I just personally think people are upset like they were when they made big changes to Mercy. Some people do not want to learn how to replay the hero again after getting so used to them. Doing so may ruin their experience with playing that one hero instead trying to learn all the heroes.
Your going to have to help me out. I dont know what you are even trying to say.
Uhg, my god.
Her primary is useless in many situations, her secondary is only GOOD at spamming chokes, her ultimate encourages bad game play(staggering in one at a time).
Thereâs LOTS of reasons she needed a full overhaul. You got decent at a bad character, good for you dude. Now thatâs sheâll be a decent character I expect you to hit top 500 in a week, tops.
Oh I see now, you tried to stat shame the Support main, with your elite Sym stats.
i actually crossed people, you have better stats than me its jaxtaro whos junkrat i out damage and out kill on average my bad
At the end of the day, Iâm going to get dinner, this is the reality.
Sym is currently, the worst hero in the game. This is legit. She has no role, no place, no nothing, that is not a DRAIN on a well built team.
If what it takes to bring her INTO THE GAME without her getting reported, spit on, and abused, is removal of the lock on?
Do it, and be happy when it lands.
your and everyone else assumption is that this is an improvement we donât know that. As an experience sym i feel the way you do about Torb. Shes almost there, she just needs a nudge, not a replacement.
my full arguement is under the thread
âWhy I disagree that symetra kit will make her more versatile than her current kitâ
which i canât link here for some reason. I really hope people read it and see why the suggested changes will likely make her even more niche. She end up having worse damage potential, and only good utility in very specific situations. Meaning most of the time it will be objectively better to pick any other tank buster
My issue with the rework is that theyâve targeted her weapon as if thatâs what was holding her back when in fact its the best part of her kit
Her UTILITY was situational, stationary objects with limited observable impact and easy to destroy by heroes within the dive meta (making her counters so prevalent she could never gain use from her turrets or ult).
Her playstyle was passive as well because she relies on enemies to simply waltz into her turrets for her to get charge and then place ult (the only real utility she had), she needed more options for what she could create, not less.
The rework has removed her best aspect and gone backwards on others, does anyone really think that a teleporter who can move people to high ground is a less situational ability? or a big 5000hp shield as something she has to charge up for? Rein, Orisa and Mei already have a form of this ability readily available and more flexible in its use. Besides Satya Vaswani is a light-bending architect, using a technology that can be used build cities within the gameâs own lore, so her just building a big textured wall as her âgame-changingâ ultimate neither sounds intuitive or even fun to use.
Of course Sym mains like myself are upset, and we need to express our views on a hero we care about to stop the developers from making changes that we know as Symmetra players arenât going to be helpful in making her viable.
I havenât just complained about this either (not to self-advertise), I made a post yesterday which made a new ability and ultimate that I think truly fits Symmetra and gives her the defensive utility that makes her viable. Itâs not enough to say that we simply dont like the rework, symmetra mains need to also show solutions that they think are still true to the characterâs design.
I hope that somehow answers your question
According to your profile, you have 144 hours in Quick Play and 2 hours in Comp, and heavily play Rein in Comp, almost to the point of being a 1 trick Rein in Comp while retiring to QP to Symmetra to dominate the disorganized, and timid, which is the thing youâll likely be missing most.
If she were viable, your profile wouldnât be so massively weighted toward one game mode, the one where Symmetra happens to overperform.
Thatâs just this season, because I was solo queuing and itâs a pain to convince people to go 2 healers in comp solo que. if you pick sym in solo que you end up 3 dps 2 tank one healer which is dumb. In past seasons I have 60 hours with her or so, it doesnât show that online, but earlier seasons I have 60-70% winrates with her as well. To be fair I am plat not diamond in those seasons. But there more than one factor going on as iâve repeatedly said moving her to defense would solve this problem, and help her end up on teams that will work.
If you donât believe me you can add me and look in game.
What about my competitive winrate? Consistent 60% or more in all seasons after I started maining Symmetra (season 4).
