An idea to balancing Jinx once and for all.
(Win rate and popularity) - If you didn't know, Jinx is the most popular champion at the moment this month in ranked solo queue in North America right by Graves and Thresh, who are also quite popular.
As you can see here, her popularity is extremely high: http://www.lolking.net/charts?region=na&type=champion-popularity&range=monthly&map=sr&queue=1x1&league=ranked
While her win rate, is also quite high, number 7 in the top 10 highest win rate champions this month.
And as you can see her popularity bar, the purple one, is extremely high, as is the green bar, representing the win rate.
http://champion.gg/champion/Jinx
Something even crazier is if you look over to the right you can see her win rate by each patch and guess what? It's steadily rising while her popularity goes higher at a different pace than the win rate.
Now the thing is that this I know has been going on for a while, her popularity has always been extremely high and her win rate, I've actually never seen it go below 50%, which to me is a problem because usually an extremely popular champion will leave gaps open for noobs to screw over the win rate, but that's not really happening here, is it?
Also, I hear many people complain about things other than the win rate, her rockets having a large amount of AOE and her passive, is mainly what I hear people complain about.
So here, I have an idea, and all the changes are going to be in bold.
(Changes made to Jinx) - Get Excited!
Whenever an enemy champion or structure that Jinx has dealt damage to within the last 3 seconds is killed or destroyed, she gains 175% movement speed.
Switcheroo! COOLDOWN: 0.9 Pow-Pow, the Minigun TOGGLE ― POW-POW: Jinx's basic attacks grant bonus attack speed for 2.5 seconds, stacking up to 3 times, with the first stack granting twice as much attack speed. The stacks decay one at a time when she stops attacking. Switching to Fishbones, the Rocket Launcher Fishbones will not clear any active stacks, but they will not grant attack speed after her first attack.
INITIAL STACK ATTACK SPEED: 15 / 27.5 / 40 / 52.5 / 65% SUBSEQUENT ATTACK SPEED: 7.5 / 13.75 / 20 / 26.25 / 32.5% TOTAL ATTACK SPEED: 30 / 55 / 80 / 105 / 130%
Fishbones, the Rocket Launcher ― FISHBONES: Jinx, at the cost of varying mana per attack, gains bonus attack range, also dealing 10% AD bonus damage and making her basic attacks splash. The splash deals full damage to all enemies in a 125-radius area, and the bonus damage to her target and the splash damage both scale additively with critical strikes.
BONUS RANGE: 75 / 100 / 125 / 150 / 175
MANA COST: 30/28/26/24/22
Zap! RANGE: 1500 COST: 60 / 70 / 80 / 90 / 100 MANA COOLDOWN: 11 / 10 / 9 / 8 / 7
ACTIVE: After a short delay, Jinx fires a shock blast that deals physical damage to the first enemy hit, granting sight and Slow icon slowing the unit for 2 seconds. PHYSICAL DAMAGE: 10 / 60 / 110 / 160 / 210 (+ 140% AD) SLOW: 20 / 30 / 40 / 60 / 70%
Flame Chompers! RANGE: 900 COST: 50/55/60/65/70 MANA COOLDOWN: 24 / 22 / 20 / 18 / 16
ACTIVE: Jinx tosses out 3 chompers that, after a 0.7 seconds arm time, explode on contact with enemy champions dealing magic damage over 1.5 seconds to enemies within 50-unit area. MAGIC DAMAGE: 80 / 135 / 190 / 245 / 300 (+ 100% AP) MAX. SINGLE-TARGET DAMAGE AGAINST CHAMPIONS: 160 / 270 / 380 / 490 / 600 (+ 200% AP) The champion that sets off the chomper is also Root icon rooted the same duration. Chompers explode automatically after 5 seconds. A single champion can only set off a single chomper, but can be damaged if they remain in range when they explode.
