Skip to content

Jin Balance Discussion: Captive Audiance

Taiku Altergrund··3 votes·1,205 views

FOR REFERENCE

Teemo Mushroom's (pre-bounce form) did not stack explosion damage when you got caught in multiple blasts. Now they space out in a way the blast zones don't naturally overlap.

Gangplank Barrels: Do not stack damage.

Caitlyn Traps: Do not stack damage.

Jih's Captive Audience: Stacks Damage limitlessly. '

Why is this? Is this fair? How would this be fair? Should this be allowed? Can this be allowed when no other trap in the game does this?

Captive Audience Stealths like Teemo Shrooms. And while it deals damage at the end, A single crowd control effect is enough to allow the damage to go off. We will assume he has 5 traps in 1 spot, a blitz grabs the jungler who comes in for a gank and knocks them up when he sets the traps off. that is 5x (260 +(1.2*[average 100 ad])) for a total of a free 1900 damage at level 9 before ult, w, or q from jhin. and excluding the hook and punch damage. that is an instant kill

NO OTHER CHAMPION. in the game has this ability

The jungler has no idea where the traps are, or if they used sweeper to clear wards, a way to spot them. or even if you swap blitz for thresh/ naught. you have a similar issue.

What are your thoughts?

My opinion is to remove the ability for the traps to stack damage. Force Jhin to use them as intended. No champion should be able to 1 shot anyone in the game at lvl 9 with no contest.

20 Comments

Kai Guy3 votes

Season 2. Ap shaco. Could level 1 insta gib dragon (not like gone in a second but it would be dead moments after spawn.) . the jib nests destroyed folks. Jhin with out W or allied cc should never be able to 1 shot some one with captive, unless they goof up.

Slythion2 votes

The situation you described would actually be very difficult to pull off and would most likely result in a burned flash instead of a kill.

From the other side of the argument there is this:

Every trap in the game has instant effects once triggered while Jhin's has delayed effects. In this meta where the majority of champs have movement abilities and so many items provide movement speed it is fairly easy to avoid a trap's damage once set off

Taiku Altergrund1 votes

{quoted}

The situation you described would actually be very difficult to pull off and would most likely result in a burned flash instead of a kill.

From the other side of the argument there is this:

Every trap in the game has instant effects once triggered while Jhin's has delayed effects. In this meta where the majority of champs have movement abilities and so many items provide movement speed it is fairly easy to avoid a trap's damage once set off

In norder: summoner 4 Should not be a valid argument because this situation can be replicated more often than the cooldown of Flash allows.

I addressed that issue already by stating a CC support would allow for the trap to go off. You would be surprised how many people don't use mobility properly and fail to use it to get out of the traps. The traps also have the highest combined hybrid scaling in the game. with 120/100 split. so why do they also get to stack their damage and slow? There is also technically a delay on the GP barrel damage. you have to wait for him to set the barrel off. Especially if he chained the barrels to extend the range on the damage.

Slythion2 votes

I felt as though you don't quite appreciate the difficulty it would be to pull of that play multiple times: Not only would the mana costs hurt Jhin's laning phase, but you would also need to put down all of the traps and pull off the play (supposedly twice) before they start despawning which is a short window considering how his E needs time to refresh.

Not only that, but even a Blitz pull + E combo wouldn't cc a champ long enough for them to be caught in the explosion (unless you got the pull at the perfect point of the trap ) and even then applying that cc (assuming Jhin is W'ing as well) provides the allied bot lane a hugggeee window to engage and provide their own utility/cc. This is an extremely situational circumstance that almost never happens.

Also, does the trap slow stack? I don't think it does

Taiku Altergrund1 votes

{quoted}

I felt as though you don't quite appreciate the difficulty it would be to pull of that play multiple times: Not only would the mana costs hurt Jhin's laning phase, but you would also need to put down all of the traps and pull off the play (supposedly twice) before they start despawning which is a short window considering how his E needs time to refresh.

Not only that, but even a Blitz pull + E combo wouldn't cc a champ long enough for them to be caught in the explosion (unless you got the pull at the perfect point of the trap ) and even then applying that cc (assuming Jhin is W'ing as well) provides the allied bot lane a hugggeee window to engage and provide their own utility/cc. This is an extremely situational circumstance that almost never happens.

