Why are you posting year old stats from a site that cannot track symmetra stats accurately?
to make a point about orb inconsistency due to how slow they are. and your updated stats donât really contradict that ._.
and if you have an issue with me using your public stats then ok, I wonât use them in the future, but if youâre against people pointing at them, why further show an update?
Symmetra is extremely strong right now with one of the highest DPS outputs (potentially) in the entire game. She needs a few QOL fixes but beyond that I donât think she needs more damage, or ways to get her damage off easier. Aka, beam length buffs, faster orbs ect. Before the orb buff I was down for faster orbs, but faster orbs and 140 dmg to me seems op to me.
Teleporter is fine at 12 seconds IMO, change your playstyle to accomdate being near the it for easy escapes.
Wall nerfs should be reverted back to 5000hp, why? The things that killed the wall at 5000hp, are still the ONLY things that can kill it at 4000hp. Hog ult, bastion, mcree high noon, maybe one or two other things, and all previous examples with any sort of dmg boost with nano/orisa ult/bap ult. Point is the damn thing doesnât die anyway and if it does 1000hp wouldnât have made a difference.
Symmetras primary is high risk high reward, it shouldnât be good at all stages or you end up with a nightmare character. Get charge off tanks by taking risks, and tp into the backline or keep applying pressure on the tanks. With extremely decent aim you can take care of 200hp heroes with stage 1 beam, along with turrets or orb plays. Use her entire kit instead of one thing or another.
QOL changes I want to see -
I think Beam/Orbs are fine.
Turrets- Make them thinner and activate faster upon landing. No more hiting random edges of terrain/structures.
ULT - Ability to default wall in a verticle position so I donât need to press Q twice.
TP - Faster activation time on teleporter (to use it). Prevent tp from destroying itself, make it easier to place. Put a minimum distance on it (say 4m) to prevent tp from placing directly infront of you. Prevent tp from bouncing/moving once placed (yes this can happen). Boops shouldnât persist through tp, also fix dying inside tp. You know where you tp but die and come out the other end. This is probably more of a networking thing though ping/lag.
People who complain about her ability to do damage(or lack of) are bad at the hero and/or to stuck on what she used to be. You need to adapt your playstyle and become much more aggressive. Symmetra used to be a passive hero and unfortunately people still think thats how shes played. Play like reaper, not like moira positional wise.
but if they get rid of turrets, tp has no solo value, so they need to replace them with something that a sym byherslef can have impact with
The top needs some useful interaction. more immediate than just the âinteractâ button
Symetra is fine. If you play her against EVERYTHING you may realize it is you, not her.
it doesnât function like junkrat splash. itâs falloff from orb hitbox so splash is often much less than 70 due to falloff being applied in 2m splash radius (i.e. steeper decay to fit a fall-off decay in 2m)
not even in game stats show that distinction. at most show avg number of direct hits in 10mins which is pretty meaningless without knowing average number of fired shots in 10mins.
how did you even work out that math and you completely ignored the 2 really crucial factors:
- even if youâre going to completely ignore contextual factors (will be explained in 2.) and do a naive calc straight up using percentages, you completely neglected how mccree can fire 2 shots within a second (his firerate is higher than 1shot/0.5s) that sym needs to charge 1 shot. i.e. even assuming pure binomial distributed number of shots landed, mccree will simply have a higher expected number of landed shots compared to sym orbs (intuition without the calcs: he fits more shots within a time period to âroll the diceâ for landing compared to sym with lower number of trials and lower probability of hitting per shot within the same time period).
- so we going to completely ignore how someone likely to have 5.5m/s walk speed is given >0.8s to dodge a 25m/s projectile when fired >20m away? like if you see a shiny bright red orb coming to you, do you like deliberately face plant it to give the enemy sym some accuracy stat? heck even at 15m where orbs give targets 0.6s to dodge, one can guarantee at minimum that theyâd at just get the lower splash falloff damage or even entirely dodge them because they travel 5.5 x 0.6 = 3.3m.
- orbs have 1s charge up and 0.25s winddown.
- torb turret at least is hitscan and auto aims unlike orbs where like ranges > somewhere around 15m people can just dodge them irrespective to how well you aim because thatâs how slow they are
- when the only other damage source outside symâs weapon are her turrets (10m range, 30hp each, computer controlled â easily destructible and often quickly done so, easily escaped from, can even completely avoid due to short range, canât guarantee focus fire, often needs to wait for enemies to go to it in order to damage while enemies have longer ranges), are they really adding much that Iâm âexcludingâ? esp compared to torb turret which can trigger in much longer ranges (more likely to be a part the engagement), has higher hp (more likely to live long enough to contribute meaningfully), and actually consistently focus fires with your weapon because itâs forced to now.
