How to make Jinx less sucky to play
Hi there
I am a jinx main who loves the champion. Jinx has been out of the spotlight for a long time now, and i believe i know how to make her feel less sucky to play while not breaking her. With loads of virtually "instant-appear-on-top-of-you" champions in the meta such as jarvan, talon, rakan, zed and kayn it can be dishaeartening to play as an adc on the low end of the mobility spectrum. Especially if your champion feels clunky and unfulfilling to play. The fast paced engages brings me to jinxs primary "save me" tool.
Flame chompers. This is the only defense jinx currently has vs any and all engages. The new change to the traps, stopping enemies in their tracks when they try to traverse them with jump, dashes and whatnot was definitely a step in the correct direction. However having played perhaps 100 jinx games since that update, i have only been able to make use of this 2 times. Why? One fatal weakness of the flame chompers. Activation time. The reason flame chompers feels so bad to use, is that throwing them down to ward off a gank or an engage is futile because in the 0.7 seconds it takes for them to prime, enemies will already have traversed them. I propose a very small buff to the activation time, perhaps from 0.7 down to 0.5. The small fraction of a second will make the traps feel more responsive and actually work as a tool instead of a desperate "cross my fingers that this thing works" attempt at saving yourself.
The other thing is really just a QOL change. Switcheroo is an awesome mechanic, and very fun to play with when it works. However, in hectic teamfights, when you dont have time to look at your abilities, it is very easy to mess it up. Im talking about switcing from minigun to rockets for 1 rocket, then back to minigun. You see, there is a "lockout" period when you switch from minigun to rocket shot, that puts switcheroo on cooldown for a short time. This means that when you are popping off with Get Exited, firing at 200 rpm, you cannot fire just 1 rocket and then switch back. It becomes a huge hassle as this completely ruins the flow of combat and feels extremely clunky to play with, as you will be firing away with minigun, and now you need a single rocket, so you press q, fire rocket, then you press q again. Wait, i was in cd period, and the switch didnt happen. Now i am still firing rockets gallore because i pressed q expecting the switch after just one rocket.
Cooldowns after toggles are a huge bother, serves no one, and really doesn't add much in terms of balance other than annoying the one playing the champ. Really all that is needed here is the possibility to switch to minigun after 1 rocket. It is incessantly annoying, and has cost me so many teamfights it is not even funny. I believe removing this truly unnessesary cooldown, would vastly improve the flow of combat and make jinx feel infinitely less clunky to play. If the cooldown truly is there for balance purposes, the next best thing would be to allow us to queue up the toggle. So that if i press Q when a toggle ability is on cd, toggle it as soon as it becomes available. Perhaps make an option that you can opt into from the esc menu, if someone would be thrown off by this (ability spammers).
Feel free to discuss.
-Alco