He does no crit damage so all his damage is flat damage. And it is too low. It is lower than Hanzo’s arrows, it is lower than full blast Sojourn. He can’t fire his nades fast enough, his nades do not travel fast enough. He is in his entire kit weak. I have matches with 8k damage and only 4 kills, while the Genji teammate does only 3k damage and gets 19. How does that compute? Before the massive changes to the whole system, two tapping people was risky and rewarding. Now you can’t even consistently 3 tap anyone, and you still have to go all in, getting nothing.
Devs fumbled again with Junkrat.
Might wanna rephrase that a bit. Junkrat DOES enough damage, it’s just completely spread badly.
Where the issue lies is that there’s just no kill confirmation potential within the damage parameters provided that is fast enough for it to matter, so you do like normal damage values for no kill potential essentially.
Junkrat, like many others, needs a re-work. He’s either an explosives expert, or a trapper. Not both. Personally, I’d like to see him as more of a Trapper than explosives spammer. His entire shtick right now is just spam explosives and hope for kills. Hence why he appears weak.
If he were re-worked and given say, 2 Traps (with a slight cast time), proximity mines like a Trip-wire (not remote mines), and more of a crossbow type weapon, he’d be much more fun and effective. It puts him in a situation in which he needs to be more proactive and can lock down areas/flank routes, but not so strong than he just spam explosives non-stop as a get out of jail free card. That and get rid of his Martyrdom. It was a terrible concept in Call of Duty, it’s terrible here.