(Applies to Symm as of Sep. 18th, 2018)
Trying not to make a wall of text here but I’m personally split. There’s different aspects I love about Symm between 2.0 and 3.0 .
Versions 1-2 had the lock on beam, which gave immediate accessibility to all players. 2.0 Photon Barrier was a life saver but also incredibly mundane. The 1020hp meant it could tank a fair bit of damage as it trudges along. Problem was that the coverage was small and I’ve never had a single team that actually followed the poor thing into an engagement. Most I had were a few observant souls who thanked me for some quick saves. The thing I loved most about 2.0 was the idea of a utility support, someone who could be the backbone of the team beyond healing. Unfortunately as much as I loved old tp and shield gen they were overall underwhelming. Passive, stationary ultimates that could sit around forever until something kills it? Unconventional and weak, but that was the beauty of it. The ultimates were distractions to enemy flankers and added another variable to team fights. Do I stick the shield gen in a safe location or near the control point? The gen could potentially last longer farther back and bolster the team, but the risky gen could bait enemies into a turret death trap or lure them off point.
What many didn’t understand about 2.0 was that she was a background manipulator. A chess player, if you will. She fought more with intellect, awareness, and carefully timed actions. A flanking Symm wasn’t an idiot with a death wish but a distraction. If the enemy team wasn’t caring for its healers then they would lose them. If they turn around to kill Symm then they expose their backs to attack. Symm dying in the process was an expected casualty, but a good trade for an enemy support.
Then we have the 2018 rework, which almost completely dumped the skill set we had been accustomed to using for about 2 years. While I and many others have embraced the change in hopes of a better Symm, I don’t blame the older players who feel betrayed. Symm 3.0 might as well be an entirely different character. The knowledge of the insides of each map was not longer required, the emergency brawl shield we had on E is gone, and the ease of use is replaced by an excessive need for aim and tracking due to a short and very thin beam. The infinite suggestions of small tweaks left by the symm player base was largely ignored in favor a complete overhaul. We got the throwable turrets with more hp at the expense of less deployables overall. The shield became a giant map wide ult easily susceptible to EMP and the teleporter that could quickly transfer teammates back into the fray was replaced with what can feel like a giant trans-locator. These changes took away part of Symm’s identity and molded her to a more “standard” hero the larger community seems to expect. And what of the handicapped/disabled players? The ones with Parkinson’s and wrist pains that held them back from clean tracking? Where’s their hero?
Don’t get me wrong. I still think Symm incredibly fun to play and much stronger damage output but further excluded her fans and gave more power to her detractors. The toxicity and abuse to Symm has not died and streamers/owl players and analysts can continue to call her players skill-less, useless throwers who are by default horrible people.
Excuse me for turning my response into a rant. Love your videos btw.
Edit; I didn’t talk much about 3.0’s good points so here I go.
25m Two-way tele is great. It gives Symm and co an escape option for flanking/gravs. Ability to transfer turrets, rip-tires and D.va bombs further increases utility and allows creative team coordination and counter play. The range manages to be long enough to cross great gaps and reach high ground without being excessive and the tp still distracts enemies. The only negative is the clunky-ness due to bugs/odd map geometry.
Photon Orbs cast, move and charge faster and have large splash damage radius. This gives Symm much needed range and allows more consistent kills. Overall better, but I miss the piercing that punished clustered enemies and ignored shields. My reality!
Photon Beam is abysmal. Beam is very thin and unlikely to charge quickly off enemies. The increased tick rate prevents exploitation of reapplying dmg but at the cost of forcing forcing the beam to hold longer for high damage. Thicker hitbox with accompanying graphical adjustment or 1 sec ramp up time would greatly buff beam and make it feel better to use.
Sentry Turrets are overall better in their current state. No adjustments needed currently.
Photon Barrier splits map in half and allows team shield dancing on point. Still denies Phara ult. High health means it will most certainly last entire duration, esp. with Bastion in F-tier (RIP). Emp is necessary counter.
Final thoughts; Rework makes Symm a melee/mid range character suited to tactical and team-based play without completely grounding her to her team. Larger hp may not be needed based on tweaks and current game state.
Edit 2; A word.
Edit 3; More words, grammar.