As you can assume from the name, I am a Symmetra one trick. As soon as they announced that they were reworking her I waited until she dropped and now that her rework is live I am over the moon. I love what they have done with her kit. I think it could use some tweaking, but I feel that she is in a place now where number fixes would actually help her. There is just one glaring issue with her kit.
Her primary fire.
Like most of the Symmetra mains who are posting here I have found myself relying on my secondary fire for the majority of combat. The burst damage seems much more capable of killing targets than my beam.
So I sat down and I thought to myself, what is it that makes her beam feel so bad?
When you look at it on paper it shouldn’t. If you were to calculate the average DPS for every hero calculated over a minute of combat withing 10m (As syms beam can’t reach further and damage falloff is a thing) and allot for time spend reloading, the top 5 Dps would be the following:
- Bastion (Sentry) - 419.4 Dps
- Reaper -189 Dps
3 Symmetra -147 Dps
4 Junkrat -134 Dps
5 Torb alt - 131.3 Dps
An honorable mention goes to Sixth place Hanzo, and 125 dps.
Now when you look at this list there are many things to note. Bastion has spread on his gun, so even with good aim he can’t reach this max dps easily. Though I will say if you just run at a bastion and try to beat him up close it is not easy.
Reaper and Torbjorn both have shotgun style guns and have damage fall off. So their gun doesn’t have as consistent damage, and has to be used up close. Junkrats weapon has a projectile with an arc which makes it harder to get damage than a more reliant hit scan.
When you actually look at it on paper Symmetras Gun doesn’t look that bad.
//imgur .co m/FEtKMER
That is a graph of each characters avereage maximum damage per second for each second, accounting for reloading.
For ease of viewing I split the hero pool up below into two graphs
imgur .co m/lYM1Bin
imgur .co m/MENbyXi
When you break it down, it actually shows why Symmetra gun feels so bad despite being so good on paper. Infact her gun only has one problem.
It has damage ramp.
Damage ramp is a great mechanic for a lock on gun. It prevents the lock on from doing too much damage early one, which allows increased damage later on. In turn the lock on makes sure that you always get the lower levels of damage, because its damage is guaranteed.
Once the gun requires aim neither of those ring true. The lower levels of damage are not guaranteed, but you are still getting the same punishment the auto aim gun has of not having your damage until later in the combat.
Symmetra’s long term damage is fine, her long time between reloads keeps her damage high. Not to mention that it doesn’t have the spread that the other guns of that strength do. Long term, it is the best at what it does. At least in my opinion.
THe problem is the immediate damage doesn’t make up for the long term payoff. YOu often hear of Symmetra’s complaining that they find they die before their gun gets to the full damage. THat might sound like a complaint of a salty sym main mad they have to aim. But when you actually sit down and do the numbers, her time to kill on a 200 health hero is 2.66 seconds.
Let’s see where that lies with the other damage dealing characters
1 Bastion (sentry)- .44s
2. Reaper- .71s
3 tracer- .83s
5 Junkrat 1.01s
7. Doomfist- 1.01
6 Torb (alt) 1.06s
7. Soldier 76- 1.17s
8. Sombra- 1.25s
9. Bastion (recon) 1.25s
10. McCree 1.42s
11. Pharah- 1.52s
12. Widow Assault -1.53s
13. Hanzo-
14. Torb Main 1.71s
15 Sym Orb 1.85s
16 Widowmaker (bodyshots only)-2.08s
17 Mei alt- 2.22s
18 Genji 2.3s
19 Symmetra- 2.66s
20 Mei- 4.44s
This actually makes sense as of why most Sym mains use her orbs over her beam for most fights. Unless you are already fully charged, her orbs kill people far faster than her beam. But more than that, when combat breaks out Symmetra brings one of the lowest damages to a team fight. Only mei does less damage, but only with her primary which slows and eventually freezes the target. I am not saying that Symmetra should have the strongest gun in the game. But if a gun is going to be limited to 10m in range, I should at least feel like it is a strong tool in that range. Not the second worst dps weapon.
But to emphasize my point I am going to put her in a different list.
1 Zenyatta -1.73s
2 Mercy -2s
3 Ana -2.28s
4 Lucio- 2.5s
5. Symmetra -2.66s
6. Briggitte- 3.42s
7 Moira- 4s
When the fight breaks out, four of the support options are better dps picks than symmetra’s. And the two that deal less damage heal themselves as they fight allowing them to stay alive longer.
If Symmetra if going to be a serious dps pick she can’t be doing less damage than a support for the first four seconds of every combat. Especially since she needs to be within ten feet of an opponent to deal damage.
On the graph I included the line of what it would look like if they dropped the ramp up time back to 1 second, it looks a lot better for sym, she has to wait two seconds instead of four to start doing real dps damage. But that begs the real question, why have damage ramp at all.’
Honestly Symmetra’s weapon would be very good if they just removed the damage ramp up all together. 180 damage is not much more than what soldier can do. And honestly I would rather have a beam that does less damage (maybe 160_ but has no ramp up, than one that ramps up to get high damage. Late fight damage does not matter if I have no survivability.
Get rid of the damage ramp up, fix the damage from there. And her gun will feel a lot better.
TL;DR: Her gun feels bad because of the damage ramp up, it is actually a very strong dps once it gets going. Look at the graphs and watch her dps increase over time. To make syms primary feel good just remove the damage ramp.