Players in low elo think low ground is better. Players in high elo think high ground is better.
This is why I am not a fan of attack on Numbani. I will constantly get games where my team insists we go up the top left choke. You know, the one thats super easy for defense to guard? No matter how many times I suggest grouping and taking the backway they go right back up that staircase
Ugh I know the one. That happens all the time…
Reaches hallway
Gets wiped
Repeat
Lose
No matter how good you are at Sym your teammates will always blame you. You could be the best player on the team and still get blamed for anything.
Some people cannot accept that Sym is actually a good hero. Or admit their own mistakes.
While Sym can work if the team plays with her, it has always been very hard to excuse using her beyond what she can do decently - like Point 1 cheeses.
Stigmatization of the hero is a thing, yes, but pretending she doesnt have massive issues at her fundamental core as a hero is silly and self-serving, and delusional from other Sym mains.
so old orbs were good because of enemy incompetence… ![]()
again, you can achieve the same effect or better with a flanking soldier, widow, hanzo, etc. and without relying on enemy incompetence for that effect.
you absolutely can judge a support hero by what they individually contribute and that’s how people know mercy is a lot worse than ana in most situations rn.
e.g. ana’s got better burst heal, more utility that’s more frequent, anti debuff is devastating due to lack of support counterability, better dps capability, and nano often is a better ult compared to valk.
if you can’t judge a support on what they individually contribute, you can’t judge supports at all.
judging what supports can do based on what other heroes do isn’t really judging the support.
Ana by herself can’t even use her Ultimate. Mercy by herself have no use for her staff or Guardian Angel. Lúcio, Baptiste and Moira rely on their teams walking together to get value from their AoE skills. Zen by himself can’t even use his healing ability.
Judging any support hero without measuring how their team interact with them and their kits is judging half of a hero.
you misunderstood. individual contribution != what they can do when isolated as shown by my example comparison below
when I said this:
that was in consideration of having the same “teammates shooting at choke” situation.
like the point made was that even if supposed there was “team fire to combine with orbs”, the zoning you achieve with that is just terrible and worse compared to what other heroes do with the same “team fire” when they get a different angle and more reliably too since their weapons land more consistently.
I agree.
But my point is that support heroes are different from DPS heroes on how you should judge them. You don’t judge Doomfist viability by saying he is good if you have a Zarya to bubble him every time he dives, or if McCree is viable only if you have a shield to stand behind. That is kinda why Sym3, Sombra and Bastion are complicated heroes, because they are judged depending on how much their team accept and coordinate with their hero choice.
Support heroes can’t be judged into a vacuum. They are always reliant on what their teammates are doing. Baptiste is not a good healer if your DPS are Genji and Pharah. Mercy is not that good if your team play clustered. And so on.
Sym2 was often judged as a DPS hero, but if you look at her from a support point of view, she performed as expected: She is not the star of the show. She is the background technician that makes everyone life’s easier. It’s not flashy, it’s not always visible, but getting a good Sym2 on your team just made everything easier.
So the usual judgement of Sym2 was that she only made you “win harder”, which is not wrong. But that’s exactly what she was supposed to do. She minimized variables.
Which was one example of how her orbs were good. She still had four other abilities to support her teammates, and unlike, eg, Roadhog, spamming orbs don’t detract her from doing her other jobs.
Shield Gen was fire and forget. Simply by keeping it active it do its job, either by giving your team an extra tank worth of HP, or forcing someone from the enemy team to search and destroy it, which lessened pressure from the enemy team, or allowed you to counterattack and win 6v5 while they are busy breaking your ult.
Autolock, under mathematical analysis, was a terrible gun because of limited range and wind-up time. Still, it had some threatening aura that made many players hesitate to close distance on her. If you stand near your backline, you could work as a guard dog for your fellow support and prevent dives.
Photon Barrier could be fired from the backline and help save your main tank shield health during the shield break phase, or cover then when their shield break. Or use it to cross long hallways while saving your main tank shield to the fight on the point itself.
Turrets had so many uses it’s impossible to list them all. That was the main skill that allowed individual gameplay expression to shine. How you used your turrets defined how aggressive your Sym style was.
All of that could still be used at full efficacy while you was at long range spamming orbs at the choke or the enemy main path. Orb spam was Sym2 bread and butter, but don’t hyperfocus in a single aspect of her kit as her whole character worth.
Multitasking was Sym2 main advantage. If you was able to juggle all the moving pieces of her kit, you would pretty much lockdown the whole enemy team, as long as your team was also doing their jobs instead of refusing to play because someone dared to pick a hero that never appeared in pro play.
Seriously, I would say most of the time my worst enemy while playing Sym was my own team refusing to admit I was not trolling for selecting her.
because the latter few’s “viability requirements” are too strict. df legit doesn’t need zarya bubbles to do his job. “having a shield to stand behind” is legit a really really lax condition i.e. it’s literally “if you’re playing a non dive comp with a main tank that’s not a dive tank”.
meanwhile sym pre 3.0, sym post infinite tp and bastion are like “play this specific comp and actively go out of your way to play around them while they’re in play.”
there’s a point at which they’re too dependent or too restrictive for viability that they are simply bad and sym has reached that point.
from a support point of view, healing trumps most of that (because on demand healing in OW is that valuable for a game with a lack of access to convenient healing outside of supports) and actually having dps capability to take out flankers would work better than “some threatening aura”.
and here’s where I bring us back to the original point of contention:
how did old sym aggressively use turrets? wait for team to give access to a flank route and then flank to put turrets aggressively behind the enemy.
sym 3.0? finite 3.0 tp sym just tp’ed into those flank routes more independently of her team. infinite 3.0 tp sym most likely has to wait like old sym because tp likely unavailable whether on cd or already up somewhere.
hence,
old sym wasn’t really all much better since old sym basically plays the same way as infinite tp sym anyways because neither can’t get to where they want to be when they (should) want to.
Orb spam was Sym2 bread and butter, but don’t hyperfocus in a single aspect of her kit as her whole character worth.
Multitasking was Sym2 main advantage. If you was able to juggle all the moving pieces of her kit, you would pretty much lockdown the whole enemy team,…
uuuh no for old sym. she had way too many restrictions on her kit to “juggle all the moving pieces” and often was simply playing to what they’re constrained to, hence why orbs were spammed so much and further away far from their effective range (range where aim matters more than luck to land) and turrets often only had passive spots available (they legit had a res slow+lock whilst with 1 hp each). and sym with infinite tp is put back in that place.
as long as your team was also doing their jobs
again I’d like to re-iterate:
there’s a point at which they’re too dependent or too restrictive for viability that they are simply bad and both old sym and current infinite tp sym have reached that point.
I think we both exposed enough arguments to each other, and it’s time that we simply agree to disagree.
Not that it matter much, since Sym 2.0 don’t exist anymore for over a year. But it was nice to have this discussion with you.
She literally just needs one single change to be ok again
- Infinite teleporter reverted
Bam 
Wish Teleporter provided Temp shield health to allies standing within a certain distance from either pad. That way whether they take it or not, you can give it some value to yourself and your team.