Also, does the trap slow stack? I don't think it does

It may have been a bug, and if it still does i hope that gets fixed. No cc should stack from the same source like that.

Even if the slow does not stack (which I hope was just a temporary bug that was hot fixed) he bot pairings I listed. Blitszcrank, Thresh, Nautilus, and even Nami, Lux, and even Morgana. All can chain cc for 2-4 seconds each without the W added in, and even if they were able to start moving away with missed cc they would still be in the slow effect and take most of the trap damage.

Slythion1 votes

I don't know, it doesn't seem to be a big issue considering how it's really only used as a slow/ward in 99.9999% of the cases

Taiku Altergrund1 votes

{quoted}

The situation you described would actually be very difficult to pull off and would most likely result in a burned flash instead of a kill.

From the other side of the argument there is this:

Every trap in the game has instant effects once triggered while Jhin's has delayed effects. In this meta where the majority of champs have movement abilities and so many items provide movement speed it is fairly easy to avoid a trap's damage once set off

I addressed all of the cc and W stuff in the post directly prior to posting. If you would care to go back through.

Hayaishi22 votes

Because the trap detonation can be easily avoided so they thought it wouldn't be necessary to limit it.

I avoid it with Varus all the time

Taiku Altergrund1 votes

{quoted}

Because the trap detonation can be easily avoided so they thought it wouldn't be necessary to limit it.

I avoid it with Varus all the time

Read the post please. I addressed avoidance, as well as precedence, and comparison, and a fairly common pairing that jhin can use to create balance issue.

Hayaishi22 votes

[{quoted}](name=Taiku Altergrund,realm=NA,application-id=3ErqAdtq,discussion-id=84sRNM76,comment-id=00020000,timestamp=2016-04-05T23:50:48.646+0000)

Read the post please. I addressed avoidance, as well as precedence, and comparison, and a fairly common pairing that jhin can use to create balance issue.

I did and you clearly don't understand trade offs.

If his traps detonation are easier to avoid then he needs something that makes up for it. That's a basic concept.

Crowe Stalker2 votes

First off, Jhin's Captivate Audience has a 60% damage fall-off after the first trap. Second, Jhin's traps take two seconds to go off and the slow is negligible. Anyone with boots could walk the opposite way and anyone with a movement item (save Anivia) could legit walk through them before they go off. Sure, Deadly Flourish can reach 2 seconds of immobilization, but you have to rank it up to get there (and that takes away from leveling Captivate Audience)

If you die to Jhin 6 Traps, chances are pretty solid either you were playing badly or the enemy is really good.

Billy VoHagen2 votes

I love how you list a very specific situation that is really hard to pull off. Did you also know that if you let veigar get 2000 bonus ap, he can kill you with 1 W.

Also, in the league of mobility and with so many people getting Swifty boots, you should be able to walk out of the trap. If he's stacking them all in one spot, he's giving up a lot of vision and control of areas. Also, if you didn't know, they do reduced damage after being hit by one.

Taiku Altergrund1 votes

[{quoted}](name=Billy VoHagen,realm=NA,application-id=3ErqAdtq,discussion-id=84sRNM76,comment-id=0006,timestamp=2016-04-06T00:25:19.455+0000)

I love how you list a very specific situation that is really hard to pull off. Did you also know that if you let veigar get 2000 bonus ap, he can kill you with 1 W.

Also, in the league of mobility and with so many people getting Swifty boots, you should be able to walk out of the trap. If he's stacking them all in one spot, he's giving up a lot of vision and control of areas. Also, if you didn't know, they do reduced damage after being hit by one.

[{quoted}](name=Billy VoHagen,realm=NA,application-id=3ErqAdtq,discussion-id=84sRNM76,comment-id=00030001,timestamp=2016-04-06T00:27:31.781+0000)

Even if they adc is full damage (you're really not proving the point you think you are) the traps do magic damage, and many ADC's get either maw or mercurial scimitar.

{quoted}

I did and you clearly don't understand trade offs.

