Jhin Changes

Brutalitops01··1 votes·683 views

So several people think different things of Jhin. Some think he's completely broken and needs heavy nerfs. Some think he's extremely weak and needs some buffs. I think he is currently in a state of unbalance and needs both nerfs and buffs to make him viable. His Main Weaknesses These are the things Riot intended to balance him, but they might be going a bit too far.' Slow reload time: he spends 2.5 seconds reloading, with no way to lower that no matter what, after every fourth basic attack. And while yes, these four hits hurt, he has no damage while reloading, and a 2.5 second reload time is a huge window for people to capitalize on it and burst him down. And as he lacks mobility, it's not that hard for people to get onto him and kill him. As marksmen become more popular, so too do assassins because they can burst the squishy, immobile targets before they can really do anything. And all Jhin can do, especially while reloading, is bend over and hope they aren't too rough. Lacking mobility: again, in an assassin ruled meta, if he can't at the very least kite away from the assassins and outrange them, he's just going to be 1-shot. He can try to run away, but he doesn't have the speed to. Low ability damage: his Q does next to no damage unless you stack it up on minions first, his W literally only exists to snare people and maybe try to long range snipe when your ult is down, his E is extremely unreliable damage, and his ultimate deals a lot but is extremely difficult to hit unless your team has full control of the fight. Crit damage is lowered by 25% overall: not that huge of a deal, except that Infinity Edge is putting you up to 187.5% damage on crits rather than 225%. It makes the item, though good because you want to get a 100% crit chance build, just poor and often makes it get switched out for a cheaper item that'll actually help him more. How I would fix these problems: Reload time: make his reload time lower based on level, down to maybe 1.5 seconds. Lack of Mobility: increase the movement speed he gets from crits and increase the attack speed to movement speed conversion. Low ability damage: buff Q, W, and E base damages and maybe make E a little easier to hit (maybe when you kill someone the trap that spawns and detonates on their death location has a lower timer?). Make it so that his normal crits deal 175% damage flat, increased to 225% with IE, and make it so his big crit still deals 25% reduced damage from a normal crit (so it would still deal 187.5% damage with IE).

However, these buffs can't come without nerfs, or else Jhin will become dominant and destructive. Jhin's Main Strengths The things Riot intended to be what makes him good and worth playing, but when you get ahead they just go out of control and make him seem legitimately overpowered. High attack speed and crit chance to AD conversion ratio: just like it says, he gets too much AD from crit chance and attack speed. I've gotten over 1000 AD on him, and it's not even that hard. Jhin is a snowball, and once it gets rolling, it doesn't slow down. However, if he never gets rolling, he might as well AFK because he doesn't do enough of anything to be relevant. High E scaling: while yes, his E is extremely unreliable to hit, if it does hit it's not going to feel good. I've had a Jhin Blitz lane before where I just pile a ton of traps in a single spot in a bush, Blitz pulls the enemy onto the traps, and just keeps them there long enough for the traps to explode and take them from around 70-80% hp to 0. Yes, his E is unreliable, but it does way too much damage if it can get it off. How I would fix these problems: simply lower the crit chance and attack speed to AD conversion and lower his E damage.

6 Comments

DrNova1 votes

Lower his damage while still having no reliable escape and low move speed.

No thank you.

Brutalitops011 votes

Lower his crit and attack speed to AD conversions while increasing his ability's damages and increasing the movement speed he gets from his passive. Yes, he's still going to get screwed over by assassins, but he's at least going to be doing a bit more before he dies.

DrNova1 votes

{quoted}

Lower his crit and attack speed to AD conversions while increasing his ability's damages and increasing the movement speed he gets from his passive. Yes, he's still going to get screwed over by assassins, but he's at least going to be doing a bit more before he dies.

His skills are more supplements then leaned on for damage, outside of snaring in a trap, which does pretty good damage already. Especially the double trap stack. Ouch.

His Q is mainly for waveclear, though if you set it up right it can chunk an enemy laner quite well.

His W is more of a utility, snare on traps, snare enemies hit by allies to help then chase or escape, and sometimes a long range assassinate on a low HP fleeing opponent.

