It would be nice if the hum in the bg of Juno's ult changed pitch slightly as more people were buffed by it, so you would get the dopamine by hearing "this is higher pitch than normal, I'm getting more impact"
Juno is the only character I’ve played where when they took her away and I went back to playing normal matches, I said “Man I miss being able to play Juno.” I didn’t have that experience with Venture. Juno is great and I honestly might make her my support main.
I like juno but I felt this way about venture and now venture is my best dps immediately. But as a ball player it feels right they click so well with me
I can play most supports and when I played her I was like "Ooo, she might be up there with Kiri or Ana for me". Like I could totally see myself trying to climb on her
Good bean is boring asf. We want edgy kiriko and that’s not possible because her VA is a snowflake incapable of being deviant. Another reason why she’s boring
4:18 "if ana came out today people would argue she should be able to headshot" [looks at the last whole season where people wouldn't shut up about wanting to keep Mirror Ana's headshot]
@@dmwanderer9454 but they didnt change the numbers for it. the base is still 70. or 75 i forgot and with the headshot is 140 or 150. if they really give her a headshot they would nerf the base dmg to something like 50 or 60
the only thing I 100% want for Juno is the ability to fly lower by crouching. I accept the idea you can't fly higher by holding space bar, but I want at least the ability to get lower without cancelling my flying.
3:27 you also bestow speed by shooting the ring through people, if you shoot it at someone and the ring pops on the other side of them they don’t even have to touch it to be sped up, used this to pull so many of my tanks back out of a bad position
When it comes to Juno, I like her for what she has already. Though I do have one QOL change I'd like to have, I don't think anything should really change in her kit. I like how her Mediblaster functions much like Ana's and that it requires aim to get value from Juno. I am also in the favor of not adding a headshot multiplier to Juno as that would just make her too strong due to her already overwhelming kit. If anything, I would not be against the idea of improving her falloff range as to have her feel a bit better in the midrange, but that is the only exception and even then it may asking for too much. Otherwise, keep the weapon the same! Honestly, my only real negativity came from the Pulsar Torpedoes, and ironcially, it's not the ability itself. It's the fact that Juno gets locked out of using her primary while locking on. And while some would argue it is so she has a weakness and doesn't win duels, you have to remember that each round is 7 damage, with 84 total if hitting all 12 shots. And the damage from torpedoes is 75. From that alone, 84 * 3 = 252. Meanwhile, (84 * 2) + 75 = 243. As Spillo would say, it does not have an affect towards the brake points for most heroes. As such, I think it would be fair for the devs to implement this quality of life change -allowing her to shoot her blaster while using torpedos.
She is the highground so another reason for her to not headshot is because she can very easily get and stay above enemies and team mates and pump out tons of dmg and healing. Which would also skyrocket her dualing potential.
Agree all the way. She is all about her positioning! I loved trying to find slopes to get super high in the air and even try to loop it with canceling the ability early. Hard for people to deal with and very fun!
I love how "honest" she feels. No huge impact and thus hard to balance skill like Suzu, Lamp, Nade, etc, and no free escape like teleport or fade. She has good movement, consistent damage and healing, and her rockets can feel impactful if used well. My only worry is that she'll just be a numbers character. Where lacking those big abilities she'll live and die by her output.
"Venture not getting a lot" you mean not getting AT ALL? One super trash epic shop skin, 0 legendaries since launch, only base skin recolors and ONE BASE RECOLOR that was a twitch drop with 2 DAY TIME FRAME. If they're not getting a legendary skin next season it'll mark 6 months for a new charater to have 0 legendaries
That‘s normal for a character that isn‘t played by the majority of player base. Why waste time and money designing skins for a hero no one will buy the skin from? Sorry to the 3 Venture mains but that‘s simple economics
@@Tynine isn't wrecking ball one of the least picked but he's been getting skins consistently the last few seasons? I think they just launched venture without having skins ready to release which is a bit of a blunder
I think if they wanted to do something that can make her feel stronger potentially without buffing her they could decrease the amount of burst bullets but increase damage and healing per bullet. So instead of 12bullets x 7 damage, maybe it's 5bullets x 15 damage for a total of 75 instwad of the current 84. It would make her damage and healing more consistent because even if you only hit 2 or 3 bullets you'd do 30 or 45. Where right now if you hit half of the bullets, (6) it's 42. You'd have a lower high-end damage but more consistent damage and healing.
Also idc what anyone says. Whether she's buffed, nerfed, or stays the same. I love Juno and I will be maining her. She's the most fun support I've ever played.
