Does anyone else feel that Jinx's ult is a bit underpowered for the early game?
While she technically is a hypercarry and is meant to scale late game, I personally feel that her early game struggle may be too much for her to get going.
usually level 6 is an ADC's first big power spike. But not necessarily for Jinx. Her ult is required to be fired from decent range in order to to deal its fullest amount of damage. It is balanced around sniping a champion cross map or picking off stragglers from a fight. But durring the fight, it doesn't hurt as much nor in the early game. An ult made to damage should not deal less than a basic would while having a cast time. I know point blank ult was an issue and caused the massive damage reduction, but honestly her ult is meaningless in the early game especially in lane. Since it is considered an execute, the damage is partially made up by the missing health. But again, this requires range to be fully effective. With Jinx having no mobility unless someone is killed or a tower dies that she damaged within 3 seconds, she can't get that space for an effective ult.
Suggestion
- Make her ult scale total AD not just bonus. And make it so it has a decent minimum damage that is at least equal to her basic attack damage (minigun not rocket form) for a point blank impact. But have the total damage keep around the same as it is now. I should be able to utilize my full kit in any fight without making myself a sitting target for a payoff of less than a basic attack would have and a 90/75/60 second cooldown.
never existed in season 5. So maybe a future buff will be thought of since now there is a way to counter crits. And I agree her traps need to arm faster.
if you prefer a better long range ult with better purpose.