Phreak brings up a good issue about Jinx's kit

Linna Excel··1 votes·1,451 views

https://youtu.be/fi0I419aoBU?t=1787

The short of it is that later on and in team fights, Jinx just wants to stay in rocket form. There's no reason to go into minigun. There's no way to switch to minigun to show skill expression. Being in minigun form costs you waveclear and safety. Phreak is right, Jinx needs incentive to be in minigun form.

I have some options for riot to consider to allieviate things a little so she might want to be in minigun form. Note all of these ideas should be considered separately and not as a group.

  1. Have minigun crits either trigger her passive or give her bonus MS as she stacks AS with it. Basically if she's giving up safety in terms of range, let's give her a chance to move about the battlefield and reposition better. Riot would have to be a little bit careful with the numbers though. If not by cirt then maybe every 4th attack in minigun form gives her bonus MS.
  2. Let the minigun damage scale a little with AS. Basically as you stack it up you do more damage, enough to consider switching out of rocket form and into minigun form. This could be on hit damage that scales with AS, a little bit of armor pen, crit damage multiplier that scales with AS, the old MF W passive where she does more damage the more times she attacks the same target with her minigun, etc.
  3. Maybe give her armor/mr in minigun form that scales with AS. Basically instead of being safer by range, she now has safety in terms of a little beef. Ideally the amount of armor shouldn't be much more than a lethality an assassin has. However I'd also reduce her mobility in this form a little.
  4. Give her sustain in minigun form. This could either be a little bit of on hit healing (+2 life per rank) or on hit mana regain coupled with a slightly higher cost cost for her rockets.
  5. Give rockets a limited supply of ammo instead of costing mana and have attacking in minigun form speed up their recharge. This idea would be pretty rough on its own and would do a lot to change her playstyle so it'd probably need other changes to go with it. But the rockets could be better.
  6. Lower the base damage of her rockets, give them bonus damage against towers and epic monsters, and against other stuff let them put a stack of armor debuff on champions (max 3) that only her minigun can make use of. With this idea, her rockets are still good against big stuff and against champs, they are mainly a tool for softening things up. Doing this would kind of encourage Jinx to go into minigun range to make use of the debuff.
  7. Move the AoE from the rocket to the minigun. Basically make make the minigun like grave's shotgun where it sprays bullets everywhere but she doesn't need to reload. I think that a bullets everywhere fantasy would work great on the weapon and with jinx in general.
  8. Give rockets % armor pen and her minigun a little physical % max health damage. This idea means Jinx would want to use rockets only against opponents that have stacked armor primarily while switching to the minigun for squishies. This means jinx players would need to know who to use which weapon against for best DPS.
  9. Get rid of the rockets mana cost but have 2 different optimal build paths for rockets and minigun. For example the rockets might have reduced AS but have bonus armor pen when you crit, or they are like Ashe and they always crit and the amount of bonus damage goes up based on how much crit% you build, while the minigun form applies on-hit damage twice every 4th attack. So this way you'd have minigun jinx players, rocket jinx players, and hybrid jinx players.

8 Comments

D3m37r12 votes

Or just nerf the rocket launcher

Hayaishi22 votes

Just nerf rocket attack speed. Jinx is a statcheck marksman so you'll never really get the "skill expression" out of her.

D357R0Y3R2 votes

that's not her problem at all

her problem is that she has no downtime where she's weak

Tulare1 votes

I think you're overthinking it. I think one small change would be sufficient. Let Fishbones keep the bonus damage and AOE. Let Pow-Pow keep the stacking AS. Move the range bonuses to Pow-Pow. Maybe reduce the cost of shooting rockets slightly to compensate.

ValyrianBlade1 votes

I disagree. I don't claim to be a great Jinx player, and haven't played her lately - but I did play her quite a bit in seasons 4-6 (was gold at the time).

Rockets are ideal for starting the teamfights, pretty much always. True. However once the teamfights starts going your way / once you kill the first target or two (even if your allies have died), mini-gun can be more effective. The attack speed boost makes it better for single target DPS, which is more likely to be the case towards the end of the fight. You have your passive going, which helps you close the range to start dealing that damage quickly, and then if they create a new gap when your passive falls off you can switch back to Rockets to get more range to finish them and reactivate your passive.

Also off the start of the fight if it's really separated, minigun can be better. I distinctly remember a 4v5 that I won, where as Jinx I hard carried the fights by being fed enough to just stand in the enemy J4's ult and auto attack him to death while drain tanking with bloodthirster, while runaans may have sent spray bolts to other enemies but in general I needed to kill Jarvan before he killed me, the only thing that mattered was single target DPS. He was my first kill in every one of those fights, and in the first couple it was really close that using Rockets I'd probably have died and instead of getting more fed to make it easier, I'd have lost part of my lead and likely lost the game instead.

There are decisions to be made. Just because Rockets generally offer more doesn't mean they're always the right choice...

And the most obvious ones? Baron/dragon/towers when no enemies are around. Again, minigun is better for single target DPS - however you may need to know when to switch to Rockets for some safety from the extra range (e.g. as defenders arrive at the tower).

I think you (and Phreak) would need to watch 5+ diamond 1+ Jinx players for a game and verify that after a certain point minigun is never used in order to make a claim like that...

Tahminatrix 1 votes

As someone who played jinx till late game quite a bit, I don't see how minigun is bad, you use rockets to help with the group fight and minigun for when someone starts coming after you and is starting to close the gap, you can easily out dps and duel a draven with your minigun late game as jinx..

Olga Rajecka1 votes

Minigun is for dueling and kiting. Rocket launcher is for teamfights and waveclear. it's not that difficult of a concept to understand.

Abibyama II1 votes

Allow her Minigun to exceed past the attack speed cap >:)

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