r/SymmetraMains has spoken, this is their feedback

that can be said about any damaging weapon fire… i.e. that’s not giving any particular extra independence esp when they were the slowest projectile in the game → often in ranges where aim did not matter much to landing them.

pretty sure side stepping such slow orbs with 2s between each doesn’t stop them from shooting nor is that out of the way that you’d need to be hugely out of position to do unless you’re bastion.

why pay upfront cost for a “maybe valuable” use if there’s another use with the same cost which gets your more immediate and more likely to get you value? like the latter is more efficient and if we’re talking about balance, the latter is more preferable.

like if you had to choose between insuring something annually for $X premium every year or a repairer/seller that can fix or replace that object for also $X when you need to, which would you choose? obvs the latter. same logic here.

not to mention you can achieve the same with current live sym turrets whether for alarm or for your passive placements. moreso too because they can be thrown i.e. less restrictions on your placement unlike old sym that had a literal res cost on them which also needed you to be pocketted to get to where you wanted to place them but then often needing to place further back to a less efficient spot because they won’t.

Do we really care what one tricks want for a hero?

The answer is no, we do not.

Symmetra is so inconsistent as F…
Her abilities are all over the place.
Slow orb’s, slow tp, most useless dps ultimate, low damage turrets and a slow damage build up on her left click. She needs help.

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They have been speaking forever about her but Blizzard doesn’t listen.

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Plus, you know… percentage wise that is actually a good mobilisation quota too.

I don’t know, sounds like a lot of folks don’t understand how a lot of online communities work.

Unlikely to happen, since the devs go out of their way to have everything in her kit revolve around the number “3”.


As for Sym, I think I’ve made my case before in numerous threads, but I’d like to see the turrets’ cooldown at 6 seconds (down from 10), TP reverted to temporary and much quicker everything (lower cooldown, cooldown starts on cast, lower cast time, lower uptime), and the beam either just permanently at level 3, or the time scale reduced to something like 0.66 seconds per phase.

Other weapons don’t bypass shields. They could stand behind the barrier until it show signs of breaking.

On current situation, given the global barrier nerf and the damage powercreep, barriers are a lot less safer than they were two years ago, when Sym 2.0 still existed.

You would be surprised how often that slow orb would hit people at long distances. Sometimes it’s because your own tank block vision of the incoming orb and you only see it when it get through the tank, other times they just think they can dodge when it gets closer, focus on something else, and forget the orb exists to dodge it in time.

I agree with you on paper, but when you put it to test on practice, there was something that made people just get hit by them. Over and over again.

Plus, there are certain maps where you could shoot through a certain angle that would cross large sections of high traffic areas and hit people fighting in the common contention points. Eichenwalde, Hollywood and King’s Row in particular have some amazing lines for orb spam.

That’s why playing Symmetra was more tricky than people expected. Your job was not to get kills, it was to secure space around your team and make them all more survivable. If your team is snowballing, you save your turrets to infest the point and secure the cap. If your team was more slow, you ensure the enemy team can’t counterpush by making your side of the choke safe for retreat.

In the same vein, on defense if your team is not performing that well, TP was more valuable than Shield Generator because you would deny the spawn distance advantage of attack on point A.

People used to say Symmetra only helped you “win harder”, which was not wrong on itself, but heavily misunderstood. Her role was to minimize variables and ensure victory. It also fit her “bringing order to chaos” character motto.

Back then, you had a budget of 6 turrets. That allowed you to use 4 to protect the main path or around the point, and 2 for alarm usage. 4 turrets were still 120 DPS, which was more than enough to apply pressure against enemies invading carelessly, while retaining your alarms.

Current Sym only have a 3 turret budget. A single turret is not a threat by any means, which means you need to stack them to have an effective zoning tool. Most maps have more than one flanking route, so using a turret as a tripwire on the flanking routes means you don’t have turrets to protect the main path.

Sure, you can throw them, but having only 3 turrets severely limits your strategic usage of turrets. You can’t even do a Tracer Box nowadays because of that.

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