Jhin W Adjustment
Before the nerf, Jhin's W felt almost like a mini-ult. Excellent range, decent damage that scaled up quickly, and requiring precision and game sense to land. When Jhin was released, I actually liked to max W first - people didn't respect the damage or CC and I pulled off a ton of surprise kills from off screen.
Now that Jhin's W base damage and scaling have been nerfed, I can't justify maxing it first, and overall it just doesn't have the same kick. The damage is rarely enough to snipe people or meaningfully contribute to a fight at range by itself, which was an interesting dimension to his gameplay: sometimes you didn't need to ult and an early-maxed W was enough. It felt great.
Currently I feel Jhin is pretty balanced, if a little on the strong side, so I'm not suggesting a buff to his W. Rather, I'd like to adjust its strengths to bring back this gameplay element. My proposal: make the damage of Jhin's W scale with range. This would have several benefits:
- Enhance his sniper fantasy beyond a high-cooldown ultimate.
- Reward players who can land his W at long range on visible targets
- Reward players with the game sense to predict enemies' positions and hit them in the fog of war (while they're recalling, usually; so many surprise kills).
- Nerf Jhin's poke (though it's not as oppressive as before the nerf) when teams are facing off 5v5. He'll have to choose between staying with his team for weak W pokes or backing up to increase the damage, after which his team may get engaged on without him.
- Nerf Jhin's overall power in lane, where he would generally be using W at close range. Chaining his W snare into the support's CC is a very powerful effect on its own, and sometimes a little too powerful when combined with the decent rank 1 W damage.
Haven't thought this all the way through and I'm pretty drunk, but I got fed a few times as Jhin today and this seemed like a cool idea to get shot down on the boards. Bring it on!