Symmetra Rework Opinions from a Symmetra Main

So, now Symmetra is just teleport in human form, so real heroes could get to position?

Probably one day meta will consist of 1 very strong DPS and 5 players that do everything for that DPS: damage boost, shields and mobility.

Sym has no health and is required to be close to do her damage which is a big risk.
This makes her straight beam weaker cause, in order to dodge damage, her aim will be off most of the time.
Tethering the beam was effective in doing damage while dodging at close quarters.

Her long range is weak, and her short range is also weak. She has low health making short ranged fights harder to deal with because of the straight beam, turrets gets destroyed easily, and the big wall is probably the worst ult yet.

I think the majority like the new teleport.

I can see Blizz is trying to make Sym shine like the rest of the heroes but, I have a feeling they are still just doing their own thing while claiming to listen to the community.

Sym, if I remember has 2 reworks, and this latest one has missed the mark. The first rework was actually not bad.

I may have to say goodbye to one of my favorite heroes.

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No joke, when I heard that they got rid of the lock on and now her primary is going to work like zarya’s beam, I got up from my seat and yelled “FINALLY” and started laughing and dancing.

Even though, her being OP was probably because I used to play overwatch on the PS4, and it was not that great aiming with a controller, so getting rid of her was a nightmare. She was probably a lot easier to deal with on PC (now that I play on the PC I see that she is getting picked less than on console, so maybe that is the case).

I’ve heard from a lot of people that they didn’t have a button assigned to the default for using the TP, which seems like a huge flaw considering people who don’t play Symmetra wouldn’t be able to use her now only form of team utility simply because they don’t know they need to set a button for one specific hero on their team…

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Or all the people who can’t aim…will still not aim and then Sym causes people to lose games

Did you guys speed up the reload slightly?

Clearly you do not understand. Take your tryharding elsewhere and stop bashing casual / newcomer players. It’s a waste of my time.

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Alright so I’ve played symmetra a little bit on the PTR, a few days ago and for a couple quickmatches today.

Symmetra has been nerfed on the PTR, really hard.

A couple days ago when I played her, she was way too strong. I played a few games, and each game had a pocket mercy keeping me alive, and just by her help keeping me alive, I was literally roasting entire teams like nobody’s business. Granted, I am a symmetra main so I’m probably better at playing symmetra than most people.

She’s still Symmetra, just a little bit different. Now today when I played her again, she does much less damage than she did a couple days ago. Her damage has been nerfed hard. She felt weak, and on top of that, it was much more difficult to build up a charge, which made a couple things start to REALLY stand out about her.

  1. her primary attack range is way too short, as it is, DVA’s out of their mechs and mercy’s own symmetra, if that’s telling you anything.
  2. her primary attack has to be extremely precise to actually land damage. It wasn’t like this a couple days ago. I’m pretty sure the aiming required for symmetra now exceeds that of even Widowmaker. I’m not kidding.
  3. Without her photon barrier, her 200 health now is really standing out. It was okay when she dealt massive damage because that made up for her lack of health or any kindof survival. But now that that damage has been nerfed to oblivion, I seriously feel like she was stronger before the rework.

–My personal pros and cons:

Pros: The auto target is gone. I always hated that because it was so buggy. Her attack would always get stuck on winston shields and mei walls, even if they were friendly. When I would charge into enemy team and get a good jump on them, it was very difficult to attack the targets I wanted to attack, usually being their healers in the group. Now that’s not an issue anymore.

Pros: The turrets. I love that they’re only 3 now, and more meaty. They’re not something you have to baby anymore, you just point, throw them and move on. That’s great.

The ultimate ability is meh… I don’t know how I feel about it honestly, pro or con. It’s a shield that literally covers the entire map in a straight line for about 10 seconds. So you can use it from your respawn and as long as you line it up correctly, you can cover your team on the objective with it for about 10 seconds. Eh… Cool, I guess… I would rather have +75 health/shields though honestly.

Cons: She’s still slow. Her teleporter is not a clutch move, it takes about 2 whole seconds for it to engage, so its not like a life saver in the middle of a fight, so she’s still immobile in a fight. Only 200 health, no benefits, no boosts, no buffs, no shields to cover herself with.

Cons: Her primary attack range is pitiful. It’s barely more than reinhardt’s melee attack, but not by much. Any ranged character in the game can easily kite her, still.

Overall: I really think the Symmetra rework ball just got dropped. On it’s head.

