Jinx nerfs incoming! - Context

Hello friends, Riot Jag and I have been working on some {{champion:222}} nerfs and I wanted to drop in really quick to give some context on them before diving back into Ekko bugs D: The changes are as follows: Q - Switcheroo!: Minigun bonus AS:: 30/55/80/105/130% >>> 30/40/50/60/70% Minigun now gains 0/2/4/6/8/10/15/20/25/30/35/40/45/50/55/60/65/70% additional AS based on character level. I've attached a graph that shows Jinx's total bonus AS (from Q + character AS/lvl). Green line is Jinx on live, red line is Jinx with the nerfs, and Blue line is the total AS she'll have lost at any given level. (Also yes I get it, I didn't title the graph or label the axes. I am the worst.) ** TLDR, minigun AS will be the same @ lvl 1, down 20-35% between lvls 5-12, break even @ lvl 16 and be up 10% @ lvl 18** The intent behind these nerfs is to hit Jinx's early game by lowering her tower taking potential and early AA'ing dueling. She's pretty well defined as a hyper carry and within that niche is further defined by her cleanup potential. As such we feel that for a character who's kit lends itself to snowballing it is probably too easy to get the snowball rolling. These changes aim to curb that level-9-double-kill-bot-lane-and-take-their-tower case and smooth it out more towards level 13+. Her late game is not impacted, it's just going to be harder for her to get there. Also worth noting that these nerfs, like many other we do, are a matter of degrees. Jinx is still going to be a tower demolishing monster and minigun is still going to attack CRAZY fast. Hopefully though, getting that first structure is going to take an extra minion wave or two, and dueling that Draven is going to be a bit more ill-advised.
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