Do I seriously need to explain that to you?
If you could you would have already.
Ok sweaty letās say you give him a buff to primary to 130
Now he two taps with more wiggle room for error/can just barely get through aoe heals for a kill, and his kill combo would RETURN which is not allowed per blizzards rules
But junk is weak and he needs to be stronger at his job (his job being dps)
So we give him bonus damage on barriers and/or deployables so he is able to help break away defenses faster so his team can start attacking the enemy heros
But once he IS attacking enemy heroās heās still doing his 125 damage⦠because anymore isnāt allowed or his combo comes back⦠and because in my opinion for the balance of the game he doesnāt need to do more hero damage, it needs to have more inherent advantages to it though like how hitscan holds down a sight like consistently. His strength could be denying long staying defensive elements.
And yes I suggested bonus damage on trap if it catches people mid mobility (like blink or a stupid echo flying next to it) because yes itās damage but itās special utility damage for punishing reckless mobility players, which Junkrat currently suffers against. He offers practically 0 utility past raw damage to his team. He needs some utility purpose in his kit. The goal isnāt necessarily to have flat damage increases itās to have ways to more consistently deal with or punish/deter certain enemies or play styles so you have more reason to pick Junkrat for your team.
And you do realise that increasing damage done by his trap by a minimum of 25 would allow him to 1 tap a 250hp target? So explain how that isnāt āincreasing his damageā or āincreasing his kill potentialā?
Damage is damage. Damage is not utility. Any buffs to damage is a direct increase of his kill potential.
You still seem to think only buffs to his primary fire counts as increasing his kill potential/damage.
You canāt just backtrack by calling something āspecial utility damageā. It is damage.
For me, the grenadeās speed buff of creator mode worked really well, made him being able to play at mid range and a little more helpful at long range, and I thought it was going to mess up with my muscle memory but it was fine, I think it would fix the hero.
An extra grenade in the magazine would be good too, I think that the hp changes of season 9 never thought about the need of have bigger magazines of the heroes and that was a mistake.
Oh so youāre just actually dense ok
KiLl PoTeNcIal
Means jack.he has the potential to kill 2 squishies with a single magazine so what?most bronze players also have the potential to be gm players,most of them wont be.potential means nothing without consistency which junk sorely lacks he could do 200 dmg per shot and he would prolly only get 1 kill if any per magazine
He needs more kill potential. Due to the nature of his primary and removal of breakpoints heās too inconsistent vs other options to be viable in most situations.
Utility wonāt solve why heās struggling because it deliberately avoids addressing the reason why heās an inferior pick compared to the other dps heroes.
He needs none of these buffs
Junkrat is a great example of a feast or famine design in overwatch. He has massive damage potential, but its very lumpy and prone to missing. He has very little consistency and most of his stuff is very hard to land.
This is the worst type of design to have and he needs a rework to flesh out his kit to make his damage more consistent that isntā reliant upon a massive ~100dmg mine that you self detonate. Until they rework him away from this massive all-or-nothing type of design I think heāll always be bad.
he aint all or nothing/feast or famine u are completly mistaken bout him
he needs more consistency and thats it
You agreeing he needs more consistency is the icing on the cake for admitting heās feast and famine design.
The fact this is the thing EVERYONE agrees upon is exactly why he needs a rework. Nothing they can do in his kit will improve consistency without turning him into a 1shot bot hero. He needs a fundamental rework.
Thereās no other direction for him and people disliking it changes nothing. Anything else turns him into ground Pharah so heāll always be inferior at the same job as his direct counter.
Personally, I think his projectile does too much damage and is too slow. The bounce effect has quite a bit of potential like Sigma if theyād only increase the speed. Junkrat + 500% projectile speed with the bounce is fairly creative making him entirely separated from Pharah.
He doensāt need exactly 500% speed, but I can think of a few ways to improve his primary gun to be like most every other video game grenade launcher from possibly having two firing modes. One is based upon an arcing impact and another which is a delayed fuse.
The increased speed alone allows much better consistency with landing direct hits which already seperates him from Pharah as well. Giving him double her projectile speed I think would do wonders exactly for that consistency. 80 m/s However, heād need more ammo as well. No 5 shots, but more like ~10 shots give or take.
Hell, they could even do a charge mechanic to let a junk control the amount of arc and speed.
Most of the differentiation between himself and Pharah comes in abilities.
Iāve almost entirely stopped playing Junkrat as heās become boring to me. I used to play him all the time, he was my most played.
Then I fully realized that if I canāt get into peopleās faces, all Iām able to do is stand with my team and spam left click and hope I hit someone. Heās Reaper in that regard, if heās too far away and canāt get close enough, he basically has nothing to do. All he really has going for him is his mine combo at close range, because his spam is basically completely useless now.
People have also gotten a lot better at taking out his tire so thatās not very good anymore either. Iāll press Q, run it up against a wall for a bit, try and take it around or over and it immediately gets destroyed the second I can see the enemy team by an Ashe, Cassidy, Widow or Hanzo.
Junkrat feels almost completely useless in todayās Overwatch. I see him played less and less as the seasons go on.
Messing with the speed would make most of the remaining people who still play him quit. Nobody is going to relearn thousands of hours of muscle memory for a hero who would still be mediocre at best.
It would literally turn him into ground Pharah but with a range capped arcing projectile. His projectile speed is about half that of Pharahs.
He does 5 more damage than Pharah. Yet you want it decreased.
Your idea turns him into ground Pharah but worse since her weapon is still more consistent, not range capped, she can fly and she would still have better kill confirmation.
This is the doomer speech that people had about tankfist, then low and behold he became one of the better dive tanks and people still play him. The DPSfist mains are dead, but others picked up him instead under OW2.
Sacrifice is needed to fixed flawed heroes.
I still think he needs more bomb types and should be able to swap between them.
Giving Junk Pharahs projectile speed, cutting the damage and calling it a day would not make him viable.
The changes give him very little while removing breakpoints and making his kit clunkier since mines now donāt match the primary. All while still being countered by the same things and bad on the same maps.
Heād just become Pharah but only played on indoor maps since her flight and more consistent weapon make her superior everywhere else.
lots of things can be made to increase his consistency without making him a 1shot hero
needing consistency does not mean feast or famine at all, sounds to me u just throwing terms around without understanding them
Everyone agrees hm?nice headcanon