Symmetra by Nima Nightmare

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Symmetra

By: Nima Nightmare
Last Updated: Sep 14, 2024
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Symmetra

Vishkar Architech

Symmetra literally bends reality. By manipulating hard-light constructs, she crafts the world as she wishes it to be, in hopes of engineering a perfect society. Symmetra believes her actions serve the greater good in society, though there are times when she wonders whether the control and order she desires are truly best for humanity.

Strengths:


-Utility
-Offers good protection against burst damage
-Decent map presence thanks to Sentry Turrets

Weaknesses:


-Very limited mobility
-Requires precise decision making
-Relatively fragile

Stats:


Health: 1800
Health Regen: 3 per second
Mana: 500
Mana Regen: 2.5 per second
Attack Speed: 4.00
Attack Range: 5.5
Attack Damage: 60

Combat Trait

1
Photon Shield
50% of Symmetra's maximum Health consists of 5 stacks of a Shield that regenerates back after not taking any damage for 3 seconds as well as increasing her Mana regeneration by 10% per each stack. Target an allied Hero to sacrifice a stack of this Shield for them that lasts until they die.

Charges: 5
Cooldown: 1 second

Cannot be used until the game starts.

-Each stack of Photon Shield grants 10% Mana regeneration and a Shield based on 10% of the Hero's maximum health.
-Photon Shield can be stacked on top of an allied Hero who's already been affected by said ability, increasing their shields as well as their Mana regeneration.
-The cooldown is to allow for a brief window between uses of this ability and is not connected to the amount of charges it has as the latter is replenished through a separate method.
-If an affected allied Hero dies, Symmetra takes all the sacrificed Shield stacks given to said Hero back and restores every charge that was given to them.
-The ability itself cannot be used on Symmetra.

Primary Abilities

1
Photon orb
Channel a powerful orb that deals 80 (+4% per level) to 220 (+4% per level) damage (depending on channeling time) to the first enemy hit and deals 50% damage to enemies around the target. Reactivate the ability to launch the orb.

Cooldown: 7 seconds
Mana: 30

-Channeling works similar to Hanzo's Storm Bow.
-While channeling, you can move. Reactivating the ability while the cursor is pointing at a different direction launches the orb in said direction.
-Photon Orb can be channeled indefinitely. But the damage and size increase stops after 1.25 seconds.
2
Sentry turret
Send a Sentry Turret towards the target location. Once deployed, it deals 65 (+4% per level) damage per second to the nearest enemy Hero nearby and slows them for 30%. Can place up to 3 Sentry Turrets at a time.

Sentry Turret health: 300
Charges: 3
Charge cooldown: 8 seconds
Mana: 40

-Sentry Turrets can only target enemy Heroes and are ignored by enemy Minions and non-Elite Mercenaries (they can still take damage from enemy Structures and AoE damage effects of Elite Mercenaries).
-The slow effect from multiple Sentry Turrets do not stack.
3
Photon Barrier
Project a vector-targeting barrier that travels a short distance and grants 20 Armor to allied Heroes whom the barrier passes through for 2.5 seconds. Once the Armor expires, the affected allied Heroes gain a Shield that absorbs 150 (+4% per level) damage that lasts for 5 seconds. Photon Barrier travels for 4 seconds before disappearing and always travels a set distance.

Mana: 60
Cooldown: 16 seconds

-The Shield does not stack on itself.

Heroic Abilities

1
Teleporter
Deploy a Teleporter pad anywhere that Symmetra has vision on and another Teleporter pad will appear in front of her. Allied Heroes can use either Teleporter pads to enter the other pad after 1.5 seconds delay. Each allied Hero can use the Teleporter once per its activation. Lasts 8 seconds.

