I don’t think she’s overpowered or weak. Just some changes to make playing her feel more rewarding and fluid.
Things I would improve on: Mediblaster:
She needs head crit damage multiplier. Doing headshots does not feel rewarding at all and can increase her skill level and expression. It doesn’t have to be 2x, it can be 1.5x like Illari’s or even as low as 1.25x. Just something to feel rewarding when aiming for the head. Numbers can be nerfed to compensate for the increase in critical damage. I want to hear the critical hit noises when hitting head shots on enemies. Current weapon is not what I expected it to be.
Pulsar Torp*does: (own ability name is censored uhhhh what?)
I don’t like that the missiles go on cool down when you decide to cancel the ability. I thought it would be like Moira’s orbs, where you can press the ability and if you decide not to use it, you can cancel it and won’t go on cool down.
Orbital Ray:
For the ultimate, I’d like to see a timer or something that helps indicate how much time is left for the ultimate uptime. Some kind of visual indicator would be useful in deciding if Juno and/or the team should keep charging forward with the ultimate or start falling back.
I wouldn’t change her mobility even though the mobility in-game is nothing like the gameplay trailer made it look like, because of the mobility creep in the game. I expected her to fly a lot like Echo, Pharah, and Mercy, but she’s not much of a flier and honestly, that’s fine with me.
Im getting used to her flight controla but i definitely prefer Pharahs or Echos.
Her most annoying ability is the auto-lock rockets. Instead of prioritizing low-health teammates, the rockets seems to always chose one teammate and one enemy. When multiple teammates are on low health, this is a huge problem. The only work-around Ive found is to stay very close to teammates so the rockets tend to proritize teammates instead of enemies. I just wish you could set the rockets for healing, damage or mixed. That would be an ideal feature.
Im just learning her double jump. Its almost better than her flying ability! Definitely enjoying that
The people who haven’t realised this yet with her horizontal ability, it works exactly like Doomfist punch or Venture’s drill.
Any slope or map geometry angles allows her horizontal ability to go vertically. Her double jump seems also slightly higher than Genji’s, she can do more map floor to high ground without an ability.
I also think crits needs to be enabled to a lower ratio than the general roster OR that the numbers can be adjusted to make up for it OR that the falloff for healing gets removed while retaining the one for DPS, but pushing it further (like 40m DPS)
I think the ability is either good poke damage or a massive finisher in duel. For healing it’s fine if you backseat as well.
I think the ray could use a casting speed-up, I feel like it’s a little slow to activate and generally feels like you get value out of it for like, 1s or 2s before it’s mostly useless.
If I have to personnally so far, I say there needs to be better indications of when you get healed by her as an ally. I seriously have no idea when I get healed by her, the audio just blends too well. The Orbital ray needs 100% better inidcators, the floor one is quite literally too pale and the beam is so like, clutter visuals, it’s annoying.
The Speed Ring is also something I have an issue with, maybe the range of which is activates could be lowered just a little, feels like if you shoot it and don’t purposely intend to cut its range by hitting a floor or a wall, it’s too far and actually can get you killed to use it since you didn’t reach it in time. It needs to be closer and it’s also not clear for people that visually it’s a speed boost.
The main culprit so far for me, is that playing in the back gets you punished for the falloff she has, while playing frontward actively punished her since she doesn’t come with self-healing, rather movement stuff. There needs to be a definitive path of what she’s good at.