
Previously, to deal with flyers, placing high turrets was an option for significant poke damage to try and finish them off with an orb / ally followup. The sentry damage is negligible, and the beam/orb still suffer from the problem of needing a windup to secure kills. Any enemy DPS can come bully you out of the room and kill you before you kill them. This was something you could do to provide value and play on your own, the way every other DPS hero can. This was especially valuable when you were playing with an uncooperative tank, a dive tank, a poke comp, or just a chaotic comp. Previously, Symmetra had the option for a self-agency playstyle where you could set up and hold a small space (think side room beside point in Oasis University etc) and have effective counterplay against a rogue flanker, or a lone hitscan trying to grab an off-angle. These things are gutted, and their ability to help us take or hold any space has been vastly diminished. More agency, more power, less frustration on both ends. I, like most others, was always in favour of removing power from her sentries and giving them to our weapon. Again, leans into her team reliance more. Sym herself isn’t going to do much with the info gained from this. Spy cam is a nice QoL feature but depends on your team to follow up on it for it to be useful. Again, not a “bad” change per se, but I don’t think it was a wise use of her power budget. In addition, if you’re trying to beam a tank, such as a Reinhardt, and are in a position where you’re vulnerable to damage, the 30 HP/S will not save you from anything. This passive only kicks in if the enemy runs certain heroes. Yes it’s a small bonus passive added to the beam, but it is tremendously situational both in terms of application and benefit. I mean, “cute” is the best way to describe this change. This has been gutted and the compensation, in my opinion, has not been adequate.

An excuse for Sym to have poor range damage was her turret damage. Compare this TTK with heroes such as Pharah or Junkrat who can pull it off much faster and much safer. To secure a two-tap, the target must not be in the vicinity of any AOE heals whatsoever (not even 1 HP), and a nearby support must be unable to react after over 1 second. In addition, to position for an off-angle using the teleporter, this costs a large cooldown which itself is highly telegraphed with a very loud warning sound. Orbs are highly telegraphed, both in terms of audio and bright visuals. However, what people need to understand is that the two-tap potential is NICHE. The orbs are strictly better after this change.

It’s hard to justify complaining about a flat buff so I will give credit where it’s due. We don’t all agree about this, but I’m firmly on the side of these changes being a net nerf. I’ve spent a good chunk of time practicing and adapting my Sym playstyle post-patch, analyzing the changes, as well as collecting feedback from other Sym specialists. This is a net nerf on ladder play for all ranks.īackground: Hi, I’m Arcadium and I’m a Sym main who plays her at a low top-500 level. TL,DR - This change overall pushes Sym into more of a niche, team-oriented pick and removes an aspect of self agency that she used to have.