Teleporter Health: 700 (+4% per level)
Mana: 100
Cooldown: 80 seconds

-Allied Heroes who use either Teleporter pads cannot reuse it for the remainder of its duration.
-Self-casting spawns the targeted Teleporter pad at the Hall of Storms.
2
Shield Generator
Deploy a Shield Generator at the target location. Allied Heroes within the radius of Shield Generator gain a Shield that absorbs 280 (+4% per level) damage and 15% Spell Power. The Shield rapidly regenerates when allied Heroes within its radius take damage. The buffs granted by Shield Generator linger for 3 seconds upon leaving its radius.

When inactive, the Shield Generator begins regenerating 50 of its missing health per second.

Shield Generator health: 900 (+4% per level)
Mana: 25 per second
Cooldown: 25 seconds (when cancelled manually)/70 seconds (when destroyed)

-Cooldown begins when Shield Generator is inactive.
-If cancelled manually, the next time the Shield Generator is redeployed, it appears with its current health based on the amount of health it had lost during its prior activation and how much health it regenerated when it was inactive

Talents level 1:

Photoelectricity (Q):
Upon hitting an enemy Hero, Photon Orb's explosion location emits three mini-shockwaves over the duration of 2 seconds, each dealing 64 (+4% per level) to 92 (+4% per level) damage (depending on the channeling time of Photon Orb) to all enemies in its radius and slowing them by 15% for 1.25 seconds. Deals 150% increased damage to enemy Minions and Catapults.
Insanity Flare (W):
Sentry Turrets reduce the Spell Power of enemy heroes by 10% per second if they are continuously take damage from a Sentry Turret. Can reduce down to 25% Spell Power. This effect lingers for 2.5 seconds once the enemy Hero stops taking damage from a Sentry Turret.
Quantum Coherence (Passive):
Basic Attacking enemy Heroes continuously grants a Shield that absorbs 75 (+4% per level) damage for all nearby allied Heroes with at least one stack of Photon Shield. The Shield gained this way is increased by 25% if the target enemy Hero has Shields on top of their health. The Shield lasts for 4 seconds after not Basic Attacking an enemy Hero.
Quoted:
-The Shield gained from Basic Attacking enemy Heroes is separate from Photon Shield. Meaning talents revolving around Photon Shield are unaffected.
-The Shield amount is limited and continuing to Basic Attack will rapidly regenerate the Shield.

Talents level 4:

Illuminating Barrier (E):
Increase Photon Barrier's travel distance by 30% and increase its Armor given to 30.
Projector Overload (Passive):
Every 15 seconds, your next Basic Attack launches an untalented Photon Orb with maximum damage at the target enemy, but you will be unable to use Basic Attacks for 1.25 seconds. Can be toggled on and off.
Hasting Shields (Trait):
While Photon Shield is depleted, the affected allied Hero gains 35% bonus movement speed. This movement speed bonus is lost when the Photon Shield of the affected allied Heroes starts regenerating.

talents level 7:

Quest: Vishkar Spheres (Q):
Hit 10 enemy Heroes with Photon Orb to empower it.
Reward: After hitting 10 enemy Heroes with Photon Orb, increase its maximum damage by 120 and its splash radius by 25%.
Reward: After hitting 20 enemy Heroes with Photon Orb, it reduces the Armor of the primary target by 20 for 1.5 seconds.
Reward: Hitting 4 enemy Heroes with a single Photon Orb instantly grants all the rewards.
Sentry Shield (W):
Sentry Turrets cannot be attacked for 1.75 seconds upon being deployed and grant 25 Spell Armor for nearby allied Heroes, but the cooldown of each charge is increased by 2 seconds.
Quoted:
-The Spell Armor does not increase with more than one Sentry Turret having their radiuses overlap each other.


