Marksmen and Identitys or Lets Talk Jinx
So we are currently in the Aftermath of the Marksman patch and overall im pretty satisfied with how things turned out. Practically every marksman is good and picking unpopular ones no longer feel like your handicapping your team.For the most part almsot every Marksman plays differently. Even if they have similair design the playstyle greatly varies and this is very satisfying .
I only have 1 problem and that with some of the Marksmen Indentity and overlapping
Some marksmens Identity can be found through unique gameplay(

) however some marksmen are defined by simply "out-statting" everyone else.
By this I mean there are still some marksmen in league who do not have any Defining characteristics, flavor or utility they simply out DPS their competition
For this I am mostly talking about everyones favorite little chaotic demolition girl
and to a lesser degree
who is currently suffering overlap problems with
( design overlap not gameplay) but this is a conversation for another day.
Jinx for the longest time was Riots "quintessential hyper carry" (-Phreak in her Champ spotlight) back in older Seasons Jinxs role was to make it to her 4-5 Items where she would inevitably take over nearly anygame with her massive range, teamfighting power and her passive however as time has passed she now finds herself of victim of powercreep and role overlap.many people found themlseves picking Tristana up instead of Jinx if they need someone to bust down towers that also boast an excellent late game.
The Marksmen update was Riots chance at really defining Jinx and I feel like they completely missed the chance.
In the Lore Jinx is a girl with a unsatiable appetite for destruction and mayhem but in game this is only represented in her passive (and for about 4 seconds).
personally I think Jinx's Switcharoo is squandered potential that forces Jinx into a wierd spot. If she isnt statistically better than other ADC's then she wont be picked because she lacks a unique niche.
I would consider Switcharoo's role in Jinxs kit is a bit unhealthy. Minigun(Pow-Pow) serves no purpose but to grant massive AS so that you can hit 2.5 attack speed. Effectively this means that if you have 2.5 attack speed already then pow-pow does literally NOTHING. Pow-Pow is uninteresting "ball of stats" at its finest with no meaningful interaction and this was not addressed in the marksman update. To clarify my main beef with this skill is that it offers attack speed and Nothing more. Vaynes Final hour offers short burst of stealth and Twitches Ambush offers stealth Tristanas attack speed buff is in a window.
To add salt to the wound Riot made
the minigun who could break the AS cap and NOT THE ACTUAL MINIGUN.
Fishbones is Jinxs go-to pretty much everything. Teamfighting? Fishbones. farming creeps? fishbones. Poking in lane? fishbones.Seiging a tower? fishbones. the powergap between Fishbones and Pow-Pow is so drastic. Fishbones and Pow-pow should both feel equally as strong but situational. Fishbones being plain better than Pow-Pow in 90% of situations is just awful near braindead interaction between the player and this skill. Instead of expounding upon Fishbones or Pow-Pow Riot simply nerfed them and moved on.
Riot needs to go back and Define the roles for these weapons. Fishbones should not be a perma-equip jack of all trades at the late game. Pow-Pow needs to do something special to Justify itself in contrast to Fishbones. why is Pow-Pow is better at taking towers over fishbones? a Gun is better than a ROCKET LAUNCHER at damaging structures??? Would it be better to give Pow-Pow a short burst in Attackspeed like Tristanas [Rapid Fire] as opposed to perpetual-stacking attackspeed? Are windows of power better than static power?
Stuff like this should have been the talking points of jinx when Riot was discussing the Marksmen update with the community.
Jinx's W is perfect. Its damage in a linear skillshot with a powerful slow so the SMD rocket can be garenteed. I would not change this skill.
Jinxs E is for the most part okay. Because jinx lacks an escape tool she instead has tools to slow or distract her pursuers. My only beef with this skill is that It has a AP Ratio instead of a very low AD ratio when Jinx is supposed to be a hyper-carry.I get that strong crowd control skills have lacking damage to be more fair and this is completely fine but on the same note Chompers arent anywhere near as powerful as Smokebomb so a buff to these wouldnt be completely unwarrented ( just a wee AD ratio would be nice)
Jinx R is also fine. Its her big ticket to getting excited and getting the ball rolling in a teamfight.
So all in all my main problem with Jinx is her Switcharoo skill. its the bane of Jinx's exsistence and its what keeps her from ever being able to have meaningful buffs without becoming too strong.
I Think If Riot wants to deliver on this crazed memolition girl who could level an entire city in a day or two fantasy they need to revisit Jinx's playstyle and interaction with Structures.
half-baked Ideas to consider just to get the discussion started
-Fishbones Crit rockets have increased splash Radius -Pow-Pow grants massive attackspeed every X# of attacks as opposed to stacking AS -Fishbones can Crit Structures for % increased damage -Pow-Pow attack rate lowered with character level -give Fishbones a ammo/charge system so power can be added elsewhere -Fishbones deals bonus damage to structures based off of Missing HP
because she isn't a caster like most meta marksman, she can kind of use shiv, but she'd much rather a fire cannon.