Being able to just run up on someone (we cannot see behind us for whatever reason and this game has no damage directional indicator for whatever reason) and just unload on them with no consequence even his death brings about a reward if you trap x mayhem. Hes literally too easy to play with too easy to kill with. nerf his primary fire/mine damage to heroes and keep his original damage on barriers since hes a shield breaker. hes doing too much too easily with too much reward aka 5-6 tires a match.
Hes slow and loud though.
we cannot see behind us for whatever reason
logic? we dont have eyes behind our head, you can hear footsteps anyway and Junkrat is really loud
this game has no damage directional indicator for whatever reason
it does
And Junkrat is not that hard to kill, i would say that he is only stupidly strong when the team is uncoordinated or braindead, and if Junkrat is winning by spamming randomly then the enemy team is worse than him.
He is fine
Personally, I also hate that he can toss a grenade and mine in close quarters and walk out undamaged. If it were me, I’d want the in-game interactions with explosives to remain consistent and make him take at least some self-damage of some kind. It would discourage dive-bombing Junkrats at least.
From the other side though, Junkrat has a small niche and is easily taken out at any range that requires precision aiming. The buffs he received before made him more usable, perhaps a bit over tuned.
So what’s the best solution?
HIs nerf was minimal in my opinion. I would definitely increase the ult charge needed for Rip-Tire, like you mentioned, it’s horrible hearing “FIRE IN THE HOLE,” every team fight. Because his ult is more deadly now, it makes sense that it would need more charge.
Then if needed, give him some form of self-damage. It’s absurd that Junk can dive-bomb anyone with no personal consequences. Separate the good Junkrats from the bad.
the self dmg was removed because it hurt Junkrat too much making impossible to play him, you could just dive him with someone like Winston and kill him with no problem, he is supposed to be deadly on close combat since he lacks on medium and long range
That peg leg is both noisy and distinctive. Use your earsight!
it’s an FPS, which means first person shooter, kinda makes sense that in a first person shooter you can only see things you would see in first person.
Man, it’s amazing the us humans have survived so long without being able to look behind us! It’s almost like we have other senses to fill in the gaps!
(I.E. Use your ears! You can hear him coming a mile away!)
i feel the junkrat/roadhog comic (first one where they’re killing omnics) demonstrates this perfectly, he’s running throwing explosives, so there’s a slight chance he’s kinda loud.
yeah like a bomber dropping in from above. lol
I know why self damage was removed and it made sense back then. Junkrat was slow and unreliable.
Now, Junkrat is simply easier to play than back then. His buffs have all added up and opened a lot of room for Junkrat to move freely. He possibly needs some form of consequence so he can’t mindlessly spam grenades everywhere.
if hes fine why can he constantly tear through a 200 hp hero like paper? Like i said he kills too easily two hit with milliseconds
Because IT’S A (CENSORED) GRENADE LAUNCHER
why are you fighting Junkrat at close range to begin with? is the same has trying to fight Reaper has Soldier at close range
Yeah you can, it’s called having ears. Junkrat has a loud and distinctive gait considering he hops on his peg leg.
He’s supposed to counter dive. Nearly all dive heroes are in your face in some way. You will make Junkrat absolutely useless with this nerf.
I am the junkrat lol
None of his buffs effect mindless spamming so I don’t know what you’re going on about.
Widow can do it in however fast the ping allows with a much longer range more safely than Junkrat can.
But no self-damage rewards sneaking up behind someone and getting into a close quarters fight with someone.