Symmetra rework concept (w/ visuals, workshop mode)

First off:
photon shields is once every 4s at best
and obvs you aren’t placing turrets, tps and shield gens down as frequently as that either. esp realistically when you consider availability of optimal spots to put them down without being insta wiped + how inherently situational some of those structures are.
i.e. a large portion of active gameplay is in fact trying to damage which you literally can’t get in and out of effective range often enough to do let alone stay in effective range long enough to do.

Secondly:
even if we assume that somehow you can spam shield hp buffs and structures all game for uptime in terms of your cds, in no way can you really realistically reach such optimal spots for the structures AND to be in range+los of allies for shield buffs with just wasd without having significant down time just like how it was with old sym. sure, you put more placement range, but

  1. you’ve also reduced the range of application for some of them (e.g. shield gen has reduced radius) which counters that
  2. often you need to put them behind cover which isn’t necessary always in los of where you’re positioned which even if you had infinite range it’s not going to fix that,

doesn’t detract from the point being made.

orbs rn are already trash rn with it’s current numbers in terms of being so slow that it’s effective range is low + being trash spam. and adding pierce makes it worse AND locks the worse numbers in because you can’t justify having actual decent numbers on orbs if they pierce, regardless of whether we’re talking decent numbers for a precision or a spam weapon fire.

orbs rn with 120 damage per orb is already 120/(1s charge up + 0.25s wind down) = 96dps < 100dps mercy bodyshotting and the latter is more consistent to land too.
even taking your 80 damage with current speed “solution”, it’s not resolving the current poor state as a precision weapon fire but with less burst, and it’s straight up just worse as a spam weapon fire with 80/1.25 = 64dps.

most of the gameplay of this symmetra is to sit back and stay alive, peel for your shield gen, and lay down incredibly oppresive spam (seriously, this version of sym has the strongest spam in the entire roster) to get wall once or possibly even twice per fight, depending on what its vs. You dont need to use beam for anything other than genji/dva duel with this sym, only m2 through tiny holes down mid to farm ult and cleave cooldowns out of the opponents. Shield gen makes you unpushable in close range as well

For reference, this sym can easily get wall in 10 seconds just from m2 spam… it wouldnt even be a rare occurrence with the current listed values above

Going by the other numbers, 64 DPS is “strong”? Let me introduce you to a character named Junkrat…

What? What match is paced slow enough for you to do this and not get d-dunked by rush or dive?

teleporter

is it not the same dps as live but piercing?

Less DPS than live. edit: Also, Junkrat does almost 200 DPS on his primary, so let’s just point out that spam damage isn’t Symmetra’s thing.

One charge, so it can only save you. Just say you want translocator and get rid of teleporter entirely if you aren’t able to use it for your team.

so basically do nothing most of the match time because you’re in range of nothing most of the time…

she wouldn’t.
18.75m between orbs and 1 orb per 1.25s and literally being really easy to dodge in plenty of ranges is not going to be the “strongest spam in the entire roster”.

heck we can even see why it won’t be from looking at old sym orbs:

  • how much damage was actually done form the orb spam?
    very little (see ult charge meter)
  • how much “zoning” was done from the orb spam?
    hardly any because even the static anchor tank orisa it was used against didn’t need to back off from the spam and they just side stepped before moving back.

this is esp when you consider the fact that dps and tanks are getting mobility creep and how teams are inherently going to play more spread out anyways with the direction of tanks. i.e. they’re going to be even better at dodging orbs and inherently going to be less clumped up anyways so you getting more charge from hitting multiple enemies with 1 orb is less likely.

the strongest spam will be that of more consistent weapon fires.

1 Like

i mean like when u shoot an orb thru a crack

there isn’t always going to be a crack all the time and it wouldn’t even really matter if the distance from the crack and the target is long enough for the target to easily react to dodge. which if it’s 15m/s, obviously it’s going to be a whole lot easier and it’s not going to take a long distance to reach that point.

15m/s is incredibly slow moving. At 25m/s the orbs are fairly easy to dodge within 10 meters, making it almost half as fast makes the range…?

1 Like

i cba, forget i said anythin lol

You still don’t understand that supports are not supposed to dive into the enemies and kill them.
Even Zen and Lucio from a damage perspective are incredibly inconsistent at long range. They just spam. And Sym does the same but

  • with a projectile that’s like 10 times bigger
  • with a projectile that deals more than double the damage compared to Zen’s orb and ten times the damage compared to Lucio.

Don’t take the numbers too seriously. I’m all for changing the orb if they don’t work. But considering how fights are a lot more close range in OW2 thanks to close range tanks and maps structures being a lot more tight slow projectiles are a lot more useful compared to OW1.
I know you want her orbs to pew pew at the enemy like a generic DPS but that’s 100% not the way to go.
It doesn’t fit her and makes her feel like a new hero and it’s just overpowered.

  • Zen orb speed
  • still huge hitbox
  • still full 120 spam burst damage
  • faster charge allowing for more spam

Even for a DPS this is just insanse.
Especially when you don’t even wanna change her team TP and give buffs on top of it.

You simply ignore the potential of this ability. Symmetra doesn’t need to hide and protect it like with 2.0.
If TP or SG goes down…so what? Just place a new one on the other high ground this time. That’s why it is an ability now. And if they kill it again…place a new one.
You cleary didn’t even bothered to watch the gameplay or try it out by yourself. You’re just criticizing of the sake of protecting DPS Sym.
And considering how the devs design maps in OW2 those are a lot more friendly for TP or SG spots. I found many great ones on New York or Circuit Royal.

