Junkrat is currently obsolete in Overwatch 2. - an analysis

Yeah. It could easily make him a must pick against armor, which would then require him to have several nerfs to where he’s not viable.

Plus, no hero should invalidate an entire mechanic unless they’re sufficiently garbage to everything else like Sombra used to be. Junk ignoring armor would allow him to pull full damage against everyone who’s made to take extra damage, and also he can mine and grenade normal characters to insta gibb them too. That’s just bad design.

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I think junk trap was the only deserved stun for dps on the game, since it is pretty visible and you could break it :confused:

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Idk anything about balancing junkrat in OW2 esp since he’s probably one the heroes I know the least about how to play well so I wont comment on your suggestions but just from general knowledge on situations he is strong, I feel like he has lost all of the reasons to play him. He isn’t even situational anymore. I feel like his design just doesn’t fit in OW2. I honestly think he needs a rework so he can still be junkrat but fits better in the new fundamentals of ow2.

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There are still, at least four barriers in the game, this also improves Junkrat’s power as there are fewer Tanks or defenses that could evade or defend him. So this doesn’t indirectly hurt him.

Junkrat is not the only one affected by this, and for solo-Tanking to work, armor needed to be more powerful against higher levels of damage. Moreover, this does not hurt him as much as others.

These are long tunnels, current maps have little changes done to them. Midtown may have wider chokes, but this is really the only map that he has problems with.

At .5 meters this is barely an increase in speed. It would take about 90 seconds to over take someone at a half meter slower. Moreover, no one moves at full speed when strafing, backing up, or diagonally. Finally, Junkrat’s projectiles still move and travel faster.

This is false, bordering on hyperbole. There were never any Tank-busters in Overwatch 1, there are no Tank-busters in Overwatch 2. If you don’t understand how tanks work or what armor is supposed to do, don’t make silly declarations like this.

False, and hyperbolic.

Junkrat isn’t the only one affected by this. And his is actually minimally impacted, thanks to his higher rate (but less accurate) fire. That said, all ultimates can no longer kill Tanks, and Junkrat is particularly affected by this to some degree as he did have one of the stronger ultimates in the game. Increasing the damage isn’t likely to happen, and there are still some Tanks that would still have a difficult time defending against it.

False, and hyperbolic. Really need to avoid these statements. There is no punishment for using an ability here.

This is incorrect. There’s more than two “cc” in the game that can be destroyed.

This is not a punishment. This is counterplay. Learn to be smart, about using abilities.

No, this is incorrect. The logic would follow if Sleep Dart was used and the target was immediately woken up by another player. Thus “punishing” Ana for using Sleep Dart in the first place.

Splash damage range is already at minimum 10 with a maximum of 80. Junkrat still needs to land those shots for maximum impact. Concussive Mine’s minimums are still better (along with the knockback effect).

Concussion Mine speed HAS been increased for OW2. And the range has improved to around 70 meters.

Projectile speed won’t increase if you’re attempting to increase the damage.

Unlikely to happen.

However, it’s possible to improve the cooldown, or even give out multiple charges/traps available for Junkrat to utilize and abuse. Now than Junkrat’s trap only slows and can be destroyed while active on the target, it feels like it could use a cooldown reduction (and a fairly modest one at that). I’m not Blizzard, so I won’t offer one, but reducing the cooldown to 7 seconds seems like a pretty good improvement to me. Or even adding a second charge.

Game breaking.

Without reloading, and 100% accuracy, Junkrat has one of the highest damage per seconds in the game at 184. Putting him above Soldier, and competing with Tracer.

He’d still be viable, but players wouldn’t like the damage reductions.


Most players seem to be ignoring several improvements to his concussion mine range and speed, but I’m not surprised, it can be rather difficult to tell. Push maps are actually a pretty strong map for him, as is the new Circuit Royal map (especially post 2nd checkpoint).

I do agree that he could use some improvements to his trap, but he’s seeing quite a bit of success in OW2. Rip-tire is… not terrible, but its inability to kill tanks isn’t unique, either. So there’s not much to say there unless you want to argue boosting the damage of everyone’s Ultimates? That is, improving Death Blossom, Dragonblade, Rip-tire, Overclock, and Pulse Bomb? Could even fit BOB in there.

Frag accuracy could be improved, but this would entail lowering the damage, and/or splash radius or even slowing Junkrat’s fire rate. This would make him a little less effective on the current crop of Tanks (where he is rather effective, compared to some others, right now).

Would be interesting to see him carrying 2 charges or traps, or even putting multiple traps down.