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Yeah I heard about that and I hoped it was a mistake. How consistently can you get the 180 dps going? And even so, is it safe?

If she’s ENTIRELY reliant of having a zarya bubble or an orisa shield, how is she supposed to even be utilized?

Like great, the TP is nice and all, but…

Thinking about it, here’s the main reason WHY Symmetra needs more than 200 health now. Because before the rework, with her auto-lock, Symmetra’s 200 health was kindof OK in most cases, because she could jump around like a rabbit and be really hard to hit, while still autolocking her damage. Now however, when you have to aim so precisely, playing symmetra you cannot jump around if you hope to land any damage at all. Because you’re unable to jump around to make yourself a more difficult target to hit, means you get hit that much more, and with only 200 health, you’re basically just a DVA without her mech.

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This sentence right here with the smiley just set me off; if that was your intention, super effective cause that worked.

How in the world are we going to live long enough with 200 hp and NO SHIELD or escape skill!? You guys basically made a weak Zarya with 3 sentries, a weird Reaper teleport, and a wall you can only use every minute!! Why is this Hero even called Symmetra anymore?

Forum Moderator Note: Insulting the development team in your title or post is against our forum guidelines. Doing this may result in a temporary suspension of forum posting privileges. Please focus on discussion of the feedback/suggestion in your thread.

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I never quite understood why Symmetra does not have a charge meter like Zarya. It’s a nice QoL change for her because you can see how fast it is charging and how slow she loses her charge.

Since they made her beam weaker, I won’t be surprise if they increase her shield pool by 25-50 points more to compensate.

Because Zarya gun damage is multiplied by her charge level, while Symmetra gun have specific tiers it can reach. So, while Zarya can have 30 charge and will deal 130% damage, or 40 charge and deal 140% damage, Symmetra gun will always be at one of those stages. She don’t ramp up linearly like Zarya.

While the beam itself and the sound serves to indicate charge, in her gun itself there are some lights in the gun itself that tells you which level it is.

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After Jeff made that initial Dev update saying Sym only need minor buffs, I thought we were in good hands. But now it is VERY clear to me that the Devs do NOT understand how Symmetra works.

Symmetra’s Weapon

Sym is a MELEE hero, part DPS, part Support-Utility and part Tank-Utility.

  • The way to balance her Primary beam is to make it shorter and stronger with Auto-lock and not longer and weaker with Aim.

Her Secondary fire should always be unreliable.

  • Her Secondary Fire should PIERCE Barriers and Enemies and should be her primary way to deal with Barrier comps, whereas her Primary should be her Primary way to deal with Dive Comps (by Dive comps I mean just Flankers and also Flanker-based comps).

  • By switching the roles of the Primary and Secondary fire, you have thrown her Weapon OFF-BALANCE.

  • She no longer counters Dive Comps with Primary and No longer Counters Barrier comps with Secondary Fire. She kinda counters Barrier comps with Primary now but you’ve made her more NICHE by removing the Auto-Lock of her Primary, which prevents her from countering Dives.

Symmetra’s Personal Barrier

Symmetra should have a Barrier in regular play to help her survive.

  • Photon Barrier was awesome for this. You could block all kinds of stuff that you cannot block with the new Barrier like lethal damage and potentially lethal Hooks and Stuns and other CC, and you could it ALL THE F’ING TIME!

  • You didn’t have to wait for a Ult, you just spammed the Photons out of that Barrier.

Symmetra’s Ultimates

She was also the only hero to create Secondary Points of Contention via her Ultimates (Teleporter and Shield Gen). These Ultimates not only gave her extra survivability but also created unique gameplay and unique stragies through creating secondary objectives for the enemy to go after.

  • They didn’t need to go after it and could win simply by ignoring it but when they did, that’s when the fun began.

The ONLY Change that was Necessary and NEEDED
… was the Turrets.

Flying Turrets is what Symmetra needed because Turrets were the only skill that was difficult to get value out of on Attack. It was Sym’s only Defensive Skill that was clumsy and often risky AF.

  • For example on Payload, we had to put ourselves at risk to place Turrets ahead of a moving Payload. Even after wiping the enemy team, Sym would have to extend far beyond the saftey of her own Team to put up turrets for the incoming enemies.

So Flying Turrets… GREAT JOB ON THAT GUYS! - This is the ONLY change Symmetra needed.

Everything else… no… completely unnecessary and changes the entire Hero.

