Symmetra is balanced. Stop whining for buffs

1: due to low effective range (yes that includes orbs) + low sustain, sym needs a tp cast to actively do anything. so now that it’s on a guaranteed 12s minimum downtime (can get more if you have it up somewhere long and it’s not being used) rather than 2~12s (often 6s) with old 3.0 tp, this is guaranteed 12s minimum hero downtime. no other hero has a minimum guaranteed 12s down time. not even sombra with how her translocator has low cd and how it now runs in parallel.

side note: with old 3.0 tp, if you set it up proactively (assuming not like >=10s earlier), you would get tp back sooner for other things. but now that’s literally gone.

2: unless you’re talking tp-orb-melee combos in regards to “very high damage” (of which refer back to point 1. with in mind that there are other flankers with lower hero down time that can do as much or more burst e.g. tracer can 1 clip squishies, genjis can burst kill or just as much as a sym, etc.), that “very high damage” is either really dependent on enemy incompetence or your team catering to your every need.

you don’t simply just take ~3s to only charge up primary (not even utilising yet) at 12m against a cast where most heroes have longer range, higher sustain and/or better mobility who take 1~2.5s to kill her.

and 30 hp turrets that need los at 10m range contributes inversely proportionally to how fast enemies kill them (which is quick regardless of how well you hide them unless you exploit a bug).

and as alluded to, her “very high damage” isn’t really high esp when taking into account its costs.

  • why take the cost of guaranteed 12s minimum hero down time for a flanker if you can pick other flankers that can burst more, do so with less hero down time and can burst much more reliably?
  • why pick her for shield break when junkrat and bastion either don’t need a team pocket or have more range (not as costly as tanking through poke to get into 12m range to START charging up) and have their high dps for shield break off the bat?
  • why pick sym for area denial when mei can do that better with wall which is much more sturdier and reliable than sym’s turrets?
  • why pick sym for spam damage when junkrat, pharah, hanzo, etc. have better spam (more frequent or can kill when hit, have better range conditions to land them better)?

3: a hero who has such a long down time that they basically just need a team pocket to let them get into their effective range to simply have an opportunity to contribute whereas pretty much every other hero doesn’t, is a really big red flag.

sym legit has low sustain, low range, low mobility AND has high delays. something needs to be improved for her to be balanced.

sym3.0 design is better but her current iteration/execution of the design is literally worse. at least 2.0 had some sustain despite no method to get in and out of her effective range. now she has neither.

I’m not part of the “revert to 2.0” crew nor do I agree with them.

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