If Junkrat is gonna get nerfed by taking away his level 7 until 13 which destroys his double big trap build could he please get his quest at level 4 moved to level 1? His trap build gave him a power spike just before mid game. Now his SINGLE Big trap build wont spike until late game and his Frag Launcher Build is very late game. There are much better ranged assassins early game and much better ranged assassins late game.
Give him his quest early to help him mid game. Nerfing his traps just because people are bad at avoiding them is no way to balance a game. That’s his purpose. He slows rush down comps. He stops them from just running over your team. If you take that away hes just a free kill that doesn’t scale until late game and then everyone yells at you for picking him because there are better assassins that can just right click. He loses most 1 v 1 to other assassins, so let him be good at what he does and cause controlled chaos in team fights without having to wait until the end of the game.
Without a doubt, lack of CC and extra vision alone will hurt both him and his team. Then again, Lvl 7 - Big As is extremely broken on some maps and in some situations it had absolutely no form of counter play.
I’d kill off the talent and allow use of two traps as before.
For comparison, Dirty Trickster was at 50% pick rate, with As Big only at 10% before it got adjusted that traps don’t trigger off anything but heroes. The trap talent is at 55% or more at current time. It overshadows all other.
No counter play? Tanks with unstoppable, Nova, Valeera, Zeratul, Genji, Tracer, Butcher, Cocoon, Wandering Keg, Containment disc… The list goes on. People just think there is no counter play. Junkrat is very hard to keep alive against players who know what they are doing.
There’s obviously something very problematic in allowing the combination of two talents. Instead of barking at the developers, we could instead discuss viable alternative solutions, since this one adjustment doesn’t completely break the character and is relatively reasonable.
Silence from lvl 7 with ability to ignore npc targets at 13 still sounds like a very good combination. What may have been overlooked was the 5s cooldown reduction from Gotta Trap Them All. I would possibly add this bonus to the transferred As Big talent as well.
I love how you mentioned all those supposed counters but didn’t mention Deathwing who is permanently unstoppable and can soak those traps at will, disregarding the damage and minus armor.
Although I don’t get a lot of your supposed counters.
How does Zeratul counter traps? He doesn’t have unstoppable or a way to cleanse them. At best he can avoid them by blinking.
And for a lot of the other supposed counters you listed as well as others existing so are you implying that it’s totally fine that heroes like Valeera picks and uses her Cloak of Shadows heroic ability to negate a single basic ability that there can be 2 of that has like 7-8 second CD at level 13.
Also how is Anub’araks’ cocoon and Maiev’s containment disc a counter to traps? That makes very little sense.
Problem with Junkrat’s trap build is that Big As removes a lot of the counters that were available such as using summons or minions against them.
That makes them very dominant on maps with objective around tight areas such as Braxis or Dragon Shrine’s bottom shrine or ARAMs.
They’re quite good on other maps as well. It’s very difficult to avoid them indefinitely when fighting around an area saturated in it and sometimes you are either forced to stop chasing or run in a very bad way or intentionally run into a trap and hope you wont get blown to pieces.
I’ve played a bunch of Junkrat on ARAM and some in QM and trap build is just stupidly powerful.
Someone will eventually walk into traps or not notice them, then you can easily throw a concussion mine to knock them into your team for a free kill.
Also Junkrat has a level 1 talent that increases his damage by 25% if someone is hit by a trap or mine, meaning that soaking traps intentionally with unstoppable or some such still gives Junkrat an advantage. Junkrat gets 25% more damage, you lose 15 armor. That can hurt even if you aren’t rooted.
There’s also a limit to how much you can excuse the build existing on the idea that it has counters.
You could have someone pick Junkrat early in an SL draft and the enemy goes “Oh no, Junkrat! We have to counter that horrible trap build!”
So they pick Nova, Deathwing, Garrosh, Anduin and… i don’t know… Abathur.
But then he just goes Q build instead and their intentions to counter trap build was meaningless.
Honestly this may be even more terrifying than double trap with the CDR.
A trap that chases you down, silences you and cannot be soaked by minions or summons that chunks away 15 armor?
Junkrat can’t build more than two Traps at the same time.
The second Trap only with taking the Talent Gotta Trap 'em all which comes at level 13
So there can’t be a situation where a Teamfight is SATURATED in Traps
Exaggerated wording but my point stands. Even if you try to be conscious of them, they’ll eventually get to or you’ll be forced into it or something and then you die.
Wrong. Scaling matters a lot, but it isn’t overpowered like in other mobas, because of the shared experience system. That’s why teamfights and wombos can still seal the deal against scaling power.
I’m understanding your point and the traps are an issue. As I elsewhere already mentioned, it should be possible to destroy the traps. It’s possible to destroy Hammer’s and Abathur’s mines so why not the traps?
Did you know that Junkrat was a perfectly viable hero before the trap changes and that he still gets to keep everything else from his last round of buffs?
If he was always viable why did everyone complain when hes picked. No one complains when Heroes like Valla or Raynor are picked. Hes niche and absorbs all the blame if the team loses.
ARAM junk is definitely S tier. Now that I think about it, junkrat is extremely hard to catch/kill while he just pokes at you all game. It’s just rare to see junkrat in any games here in korean servers.