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Okay, so what we do to fix Junkrat is that we make his grenade launcher a timed ability, as they did with Bastion’s pick up truck mode, and give him a hitscan weapon by default. This should, in theory, make him viable.

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Great post my friend. I also tried playing him in OW2, from my experience he’s literally a throw pick and its really hard to get value out of his kit. The trap changes are the worst thing that could ever happen to a hero in the game. I tried trapping Genjis, Tracers, and I do see them moving around a little and still end up punished from trapping them.

When u have Hanzo in the game, who has more consistent projectile dmg output in the game, why even bother playing junkrat. You get rewarded for having good aim, for spamming shots, for close range duels. OW2 is basically a complete buff to hitscans and dive dps like genji and tracer.

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Anything that isnt hitscan or hanzo is going to suck, because blizzard refuses to nerf them. If you had any delusion blizzard had any amount of competency, throw that out the window, we just have to hope the other team are not anti-fun trash rolling a team of vastly overpowered heroes.

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First, thanks for your gameplay on youtube Aquamarine, that’s what make me like the hero and started to learn him.

second , I don’t even like the trap changes, that trap was one of the most bugged abilities ingame…

see Genji dash into it… trap break… ok… but they change trap instead the Genji interactions with it -.-

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Tell that to DPS in my games. They see enemy has two shields, they stay on two snipers. Tell them we need som splash damage like Junkrat (there’s no Pharah on enemy team either) and they might swap to something like Doomfist or Genji.

No, it realy wasn’t. The complaines only really started once role queue was added, cause now DPS mains had to wait 10 minutes in queue to get stomped in 2.

Yes, there are other heroes who will need buffs too.

This is a blatant lie. Bastion, for instance, was explicitly cited by the devs as being anti-tank. Reaper and Junkrat, as played, anti-tank heroes (to varying degrees).

Now, I’ve never been super thrilled at heroes being designed to be “anti-role”. It’s punishing to people playing that role, especially now with Role Queue, since you can’t switch off that role. Things like trap being useful against Ball or Doom were much better, since those tanks could just switch to heroes less punished by that, but of course the trap is nerfed now!

Please explain which DPS matchups junk wins at? He can probably beat Symmetra and Torbjorn, but there’s a lot that, given equal skill and situation, he’s just rarely going to win.

How many other Ultimates do exactly 600 damage???

The punishment is that the mine launches people out of the trap, and makes it break early.

Junkrat is counterplaying himself??? What are you talking about?

No, it hasn’t??? There were 0 changes to mine going into OW2. The only changes were to the trap.

Well as soon as they remove reloading and give junkrat homing grenades, this point will be valid!!!

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It is not as though Hanzo is THAT much worse at breaking shields. Is that not part of the issue?

Treatment he deserves for a very long time? The trap nerf I get why you’re upset about it. Junkrat is the easiest dps in the game with double mines and rip tire to crutch.

They could buff trap, the rest of his kit is cheese and shouldn’t receive buffing.

Holy, it’s Aqua! Yeah, it’s not looking good for Junkrat.

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you should sit this one out

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Junkrat was already on obsolete character. They should have reworked him with Sym and Torb.

I always thought they should have toned down the damage to 80~ per shot and then crank up the projectile speed. Harder to miss but packs less punch.

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I get why they put a blinking light on his mines, even though it slightly undermines him using them for a surprise kill.

But the trap nerf was just unnecessary. It’s one of the few CC’s I think people have the least problem with.

Poor guy’s niche just doesn’t exist/transition into Overwatch 2 as other heroes do.

Or Wrecking Ball rolling over it, breaking it sometimes instead of stopping him like it should -.-

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Junkrat is one of the easiest heroes in the game! why buff him? time to learn a new hero.

The most picked in gold & silver ranks does not require mechanical skill or brain functioning

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Don’t ever shoot at any one in the game, You’ll be punished by them firing back at you.

Don’t ever get on the objective, you’ll be punished by the enemy team.

Don’t ever do anything ever in the game, it’s just punishment.

Really being that stupid doesn’t warrant anymore responses here.

Nope.

He’s great at stomping low-bracket heroes, but higher levels and ranks, he tends to struggle a bit with the lack of consistency in his basic fire prediction.

Give Junkrat mines less falloff damage would also be a great start.

The aussy man needs some buff to at least be viable in the higher ranks.

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An easy ~100 damage AoE+knockback was pretty useful to have when I played him. I suppose it might not be enough to make up for the disadvantages of his primary, but he seemed OK.