I think the recent Junker Queen changes have made her much more fun to play and I think she’s not far off from being a great character on the roster. I have just a few thoughts I wanted to get out of my head.
Jagged Blade: There are obvious comparisons to be made with this and Roadhog’s hook. They do function differently and I think they should continue to do so. However Roadhog’s hook is great for pulling enemies right in front of him for a huge amount of follow up primary fire damage. Jagged blade usually can’t pull enemies in that close but that’s OK and maybe even good. But sometimes enemies will get pulled straight over Junker Queen’s head if they are close enough when they get pulled and that’s really annoying. Also it would be neat if you could get the pulling effect when you miss the initial throw but get someone on the return.
Carnage: IMO this is Junker Queens most disappointing ability. The wind up to strike feels slow enough that it’s hard to justify using for the effect if provides. I have a few ideas for how to make it feel better to use. With any of these options I could see a small cooldown time increase being justifiable, especially for the 3rd option.
Option 1: Slightly faster casting time. Boring but simple. Probably my least favorite solution.
Option 2: Small damage reduction durring casting time. I feel like such a huge target while this ability is casting and it is often interrupted by the enemy tank. A small damage reduction durring the cast could make it more versatile.
Option 3: I like this solution the best. Enemies hit with Carnage get a very brief instance of anti-heal. Kiriko’s Suzu is a huge counter to Junker Queen’s ultimate ability making it disappointing to use without an Ana or Ashe to bait out the Suzu first. Having a short anti-heal on carnage could bait out Suzu for a Rampage follow up or it could be used after her Rampage while Susu is on cooldown making the Rampage feel more valuable.
Edit: also maybe a tiny bit of overhealth when you deal wounds at full health?