Yeah, I think it was that people found her awkward to play for a few games and immediately called her bad, or someone died to her torpedoes and that means she's broken. They're all complaining because they just want to complain. Juno and venture are the most balance characters added to this game.
@@LeeIanID venture is not broken and is so easily countered. Numbers wise venture is so balanced compared to the likes of mauga kiriko soj and illari. Lets not forget how soj dictated comp for 10 seasons.
I'm not really into most supports mainly just Kiriko and Ana, and I've been hardcore playing Ana for the past few months so having the mobility made the game feel so much more exciting to me.
You're absolutely right with the "psychological" aspect of how her gun sounds because I was also on that boat of her gun should headshot because the sound of it felt like it would be satisfying to do so but I came to the realization that it's not that I want her gun to headshot for the satisfying sound, but that her non-headshot sound sounds so UNsatisfying, that it makes me think that I want a headshot. A rework to the way her gun sounds altogether could probably fix that problem for me.
Speaking of the whole sound issues, I do not like her ult voiceline. It doesn't hit the same as the others and because of her fish dome helmet thingy, the VFX doesn't work properly. It lacks the sense of power/urgency that other lines have. The feeling of "Oh, my teammate used x ultimate, I better make use of it" is what ult lines are for, and it works the same on the enemy's side. It just feels like you're throwing a wet paper towel on the battlefield.
@@sotsiraawnujaewiyou just described every OW2 ult voice line. If you’re gonna complain about Juno’s ult line you gotta point out sojourn’s sorry ass “it’s go time”/“this ends now” ive always thought sojourn has the weakest ult lines in the game
@@johnperez822 You're damn right, I just didn't mention them 'cause they weren't related to the video. Take Soldier's line "I've got you in my sights" genuinely scares my every time I hear it, AS IT SHOULD. They're _supposed_ to be scary, not "oh noes don't hit me pwease". The only ones who I'm giving credit are Illari and Ram's lines. "iT's Go TiMe" does not convey the fact that you're getting railed 6 ways to Sunday accurately.
@@johnperez822 I mean only Soj, LW and Juno have that issue. Kiri for how bad most of her voice acting is has pretty decent ult lines, and Ram/Illari/Queen/Mauga/Venture all have great ult lines.
I re-watched this part like 10 times dying of laughter. Bro chats @ 9:46 "the rail didn't catch me". KarQ was trying to heal him, but the bullet spray took out the rail. Was this a mistake or was KarQ trolling? 😂
Honestly, Juno doesn't need any self heal. The global self heal stacks with Shield Regeneration, and Juno having the Support passive means that she gets 10 + 5% of her max health after 2 seconds and then 30 Shields/second after 3, meaning she can heal herself very quickly when ducking behind cover. At most, I can maybe see them giving Glide Boost an effect that starts to instantly recharge her Shields and making it uninterruptable for a second to give her a small burst of 'self healing', but she doesn't need a traditional self heal tool; she's fast enough to not need one.
I agree as well i think the amount of self healing and invulns supports have is the main reason they feel so hard to duel. As DPS i would much rather take a duel with another DPS then i would against a support in the current state. If Juno ends up being on the weak side after enough play testing when she releases i think it would be okay to maybe give her a way to activate the support passive on command so you don't have to wait 3 seconds to start benefitting from the passive regen but this would only be in the case that she is needs it specifically if her survivability is an issue in the future after people have adapted to her play style.
