RESULTS on the Symmetra Survey

Hey, I’m back with another post. The Symmetra survey got 35 responses total. Thanks to everyone who participated! I would except more, but I’m busy right now, so this is the best I could do. Here are the results!

Question 1 (What are the main problems with Symmetra?)

Responses
All responses were copy & pasted into this post. Responses that say nothing is wrong with her will be marked with monospace text.
  1. She has no reliable mobility because tp has a crazy long cool down, and Symmetra can't even counter flankers anymore, and she lost her barrier in favor of a pretty lame wall. The three turrets were nerfed to be worse than the six. On console they do the same damage. 30dps. The noodle beam allowed for better peeling, and shield gen and personal shield gave her the tools she needed to be great.
  2. She's kind of everywhere I don't know what I should do. On one side it feels like she's more like a "backup" dps with tools to deal with flank (turrets) and making space (tp/ult). On the other she wants to be more of an active "into the fray" playstyle with her beam. I don't like her right click. I can land it but it feels clunky to use. Her old right-click was better imo.
  3. Low survivability, a lot of hard counters, inconsistent damage, requires a lot of support, is a mismatch of roles, abilities either being either less useful in higher ranks, or only being useful with proper team coordination which is easier said then done.
  4. She was reworked without keeping her original player-base in mind. As for 3.0. Both forms of fire are slow and perform poorly at range. Turrets at 40dps don't feel noticeable. And teleporter doesn't feel fluid since the infinite tp change.
  5. She relies heavily on team coordination as a front line DPS, she is quite squishy (because of shields) and has low escapibilty because teleporter requires time to be build).
  6. Definitely her damage I feel like you cant really 1v1 most characters because of hw much you need to rely on turrets you know and the damage should be buffed
  7. not precise enough turrets, weak ult-bring back moving photon barrier, shield gen, or an ult that can't be used like a reinhardt shield
  8. She has been overnerfed. Unreasonably low survivability along with her current Teleporter encouraging a Taxi play style.
  9. her biggest problem is the community perception of her powerlevel being low and her players being unskilled/disruptive
  10. tools to let her reach and stay in her effective range for her job are severely insufficient due to poor balancing.
  11. Survivability, consistency, and not having a solidified “purpose” outside TP Taxi/beaming shields
  12. Boring and spread out. The creative plays are gone and the impact is basically null.
  13. She does huge damage up close but can't get away easily (unlike reaper/mei/etc)
  14. Mainly the fact that her kit works way to slow for a fast game like overwatch
  15. Too squishy now that they removed flying shield and shield TP generator.
  16. Symmetra is not a DPS char, needs to return back to the support role.
  17. Not enough skins, and she needs a Halloween spray in her dragon skin
  18. Having to play careful since you are quite unmobile squishy target
  19. her kit is more often used for cheese than actual gameplay
  20. Kit is more utility than a majority of the dps roster
  21. Turrets + she doesn't feel like she should be a DPS.
  22. Her turrets don't slow enough nor have enough life.
  23. Weak primary fire and underwhelming abilities
  24. She doesn’t feel like she fits in the game
  25. Clunky and she’s a builder hero
  26. Teleporter / Projectile speed
  27. She is a DPS (and a bad one)
  28. She dies fairly easily
  29. Lack of survivability
  30. Needs nerfs reverted
  31. Her turret cool down
  32. Lack of durability
  33. She's fine
  34. M2, Range
  35. Nothing

Question 2 (What would you do to change Symmetra and improve her functionality in Overwatch?)

