Even after the nerfs, torpedo builds completely overshadow any sort of WP focused build you can make with the current powers and items available. There’s not really a reason to make yourself really good at damaging or healing a single target at a time when the other Juno’s build is firing 200 damage/heal torpedoes at everyone in her LoS 3-4 times every 10 seconds. Your damage/heal is nowhere near as bursty meaning you’re far less likely to get or deny picks, and your priorities are constantly split between targets while torpedo spam gets to apply serious pressure and upkeep to both teams. Even the sustain Ray provides to your team will significantly suffer as compared to a Juno running AP.
One huge contributor to this problem is the simple lack of options to make WP pay off meaningfully. Powers that add burst or significant lethality to the blaster would go a long way of making Juno much more threatening at close range and up her self-defense at the cost of foregoing the ease of use, burst, range, and AoE of torpedo builds.
To put things in perspective, out of 12 powers, 5 provide benefits that don’t necessarily scale with either power (at least in a vacuum), 1 provides benefits that scale with WP (Medimaster), and 5 scale with AP by either applying direct buffs to torpedo or carrying stats that scale with AP. The only power I’d consider to scale with both is Torpedo Glide which rewards -1s torpedo CD for every 50 damage dealt during glide regardless of type. Of course, since this power is cycling torpedoes, which are going to be dealing obscene damage with AP in late rounds and thus driving the majority of the CD cycling, it heavily favors AP as a whole.
Particularly insulting is Stinger, which deals delayed AP damage after hitting targets with blaster. Why? Are there not enough incentives to take AP already? Not to mention how awful the power seems in general. Even at 100% AP, we’re talking +~20 to your blaster DPS, when you could’ve just rocked some WP to reap the same benefit with better healing to boot.
To fix this, I’d propose reworking some of the more underwhelming powers and introducing some items to shore up a few of the weaknesses of WP builds without completely erasing the identity they have compared to AP builds.
First off, Black Hole (Enemies that pass through ring are slowed by 35% for 1s) is awful and could probably be entirely replaced. Using your ring to slow someone for literally one second is a pretty poor use of such a long cooldown and you’ll often only be tagging the tank with it if you’re using it in positions where you’re buffing more than one teammate. Similarly, the Ray-related powers seem especially underwhelming considering the ability is often already swinging the fight for you and the rounds are too short to ever put down more than 2 or 3. Stinger is also a pretty boring “number go up” power that doesn’t seem to have much if any impact at all. You could probably rework it to a stacking effect that “detonates” after hitting a max cap or timing out, dealing (X * stack count) over 1s so it can provide some much needed burst to Blaster, and make it scale off WP. It doesn’t need to directly compete with the burst output of torpedo, but it should definitely do more than just tickle them lightly.
As for new powers, it would be cool to see some synergies with powers like Rally Ring (-1s ring CD with each ally that passes through it) and Torpedo Glide (-1s torpedo CD for every 50 damage dealt during glide) by providing buffs to the blaster immediately after using one of these abilities. What if Juno had no burst delay for X seconds after passing through ring? The numbers could always be tuned for balance, but being able to turn your blaster into a chaingun on demand would perfectly fulfill the Stadium gameplay fantasy. There could be a power that overfills ammo and provides X% attack speed for Y seconds for every enemy hit by torpedoes. Now there’s a natural synergy for the aforementioned chaingun power and a strong incentive for WP builds to run Torpedo Glide and cycle the cooldown as actively as possible even if the actual torpedo output is peanuts.
Finally, some new Epic items could supplement the pain points of WP builds. For example, an item that allows blaster shots to ricochet off the first enemy or ally they hit towards a nearby damaged ally for X% of the original healing value would make it a lot easier to keep teammates up, especially when trying to put out damage. The reduced efficacy of the ricochet means torpedoes would still be superior for AoE upkeep while the WP build should theoretically have a much easier time keeping a single target up through heavy fire. Of course, current torpedo builds are probably better at keeping single targets up since they deal so much damage and heal that they often force the damage sources to unpeek or die, but adding more viable WP options would hopefully close this gap.
Also, I don’t know where to put this, but there needs to be some hit indicator when crit-healing an ally with Medimaster. The feedback is awful and it’s dubious if the power is even working as intended at the moment.
TL;DR Far too many of Juno’s powers revolve around Torpedo or AP in some way, which are already the strongest part of her kit in the Stadium environment due to the cramped maps creating deathbally positioning and teamfights that make it very easy to harvest torpedo value, and the importance of heavy burst in deciding teamfights. There are few options to make focusing on blaster output feel rewarding and almost no options to shore up its many weaknesses, whereas torpedoes have many options to address their biggest weakness (cooldown). This makes Juno feel very one-dimensional to build and makes alternative builds feel like a liability to your team.