Seriously, but nothing that would break him. He has a really hard time keeping up with these other power creeping DPS. I got a few reasonable suggestions:
Concussion Mine weight reduced by 10-15%
Concussion Mine gains 50 max health when it lands
Throwing Concussion Mine doesn’t interrupt his reload animation
Delay to regain control of Junkrat after using Riptire reduced
Junkrat gains damage resistance while using Riptire (maybe 25-30%?)
Nothing massive but yeah. I wouldn’t complain about something more substantial either like extra primary fire ammo or slightly faster reload speed but those might be too much of an impact on general spam gameplay.
EDITED some things for better accuracy and added one more suggestion.
I actually agree that the health should be buffed since mines often die to random aoe when you try to mine jump…However the current number is something silly like 25hp, not 100hp. Trap has 100hp.
I don’t think they are quite the same, but I know it definitely doesn’t go as far. I’d like to be able to throw it 10-15% further for sure.
Yeah I honestly have no idea how much HP it has because I didn’t test that out specifically lol. But it could definitely use a health bump for when it lands. It does feel too low, whatever the actual number is.
I feel like I personally would benefit a lot from being able to act faster out of tire but I was also thinking maybe he could just get damage resistance while he’s using Riptire instead? Whatever they think would be fair, maybe 25-30%.
I say just revert the direct damage of his projectiles to what they were before (I think 130) and give him six grenades in his clip and then nerf his ult charge rate in compensation and then decrease his trap duration by a second to reduce CC and he’ll be good
It would be pointless as they basically match 1:1 gor ranges where even GM rats are going to be consistently going for combos.
I can think of A SINGLE time I went for a long ranged combo since OW2, and I nailed the kill pn the Echo because of how closely the arcs match even at longer ranges.
They don’t match 1:1 though. Primary fire goes further and faster. I tested this in the practice range just now. At the same position, the mine will always fall short so you have to be pointing higher when throwing the mine, and then you would have to be shooting below that with the primary, which would have to be delayed before firing.
There’s a LOT of skill that goes into longer range mine+primary kills. Prediction of the enemy’s movement, arcing the mine at just the right height and then lobbing the primary fire below that at a fairly precise position comparatively, and then try doing that when you’re moving, or even better, while you’re in the air.
Junkrat’s skill ceiling is high, no doubt, but it’s really difficult to work up into and the range of the mine is fairly limited compared to the primary.
Yeah I don’t want anything crazy lol. You could argue some are overlapping more as QoL improvements.
I would love some bug fixes though, like if a mine lands in very specific spots it will rarely just destroy itself for no apparent reason. I think it has to do with graphic terrain intersecting, so if the direct center of the mine lands on the “gap” (for lack of a better term) right “inbetween” the terrain graphics, it’ll just self-destruct because it’s not landing on the actual terrain itself. It’s very weird.
Mines getting more health is so badly needed, has been for years and there’s no good reason for why they only have 25hp but trap has 100hp. The amount of times you die because somebody broke your mine with aoe despite not knowing what they did is absolutely ridiculous.
It adds much needed consistency to his mobility and I defy anyone to say any player other than the Junk would even notice.