[Feedback thread] Juno

I initally found her weak but something clicked and I just pop off with almost no deaths every match. she isnt blatantly busted like infinite ult ramattra or 2 tap kiri, but she is pretty powerful if you position yourself well and use your right click ability in good situations

hope they dont buff her too much on season 12 launch and force her to be meta for a month then make her worse than her current form

Allies within what feels like 3-5 meters of her already get her speed boost along side her when she activates the ability.

It’s half cd providing you never lock onto anyone before you cancel it. There needs to be some sort of CD involved even if canceled otherwise you’re just constantly forcing people to take cover which would be a bit oppressive.

As for my own feedback:

  • Would like the Pulsar skill to be considered an offhand action so I can fire while targeting. Nerf current numbers to balance.

  • Ultimate is visually annoying/distracting and should be cleaned up.

  • Ultimate needs a new interaction either let me place it or let me direct it. Slow move forward with only 5 meters in front of me just feels incredibly weird/awkward to use.

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Her movement is boring. I wish her shift had verticality too.

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#LetJunoHeadshot

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Yea, visually and audibly she’s… A bit lacklust I can’t tell if I managed to heal in a real fight and I think that’s a problem.
Quiet scientist is a trope, but I kinda wish they’d gone more cavalier spacer with her. Personal preferences aside, her kit is fun. I like that it’s all mid cooldowns, hanging around that 10 sec mark.
I think she’ll need some number tuning, some things just… Weren’t hitting right? Like her ult felt very easy to kill through, which is off considering it has a pretty small radius. I know it does more than just heal but…
I don’t feel like she has a bloated do everything kit, she’s very limited in utility with it being cooldown/Ult only and has no additional personal survivability outside the speedboost, which is great. I was a bit concerned we’d get another Kiri/Baps where they just get to do everything and maybe get bigger numbers while getting a piece of every pie.
I wish her movement felt more fluid. It’s got echoes of some really fun movement, but feels a little stilted/slow, I don’t know if there are internal cooldowns but maybe a look at tuning that would be a great way to make her (even) more fun without touching the strength knob too much.

Honestly really like Juno, like am sad I can’t play her until s12 once the weekend ends. If they make her movement fluid and tech for it develops she might genuinely replace Mercy for me.

2 Likes

Good idea! :crazy_face:

  • Her flying capabilities need some work. I wish it was more like Pharah or Echo’s flight capabilities. But overall, feels decent.
  • I wish you had a choice with the healing/damage rockets. I feel like every time, its always 1 heals and the other damages. I wish you could choose to use both for healing or both for damage.
  • Im confused by her Ult: Does it heal teammates? Does it damage the enemy? Also, the aiming/placement of it is confusing. Is it auto-locking?

I think I like her, I think most people were misled into wrong expectations when everyone was expecting a highly mobile support. Like a flying tracer support or something.

She’s like a slightly more demanding Moira, you have to aim, but no headshots removes some skill ceiling. But you get to attack at larger range and kill faster than Moira.

Moira gets 1 button mobility, Juno’s mobility is split into different abilities. Her ‘mobility’ comes from combination use. And I also find map knowledge is more crucial on her. Knowing where you can spam double jump to climb the map like a ladder will make her truly mobile.

I thought her ring was underwhelming but you can hang it in the air, so you can maybe do some creative things combined with her double jump and hover.

All in all, she’s not really a playmaking utility char to me. You farm numbers like Moira, play midrange/close like Moira, hence the beefy shield. The rightclick as well charging faster when you’re closer. The incentives give away the intended playstyle

I thought her ring was underwhelming but you can hang it in the air, so you can maybe do some creative things combined with her double jump and hover.

Fun fact! A friend helped me test her out a bit since we were curious about everything her hyper ring could affect. Most tank dashes get boosted, Orisa fortified moves like she does before speed nerf, if you use a vertical movement (such as Pharah rocket or Bap boots) after getting the ring boost, you go higher than normal. The extra movement for abilities like that does not work on every hero, but it can be really fun! It works to speed up turret Bastion, for instance, or to get a better height advantage easier for certain heroes. She’s still new so not a whole lotta people even think about using the ring to help out, which I think is part of the problem. That, and practically nobody is ever in VC to talk to about it anyway. Still, her ring has some pretty busted combos imo, more people should give them a shot (and in case anyone was curious, it sadly does not boost riptire)

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actually she is very loud

she is not ana. she is Juno and she a agro healer

her kit is what makes her different from other

6v6 vibe

makes sense please

I do agree with most of what was said

That ring kind of feels… whatever. I don’t think she’s going to be replacing lucio for speed.

Healing feedback feels non existent.

As far as her being able to crit… i hope not. She does pretty good damage, like 84 per trigger pull. I’ve already seen some pretty nasty dps junos.

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Can we add this to Juno’s Hyper Ring to add more utility to it ?

  • Whenever you go throw the ring, your RoF increases slightly - or whenever that passes through the ring, that particular item gets a movement speed.

    Ex. If I am playing Reinhardt, and use Firestrike and it passes through the ring, then the projectile speed increases. Have it function almost like Bap’s Window - but instead of increasing damage, it can increase the speed of anything that passes through there.

    This will add more complexity to the ability and make it more worthwhile than a cooldown version of Lucio’s speed boost.


    Either that option or maybe what the devs could do is whenever a teammate passes through the Juno’s Hyper Ring, they get grants 50-75 shields/ over health. This option might be too strong

  • 3 Likes

    Her ult is very handy to push a point/cart/bot thru a chokepoint, especially as a close range tank.

