Some Sym changes to make her good and not OP

I used to main Winston but it doesn’t really apply since he’s a tank I guess

Winston’s cleave range is actually much smaller than people think. It’s always been a stable 60 DPS as well, so nothing really to complain about.

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Yea, but moira is more unfair, she has a long range, sym in that time has to be in 7 metters to conect the beam, that is why she always sucks in terms of survivalbility.

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Maybe. I like playing moira actually she’s fun

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I prefer 081 / 131 / 180 - more symmetrical that way.

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I think 70/125/180 is a good start

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They will never do that, blizzard hate symmetra so much how can u not realise after 4 years ?

She’s never represented anywhere even if she’s a hero from the base start of the game.
She don’t have an animated short.
She’s one of the least picked hero of ow and 95% of the player hate her , her model and her personnality.

So because of that she will never be good and never be meta the moment she started to finaly shine she got totally nerfed and destroyed in 2 weeks i will never forget that lmao.

Now look at her she’s only good in bronze to diamond after that she’s so bad AGAIN exept if u pocket her like sym 2.0

Yes some people can make her work to top 500 but you need to train and learn how to play her on everymap like a god to not be useless.

8 Likes

Remove the turret slowing effect completely, it’s seriously what makes me absolutely despise her.

I can’t argue with these but I prefer the slow effect still. I’d like to see a slight speed increase on her Orbs. The Orbs in my opinion are the key to allowing her kit to scale properly.

it’s more of a QoL buff tbh. it’d make primary a better finisher and less trash as a duelling tool because it makes her TTK on others slightly lower.

charge time is like about 1.28s (2s x0.8 x0.8 because 2x 20% charge time reductions) so

  • with 60/120/180 --> TTK on 200hp target is
    • 1.28 + 1.28 + (200-60-120)/180 = ~2.671s
  • with 80/120/180 --> TTK is on 200 hp target is
    • 1.28 + 1 = ~2.28s

But yeah I agree. her primary is mostly a lost cause for buffs because either it’d make her oppressive (e.g. too much range or too much sustain during it means getting charge too easily like double shield) or the changes amount to largely QoL like in OP because it doesn’t change much of the restrictions around getting value out off primary (sustain weapon fire on a hero that can’t stay in its range) which leaves it as a minor aspect of sym’s gameplay.

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Not at any reasonable level of play. If you were to dodge and weave like Sym 2.0 players used to, it would take top 500 level aim to keep the beam on target with even 50% accuracy.

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Symm can do 180 DPS AND damage from 3 turrets simultaneously. The turrets require zero aim and no babysitting. She does not need any damage increase. The increase she got recently to her M2 made her more of a barrier breaker than before and for a short time after it was increased she appeared in more games spamming shields (at low ranks anyway).

In my opinion her turrets are one of the top 5 most annoying features in OW. There should be no auto-aim anything in a game like this (looking at you torb and moria - ok let’s call moria “forgiving aim”) except perhaps ults (BOB for example). It should be skill based (looking at you too spamrat).

calm down. the only damage increase there is really tier one dps going from 60dps to 80dps. a value that is only there for literally 1.28s or so before moving back to dps values we have on live. It’s more of a QoL change that than a major buff

before: 120 damage per orb which takes 1s to charge + 0.25s wind down → 96dps

now: 140 damage per orb which takes 1s to charge + 0.25s wind down → 112dps

that’s barrier breaker dps?

yikes I guess baptiste’s ~115.3dps is a barrier breaker too along with tracer’s 240dps, sombra’s 160dps m1, and widow’s 130dps smg… /s

9 Likes

I dunno I feel just let turrets fire as soon as they attach to something instead of that activation delay would help her out alot.

This is a good example of why you shouldn’t talk about a hero’s viability if you don’t even know how they work or how they interact with others. Even just saying that needs no damage changes already made up my mind of what you actually know of her.

3 Likes

I used to want that but honestly I don’t want more of her power in her turrets. I kind of understand why there is the delay in the first place.

Out of all of these changes you have listed, this is definitely the #1 change I would want. Symmetra’s head box is wildly oversized compared to her actual model. I remember complaining about getting killed by Hanzos with the arrow floating in the air next to my head years ago, and only now do I realize I was actually right at the time. Her hitbox is bad and it needs to be fixed.

Personally, I see why they won’t change this. The damage tiers are where they are to prevent you from killing a 200hp hero with the first two levels of charge. I think it’s dumb, but I understand the logic. I would rather have them increase the damage cap to 80-130-180. The charge time per tier is still like 1.3 seconds, so you would still need to survive and track a 200hp target for 2.6 seconds to kill them with it. This change would definitely reward skill and not punish you for trying to use your primary fire in a fight.

EDIT: I CAN’T READ

I think this is just okay. It’s a little more reactionary, but the real buff is the cooldown. The worst change from the original 3.0 TP to infinite TP is that the cooldown is prohibitively long to really use it as mobility tool. This addresses that. I would almost take it one step further and make the cooldown 4 seconds if destroyed by Symmetra, or 6-8 if destroyed by the enemy. Then you’d be able to more quickly use it yourself, but would still be punishable if you misplaced it.

I think this change is a double-edged sword. It makes teleporter better at mobility in between fights, but it doubles down on making it useless to escape with. They should just give it a flat cooldown reduction and reduce the range slightly.

For this one, if they no longer stack slow, they should buff the slow back up. I’m indifferent towards the revealing an enemy change, but it would definitely go back to more of a security system utility type thing like her 2.0 turrets were. Hell, I would almost sacrifice the turret damage entirely for a much stronger slow, more turrets, and have them act as a wall-hack when they hit someone.

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It wouldnt really increase their power but increase their use. As it is it’s extremely easy to destroy them instantly before they even activate.

It would also allow her to be more aggressive with them.

how so? o.o

because from what I can see, there isn’t anything worse in Arcadium’s proposed tp compared to the current infinite one. i.e. faster to deploy making it more capable of more reactionary escapes (e.g. reacting to an ult sound cue) and its cd mechanic will always be better than current infinite tp no matter how long it’s been up. i.e. more available to use for escapes.

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Seeing a Post like this with 13 Likes makes me hope they do NOT listen to the Sym mains…
Hitbox reduction? Nobody wants another Ana, and Symmetra is already strong in low ranks, where hitbox is strong. Health is better in high Ranks, so it is 100 times better to give her more HP.
Primary Buffs wouldnt change much.
Teleporter Cooldown reduction wont change much.
Faster Teleporter Deploy…sure faster Turret Bombs…great idea…everyone loves this playstyle…
Sentry Reveal would’ve been nice on 2.0, when they were actual Sentries, but right now, as damage cooldown, it is unneeded since you and your team are with the Sentries all the time.
And last but not least, a huge Sentry nerf none of the buffs could even partially make up for. Seriously???

I would rather have her current state instead of your changes. And that says a lot!