Juno Master Blaster

Juno feels soooo limp without being able to crit. Her damage feels insubstantial even if you land every single shot in the volley. Being able to crit rewarded aim and gave Juno some decent self defense instead of only being able to escape from fights. The automatic weapon mode feels extremely flaccid without being able to crit AND it requires you to use your glide boots to use, which only lasts long enough to shoot half of her clip if you hold m1 the entire time.

We’re at another situation with Lifeweaving where, to get value from the perk, you have to sacrifice your mobility for just extra numbers and it’s really not THAT much of an increase to warrant it. The alternative is being able to triple jump which is super niche and really makes her an easy target for hitscan to blast out of the sky.

Either the perk should make Juno’s blaster unconditionally automatic (which would be way more transformative) or they roll it back and let her deal critical damage/healing (even if it’s at 1.5x). Basically everyone with a non-beam gun can crit, and even Ana kept hers despite that perk rarely being chosen over the other. After playing with Master Blaster and MediMaster in stadium, I struggle to find the same enjoyment from this hero without being able able to deal critical damage at least some of the time with her gun.

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I can get used to it being gone. I do enjoy having the triple jump personally because you can reach so many places with it. The autoblaster is kind of an interesting alternative because it tunes up healing AND damage output.

Its a fun replacement for me. I love mobility, so the freedom of triple jumping is very nice considering how restrictive only a single double jump can feel with how high terrain in the game can get.

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The automatic mode is pretty much the opposite of what crit-oriented players are likely to want.

It also does not appear to increase her throughput at all, just evens it out to be continuous instead of in burst packets.

They should delete that nonsense and put the crit perk back.

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The automatic firing mode equals about 20 more bullets than she would fire in volleys in the same amount of time, but that’s it. And it requires you to use your mobility to get value from.

It’s the difference between around 70 bullets to 90 bullets, so like a 37% throughput increase for the duration of glide boots that you can only use every 5 seconds vs. a 2x damage multiplier you had access to all the time if you could aim.

Maybe, and this might shock you, maybe its for healing? At the moment it does make something out of how near useless boost is.

Crit was a waste of her time and if you needed it, you are using Juno wrong.

It was only a 1.5x multiplier, actually, but anyway:

I arrived at the conclusion the throughput was the same by using a stopwatch and timing the destruction of a training dummy. Sure, that means there’s some room for measurement error, but I got approximately 2 seconds to kill the bot either way, and I did a couple trials each in an effort to be careful. I’d be kinda surprised if I was off by a margin larger than 10-20%.

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Juno’s healing on her blaster is already fine and it just got a fall-off range increase. Giving her a marginal healing throughput increase that’s dependent on her mobility to get use out of vs having a decent self-defense/poke tool that is readily available without needing to burn a cooldown was better. Juno is already okay at poke with her torpedoes but crits gave her the ability to support her team’s damage more effectively since she can fly.

Its a perk for healing with her blaster mate, nothing more than what you’re trying to make it.

She didn’t need crit. Long range she isn’t hitting heads and her fall off crit damage still didn’t make it worth it and if they swap to a hitscan and there goes that plan. She wasn’t helping Ash or Cass 2 tap any faster. It was a bad pick over the other. Muti-target damage CD that helps build ult vs single target crits that do not. Just Pick Ana for that.

Yeah, I miss headshots.

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They nerfed her Ult charge generation because of being able to crit damage helped her build it quicker

Now she can’t get crits, but still has the nerfed ultimate charge rate

So the crits MUST have been actually contributing enough to warrant a nerf to ult generation

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I one tricked Juno into Masters, I understand how to play her. Torpedoes are her most boring playstyle and I pretty much only used them to keep my team up with familiar vitals. Juno has a hitscan weapon which is excellent for poking at the enemy team and having headshots was an integral part of that poke.

There are other DPS in the game besides them, believe it or not, many of whom benefit from the extra poke damage.

I find the consistent damage fun, and honestly a lot easier to find value with than crits. It was significantly harder to find value with crits than any of her other perks, and the constant blaster just adds some QoL + small increase in numbers during her movement period.

Frankly I’ve had it save tanks a few times today, especially during her ult

Needs to reload the gun when you hit Glide Boost for a bonus benefit, just firing 20 bullets extra as “full auto” isn’t much of a buff for a major perk.

She was building it faster from torpedo.

Bap or Ana would do better if you need poking. Even Illari.

Baptiste, Ana, and Illari don’t have the mobility to keep up with certain teams or play with angles the way Juno can with her hover. Their poke isn’t “better,” it’s just different.

Idk, I kind of like it more than the crit perk…

Vindication :flexed_biceps::flexed_biceps::flexed_biceps::flexed_biceps::flexed_biceps::flexed_biceps::flexed_biceps::flexed_biceps::flexed_biceps::flexed_biceps::flexed_biceps::flexed_biceps::flexed_biceps:

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