Sym Mains, what's the problem?

I see alot of you guys complaining about Sym’s beam size but come on, it’s a fine length and it gets progressively strong when it hits something. Why do you not like the length?

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Because it’s not ez anymore.

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I agreed Sym Beam Size is fine, also she could Melt Reinhardt Sheild without Run Out Ammos.

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I don’t get it, it seems like they want to walk around with a flag pole, just melting everything.

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Plus, I am Tired of Sym Mains want Sym have 250 Health…

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Mostly because by the time you get full charge, the enemy has ran away, or killed you.

Where as if you could charge your primary with either your primary or secondary. Then you could spam in secondary attacks, then unleash with primary attacks, after they land.

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By the time you have full charge the could already be potentially dead. She can shred most of the roster with that bad boy.

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I have no issues with the length. It just feels awkward now with its “powering up” mechanic.

I also miss some of the moves she had previously, like the moving barrier.

Not a sym main, but she’s my most played DPS/third most played hero in general.

The noodle beam is really just… kinda weird to aim with. I play a lot of Zarya so I wouldn’t call it difficult, but it feels weird.

Mostly I want secondary fire to pierce barriers again (you can adjust power appropriately) and to be able to destroy TP early. Maybe a small health buff.

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No… She would Insanely Strong! Plus why you want Sym have 250 Health?

Because she’s a close-range hero similar to Mei 99% of the time and Reaper (albeit with slightly longer range) who needs to charge to do damage. I can’t always ramp off of a barrier.

I don’t even think Sym’s like… that bad. I do killer on her right now, especially on koth maps. It’s amazing how good she can be on KotH now.

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I actually like the beam. I see a lot of other Sym players only use it when they are in melee range but 12m is actually kinda decent. If you can figure out the sweet spot, you can toy with Reinhardt and he can never touch you.

I think the one thing that is slightly off putting about it, for me, is that since it is now a straight beam, it looks kinda weird in first-person view, where it sits on your screen. Hard to describe. Maybe the floppy noodle of old masked that, because her hand is in the same spot as always. I only noticed it’s kinda weird lookin’ when they reworked her.

Edit: I’d say if more people figured out just how much range it has (it’s hard to tell in my opinion) they would consider her more of a mid-range hero than a close-range hero. But just barely.

I miss her piercey ball sooo much.

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Because a close range hero with 200hp and no tools to stay at that range shouldnt have the same aiming requirements that safe, mobile, long range snipers.

Its not something too hard to understand. Her primary is a joke at all levels of play and its only useful against Reinhardt.

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‘It gets progressively stronger when it hits something’ is not an upside if it starts at ‘abysmal’ and ends at ‘sub-par’.

That gun is far and away the hardest to use and the worst weapon in the game. Its damage output is tremendously inconsistent and peaks at a value that is very low for how range restricted it is. This is not counting its inability to headshot and the lingering fix for a problem that was resolved another way cutting into your maximum DPS too.

For such an extensively aim intensive weapon on a mismatched character, its damage output is -garbage-. I’ve had multiple instances where a target is under fire from a 3rd stage beam for 6 seconds with over 80% accuracy, and they walk out without a scratch.

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I’ve actually noticed this too. I feel like it takes longer to microwave a Hog than it probably… Should. I’m not really sure why. I might have a highlight of it somewhere…

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Yes!

I feel like she was much better at shredding tanks before the beam change. I dunno. I miss Sym 2.0 tbh.

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I can tell you why: The first tick on target gets a harsh cut to its damage output, which was done to fix an issue it had on a low tickrate. Now that it has a high tickrate though, it results in high accuracy still being able to return extremely low damage output. Basically, if you perfectly got one tick on, one tick off forever, you wouldn’t reach 50% damage output.

Every single time a tick fails to register, the next does no damage.

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If Torbjorn’s range and weapon qualify for the 250HP club, Symmetra should surely fall within the criteria.

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Lol no

Huh?, aiming her beam is not hard at all

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