- also because you like comparing with torb, his weapon shoots about 1.5 shots a second, travels 70m/s. like at 20m that thing gives enemies 0.286s to dodge which is a lot harder to dodge than symâs 0.8s i.e. more consistent to land and has longer effective range. to get the same feeling as orbs at 20m, torb needs to fire from like 56m away.
so youâre saying before I was unfairly âexcluding the rest of her kitâ yet youâre literally doing that to say âsymâs access to regen is the same as everyone elseâsââ. like you legit said symâs access to regen is the same as
- mercy without GA at all
- sigma with neither barrier nor grasp
- zarya without any abilities up
(also nice dodge on addressing my points about zen btw)
like cool. youâve shown my point that sym doesnât really have anything to really let her actively utilise her regen.
he doesnât have a passive hp regen needing Xs of 0 damage taken to trigger unlike the others.
except youâd need to wait a long time (>3s) to actually regen a meaningful amount before re-engaging. GRANTED however she might not actually really need this if she can operate on a slightly longer range via orbs being made to actually be mid ranged via a speed buff (obvs putting damage back to line 120 or so).
most heroes just operate on a much longer effective range or have mobility to let them more conveniently grab heals or some form then more conveniently come back to re-engage. or some other heroes simply have self heal of some sort built into one of their active abilities to not need to hard disengage. notably all without a guaranteed period of 12s waiting without much else to do too aside from spamming a weapon fire (orbs for sym) outside of its effective range i.e. inherently higher hero down time.
with her tp often either elsewhere or on cd land she canât get herself in effective range (yes that includes orbs) to have opportunities to contribute unlike various other heroes who have a good mix of mobility, sustain, effective range, and burst.
- her turrets have already been nerfed despite >1yr we had an extra 10dps iirc on them and not being OP.
- torb lmb has ~116.67dps with about double the fire rate and much faster projectile speed (70m/s vs 25m/s) than symâs current 112dps that are more unreliable to hit with much less effective range. and Iâm saying to go 30~35m/s orbs with ~120 damage leading to ~120damage/(1s charge + 0.25 wind down) = ~96dps. why is that unreasonable?
To be clear as to what changes I have in mind:
Why compare the accuracy of a spam ability? Ridiculous comparison to begin withâŚ
why wouldnât you take into account the accuracy or the consistency of orbs when comparing symâs combat ability at rangeâŚ? itâs pretty much all she has for it outside of a tp combo/stratâŚwhich is now gatekept by a guaranteed 12s hero down time if not stuck elsewhere due to some other use case demand⌠and these will likely be going against/contradicting the premise of being at range anyways.
also rabbit hole question:
are orbs considered a âspam abilityâ to you because of their inconsistency to land or in your opinion are they supposedly/intended to be a âspam abilityâ hence why theyâre made inconsistent to land?
if itâs the latter, then:
- why is there a sniper-like charge time on orbs rather than a fixed instantaneous higher fire rate like junkratâs or pharahâs weapons (needing full charge to deal the similar damage per shot too) if itâs not meant to be aimed much?
- or why was pierce bothered to be traded for projectile speed in the 3.0 rework?
like if it was intended to be a âspam abilityâ in which players arenât supposed to aim it much, then itâd make more sense if it had higher fire rate than the current 1 shot per 1.25s, either maintain current projectile speed or make it slightly slower, and then finally have the damage be back at 120 per shot (or a bit lower depending on fire rate) so that itâd actually be more spammable and more comparable/in line to other spam weapon fire no? (without pierce in this hypothetical of course)
Thatâs very true what your pointing out, but im trying to boost symmetras base dmg as a compensate of the beam and turret nerfs. 465 dmg before the nerfs and 420 dmg before the orb dmg buff, right now its 440.
Symmetra was never TOO strong. even at her peak she was situational.
Weightwatchers for that oversized hitbox for oneâŚ
She need to be a support again.
Double barrier is meta and we see no Sym play at all. So she canât even counter the things sheâs supposed to.
There have been so many suggestions of how to make Sym a support that actually supports the team like HP convertion, photon shields that work like repair pack or a better photon barrier.
So, exactly like Junkratâs (2m splash of a .2m projectile). Only difference is the damage range of the splash, and thatâs in favor of Junkrat.
