Questions about Jinx directed at the balance team
These questions are directed at the balance team toward Jinx:
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Have you considered nerfing Jinx's attack speed in her rocket form (or done a Kalista-style nerf to her attack speed)?
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Have you considered nerfing Jinx's starting autoattack range to maybe 400 or 450 on her rocket form?
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Have you considered increasing the arm time on Flame Chompers (maybe 1 second or 1.5 seconds)?
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Have you considered making Jinx rockets single target (or at least only apply on-hit effects and crit on a single target)?
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What nerfs have you considered for Jinx to give her some point in the game where she isn't godlike?
Basically, Jinx is still ludicrously broken. She has no consequences for her hypercarry status late game (she can stay safe enough with rockets and instant arm traps). Compositions that build around Jinx (fucking Juggermaw) have proven very cancerous in competitive play. AHQ's AN is a strong example of Jinx' imbalance. As soon as his Jinx was banned away, AHQ dropped like flies, despite Westdoor getting ahead on Fizz to a point where he had the potential to snowball the game to victory in game 3 vs SK Telecom.