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).
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.
I'll try to see what I can do to fix the problems you mentioned :>
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?
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.
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.
Also sure. I'll check them out :D