Jinx needs to be toned down

RedTrinketGoneHa··2 votes·893 views

We nerfed Lucian a little so he's not a complete pain in the ass while still being viable.. Now it's Jinx's turn,

She is the only ADC that has:

Long Range Passive AS Steroid (that is on no cooldown and gives more AS than trist Q) Hard CC (on a fairly low cooldown for an ADC) Semi-Hard CC on Slow 70% Mega MS steroid on kill/assist (Impossible to escape) Extremely high damage ult (that also scales on missing health) Very high base/scaling on Zap! ( It's an adc skill, and auto attacker skill with extremely high base and scaling damage)

Need I say more? I mean I really don't like going vs Jinx and I'm sure a lot of others don't.

Not a QQ thread just suggestions for nerfs...

Tone down Zap! Reduce Passive MS by 40% Reduce Q AS increase to 70% Tone down Missing health scaling on ult.

4 Comments

Mozi Godsend4 votes

Jinx is probably the easiest gankable adc next to kogmaw.

almost every other adc has a dash, an ability to go over a wall, a blind. you know how hard it is to secure kills with jinx? or how risky it is to push a lane early game while your support has yet to afford a sightstone? any lvl 2-3 jungle gank is lethal to jinx. especially when she doesnt have her chompers yet.

even then, jinx chompers need more skill than most other cc abilities on any other adc i can think of. you have to place them perfect. they have a .5 delay AFTER they fly though the air giving them -close- to a second to react to them. you can easily flash over them, ezreal can just tele past it, tristana can still jump over them and secure the kill, while getting rooted where she lands. tryndamere can just spin right through them. and thats IF you place them right.

her zap lowers her dps immensely. it is NOT an item to use during an all in engage. that 1 second delay i could have gotten 2 crits off my minigun, at least 1 for 3 times as much dmg. not to mention any minions block it. the only time Zap is viable is to use it right before an engage or right after.

her Q does have a permanent AS boost, but you still have to wind it up. not to mention, almost every other adc outranges her minigun, even tristana at lvl 1 passive. cait pushes her out of lane hard, really hard. by the time you can get in range with your minigun, you have already taken 1-2 AA's from the enemy adc. its either that or you peel yourself with your rockets which have considerably lower dps on single targets, generally ONLY good for kiting or poking and even then most champion's gap closers activate just within range of rockets so one shot from her rockets, j4 for example will be on her. the range really isnt that far.

her ultimate is also not great. a fed caitlyn will ult you to start, putting you down up to half hp or even more (if she is REALLY fed). if you try to use jinx ult while your target is full hp, its a tickly. very situational ult. and it has a rather large delay on it as well. most times she just wont be able to use it if she gets pounced on. Her ultimate is easily dodge-able and very predictable. unlike ezreal's ult which can shred through EVERY enemy if they are in its line, jinx ult explodes on the first enemy hit, so healthy enemies can take the hit with minimal dmg thanks to it scaling off of missing health.

disregardable1 votes

Your complaints are a bit exaggerated. She isn't one of the easiest ADCs to kill, and her skills actually provide more utility and strength than a lot of other ADCs. Still, her skills do have weaknesses and counterplay as you pointed out. I think your note on her ult was actually really important. It's the reason I die to Twitch so much. Similarly to Graves, I would describe her as a strong all-around, snowballish AD Carry that is short of overpowered or nerf worthy.

The rockets are extremely effective for last hitting for free, by the way. In games where I don't trust my support/team, I can easily go 80% of the game with my rockets on.

MotherChurch4 votes

Jinx is fine. She is actually very balanced right now.

Rebonack2 votes

Roots aren't hard CC.

Hard CC includes displacements, fears, charms, and stuns. All effects that cause you to lose all control of your champion.

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