Couldn't you make Jinx's W damage scale up with enemy bonus health?

Sèx Craved Eve··6 votes·1,184 views

I understand why you were thinking of buffing it to begin with. It can be blocked by a tank who will take miniscule damage from it. Increasing it's damage based off of an enemy's health being a percentage higher than Jinx's health would make sense for this, no? That way, other ADCs will have no reason to cry about the changes again, getting them cancelled. Just a suggestion.

18 Comments

KONO RUBICK DA3 votes

jinx is picked by deft 3 times in a row and destroys kalista and lucian

buff more pls

Sèx Craved Eve1 votes

[{quoted}](name=Negan fanboy124,realm=EUW,application-id=3ErqAdtq,discussion-id=a9AZOnub,comment-id=0001,timestamp=2017-04-17T22:37:42.403+0000)

jinx is picked by deft 3 times in a row and destroys kalista and lucian

buff more pls

It's fucking deft.

edit: It's fucking deft on a team structured to play around a jinx. To say she's too good for a buff after that one game would mean you would have needed to completely analyzed what happened in that game. Did deft's jungler or laners intervene in the laning phase cause jinx to get ahead? Did the enemy team screw up in a team fight and get jinx fed? Who took the first tower? Did jinx get solo gold? Could the enemy team not engage upon jinx meaning she could freely do what she wanted? Did jinx scale into a monster because the game dragged on too long?

In the future, save downvotes for someone who doesn't know what he's talking about.

I'll settle for short and sweet comments like, it's fucking deft, over these long winded ones every time.

KONO RUBICK DA5 votes

and fact that the fcking deft consider picking jinx should tell you something

jinx has 50% win rate and 10% pick rate why the fuck would you buff her?

she is strong, she works, she doesn't need buffs, we don't want 54% win rate jinx that we had from 2013 to 2016

D3m37r11 votes

Oh god please no. Especially with people saying tank meta gonna come back.

Ralanr2 votes

People said Mundo would become trash early in the marksmen update because of Executioners. When it was released, Mundo reached a high winrate (because people forgot to build it).

People can be very wrong.

KONO RUBICK DA2 votes

same for swain and he got nerfed

i went to check the pick rate of executioner and it was 1.89% what a joke but that's what happens when you balance healing around an item

Ralanr2 votes

Kinda just seems like too niche of a buff.

Sèx Craved Eve2 votes

{quoted}

Kinda just seems like too niche of a buff.

She's really bad right now. She kinda needs something that won't break her, but at least help her deal some damage.

Ralanr1 votes

Idk. I've been watching a bit of phylol and he predicts she's going to be stronger this patch.

Sèx Craved Eve1 votes

{quoted}

Idk. I've been watching a bit of phylol and he predicts she's going to be stronger this patch.

This patch or next? Next patch makes a bit more sense. This patch is mostly just Bork abusers.

Ralanr1 votes

Next patch. My bad.

ScissorsNstuff1 votes

can you link to what makes you bring this up?

ValyrianBlade1 votes

It'd make more sense to reward her when she hits her preferred target, rather than punish the enemy for making the proper play.

If you think it's too easy for a tank to intercept, you can do both simultaneously. Either give her slightly increased attack range (+50 range or 100 maybe even, in the form of Caitlyn's headshot) for a short duration or a limited number (1-3) of auto attacks against a target she hit with her W or give her slightly increased attack damage or attack speed (5-10%) against a target hit by her W. Or... just increase the slow percent by 5%.

Sèx Craved Eve1 votes

{quoted}

It'd make more sense to reward her when she hits her preferred target, rather than punish the enemy for making the proper play.

If you think it's too easy for a tank to intercept, you can do both simultaneously. Either give her slightly increased attack range (+50 range or 100 maybe even, in the form of Caitlyn's headshot) for a short duration or a limited number (1-3) of auto attacks against a target she hit with her W or give her slightly increased attack damage or attack speed (5-10%) against a target hit by her W. Or... just increase the slow percent by 5%.

There is absolutely no way to discern a skillshot's intended target. Also, they won't add another Caitlyn like mechanic to a hyper scaling ADC. That would be asinine.

