Symm's M1 is a full damage scale too low

It needs to be 120/180/240 to be moderately close to being fair.

The extended wind-up makes her M1 one of the hardest weapons to use, requiring her to stay very close to enemies for a minimum of 3.6 seconds before the damage output comes out to par if you don’t count headshots.

It is currently one of the lowest potential weapons in the game, down from something that people said was holding her back, so I don’t understand why it’s left in this godawful state.

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Its funny when people think 180 is a crazy amount when soldier and tracer can do way over that in much shorter time because they can crit :stuck_out_tongue:

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Benice to have a uniform ramp up like zarya instead of hard wall tiers.

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That won’t do enough. She’s subpar for the first 3.6 seconds of combat, or 7.2 seconds if you’re at 50% accuracy. That’s way, way, WAY too long.

Honestly, you can put that third tier at 9999 damage, because if anyone lets a Symmetra sit in close combat for over 5 seconds, they deserve to get killed by her.

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I agree that her damage is too low. They need to bump it up a little or lower the ramp up time.

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The setup is hilariously slow. I figuratively kick myself every time I try to charge up her primary fire. If the team is decent, the other Damager will have cleaned up before I can reach top level, and that’s with a Symm accuracy of 45% or better (the lowest I usually get in quickplay). If the team is not decent, there’s nothing Symmetra can do to change that unless faced with a far worse opponent.

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That is the other option: NO ramp up, just have it be about 200 all the time.

The ramp up was there to balance an auto-aim weapon with not-completely-negligible damage. Quite why it was intensified when the lock-on was removed is beyond anyone at this point.

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They never should of increased the ramp up time in the first place honestly removing lock on and then adding an additional 2 seconds to the charge was overkill for a hero that was already under-performing

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This would be right if sym didn’t also have turrets. Her turrets are the reason she has a lower damage potential on her primary.

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I don’t think even the balance team knows why they’re making the changes they make anymore.

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Dont even. turrets are one shotable by the ENTIRE cast. take ages to set up. are useless on their own. have a ridiculous cooldown. and fly at the speed of a drugged up badger with a fidget spinner glued to its tail.

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That’s awful. That’s the most easily countered crap, it’s completely unreliable and doesn’t work at anything above, what, silver? They still have almost no HP. Making Symmetra dependent completely and utterly on those turrets just puts her in the role of a worse version of pre-rework Torb.

And Torb had an actual gun!

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If they are so bad, then advocate for their removal along with this damage buff. They seem to be pretty useful when used correctly though… I never said that Sym was fine, just that her turrets hold back her personal DPS.

Symmetra is held back by time gated mechanics as a remnant of her old design. Literally everything she does has a wind up. It’s unacceptable.

Primary charge levels.

Turrets take time to activate upon hitting a surface.

Secondary fire has a wind up.

Tp has a very long wind up.

This is just terrible design unless the hero has incredible survivability or an incredible payoff. Sym has neither.

Something’s gotta give. She needs a speed up buff somewhere. OPs suggestion is good. No DPS hero’s weapon should ever be doing 60 dps. If Sym is supposed to be a glass cannon, make her one! She’s currently a glass pistol.

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They need to rework it as a two-stage beam instead of three.

1 Like

Honestly, 120/180 would do. They could keep the 3 stage but as follows:

Dps: 120/180/180

Stage 3 beam now pieces all non barrier targets.

… Dang I really like this idea.

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I didn’t even consider the possibility of having Stage 3 gain a utilitarian buff instead of raw damage, but that sounds amazing.

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I want them to be change from her core damage source to a purely utility based ability. buff the hell out of their slow give them a better cd speed and durability and give her more damage.

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I don’t like the term “time gated”. It’s not a proper term for this kind of design.

Time Gating is a term invented to describe some systems in WoW, by people who didn’t know what they were talking about (as in they didn’t know the pre-existing common terms and decided to make one up). “Time Gated” has connotations of P2W mechanisms to it and is generally very negative.

Sym’s mechanics aren’t “time gated”. She has a “ramping mechanic”, or a “charge up mechanic”, or a “build up mechanic”. There are already a number of pre-existing, accurate descriptive terms for how she works. Please use one of those. Don’t try to adapt “time gating” here just because you don’t like how it works and want to smear it by using a negative term from another game (where it’s also being improperly used because…again…proper terms already exist).

So, now that I’m past that little nit-pick…

You can’t buff her stage 3 ramped damage. 200 dps is a very, very solid breakpoint that should’t really ever be bypassed with bodyshots. Not without some kind of massive, massive disadvantage of some kind linked to it to provide a counter-balance.

You have to understand, 200dps on an aim hero means that a pro with 70%+ accuracy will absolutely destroy with her. His team will build around that sym and pocket the hell out of her. You’ll have Sym pocketed by mercy, orbed and supported by Zen to max out that ridiculous damage as much as possible. Her only counter will be another Sym with the same setup, being pocketed in the exact same way.

Current Sym is pocket-bait. Her #1 limiting factor is friendly mercies not understanding their role in her performance. If you get your M1 up to level 3, you should be an immediate mercy target in favor of absolutely everyone else, and if you’re good your team should consider swapping their off-tank to a mei for the synergies that exist between both of your M1s (so, solo tank, triple DPS, and dual support with mercy pocketing Sym and Mei slowing everything down for the microwave).

Does sym need help? Yes, but more damage isn’t it.

Her teleporter isn’t useful enough for people to build strats around outside of Volskya and Hanamura.

Her turrets are less useful the higher your rank is, and it only takes gold or so for them to become totally useless.

Her M2’s RoF is absolutely abysmal. If anything deserves to have it’s ramping mechanic removed completely, it’s her orbs. She’s DPS now, but is still putting up with support levels of DPS on her M2.

Her M1 is a tool with a very specific niche in the game that can be used to great effect (especially against D.Va and Genji). Its damage is fine. Maybe reduce the ramp time and let her get to level 3 more quickly. She’s already one of the better barrier breakers in the game because she doesn’t need to waste time reloading.

They already completely immobilize a reinhardt, so how about no.