@@RitheTheZombie the sad part of having her released is that we gonna be fighting for her pick lmao, also the only thing i think she needs is more ways to see if ur ult is doing something or not and that i think she should be able to descend with her glide
@@L0LIPropmy suggestion is something that I think would help worse players do slightly more damage without buffing her in the higher ranks. Example being a 12 damage per bullet times 7 bullets. If you currently hit 8 bullets (66%) you do 56 damage if you hit 5 of 7 you'd do 60 so you'd have to hit less bullets for same damage and every bullet would feel more impactful/bursty which would make her feel better even if you were doing similar damage. And I think the damage would be more consistent. AND in higher ranks the damage wouldn't change. I think the 7 damage per bullet right now even if you hit a lot of the shots can feel like you're tickling them because each bullet is only doing 7 so it's a small chipping of their health bar. If each bullet did more then even if it was around same max damage the bullets would feel more bursty and feel better. (Example) if someone is being healed while being shot by Juno the tickling of 7 per bullet doesn't move the health bar and feels horrible. But the higher burst even if it's the same damage would be able to move the healthbar more even if the damage still gets healed.
If I had a nickel for everytime an overwatch character shared a VA with a persona 5 character, I'd have 2 nickels which isn't a lot but it's weird that it happened twice
I was amazed how balanced Juno felt with the early look, dunno why people are saying she needs buffs. My favorite other support to run her with is Brig, the move speed she gives, and her ult combined with Brigs *chefs kiss* so nice!
Haven't been playing OW for very long, but I am well familiar with balance issues in games. It seems like OW players are falling prey to that very common pit of "if a character is broken then it's terrible" mindset. Balanced characters amidst broken ones FEEL underpowered. Juno is balanced and the other characters should be made to feel more like her, not the other way around.
It's good she doesn't have a bail out button, most bail out buttons need to go away. All of these invulnerability options make the game extremely frustrating. It also incentivizes bad game play and bad positioning when your supports can constantly bail you out of bad plays. It also incentivizes more bursty damage to be able to kill a target near instantly to avoid the constant bail outs which makes the game feel more one shotty which is something we have been actively trying to get away from. I don't mind supports being able to duel if they have the skill set to do so but i shouldn't have to effectively kill them 2 or 3 times over to win a duel against them. I think most of the satisfaction complaints come down to sound design. The rockets could sound meatier. The sound feed back on the ulti could be better. I feel like half of the headshot complaints are people just wanting the sound feedback for headshots because it feels good which adversely means the sound design of her base weapon is just not that satisfying either, not sure the reasons why I'm not a sound engineer but even ana is more satisfying to shoot people with then Juno is and neither can headshot. Not major complaints for me as i think she is super fun and in a good spot for the very little we have seen of her soo far.
The one thing i thought was really bad on juno is the ultimate, i really wish it worked like LW tree, one button press to set the ult placement and another button input to activate it, as a player who often seeks highground to better observe all allies it just feels bad having my ult being melee range in activation, wish i could ult a bit further ahead.
This is my fist time watching any Juno game play outside the trailer, and how you describe how she plays I'm even more excited for her to get to console, I can definitely see her in my rotation of heroes
the issue with ana or juno being able to headshot is that it would incentivize the dps support playstyle. during the mirrorwatch event it just felt so much better to dps as ana that most games people would have 2k healing and 3 assists but put up 30 kills and 10k damage. not that the stats a everything but i think if juno could headshot you would just give people another "i'm gonna troll by only dps'ing" character like moiras that have never seen the color yellow
I think the feedback has a lot to do with it. When I heal with Ana I KNOW I hit my shot, the ult and the regular heal on Juno need some kind of audio queue. On console at least, flying around while trying to heal and do damage is already tough, I need to feel that my heals are hitting since she fires 6 shots in a burst. It feels like those shots can go all over
The thing with headshot has nothing to do with how good her kit is. None of the abilities require aim. The thing people want is more “skill expression.”
Genuine question. Are they not able to change what the headshot multipliers are?? Even if the equasion ended up only increasing the total dmg output by 5 for both Ana and Juno?? Almost like a feels good QOL thing where you feel more rewarded for precisely landing your shots on allies/enemies. Even if it's like 1.05 lol Either way, she looks perfectly balanced as is.
My thoughts Changes: missile lockon holds for .25 seconds longer after breaking los, ult adds a clearer sound to affected allies (think nano boost) Comps: i think for most ranks ram, flanker, ultility dps, lifeweaver, juno will be very strong.