If his traps detonation are easier to avoid then he needs something that makes up for it. That's a basic concept.

In order for each point quoted:

1: We are also discussing something that takes a tremendous amount of time to earn the potential to have, where jhin currently can have this capacity to ace withing the fist few minutes of the game. I will now amend the calculations of damage: (280 + 4(0.6(280))) = 1192 magical damage at level 9. While this is nearly 700 less than previously calculated. This is quite the bit of damage.

2: And yes I will agree that the vision loss is quite staggering. BUT he should be managing his wards properly and getting Pink wards, and placing his vision wards on cd. same with his support. there is no reason why they should lack bush control if they are using one fo the support pairings I have already listed (Blitszcrank, Thresh, Nautilus, and even Nami, Lux, or Morgana.)

3: Swift Boots are a thing, but You are talking about the average person in Soloque. How reliable are they going to not make a stupid play? or pay enough attention to noticed the traps are stacked? Not many. Higher Elo (where I most certainly am not) may certainly notice) but below play most likely won't. Especially if they get hard cc'ed over the traps when they go to engage or ward.

4: Bear in mind. Gangplank used to have stacking damage on his barrels. and being able to 1 hit kill players early game was why they kept getting nerfed over and over and over again. That is the precedent i am using to base my argument on.
The Logic is "If no there is trap in the game is allowed to have this ability, This this trap should not." and "This trap had this ability and it was found to be broken and unfair even when a delay of damage was added to the ability, therefore this ability still should not have stacking damage"
"If A no b, Then no b." and 'If A b and b was removed, then remove b."

5: I do understand the trade-off. He has a slow which combos the snare on his w which is meant to allow for the increased damage, which has the some of the highest combined base scaling of any ability in the game at 220% (120% ad and 100%). THe ability has absurd base damage. So why then should the ability which already has obscene base damage, and a champion with absurd ad scaling from his passive then get stacking damage on said ability as well? even at a 60% reduction? ESPECIALLY when you look at point 4. Just walk out, should not be a valid answer to is this ability unbalanced. the question i am asking is "Should you not be unable to escape, Should the damage still be able to stack enough to 1 hit an enemy champion?" Gangplank had that abilty removed after many consecutive nerfs. including a similar effect to the current state of Jhins traps where there was a detonation delay (in his case a .25 second delay per barrel in the chain) and % reduced damage from each additional barrel. But it only promoted stacking them on top of each other and spamming them to 1 hit kill people.

It is less about Is 1 trap fair, and is the slow fair and is the ability as a whole fair. but is the circum stace in which you are unable to get out fair and abalnced? Something can be Balanced, underpowerd or overpowerd and still be fundamentally broken. It would be a nerf to burst damage, but a quality of life fix to the game. it would put an end to bulshit deaths and make all jhin player be more tactical. And actually play the champ as intended.

Kai Guy1 votes
  1. If a team walks as 5 into his trap stack and not a single one moves out they deserve to get pentakilled for having that bad of mechanics. also that aoe is very very small so i just cant see how this would ever happen with out a galio or mumu , Additionally fiddle nunu and to a smaller extend kat can do the same levels of aoe damage and they do not require a 30+ second set up time.

  2. If he has a Blitz or Urgot support (both who can yoink some one into his traps dead center.) Any enemy who sees him starting to stack traps in lane deserves to die if they stupidly walk into the cast range of blitz Q or urgot R. Also that jhin is making a mistake and your jungle should be happy to know he can waltz into lane and not worries about a slow into snare wrecking his gank. If he does it stealthy he is wasting alot of cs and ability to harass his lane, plus he would still have to sit there and wait for some one to walk into it eating further time, Not something you want your adc to be doing. Plus his Q or W is weak if he is maxing E so you get less harass in lane. or his ability to keep you in CC for his E boom is rubbish and walking out is a very viable option.

3.Disagree with that assessment or AP shaco would be dominating lower tiers. level 9 shaco has 855 damage per jack in box plus 180% ap scaling.

