Junkrat gained zero viability with the buff

they want junkrat to be picked everywhere again even though he has more of a choke/koth map niche

I … hate to break it to you, but you’re probably not dueling " high skilled" players.

Junkrat from the view of Masters/GrandMasters/Top500 is that he took a huge hit in effectiveness, and is fairly broken as he stands. He gets minimal play because of it.

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If most other heroes can be used on all maps, then why pick niche heroes? People like you all complain when a hero is strong in its niche, but refuse to let heroes move outside it. All we want is the hero to be a little more general, and less clunky and most of us are willing to trade some ability to spam chokes/carpet areas for it.

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Even at Junkrat apex, there was not a meta that revolved on Junkrat being a central pick that he MUST be chosen or you lose.

If anything, he was mostly on escort duty and certain maps like what you described. Considering he was only top 5, where Tracer/Genji/McCree/Soldier still dominated the top. Nowadays, he’s barely 1% at the top level and has failing stats all across the board.

Asking for more viability after two hamstring nerfs isn’t asking him to be meta.

Well, for Planetside features included a world map of how all the zones connect to each other, hotdropping out of ground vehicles, mobility for TR heavy armor, binding to bases, take of your helmet past BR50 etc.

The installer was just a nullsoft script into an exe, and included a wide variety of registry edits to fix various common tech support issues.
Turns out 1mb was enough to get the launcher to regenerate itself from the patch server. Then the 5GB game downloaded from the patcher. Instead just downloading a 3GB installer over http, then having to patch it anyways.

For Overwatch, here’s some “highly specific coincidences”:

Also suggested a change to Dva’s defence matrix that seems highly reminiscence of immortality field (i.e. Shots do no damage, but still do CC), and suggested that “Echo” could project a field infront of her that would imbue projectiles to have better damage characteristics (but I was suggesting piercing multiple enemies or bypassing DM)

junkrat’s kit doesn’t allow him to be a general picked hero

if you buff him to become usuable everywhere he just becomes broken again, he has always been strong at choke points even when he was being used everywhere

half of the roster can be used everywhere and half can’t, he should be with the half that can’t be used everywhere because his kit fits there

The installer was just a nullsoft script into an exe

what I expected

So… Literally… you parroted things other people wanted, and therefore you ‘know game design’ . So you don’t know anything about the internal workings of a game engine, you just like giving yourself a pat on the back for getting attention. I’ll remember that the next time BruceCampbell responds to a tweet I throw at him. :roll_eyes:

But that’s the problem. People hide behind hero switching as to why some heroes aren’t always viable because if they have mains they’re typically always viable and if not they’re a meta player who only plays whatever is en vogue. Then the community proceeds to complain about how there’s only 6 or 7 viable heroes in competitive and OWL reflects that.

Why can’t junkrat be viable in a general sense? Spam? I dont know about this thread in particular, but a lot of junk mains have expressed that they don’t want spam to be stronger. They just want junk to be able to control his damage a little better with his primary fire. There is absolutely nothing overpowered or game breaking about a hero being able to consistently calculate an arcing trajectory, aiming, and getting a direct hit. That’s all most of us want, even if it means losing a little bit of his area denial to get it.

Will spam always be a part of junk’s kit? Of course, he has a job that is area denial and taking that away would basically take any uniqueness out of the rat. But good players aren’t effected as readily by spam. Mobility heroes can simply bypass it, tanks and supports can punish him because he’s feeding them chip damage.

Junkrat being able to make better skillshots without buffing his area denial potential seems to be the best route for him, but every time people suggest that critics cry “Ew don’t buff the spam character” and ignore everything after that. In fact, I would reckon that lots of people treat Junk like every kill he gets is spam or unearned. Forum Junkrat never sees his enemies when he kills them, gets tires every 30 seconds (that get at least triple kills), and is literally playing blindfolded.

Sometimes people saying “Hero X is niche” is code for “I don’t like that hero so it should never be viable in any capacity/is always beaten by a generalist hero” (which typically is a community-accepted “skill hero”) I don’t know if that’s your case or not, just see it a lot around here.

A good example of a good rework/buff in my opinion was Torb. Old Torb relied heavily on his turret to do work whereas now a lot of his abilities focus on torb play himself, with the turret just being supplementary. The turret itself was probably the biggest problem area for newer players and the biggest aspect of people’s perception of torbjorn being a low-aim/skill character. But by allowing torb to be a little stronger himself in exchange for his turret being less powerful (but still useful at times), Torbjorn as a whole is a better hero with more opportunities for skilled play, maybe not a viable or meta hero, but he’s definitely no slouch with his new kit.

I’m not saying Junk needs a rework, just a few adjustments to his kit to push it to more skill-oriented play with appropriate reward.

