Welcome.
This concept is highly inspired by TTraw’s rework for Symmetra. I recommend to take a look at his ideas first.
I think it’s actually really hard to rework Symmetra into a support again. During her lifespawn she recieved so many new abilities which makes it difficult to create a Symmetra for everyone.
A second important aspect is to make Symmetra more active. Sym 2.0 is often seen as too passive because she didn’t have supporting abilites beside her ults which were objects. You placed them and they did the job for you.
I think TTraw did the best at keeping Symmetra’s core identity and also make her more active to play.
However, there are still a few things I would change.
On the left you can see TTraw’s concept and the right you can see my concept.
Ability | TTraw | Tobiz | |
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General |
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Comment: The revert to the priority order is fundamental. Without it this change Supp Symmetra won’t work at all. Plus there is no permanent stacking armor in the game anymore so it’s time to undo this nerf.
Shields are less powerful in the game overall. Making them recover faster should close the gap between armor and shields. Symmetra will also benefit a lot from this change.
Ability | TTraw | Tobiz | |
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Passive: Shield Aura |
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Comment: This new passive will be the core element of Symmetra’s healing. I decided to increase the range to 30 meters because with 15 meters Symmetra might only be usefull in bunker comps. Also it can be annoying if you walk out of her range by accident. It’s Symmetra’s main reason to be a support again so it should be consistent at least.
Since I already buffed the recover time of the shields I didn’t buffed it here again. Plus I don’t like those individual rules of general game elements.
I also made Symmetra’s healing visible. One of the problems Sym 2.0 had was that you never knew how big her impact through her Shield Generator actually was. Recovered shields will not be added to her general healing. It will work like Brigitte’s armor statistic.
Ability | TTraw | Tobiz | |
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Photon Projector: Primary Fire |
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Comment: We more or less agree on the Primary Fire. It should deal more damage on low charge while being weaker on max charge. The charge time is reverted back to Sym 2.0.
While TTraw made the beam easier to hit I increased the length and gave her more ammo.
I didn’t inclue the old visuals because it’s not a lock-on anymore and it might be annoying when it “locks” on and off all the time during a fight. I miss them too but I think they don’t fit.
Ability | TTraw | Tobiz | |
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Photon Projector: Secondary Fire |
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Comment: My orbs are basically Sym 2.0 orbs but they charge a bit faster. They were good at charging your ult and countering barriers. I don’t think they need to be too complex.
Ability | TTraw | Tobiz | |
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First ability: Photon Shields |
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Comment: I only increased the range by 5 meters to match the range of her passive ability. I also changed the healing ratio from 80% to 100% which means she will heal 25 per second in perfect circumstances.
Lastly I increased to cooldown by 1 second to prevent chain shielding.
I’m not sure if this might become too strong with flankers. Brigitte showed that 50 armor is too strong but I wouldn’t nerf the healing because it’s already very low. I also wouldn’t nerf the 75 shields because they don’t reduce incoming damage. I think increasing the cooldown would be the way to go if the Photon Shields are too strong.
Ability | TTraw | Tobiz | |
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Second ability: Photon Barrier |
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Comment: Her Photon Barrier was the best ability from Sym 2.0 and it doesn’t need big changes. I like the reduced cooldown in exchange for less HP but the shield could be bigger to make it better in protecting her team mates.
Ability | TTraw | Tobiz | |
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Weapon Switch: Architech's Gauntlet |
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Comment: Of course I’m adding his idea of a wapon switch. I changed nothing expect her constructions being visible through walls.
Ability | TTraw | Tobiz | |
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Primary (Turret) |
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Comment: I reduced the HP to 1 again because her turrets should not be her main strength. The slow reduction is a bit stronger to make the turrets more fitting for a utility support. TTraw reduced the damage to 5 but I think the turrets should still deal noticeable damage.
But we both seem to agree that the turrets should only be good at slowing enemies down and make them easier to kill for her team.
Ability | TTraw | Tobiz | |
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Secondary (Teleporter) |
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Comment: Here comes the big difference compared to TTraw’s concept. I don’t like how her current teleporter works. It’s also not very fitting for a support hero and it makes her too team reliant. That’s why I‘m bringing her old spawn teleporter back. It has only one charge so it’s comparable to Rez. It won’t win team fights anymore but it can be helpful if someone died early.
Ability | TTraw | Tobiz | |
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Ultimate: Shield Generator |
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Comment: Not much to say here. 75 shields might be too much if used on Tracer or Genji but this could be changed again if it’s too strong. I didn’t add the range or HP increasement because the ability to place it from far range should be good enough to find more spots to hide it.
And that complets my rework concept. As I said in the beginning I wasn’t sure how to rework Symmetra. I thought about not adding the weapon switch but the problem then was Symmetra’s amount af abilites she has. Teleporter could move to her ultimate again but then I didn’t know what to do with her turrets.
Removing them wasn’t an option because they’re part Symmetra’s identity and her Photon Barrier is too important to delete it. I also didn’t want to ditch those Photon Shields because I really love the idea of how they work.
So including the weapon switch was the only way to include of her abilities.
I have a second concept of how to rework Symmetra into a support again which I might post in the near future.
Thank you for reading