Jinx - who needs a minigun?
Hello guys!
Already saw one Jinx thread but really didn't think i could pitch in as people were all agreeing on their opinions, couldn't find the reason why.
So, let's get this straight: Jinx's Switcheroo is the skill i want to talk about. I realize she was nerfed here once however, her AS power was shifted to a more late game oriented fashion, rather than snowballing from a few early kills, effectively suffocating the opposition if they can't catch up to her (Passive pun! Hello Phreak! :) ) Now, the problem seems to have shifted to her Fishbones as the mana drain is a problem early in the game, where you have no dmg or crit or AS to have a devastating effect, outside of a few free pokes.
Let me just bring up Fnatic vs AHQ. There was one fight where Jinx flashed into the Baron pit, only to evade any danger from being killed but still be in range to AA Fanatic that was fighting the rest of the AHQ team in the farther end of the back red buff bush, and possibly a bit further.
What's the problem: Fishbones. Specifically, Minigun vs a Rocket Launcher. Pow Pow: shorter range, AS ramp up buff. The ability should clearly telegraph that it's a better option for AAing fast. It does. Fishbones: AoE + crit, +10% AD bonus, and with base AS of 1.2+, it simply becomes a better and a safer option for dealing with people. Pow Pow becoming only a form for taking down objectives fast. It makes no sense to me that Fishbones suffers no penalty in AS, because as a Rocket Launcher should telegraph, it's a slow AA AoE damage ability. Simply letting Jinx get normal AS while using it is exactly the reason why it's overbearing. Way too safe, way too AA reliant. Basically, a Jinx player turns off his brain and clicks on people, winning fights.
Ways to fix this (Suggestions are mutually exclusive):
- More mana per shot This way Jinx has limited shots (her mana pool) and has to worry if she will have mana for her other abilities if the fight doesn't go in her favor. Right now, she has only to worry about her early game when overusing it but later, when all this damage AS and crits come along, only a few rockets are enough.
- AS penalty for using Fishbones -15 or -20% overall AS on lvl 5 Switcheroo immediately on switching to Fishbones, but keep the Pow Pow buff benefiting the first rocket shot. Reward her for mixing up the forms, just like now.
I'm not for dumpstering her damage but it's very clear it has to be reduced slightly as her hypercarry nature gives her the edge in every fight already. Keep in mind that these are only suggestions, not actual facts. Maybe the right direction to go with her but not numbers. Interested to hear other opinions on her overall effectiveness or any other small changes to her :)