The Symmetra doom spiral. Explained!

Ok you are correct, I was miss remembering when sombra got the update to hack that allowed it to interrupt a lot of ults. Which is something of a growing list.

But she could still turn them off via emp. Which probably didn’t help as I distinctly remember a hacked symbol above the shield gen and loosing duel because of such.

(So forgive me this interaction existed like 6 years ago at this point.)

But hard to destroy wasn’t exactly true.

Their was only a few good places for it per match let alone point, and it only really took one run to go get it.

Keep in mind most places including the subway to kings row, had a flank route built into the map that lead you straight down into it.

And you could scrub the distance of a point pretty easily even with old sombra limited stealth time.

And what little protection it had from turrets was more of a staller then something that would keep flankers out completely.

It wasn’t exactly a hard ask destroy such.

And if a sym was down their it just meant you could cycle back around her team to continue the 6v5 their.

Not to mention that sombra and tracer did do like 200 dps of damage.

Was sombra even in the game during sym 2.0?

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Yerp sombra as the second release hero.

I dont remember a single sombra playing as sym 2.0, it was entirely tracer and genji.

sombra was released late 2016, 3.0 was in mid 2018 so both existed at the same time as 2.0.

To be fair it was like six years ago at this point.

Without an Ultimate, that means that both Sombra and Tracer are using 2 full clips to destroy one of Symmetra’s constructs. If they were met with any threat or resistance, this often lead to either of them throwing EMP or Pulse Bomb at it to destroy it. This put your team at a huge ult economy advantage, since Symmetra’s rate of building ultimate charge was by far the fastest.

And I don’t really care if it was 6 years or 60 years. I personally don’t find it acceptable to confidently and dismissively come into a discussion and present incorrect information.

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Ya and they were usually uncontested as the sym had to waddle down into most of the hiding wholes to protect such. so like two to three seconds of damage wasn’t a big ask for them.

Or if she was already their, then you either did a small team push or just ignored her and just emp her team instead. As that would just break the extra 75 hp anyway (it destroyed shield hp) Which is a good part of syms health to.

And sym would just have waddle back in mid team fight or be still waiting for the sombra to make another attempt at her shield gen. Keep in mind this was before you could see your team through walls and the like. So outside of the kill feed your were left in the dark if they actually needed you or not.

If her kit doesn’t have synergy now, then it never did. Symmetra’s fundamental weapons have not changed in function since 2016, just the numbers on them have changed and all for the better.

The change to the orbs has been for the worst for a while now, not that the orbs were ever anything other than the worst projectile in the game.

The change to the numbers is not what sym needs, the charge up mechanic is just not going to work in a game as fast paced and frenetic as overwatch.

Shield Generator was still an ultimate and not a passive health increase. No matter how you spread it, it’s still an ultimate and not a passive unit of health that Symmetra spawns with.

Photon barrier was a wasted effort to make Symmetra more valuable when her teleporter was an ultimate, because it eventually was removed for good reason. It allowed you to block a lot of abilities and ultimates using a shield and defy death in many ways. It being a mobile shield allowed you to push almost anyone for free. She became a third tank when her barrier was available. That was why it had to be removed.

Symmetra’s such a problematic hero like rework her completly and move on ffs.

I always the fact that she was unique and all but now she’s litteraly too stressfull to play and sometimes super useless or way too strong depending on the situation.

REWORK HER ENTIERELY

my take is just remove the team aspect of tp.

then give a three stage meter you can see, that builds up the more damage you do from any source.

That is can then be spent to quickly skip stages of her beam, or fire near instant fully charged orbs.

And maybe give her an extra trick or two with TP, like her orbs now travel through TP while remove most of it’s slow build up time.

Exactly which is why she’s had so many reworks.
Lock-on beam only worked because she had tools to cover it’s low range.
I am willing to bet it would be completely useless today considering it’s lower damage at the start (it caps at 120 Damage)

I am not blinded by Nostalgia to realize 2.0 had it’s share of problems (why do people love 2.0 Orb? It was SO SLOW!)

3.0 still has the same problems because they want to keep her outdated identity

Teleporter has the obvious utility, overall it’s a fantastic mobility option comparable to Winston’s jump

Her weapon is a beam that builds up to great damage, and beam damage is great because it gies through matrix abilities. Her gun also does well against shields, providing her infinite ammo, and shield health characters, providing her lifesteal. Her gun also has lots of ammo if none of that is factoring in.

Her secondary fire is huge and very spammable. It’s hard to miss with.

Her turrets make targets easier to track, provide wallhacks for your team, and provide an alarm for Symmetra herself so she knows where flankers are going.

Her ultimate is fantastic, there’s nothing else to say about it.

If Winston was nerfed around the potential of carrying his entire team on that jump, but his team had to press a key to grab to him.

Her beam deals medium damage at max.

This is extremely niche and extremely risky against anyone but Winston.

Its extremely slow, deals low damage and is very easy to outheal the damage OR before Sym herself gets melted.

Almost entirely useless for Symmetra herself.

Her ultimate is either really good against snipers/poke or mostly worthless against everyone else.

It bypassed barriers and was a very good skill to pressure tanks while charging her ult meter in extremely fast times. Talking about 10-20s with 2 orbs hitting 2-3 people and a couple of sentries.

If you compare to what her current orb is used for, of course it will look bad for that. Its not a duel winning tool. Thats what her beam was for.

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Her beam deals good damage, I won’t go any further until you concede that point. It is damage character tier damage per second as should be expected.

Not for how risky it is.

Maybe if you play Winston her beam might be threatening, but its just the average of the DPS role.

Literally Soldier 76 bodyshots but with a third of the range and a charge mechanic that actually tanks her damage in a fight for long enough to make it way longer than it actually is.

Literally its only advantage is that it bypasses a couple of tank abilities.

Sustained dps is a worthless metric if she cant even stay in combat to see it without a team pocketing her.

Bypasses matrices, regains ammo from barriers, and grants lifesteal from shield health. And then if you compare it to Zarya’s, who has higher max damage, Symmetra’s also has a much greater ammo pool disregarding the regen mechanic which lets her keep the damage on when compared also to the likes of Reaper or Mei as similar close range characters.

You are willing to ignore the many advantages it can offer to suit your narrative. That is arguing in bad faith, especially when the quality of going through matrix abilities is quite valuable.

Also Symmetra isn’t supposed to be rushing the frontline fighting like she’s a tank. She is designed with defensive play in mind and if you’re playing in a way that suits that then she can deal her damage without being in constant danger.

and I will take this as proof that this horrible hero should never have existed