ValyrianBlade1 votes

[{quoted}](name=Dont be Ahritard,realm=NA,application-id=3ErqAdtq,discussion-id=a9AZOnub,comment-id=00030000,timestamp=2017-04-17T23:43:48.856+0000)

There is absolutely no way to discern a skillshot's intended target. Also, they won't add another Caitlyn like mechanic to a hyper scaling ADC. That would be asinine.

I think you misunderstand my comment... Obviously the mechanic can't determine itself whether you hit your preferred target, I meant that the mechanic should be equally or more rewarding against the types of targets she should be aiming at as it is against the types of targets that would intercept it.

i.e. your suggest to scale damage similar to giant slayer would make it stronger against tanks while not helping it against the enemy carries. However Jinx shouldn't be aiming it at tanks, so the change would reward her for playing suboptimally / opponents playing optimally (forcing it to hit the tank).

In comparison my suggestions all reward Jinx when she successfully hits a squishy (by equal or more than when she hits a tank). I don't think it would be asinine to give Jinx +50 range on two auto attacks against a target she hit with Zap, and it would make it slightly more rewarding for her to land zap on a squishy (she can take slightly less risk in getting those auto attacks off, whereas now big deal if you slow the target, if the enemy is ahead you can't just go attack them as the enemy team will crush you). If she hits a tank they'll shrug off those 2 autos anyways. This rewards her far more for hitting the intended target (even though the game doesn't know it directly). I mention Caitlyn as to mention that it would be possible to limit the bonus range to a specific target (not to compare it to doubling the attack range, which I agree would be asinine), as getting +50 attack range by hitting it on a tank then attacking the squishy would also reward her for hitting the wrong target. Again even increasing the power of the slow would reward her more for hitting the intended target than the unintended one (tanks won't care as much about the slow given they often have tenacity and also can just walk out of trouble, whereas a Squishy would be easier for your team to follow up on and at least may make them burn flash or something).

Sèx Craved Eve1 votes

What you're saying makes sense. What you're forgetting to mention is that normally, tanks will be right on top of you. What with their CCs and gapclosers and flashes, etc. Sometimes you can't use it optimally, and in this meta, sometimes is DAMN NEAR ALWAYS. That's what irks me about people that say, "just focus carries". You can't JUST focus carries because they're tank is killing you. You have to kite. But, I do get what you mean.

ValyrianBlade1 votes

[{quoted}](name=Dont be Ahritard,realm=NA,application-id=3ErqAdtq,discussion-id=a9AZOnub,comment-id=0003000000000000,timestamp=2017-04-20T15:26:39.499+0000)

What you're saying makes sense. What you're forgetting to mention is that normally, tanks will be right on top of you. What with their CCs and gapclosers and flashes, etc. Sometimes you can't use it optimally, and in this meta, sometimes is DAMN NEAR ALWAYS. That's what irks me about people that say, "just focus carries". You can't JUST focus carries because they're tank is killing you. You have to kite. But, I do get what you mean.

Yea, I guess what I mean is, if the tank is in your face, then they're doing their job properly. ADCs shouldn't be getting tools to deal with that (a tank being in their face). Perhaps tanks are a little too reliable right now when it comes to getting in the carries' faces, however that's a different problem (ADCs could get tools to avoid letting the tank get in their face in the first place, or tanks reliability at getting in your face could be reduced). However once they're successfully there, we shouldn't be saying "okay, now you outplayed them and got where you needed to be, so they get a second chance to outplay you and kill you anyways.

I agree that a lot of the recent changes especially (and the tanks who are popular) make it harder than ever for the ADC to stay away from the enemy front line. The level of engage present is absurd. I feel like there was a time that the ADC just had to stick around someone with CC because the only people they had to fear getting on them really quickly from range were assassins (and a little cc to lock the assassin down let your team kill them before they could kill you). Now it's tanks and bruisers coming in from range right on top of you - those guys don't go down to just a little CC - then once your team jumps on them for extending on you, their team follows up and all of your allied abilities are on cooldown and can't deal with the damage. I don't think teamfights were balanced around a Poppy or Maokai diving 1v5 in to the enemy team with a 2000 health shield and massive resistances (maybe exaggerating, regardless that's what it felt like earlier this season).

RexSaur1 votes

Dont bother, ppl on this forum think jinx is some hidden broken op pick or something, while she has been tied with tristana for the worst adc in the game spot.

She would be viable with the crit buff but riot reverted it cause of idiots crying about a pbe game.

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