Symmetra Rework: Defense or Support?

Have to say I love the way you presented that summery.

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Thank you so much! :heart:


Took me almost 2 painstaking hours of pure boredom… Keeps the brain active I guess!

Here is a way you could keep shield generator in the game. Make it Symmetra’s passive ability. It really fits well with her “defensive” playstyle. Here it goes:
All allies that fall below 50% of their max HP pool will gain passive shield regeneration up to 75 shield hitpoints. The shields cannot surpass 50% of the affected character’s base health pool. Shields stay until the character is healed past 50% of their max hp. Shields would regen after taking damage at 16 HP per second. Allies must be within a 10 meter radius of Symmetra. If affected ally leaves the radius shields will slowly disappear similar to Doomfist’s barriers.
E.G.
Sombra falls to 25 hp she will gain shields bringing her up to 100 hp. if she falls to 50 hp then the most she regen is 50 shields bringing her too 100 hp again.

Hope you guys use this it would be pretty balanced and cool to see in game!!!

Many of the announced changes sound good. Remote turret placement sounds great (kinda sad you about no more 6-turrets car-wash), portal sounds fun, new ult sounds weird but why not… My only problem is it feels like Blizzard still has no idea what Symmetra should be about.

She still has no internal synergies.

Her kit feels like a collection of various cool abilities that dont really flow into each other.
All other OW heroes have a ‘catch’. They either have a more or less obvious combo (Mei freeze into HS, Mc Cree flashbang, Junkrat trap & mine, Winston’s leap+melee burst, all of Doomfist’s kit…), abilities that reinforce a central playstyle (pharah flight makes her rockets efficient, Widow and Hanzo can reach sniping spots, Reaper and Tracer can mitigate the risk of close range, Zarya is rewarded for absorbing damage, Orisa is a turret+shield setup on her own…), or they just have a general consistency of rythm, positionning, range or even theme (like how Zen feels good in that backline position overseeing everything, or how Moira has her left/right click duality).

I’m still not seeing that with Sym and the announced rework. I mean there’s some small stuff. Like how current photon barrier helps you get in close range and I guess the new portal will do the same in a different way. Or how on some maps you can taunt the enemy by spamming orbs through your deathtrap-laser-room. But it’s so anecdotal and inefficient that it never really clicks as ‘this is what this hero is all about’ (at least for me)
Like, I still don’t get why they want her turrets to slow and deal decent damage. Her turrets and primary weapon are two parts of her kit that exist in isolation and you’re not encouraged to mix in interesting ways. What if you put the damage only on one and the slow only on the other, maybe give her a weapon that’s more efficient against slow targets so she needs to trap people into her slowing turrets ?
Or there’s the fact that I still really really want to try a version of Sym where she can charge her right-click while firing her left-click. Greeting an enemy with an orb to their face is already a lot of fun so I don’t see why it couldn’t be made into her core combat loop. Just give her some better synergy between her left and right click (have one boost the other in some way, have her damage ramp-up mechanic also apply to her orbs, and her turrets !). Right now the orbs are just this slow, inefficient thing that you spam to avoid getting bored…

In short, I’d love to see Symmetra’s design be a bit more… focused.

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Seriously don’t like the orb changes, just speed 'em up. I’ll trade the 5 damage, faster charge time, and primary ammo return for that alone.

Also 4 turrets, one for each corner of a room; 3 feels off to me.

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In takes up the entire map, you could use it in spawn in the Arcade on Hanamura, and it would split the first point in half.

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you can do that when her ultimate activated,so the barrier can give shield health to all your teammates?

what’s the cooldown on this wall. do we have to break it for it to go away or there is a timer of some sort

No, defense heroes are supposed to be better at zoning people out. This is a skill useful both on attack and defense.

Since launch I ask Blizzard to rename Defense and Tank categories to stop people from confounding their roles (“Defense means they should be used on defense stage” and “tank works like MMO tank”). I usually suggest Defense to become Zoning, and Tank to become Bruiser.