At first I thought her double jump should reset in glide boost, but then I saw (I think it was) ML7 using walls to essentially climb higher and I think that right there is gonna be where most of Juno's mobility skill expression is gonna come from. I say let it stay as is. I think the ultimate going through walls is something that hasn't really been pointed out much, but I think it's gonna become on of its strongest unique traits
Right? The clip he was showing on Lijiang Tower for the ult, I definitely noticed right away that it being able to travel off the map and back on was intriguing
Personnally I don't like the hero going in that direction, while I don't necessarily have a problem with rollouts in general, having to rely on it for vertical mobility feels really bad, and I don't see hugging weird texture on the wall to slowly ascend really fun or appealing to hero fantasy, it just looks glitchy and lame. In my opinion they should patch out the whole hugging the wall to go up thing and allow her to go down instead. I like her not being able to go above a certain map from a game and map design perspective, it differentiates her from other flyers
Two things I would like to see added is the ability to decend during glide boost, so you can go through doors without cancelling the ability, but not up. She doesn't need that. The second is the torpedoes should auto reload the blaster. Currently it feels awkward to stop shooting to whip it out and then still have to reload after, and the heal or damage over time seems worse than just shooting. If it automatically reloaded your gun than you could seamlessly weave some torpedoes and then go right back to blasting without frequent awkward pauses.
Yeah but then you have an Overwatch 2 issue of the infinite cycling of abilities with this Juno would never have downtime on heals whereas every other support has to deal with some sort of downtime
@@SIIKAP1and those 3 all have low heals per second. Mercy is relegated to only healing and weaving in blue beam so she can't provide any value outside of that while healing.
I really like the reload idea! She's not really bursting people down in a fight. Most of her value comes from the pressure she sustains so the reload I think leans into her design strengths more. The reload animation is less than 2 seconds (I think) anyways while the charge for the torpedoes could be longer than a reload. It makes it more than just a situational aoe attack and can be utilized in a consistent ability rotation as well.
Making her ultimate go infinitely would make certain payload/push maps absolutely oppressive to play with. Imagine colesseo with 2-3 fights in a row with one team just having Juno ult the entire time
it still moves too fast for that to realistically be a thing. I doubt you would even end up in a situation where the ultimate would be around for 2 fights in a row. The only situation i could see this occurring is if you fought center map and activated the ultimate and then during that fight in the direction of the enemy spawn room and then you rushed to catch the enemy at their spawn doors which is a really niche scenario. Now I'm not saying they need to allow this as i don't think this change would actually be that impactful at all and i don't think is solves any issue in a positive way for the character that would have significant impact on her power over all. The most it would do is make it more impactful for the fight her ultimate was activated on as it would be active longer for really drawn out fights.
@@kylesmith987niche problem I see with the ult is that it moves too slowly for it to go infinitely. When does Juno start getting ult charge? Surely not when the effect despawns. Juno can send the ult toward a location and by the time she reaches there, her and her team can time their engage with its arrival all the while Juno is already building ult charge for her next ultimate
The "Swap Pulsar Torpedo button inputs" option allows you to press alt fire, and press that same button again to fire, instead of pressing alt fire, then primary. Makes it feel a lot more intuitive to press the same button to activate the ability and fire the ability.
That's good to know. I kept cancelling because that's the intuitive way to use the ability. Using primary fire for a secondary ability "firing" is such coder logic.
Honestly the only things I'd personally change for her would be some QoL stuff. Like you said with the blaster I 100% agree that the sound design could be better for hitting enemies or healing allies, personally never felt it in the 2 hours I was playing but thinking back and watching other people play her made me notice that it could be better. I think she should be able to DESCEND while glide boosting but not be able to ascend, there were a lot of times where I had to cancel the ability just to go through a door and I think having the ability to crouch to descend while gliding would make her feel a lot better in general, and would offer some more skill expression in terms of movement for dodging shots and the like, even though she's pretty solid in that department already more skill expression is always a good thing. And lastly the ult they need to add an option where you can actually manually place it, it felt kind of awkward that it just drops it in the general direction you're looking and goes off in that direction with no real player input, felt kind of awkward at times cause of that and there were definitely moments where I wanted it to go in one direction but it went the wrong way, granted that might have been more of a skill issue on my part but still, would be nice to have some actual feedback on where I'm placing it than just hit the button and pray. Other than that she's a really solid hero, very fun, very balanced and cannot wait for her full release.
i would LOVE if the ult was stationary, but juno could repress q with a cooldown to move around the beam within a period of time - i feel like this would be EXTREMELY interesting and also make it much less frustrating
Junos UI is so adorable. I really like her stylistically in the Overwatch roster. Her character is like a paladin space mercy. She just adds character to OW as a whole just by existing…
I was pretty worried when I first heard about Juno. A support with shoulder mounted rockets, high mobility and a space laser. Thought for sure we'd have another supp that makes dps look like a joke. Looking forward to the Mythbusters!
