Sym used to be played like Moira. As in, her optimal position is slightly behind the whole team. At the time her orbs could pierce through enemies dealing full 125 damage, so most of her time was spent spamming that orb through high-traffic sightlines.
That position also allowed her to throw her shield for a quick breathing space in case your main tank need help.
You only moved away from that position in the team if you had to place your ultimate, or replace your turrets. It was not Symmetra’s role to W+M1 the whole team. She had to secure the grounds to prevent the enemy team from pushing into your team, keep her ultimate up for as long as possible, and be a general threat without calling attention to herself.
A properly played Symmetra would make everyone’s life easier, but you would hardly notice that she was even there. She hardly could steal the spotlight, and often when that happened was either because you hit two orbs through the whole enemy team, or you was able to chain your beam on the whole team when they ignored you. Because those situations where when you would see a Symmetra Play of the Game, many non-Sym players believed we played her for those juicy flanks, which they would try to replicate, fail miserably, and say she was terrible.
I still think the best “tutorial” of how to play Symmetra 2.0 is a quasi-joke video make by Sir Swag. 80% of the video is tutorial, 15% is sass, 5% is jokes.
I still think the only thing that ruined her is the 3.1 addition (bloody infinite tele)
Symm in 3.0 is mega fun. You are mobile and has little downtime due to the teleporter only has like 2-3 seconds cd time if it can last the entire duration. You can use it to rescue teammates who are out of position, you can tp bomb it which is probably my favorite playstyle of hers, sure its a troll move if they saw you coming but Symm isn’t exactly randomly throwing resources either, the player actively chose to play defensively or offensively, but with the infinite tele it steadily locks you into the defensive category and TP bomb rn is something you do once in a while if you are feeling cheeky. Rather than a skill set that all Symm players must learn that improves her ceiling
You still have to let Symmetra to go to the other end of where they want to go though, also it will allow cheeky strat such as one home the other on enemy backline so at best you are gonna stop a person or two but goes to high rank you can literally send an entire team through there, this will just turn into “Mercy hides so she can give everyone a huge surprise mass rez” but this time let’s involve the entire team.
because it earns you the ego of “save the team” also ruin the whole support roster just for your favorite hero? Also you have plenty of deception as a Symm in 3.0 form, learn to use it
Because it allows me to win with weaker team, by delivering them to right place and time.
Mass res was great, mainly because it spawned teammates all around enemy team, creating ambush literally out of thin air. Teleport was great for similar reason - teammates may not be great, but delivering them in unexpected spot(and moving your teleport later on) creates flanking with non-flanker heroes.
Reading this is giving me brain aneurysm, maybe wait for OW2 you will get your mass rez back so you can feel great about it against the feelingless bots. I’m not wishing an ultimate that counters every single ultimate back into the pvp scene.
I do, and I am not interested in bots - they often are smarter, than average player.
As long as stacking up damage will be reliable way to victory, there would be need for “ult to counter all ults”. Could be invulnerability too, like TF2 has.
They are also smarter than pro mass rez mercy who can’t get over it and learn to develop gamesense and wish the game just feeds them free dopamine because haha they let their entire team to 5v6 so that she can get her potg, it’s been 3 years, get over it.
Never, and I already have gamesense - it’s how I stay alive. I love to have “plan B” ultimate in my pocket, should my team fall from high damage I can’t outheal.
I would stay alive, with or without mass rez, question is, if my team will.
I am on the boat that 3.0 has a good foundation but needs refining. Orb Velocity and Teleporter should be the focus of improvement as those 2 are the easiest and least likely to be OP when adjusted.
I would opt for holding the ability key, which will mark the position you held the key as pad 1. Then while still holding the key, you are free to move around to place pad 2 which you can aim like the current build can, which upon releasing the ability key will build the 2nd pad. The limitations are still the same (~40 meter distance between pads) but now you can create a pathway through walls. Also, while holding the ability key: pressing primary will reset pad 1’s position to your current position (for any reason you wish to change pad 1 location)
Pressing secondary while holding ability cancels the ability.
not really because I’m pointing out the only real meaningful difference in gameplay is the impact of having access to tp on e.
not to mention when you consider how much more down time infinite tp now has, you are in effect experiencing more gameplay as if you didn’t have a tp to cast.
i.e. it absolutely is relevant. just because you don’t want to face reality doesn’t make it not true or irrelevant.