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    I’m a GM support player and as I am reading people calling for fairly blanket buffs to this hero including, especially, crit, more healing and more ‘escape’ mobility…I am aghast. She is incredibly strong and actually quite well balanced with a very reasonable skill ceiling and skill expression right now. I think some visuals and audio for her could be tweaked for sure, and -maybe- a slight adjustment to speed up the launch time for her missiles, but she feels incredibly useful and slots into the game so well right now. Where she is now, she would be a healthy addition to the support role. Which of course means she is going to be overbuffed to hell because it’s she’s not -overpowered-. Very exhausted of the intense support power creep, especially in the no gratification ‘survivability’ category.

    I ran her in QP for a few hours today and she’s great. Then I spent a few hours more running support lineups alongside her. I noticed in games where I got ‘lower SR’ teammates that they complained a lot about her survivability -especially when ANY focus was placed on her-, or the team complained about low healing when paired with what I think is a tremendously powerful combo, Lucio. Juno has a lot of individual survivibility -but you need to play her kit to use it. It’s not like Moira or Kiriko or Mercy where you can push a button or two and you’re probably safe from that dive. It’s like Zen or Lucio or even Ana. You NEED to either outplay them damage, or use your MOVEMENT, -not a get out of jail free card- to juke them. That is her strength. She’s new, so not everyone is gonna understand that. And it’s a trial, so people aren’t gonna swap off her if she is being underutilized or countered, but it’s insane to me that people are not recognizing how she is going to get value. If you can not survive as Zen or Lucio being flanked, they should not have to dumb this hero down and buff her up to make it easier. These are skill expressive heros.

    And as far as or dive with a Lucio goes…it feels amazing. I think I prefer it a lot (both playing as her and with her) more than Lucio/Kiri. It’s just a lot more fun and impactful. But, like Lucio, she relies a lot on teamwork and communication. And unfortunately for Lucio, that is his drawback. That’s why he is very strong in pro play, but terrible in ladder play. I can see Juno being more generally used than Lucio ladder play, because I think she is simpler, but they are a very fierce duo with rush or dive if everyone is playing at 100%.

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    Hm I guess that sounds like it could be pretty useful. Suppose I shouldn’t be surprised these interactions exist. Moira after all can double fade jump if you’re on jump-able ground, still in fade, and spam jump with mouse wheel binded-jump right before the fade ends. Among other unintended techs heroes have. Doomfist famously had a lot of his unintended tech removed, Mercy’s was baked into her ow2 kit, Moira still has double fade jump, so we’ll see if Juno’s stays in the game.

    • Primary’s damage should headshot
    • Secondary shouldn’t go to cooldown if cancelled or at least halve the cooldown
    • The mobility is okayish but the lack of free flight like Echos shows up badly
    • Hyper Ring is good but its more of a solo ability than a team one. Placing in front of you when flying
    • The ult is great. Maybe it should be a little faster or lasts more time but even in this state i think its great

    The lack of self heal is showing as well. They should make it so that if you pass through the ring then you get 30HP for the first time or activates your self heal passive or something.

    this is EXACTLY what they are going to do.

    It’s very confusing knowing whether it’s a friendly or an enemy Juno too. They usually make the enemy sound louder, but that is not the case for Juno (maybe because it’s such a unique sound).

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    Devs did great with the hero, feels like a well-defined character fitting her archetype. The abilities all feel smooth and fluid, enjoyable to use. Done glazing, here’s what needs changing before release:
    ^Self heal within one ability. Self acceleration is slowish, so one self heal would be nice. Maybe in her right click or jets, a single chunk of healing, like LW’s jump. Heal over 1s to avoid too much bursty heals.
    ^FOV of right click, it doesn’t hit everyone on screen. Needs to be higher to feel like I’m not getting cheated
    ^Needs more primary fire falloff scaling, shifting the medium range a little closer, too strong in duels at the moment.
    ^Shift feels weak, another jump given when shift is active would be nice to get more verticality. Or if more verticality is needed, make it so double jump doesn’t spend a jump if jumping off walls.
    ^Art team hopefully adds more character than just cute asian character pt 5, I want depth like sigma, the kit is already deep enough (though I wish there were more techs, please be messier when making movement)

    I haven’t read other comments, however:

    1. Her gun is too loud from the player’s POV
    2. Her movement sound is too loud, I kept looking around thinking there was an enemy, turns out it was myself
    3. The enemy Juno is too loud, I can hear her hover too obviously
    4. She speaks too much
    5. She sounds too squeaky and annoying
    6. The voice lines after her death are disconcerting, too eerie
    7. Secondary fire - teammates when losing line of sight during lock on, stopping the heal is too quick
    8. Slow deployment and movement of ultimate
    9. Low primary fire healing output at medium to long range
    10. Voice doesn’t suit the character at all in my opinion. Was fully expecting a hardened Martian, not an excitable, sometimes irritatingly, positive girl
    11. Too slow lock on to teammates for secondary fire.

    Apart from all of that, I actually love the kit. The fluidity of the movement. She might be my second main. Loving the abilities and the feel of it all. Just wish she was less positive. But I’m an Ana main so there you go, I suppose that speaks for itself. :joy:

    P.s: I’m a GM/Master Support player (between both ranks, sigh…): I do think she is quite balanced. She can keep up the heals well at a short distance. A lot of manoeuvrability required to avoid elimination while maintaining good healing output. I worry having her as a teammate where they may focus damage too much due to own applied damage boost. However, I’m excited of what is to come following the testing.

    I have played every hero as a teammate. They all felt okay with her. Especially Ana, Brig and Kiri.

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    wow a whole 3-5m near her!