Juno needs changes/nerfs

Either change her to a projectile hero or remove the ability to use her AUTOAIM torpedos on enemies. Juno is pretty busted against projectile heroes and flyers.

She is hitscan, has insane mobility, constantly gliding/flying with speed boost and on top of it an autoaim ability that takes ~50% of a squishy away? How was that a good idea?

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The auto-aim should break faster if you leave LoS. These missiles are cartoon-y with how they track.

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Juno not need more nerfs, STOP.

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kiriko, sojourn and especially vendetta needs nerfs before she does. however.. yeah the torpedos still autoaiming you and hitting you around corners or inside of buildings is a bit stupid, and hope they tone it done someday, but i supposed they programed it like that because up close juno is very vulnerable so they give her the crazy torpoedos to encourage her to play back

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Please explain to me why she needs auto torpedos on enemies when she is hitscan? She also is constantly bunnyhopping / gliding and speed boosting. How is that not broken? Just because other broken hitscans exsist in the game? Ever tried to hit her with projectiles?

Torpedos should be just used for healing. And no its not that simple to avoid them by just going behind cover, most of the time they still will hit you. You really have to go very deep behind cover to not get hit, and most of the time that wont happen.

And even IF that would be true, again why does she need an auto ability as hitscan that takes away nearly half of a squishies health? Its not like its hard to hit something as hitscan. Thats the classic hitscan bias from Blizzard in OW.

Why not give autoaim abilities to projectile heroes? OH then it wouldnt be anymore fair right? …. Very hypocritical and also very weird to give that kind of an ability to a SUPPORT and a hitscan at the same time, makes 0 sense. If anything projectile heroes would need that kind of help and not hitscans. But TBH autoaim abilities shouldnt exist at all, except for Soldiers ult (its an ultimate).

The missiles should do triple damage to flying characters and teabag them on a successful kill. Seize the sol, as they say!

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Go behind cover before she launches them. She’ll lose the lock and it won’t even fire at you.

Her damage falloff is brutal, her gun is basically useless at range for healing and damage.

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Since the autoaim ability is not a big of a deal then lets give DPS projectile heroes them aswell, shouldnt be a problem right?

Sure. I’m more than happy for Sym and Junkrat to get AA missile batteries.

1 Like

Well fair is fair, just go around a corner and hide.

Exactly. :+1:

Needs?

So?

Huh?

Yeah. But it’s not often I get into the Juno 1v1, most run away. I think you just have JDS (Juno derangement syndrome) and thus you aren’t making any sense. I reject your nerf idea for Juno.

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This is bait, right? Like she’s not even close to being the best support and has been nerfed time and time again.

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You dont seem to get the point. Juno is hitscan and therefore doesnt have any problems hitting something that is flying, gliding or jumping and yet she gets an autoaim ability to make it even easier to kill something in the air.

On ther other side you have projectile heroes who have a much harder time hitting something in the air, so where does this make sense to give Juno autoaim torpedos? She is even one of the heroes constantly in the air and speed boosting.

So again why does she need an autoaim ability that helps her killing something in the air? It just doesnt make any sense.

Sure as long as it’s balanced. As Juno’s is. :sweat_smile:

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Echo main here. Juno is never an issue. If her missles hit me it’s my fault for being slow. Juno floats slowly in predictable arcs and maybe the first shot misses but not a full volley. Juno is only a problem if you ignore her, but she’s very low priority target. She can’t even keep a tank alive by herself. Her speed ring is the best asset in her kit, the rest is just fluff. Nerf Juno is just silly

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I got the point, but being that it’s a stupid nonsense point I choose to laugh. Lol.

Actually, nvm. I agree with this guy. Why does Kiriko need to hit flyers with her kunai when shes a poor projectile character? Give Kiriko curse ofuda SAMs to shoot down nasty flyers bc Kiri is in the ground and it just makes sense or something.

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I don’t like saying this and I feel that no matter how I say it it’s going to come off as condescending, but…

This is a skill issue.

Use corners and cover. When you hear the very audible sound of Juno targeting you, step behind cover and break LOS. She will lose her lock. If she fires at you, step behind cover and break LOS. The missiles cannot make sharp turns.

