I think her turrets are fine at the moment.
I wouldn’t consider Sym close range. Alt fire has as much range as you need and at mid range, she has the flexibility to use teleporter. The only time you need to be close is when you can safely roll the enemy with high charge, but that’s not very common.
The only time I’ve ever consistently been at close range was when playing with both a Lucio and a Rein
Let me give you an example. Remember when symmetra had her shield gen? she had 275 hp was she broken? No. I know it was on an ultimate but still, we’re talking about her hitbox + EVEN AUTOLOCK LOL. giving symm 250 hp wouldn’t be op at ALL
200 hp but absorbs barriers into herself raising her health up to 300.
its actually like 5 seconds : 1 sec cast time , 2 sec deploy time , 2 sec downtime . which leaves u with 7 sec uptime.
That’s on the player.
But with all of Symmetra’s damage being time-gated, you can’t possibly do anything of value within TP’s uptime before being forced to escape by yet another time-gated ability. Don’t forget that you have to place TP far enough away from the action that it won’t get destroyed before you need it, yet that also means you have to waste more time slowly walking from and to the TP.
Symmetra needs less time-gating, not more.
I actually agree with this. I don’t think 50 extra HP is what Symmetra needs most because she’s not a purely close-range hero now. What she does need is faster damage, which would mitigate her lack of survivability when she is close range by keeping her there for less time. If TP was a better engage/escape, she wouldn’t need to sit there soaking damage like Reaper.
Didn’t you know that spamming orbs that no longer pass through barriers or using your noodle-laser-charge-beam from the back where you can’t hit anything is the New and Improved [tm] way to play Symmetra?
Such kills. So wow.