After playing her for the weekend, there's probably really only two changes that I want - improvements to her Torpedoes and Orbital. Her Torpedoes are very clunky to use, as said in the video, it almost isn't used as a way to heal because simply firing her gun is more effective. On top of that, Torpedoes take a while to lock on AND if they go out of LOS while the Torpedoes are traveling, they don't get the heal at all whereas during that time, I could have fired at least two volleys of her gun to heal with. The only time I really only ever use Torpedoes to heal is if I have to heal characters like Genji that are constantly moving around and hard to get heals to hit. In terms of improvements, I suggest that her Torpedoes should be able to heal targets even if they move out of LOS if the Torpedoes get fired (something similar to Lifeweaver's heal). As it stands, not only is Juno waiting to lock onto targets but when she fires the Torpedoes and allies move out of LOS, the Torpedoes do nothing and just hit a wall. Of course, this should only apply to allies/healing, having it work offensively is probably too strong and doesn't provide any kind of counterplay. Another potential change is instead of having to fire the Torpedoes manually, it fires automatically once the timer ends and targets whoever is locked on at that moment, however, using Torpedoes/locking on will not prevent Juno from firing her gun. This means that the Torpedoes can be used while she is firing her gun, allowing the Torpedoes to act more like automated assistance than a skill she has to actively use. Of course, this will probably mean adjusting the cooldown and the amount healed but as the current iteration stands, the opportunities to get value out of Torpedoes isn't very many when compared to firing her gun instead. As for Orbital, I feel like the radius needs to be enlarged. As the way it's working now, it's way too small for people to really get value out of, not to mention, because it's so small, it essentially signals the enemy team to AOE counter ult and destroy the whole team by targeting/focusing on the Orbital; a single Ana nade essentially completely shuts down Orbital because people are so clumped. If the radius is larger, it at least gives allies the ability to spread out a bit more while still getting value out of it. In terms of size, I almost feels like it has to be at least 50% larger, maybe the size of a payload, if not larger than that. Over all, I do feel like Juno is okay as the way she is now but a lot of her gameplay revolves around movement and firing her gun because her Torpedoes are quite bad - this makes her gameplay pretty boring to play. Towards the end of the weekend, I didn't even want to play her anymore because she felt so boring to play - if I wanted to only fire my gun, I'd rather play Ana and get more utility than Juno.
The value proposition of her Torpedoes I think is that you can get several allies *AND* enemies in a single barrage. If you get three enemies and two teammates in a lock, you're dishing out 225 damage, 150 instant heals, and ~130 HoT. If you're holding down the trigger for the entire four seconds (assuming you use your ENTIRE lock time... if you lock and fire in less time, that's less equivalent mediblaster shooting time), you're dealing ~430 damage *OR* healing IF you land every shot, vs 225+150+130 = 505. If it's two enemies/three teammates, that's 150 damage, 225 instant heals, 195 HoT for 570 total. The heal over time of the torpedoes is important too regardless of target count, because while that HoT is still ticking, you can ALSO be mediblastering your teammates for extra burst healing. I do agree the Orbital needs some tweaking; increasing the size ~50% would be great. I've already gotten some game-changing plays out of it though (and thrown a few away or had them countered, too) so it honestly feels more or less decently balanced.