Vision of the Architech (Passive):
Gain 1.5 extra Attack Range. Basic Attacking for 3 consecutive seconds increases your Attack Damage by 5% per second as long as you continue Basic Attacking, increasing up to 40%. The bonus damage decays by 5% per second after not Basic Attacking for 3 seconds.

talents level 13:

Overcorrection (W):
When at least one Sentry Turret is continuously damaging an enemy Hero, nearby allied Heroes will have their basic abilities recharge 25% faster as long as a nearby Sentry Turret keeps damaging an enemy Hero.
Conservator Sentinel (E):
Increase the width of Photon Barrier by 30%. Allied Heroes who are below 40% health are cleansed of all negative effects that aren't Stuns or Time Stop and receive 200% extra Shield once the Armor expires.
Protective Shield (Trait):
When the Photon Shield of an allied Hero is depleted, a blast of energy releases around the affected allied Hero, knocking all nearby enemies back, slowing them by 20% for 2.5 seconds and said allied Hero gains 30 Armor for 3 seconds. This effect has 20 seconds cooldown for each allied Hero with Photon Shield.

talents level 16:

Concentrated Lucent (W):
Sentry Turrets deal an additional 5% damage based on the target's maximum health if all 3 Sentry Turrets are attacking the same hero simultaneously. Additionally, Sentry Turrets reveal nearby enemies and have 25% extra Attack Range.
Hard-light Barrier (Active):
Activate to give an allied Hero a barrier that makes them Protected. If the target allied Hero blocks at least 150 damage during the duration, Photon Barrier's cooldown is refreshed and you receive 60 Mana. Hard-Light Barrier lasts for 1 second and has 30 seconds cooldown.

Passive: Reduces the cooldown of Photon Barrier by 3 seconds.
Insuppressible Imagination (Trait):
When the Photon Shield of an allied Hero is destroyed, they become Unstoppable for 3 seconds. This effect has 30 seconds cooldown.

Talents level 20:

Photon Perspective (Heroic R):
Teleporter has indefinite duration and can now be reused by allied Heroes with a separate 15 seconds cooldown for the allied Hero who had just used the Teleporter. Only one pair of Teleporters can be active at a time.
Fluoresence Matrix (Heroic R):
For each allied Hero staying within the radius of Shield Generator, gain an additional 5% Spell Power. The Shield gained from Shield Generator is increased by 40%.
Quoted:
The bonus Spell Power is shared with allied Heroes within the radius of Shield Generator.

Piercing Light (Q):
Photon Orb pierces all enemies and deals additional explosion damage each time it hits an enemy.
Vitality Battery (Passive):
While active, each stack of Photon Shield on the affected allied Heroes heals them for 2% of their maximum health per second and the Shield gained from Photon Barrier grants a healing of 20% of their missing health over its duration.

Counters and matchups:

bad against:

Medivh: Medivh's Raven Form allows him to scout areas on the battleground whilst avoiding Sentry Turrets.
Samuro: Because Samuro's Mirror image illusions are also treated as Heroic entities, Sentry Turrets will attack them as well, allowing the real Samuro to attack Symmetra without facing much trouble.
Zarya: Sentry Turrets can end up with putting Symmetra in more danger as they will charge Zarya's Energy immediately if she has activated Personal Shield or Shield Ally.

Others:
-Any enemy Hero that nullifies Symmetra's abilities completely or benefit from her inclusion on their opposing side is a poor matchup for her.

Good against:

Chen: Chen's Fortifying Brew forces him to remain stationary, allowing Symmetra to either attack him which shouldn't be much of a problem for her as her Shielding abilities are enough to let her survive a 1v1 against Shen if and only if Chen is her only enemy in said 1v1.
Qhira: Once Qhira's Revolving sweep expires, Symmetra can either lure her into Sentry Turrets or use Photon Barrier to extend her survival against Qhira.
Illidan: Sentry Turrets ignore Evasion while also slowing Illidan, allowing Symmetra to keep distance from him if she gets dove by the former.

Others:
-heroes that are predictable can die easily to Symmetra.

Works well with:

Leoric: The slow effect of Sentry Turrets greatly assist Leoric's Entomb, further hindering enemy Heroes' escape routes.
Medivh: Teleporter combined with Portal allows for more instant positioning when the former is used to enter an ongoing battle.

Others:
-heroes with great crowd control work well with Symmetra.
-heroes with speed modifiers can help Symmetra reach the battleground faster and vice versa.

