Zarya deals 19 damage per tick. Her gun has five ticks that it takes to apply full damage. That’s 95 damage total for a full second of tracking. Take away 5, that’s 14 damage per tick, or 70 damage total against armour for a full second of tracking.
Those are uncharged statistics, by the way.
Symmetra deals 3 damage per tick. Her gun requires 20 ticks in order to apply the full 60 damage. This means a full second of tracking. Damage is halved vs. armour, so Symmetra deals 1.5 damage per tick instead of 3. This means that Symmetra is dealing a mere 30 damage per full second of tracking, instead of 60.
Symmetra deals 30 DPS vs. armour. Zarya does 70. Zarya’s a tank. Symmetra is a DPS hero.
Charged, Symmetra deals 90 DPS vs. armour. Zarya deals 165 DPS vs. armour.
Symmetra takes 4.4 seconds to fully destroy a D.VA’s mech. Zarya takes 3.3 seconds.
Sym doesn’t rely on another person to charge up. Zarya does. If Sym’s beam starts requiring a second player. Than she will be comparable. The think I see them being worried about. Is if a Sym hides behind barriers. While Zarya has to go in front of them to gain that charge. She has a less of a risk, in that area. I know other areas she’s bad.
I think continuous-beam weapons should have a base rate armor damage % independent of tickrate. This should apply equally to Moira, Zarya, Symmetra, and Winston.
Tickrate is just a programming thing that shouldn’t have any application to balance.
The only problem is Symm’s utility is about as garbage as her damage. The teleporter is way too slow, the turrets are garbage at most times, outside of meme strats.
She isn’t good at literally anything, which is her problem. If they want her more utility-based, make the utility at least worth using. Because how it is currently, it’s just as garbage as her primary fire. It’s BETTER than what it was (for the most part), but still garbage overall.
Zarya can deal damage for 5 seconds.
During this time her damage will drop by 8%.
After that, she has a 1.5 seconds reload.
Which takes her damage down another 2.4%
Symmetra can deal damage for 10 seconds.
Her damage doesn’t drop over this time.
She has a reload of 1.5 seconds.
Damage doesn’t drop during her reload.
Always with this argument.
Deploying the turrets takes time. Casting them out takes 0.5 seconds, and for them to actually deploy, it takes one second. Not to mention the travel time, and not to mention the fact that they can be ACCIDENTALLY shot out of the air by someone who’s actively shooting at you.
I’ve played Symmetra for a while, and I have NEVER deployed turrets successfully in an engagement without the enemy either shooting them out of the air or looking down and clicking on them briefly before continuing to shoot me.
You can deal damage for double the time as Symmetra, but as Zarya you can survive for double the time. There’s not a chance of you getting one-shot as Zarya while you’re shooting, but there’s a very real chance of Symmetra being domed and instant killed because of her lack of defensive options.
Also, Zarya can damage people from a longer range than Symm- 12m compared to 16m.