I never play junkrat. I don’t like his spamming play style or his ability to Basically one shot any 200 health hero.
I just played him seriously for the first time since the game came out, and i can say this. Holy f**k junkrat gets his ult WAY too fast, especially against tanks.
On defense i had a bomb that could 1 shot most heros in the game every 2 out of 3 fights.
EDIT:
Agreed, I rather not make him worse just different.
This was the change he needed from the start. His projectiles being slightly larger wasn’t a problem, his RIP Tire speed wasn’t the problem.
The issue is when a good JR is able to charge a tire in the first 20 seconds of a match.
It seems like it would be as easy as just making a change so you have an upward limit of charge you can get off of a single source of damage.
So I have no idea on the numbers but lets say this–
JR hits with a nade and does 100 damage, on one person, gets 50 charge.
JR Hits with a nade and does 100 damage each, to two people, gets 100 charge.
…damage each, three people, gets 150 charge, and so on.
If they just changed it so that single nade could only generate 50 charge no matter how many people it hit he woudn’t have such insanely fast charging tires when he spams into a group moving through a choke but in most other cases it would still charge at a rate similar to live.
That was the ONLY thing he needed back when he got two mine charges.
But since they reduced the nades hitboxes and create the radius explosion reduced damage effects on his mines, i’d rather leave him alone.
While you would think that would work, i can just throw a cuncision mine over the shield, displacing you, or shoot above you against a wall and have the nade fall down behind your shield.
Or just kill your shield because i can do more than 1/4th of the damage in 1 mag.
The match i was in had a Rein and a Hog, and i was just dropping my grenades over his shield using the pillars.
this would work really well, the only issue is that junkrats playstyle is to go affter big groups and deal massive damage, because of this, enemy teams are supposed to try to spread out slightly, but i do think the idea could work if he did need a nerf in the future
No, he doesn’t need any changes at all, he’s been through enough.
The ultimate charge rate is something Junkrat players suggested back when he got his big buff, Blizzard decided to go another route and nerf his mines and primary fire.
As an Orisa main I’d just fortify to equivalent 800HP, shoot down the predictable Junkrat trapped in his airborne path, then grav+slow him to the ground for some free headshots. All while using my shield for cover.
I do play Junkrat and I agree with you but I want the devs to revert the last nerfs to Junkrat and lower his mine damage to 80, but I also want the mine to not have splash fall off to make it consistent again.
You just wasted your only anti CC ability on damage, if my team has a Reinhardt you are going to be displaced from your anchor tank spot and he is going to make space for my entire team… while i see your point, burning all that CC and Anti CC on ONE hero is overkill. That’s if junkrat pokes out from behind cover as well, which he doesn’t need to do.
I haven’t seen too many issues with it, i am running at 40ms though.
the problem i have with this is it should either have a smaller radius and no fall off, or same radius with fall off. Mines should(IMO) be a precision instrument used for securing kills after getting a nade hit and displacement. I don’t feel like they should just be thrown into a pack of enemies for damage and moving the entire pack around.
Not the shield the Halt and Fortify use on just junkrat. If you do that you risk dying to rip tire, or getting displaced from an enemy reinhardt charging you.