I agree with everything. Exactly what I want.
Though I think her Orbs are alright as they are
I agree with everything. Exactly what I want.
Though I think her Orbs are alright as they are
Do you think there might be some sort of improvements that would make her viewed as more reliable to the majority? Or is her new kit still too new for others to fully comprehend how to utilize her?
Iâm fine with Symmâs current state.
Hereâs Symmetraâs âissueâ:
Old Symmetra appealed to people who didnât want to or couldnât aim. She was not mechanically demanding at all, which is why many hated her, but she had a die hard fan base who loved the hero.
New Symmetra is extremely mechanically demanding - but insanely strong if you have good tracking. However she doesnât have any movement abilities so she requires extremely good awareness and positioning.
So Symmetra doesnât appeal to flanker mains because sheâs too vulnerable, and she doesnât appeal to old Symmetra mains because she takes a lot more skill to use now. Right now she appeals to McCree/Zen mains - characters who require good aim and donât have a lot of get-out-of-jail-free cards.
Sheâs in a good spot - itâs just that old Symmetra mains donât want to accept that they have to get good if they want to be effective with her now.
Didnt i state, like, right at the beginning that im totally okay with her new beam even tho I played Sym 2.0?
Our biggest issue is her survivability. Whats the point of bringing a giant light saber to a fight if you walk slowly with no means of defense and with everyone being able to shoot you down by the time you get to fight?
I think you are underestimating Symmetra.
I totally agree on the fact that she is under powered. But you are basically pointing EVERY aspect of Symmetra to make her look weak, and thatâs biaised
When you want to discuss a kit, you have to either understand the direction the devs wanted to take, or give her one. She must have strengths and weaknesses
I think we could compare her with Reaper, given your examples (which were extremely biaised) :
⢠Similarities : Reaper and Symmetra have high damage output and must be in close range to be effective. They both have kinda weak personal mobility. They are both pretty powerless in open areas.
⢠Differences (this is gonna be long)
Reaper :
He has high burst damage and is a powerful flanker when used wisely.
Howerever, his effective range is very low, given his spread and his huge hitbox.
He is countered by shields, because of his range and his short magazines. (is that how its called ?)
Also he has to land headshots to increase his overall damage output.
Symmetra :
She can be oppressive at a long range by shooting precise spots, and also at short range, with her high dps and shield breaking ability.
She is not a shield breaker because she can take down shields quicker than anyone (which is not true), but because shooting shields directly benefits her weapon. She doesnât waste any time on reload, charges her beam, and damage the shields.
She has low range, but she does not gain any theorical dps by being closer than her 12 meters range. That means she is already effective at that range.
Also she has to have almost pinpoint accuracy, but she doesnât have to land headshots, and her range allows her more freedom in her movements.
Plus, she has (not much but still) team utility with her TP, and area denial with her turrets, and turrets bomb too.
THAT SAID, Symmetra is still not very good. But we have to consider her whole kit, how it works, and how it should work. What is supposed to be highlighted.
I think her TP should have more reliability, like a slightly faster deployement, to help her make use of it to survive, or to close the gap in certain situations. It may be good to have it stay longer too. I also think that her M2 could be more consistant, by making the orbs slightly faster.
I thought about an interaction between her M1 charge and her M2, but Iâm not sure about it, I could make another post explaining it if anybody wants it, but I think I already overstayed my welcome lmao
Sorry for my bad english and I hope I doesnât sound rude at any point, just wanted to share my opinion and knowledge with another Symmetra fan
No, she is not âinsanely strongâ if you have good tracking, she is still not overwhelming (which is a good thing, high skill requirement doesnât mean a hero is allowed to have insane potential)
No. That is just hallucinations by the individual.
It is still 20
I personally seen a Junkrat health drop from 24 to 15 with tier 3 beam
Which makes it 9 damage.
Which is Tier 3 beam with 1 tick would be 9 which makes it 20 ticks per second.
Only thing that changed is how it visually represented getting a hit.
So? How this health summ affects Symâs 200 hp? Ashe has 1200 now, because of Bob? Or torb get 400 because of turret?
Sometimes I think you, sral94, writing just because you must write something, but the meaning doesnât matters.
Your reply has been the most civilized and constructive by far, feel free to stay as long as you like. Cheers
Once you get comfortable using Symâs TP as an escape option her survivability skyrockets.
I like idea with personal shield gen passive. For example for each 10 damage it will be generate 3 extra shield hp and so higher till 250⌠Sounds interesting.
But I have 200+ hours on SymâŚhow much more âcomfortableâ can a person get?
that video evidence where she melted armour was pretty convincing though.
Exactly.
People always puts her up front alone without her team.
The enemy turns around for any of them to stop them from attacking, or flanking.
Yes.
That is how it works.
If bob is on point, and you manage to kill the Ashe, that doesnât matter. There is still a full health hero you need to deal with.
If you waste ammo on a turret, waste your aim, etc, that is damage that doesnât go towards the hero.
I can show you convincing videos of the Sasquatch and UFOâs if you like.
Can you show a video of her current beam having 20 ticks?
I posted a video a while back. Sym used to do half damage against armour. She sure wasnât doing half damage to armour. It was on my twitch and the videos only stay for 2 weeks, but I can do another one if youâre not convinced.
I like her. I really hope they donât touch her again just because of a loud minority on these forums.
I wouldnât mind a few tweaks, yes - particularly like the idea of leeching shields off of enemy shields and barriers. No âreworksâ or âfixesâ are needed though.
Like I said - I saw it first hand.
Junkrats hp dropped from 24 to 15
I was shocked that doing 1 tick of damage was even possible, but at that time I also found out that 1 tick was 9 damage.