Sup folks,
i got around to play the rework on PTR this night and i have some thoughts i wanted to share to make sure the Devteam knows.
Really liking the new Turrets, though the cooldown is too high and i think we might benefit from a preview system on where the turrets will land because i shot so many of them clutch over a wall only for them to stick on top of the wall. Though i reckon this’ll get better by learning to use them.
In combination with the Teleporter, you can find some spicy angles to put in turrets now without enemies noticing you. Big boon.
Maybe we can also hold 4 turrets so we have one backup turret available.
Definitely want the turret interface back to see how many are still active.
The Teleporter is cool, i like the “plan-ahead” mobility of it a lot, though i think the “escape a Zarya/Mei Ult” capabilities are not as big as some people want them to be. Overall its a nifty utility tool that needs a bit of learning to make use of. How you prompt it’s use might need a change, right now it’s not feeling super intuitive.
I thought the Ult was longer lasting or even infinite, but with less health. Having an Ult that goes poof so quick feels very un-Symmie. It looks pretty cool and the new voiceline is boss.
Still i can’t help but think “make it permanent but smaller, kinda like an Orisa E on steroids”. But the one right now is workable i think.
Finally the elephant in the room, the gun. Not gonna lie, when it was first announced i had concerns and they were proven right.
To bring the IMO most important topic out of the way here: Yes, removal of autolock is a mistake that reduces the amount of gameplay variety and will lead to players quitting the game. And a little bit of snark: But hey at least Comp players who haven’t played Sym before will hopefully now find another hero to complain being NoAimNoBrain about (i expect a junkrat rework)
Snark out o the way, plenty of people have noted that Symmetra is a hero with a low barrier of entry for folks who typically don’t excel at the more twitchy aspects of FPS. Her kit was pretty well suited for a composed and forward-thinking gameplay, requiring a different skillset than the typical FPS hero that needs you to react fast. I don’t buy the argument, that the autolock made her gun OP, since that doesn’t explain the low pick rate in Comp.
Anyway the gun. Feels too powerful now. The LMB just destroys people (and no, i didn’t use the glitch that’s currently existing on PTR) with even less thinking required than before because the damage is pretty ridiculous.
The RMB is nice, miss the pierce because i felt that was really good utility for Sym.
All in all, the whole thing has me confused. The goal is to increase gameplay variety it… didn’t really do a lot? If anything it’s more like just the way she’s played is changed significantly to be more like a classic FPS character which bites with her characterization. It also reduces her accessibility, which i think is the biggest shame, if this rework will go live. Overwatch felt from the beginning as a place to cater to a lot of varied playstyle and this rework completely removes one playstyle.
I’d not want to see it on live as it is, even if the bugs were worked out.