Reminder that the jinx "nerf" actually improves her

Creamy Seaman··4 votes·517 views

We wanted to change some numbers and the changes were very insignificant if anything they made her stronger late game. It's time to nerf the range on her fishbones and reduce the speed of her rocket. OR reduce the execution damage until she hits level 16.

11 Comments

IcyPepper4 votes

Only in the late-game. A weaker early game can really impact a champion, especially adc's (who have the weakest early game, hence why they tend to have supports).

It improves her late-game, yes, but it was a shift of power, not a gutting. Not all nerfs have to be just reducing numbers, sometimes it's just shifting power about.

However, I have no comment on Jinx's power. I just wanted to speak my piece about Rito's nerfing.

ProfDrDeath1 votes

Only in the late-game. A weaker early game can really impact a champion, especially adc's (who have the weakest early game, hence why they tend to have supports).

Actually, not all ADCs have weak early games to the point of needing a support to survive. Certain ADCs have enough tools to survive (and even thrive) when laning alone. Examples: Corki - Regularily seen as a mid laner last split. Could build like a bot Corki or more poke oriented. Ezreal - Faker's mid Ezreal. 'Nuff said. Graves - Should, in theory, be able to top lane, especially against melees. Quinn - A common top laner, and also stronger there than bot statistics-wise. Vayne - God, how I hate facing her as a top laner. PTSD.

Basically, for a solo ADC, you'd want someone who can get away from potential ganks and who scales well with XP, in addition to gold (in a lot of pro games, mid laners and sometimes even top laners actually have more CS@10 and @20 than the bot ADC).

The reason ADCs go primarily bot with a support nowadays is rather that, of all possible champion classes, they are the ones most able to share XP with the support. Autoattack damage statting (AD, AS, Crit, ArPen) is set-up in a way that makes purchasing items way better than simply leveling up (a level in a spell = ~60-80 increase in damage, just from the extra level. DPS increase from leveling = ~2-4 points -- you only get about 3 AD/lvl on most ADCs, and base stat-intrinsic AS is only around 1.0@18).

IcyPepper1 votes

Yeah, you're right. They can all solo lane just fine (not sure how'd they fair solo bot, but I've seen it).

Vayne bot tends to have a weaker early game, but it's just evil to take her against bruiser/tank top laners...

Critmaster Garen2 votes

yea, i dont understand either why the 10% as buff lategame was necessary.

her lategame was already over the top strong. even compared to other hypercarries.

Sightless667 votes

She rarely made use of the minigun late game, so giving her a small increased incentive to use that late game was acceptable when the nerfs she got were significantly larger and impact a larger portion of the game. She still doesn't seem to be outstripping other late-game carries like Kog, Twitch or Vayne (her winrate late game is less than any of theirs), so it's not an unreasonable change.

CreationFlaw2 votes

{quoted}

She rarely made use of the minigun late game, so giving her a small increased incentive to use that late game was acceptable when the nerfs she got were significantly larger and impact a larger portion of the game. She still doesn't seem to be outstripping other late-game carries like Kog, Twitch or Vayne (her winrate late game is less than any of theirs), so it's not an unreasonable change.

She also has an easier laning phase and she's not really weak throughout any portion of the game, whereas Kogmaw has 500 base range and his W is on a long cooldown, so until he gets to lategame, his damage is kind of risky at times.

Sightless662 votes

She also has an easier laning phase and she's not really weak throughout any portion of the game,

You can argue that this may be a flaw of her design that should be corrected, but that isn't really relevant to this specific balance change. The problem being addressed is that she doesn't have to use all of her kit later in the game. In fact, given that this patch also contained nerfs to her early game that makes her attack speed significantly weaker, I'd argue she's actually pretty vulnerable to being all-inned. She'll lose a lot of fights unless she can get poke off beforehand. It's not an unmitigitable weakness (which is a good thing), and maybe it needs to be emphasized a bit more, but it is a problem she has.

I actually like Kog's midgame a lot, and champion.gg does suggest that he gets a big power spike there. Once he has his sheen, he can threaten a good amount of immediate damage and he gets a bunch of procs from his ult. With just a triforce, he can be a lot scarier than quite a few IE carries. He does fall off again once assassins and divers start hitting their strides, but it isn't like he's just plain weak or unreliable until the lategame hits.

Cloud2731 votes

{quoted}

She rarely made use of the minigun late game, so giving her a small increased incentive to use that late game was acceptable when the nerfs she got were significantly larger and impact a larger portion of the game. She still doesn't seem to be outstripping other late-game carries like Kog, Twitch or Vayne (her winrate late game is less than any of theirs), so it's not an unreasonable change.

Where exactly are you getting this information about her late game win rates? And even if what you say is true, that information is irrelevant. It's her overall win rate that matters, not just her late game.

Sightless662 votes

Where exactly are you getting this information about her late game win rates?

Champion.gg. One of the metrics they have is winrates based on game length. It is worth noting that only Platinum and higher games are used in their metrics.

And even if what you say is true, that information is irrelevant.

Not for what I was responding to. He claimed her late game was "over the top strong" compared to other lategame carries. If I'm responding to that, then her lategame statistics are relevant.

It's her overall win rate that matters, not just her late game.

If so, then the changes were a success. She got a nerf overall, and her win rate went down. The goal was accomplished even with the slight lategame minigun buff. Given that the minigun buff helped to address a design problem, and the overall nerf helped to address a balance problem, I'm pretty happy with it.

Matezoide2 votes

Jinx is a hyper carry, so her late is fine.

The problem was her great early game and fantastic tower pushing at every point in the game, which were both toned down.

atomicwit1 votes

{quoted}

We wanted to change some numbers and the changes were very insignificant if anything they made her stronger late game. It's time to nerf the range on her fishbones and reduce the speed of her rocket. OR reduce the execution damage until she hits level 16.

Are you suggesting every game goes to Level 18 and max items? It's a fairly obvious nerf for most of a game's duration and I personally don't think she is OP anymore.

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