If you look at my profile you’ll see that i’m a junk main. Well, i’m not. I have 65 hours on junk but it was at the summer were i had time to play and i was near the pros. I have no idea on how to play him now. Taking that out o’ the way let’s continue.
1: His trap is a liiiiiittle op. He does 80 damage. 80 F DAMAGE! It is waayyy a lot for an ability with 10 sec cd that charges after being deployed and not after triggering or braking and immobilizes enemies (which is huge btw) and with which he can block chokes and melt every squishy in the game with his burst. Also the hitbox hot that thing is a lil bit big. Pharah doesn’t need to touch it to set it off. Also, zen can get trapped while floating so… Jeff…
2: he has too much damage for a burst hero. I’ve seen pros/lucky boiz getting quad feeds in the attacking spawn door in Hanamura because of the trap, 3 nades and 1 conc mine. Every burst in the game has minimal damage because… I’S A BURST FOR GOD’S SAKE. Lucio, McCree, Genji, Mercy, ok lucio and mercy are supports but you get the point.
3:Not sure about that but either pharah and tracer get a buff not to get damage from their own explosive ults, or Junk and D.Va get nerfed and die to theirs.
4: Maybe delete the cast time for shooting and make nades (and projectiles in general) not disappear after fired and the cooldown has started. I remember having lined up a great shot on a pharah, shooting, immediately afterwards dieing and the nade just disappears!
I agree that explosive damage should damage the user as well if they’re within the range. I’ll lump this under the same common sense that Reinhardt should NOT be able to charge you for full damage when there’s no travel time to the wall he slams you into (he has you sandwiched up against a wall and “charges” you for full damage even though neither of you moved anywhere). Add to that Mei’s ult disappearing from thin air when she is hooked, killed, frozen, etc… where the same logic doesn’t apply to Dva, Junkrat, and Ashe’s mechanical ults.
Junkrat could use some QOL fixes to balance him out, but so could a lot of heroes, and Dev time is limited, and the public outcry is wild when they balance heroes (look at Brig and Doom) so I wouldn’t expect anything crazy anytime soon.
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Junkrat doesn’t need nerfs.
His projectiles are slow. They’re easy to count. He’s easy to pick of after Mine-Jumping. He’s vulnerable during Ult.
If there’s a Junkrat on the enemy team, then–LIKE WITH ALL HEROES–you need to be mindful of their CDs and abilities, and play around them accordingly.
There might be some argument to be made for his mines dealing more damage when attached to a surface. So chain-throwing mines wasn’t quite so powerful.
Even so, he’s not exactly ruining games up and down the ranks… at least not any more than Hanzo, Widow, Tracer, and Brigitte/Moira.
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The trap is also visible and can be destroyed.
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That’s like saying Widow has too much range for a Sniper.
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If he dies from his own explosions then the mines are seriously nerfed and he will be even more of a niche pick.
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Don’t think I have experience these issues, only with RIP Tire disappearing.
I play him a lot and feel the concussion mine damage should be nerfed, they are too easy to use and reduce the amount of aim needed by the main weapon to some degree.
Like said by Jez, his projectiles are slow and they had their hitboxes nerfed not too long ago, I believe the size of them was reduced by 20-30%
if you aren’t here to talk like i and the other guys do, get out
@Jaqenoffski:
No the trapp is visible only to your team and a little part of the spikes to the enemy team
Mines shouldn’t be causing damage because one of their use is to prepel yourself into the air and it wouldn’t make any sense.
He is ,somehow for the purposes of the arguement, op. Over powered, he is in a higher level of, mostly damage not power. He needs nerfs, not re-balance with the same amount of power.
@jez
He must be balanced with also for the lower ranks, i climed all the way up to gold playing him. if i had chosen as my one tricking “main” someone like mccree i would have climed a lot slower. Imagine of 2 abilities. The one deals fast damage but medium level, like lucio’s primary fire that is easy to hit. Then imagine another that deals a lot of damage, not necessarily like junk’s primary, like… idk something that deals a lot of damage in general but is harder to hit. In the lower ranks, yeah there are not going to hit a lot of shots but there will be some well lined up shots that succeed. What is more balanced? Low damage burst easy to hit, or high damage hard to hit?
No, i’m not intent on disputing every dumb thing people say on the forums.
I din’t understand what you meant when said “and stop”
sorry i was pissed off then
This can happen with all ults that have a little activation animation like pulse bomb.
And its different compared to trans, which is instant.
You need to calculate the animation time within the ult.
As tracer you need to be sure the time between Ulting and brigs stun hitting you, is about 1-2sec. Otherwise pulsbomb is gone.
Mei goes into the Same category.