Conclusion
NO more Primary Lock-On Beam, NO more Piercing Orbs, NO more Flying Barriers, NO more TP/SHield gen Ult and Secondary Objectives…

NO more Symmetra…

What you have here is not Symmetra but Sanjay or some other hard-light architect, who really needs to be made into Hero 28.

The fact that this was even considered as a legit rework and was given the art and sound treatment, completely BAFFLES me and turns my face red as I face palm again and again after watching this dung-faced rework of a Hero whose DEPTH we fell in LOVE with.

Look I enjoy what Sanjay is bringing to OW. I enjoy the Team Reapersitioning he offers (in practice) and I enjoy the mechanics of his Great Barrier (in theory). But let’s not pretend that this is Symmetra.

Further Reading
Open the thread to see more in-depth.

On Symmetra’s Identity and How to Preserve it when working on a Rework!

On the Power of the Flying Photon Barrier and Why it needs to STAY!

Symmetra Buffs that would have made her AWESOME but not OP!

Why I am Angry at this Rework!

Why Sanjay is not Symmetra!

What We Want!

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Aha… ahahaha…ahahahahahaha!!!

Oh… these forums just kill me sometimes :laughing:

Never change OW forums… never change…

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I still think her primary fire is going to be a problem because it has the same issues her old primary had but now it’s worse. Her old primary fire could gain charge off of barriers as well, so how is making the charge longer on her primary fire gonna help her out? Adding 2.5m range to her primary fire doesn’t really make much of a difference especially now that it no longer locks on. The problem is still staying alive in order to make use of your fully charged primary fire.
Compared to other close range DPS she’s at a huge disadvantage. Reaper already does a lot of damage up close and he doesn’t need a 4 second charge to achieve max damage. Mei disables her opponents by slowing and freezing them which sets them up for the kill. They both also have 250hp (which I think symm needs) to make up for the fact that they fight up close. But the biggest advantage they have is that they have an escape during the fight, reaper can use wraith form to escape and Mei can use cryofreeze and her ice walls to get out. Symm has none of that since her photon barrier was removed. Her TP is slow to set up (it’s the equivalent of using shadow step during a fight, not a good idea and will get u killed more than likely). If symm is gonna keep the primary fire as is, I’d say she needs at least 250hp (maybe 50hp or 50 more shields). Or a passive that lets her shield health regenerate when she damages barriers.

Remember this is a team game, not a game of 1v1s. She’s a defense hero. Played alongside a main tank and with Support players she’ll have enough sustain and range to VERY quickly drive off flankers and easily enough DPS to burn down enemy shields from behind a Rein Shield. She makes Brigitte useless in a 1v1 anyway as she gains charge from and obliterates her shield to cook her alive at full charge and full ammo when her shield is down. It’s one of the only things going forward that is equipped to deal with her outside of mirror comp. The good part of this is that Tracer at least is well equipped to delete Symmetra in the backlines before she can get her down. So the rock-paper-scissors is complete:

Zero-skill (Brig) beats skill (Tracer)
Some-skill (Sym) beats Zero-skill (brig)
skill (Tracer) beats Some-skill (Sym)

It’s like the unholy trinity or something.

God no. In-combat health regen is already one of the stupidest mechanics in the game currently. The fact that Brigitte has that (no matter how small) is one of the reasons she is broke as all hell.

oh believe me, her ult is crazy op. I’ve used it numerous times to shield my team off from ulting soldiers, mccrees, etc. I think i even got a pharah to kill herself with her ult, idk

As for the health, considering the fact that it only lasts around 10-15 seconds, it’s not too weak imo, especially because it’s never been destroyed.

I’m well aware this is a team it’s always been a team game. If symm’s kit would have worked really well with her team (or vice versa, but u know teams don’t work well together in solo queue) she wouldn’t have needed 2 reworks. Her primary fire was one of her main issues at least in higher tiers or with players that have a clue what they’re doing.

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Yeah… that’s because it didn’t work well with teams in either rework, and was kinda too strong with her initial 75 hp perma-shields. She provided so little utility to her team and was quite trivial to deal with as long as you weren’t playing in potato rank that she required this kind of rework. Now with skill being actually rewarded with her in the form of high DPS for good tracking, she’s a viable shield shredder and can also deal with Genji players as well if not better than before at higher levels. Her low-level cheese value may have dropped, but she’s certainly more applicable to higher level play.