Junkrat feels really bad to play after nerf

You instantly gained my respect for saying this.I like playing against a good junkrat but that fing trap is grinding my nuts it should not do 100 dmg AND hold you in place for 2.5 seconds.It’s not even that op most of the times I see it on the ground but when I am caught I am dead. BS ability if you ask me.

I add it at the end

Putting 3 under lines _
Makes the break you see, and then I just bold and italics the


Kehehehe

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Indeed my friend indeed

That hero is designed for otps - hero specialist or filthy 0 value players, depending on the rank.

Mcree and soldier can do midrange, with a hitscan weapon, what junkrat had to do close range, with a projectile weapon.

There is something very wrong here.

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Here are the devs thoughts after Junks mine nerf

If he feels so bad why is he still in just as many games?

Yeah, really appreciated that more unnecessary nerfs coming soon post.

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While the changes proposed in the AMA are exactly what we asked ages ago sort of, if they do opt in for that, we need compensation buffs or a mine nerf revert.

The bounce changes would absolutely wreck spam-style Junkrat, which is currently the only viable/consistent strategy that is effective. The rest is very inconsistent at best. They need to make it for us who proved being skill-worthy on Junkrat, actually feel rewarded. This ain’t the case right now, you get punished for outplaying hitscan players.

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I wouldn’t be surprised if direct hits are buffed in exchange if he receives more nerfs. He shouldn’t be a bad hero by any means, I love playing Junkrat myself, but his primary + mine combo has been far too easy ever since they increased his projectile size.

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Just had another junk game. I mean, he’s fun but he’s by far the most value for zero skill input in the game - by far. Of course better players get more value, but no-skill players get way too much value from him.

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Fun for who? For the junkrat player, I believe. Because it’s definitely not fun playing against that bs

Couldn’t have said it better. It’s ok for heroes to have low skill abilities or mechanics, but the moment literally everything in a hero kit is low skill high reward we get massive design problems and it destroys competitive balance.

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I’m not sure how anyone can say with a straight face that Junkrats primary+mine combo wasn’t way too easy tbh

I got so many kills with it while pretty significantly missing his mine. Now you have to be very accurate with it, which is how it should be

Just counter him. He has plenty of counters lol.

Where is all that aim skill you guys keep bragging about. Aim for his head or something lol.

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Yes, sorry that wasn’t clear. Fun for the junk player, zero fun for the other team who have to deal with all the random spam which gets loads of value even if it doesn’t hit anything by making chokes way to hard to enter.

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We need more damage or something’s gotta change, I never thought the day I said that, but we’re under the breakpoint for damage if you cut spam strats rn. In 6 years, I never once said “Junkrat needs more damage”. The mine changes allowed for actual contest with hitscans duel and made it more relevant and reliable.

That being said, we never understood the nade size increase ever by this much, it needed one, but not by a whole .05, old nade size made us miss shots that should have landed in Beta 1 OW2, due to phasing, it felt like we were hitting air if anything. Pre-nerf, it felt like everyone forgot to A/D strafe doe, felt like we hit everything.

But usually by the time you get the nade/mine combo off, your target survives most of the time due to travel time at specified range which makes it much harder to hit for the whole 200HP. The close-up combo’s still relevant, but let’s be real, the risk has increased a hella ton with the unreliability of the mine itself. That and it also punished mine diagonals into an airborne nade combo. That thing is the base of the base that seperates the good from the bad ones, if you can hit those, you should be rewarded by doing it.

One thing you learn by playing Junkrat is also how to learn to counter Junkrat. Takes time, but that’s the fun part, he can be countered pretty easily in general. But I won’t tell you much of it, but learning even just the 5 clicks you can hear gives you a massive advantage at times.

That was a metal rank issue and they never ever tried to anything about it when we hadthe solution left hanging for years if anything.

Yes and no. Currently it’s in the breakpoint scale for 200HP heroes, while still doable, the hitscans buff and the insane heals burst makes it pretty dang unreliable rn, it’s mostly bad players who overextend that makes the combo stupid reliable currently.

That and how unfair the Cassidy duel is currently, that magnetic nade favors the duel instantly it’s unreal. Outplaying people makes you getting outplayed for having better skillset currently vs a few heroes, which makes no sense.

Widow can be copy pasted on top of the hero and it’s the same feeling. Idk how your statement contributes to anything.

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And yet Cree exist with his homing hand grenade of doom. Just seems odd to worry about nerfing one the least accurate hero’s in the game, on top of previous fall off dmg and bounce nerfs Junkrat has gotten to his primary fire.

Also harder to play Junk on a lot of the newer maps, they tend to be bigger and more open. Less small choke points to get real value out of “spam”.

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Because widow takes skill to aim to get value. Try to follow along…

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It doesn’t, I can play widow and get about the same kills by merely spamming charged shots at the backline. Mere presence is enough to make a whole team go a different route.

And yes, I have been playing more widow lately, unreal to have one-shots still in the game, yet we’re focused on two-shots combo that are also called “one-shots”.

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I’m not focusing on 2-shot combos. I’m focusing on high-value spam with zero skill input.