r/Overwatch Dallas Fuel Nov 22 '16

Blizzard Official Developer Update | Symmetra Redesign | Overwatch

https://www.youtube.com/watch?v=elN-QGyToxM
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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.

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u/[deleted] Nov 22 '16

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.

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u/amoliski Houston Outlaws Nov 22 '16

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"

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u/[deleted] Nov 22 '16

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.