She’s not good though; her kit has 2 gimmicks thrown into a kit that can’t decide whether she should be a support, damage or tank hero.
Her damage, to be blunt, sucks: it takes 3 fully charged orbs to kill a 200HP hero, that take 1.3 seconds to fully charge. Given the downtime between shots, a Zenyatta Harmony is the only protection you need from a Symmetra at long range. Literally any other projectile hero can do better than her here, due to faster damage, higher damage or the ability to headshot.
And in close range, she’s not much better. People seem to misunderstand Sym’s primary; saying she can deal up to 180 damage per second is fine, but she has to spend at least 3 seconds scoring consistent damage before she can get that level of damage, and then has the shortest range beam weapon in the game, bar Winston, to do that with. And that’s assuming she even survives long enough to actually do anything once she’s at that high charge, if she manages to get there at all.
Her teleporter is a worse Shadow Step, it’s only upside being that it works for her team as well, yet its held back by its long cooldown as well as being the only mobility tool able to be taken from Symmetra, as it can be targeted and destroyed by enemies, and an enemy Sombra can use EMP on it which closes both ends of the portal. It’s also loud, very, very conspicuous, and is still too slow to get any meaningful use out of in a pinch.
Her turrets, at this point, are just a gimmick. While much faster and a little sturdier than they were before, they ‘compensated’ those buffs with a reduction in damage and their CC effect. If all of her turrets connect on a single target, which is only really achievable with a TP Bomb (more on that later), the target only takes 90 damage per second. Which on paper sounds decent, except they’re still easily destroyed and are easier than ever to simply walk away from.
Symmetra’s main source of damage comes from her TP Bombs, where she puts all her turrets on the ground/wall by her feet, send them through her teleporter, and then follows through herself with a half-charged orb, ready to fire on arrival. However, this requires her entire kit to be committed to a flank attempt that Symmetra herself calls out to the enemy, thanks to the deploy time of her teleporter, so enemies have around 1.5 seconds to react to the appearance of the teleporter; should Symmetra actually be successful and get a pick despite this, the enemy has likely caught on to her, so she has to teleport back, assuming she’s still alive, and is now on a 40 second cooldown before she can attempt one again, by which time the enemy will be expecting her to appear and be ready to counter it.
And then her ultimate which, admittedly, is rather nice utility, its still a barrier on a damage hero. Why is this a problem? Widow also has a utility ultimate, and Infrasight is a good ultimate. The problem here is that while Infrasight has offensive utility, revealing enemies and their health bars through walls, Symmetra’s wall is purely defensive in nature. You can technically use it offensively to allow your team to push up, but that then leaves you open to big ultimates like Self Destruct, Transcendence, Amplification Matrix and Whole Hog (to name a few) that Photon Barrier excels at blocking. If Photon Barrier was on a tank hero, I’d have no qualms with it as, while boring, it’s a useful tool to have. But Symmetra’s not a tank hero. So any offensive pressure she could have as an ultimate is wasted on a big, albeit rather pretty, wall that’d make Trump a very happy man indeed.
That is the problem with Symmetra and that is why she needs a real rework.