Super Mega Death Rocket! RANGE: Global COST: 100 MANA COOLDOWN: 120 / 90 / 80
ACTIVE: Jinx fires a rocket that travels in a line, exploding on a 225-range area around the first enemy champion hit. The primary target of the explosion takes full damage, while nearby enemies take 70% of the total damage. Enemies caught in the explosion take physical damage equal to a base amount, plus a percentage of their missing health (max. 300 vs. minions and monsters [2]). MINIMUM PHYSICAL DAMAGE: 125 / 175 / 225 (+ 50% bonus AD) (+ 25 / 30 / 35% of enemies' missing health) The base amount of damage increases by 1% per 15 unit the rocket travels over the first second, for a maximum of 100% bonus damage (200% total damage), and the missing health component is individually taken by the targets[3]. MAXIMUM PHYSICAL DAMAGE: 250 / 350 / 450 (+ 100% bonus AD) (+ 25 / 30 / 35% of enemies' missing health)
(Explaining why I think these changes would be good) - Now, to make it clear on where I'm going with this, I'll explain.
Jinx's passive to me is not the issue with her so no changes would be made to it.
But Jinx's Q on the other hand to me is a very big issue.
Her minigun to me is fine, yes it gives her insane attack speed, yes it helps her destroy turrets easily, but to me she can't go abuse turret destroying without bullying someone out of the lane and her attack speed can get crazy, but Jinx has an extremely low base range making it where she's going to have to put herself in a very dangerous situation to actually abuse it when fighting against someone else.
Referring now to Fishbones, the issue to me here, is that Jinx is just too strong early on, she's on par with Draven in terms of lane bullying due to her rockets and that's what I think needs to be changed.
By making it where each time she fires a rocket it's going to cost 30/28/26/24/22 mana, each time you level up the ability the mana cost goes down, it'll make it where Jinx can't just mindlessly bully a person in the early game or even mid game without going OOM, but it'll make it where she can still contribute a lot to teamfights by the mana cost not being as high as before, because let me tell you, it WILL stack up over time and the mana cost will soon be something Jinx players will have to pay attention to, also, since Jinx is amazing in teamfights, but also just a bit safe by spamming 700 range AOE rockets that can critically strike and do bonus damage, I think reducing the radius of the rocket's blast would make it where people don't have to sit five miles apart so their entire team doesn't get destroyed.
Zap to me just needs a longer cooldown and mana cost, for how much scaling it has, personally I just find it too strong to be at that low of a cooldown with an early game mana cost that isn't too bad, but 60 mana early on, only 10 up from before, will make a difference in how much Jinx can harass, along with the cooldown.
On to Flame Chompers, my only reasoning for raising the mana cost is because I see Jinx players constantly throw it out for no good reason and to me there has to be a price of a medium mana cost for throwing out an ability that can zone entire teams like that.
And finally Super Mega Death Rocket.
To be clear I don't hear as many people complain about this as the other stuff, but to me, it's far too strong to be on THAT low of a cooldown and by raising the cooldown it'll mean that if Jinx misses the rocket, then she's going to be greatly punished for it, but if she does land it, she'll be greatly rewarded, just by increasing the cooldown it'll limit Jinx's ability to go pick up kills all the time because it's one of the best execute abilities in the game as it can wipe out entire teams easily, which also relates to the damage taken by others in the area being reduced from 80% to 70%, simply because it also creates that vibe of teams having to split 5 miles apart to not get hit by an ability like it which to me is absurd, why? Jinx has insane zoning with ALL her abilities, for her ultimate to then split teams apart is a bit much because the rest of her kit is already strong enough to where her ultimate shouldn't create this intense amount of pressure to the enemy team to not get caught out by it along with other teammates, even so, 80 seconds will not be that much in the late game because most people can stall teamfights so Jinx will have it up, however, in the early game limiting it to 120 seconds will make it where players WILL have a chance to fight back if Jinx misses her ult as that'll leave a large gap available for damage, closed.
(Final thoughts) - Anyways, this is just how I feel we should balance her, increase her mana costs, lower the radius in which damage can splash to, and also increase the cooldown slightly on W but greatly on R to limit her harassment and zoning as it's already absurd.
Still, this is just what I think would be fair, because by doing this I feel that the community would actually feel Jinx can be gated by certain things which doesn't feel like the case now.
So, if you made it all the way to here, then congratulations! Have a
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Also, give me feedback on what you think, if this would destroy her, fix her, if you think she's fine, etc, and maybe if this isn't 100% the solution, then we can bounce off of each other's ideas and come up with something different. :D
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