Jinx is no longer a hypercarry

FluffyDay·10/29/2015, 4:45:01 AM·2 votes·3,573 views

So in the preseason, Jinx is getting these changes:

**Jinx ** Change Goals Playing up what it means to Get Excited! as a path to success through a teamfight. Slowing down Rockets' Attack Speed so there's some tradeoff she incurs more of a tradeoff with that weapon. P - Get Excited! Can now chain together and stack, increasing Total Attack Speed by 15% per stack (Movement Speed portion does not stack) Duration increased 4 >>> 6 Q - Switcheroo! Jinx now has -15% Total Attack Speed while using Fishbones, the Rocket Launcher

It seems to me as if the planned Jinx nerfs make her never want to use Fishbones in lane (not only do you go OOM if you spam rockets, but you also deal way less damage with them), but it also seems as if even in team fights she would probably not want to use Fishbones either. Her attack speed is already abysmal, and this change just makes it even worse. She won't even break 1.0 AS with Fishbones.

Damage (with nerf) over 10 seconds assuming level 18 Jinx (no runes and masteries) with IE, LW, BT and PD vs random target (no armor).

PowPow (525 range) AD with items: 304 AS with items and buff: 1.4391 14 attacks, 5852 damage

Fishbones ( 700 range, 110% damage) AD with items: 304 AS with items and debuff: .83025 8 attacks, 3678 damage per enemy hit with all 8 attacks

So for Jinx to deal as much damage with Fishbones as with PowPow, she will need to hit at least two people with each of her autos, which is probably not gonna happen.

So effectively, Jinx will have even worse problems in lane, while either being at close range (and thus vulnerable) in order to deal the amount of damage a regular ADC would, or being safe and dealing much less damage than any other ADC in teamfights.

I think we can say that Jinx is no longer a hypercarry with this nerf.

13 Comments

IcyPepper10/29/2015, 5:00:51 AM7 votes

So for Jinx to deal as much damage with Fishbones as with PowPow, she will need to hit at least two people with each of her autos, which is probably not gonna happen.

Isn't... that the point?

Fishbones is explosions, collateral damage. Not a replacement for her autoattacks. If you want to deal single-target damage, why you wasting your rockets?

I like Jinx, but I think I can see the point here. It's like any other ability that has a tradeoff, making it better in certain situations over others.

RiotAD Yuumi10/29/2015, 7:42:12 PM6 votes

A few notes here

A) Rockets are intended to be a safer option that offer far less DPS than the riskier minigun. They should be stronger for poke but much less about sustained DPS on a single target (unless you have a couple Get Excited! stacks)

B) Not too worried about the feel of Jinx's lane due to rockets retaining minigun attack speed for the first attack, this preserves them as a strong poke tool in lane even after the AS nerf on them.

C) This said we still view Jinx as a hyper carry (along with Kog and Vayne) and understand that part of the reason she's able to function in that capacity is thanks to rocket safety and damage so we'll be watching her to make sure this is still achievable. The reason for the passive changes (stacking Total AS on proc) is to retain/increase Jinx's power as enemies begin to fall but shift some power out of her start of fight and make her a bit more team reliant for that first kill. Ideally you're bringing a few more damage dealers with a Jinx to ensure that she can get rolling (vs. how you might run 4 supports with a kog)

D) Is it possible we've gone too far? Sure. If so we'll react to it and make changes. Our goal with these changes is not to "nerf" "gut" or "kill" Jinx. It's to shift her power around in a way that differentiates her from the other hyper carries and boosts up her special way of doing things (Getting Excited)

Done2510/29/2015, 5:06:49 AM6 votes

Omg, the AoE attack actually needs to hit MULTIPLE people to be efferent. Who could have guessed?

Seriously though, the rockets needed a nerf.

Hayaishi210/29/2015, 4:52:14 AM3 votes

Good, about time Jinx got hammered down with nerfs, been ridiculous since 2013.

VeryGreen10/30/2015, 3:08:18 AM2 votes

She is way to strong. She has such a high win rate and they arent doing anything about except for a little slap on the wrist to be honest.

Flaherty10/29/2015, 4:58:36 AM1 votes

All the changes are going to be a lot different by the time they actually get implemented to live. These are just the starting point that they are going to work out.

Rustling Bush10/29/2015, 4:52:21 AM1 votes

they're also nerfing graves aa range, i think they nerfing adc because they can do nearly the same amount of damage a assassin can do while being ranged or something along those lines.

Mcprowlington10/29/2015, 8:06:15 PM1 votes

Pretty happy with this change, actually. They could've just nerfed her rocket attack speed by 15% and walked away, she'd still be viable and probably even strong. Instead they compensate her by buffing her frequently complained about passive duration by 50%, and give it a 15% MULTIPLICATIVE attack speed modifier that stacks.

I'm not even mad. I'm not sure if this is even a net nerf and if it is I gladly accept it in return for some added flavor and differentiation.

So for Jinx to deal as much damage with Fishbones as with PowPow, she will need to hit at least two people with each of her autos, which is probably not gonna happen.

...naw, you've gotta be trolling. No way you just said this.

kirbyzama10/30/2015, 12:12:54 AM1 votes

If I remember correctly she already has low base attack speed because she was supposed to have lower dps with the rocket. Now its just more accentuated. My only thing is that she still has that low base attack speed. Its ironic that the champ who has the most in-kit attack speed steroids in it benefits arguably the least from the stat especially now that she slows her own attack speed. If this does turn out to be a harder nerf then they expect a buff to her base attack speed would be nice rather than changing the % slow on the rockets which was the intention to begin with.

disregardable10/29/2015, 4:49:53 AM1 votes

The only reason you should be using fish bones in teamfights NOW is when you're able to hit more than one person (when you can get in range of minigun, obviously). If it's really a problem for you, you could always skip the BT and grab bork. But I don't think it's that huge of a nerf.