unless I’m misinformed, last I checked, junkrat had flat splash damage rather than a radial falloff
yet you’re the one that was claiming mcree would be missing enough (cause <50% accuracy) for shield regen to matter and somehow would even out with sym orbs’ inconsistency… yet when I bring in typical accuracy of orbs which disproves such “evening out” suddenly accuracy’s pointless
this reeeeeaaaaally makes me question how much sym you have played or bothered to learn. like firing orbs is pretty much the thing she can always do and with how current tp works and the fact that primary is 12m, is often the only thing she can do for most of the match time. like if a sym wasn’t firing orbs much at all, either it’s double shield meta where sym can w+m1 all day, or she’s afk/throwing.
Furthermore, smaller orbs are only really used for trying/praying to secure a kill when the target is out of primary’s reach. with at minimum 0.25s between shots each when each lowest charge shot probably deals <20 damage, it really isn’t worth it and often not done (legit mercy pistol or lucio m1 performs better because better fire rate, faster projectiles, can even headshot, and probably even larger hitbox size tbh).
Like a widow can spam low charge scoped shots too but is that going to match a weapon like mccree’s? obvs not.
is it viable/effective to do so? hardly.
same logic for sym orbs.
Heck low charge scoped spam would likely do better than sym low charge orb spam too since at least widow’s is hitscan i.e. can’t be retroactively dodged when fired unlike sym’s slow orbs i.e. more consistent to land.
ok time to nerf widow’s and hanzo’s weapon fires to be more insonsistent like sym’s orbs because they can just spam them right?
you’re really downplaying how projectiles being slow make them inconsistent to land. like if you see an a shot from the enemy slowly flying towards you, you’d dodge it. And if it’s slow enough for you to have the time to move away, you’ll dodge it no matter how well aimed or how much prediction went into that shot.
Again, 15m away —> orbs give enemies 0.6s to dodge (can move 3.3m)
25m away —> 1 whole second (can move 5.5m)
30m away —> 1.2s (can move 6.6m)
And to bring in echo’s m1: 45m away to give enemies 0.6s to dodge them.
Like if lag, monitor refresh rates, etc. that’d be as delayed/large as a whole second behind, which devs to a significant degree don’t have control over, are grounds for such an inconsistent ranged weapon fire on a hero that doesn’t have the tools to get herself in its effective range often enough, then hey I guess it’s time for a global mobility, hitscan and/or projectile speed to apply the same standards to everyone and not just sym.
so following from your choke situation: sym on 1 side of choke with turrets on choke and same side as sym, mccree or another ranged hero (which is most of the cast) on the other side: are turrets contributing there? NO. They have to walk past turrets to get LoS for them to start contributing. for many of the ranged, they don’t have much incentive to go past. Some even have enough mobility to zoom past turret range letting them pretty much ignore them after.
Such an interactions aren’t limited to turrets on chokes. it applies to any passive placement, which because of the now guaranteed 12s down time, is often the only kind of placements you have available.
Hence my rhetorical question, was I really excluding much when talking about her weapon?
aside from taking less time to trigger, it literally functions the same way as shield hp regen. both need to wait X seconds of not taking damage to start. Both get cancelled upon taking damage. ._.
does sym have quick mobility escape every 2s to get behind cover to utilise regen and be able to quickly get back in? no
does sym maintain her charge long so she doesn’t have to hard disengage unlike zarya? no.
does sym have 400hp to have more leniency with disengagements? no
does sym get access to 2 barrier type abilities to literally force not taking damage for X seconds to trigger shield regen whether if they just want a bit extra or as they go for hard cover? no.
can sym soft disengage like sigma as you described above? no.
she has to completely disengage adding more hero down time to use hers on her already high down time from lacking the sufficient tools to get in and out of her effective range. this same very constraint that also limits whether she can even go for the hard disengage if she chooses to.
That’s my point. Other regen heroes have better accessibility to it to actually meaningfully use it.
If sym had a more frequent tp, at least she’d be more like mercy in having more on-demand mobility to get out for regen and then come back in. If her orbs were actually mid-ranged, her contribution and overall down time wouldn’t be so poor because she’d be able to more meaningfully contribute from mid-ranged and not rely on a m1 opportunity to be delivered to her on a silver platter when her tp is down.
how is it irrelevant? you’re saying sym should be fine with just regen and a really really long guaranteed down time mobility with 2s delay, and simply decisions just need to be made, yet various other heroes don’t need to make as hard decisions for the same goal while also still being able to perform better:
- heroes with passive regen have better access to them to let them not need to hard disengage like a sym would and have more agency around it unlike a sym,
- heroes like mccree, ana, zen, widow, hanzo, etc. have longer ranges so they don’t need to be as close to operate and wasd is mostly enough mobility for them to get in and out of effective range while staying fairly away from danger. even when grabbing health packs, they aren’t as fussed about staying too long away from the fight due to longer effective ranges unlike sym.
- heroes like echo, mercy, tracer, df, sombra, genji, df, etc. have enough mobility for their shorter range to do their job and some even having sustain abilities to let them not spend too much time away from the fight for recovery. even their mobility lets them spend less time to grab packs too. unlike sym.
lucio doesn’t entirely lose his aura for guaranteed 12s when amp goes down unlike tp. Not to mention a significant portion of how lucio gets around is his wall ride too unlike sym and her tp.
1s charge up and 0.25s wind down for an at most 90 damage orb that can’t hs yet we have pharah and echo having like >=120dps with likely about the same range and more fire rate? like that doesn’t really make sense tbh. like if a weapon has a sniper-like charge up, you’d want to it to be more sniper-like (i.e. more bursty and having more effective range) otherwise it’s not rewarding.
i.e. if it takes as long as a sniper to charge, you’re going to have to aim it rather than just generally spamming it because you’d want to land it. it’d feel really terrible if what you shoot doesn’t do much damage after all that effort to charging aand aiming it or if the shot travels so slow that your effort in aiming it diminishes to nothing because the target was simply like >15m away who can retroactively dodge them if too slow. esp when there are various other heroes with higher fire rates, hitscan/pseudo hitscan and can either more do more burst or do more sustained damage.
no I think speed was increased because it’s meant to be aimed and not mindlessly spammed. as alluded to above, it doesn’t make sense to have a weapon that has sniper-like charge time, yet have hardly any of the benefits of one. like at least make it mid-ranged like pharah rockets (i.e. around 30m/s projectile speed) so it’s not so easily retroactively dodged → making aim matter more.