Responses
All responses were copy & pasted into this post. Responses that say nothing is wrong with her will be marked with monospace text.
  1. As stated into the next question I feel like being a support would do great for her. Her beam damage should be reduced. Her alt fire (with a CD) should throw a ball that bypass shields, it deals slight damage (like 20) to enemies and shield allies hit by it. She should have "turret modes". One is the current one, you could slightly reduce the damage but temporary reveal the target silhouette if they pass near it. The second would be the "TP" one, she'll create two portals on her location and the aimed location that lasts a short amount of time. Allowing ANYONE to go through. However, if an enemy go through they temporary blinded (Portal sickness?) OR Allies gets a small shield. The Third would be a healing one that pulses every X second to heal nearby allies. Her ult should throw a ball into the air, after 2s it "lights up" blinding enemies and grants allies "Photon Reflector" that reduces damage taken by allies in the area. Blind enemies could deal reduced damage on top of the existing damage reduction from the area (but it might be too much)
  2. Orbs balanced around being faster projectiles (to be actually aimable in midrange). Make tp have a better cd mechanic for more adaptability and fluidity like old 3.0 finite tp. e.g. either revert to old 3.0 finite tp or make its cd start upon placement and pause halfway until destruction. Make primary fire have 80dps on lvl 1 beam. Above solves the "reaching effective range" issue. See how we go from there to further decide whether she needs more tweaks to let her be able to stay reasonably long enough in her effective range.
  3. Without gun beam auto latch on, you have to focus on larger targets (Tanks). (There is no way you can kill a genji anymore with your beam.) But Sym can't go toe-to-toe with tanks in her current state. She doesn't have enough health / shields. The floating shield was also VERY important in protecting her from some ults (DVA bomb, High Noon). If they added 1 additional orb, some more health or shields, and the floating shield back she would be in good shape.
  4. Make her sentries and tp deploy faster, maybe change the time it takes to get charge on her beam or (this is more on the fantasy side) make it so if her wall goes down 1000 hp give her 25-100 temporary shields (depends on what feels right for each person, i think 25 is ideal so she isn’t so overpowered and it doesn’t feel annoying to face a sym), that would make her a bit less dependent on her team to shred enemies without being melted instantly.
  5. I would switch her to a support. And give her a more consistent and snappy kit. Right now her teleporter while not a bad ability and can be really useful, it feel really clunky to use. Her turrets while better then what they used to be are also slow and get minimal value if not set up before hand. And a lot of her abilities don’t even fit the dps role.
  6. • her primary fire range needs a buff (make it to 14). • turrets should be indestructible on path, since they are low hp anyways. • there's a bug with 'tp bombing' on a moving platforms which needs to be fixed. • bring back her shield gen as 2nd ult. • decrease her teleporter casting animation time. • make her secondary orbs a bit fast
  7. Change the functionality of her weapon or alternate fire. Shield piercing was a good spot for her. Her turrets are a boring ability but I think they're an iconic part of her kit so I don't know. Her teleporter is not really used that much at all besides getting back from spawn.
  8. Make her a support again. Nerf damage on primary. Give her piercing orbs back. Give her reworked photon shields on her E which have healing. The amount of healing should be similar to Zen. Turrets on shift like they are now but less damage. Teleporter/Shield Gen as Ultimates.
  9. precise abilities– mostly turrets, we can't place them at all like we could in symm2.0. this gives advantages to both symm and a healthy counter (cheeky spots to put symms turrets, but the old range so other places know generally where it should be)
  10. Support rework that keeps her general gameplay the same but adds utility with a small amount of healing and overshields Let her be a true “bunker” support, don’t come into her space/area because it’s hers
  11. Changes to her teleport, make it deploy faster, or faster cooldown, something like that, I want to be able to use it to get out of a fight more, maybe indestructible TP but it does after x seconds? Idk
  12. Replace Sentry Turrets with a new defensive cooldown + make Teleporter start cooldown immediately once deployed (like Sombra’s Translocator)
  13. bug fixes, get good at her and then start making educational content about her so that more people can understand that she isnt a bad hero
  14. Make her niche again and work with her original concept as a close range highly effective damage dealer that deals with flankers well.
  15. either give +25 shields to 2 heroes + herself with a 12 sec. cooldown between charges and/or increase turret life to resist 50-60hp.
  16. Teleporter cooldown nerf reverted, Buff projectile speed or change how small orbs work compared to large (speed difference)
  17. Revert pre - infinite TP. More range/more shields. Re - introducing Photon Barrier and maybe even Shield Generator.
  18. I would add 25 more health and I would add a function for her orbs to be able to use the 1-2-3 charge like beam
  19. Give her a passive that makes her receive temporary shield upon hitting enemies with primary or secondary fire
  20. Make Secondary fire better, not faster but maybe something else entirely, don't bring back lock on
  21. Returned back to the support role and rework her to fit OW's Current support design - Healers.
  22. Give more shields and or a new ability to increase her survivability like a shield replenish.
  23. Revert turrets to appear directly on wall. Allow charged orb to do more damage to shields.
  24. Either give her more turrets, up her ammo, or make the turret cool down shorter.
  25. Turret cast time and that +25 shield or shield generator back
  26. Ideally a rework that takes the best aspects of 2.0 and 3.0
  27. Revert to 2.0 but with faster orbs and six 30hp turrets.
  28. Just a rework that gives her a true identity
  29. Give her back barrier and make tp ult again
  30. Speed up the kit deployment/ramp-up
  31. revert to 2.0 and go from there
  32. Longer tp range and deploy time
  33. I'd make her into a Support
  34. She's fine
  35. Nothing.

Question 3 (Finally, as a bonus question; do you think Symmetra should be reworked into a support?)

Results The following answers to this question are:
Yes, I do think Symmetra should be a support. (Yes)
And
No, she's fine as a DPS. (No)

Yes No
17 18
48.57% (approx.) 51.42% (approx.)

Thanks to everyone participated! Again, I would do more responses, but I couldn't do more then that at the moment. You can discuss the results in the replies. Catch you later!
~Gundham
So... much... HTML... and copy and pasting...
2 Likes

I just want Sym 2.0…

4 Likes

What’s with those 2 highlighted messages near the bottom?

1 Like

I marked them like that because they claim nothing is wrong. This is stated at the top of the question in a blockquote.

Oh OK

1 Like

Symmetras #1 problem is her TP.
It is holding the rest of her kit back soooo much and makes her most powerful ability the most team reliant in the game.
It also is the reason for her being extremely niche because it’s super strong on some and super weak on other maps.

Just remove it and give her something else in return so she can finally be a viable hero.

I would like to see her getting the barrier back that Sigma stole (and improved).
Maybe even rework her as a Tank - the hardlight technology theme gives all the possibilities that a small hitbox Tank would need to work.

1 Like

here let me fix it for you

there we go

2 Likes

Revert her TP and make her faster, this would be a start.

1 Like

I mean with 2.0 she had shield gen and a shield so… and 6 turrets automatically

1 Like