Time for Jhin Feedback
Hello community. I thought I would share my thoughts on Jhin; possible bugs and things I would like to see changed. I've played a decent number of games on him, and while they are certainly not the highest quality games, I've managed to get 57695 points with him (lots of games) so I think I can say I have a fair handle on his play style.
I was originally going to include strengths and weaknesses, but that will have to wait for another time because this is probably going to be long enough as is.
I few things I would like to see added/changed about his kit.
First, I would like, at the very least, a timer to show up no matter how much ammo he has left showing when he will begin the reloading process. There are tactical times where I do in fact want to sit on my 4th shot and not reload, but there are also times when I would like to have more than one shot left in the chamber. I realize that this is an intended weakness of the kit. My problem is that I don't have the information about when the reload will begin unless I only have the last shot available; its this lack of information that I have a problem with. A timer in the passive window would solve this.
Second, I would like, as an opponent, to at least see his W debuff above my ability bar. It would be far too busy and distracting to have it constantly appearing where it does for Jhin, but again, not giving this information to the opponents is actually incredibly unfair. If I'm facing an enemy Jhin, I would like the information regarding when I'm going to get snared and when I'm not. And for those wondering, a Jhin in the game would mean the debuff is always applied to opponents; if it was done any other way it would give away Jhin's position.
Third, and I don't actually see this happening, is to give him the ability to use Q to clear wards, teemo shrooms, etc. Taking out a pink ward takes approximately 7 seconds with Jhin; and this is something that never improves over the course of the game. I mean, yikes. Intended weakness? I'm not so sure. If its too much for normal wards, maybe just pinks so we can take it out in one rotation (assuming we find the pink with full ammo)? Again, I don't actually expect that one, but it would be nice.
Possible bugs.
I'm loathe to admit some of these, because if they are actually unintentional, then all three of these things are going to decrease his power. Its my hope that he would be buffed in other places to compensate, but that is certainly beyond the scope of this post.
The first possible bug is with his Q. It is suppose to gain damage if the previous bounce killed its target, but I have noticed that if the grenade hits a target, you auto and kill the target before the next bounce, it increases the damage. It has happened on ranged minions, the first bounce failed to kill, but after completing an auto, the second and third ranged minions would die. It isn't consistent, but I have noticed my Q killing things I don't think it should have a few times.
The second possible bug is that his 4th shot's %missing health damage isn't capped vs monsters. Its possible, even at early levels, to hit last shots close to 1000 damage. I'm not sure about this one; it would mean Jhin is one of three champions (the others being amumu and poppy) who doesn't have % max health damage capped vs monsters. I could understand why it isn't capped, I just don't know if this is intended or not.
The third possible bug is Jhin's bullets from his ultimate hitting outside of the designated range. More specifically, the bullets seem to be very forgiving when fired on the side edges of the ultimate and I often get hits that don't really look hits before I fire. Long story short here, the ulti range indicator isn't matching up with the bullet hit boxes when the bullets are fired in the extreme left and right sides of the ultimate.