Sym - piercing orbs

Would the lower dps be acceptable if she got back her piercing orbs?

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Perhaps, but that’d be poor design regardless, given that only 3 tanks now have shields, and her primary fire already advantages her against those specific tanks.

If Rein, Winston, and Sigma were to become so overpowered as to warrant the impact had by further specific gimmick advantages against them, the better solution would just be to re-tune Rein, Winston, and Sigma.


For the time being, the orb change is simply ill-warranted and, by being kind of half-as*ed, a notable net nerf. (Note also that a decrease in projectile size also decreases effective range, so the increased projectile speed hasn’t linearly increased even that.)

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I didn’t consider barriers when thinking about the piercing orbs.
I assumed she would get better in handling choke points. When the enemies are pushing in and you can hit multiple enemies at once.

Maybe even adjust her primary that it charges up by the dps done by the orbs.

Plus, 5v5 means one less tank on the frontline to pierce through. And everyone’s probably using more cover instead of grouping up behind the tank.

not saying the orb change’s aren’t a net nerf because they absolutely are due to the charge up time extension and damage nerfs.

but the projectile speed and orb size change did actually bump up the effective range quite a bit mathematically speaking:

Just a note: That, too, would build into her vs. shield advantage, especially against Sigma, as she’d then be able to build up her burst / poke potential off of any exposed shield when a tank is forced to contest.


I think it’s ultimately going to come down to what a balance of what feels best to play, what feels best thematically, and what feels best to play against.

The big, slow, chunky orbs were good for acting practically as a melee combo, used at short range, or for blind hallway pressure. If the majority of the playerbase finds that more of a negative in playing against it than a positive in, combined, playing with it and for its thematic cohesion, then… remove it, I guess?

The small but more swift projectile poke is better for harassing healers on approach, applying pressure to ranged attackers if not so exposed as to get one’s head popped in the process, and for finishing off low-HP targets.

Oh, I’m aware. I’ve just seen people treating it like a simple doubling of its effective range, ignoring that the projectile size is a non-negligible factor in that calculation.


Aye, but it also means that now Sym is either advantaged against the whole of one’s tank line or none, by nature of their being only one tank – shielded or shield-less. That, too, is a sharper threshold than before.

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aaah I see.

tbf projectile size is less of a factor tho and mainly because the scale of numbers.

i.e. having 50m/s or 100m/s or something isn’t all ridiculous numbers on its own for projectile speed. 50m or 100m in projectile size would defs be ridiculous. whereas more ā€œreasonableā€/fair numbers on projectile sizes are like <10m so realistically/practically they are less of a factor.

but 100% agree that it’s a non-negligible factor.

A last note:

This is likely far from the last change they’ll consider for Symmetra.

For all we know, the damage ramping may be halved, with much of its value being moved instead to having all her attacks pierce at decreasing %loss (e.g., 50%, multiplicative, per target passed through at first, then down to 33%, 25%).

Or the left and right click might be consolidated, always pre-charging up to release but being released as a beam instead if an enemy is in your crosshairs and within 12 meters, with Secondary Fire becoming a whole new ability.

ĀÆ_(惄)_/ĀÆ

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