  1. chaining barrels that would instantly go off once the first one was prepped was allowing him gross harassment and farming was the reason it was nerfed. Also once the first ones prepped the ability comes nearly instantly not in 2 seconds. Also Unless there was a bug i was unaware of i have no memory of the damage ever stacking and i checked patch notes for 5.15 thru 5.18 just incase, stacking kegs did not add any damage. hell here is an 8 month old thread on the topic. https://www.reddit.com/r/leagueoflegends/comments/3cwlo7/10_powder_keg_tips_for_new_gangplank/

  2. You really should not have any significant ap as jhin, if provided from mastery goofed, if from allied champions ability its going to add very little. Again you forgot about the reduction, a single trap does 260 base damage the other traps do 169 base damage at max ranked. so 3 of them is 598 base damage, but your still investing over 20 seconds into that set up. A level 5 shaco can do 585 base damage with a single jack in box. at level 6 Fiddles R does 625 base in a huge aoe. Ya got to know that "just walk out" is a big part of the games balance, its why so may skill shots have a tell. Gives you a moment to gtfo the way. So many champions would be broken if the enemy team just stands there and takes it to the face.

In closing as a guy who plays a good amount of Jhin, should you ever find yourself versing a trap master jhin, Laugh manically, get a red. don't face check, harass him in lane as his ability to trade is greatly diminished (as in if he is reloading just go hit him cuz his q will tickle), and out cs him. Then enjoy the win assuming your teammates did not derp it for ya.

Taiku Altergrund1 votes

Allow me to put a different perspective.

If for some reason the detonation could not be avoided for some reason JUST LIKE WITH THE GANGPLANK BARRELS ON A CHAIN (pre-nerf). An LVL 9 jhin with just a BF sword can 1 hit kill an LVL 18 all damage build ADC. IS THIS FAIR?

No that is not fair or balanced. now let us ramp that up to infinity edge and LVL 18. Just those 2 things. (201*1.2+260)5. That is about 2600 damage at lvl 18. with 1 item and a decent position and teammate. with 1 item. that kills anyone not full tank.

Is that fair? No it is not. They nerfed gangplank's barrels for having this potential. Why does Jhin get to keep this?

Kai Guy2 votes

[{quoted}](name=Taiku Altergrund,realm=NA,application-id=3ErqAdtq,discussion-id=84sRNM76,comment-id=0003,timestamp=2016-04-06T00:03:27.290+0000)

If for some reason the detonation could not be avoided for some reason

Most peoples point is that the damage is easily avoided. Also going back Jhin can not stack traps limitlessly... going for a blitz odds are your going to be looking at 2 or 3. Remember that jhins traps deal less damage to folks hit by one recently at 65% damage . So your math (201*1.2+260)5 is a bad reflection of the abilitys damage output and again most people will point out your investing over 1 min of game play setting up that nest and also have to hope no one interferes with it and that said blitz lands the grab. Realistically i would use 3 traps as math for a best case as that's do able by having 1 down earlier then dumping 2 more on top. Just remember to do the reduction this time.

Billy VoHagen1 votes

Even if they adc is full damage (you're really not proving the point you think you are) the traps do magic damage, and many ADC's get either maw or mercurial scimitar.

Taiku Altergrund1 votes

Oh. As for the reengage. They would probably have 1 of 2 options. either back out after the kill on the jungler, turn and go for another kill.

I would probably say they would back out most of the time because they spent kit on the easy kill. and wait for abilities to come up before going back to farm stance and resetting the scenario. and low levels even 2-3 traps is enough with the other abilities added in to get the kill. I am just pointing out the maximums.

Taiku Altergrund1 votes

Number balance =/= mechanical balance

This is why Old poppy was not balanced even though she was massively underpowered.

It is why yorik is not fun to play against even though his kit is not powerful.

Something can be wrong and it be numerically fine. I am not saying change the damage or even remove stacking damage entirely.

Posible solutions:

Max number of traps that can damage you: 2

Remove stacking damage.

Remove the Ap scaling on them

Reduce the AD and ap scaling on them since they have a cc component and trigger the ability to land another cc component.

Kai Guy1 votes

Personal i thought old poppy was massively overpowered but i jungled her.

More from Gameplay

More by Taiku Altergrund