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While I do like that her teleporter is allowing more than just heroes pass through, and that her turrets can be thrown and such…

Why more shields? We have enough shields in the game. I don’t have a problem blasting through them, but it’s such an easy concept to give to anyone. I’ve never really considered Symmetra being a shielder. Even with her very first kit, her shields had a cool down and you could only throw one at a time. It sucked.

Her second kit, rarely did I have a random Symmetra player use the shield generator. Because you know, defending a point, I don’t need more protection. But even when I did have a Symmetra throw her shield generator, it was okay to have if only there’s a Torb on my team.

I don’t know, I just feel that another shield is just annoying to have. An idea I had was give that abandoned Bastion ult a chance and have one of her turrets be controlled. A small, walking turret that you would control, and it can blast lasers to opponents, distracting them. That would be cool to see instead of this 5000 HP infinite static barrier.

This part really sounds clunky. It would be much better to manually build both Teleporter pads exactly where you wanted them.

Having it this way forces Sym to stand in locations that might not be that beneficial because at least 1 Teleporter pad is going to be in the open, depending on what you are trying to achieve.

Then it kinda makes that ability pointless because one will be super easy to destroy.

Also, the Teleporter should last until its destroyed.

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Someone else finally gets it. You don’t physically attack the objective, you gain the ground around it and keep the others away from it and own it.

How many health does symmetra as?..now that she’s in defends and doesn’t have shield gen?..

Becaouse she needs some sustain…everyone in defends have more then 250 health! and that’s cuz some of them heal themselfs and are snipers! she should have the power to give her self more shields.

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anjali has many jobs outside this silly
it isnt her main job by far, i think she mentioned it in a video.
pretty sure they pre record all of the event lines way before too. they only call them for situations like these. -i think-

All I am saying is that reworking her also gives the devs an excuse to give her more Hindi lines

Hint hint

My largest concerns and curiosities with this rework are as follows:

  1. Will sym’s new gun still charge off zarya barrier and will that give zarya charge or not? ( theres always buggy interactions with her barriers)

  2. Will Sym be able to place a TP during zarya ult to escape since its not technically a movement ability?

  3. As far as her turrets are concerned what is the cd on them and IF they are altered to be destroyable in flight will that still take her cd even if it hadn’t actually “deployed” ?

  4. what is the effective range for her new gun? the same as before or effectively zarya range? or in between zarya and moira? or mei range?
    also is it visually the size of Zarya’s beam or completely different?

  5. Is her ult going to act in the same manner that her ults currently act where she can’t charge her ult until they’re destroyed? bc if so then It could possibly end up being really underwhelming considering enemies could completely ignore it and attack your team directly.

  6. Will Sym have some kind of call-out for if an enemy passes through her barrier out of LoS of her and her team? or maybe give them like a 2 sec visibility to her entire team.

again these are all just questions brewing in my head and sorry for the long post.

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Bastion have 300 (plus damage reduction and self-healing). Mei get 250 (plus ice block to heal). All other defense heroes have 200 and no self-healing.

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195 DPS at level 3 weapons charge? Sounds utterly broken. So if she can get it up to lvl 3, she becomes unstoppable at short-ish range… I’m really curious how that will play out.

I like a couple of those changes though. The new teleport seems to be really neat and opens a lot of new strategies.
Turrets with HP…well yeah. Let’s try that.
New ult: Sounds interesting. But awkward in the same way. Many OW heroes have mobility, which should make such a static barrier pretty useless all over all. But yeah.

Her weapons damage seems to be overtuned by a lot - at least on paper.
1.1 seconds to kill any 200 HP hero? Even with no lock-on, this sounds awful.

I think perhaps you’re changing too many things, too fast… I think the turret targeting change (but not number or damage change) as well as the ability to replace her ult would already be enough. I don’t like the shield generator going away, the ability to give shields to allies was kinda her thing, and I’m really not sure about that new shield wall ult…

I agree though Brigitte might wreck her. But the other tank characters definitely need compensation buffs. Rein, Orisa and Winston.