“Such a lack of imagination.”

“I’m too lazy too turn around or take 2 steps to the side.”
Sounds more like a you problem.

Orbs can’t stay the same on a support. They have to get nerfed. 120 burst spam damage with this huge hitbox on a support is simply too high with the current speed.

  1. Orbs have bigger hitboxes
  2. Orbs are burst damage meanwhile Mercy has to hit multiple projectiles in a row allowing for reaction time

You’re just looking at damage and ignore every other aspect.

By you’re logic Widow damage is weak as well.

1 Like

I really like this concept

1 Like

Ana is strong in ladder because she is a low floor high ceiling support and there is absolutely nothing wrong with that.

People whine about Ana so much but she has so much counterplay and its obvious its just whining about losing despite that people are never happy with ANY support being strong.

Moira is bad because she takes no skill! Make strong but skillful supports!

Ana is BAD because she is too strong! Make supports fragile and low healing like Zen!

Zen is BAD because he kills me! Make all supports like Mercy so they cant be strong!

Mercy is SO unskilled and passive and all her players are boosted e-girls or [homophobic slur]! Delete her!

That has to compete with Sym, and above all has to deal with the same enemies.

Photon barrier is a reactive ultimate that you dont have issues getting in time. There is no benefit to getting it in 30s if you have to save it for the team fight.

A healer skill that doesnt give Sym any way to defend herself or work as a close range hero is a dead skill.

There is no such thing as a ‘‘utility hero’’. In what delusional reality do you live that you failed to understand or acknowledge that heroes in OW are all supposed to add damage to the team. Never, ever in the history of this game has this absurd ‘‘LoL utility bot’’ concept worked, and it will work even less in OW2.

Literally every support does damage when they arent healing or WHILE they are healing. Thats why they are supports, not some ambiguous utility.

This Symmetra could explode when trying to exist in the game in any range because she is a complete sitting duck.

Thats the thing. She cant use it on herself. Its one of the 2 biggest issue from 1.0 and why Shield Gen was created and why it felt so much better.

1 Like

You have an absurd idea of how much damage supports actually deal.

Current Sym has higher TTK than Mercy unless someome jumps into 3 sentries at once and goes afk.

Your ideas are completely out of touch with the reality of this game, past and future.

Oh you dont get to use this line when all you are doing is cannibalizing 1.0 and 2.0 for a non-functional rework that reintroduces all the issues 1.0 has while keeping all the issues 3.0 had.

1 Like

It doesn’t matter how people are very creative with these concepts. Devs won’t listen but to the content creators and OWL.

Just some things that i want to add, unsure if anyone said before.

Actually you may be able to fix this if you use the “add to healthpool” function, all you would really have to do is set her hp to like, idk 50% resulting in her having 62.5 shields and 50 HP

then using “add to healthpool” you add another 50 health, and then 34,8 Shield, i think thats actually possible

You technically can, with the right conditions.
using workshop you can set a event that is like

“when firing primary, set damage dealt to X”

and technically, as long as symmetra is firing her primary, her damage would be boosted

also dont forget to add a event to fix it right after:

“When not firing primary, set damage to Y”

techniaclly possible too, all you would have to do is recreate a custom proyectile with a raycast, then destroy it when it hits the wall.

as for ammo drain, im not sure if its possible to change ammo, it might be possible i dont remember

again, you can add a condition to check if the target is dead or not.

potentially possible to make it destructeable if you use a invisible dummy bot as your “psudo generator”

on another note, i like the building menu idea, it reminds me of a very VERY old rework symmetra concept i once did. i wonder if i could find it

It has never worked in the DPS class.
In the support class it works great. They heal, do some damage, provide utility. This Sym does the same.

You act like I deleted her weapon.
Which is not true. Her primary is probably even better thanks to the range buff and reverts plus SG survivability.

:arrow_down_small:

Current Sym outdamages half of the roster. It has to be reduced especially when I buffed her survivability and range.

lol.
All I did was putting her abilities from 1.0, 2.0 and 3.0 together. There is nothing new in this concept. So stop acting like I killed Sym. How can you kill Symmetra if you just add her old abilities back?
I actually care about her identity and don’t want her entire kit to be removed and replaced for a second time.
You on the other hand want to remove her team tp but also give her a second TP (?) on her ult that can teleport team mates for some reason while also removing her barrier. That’s what I call

and a TP bot.
Please ask for another hero but leave Sym alone.

Oh thank you. I didn’t know this.

This is exactly what I did.
Her damage goes down while pressing primary. While pressing secondary is goes back to normal. And if no buttong is held it goes to turret damage.

Yes. I thought about doing this but…this is not important enough to me to put my time into this. People know what piercing is.

In TTraw’s original workshop mode SG was destructable (that’s what one of the numbers is for but I forgot to remove it for the gifs :skull: )
It’s just another of those things that would’ve taken a lot of time to make but wouldn’t matter at all.

I mean it’s not very complicated to think of. Just make all of her construction one ability and boom. Free space for healing.

Thanks for your advices. I don’t plan to update the workshop (maybe the HP thing) but if other people want to feel free.

Ok, I tried fixing her HP but it really messes up once you place down SG. Her HP go up to 300+ and don’t go back when the area.
So it stays the same ig.

the one i made was very complicated lmao

i found it!

dont comment on it, its a very OLD post, im just sharing for the memories

My favorite part about the whole kit/rework suggestion:

Potential for 6 turrets…

“Welcome to the car wash! (chuckle)”