Since tracers nerf. And pulse B being called a “tank buster” my friend and I where thinking that isn’t junkrats R.I.P. tire considered one too because his tire does 600 damage. I think instead of messing with the speed bc it’s hard to hit being low risk and high reward with tracer it’s high risk and some type of reward I believe nerfing the tire to do less damage. Also someone in big metal armor and full health getting killed by a tire with 600 damage and 150 hp is kinda crazy. Idk it’s mine and my friends thoughts on junk.
it also got a speednerf with the patch along with frag size nerfs.
Can we please not make Junk wind up deeper into F-Tier with even more unnecessary nerfs ? Thanks.
He’s already lost the consistency on his mines with the blast radius reduction.
Next patch he’s losing his consistency and effectiveness on his grenades due to the size reduction, and of course his Tire is losing some of its’ speed.
Like, can we find a different hero to completely ruin now ? Seriously… I’m so sick of baddies whining on these forums and getting perfectly balanced heroes nerfed for no valid reason other than “I’m bad at the game and don’t know how situational awareness works, nor do I intend to learn”.
Every fun hero I play has been nerfed with little to no reason behind it. I’m so done with this garbage game, I swear…
Junkrat’s tire is easily destroyed, even easier with the nerf. With tracer, although her bomb is a bit finiky, her recall nullifies any real risk. Also quite often Junkrat himself will die due to a flanking enemy shooting his unmovable body while rip tire is seeking an enemy. I dont see a good reason to nerf the tire any further.
RIP-Tire:
- Doesn’t stick
- Has damage falloff from 60 to 600 damage in a 10 meters radius
- 600 damage is applied at point blank range in the pin point middle of it
- Can be destroyed (100 HP)
- Caster vulnerable while the ultimate is in progress
Tracer’s Pulse Bomb :
- Sticks
- Has a damage falloff from 5 to 400 (300 on PTR) damage in a 3 meters radius
- 400 (300) damage is applied in point blank range stick-centered or on top of it
- Cannot be destroyed
- Inflicts self-damage in a 3 meters radius
Reasoning : Sticking the Pulse Bomb generally allows you the damage already, point blank Tires are non-frequent and often unreliable because it can be destroyed before it reaches the middle point of a hero. Too often the Tire will have lesser than 600 damage applied anyway, and if gets dead center on a tank, something is generally not working in your team, because you should have been able to counter it with most tanks before it reaches dead-center (e.g. firestrike, take a breather halving the damage, micro missiles AoE, leap, bubble).
Junkrat mains think rip tire is balanced OMEGALUL.
Wouldn’t you die to a remote controlled tire full of explosives if it detonated on your face? Even in armor?
Also it’s 100hp, a single fire strike kills it. Not to mention Junkrat is meant to dish out large amounts of burst damage, he’s a barrier buster and a disrupting character, both those things directly affect tanks.
Tracer was meant to flank and focus supports and squishies, not tanks. Her damage alone is very high, and combine that with a very fast charging 400 damage ultimate, she can erase tanks with little effort. They’re trying to put characters in the roles they’re meant to be in so they don’t excel at things they’re not supposed to.
The two have similarities but enough differences to warrant significantly different damage outputs. Junkrat leaves himself extremely vulnerable while controlling the tire, and it takes time to activate, meaning he has to place himself in a well guarded position in order to to use his ultimate and not die. Because of this and the sound it makes, the enemy team has a significant amount of time to prepare for the incoming attack, allowing them to spread apart so that the tire will be less effect and opening up their angles to attack it as it comes in. Unlike Tracer’s bomb, Junkrat’s can be destroyed, and with only 100 health, it doesn’t take much to wreck it.
I, too, wondered the same thing when the Pulse Bomb nerf was announced, but I think the two are evenly balanced at this point (on the PTR). With Junkrat’s tire having been slowed slightly, it’ll be harder for Junkrat to secure kills between that and the fact that it’s an easier target to shoot. Pulse Bomb now deals less damage, but enough that it will still kill almost all non-tanks in the game, while still leaving tanks especially vulnerable after the explosion.
Anti-Junkrat whiners think Junkrat is broken and OP as heck OMEGALUL.
See ? I can do it too.
And RIP Tire is balanced. Destructible, limited time frame ultimate that is powerful yes, but leaves you 100% at the mercy of the enemy team, and has a tiny health pool that gets diminished by the slightest breeze.
Only change to Junkrat RIP Tire is this:
When he deploys the tire and dies, the tire should go straight and detonate when the time runs out.
Reasoning:
-Junk should be careful where he deploys
-If you were flying a remote control plane IRL and was killed, you would not be able to fly that plane any longer
LOL. No, no it isn’t. It takes a weird level of ineptness for a Junkrat to consistently get their tires destroyed. Even at the pro level, its success rate is really high. They’ve been destroying them more than they used to, but it’s still immensely powerful.
It’ll still be far better than it was pre-buff, but still far from ‘easy’ if the Junkrat doesn’t throw it like a bowling ball.
Your entire post is basically you admitting to your poor ultimate use. Yes, flankers can kill you, but if you’re far enough back then the flanker is also out of the fight. Not to mention, your Tire can still keep going even if you die. Riptire is super good in this regard.
If the tire died when Junk did, I’d support your post.
You should have been able to counter it with a firestrike/leap? close-range explosions are infrequent? Why does it need full damage when there’s only ONE character with 600 HP in the game?