Changelog:

Some time between 2019-2020:


-The concept is fully reworked because the previous version felt more like a Ranged Assassin than a Support.
-Disorder and all Disorder-related talents are removed.
-Photon Shield is moved from secondary abilities to combat trait.
-Photon Barrier and all Photon Barrier-related talents are removed.
-Photon Blast and all Photon Blast-related talents are removed.
-Teleporter and all Teleporter-related talents are removed.
-Shield Generator removed from talents.
-New primary ability, Photon Barrier.
-New heroic ability, Teleporter.
-new heroic ability, Shield Generator.

9/6/2020:


-Added new images.
-Additional functionality to the level 7 talent, Vision of The Architech: Also increases attack range by 2.
-The armor given by the level 13 talent, Protective Shield has been increased from 15 to 20.
-The level 20 talent, Shield Expert has been reworked.

9/7/2020:


-Photon Shield has been reworked.
-The duration of the level 1 talent, Chaining Orbs has been reduced from 1.75 seconds to 0.75 seconds. It now also only triggers if the Photon Orb is fully charged.
-Shield Generator can now be attacked and destroyed by enemies.
-Sentry Turrets can no longer attack non-heroic enemies.
-Photon Orb's cooldown increased from 3 seconds to 9 seconds.

9/8/2020:


-Photon Barrier and the level 13 talent, Overlight-Barrier have been reworked.

10/4/2020:


-Base health increased.
-Photon Shield amount increased.

10/18/2020:


-Photon Orb damage increased.
-Sentry Turret health and damage increased.
-The level 4 talent, Hasting Shields has been slightly reworked.
-The level 13 talent, Protective Shield has been slightly reworked.
-Removed the level 16 talent, Photon Chain.
-Added a new level 16 talent, Unstoppable Designer.
-The level 20 talent, Photon Perspective got an additional functionality.
-The level 20 talent, True Reality got an additional functionality.

10/21/2020:


-Attack Damage has been reduced to 60.
-The shield given by Shield Generator is no longer percentage based.

11/12/2020:


-The level 16 talent, Sentry Beam now grants 3 additional charges to Sentry Turret and allows Symmetra to place 6 Sentry Turrets at time.
-The level 16 talent, Sentry Beam no longer allows Sentry Turrets to hit additional targets.
-Renamed the level 16 talent, Sentry Beam to Defensive Matrix.

11/29/2020:


-Photon Shield's time to regenerate back increased to 3 seconds.
-Photon Orb can be held indefinitely.
-Reduced Photon Orb's cooldown to 7 seconds.
-Sentry Turret's health is no longer limited to instances of hit.
-Reworked the level 7 talent, Sentry Shield.
-The level 16 talent, Unstoppable Designer now has 25 seconds cooldown.
-Added a new level 16 talent, Anti-Spell Car Wash.
-Renamed the level 20 talent, Shield Expert to EMP.

1/28/2021:


-Sentry Turrets' health reduced to 400 and its cooldown is increased to 8 seconds.
-Photon Barrier now also gives a shield to affected allied heroes.
-Removed the level 16 talent, Defensive Matrix.
-Renamed the level 20 talent, EMP to Photon Blast.

14/09/2024:


Stats:


-Attack Range increased to 5.5.

Abilities:


Photon Shield (Trait):
-Turned into a stack ability to allow for less confusion on how it functions.
-Each stack now also increases the bearer's Mana regeneration by 10%.
-Can no longer be used until the match starts.

Photon Orb (Q):
-Now functions similarly to Hanzo's Storm Bow in terms of channeling.

Sentry Turret (W):
-Damage reduced to 65.
-Health reduced to 300.
-Slow increased to 30%.
-Can now be targeted by enemy Structures despite not being able to attack them.

Photon Barrier (E):
-Armor amount reduced to 20 (down from 25).
-Armor duration reduced from 4 to 2.5 seconds.
-Shield amount reduced from 190 to 150.

