AOE damage on orb is reduced, but direct is increased
symmetra can now hold an orb indefinently
after holding an orb for 4 seconds or more it pierces shields, after passing through a shield it deals 50% damage,
every time the orb passes through a shield its damage is multiplied by 2.5, EX: 1 shield --> 70 damage, 2 shields --> 175 damage, 3 shields --> 437 damage
Sheilds that multiply her damage don’t include… bubbles, and Mei Wall. Orb damage does not double proc by hitting a shield twice (EX: both sides of a winston bubble)
The most possible damage that could be done using this would be 2734, if the enemy had two shield tanks, a symmetra, and a brig… Realistically, you might see 175 damage at most.
You can certainly prefer it. But it does not change the fact that being able to pierce barriers has significantly less value the longer you have to charge to do it. Four seconds is not going to be a reasonable time frame to use it consistently.
It will do nothing but feed ult charge to supports as neither sym or anyone else would have the ability to consistently follow up.
That is a fight. You are engaged with the enemy.
Honestly, given the choice between her current orb and your idea I would opt for the current orb in a poke war so I can at least do consistent pressure rather then a random burst that just feeds healers.
after going through 2 shields the orbs would do 175, pair that with a Mercy boost and you’re oneshoting people, effectivly removing dual sheilds as a viable strategy without trashing sigma, rein, or Orisa, only trashing the combenation of them when against a symmetra
Fire that bad boy through amplification matrix and you put it up to 5468 damage, babey!!
In seriousness, I think that it’s a little too niche of an ability and that making one character counter shields will either be too situational or too strong. I wouldn’t mind bringing piercing back, but I don’t think it really needs this complicated multiplication of damage. It’s just too difficult to convey to the player well that it’s what it does and it’s impossible to really know how much damage you’re dealing as the player in any different circumstance.
Double barrier is not performed by putting both up at the same time. They are performed by staggering and giving the other barrier tank a break.
But even if you get the lucky break of having it pass through two barriers AND you have a mercy boost you would need to hit a target worth the value of not doing damage for FOUR SECONDS.
The fact of the matter is that your idea requires a ton of things to line up that no one can feasibly plan for and perform consistently. Essentially your argument is “She’ll get lucky from time to time.”
You are missing the point. I am saying I would NEVER use your idea. It would be a loss of so much value in hopes of a lucky break that two barrier tanks messed up and put both up at once in such a way that it passes through them and kills someone.
I appreciate that you are trying to come up with something for Sym. I really do. This is just not what she needs. Her entire kit right now requires for thought. Which having some abilities on a character with that requirement is not bad. It just becomes to much when a character has no reaction based abilities.
Adding another “wait for it!” mechanic just isn’t going to cut it.
I use to be opposed to the idea but I have slowly come around to the conclusion that Sym having a charge mechanic on orbs really does not fit her anymore.