If you get hit by torpedoes, it almost always means one of two things:

  1. You got caught out in the open. And chances are, no one forced you to be there. Your positioning is a choice you made in the vast majority of circumstances.
  2. You were distracted by something else. Multitasking can be hard, but it’s not uncommon for support to toss an ability into the middle of a team fight brawl.

Projectile heroes and fliers have much bigger issues than Juno.

And has significant falloff. If Juno is doing significant damage to you, you should probably be in a position to do even more damage to her.

One of the few things she’s really good at anymore.

The new passive is pretty bad on her, since her healing can by stopped by a single point of damage and most of the time she wants to use her boosters when she’s getting focused.

Her double jump and slow fall are ok, but spending too much time in the air can leave her extremely vulnerable.

“Constantly” is a bit hyperbolic. Her mobility boosts do have significant CDs, especially her Hyper Ring at 14 seconds.

It’s 85 damage.

By “squishy” I’m assuming you mean heroes with 225 or 250 hp, so basically most all non-tanks. So yeah, it’s a bit under 50% for most heroes.

50% of 225 = 112.5

50% of 250 = 125

It should also be noted that while Juno is locking on using her torpedoes, she’s not able to use her blaster. So she’s taking a pretty significant hit to her healing/damage output.

When you factor in travel time, the DPS/HPS of the torpedoes gets even worse. Yes, it has tracking, but her output on a single target would have been higher if she had just used her blaster.

Its function is primarily in hitting multiple targets to swing a fight like an Ana nade. But she doesn’t get an anti-healing effect and she needs to expose herself by flying up for it to be effective.

Torpedoes can also be blocked by pretty much everything. If you aren’t going to use cover provided by the map, your tank can help you a lot here.

When I tank I regularly block torpedoes with DVa’s defense matrix and Sigma’s shield. As Domina, I have sniped many Junos out of the sky who were flying up trying to get off their torpedoes.

Remember, most of the time flying heroes aren’t getting covered and supported as well as those on the ground. So Juno is taking a pretty big risk to get off a nice salvo.

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This is the definition of a self report thread

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Pulsar Torpedoes does a percentage of health on the following targets.
34% off a 250 health target.
37% off a 225 health target.
28% off a 300 health target.

Basically any healing clears this damage in about 1 second or less. You could run Lucio’s Crossfade Amp (on a similar cooldown) and negate the damage AND recover lost health with it.

Alternatively, you can do Protection Suzu, Moira’s Biotic Orb (healing), and even ally Juno’s own healing from Pulsar Torpedoes to heal 100% of the damage in short order.

Juno’s Pulsar Torpedoes do not do this.

They’ll heal more than the damage they output.

Many other Support-oriented damaging abilities work the same way. A little bit of damage, lots more healing.

Supports are intended to be easier to play. Additionally, see above. Pulsar Torpedoes approximately covers about 1/3rd of a non-Tank’s health.

She’s currently one of the best Support heroes in the game with a slightly positive win rate. She has an average higher win rate than Kiriko in all competitive ranks while also being in 1 of 5 games in terms of popularity.

Juno’s effective range puts her as Soldier’s effective range, and Pulsar’s effective range doesn’t have fall-off.

Healing cannot be stopped by a single point of damage.

Moreover, Juno has shield health and recovers faster than the average non-shield health ally, and also a little faster than other Support heroes who do not use abilities to Self-heal.

Finally, her Sub-Role also triggers healing when she uses a movement ability.

It’s about a 1/3rd of the total health when averaged; see above.

Nope, she’s gaining tremendous return for briefly shutting off her ability to use her primary fire.

The healing/damage is simultaineous, hits multiple targets and can heal over 100 (over time) per target hit.

The only way it doesn’t gain a return for turning off her primary, is if she’s only hitting one target with it (damage or otherwise) or refuses to activate it after locking-on.

This is false.

This is not correct. Ability cooldowns don’t “swing” fights; ultimates do.

Most flying heroes tend to have larger than average hitboxes; Juno’s hitbox is smaller than average - smaller than even Mercy’s.