Mercy big changes were infuriating. Symmetra would already be a big change if they removed her shield and made TP her E ability. But they are not making big changes, they are literally creating a whole new hero with the same concept.
Iâd say it is a lot less situational. Just requires a little thought in ways to use it. Bypassing chokes, repositioning less mobile heroes to more advantageous positions, allowing for more creative flanking, all of that is now possible with the new teleporter. The shield as well is a much needed sniper counter, allowing your team to have a shield where they would otherwise be exposed.
I am loving the change honestly, what many are afraid of are the backlashes from the community.
You are right about the benefits of each, however the barrier is an ultimate, therefore it will not be available for a lengthy period of time, so the team will be exposed for a while until Symmetra can get her ultimate ready.
And these effects by themselves are quite weak, I thought of this ability that keeps flexibility but also those positioning/cover abilities.
E ability: Photon Structure
Similar in design to the original ultimate, Symmetra has a choice of placing several structures with varying utility options.
Teleporter: This functions the same as a normal teleporter, where the entrance is located at spawn, however it only has two charges and allows things such as DVA bombs and Rip-tires to pass through (allows for those cool strategies that the new teleporter is proposed to do)
Beacon: When placed, reveals enemies through walls in a small AOE, basically a consitent scatter arrow to watch for flankers.
Medical Station: Is placed on a health-pack in a similar fashion to Sombraâs Hack, the health-pack is upgrade to a mega health-pack and enemies are denied from using the health-pack. Any healing done is ultimate charge for Symmetra. Cooldown for the healthpack is not reduced.
Lift: Creates a jump pad which launches teammates upwards, acts as a new positioning tool for immobile characters to easily reach high ground.
Barrier: Creates a small, static Winston-like shield with a generator in the centre of the dome. If the shield loses all of its health the generator after a short timer will replace the shield unless the generator inside is destroyed.
Symmetra can only place three structures at a time and all structures can be destroyed. When a structure is destroyed or charges are used up, it goes on a 20 second cooldown. The cooldown system will be in the same way her turrets are on cooldown currently. However, Symmetra can deconstruct these structures herself (which would be a short animation) and this refunds it so the cooldown is reduced to 10 seconds.
It is quite a lengthy ability, but this is the kind of thing Iâm thinking of for Symmetra, keeping her old utility and adding different options so she can react to different situations. Also creating these structures will keep Symmetra familiar to those that play her.
Why do you struggle?
Seriously, donât knock it until you try her on PTR. You just might like it after all itâs going to be opening up a whole new world of creative possibilities, the likes of which we donât even have right now.
because they have no mechanics and even though she will probably have a still no aim moira hitbox no her primary fire itâs still more effort than she used to take.
I donât get people who love symmetra.
She literally has 0 playtime in OWL.
She is the only one. How could her kit be balanced ???
They did adjustments few months ago, it didnât worked.
They needed to go farther, and to be honest, her new kit really is appealing !
Sym mains: We want buffs!!!
Bliz: Ok we made every ability more useful, but we had to rework it so it isnât OP
Sym mains: NOOOOO
Thatâs why we should not use that monkey paw anymore.
My enjoyment of Symmetra gameplay do not come from seeing her being played in a professional environment. So her pickrate in OWL, or even her general pickrate amongst the playerbase is irrelevant to me.
All that I care is two things: Is her kit fun for me to play? Am I good enough with her that I know Iâm not being a burden to my team? The answer to both with her current kit is yes.
She is fun because she plays like a tactical genius that is moving her pieces through the board while guessing how the enemy will attack next, and how she will respond before they even initiate the next attack. Symmetra might be the only hero in the game that is 100% pro-active, because if she isnât, her kit is terrible at dealing with things reactively. If you catch Symmetra with her pants down, she canât do much even to defend herself. But if you learn to read the fight, she is extremely strong.
It just happens that the skill that makes she shines the brightest is not âmove the cursor at someone head and click on itâ.