Jinx needs a nerf
But not a flat damage nerf, rather 1 that creates choice for different situations. The other problem is the fact she cannot go oom even if she spams all her abilities, in particular Zap!. When it comes to managing mana, she has like almost no management required.
1st thing: I'd change_ [W] Zap!_'s mana cost from 50/60/70/80/90 to 100/120/140/160/180 but have it restore half the mana cost if it hits an enemy champion. That way if Jinx keeps whiffing with her W's poke she gets punished for missing; not just being able to spam endlessly.
2nd thing: Change to her [Q] Switcheroo! - Her minigun would no longer be able to critically strike but would get bonus scaling with attack speed; The idea is the minigun would be for taking down objectives, and fighting tanks as it would deal good sustained damage, at the cost of crits.
Her Rocket launcher would have not scale with attack speed, but would always crit and deal bonus critical strike damage equal to 50% of your crit chance, beyond the usual crit damage cap of 250%. The idea here would be to use rocket launcher to take down vulnerable targets and also be the ideal choice for kiting targets, as the damage is higher and therefore better suited for short spurts of damage.
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These changes would diminish her early game dominance somewhat, but as a hyper carry she should not be dominant early game. She is a "god teir" champion for a reason; these changes would better define how her skills should be used and stop the situation we have now where she is either always banned, or pushes super hard in lane. Towers are squishy enough, but with Jinx they're made of tissue paper.
then