Only further proves the point of top-end DPS stats/numbers are pointless comparisons in a vaccum. I could have 35% accuracy with Symmetraâs orbs, but I also couldâve only fire two the entire 10 minute (or 5 minute) match up. Likewise, thereâs not much recording of whether the orbs were fully charged or not, so the average accuracy is still unreliable.
I did not. If McCree can fire 2 shots per second, outputting at 140, (with the possibility of a critical hit), and Symmetra can output 140 damage orb in 1 second. That balances out. Differences here are; McCree has no chance for partial damage, itâs either hit or miss. Symmetra has the capability of partial damage, but no chance of critical. The orb can still miss, too.
This is a similar conundrum to Echo vs. Pharah when the returns are virtually the same. Echo may fire 3 shots per second, dealing 51 damage per shot. In that same span of time, Pharah will output 120 damage just before Echoâs third shot.
Of course he will. And if Symmetra spams her orbs with no charge, thereâs a good chance at a few of them will hit and approximate toward the same outputs. Assuming ideal situations of course.
In a game like Overwatch, that loves to put chokes every 30 meters, situations like the above can happen, even if itâs not intentional. Further, Orbs are not Symmetraâs only option for applying damage, and the slow effect of the Sentries allows for greater opportunities to land those shots.
If we speak only of Orbs vs. McCreeâs shots and nothing else, weâre missing the forest from the trees. And secondly, internet speeds being what they are, and host of other factors (lag and latency, monitor refresh rates, human reaction time), it is still possible to land Orbs with relatively good frequency. Larger targets are more likely to get hit by them, and smaller less mobile targets are more likely to get hit by them than more mobile ones.
Orbs CAN be charged for 1 second. Itâs also just as easily to spam them.
Sentries also auto-aim and individually can target different heroes, whereas Torbjornâs turret is locked to one target at a time. Output remains the same, regardless of whether Sentries are targeting one target or more, but the output will be distributed depending on the number of targets. In other words, 120 damage split across 3 targets is 40 damage each target, and 2 targets is 80 and 40, respectively. It is possible that only two Sentries are operating and outputting at certain points in time, but that doesnât really change the capability of the output.
Okay this one is bad. In 1 second, Torbjornâs turret will contribute 56 damage. In 1 second, Sentry will contribute 40 damage. 2 sentries in 1 second, will contribute 80 damage. 3 Sentries in 1 second will contribute 140 damage.
Assumption; Soldier is dealing with Torbjornâs turret. He delivers a maximum amount of damage on a still target of 180 damage in 1 second and finishes off the target with a helix rocket for 120 damage (therefore 300 damage) and destroys the turret. The turret will have dealt 56 damage.
Assumption; Soldier is dealing with 3 sentries, they have a combined total of 90 HP. So it will take half of 180 damage, or half a second to kill all three Sentries. In that span of time, the Sentries will have dealt 20 damage each for a total of 60 damage. The numbers balance out here.
The above is very simiplified scenario. It is possible for a Sentry to deal less than 20 damage against Soldier, because it doesnât take much time to output 2 shots to a turret to kill it, so you could round down to 10 damage for one sentry and still reach the same numbers, more or less. In the above situation, we are not taking into the account that Sentries could be placed in three different spots requiring three different aiming locations (and thus taking more time) to eliminate. Alternatively, we are not using Helix Rocket to eliminate three clustered Sentries, because a Helix Rocket could do that and eliminate them altogether. The problem with doing any situation is as I explained before, simplified scenarioes arenât taking into account the flexibilty of how Sentries can be placed. Yes, they are fragile, they also individually deal less damage, but include the possibility of slowing the target they are hitting. That is an important factor. Combined, they are three different targets that deliver less damage than a single turret, but together deliver 114% more damage in 1 second than a turret will, in addition to slowing a target by 20% up to 60%, which is not possible for Torbjorn or his turret to do.
Different things to different things. You keep neglecting that Symmetra doesnât have charge her orbs, has a slow effect on her Sentries, and can fire a rate faster than Torbjorn can, even under the effects Overload.
No I meant specifically other shield heroes. Mercy doesnât qualify because she doesnât have a shield.
Same situation, limited mobility. His one unique element is that he has rebounding shots. So he can take cover and still attacking through rebounding (and basically threaten space).