Only problems i have with Juno is her skin. Feel overweight on her shoulders, arms and head, while her lower is only 1 clothes. And then she have big boots. Lucio (skin if Overwatch 1)also have weightless(tee-shirt) / heavy(boots) but it was rly his thing, and that doesn't make him feelz heavy, because it is not in his upper body. So the change i want for Junow is to had a short, or something like that, to be more equal between upper/lower body. (Im french, so sry for the bad English)
What they mean is that compared to baptise's immortality, kiriko's suzu, ana's nade, or even illari or zen's burst damage (im sure theres more but im sick and I cant think), juno doesnt have a high impact single target ability. You cant really save someone and you cant kill someone. Even in the example you gave, I feel like that was more your ult saving the fight than the rightclick. Thing is, I kinda agree with you that this is how support is supposed to be, kinda. Your saving and killing potential isnt based on a single ability, but your aim and good use of cooldowns. Not like kiriko or bap where a huge amount of their utility is press button win exchange. Plus, lets be honest, I think juno's speed boost is the one that people dont understand is broken. I think of her a little like having lucio speed amp in your back pocket, but along with a proper healer that is also long range. I think her strongest part of her is that she can speed boost and heal at the same time. The right click kinda pales in comparison with that, just a useful ability, but not a core ability. Edit: For head shot, I think you could just lower the headshot multiplier for specifically her, like how kiriko had hers increased. In lower ranks, the right click is much more useful than in higher ranks, so you could buff or nerf the right click to balance the lower ranks, and buff and nerf the headshot multiplier for the higher ranks
I think that Juno should be able to headshot heals, but not enemies. Allowing for a higher skill ceiling with the character. I think her quick mobility is both a blessing and a curse because it may be hard to hit her, but its also harder for her to land her healing shots when shes zooming around as well.
She’s the only character new I’ve played since ramattra that feels good to play and is very well balanced. I don’t hate fighting her, I love having her on my team, I can’t wait for her to be fully released even if I don’t really play her again since I’m a tank main. She’s gonna be a great addition of blizzard doesn’t ruin her.
If they add headshots they need to lower body shot dmg and healing so that headshot dmg and healing is still balanced otherwise if they argue it’s about skill expression then they should be tweaking the flight instead like maybe add a pharah meter that allows you vertical movement both up and down but only slightly otherwise the only micro buff I could see happening is a health redistribution cuz the shield makes it feel sorta like zenyattas in a glass cannon sort of way so maybe a little armor instead of all that shield because she is wearing a space suit I imagine there is a little bit of armor in that
If they had to change something I think they should make reloading mid burst less clunky with the delay that happenes. Maybe up the fire rate a little too while lowering total ammo? Neither are really needed but still an idea. Very enjoyable character
She's my favorite!! I haven't had so much fun on OW in a while. I ended a match with more dmg than a dps and the highest heals. I was sad when I got back on and she was taken off 😢 It's boring when I play now so im going to wait for her to be released to play again ❤
not super related but I think they should look sometime at nerfing ana damage range. She's in a good position, anti is still strong and forces either a playstyle or a swap, sleep is like the most impactful cc if used correctly, and she can do good damage, but I'd argue let her headshot for like 50% more dmg, but have dmg falloff. The amount of times I can be on like a ram, rein, zar, and there's just an ana dpsing me from across the map and theres little I can do but hide and give up space is frustrating, especially with no falloff so its just 75 every time, no reward for headshots and no punishment for playing crazy safe like even widow has. She can legit outduel widow at the longest ranges bc she shoots faster and no falloff. Maybe just me but even as a longtime lover of ana I wish this was changed
I didn't play the new character because I was tired from work and didn't want to learn a new character. So, of course, I got matched with a lot of them-go figure. Honestly, she wasn't that noticeable or overpowered. Like Flats said, you need to find the right opportunities to use her tools, and that's when she might dominate. But I never really felt like I was getting my ass handed to me by that character, especially
Speed cap is INCREDIBLY important... imagine if they created diminishing returns with other mechanics that would be too much if stacked like... oh, I don't know, shields? I can't wait until they introduce another anti-heal on a CD and end up with the same problem lol. ALL mechanics in the game should be designed with stacking in mind; otherwise you limit the design space for heroes and create problems that take seasons to fix.
I want her missiles to give temp shield for a bit like 2 or 3 shield at max but all in all I like her her missiles could lock on a bit faster in my opinion, but other then that, she’s fine and fun ^^
The one issue I had with Juno players was that half of them didn't know how to heal. XD She's definitely my favorite support to play now. The ult was very situational though.
I really like Juno, I think she's in a good spot but I do think her rockets need a little something. Maybe a little boost to the projectile speed or locking on just a little faster
Previously I argued for her to get a jump reset when using her shift, I do disagree with that I do think the only changes she needs is visual, feedback and audio changes
only changes I want is a settings option to have the rockets go off on release of button press instead of on primary fire like that one LifeWeaver tree option
I enjoyed Juno very much. A bit difficult for me, but that's fine because she is that high skill required character that works in the higher ranks, and I think that's fine. The only thing I just hope for is that every new character shouldn't be high skill, but I'm not against one being made every so often that way variety play can still be around in some way. I also hope that she doesn't come out immediately for comp because that was a miserable time when they did it for Venture.
