Symmetra Rework: How it should be done

This is a great start. The rest…not so much.

I am very disappointed with the Sym changes. I feel like they are making Sym more annoying without actually making her a worthwhile pick.

The whole point of the rework was not to slap some new abilities on her which are going to be just as useless as the old ones, but to make her a worthwhile choice. There should be a reason why you want a Sym on your team.

I dont see that reflected in the new changes.

The only thing I agree with is moving Sym to defense. And defense should be renamed into specialists.

But now that the Devs have given us some more information on the direction they want to take Sym, I just had to create my own rework for her because the direction they are headed now is terrible. I dont know if they are running out of ideas or what but feel free to use mine for free. I dont want anything in return. I just want Sym to actually be a worthwhile pick without destroying who she is as a character.

Symmetra

Role: Specialist (formerly Defense)
HP: 100hp/100shield

Photon Projector: Primary Fire
  • Type: Target Locked Beam (auto lock beam is unique to Sym and should stay)

  • Range: 8 meters (lock on) 8 meters (tether break) - tether will also break on LoS, just like a Sombra Hack

  • Damage: 50/100/150

  • Charge levels: 2 seconds of damage, fall off over 2 seconds of no damage. At max charge, beam also applies a -35% movement slow

  • Ammo: 150 @ 7/sec - while beam is locked on a shield/barrier, ammo is recharged at the same rate

  • Reload: 2 seconds

 

Photon Projector: Energy Ball
  • Type: Linear piercing projectile (again, why remove piercing projectiles. This is unique to Sym and should stay. Dont remove the hero identity)

  • Damage: 50-125 (based on charge time)

  • Charge: Full charge in 1 second

  • Projectile speed: 30 m/s

  • Ammo: 5-25 - if an Energy Ball pierces a shield, the ammo cost of that Energy Ball is instantly refunded

 

Sentry Turret
  • Type: Projectile/Linear Beam (Sym can now fire her turrets as a projectile at any surface)

  • HP: 50

  • Damage: 45/second - ONLY IF all 4 turrets attack the same target, that target is locked out of all movement abilities AND have a -45% slow

  • Range: 15 meters

  • Ammo: 4 stored, max 4 deployed

  • Deployment Time: 1.25 second once attached to a surface

  • Projectile Speed: 15 m/s - invulnerable until fully deployed

  • Cooldown: 6 second turret regen

 

Teleporter - *New Ability*

Notes: Sym will place a Teleporter pad, and a second Teleported pad up to 30 meters from the first that players can use freely. Enables unlimited travel in both directions

  • HP: 300 total per Tele pad (25 HP/275 shields) - Appears as a blue, invulnerable, hard light construct only visible to Sym until fully deployed

  • Duration: Lasts until destroyed. Destroying any Teleporter pad will destroy both

  • Range: 30 meters between Teleporters

  • Ammo: Unlimited uses

  • Cooldown: 15 seconds after being destroyed or Sym can destroy both Teleporters by holding down the ability for 2 seconds and will incur a 7.5 second cooldown

  • Casting Time: 1 second

  • Casting Range: 30 meters

  • Friendly Debuff (Disoriented): 5 second debuff that prevents users from using Teleporter again (create a small HUD indicator near HP bar so users know the cooldown)

 

Healing Well - *New Ult*

Notes: Sym builds a Healing Well with a self defending dome shield around it for a short duration that supplies healing and shields to her team

  • HP: 1200HP Barrier and 150HP/1050 shields Healing Well

  • Duration: 12 seconds

  • Casting Time: 2 seconds

  • Barrier Radius: 4 meter radius (picture a smaller Winston bubble)

  • Turret: Located inside the barrier at the top, a 5th turret is summoned. Turret only attacks targets inside the barrier. Turret is destroyed only by destroying the barrier. Barrier is deployed by the 5th turret.

  • Turret damage: 180/second and target is locked out of all movement abilites AND have a -45% slow

  • Healing Well: Supplies 250HP Health Packs every 2 seconds AND provides 50 shields to all nearby allies

  • Healing Well Shield Generator Radius: 25 meters

  • Shield Duration: Shields immediately lost after leaving Healing Well range

 

Passive: Portal Mastery
  • Symmetra has mastered the art of Teleportation travel and can use portals without inuring a personal cooldown

 
IMO, this will not only make Symmetra a really good specialist to have on your team, she would be good against dive heroes with this build and she doesn’t lose any of her hero identity.

2 Likes

I am not a fan of the auto lock beam. I wouldn’t make it any stronger than Moira’s lock on, but other than that, this rework looks better than what is currently being proposed.

The ult is for sure better than a boring wall

1 Like

Portal Mastery passive sound on point! But I don’t think a healing well would outshine any other support ult at the moment. I think they should give her more of a utility ultimate that’s creative and out of the box, not extremely offensive nor defensive.

1 Like

I agree. The only reason I added a “Healing Well” is for the people who still really wanted Sym to have some sort of healing part to her kit.