Zarya is stuck with her durability. One of her key weaknesses is the long cooldown on her barriers, and itâs fairly easy to simply overwhelm her. Even at top charge, sheâs deadly, but still can be killed. Just like all other Tanks. Good Zaryaâs will often take cover or back off to let shields regenerate before pressing in again. Many Zarya players have found itâs better to wait on barrier cooldowns, until after shields are depleted, then trigger the barrier to let the shields have time to partially regenerate, and soak up charge. Some feel it out; but the importance is to wait until after youâre taking damage to trigger the barrier. In the case of where the barrier isnât available, itâs better to play around cover until then, or threaten with longer range.
You gave a perfectly logical and respectful answer there, thereâs no need to reply to it, because theyâre no real flaws to the statement there. You may a servicable argument.
No he doesnât, but he relies on Reactive Barrier to soak up a lot of damage and when he doesnât have it, heâs a massively easy target to kill. Unlike others, he needs double digit seconds to recover the cooldown.
And Sentries.
This is largely irrelevant. Baptiste has longer cooldowns, fewer sources of damage. Soldier has 15 seconds (and Sprint for 50% increased movement speed), before regeneration. McCree has Roll - which covers the same distance as moving in half the time. Youâre still struggling here.
This is just factually not true. She has projectile damage that doesnât suffer falloff, she can still threaten space, the range on her deployment Sentries is infinite (even if they can be destroyed), and the cooldown on her Teleporter isnât nearly as long as you make it out to be (Amp is similarly long, and still effective for Crossfade speed boosts), and the idea that Symmetra is somehow slower than Reinhardt, Roadhog, McCree, or anyone else is pretty silly reasoning.
Bug fixes necessitated adjustments. Rather reduce the effective damage of her beam any further, damage could be removed from Sentries to achieve parity.
Again, this is factually not true. Symmetra has a higher fire rate on her uncharged orbs. Regardless of what you think about the effectiveness of uncharged orbs; itâs there, and needs to be accounted for.
Because the numbers above are already pretty darn close to even. Again, time and damage output are pretty tightly balanced already. Itâs not that it canât change, but the fact that itâs pretty close right now, is in fairly good shape. Increasing the speed of the orbs would probably require a reduction in their size as well as their damage (for example, if you wanted to keep the size the same and just increase the speed, youâre looking at reducing the orb damage to perhaps 50 impact, and 40 splash or even lower.)
There isnât? Orbs donât have to be charged. You can fire about 4 per second, each one 20 damage for 80 damage per second.
For Junkrat, his frag mines are incredibly small. Ricochet, and explode without the need to impact something (technically). Junkrat mines the area this way, it is his way on controlling and denying space. Symmetra has orbs that travel in any direction and threaten space in that direction. The slower it takes to travel in that direction the longer it threatens. With Sentries, the slow effect allows for Orbs to more reliably land on targets. This is not hard to follow.
Because Orisa was added to the game. Because Symmetra could now charge off barriers, because of splash damage being added. You need to stop thinking that projectile speed was increased because of piercing orbs, itâs not a binary change all the time. You need to understand this.
This looks like fine-tuning on a downward trend, consistent with other damage reductions, thereâs not much reason to return back to it, at least for now.
unless Iâm misinformed, last I checked, junkrat had flat splash damage rather than a radial falloff
yet youâre 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 orbsâ inconsistency⌠yet when I bring in typical accuracy of orbs which disproves such âevening outâ suddenly accuracyâs 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 wasnât firing orbs much at all, either itâs double shield meta where sym can w+m1 all day, or sheâs afk/throwing.
Furthermore, smaller orbs are only really used for trying/praying to secure a kill when the target is out of primaryâs reach. with at minimum 0.25s between shots each when each lowest charge shot probably deals <20 damage, it really isnât 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 mccreeâs? 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 widowâs is hitscan i.e. canât be retroactively dodged when fired unlike symâs slow orbs i.e. more consistent to land.
ok time to nerf widowâs and hanzoâs weapon fires to be more insonsistent like symâs orbs because they can just spam them right?
youâre 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, youâd dodge it. And if itâs slow enough for you to have the time to move away, youâll dodge it no matter how well aimed or how much prediction went into that shot.
Again, 15m away â> orbs give enemies 0.6s to dodge (can move 3.3m)
25m away â> 1 whole second (can move 5.5m)
30m away â> 1.2s (can move 6.6m)
And to bring in echoâs m1: 45m away to give enemies 0.6s to dodge them.