Teleporter (Heroic R):
-No longer appears at Hall of Storms by default.
-Now has a health of 700 and can now be destroyed by enemies.
-Can now be placed anywhere where Symmetra has vision on and the secondary pad will appear in front of her.
-Allied Heroes are no longer restricted to using only the entrance pad, meaning they can use either pads to enter the other side, but they still can only use the Teleporter once per its duration.
-Mana cost increased to 100 (up from 70).
-Cooldown increased to 80 seconds (up from 60).

Shield Generator (Heroic R):
-No longer has a set duration. Instead, now it lasts forever until it's manually cancelled or destroyed by enemies.
-Shields reduced to 280.
-Now also grants 15% Spell Power for allied Heroes.
-Health reduced to 900.
-Cooldown changed to 25 seconds when manually cancelled and 70 seconds when destroyed by enemies.
-Mana cost changed from a flat cost of 80 to 25 Mana per second.

Talents:


Level 1:


Chaining Orbs (Q): Removed.

Sentry Disarm (W): Removed.

Chilling Projector (Passive): Removed.

New talent: Photoelectricity (Q).

New talent: Quantum Coherence (Passive).

Level 4:


Insanity Mechanics (W):
-Renamed to Insanity Flare (W).
-Moved to level 1.
-Can now only reduce enemy Heroes' Spell Power down to a minimum of 25% reduction down from 50% reduction.
-Spell Power reduction from Sentry Turrets now linger for 2.5 seconds when no longer taking damage by them.

Orb Projector (Passive):
-Renamed to Projector Overload (Passive).
-Effect cooldown increased to 15 seconds (up from 10).
-Now prevents Symmetra from Basic Attacking for 1.25 seconds upon taking effect.
-Can now be toggled on and off.

Hasting Shields (Trait):
-Movement speed bonus reduced from 40% to 35%.

Level 7:


Vishkar Spheres (Q):
-First reward's Photon Orb damage increase has been reduced from 150 to 120 and its radius increase has been increased from 10% to 25%.
-Second reward no longer allows Photon Orb to slow enemies. Instead, it allows Photon Orb to reduce the Armor of enemy Heroes by 20 for 1.5 seconds.

Sentry Shield (W):
-Makes Sentry Turrets immune to damage for 1.75 seconds (up from 1.5 seconds).

Vision of The Architech (Passive):
-Maximum damage Attack Damage bonus increased from 30% to 40%.
-No longer allows Basic Attacks to reveal enemy Heroes.

Level 13:


New talent: Overcorrection (W).

Hard-Light Barrier (E):
-Moved to level 4.
-Renamed to Illuminating Barrier (E).
-The Armor increase of Photon Barrier has been reduced to 30 (down from 50).

New talent: Conservator Sentinel (E).

Radial Blast (Trait): Removed.

Protective Shield (Trait):
-Armor increased from 25 to 30.
-Armor now lasts 3 seconds instead of indefinitely until Photon Shield regenerates back.
-Now also knocks back nearby enemies and slows them by 20% for 2.5 seconds.
-Now has a 12 seconds cooldown per each allied Hero with Photon Shield.

Level 16:


Anti-Spell Carwash (W):
-Renamed to Concentrated Lucent (W).
-Bonus damage reduced from 6% of an enemy Hero's maximum health to 5%.
-No longer makes Sentry Turrets immune to ability damage.
-Now grants Sentry Turrets 25% extra Attack Range and allows them to reveal nearby enemy Heroes.

Hard-light Shield (Active):
-Renamed to Hard-light Barrier (Active).
-No longer makes the target allied Hero immune to the next enemy ability damage.
-No longer makes the target allied Hero deflect the next enemy ability effect back at them.
-Duration reduced to 1 second (down from 3).
-Cooldown increased from 20 to 30 seconds.
-Changed Functionality: Now makes the target allied Hero Protected. If they block at least 300 damage while the ability is active, Photon Barrier's cooldown is refreshed and Symmetra gains 60 Mana.