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Even at his apex, Junkrat wasn’t usable everywhere. The stats during that period says he was top 5 only, even in the OWL, he was used only in specific routes and comp before they swapped off into other heroes.

Most of the complaints from the pros was his tire rather than his actual toolkit (Which include the double 120 constant mines.), even Tvique says that the mines needed to at least do 100 damage so that it deters tracers from just rampaging around since the Junkrat + Mercy combo was the few things that could drive or deter Tracers away.

Highly specific concepts that nobody else posted on the forums, is parroting?

Yeah no, no one was asking for role back in 2016, ever.
Never was there ever fanart of junkrat drinking bubble tea sent DIRECTLY to the Blizzard offices, never

You go keep telling yourself you’re unique.

If you learn anything as a developer, its that people will suggest ideas you’ve had on paper for a year and haven’t implemented, and love to take credit for it.

A lot of changes suggested for various characters, ended up on Other characters, and while we’d like to think we had something to do with it, its more likely they had been toying with the idea behind the scenes.

Give them some blasted credit.

You expect me to email blizzard directly, instead of posting on the forums?

How about:

  • Faster projectiles
  • Larger projectile size before bouncing (keep projectiles small after bouncing)
  • More splash on direct hits, less splash on timed detonation

This should make him more consistent, less spammy, yet still reward well calculated ricochets

I expect you to be the type to take credit for anything, including posted cropped art from an artist as though you are the sole reason a pose exists based on an existing voice line for which said art was made.

Oh look, you posted a few other peoples art in 2018. Art published and shared a year earlier in 2017. Color me IMPRESSED.
Art based on an existing voice line, for which you can google All the Arts.
Yes, clearly YOUR post is the only outlet for the metric ton of designers who exist at Bungie, and actually frequent both DeviantArt, Twitter, and Tumblr.

Never fails… (Artist is s0s2 for anyone who cant make out the signature in shadow and through the absolutely terrible cropping : www.deviantart dot com/s0s2/art/Junkrat-And-Boba-694174951 BTW )

They can TRY faster projectiles like we’ve had suggested in the past, or reduced size on bounce, but the problem with either is it may cause more inconsistencies.

With higher speed projectiles running physics, theres a chance of junkrat’s grenades stepping past a collision box if they are already too buggy at their current size. I think one part of the problem was people were saying his grenades were splash damaging through shields at one point.

And Again, small radius collision has a tendency to just miss whatever is in front of you, its not going to do much better on an attempted bounce.

Reducing radius on a bounce also punishes people who are attempting to lag their shots intentionally to catch jump spamming soldiers off guard at mid range.

I cant say splash has been JR’s problem, from my perspective its target elimination, and being a threat at close range to flankers, for which he no longer is. Look at how many kills he gets vs his damage output, then gauge that against a Genji, or a Winston, or soldier 76. Junkrat doesn’t KILL people on lengthly or first encounters as much as he could. He deals a LOT of “almost” damage, which gets healed away.

Comparatively, Junkrat does about 2/3 more damage to per 1 kill vs some other characters in his power range.

Take Zarya and Reaper, they’re roughly 550dmg per kill.
Junkrat is 820 per kill on average.

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if junk had a controllable spam, then what’s the point of pickin him when hanzo pretty much is the same

junkrat is made to spam damage and quickly get riptire, he just fits being in choke points or againts bunker comps

if you made his kit more controllable and more general to be picked everywhere there wouldn’t be need for him at all, being a niche hero isn’t bad when you’re the only hero that can do it

You could say that about pretty much every other projectile hero and it really is more of a testament to Hanzo being over-rewarded for his input. In addition, I am aware that Junk is always going to have some semblance of inconsistency to his kit. (something that is inherent to all projectiles) I just think it could be reeled in a little bit compared to where it’s at now.

His damage is spammy and he gets tire really quickly, but he shouldn’t be strictly relegated rely on those. For example, bad McCrees rely predominantly on stun-right click to get kills. Good McCrees can do damage and land headshots with left click. Heroes shouldn’t have to be relegated to one playstyle that caps skill.

Being a niche hero is bad when you’re only good at one situation in a game that dynamically changes as it plays but punishes you for switching and has heroes that basically hard counter you by existing on the board. (but some heroes don’t have that problem and that’s ok for some reason)

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Something tells me they could add a whistling noise to my nades and the only difference would be you’d get spooked and jump into it

Pan
You see the video Chro posted where the nade only bounced once before exploding? Maybe they could just take away one of his bounces so it only bounce twice (and not the once on the ptr). This would make the grenades explode faster so you’d need to keep firing and if you were actively doing it the grenades leave faster. If they could revert to .3 while taking a bounce I would be so happy I could cry