Sym 4.0 incoming?

Dunno she just feels underwhelming, i just find myself confused on what do i even do?

Something it frustrates me is the slow cast time of her ult, like i KNOW their rein has shatter but i know i simply cant react to it like with photon

Its tiring to constantly replace the tp every 10s to makr sure i have an exit route

And dont get me started on the GOD DAMN GIGANTIC HITBOX THOSE TURRETS HAVE, they attatch to stuff i dont want to a point id rather place them myself

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They don’t need to rework her, just make her primary fire not crap.

Longer range, wider beam, less time to charge up. Play with all those values to find something reliable and useful.

I agree, the placement of the turrets can suck sometimes. They get stuck to stuff you are standing near, but clearly not trying to attach them to. Which can really suck in the heat of battle.

I try to stay pretty far away from the battle myself, and people don’t understand this. For some reason they think I should be standing behind the Rein or something. But, her secondary can be used at quite a distance with precision. Making sure you have those turrets down, and hopefully placed somewhere the enemy can’t insta-pop is big in getting her ulti up & hopefully some kills too :laughing: - Sure, she can be played mid-range and even up close. But, it is more risky depending on the heroes the other team has. Positioning/adapting in the moment is huge with Symmetra. Just my take.

But sym is a close range hero

Im forced to play a close range hero at long range :confused:

Dunno, ill keep at it, if not ill settle for torb and PRAY that the rework does.not do the same as sym

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They designed her rework in reverse, She wasn’t good at long range, but she excelled at close range = Sym 2.0. Then the rework came where she was weak at close range, but strong at long range to an certain extent which = Sym 3.0.

Overall forever handicapped hero.

She can be a close range hero, but she doesn’t have to be. If need be she works though. It’s a game of chance with her & what a player is willing to do/risk while playing her & what the game looks like in that moment.

Like, if I can stay a bit away & still do damage & kill people that is what I am going to do. But, if I can position myself to damage a shield with my primary I might try that depending on the risk vs reward. Where you are as Symmetra largely depends on what is going on in game in that moment. Anticipating what the enemy might do is also beneficial to a Symmetra player. Play her enough and you just know what the enemy is going to try, and this allows you to prepare for that ahead of time. But, of course there are things we can’t prevent/counter & that is the case with every hero.

I hope not, who knows what they’ll do to her this time

Symmetra now flies and shoots laser beams from her toes

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We should try buffing her before considering a rework.

Unfortunately the community who supported Symmetra been trying since 2016 - 2018. Only 10% of the suggest concepts came through.

  1. Faster Orbs and Charging.
  2. Allies can now see deployed utilities from Symmetra.
  3. Increase primary fire to 10 and recently buff to 12. ( suffers loss from auto lock)
  4. Placing Teleporter at selected spots from a distance.

laughs in symmetra 2.0, torb, Bastion, Mercy, Sombra

Sorry i dont think they do that

Well, this might not be entirely fair to those players. We warned the devs early in the PTR that this was going to happen, especially with controller users who have limited keybinds. The devs chose not to address it. That’s on them.

You can’t really blame those players. Binding Interact has a pretty poor return on investment. Symm has a really low pick rate. The teleporter has a short duration, so for other players it’s rarely where they need it when they need it. Thus, there’s barely any play time when the keybind is relevant and you’ll, realistically, probably get more value out of putting “I need healing” on that button.

If they want to make “Interact” a generic “Special Action” button, then that’s fine. I can see good uses for that. But, they actually need to do that by combining it with the weapon swap function. So it would cover Mercy’s/Torb’s weapon swaps, Sombra’s Translocator recall, and similar actions for future heroes. Even doing that, which should be done regardless, I still think the teleporter should use Jump for interaction instead - it’s just cleaner and more intuitive.

The teleporter is supposed to be the part of her kit that creates demand for her in a team. The UI issues with it are legitimate balance problems. Fixing the keybind issues and making the duration infinite (until destroyed) would be a big improvement in terms of increasing the value of her teleporter to her team, I think.

Small anecdote

Had a game yesterday where I spent a lot of the round perched on the tower in the middle of the Oasis City Center point. Ana would stop by occasionally to keep me company, but she’s a busy lady so we didn’t spend much time together.

Now, if the teleporter had an infinite duration, I could’ve set it up behind one of the walls near the choke and Ana could’ve popped back and forth between the sniper nest and choke at will. But, with the short duration, it just wasn’t always convenient for her, so she got less value out of it than I think she could have. Plus, the slow flight speed of the turrets kind of necessitates using the teleporter for turret bombs (which puts the teleporter exit in dangerous places).

Basically, my needs and Ana’s needs didn’t always fall into the same 10 second window, which limits the teleporter’s utility. This could’ve been overcome if we were on voice chat, but voice chat should not be required for proper hero balance. Ana obviously had Interact bound, but I wouldn’t blame her if she didn’t, because she didn’t really get that much use out of the teleporter. At least, relative to what she could have with an infinite duration teleporter.

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Well Symmetra rework is basicaly a seasonal event.

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Looking foward to the Turret ultimate.

Or at least make her feel like she used to She feels like a new hero

I stick with my original statement you quoted. Players were lazy about re-binding the interact key. I don’t care if Symmetra has a lower pick rate. That doesn’t make people not lazy for choosing to not re-bind the interaction key for her teleporter. That isn’t blaming, that is telling it like it is & I don’t really understand what you mean by “has a pretty poor return on investment.”. Hell, I didn’t even do it at first and she’s my main! And, like I said in my quote -

My comment wasn’t about which button the interact key is bound to. It was about the fact that users can play without binding it at all, which can sabotage a game and create all sorts of issues as far as coordination, tactics & planning. Some people don’t even know/remember they had to re-bind the key so it comes to a surprise when they try to interact and nothing happens.

I didn’t disagree with the infinite teleporter idea. I am not sure if you think I did, because you are responding to me in this reply.

By “poor return on investment” I mean that dedicating a button solely to the use one ability of an ally hero, that doesn’t appear in many games, doesn’t get you a lot of value. Especially if you’re using a controller where real-estate is limited. If you never play Symmetra or Sombra, then you can just not use Symmetra’s teleporter in the rare instances where it pops up in front of you, and thus free up an entire button.

Basically, the point I’m trying to make is that those players aren’t necessarily lazy. Blizzard chose a design which encourages players not to bind Interact, instead of making the teleporter UI less resource intensive for the player by having it double-bound to an existing keybind (jump, crouch, reload, etc). Some of those players are making a decision that might very well be the correct decision for their playstyle, but it has a negative impact on Symm’s balance because of sloppy UI. If Blizzard fixes the UI, the problem vanishes.

I’ll certainly give you that some players just clicked through the dialog after the patch and didn’t go into settings. We can call them lazy. But, others may have made a deliberate choice not to bind it because they either didn’t have space or it wasn’t worth the effort to go through and redo their entire config for every hero (because there is, frustratingly, no option to propagate settings across hero-specific binds if they’ve been changed from default.)

I didn’t think that. I generally don’t reply to someone just for the sake of disagreeing with them. I prefer to reply to a post with good points (like your post) and build on the conversation. I apologize if it seemed like I was being entirely contrary. Mostly I just wanted to point out that Blizzard hasn’t properly accounted for the human factors in their UI decisions, which created the problem you describe.

I guess we will have to agree to disagree here. I don’t feel it is a huge investment or that the controller is too limited to bind this. Could Blizzard have done something different? Certainly! I do agree with that.

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Fair enough. I can agree to that. :slight_smile:

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Probably they will keep tweaking her for another year and then rework her again.