Like if lag, monitor refresh rates, etc. thatâd be as delayed/large as a whole second behind, which devs to a significant degree donât have control over, are grounds for such an inconsistent ranged weapon fire on a hero that doesnât have the tools to get herself in its effective range often enough, then hey I guess itâs 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 donât 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 arenât 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 doesnât 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.
Thatâs my point. Other regen heroes have better accessibility to it to actually meaningfully use it.
If sym had a more frequent tp, at least sheâd 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 wouldnât be so poor because sheâd 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? youâre 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 donât 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 donât 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 arenât 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 doesnât 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 canât hs yet we have pharah and echo having like >=120dps with likely about the same range and more fire rate? like that doesnât really make sense tbh. like if a weapon has a sniper-like charge up, youâd want to it to be more sniper-like (i.e. more bursty and having more effective range) otherwise itâs not rewarding.
i.e. if it takes as long as a sniper to charge, youâre going to have to aim it rather than just generally spamming it because youâd want to land it. itâd feel really terrible if what you shoot doesnât 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 itâs meant to be aimed and not mindlessly spammed. as alluded to above, it doesnât 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 itâs not so easily retroactively dodged â making aim matter more.
Just out of curiosity, do you think a âwallâ ultimate makes sense for a damage character like Symmetra? The only other passive damage character ultimate is Widow. Should it all be revamped?
I think Symmetra needs more turrets and a shorter TP cooldown, thatâs it. Her damage is there, she just doesnât have enough time/space to deal it. More turrets = more slow + more distraction for the enemy
lmao the irony is sym 3.0 rework was to make her less team dependent yet she is more now. Itâs unreal. They frankly need to just completely give her a new primary that FITS her current kit design and stop trying to pigeonhole old charge up mechanic on a new reworked hero. Or just flat out remove the charge up mechanic and make it a flat 140 damage(equal to her orbs) or something. Also it blows my mind how consistently the symmetra community has ignored these last two years how broken literally broken her orb splash damage is. It should be doing a flat half damage on any person the splash damage hits. That would make her kit so much more dynamic and open up more playstyles. As it is now, the splash damage is a useless to try and utilize. They were lazy with the rework and slapped on the splash damage radius damage reduction algorythm they used for junkrat mine when they changed it. The problem is the size of the AoE are different and itâs not viable to transfer it over to Sym orbs unless they increased the AoE size probably it would take as much as doubling the AoE size for it to be a legit design mechanic.
I donât even know thatâd do the trick either. like I said earlier (I think, been in too many sym threads), sustain weapon â need more time in its range to get value let alone get in that range in the 1st place. which isnât going to really happen unless she dyes her hair pink and hits the gym
but yeah her primary is just a mess. like I wouldnât mind if is that situational as long as her orbs were actually better suited for mid ranged with better/more independent tp and while her primary is left to be a finisher except one of those blue moon situations where you get pocketted for it.
Totally agree with primary, but itâs a easy massive way to suddenly make her primary useful way more often vs almost never being used. What would that take to change nothing. They donât need to actually use two braincells to make a new viable primary. Just remove charge and change based damage figure. Thatâs where Iâm coming from. But donât get me wrong she by all means needs a reworked new primary.
I donât think the sym community realizes the value her orbs actually would have with functional splash damage. It would completely change the hero. She would hardly even need to use her primary then. She is completely designed to setup on a flank high ground or any high ground since she has a tele to get to hard to reach places, secure it with turrets, maybe even reposition tele on that high ground to give and escape or straight to a health pack and then spam splash damage orbs on enemy from behind, 60 or now 70 splash damage per hit would make her quite dangerous to the enemy team as threat needing to be addressed. That would make her a great diversion with good survivability because the enemy is engaging her on symmetras terms with escape tool, and turrets around her. That would take pressure off of your team since some of the enemy has to come after you and you could probably easily on sym pick off someone before then if they even come after you at all otherwise that sym would be very detrimental to the enemy in forcing a wipe on them. Would be a very strong viable way to play symmetra that I think would be the new standard to play her. Not only that it would make Symmetra strong again but in a different way. Would actually make sense for her 3.0 hero design, even her wall would be more useful then. Itâs such a small broken thing in her kit that if addressed would completely change the hero. I just donât understand how the sym community doesnât realize how such a massive thing this tiny lazy design flaw on her kit is. Who would even care about her primary and close range engagement then. Even her nerfed turrets and other nerfed areas of her kit. That alone would bring her back from the brink in a massive way. Iâve said it since start of her 3.0 rework but no one seems to comprehend this. Havenât seen literally one person mention her orb splash damage in two years except me.