Jinx
Tl:dr: Do you think Jinx needs changes come Preseason?
In my opinion, as of now, Jinx is in a weird spot. She's gotten her fair share of attention in patches, but many of her changes have not been addressed by the balance team. In pro play, Jinx isn't too popular next to Marksmen like Kalista or Sivir, who are often highly contested, yet she is still being toyed with in the back. #Why?
What leverage does Jinx have over other marksmen? Here's some of the pros to using Jinx:
- Mobility (Movement speed on Kills/Destruction)
- Attack Speed (Stacking Q Passive)
- Damage (+10 % with Active Q)
- AoE (Autos with Active Q)
- A Slow, and a Snare (W and E)
- A Gap Closer (Aoe and High Damage, R)
- Massive Range (With active Q) That being said, on the flip side, Jinx' Cons:
- No Interrupts
- Poor Dueling / Burst Potential
- Low Range with Q Toggled Off
The List seems a little uneven, but that is what makes a Hyper Carry a Hyper Carry. However, if you remove the "Givens" from the list of her Pros, you're left with Mobility AoE Massive Range
Which is totally fine, it's what defines her as a marksmen, every character should have their outlying abilities, as long as they're compensated for in a different area.
Anyways, you're probably wondering if this is a rant or a suggestion or whatever, but it is more a of a discussion; Yes, I am asking you to comment. The Marksmen update is coming up soon, like hey, Group Stage is over, let's look forward a bit, preseason in a month! Chances are, Jinx is going to be looked at.
My question is, what do you guys think? Is she in a good spot? Buffs? Nerfs? What does she need?
In my opinion, Jinx is in a good spot right now, but I feel like, she's a little too high reward for her risk when picked, primarily in soloqueue: not competitive. To solve this problem, my idea was that:
-Jinx's Passive is changed to Get Excited: Jinx receives massively increased Movement Speed whenever she damages an enemy champion, tower, or inhibitor that is then killed or destroyed within 3 seconds. If she is using Pow-Pow, her minigun, her next three auto attacks will also occur in the span of one attack at maximum attack speed. If she is using Fish-Bones, her next Auto Attack will deal 20% more damage and have larger cast range and explosion range.
-To compensate, Jinx's Q Switcheroo, will no longer Increase Attack Speed in Pow-Pow form, and will no longer deal 10% bonus damage in Fish-Bones form.
My idea, although it seems like a massive change, was simply to shift Jinx's power later into the game, and make her pick more risky but more rewarding. For those of you who were here from the Bilgewater Event, if you haven't recognized it yet, the Bonus from Kills in Pow-Pow form is the Passive from the Item "Typhoon Claws." Not saying this is what should be changed about Jinx, but it was my idea and it solidifies what I think needs to be altered abut her playstyle.
Let me know what you guys think and write your ideas for Jinx in the comments below. If you don't think Jinx needs any changes and that I should "Leave her the f@@K alone," please take part in the pole and let me know :)
Thanks!
