I am so scared to do it. I feel as if I could probably beat him in the tiny room if I land some dank headshots, but the stress just makes me miss all of my pellets and I end up regretting the decision and wraith away every single time.
Rat players just have no fear. They embrace death. They want to die just to see if anyone is silly enough to stand in their martyrdom.
I am a certified junkrat hater but I kinda like this idea, it would allow him to benefit more from the cauterise passive as well, and still reduce his two tap potential.
now does this also apply to ash dynamite? if it does, that could swing the meta fairly hard to those three heroes alone. She gets a good dynamite on most of the team, with junk spam, and roadhog blasting away could easily wipe teams quickly with the dps passive
Weird to make him two shot when the intention is to slow ttk, they should just nerf the other heroes damage but oh well. I guess we’re going to repeat the cycle and slowly raise everyone up again lol. Likely they’ll do that for beam heroes too
i dunno guys, i like junk getting that boost. If we applied that to road hog as well… i see the forums LIGHTING up with complaints about that. If roadhog got that boost, thats going back to his original 1 hit kill hook combo that i know people would beg for nerfs again
good roadhogs should be able to do that no problem, pulling them into their trap, setting them on fire and insta killing a squishy. I think it applying the fire DoT is fine, and it boosting junkrat would be a neat idea in the fact they’re a Duo, so it thematically fits their personas. I personally dont agree if i was set on fire by a dynamite or mine thrown into the middle of a team, hooked and insta killed would feel fair to me as the victim. Yeah it could bait out suzu or IF. but man id feel very agitated to have that happen to me.
edit: now that i think about it, if that were the case, junk would probably be hard meta, if any tank is also set on fire, they’re going to have to be cleansed, shield, or have to disingage the moment they are set on fire because junk will EAT through them if he’s in the front engaging. i just see that being a huge topic here lol
He’d still be weaker than he was pre patch as previously he could do 230 damage with the combo vs 200hp targets which gave margin for error with mine fall off. This would give him 20 health margin of error.
Double directs would do 280 damage vs 250 health whereas previously they’d do 260 vs 200 health.
As for his nades his average accuracy increased by 2% so in no way does it off set the decreased lethality. It’s barely changed.
All on top of tire being significantly weaker due to the projectile changes and health buffs to everyone else with no hp buff to tire. Then trap mine going away as well.
We’re talking about an F tier hero here. An extra 10 damage to the slowest projectile in the game isn’t going to break anything.