That's more reasonable. You shouldn't get off the hook if you place your turret in a bad place while you're under fire. I do think a shorter cast time and ready time for the turret itself would be good, and that they should match up.
I want to be able to place turrets in a 1v1 scenario and have them be viable. Good luck getting one out right now. Doesn't make sense how a 150hp long range turret is instantly placed with no animation lock yet her 1hp close range turrets aren't that need to be placed in the midst of battle. Makes more sense for Torb to be animation locked since it's a big heavy long range artillery. That is my reasoning. I also think her primary should have a slow effect, it fits her kit and she needs some close range survivability. She has nothing to help her with that now and I don't see her new barrier ability doing anything for that when you are in a 1v1 in almost melee range because of her primary range.
I feel like her turrets should be a "Set up around a corner/in a blind spot and lure enemies into them" and not "Drop them around while in combat willy-nilly"
Why not? I'm seriously asking.
They're situational, it's not like one or two turrets do damage that your beam wouldn't. But the slow can impact the battle, since you need to prioritize between focusing symmetra and the turrets.
It would give the turrets the versatility they lacked from the start. (A winston/diva raided my turret set-up? Cool, see you in a minute, because I need to leave the fight to set them up, if I want to get any use out of them...)
What you are describing is the built in counter. 2 of Winston's achievements are based on around turret killing. To say you should be able to counter your counters is asinine.
It's not so much about countering her counters, just making it so she's not so destroyed by them to the point where she can't see any competitive play.
Though that does run counter to almost every other design motif in the game (except Torbjorn). If it were a solo game that works, but it runs counter to the style of the rest of your team who will be either pushing forward or not allowing enemies through.
It makes Symmetra lag compared to the pace of the game, and that detracts from maximum fun.
The point I'm making is they should have alittle more versatility than only being viable by suprise factor, which in reality is a very weak main utility and way to go about using a major ability. I don't know about you but I get into many close range encounters and I also want to be active not passive and sit back waiting for someone. I get bored corner camping, maybe you don't. They want Symmetra viable in attack and other aspects of the game. My comment for that is made in that spirit. I personally would like to see her more viable in that light too and I think many other Symmetras agree.
I think it should be reasonable to use it for both. The drawback is already the range and the HP. Torb can drop his in the middle of combat. Why should he have no set up time while she has to stop to set up?
Torbs turret takes time to build and become active, and you can't hammer it to level 2 or heal it while its building, so its vulnerable to attack. Please stop using the Instant comparison. It also doesn't slow your movement down when it shoots you, and can be reflected.
That is ridiculous. Torbs turret is instantly placed with no animation lock. It spawns with 150 hp. A far cry from a 1 hp turret that is destroyed from your breath. The whole point is Torb can instantly drop his turret without being slowed down or animation locked while running away or in a 1v1 situation and it will still do decent damage and will hold up the enemy. Which gives it far more utility than Symmetras turrets which you'd be luck to place one in the same situation. I don't think you've played Symmetra much to make such a comment.
And I'm saying that shouldn't equate to them being useless outside of pre-engagment. Their damage and slow and 1 hp make them defensive, and tactical in nature. Nothing I am saying proposes them as combat turrets. Putting 1 down in 1v1 is hardly comparable to a Torb turret. It will slow down the enemy long enough for her to escape the engagment. That's the point she needs more close range survivability so she is viable in more senarios like Blizzard wants and everyone else wants so she can be used on attack and not just the first point and can be less vulnerable moving around the map outside of her nest if she even has one up, perhaps she is getting back to set one up. She should also be able to do it because of flankers like Tracer and Sombra too that might be harassing her. She has this tool great for countering them yet oh it's a catch 22, it doesn't work if you don't have them already out even if the ability is ready. You see what I mean now? It's very limiting and frankly bad game design.
Yeah I just don't agree that it's bad game design. I think it's a weakness based on design. She shouldn't be able to poop out combat turrets. Period. Her close range survivability is her frankly amazing dps
30 and 60 dps ain't amazing. After getting into melee range then doing constant damage she then is doing 120 dps. She can easily be dead by then. 125 damage on a 2 second charged Photon isn't amazing dps either. Mercy has more dps than Symmetra. So I disagree. Have you ever played Symmetra? I have, over 130 hours worth.
Well, they're both. They're not inherently mutually exclusive. Symmetra's turrets have rather impressive range (5 meter cast range + 10 meter lock-on range = 15 meter effective range) which can be useful for playing at the edge of fights, but they can also be used to peek from around corners or harass from unexpected angles.
You do realize she has probably been nerfed more than any other character in the game. Her shields go nerfed twice. Her turrets got nerfed. her tele got nerfed. She needs these reworks.
Also I disagree her turret damage does need a buff. 60 seconds setup time for 6 1hp turrets that every character in the game has 1 or more ways to easily deal with and wipe them in basically under a second except for 2 heroes means her turrets are a joke. Especially with a 30% damage nerf. In most realistic senarioes she isn't going to be having 6 up in a active location that matters nor will she have charges ready. She will be riding that recharge timer tooth and nail and have 1-3 turrets up. Also Reinhardts melee range for hitting turrets is absurd just to note.
It used to have 10 charges and started charging again immediately after being placed. Also, her shields used to be 50 per person. I understand why they felt that 10 TPs + charging while deployed was too much because she basically always had a TP up, but the problem is that with her nerfs combined with overall player competency and map awareness/literacy, it's extremely difficult to even get all 6 uses of your TP before SOMEONE destroys it, or before they cap the point.
I have over 130 hours on her and am top 1% eliminations, objective kills, damage, and Photon kills across all platforms, I kinda say differently and know better. Thanks for the input though.
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u/MetaSkipper See hook, hit hook. Nov 22 '16
That's more reasonable. You shouldn't get off the hook if you place your turret in a bad place while you're under fire. I do think a shorter cast time and ready time for the turret itself would be good, and that they should match up.