His devastating crits are his core damage. I would prefer not buffing his spells, which aren't used mainly for damage output, in exchange for nerfing the only thing that makes him stand out.

You want to turn the ad caster into more of a caster with ad scaling, and as a jhin player this would ruin him.

WinBoat1 votes

Have you guys even played Jhin? Honestly?

Really, he's about fine, it's a matter of using him correctly. I can destroy with him.

By the way OP, you can use skills while he's out of rounds.

The buffs I would make would be more so to his traps which is his E. The damage is fine if you max them first, and so forth, but I'd make the detonation time they explode go off a lot sooner. That will fix his E completely. People will then be slowed and damaged instead of just slowed and waltzing on out of the small range. Second buff to the E I would make is possibly increasing the trap range radius, but I'll more than happy be fine if they lowered the detonation time.

Q is fine as is, it's intended to be used in a certain way and should stay that way. If you're going to complain about the damage output, might as well complain about my favorite champion Ekko's damage output on his Q and how it does crappy damage unless it comes back for the 2nd hit. If you play him correctly, you'll lower the minions HP, and last hit them with Q which increases the damage per kill between bounces. If you cant do that, then you might as well not even play Jhin.

W DOES NOT need a buff. If you increase the damage on this skill, all Jhins in the game will just stay at their turret and spam W and destroy you easily. Increasing the damage on W would be game breaking almost cause Jhins can exploit this due to the incredible range. W of course is used to stun. Auto, then W. Or.... Have a trap placed and if they go over your trap, you can then stun them with W on the trap and get the damage from the trap exploding.

E I already covered, you can decrease the detonation time it explodes, that would be the best buff possible.

R I have no problems with.

Jhin is unique, and should be played correctly for his max potential. Sneaky from C9 did not even play Jhin correctly when it came to trap placement. If he had executed the traps well, then sure, but he didn't against the Immortals.

Remember you can have quite a few traps out. Sometimes its best to place them around you incase of a dive. It will slow the enemies, you can even then W for the stun. If you gonna be ganked under the turret, the trap placement is a awesome tool to use.

IxtaliKing1 votes

For real, the more I play Jhin the less I feel like he needs any buffs. I've played around 30+ games with him and he's already my best adc. Reducing the E detonation time is probably the best thing that could be done for him, it feels wrong watching a Caitlyn with no boots walk straight over your trap and take no damage.

Brutalitops011 votes

All of these points were outlines in Redmercy's video here: https://www.youtube.com/watch?v=mDju_kmgkFY and while he is going up in win rates as people learn him, he still has among the lowest win rates in the game. I'm just saying some buffs to make his abilities a bit more useful and some nerfs to the overall AD he gets in a game might be good for him to be in a better state of balance. Yes, his Q is good for waveclear, but for teamfights it may as well be useless. W is balanced by being hard to hit, so if it's so hard to hit, it should be useful for a bit more than a snare and maybe executing a low hp target while your ult is down. I will admit it doesn't need huge damage buffs, but hitting it should do more than just maybe snaring the enemy. E is so unreliable in how it's used, but it deals too much damage for it to be made more reliable. I'm saying lower the damage but increase the reliability, make it easier to hit without them just walking out of it when they don't even have any boots at all. His ultimate is pretty good as is. All I'm saying in this post is his weaknesses make him fall too far behind if he gets even a small amount behind, while his strengths make him almost too strong if he can get ahead even by a small amount. He's an unreliable and unpredictable champion, and that's the balance behind him. You're guaranteed to not be doing all that much in some of your games as him, but the more I play him as people get better at playing against him, the more I feel that some buffs and nerfs are justified to make him less reliant on snowballing. As he stands right now, you get fed then pick up a Runaan's Hurricane 3rd or 4th item and just auto attack in teamfights, using ult to pick off stragglers and w to keep the enemies close enough that you can hit them but far enough that they can't hit you and just basic attack. You say he's unique and interesting, but really he's no different from Kog'Maw except he deals more damage with each hit and attacks slower.

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