Junkrat gained zero viability with the buff

I don’t agree that this last patch junkrat was “nerfed.” He was buffed in some minor aspects because of the 10 increased direct damage. They said they’re going to look at Junkrat more for this upcoming patch, so maybe we should just argue reasonably for logical changes, like grenades exploding on two bounces instead of 3 and having a bit faster of a projectile speed.

If they want to lower his damage to 125 to compensate for the increased projectile speed as well, I’m okay with that. And raise Riptire charge rate more in relative proportion to the significance of the projectile speed increase, probably warranted with higher reliability in shots.

1 Like

Damage increase is neglegable. Active healing reduces the chance of junkrat killing -anyone- with consecutive direct hits, that can be seen with his damage output vs kill rate. he roughly shovels out 300% damage to kill 1 character based on average HP for characters in game.

His tire is now targetable by two more hitscan ults. another hitscan/ healer was added nullifying the effectiveness of his tire to basicly nothing on impact.

Hit ultcharge cost surpasses his damage % increase.

It was ultimately a nerf though direct and indirect routes.

1 Like

Good, the hero isn’t healthy for the game.

Having consistent mines is better options, with 130 on primary, making the mines do less damage but at a more consistent spread is possible.

1 Like

Aim
<20curicturrsss>

Only the surface area matters.

And only the front part relative to it’s velocity is really what matters.

The fronthalf of the surface area of a small sphere is basically a circle.

Yup. They still kept his projectiles too small. When you directly hit someone and the projectile just passes through them, there’s a problem.

1 Like

I keep saying the real answer with Junkrat is to increase the trigger-radius of the grenade back to it’s original size, when it’s initially fired.

Then shrink it down to it’s current trigger-radius after the first bounce.

Would solve the whole issue of “spammed shots” without punishing “aimed shots”.

2 Likes

Seems reasonable. Because as it is currently, with the grenades being literal RNG whether or not they actually register as a hit or not when you hit someone, all it does is encourage Junkrat to spam them rather than try to aim and go for direct hits. If I’m directly hitting people but it only registers as a hit maybe half the time, then why bother aiming? Just spam em and hope you kill something.

The funniest thing is that if Junkrat were viable, he’d probably be a pretty solid answer to GOATS. But as soon as he was finally buffed to the point of being viable, people screamed “nerf” and he was sent back to the pit to rot.

1 Like

Again, surface area means nothing without volume. Also, because of time stepping, ANY part of the projectile can be picked up on collision. It can effectively have passed through the back of a collision edge and only catch it because of where it sees the intersection on the backend. So no, the facing direction is not what counts.

I take it you’ve never made a game, most people haven’t, but please dont spout off what clearly isn’t true.

Additionaly, only when intersecting a flat plane does a “circle” appear. Shove that sphere into the corner of arbitrary geometry, you do not get a circle.

Well I got about 40 changes into Planetside 1 and made a mini-installer the devs later copied which was downloaded 30,000+ times, about 8-12 changes into Overwatch, and I designed a Tribes 1 server mod with plenty of collision detection that ran on about 40 servers and had years of competitive league play.

So I think I’d say I know a thing or two about game design.

Define " changes", because that sounds an awful lot like when people all parrot for the same feature/nerf/boost and it makes it into a game.

I’m gonna take a general stab at it and presume you’re talking about an auto extractor with accompanying drivers/etc … Innosetup-ish?

Well, while suggesting features is appreciated at times, you’re still wrong about 3d collision, which is not a game design feature, but a game engine feature, but I am curious about your definition of “changes”.

“Widowmaker isn’t healthy for the game”
“Sombra isn’t healthy for the game”
“I don’t like *Hero that kills me a lot because I can only acknowledge its strengths instead of playing to its weaknesses so I’ll just use vague concepts like “feels bad to die to” or “braindead” or “unhealthy” so I can shirk the blame from myself!”

Just play pharah/widow/zarya lul 4head

1 Like

I always felt stupid walking into an enemy junkrats fire… I should have known better. I don’t blame them for getting a good hit on me because I lacked appropriate situational awareness. I don’t get people .-.’

I think the issue is either it’s too complex, or does some really funky stuff with the physics engine if it changes size after bounces (Or the bugs that comes along with it, for all we know, it could outright make it a no hitreg after bounces or weird stuff like that.). Though it’s just my opinion.

Eh, Physics bounds and collision bounds aren’t often linked to each other thankfully. Generally physics likes to maintain a specific size/mass ratio on an object or primitive rather than have it scaling .

Well, we’ll probably never know unless Blizz release its game engine modding to public which currently they have it on tight control (And TBF, the OW engine is pretty darn cool. The archives events are one of the few things you can see massive potential with it.).

I mean its a best practices kind of thing… i don’t THINK they’d link the two directly without an override.

“i see a junk i cry”-lethal on rein 2019

Every time I see one of these posts I get confused. I’m not even a Junkrat main, and I can make him work. He’s really not that inconsistent.

I can DUEL other HIGH SKILL HITSCAN DPS with Junkrat. This tells me Junkrat is fine.