Yeah the ratio would need tuning. Glad we agree on the core idea though.
My issue with a burn mechanic is whether or not it actually brings enough additional impact as well as not addressing the problem of Junk being too rewarding for low ranks.
Burns are also extremely obnoxious and would likely lead to him getting unjustly nerfed in the future purely due to annoyance.
I disagree that 130 is too much. Even in OW1 a good argument can be made that he needs that extra 10 damage to be viable. With this change the 10 damage on top of that comes with a huge trade off and wonât be taken advantage of by players in lower tiers.
I mean, significantly raising his skill floor is the entire point. Heâs too easy to play in low ranks while being useless in high ranks. This allows for an increase in the value of his primary but only if you can actually hit the shots. By raising his skill floor it opens up the possibility of additional changes to Junk without risking ruining lower tier matches. Regardless yes the change would need to be tuned to find the right split between aoe and impact damage but the overall goal is to increase the value his primary brings but only for players who can actually aim.
Heâs currently D tier at best in OW1 and F tier in OW2. The devs have acknowledged this and the point of this thread is to brainstorm ideas for his primary being net buffed while taking into account what the devs have said about not wanting to increase his projectile speed.
The devs have said that speed increases are off the table because that causes Junk to lose his unique weapon. It just makes him a ground Pharah.
In OW2 mines are significantly weaker due to the extra 10% movement speed. That results in you rarely if ever hitting the maximum damage. Instead of adjusting the mines themselves which only lowers his skill floor this change relies on being able to consistently hit directs. If youâre unable to do that this change is a nerf. Itâs a buff that raises his skill floor and ceiling.
Yes but that playstyle is dead in OW2. This is due to there being no chokes on the new maps and the 5v5 format turning 1 massive team fight into lots of little fights spread across the map. Choke spam and zone control just isnât a thing. Due to this the idea is to further weaken that (dead) playstyle and instead focus on buffing his 1v1/flank capabilities.
That is however off the table, as stated by the devs. It just turns him into a ground Pharah. The weapon being difficult/inconsistent to aim with isnât necessarily a problem so long as itâs suitably rewarded for successful hits. Higher direct damage does this.
So would I but realistically that wonât happen because low ranks would lose their minds. This attempts to remove low rank concerns entirely as they wonât be able to consistently land enough directs to take advantage of this buff. For them, itâs a nerf. By doing this maybe we can finally get additional changes to make him viable in upper tiers such as a new ability/extra hp that would allow him to more easily get into and survive in his effective range.