Unstoppable Designer (Trait):
-Renamed to Insuppressible Imagination (Trait).
-Effect cooldown increased from 25 to 30 seconds.

Level 20:


Photon Perspective (Heroic R):
-No longer reduces the cooldown of Teleporter.
-No longer reveals a large area around.
-Allied Heroes can now reuse the Teleporter every 15 seconds.

Photon Blast (Heroic R): Removed.

New talent: Fluorescence Matrix (Heroic R).

True Reality (E): Removed.

New talent: Vitality Battery (Passive).

Check out my other concepts!

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1
[-]
Murraythehuman (2) | September 6, 2020 7:03am
I would like to give some criticism regarding the balance and overall viability of this concept. I know I probably don't need to ask, but my criticism tends to be lengthy and dropping it out of the blue can feel callous.
1
[-]
Nima Nightmare (2) | September 6, 2020 7:25am
It's ok! Go ahead and give the criticism. I'm happy to listen :>
1
[-]
Murraythehuman (2) | September 6, 2020 9:46am
D (Trait): Photon Shield
Simply put, I think this design is untennable. First and foremost, it might as well not even have a cooldown for how easy it is to upkeep. Everyone just needs to come within walking range of Symmetra every time they die. If it's the result of a single pick, then it's only a small diversion on the way to their destination, and if it's the result of a teamwipe, Symmetra will likely be right there with the rest of the team, ready to reapply the effect in almost no time. Nothing short of an imminent game-winning push could apply enough urgency to where Photon Shield won't be applied to the entire team and promptly forgotten about.

But even with that in mind... I don't think a 20 second, or even a 60 second cooldown could ever make the move balanced. If you'll recall, Alextrasza is another character who can grant extra health, providing 500 max health to everyone on her team until they die. However, that ability is only unlocked at level 20, and provides a flat 500 health. Your Symmetra, on the other hand, can provide a Chromie with a 278 health, self-regenerating shield at level 1, that surpasses Alex's level 20 bonus as early as level 15.

An argument could be made that Symmetra is just a different hero, and so naturally she's going to be balanced differently, but an ability this strong is naturally going to dominate her 'power pie', and require everything else to become trivial for her to still be balanced, and all this in trade for an ability that she only gets to cast when someone dies, that requires very little thought or planning from her part.

Personally, I think the effect should either be A) Symmetra passively provides shields to nearby allies who haven't recently taken damage (that fades after leaving her side for X seconds), or B) Symmetra has a large, permanent shield, similar to Fenix, but unlike Fenix, she can activate her trait to pass the shield on to an ally instead, with the trait having a very short cooldown, allowing for the shield to be passed rapidly, but with only so much health, she'd need to find downtime to let it regenerate.


Q: Photon Orb
I have no problem with this ability. It's simple, it's sensible in how it's channeled... but I do think the cooldown being as low as it is creates several problems for balance. For one thing, a skillshot like this could easily be spammed near a channeled objective from a relatively safe location in order to stall for an unhealthy amount of time.

Additionally, some of its talents, like Chaining Orbs, become incredibly dangerous. A 1.75 second root on a spammable ability isnt going to be fun to fight, even if the move is easy to dodge. In order for such a thing to be fair, the root would need to be shorter, the cooldown on the ability longer, and if the talent is going to come in this early, it should at least require Photon Orb to be charged to full.


W: Sentry Turret
Again, no real problems. Though I have one small issue, where while I really want Symmetra to have indefinitely lasting turrets (it's a niche not really seen in HotS yet), I think the only fair trade-off for such a thing would be for them to only target heroes. Maybe a level 13+ talent could let them target minions, but the ability to soak from a lane you're not even in should only be given to characters very much dedicated to that concept (Abathur, Azmodan, Vikings, etc.). It'd require someone to go wipe out her turrets before every big team fight, which she can set up again in the time it takes for that character to return.

Other than that, they're fine.

E: Photon Barrier
This one is the big stumbling block for a lot of character, and it's really just a design space that's untennable. The devs have actually gone through why attack blocking barriers can't be implemented, though even if they hadn't, it's pretty easy to step through why they can't work.