Im hearing flats in how shes fair and has weaknesses but in a game where a team can decide to go with having way less weaknesses to no weaknesses against a team that has weaknesses its gonna create problems. Unless those clear non weakness to barely weakness characters are toned down having a fair character is just not good enough and open to frustrating/toxic games where people ask you to switch because of a clear disadvantage. He mentioned it barely but he said shes open to being dived and unless your other support is around your gonna get owned. You can argue that your other support should of peeled off but then thats creating a rift, what if they dont want to play for you. To them they can see it as you thrusting a way to play on you rather then you switch off to something that requires less attention. Most people are playing the game on their days off or coming back from work, most arent trying to play around other players or metas, they just wanna play the game where they have control on their own without the need of one or multiple people to play their character.
Hot take, I don't think any of the supports should headshot, except Kiri who should have her passive changed to 'the ability to headshot' Bonus damage mechanics should be the gimick of the *damage* roll.
I’m no aiming god, but my only thing is that it’s hard to hit with the recoil. I know it’s a skill issue lol, but maybe a little less recoil and or a slight track on it. But I barely got to play her.
What if they just extended Juno's range before fall off by a bit. Could allow for more play making but not make her obnoxious like buffs to damage or heal numbers would.
Oh my gosh. Flats is spitting hes just saying exactly what Im saying. And adding more like the satisfying thing I never thought about that. I miss Juno so much already I want to play her agin. shes like kiriko but can die also doesn't have a cringey personality. And her story makes sense. Blizzerd cooked so hard on juno.
I feel like Juno shouldn’t be able to headshot because she’s a burst smg which means that it would be 3 headshots and any squishy would probably die immediately. I think she should get a slight buff to healing/dmg output but not headshot
People are used to playing healers that can top the damage and healing charts without needing to aim while having most of their abilities on a 5s cd. This is where the real issue comes from.
If she needed self-sustainability, they vould give her self-heal thru rocket hits. Like 15hp per hit, or something. Otheriwise I think shes great as she is
The only 2 buffs i would give this hero is being able to deploy the speed rings where you aim it. Not being able to deploy it at your feet and auto deploy feels weird. And 2, allow her to instant heal 40 health and 20 health over time when she enters the speed ring the first time.(ONLY SHE GETS THE HEAL. NOT THE TEAM). DO NOT LOWER HER COOLDOWNS. SHE DOES NOT NEED IT. SHE IS NOT WEAK. DONT MAKE HER ANNOYING.
I disagree with the self heal. A lot of the frustration with the game, specifically tanks, is that its hard to kill anything, even in the latest patch sometimes. I catch a kiri out of position, she gets tp 2 seconds later, or has suzu, or I kill her and a mercy superjump rezes and I dont hear it behind me. Same with bap having 3 health bars and all the boops. If she gets a self heal she turns into more fun bap/ana/mercy. Keep her movement reliant. You can escape like on lucio, where speed is better than self sustain, you just have to manage it. And it should cost the team your abilities if you overextend and have to run away.
@@davidhensley2990 thing with her tho is that she has nothing to let her live during a bad situation, glide can be used in some parts of the map but its just as good as running away with the ring prob worse since ur a steady target no matter how fast u are
Seeing some of the chat comments talk about how juno cant keep up in lower ranks where it feels like your team mates take as much damage as possible If juno "cant keep up", then no support is going to keep up. Juno does like 110~ healing per second while on the trigger. Shes literally got one of the highest healing outputs in the game. Thats not to say your team isnt taking extra damage because a lot of low level players *dont* know how to avoid damage - but thats also telling on *you* and how much youre missing your shots. Junos healing out put is crazy high.
@@helixsol7171 "Certainky didn't feel crazy high when I played her, and I made damn sure to hit my shots as often as possible" When talking about single target healing: Baptiste heals for nearly 80 a second if landing direct hits. Kiriko heals for 76 a second Moira heals for 70 a second. Ana heals for just over 90 a second. Mercy heals for 55 per second. Etc Juno heals for 110. Its literally the highest primary healing in the game. Of course some supports have additional abilities- Moira can toss out a healing orb, doing 120. Bap has his healing burst, ana has nade, etc. But as far as straight up base healing per second is concerned, Juno has the absolute highest- And by a large margin no less. Her single target healing is literally like 15-20% higher than anas. If it doesnt feel like a lot, youre missing shots.
it's not hard to balance headshots you just need to lower the base damage. And you could even go so far and make not headshoting on lower ranks more forgiving
I am so glad to finally hear someone say that Juno *isnt* weak, lol. Edit: If people say that Juno is weak and needs buffs, then Mercy is weak and needs buffs..