Honestly, the worst part of these Junkrat posts are all the Junkrat mains that come to defend him.
I enjoyed the character before ANY of his buffs, and still play him on occasion, but to assume he’s not good simply because your tires are poorly used makes me want to facepalm.
All that said, I am a fan of small nerfs/buffs when a rework isn’t needed, so I’m willing to wait for the current nerfs to go live before wanting more.
I’m just bothered by people who have the nerve to suggest that Riptire is not only not incredible, but imply that it’s weak.
I play Junkrat from master to low grand Master so if I were you I would not say that I have poor ultimate use. I dont know how often you play junkrat but about half the time the tire is destroyed on the way to an enemy which is why I launch it right next to someone in hopes that they cannot react fast enough and even then I normally only kill one person with it, two if I am lucky. Junkrat tire is based off of how skilled your enemies are whereas with tracer its based off of how good you are compared to your enemies. A skilled tracer can get great pulse bombs and mow anything down including tanks with almost no risk due to recall, which is why she got the nerf so she cant just one clip tanks. If junk could regen hp like that, I’d support your post… but I dont
I’ve never said it was weak, I was pointing out why the damage output of tracer’s pulse bomb was reduced, because of how it works. I have never called for any nerfs or buffs towards Tracer/Genji and would really careless about it, it’s my own fault if I die to them.
If a low sad silver as I am can avoid RIP Tire when playing tank when targeted or destroy it with the most trash aim as I can have on a few heroes, I can assume it’s actually possible to do it if you practise enough.
But if your team actually cries for a ultimate that was actually designed for the exact use of killing for a hero that can deal a ton of damage in chokes and has area-of-denial tactics, then it is possible to imply the team’s composition or the team’s communication is lacking toward countering it.
Close range explosion in point blank range dead-center are very not frequent, but since most tanks already aren’t full health in the middle of a chaotic fight, you’re generally gonna die nonetheless.
So yes, a 600 damage Tire on a tank is actually like if you won at the lottery unless the tank has all of his abilities on cooldown and is trying to solo the opposite team. But it is nonetheless a strong ultimate that has capabilities to change the outcome of a fight just like any other ultimates with similar functions.
The upcoming speed nerf on the Tire should allow more aim tracking on the Tire than on Live at the moment. The grenades size reduction will require more aim and make picks inconsistent, but will continue to allow the same tactics like before and still will deliver a huge role into tank busting, but most tanks have the ability to counter one time at the very least unless the Junkrat player is actually just too good. But frankly speaking, if the Tire comes from a far distance, at the very least, more than 1 person should be able to find it and possibly destroy it if they are capable of doing so.
I’ve been playing Junkrat since when he had self-damage, I would prefer going back to that kit to see how many people would actually complain of the Mayhem tactics being too OP back then. You could just do a tactical self-inflicted death above a tank or a healer and it would most likely result in a kill or two. The problem that he had was mostly related to a mobility issue, which a few heroes still suffer at this moment in such a version of the game where almost every heroes has high mobility or average mobility.
Killing Junkrat while he ults actually gives you a minimum of 10 seconds without a Junkrat, more if the Tire last longer, because the respawn timer only starts when you,re done with the Tire. So he already has to be careful, a close range Tire can get you killed if caught by surprise (killing Junkrat during the Tire animation, which is rarer, both takes off his ultimate and kills him in the process).
Making comparison with in real life stuff isn’t logical when the game has mechanics that wouldn’t possibly exist in real life, like a monkey with a tesla cannon or a cyber ninja flying left and right with such a heavy suit.
You say Junkrat is F-tier ?
Sure this character which can kill you instantly with his his combo, can just fire spam behind a wall, has passive which can kill you even if you killed him, can throw you off map or escape quickly using his mines, oh and let´s not forget his ultimate which does not stop even if you kill him.
Wants tire nerfed and doesnt even know how much hp it has…classic
No, it needed the nerf. It charges insanely fast, and can be used from spawn.
You shouldn’t be able to get a multikill ult to be used from spawn.
I don’t know what I’d do to junkrat but he definitely needs to be nerfed in some way or another.
i mean they could just increase the ult cost.
Developers allways forget that damage buff also mean more ultcharge.
Two mines definitly gives you more ultcharge, even with the damage falloff.
Nowadays it’s one of the fastest charged ult in the game and can be powerful.
Smaller mines can reduce this ultcharge if you hit less and also a worse tire. he is one of the best dps in the game and clearly one of the easiest.
So what would you prefer? Less riptires but like this atm or same amount but weaker?
Rip Tire is the middle of ult charges, Pulse Bomb’s charge is quicker among others.
In addition, Other Ults can be casted from spawn and get kills; Dragonstrike and Molten Core, but if you’re using Rip Tire at spawn then you either have to hope that the enemy is near your spawn and didn’t notice that you got killed and thus know where your tire is gonna come from or needs to roll a long way towards the enemy leaving it more open to destruction by damage or the 10 second timer running out, which gives the enemy plenty of time to scout out your tire and split up.
That’s like every Junkrat hater’s excuses with Rip Tire, ‘ooh he can get kills from spawn’ ‘oooh his charge is so quick’ you don’t even look at the stats half the time, you just make the assumption that because it can get multikill or be casted at spawn that it always will.
it is so easy to deal 100 damage and he won’t get a multikill if you don’t clump together like you’ve never played the game before
We go from one witch hunt to another, next time we will nerf dvas ult because it does too much damage