To wit:
Even if you were to implement the shield as a pseudo-hero, only about 31 out of all 240~ basic abilities in the game would actually be affected by the move. Most moves in HotS tend to be AoE, splash, pierce, or bounce between targets. If implemented as-is, Symmetra could realistically go for several games without this ability ever being functional. BUT, of course, one could suggest that the ability be designed with special rules where it just absorbs abilities that normally couldn't be absorbed. Well, one big problem with that is that it would require the dev team to code new interactions between this ability and almost every ability in the game, and every ability not yet in the game. The workload would be immense, all for one little ability. BUT you could suggest that HotS Concepts are just fantasies, and that budget can just be ignored. Unfortunately you then run into the problem of... what should the interactions be? Jaina's Frostbolt just disappearing on hit makes sense, but what about if it has a piercing talent? What about her Cone of Frost? Would it apply to that? What if the barrier gets between Azmodan and his laser target? What if Tassadar's Q hits it, does he just stop channelling? Ana's Healing dart? What about Greymane's Cocktail? When you introduce new interaction-specific mechanics, you require both Symmetra and her opponent to remember lots of brand new rules that only apply to one very specific situation.

It's one of those things that sadly cannot be implemented the way it was done in the source material, simply because the divide is too steep. I think right now the only realistic thing to do if you were to keep it is to apply it as a travelling AoE that provides armor to heroes within its radius. It's a little less interesting, but with the right talents, it could be the foundation for something better.

R1: Teleporter
I don't really have much to say on this one because it's a largely unprecedented mechanic. The only equivalent would be Morales's ability to create a Medivac at the Hall of Storms at level 20, and as such I think it should be balanced around that move. It is somewhat problematic in nature, because I have no idea what the consequences would be of letting a team hearth part way through an objective fight, only to warp right back in fully topped up.

R2: Shield Generator
I think the way this is currently implemented it's just an inverse Lucio Sound Barrier. Shields that grow over time instead of decay and require you to be around a specific location for the duration, instead of the beginning. Personally I think you could afford to just let this ability function as an ongoing source of shields that the enemy must destroy first if they realistically want to kill anyone. Even if you provide a considerable amount of shielding over a long period of time, having a counterplay option as simple as 'destroy the power source' means you're at far less risk of creating something unbalanced. Probius can already create an effect similar to this one, but here you'd just be putting it on a Heroic, and increasing the overall value.



As it stands, I think your Symmetra design suffers a bit from trying to be too faithful to the source material. She's a natural fit as a Support character, but I think some abilities need to be translated with an increased concern for what would be fun to fight both as and against.
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2
[-]
JimBeamFusel | July 15, 2020 5:01am
Hi Nima Nightmare,

I like this idea, especially the photon shield idea as a trait.
How does the ability photon barrier work? It just blocks spells and projectiles?
1
[-]
Nima Nightmare (2) | July 15, 2020 6:17am
Hi JimBeamFusel. First of all thank you ^^

And about the Photon Barrier: It releases an Crescent-like projectile (Like Maiev's Fan of Knives target indicator) and blocks incoming spells. After blocking a certain amount of damage, it breaks. The projectile that breaks the barrier will continue to travel.
In short it blocks incoming projectiles and spells. Even beam-like ones (Like Li-Ming's Disintegrate) until it breaks.
2
[-]
JimBeamFusel | August 3, 2020 3:02am
Hi again! Thank you for your answer!
I like the idea very much and I think it is something new added to HOTS, which is always good.

I think it is always nice to leave a comment if you like the build or it least give a thumbs up :)
If you like, you can visit my concepts for Xe'ra and Mannoroth and tell me what you think!
I'd be happy to have some advice.
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2
[-]
MageElf | January 31, 2020 4:41pm
Cool concept!
1
[-]
Nima Nightmare (2) | February 1, 2020 10:36am
Thank you ^^
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