@@JessAGamer The problem is that getting optimal use of Torpedoes is incredibly rare, more often than not, I might get 2 allies with it, maybe an enemy or two if I'm lucky. Part of the problem is that majority of the time, your team and the enemy team are not clumped together or in LOS in a hallway waiting for you to Torpedo them; you have their backline and your backline that are likely not in LOS or out of range, you have potential barriers blocking the Torpedos, people moving in and out of LOS. There's a whole host of problems with getting the Torpedoes to hit multiple targets. It's like trying to Deadeye their whole team, sure, theoretically, it's possible and amazing if and when it happens, but it's so rare, you may as well not even consider it a possibility.
I 100% agree. She needs some sort of audio cue for healing vs damage, Ana has this and it was the first thing i noticed that felt slightly off.. also, she needs just a touch more vertical height.. so many highgrounds in the game it appears like she cannot get onto but she actually can while using her shift.. she almost "floats" onto them.. but its not an easy visual read that you can do it.. give her just a slightly higher jump.
I like playing her alot. I would say the only buff she should get is that she reloads when she uses her lock on ability. This way it feels like you aren't losing as much time when you switch to it
I agree I need some kind of sound indicator beyond just seeing hit marker to know when I’m dealing damage with Juno. I think because the bullets are white and the marker is white even if you change your crosshair, there’s no way to change that so it’s a little harder to see when you’re actually hitting your shots for damage. So it would be nice to have some thing that makes up for the fact that you also, don’t get critical damage indicators headshot Pinging.
The tictok Juno is op! Go on aggressive off angles and use your jump and flight glide mechanics to create great off angles. With those angles use the 3-2-1 key binding to communicate to your team when to dive and you can get 9 man rockets consistently. When you get pressured you have 2 pretty strong movement abilities to run to the safest health pack and then dual in the 1v1. Or just run, up to you
This Q is so Karq like seriously how much Karq does it take to make such a Q because this makes me want to open the Karquives to try and find any Q that’s this Karq
I would like her ult to follow a designated teammate, kind of like Milio's W ability in League. You wluld select the ally you want the beam to follow similarly to Ana's ult. Then, you would have to choise either to make the beam follow the diving dps and tank or to stay back with poke comp
personally, i think her pulsar torpedos should be like a charged weapon, where the longer the target is locked on, the more damage/ healing is dealt, BUT they would have damage and healing falloff, like her weapon, in order to keep her playing in her ideal range? not sure if this would be a good suggestion, but.. yeah.
I do agree with the blaster sound effect comment, definitely needs a bit more bass and a more truncated sound for each individual bullet. Could be a tall order, but I feel Blizz has had good sound design on the guns overall, so they can do it.
My Suggestion on glide boost. I think since you're limited to 1 jump, you should also be able to crouch 1 time to go back to ground level. This would prevent the issues like the bridge and having to cancel the ability, but also not give some predictability in her movement so she's doesn't have too much free flight. It also gives Juno another tool to not be stuck in the air because she doesn't have survivability tools, sometimes you want to jump for a second then get back down but retain the speed.
I'd like to see less damage dropoff. Headshot may be too OP, but if I can glide boost out of getting flanked and still hit consistent damage as I escape then it would be better than the default now, which is just "run away". As KarQ calls it, she has no "bail out" ability. She can't duel Tracer/Genji/Reaper/Moira/Kiriko/Reaper heads up, but let me glide boost out while still hitting a few shots and make them think twice before they jump me.
Hehe, me n my friend played Lucio+Juno and won at least 10 qp games ina row, was very fast paced and fun. Makes for a thrilling time if slightly coordinated and know wat ur doing with the characters
Overall I'm quite happy with Juno. Barring those really smart SFX suggestions for her gun and some slight buffs to make her ult feel impactful and other QoL like decending during Glide Boost, I'd be pretty happy if they released her as is. She's really fun to play! - The SFX being more satisfying and communicating her damage or healing better would alleviate the desire for headshots for me (plus the added cognative burden of trying to hit headshots while already switching between 9 valid targets is a lot, probably part of why Ana can't either). - She can take duals just fine if you catch them off guard with the Pular Torpedos, I could see them buffing it by a tiny margin with how often you leave enemies at 1hp but her damage is fine imo, and her having a damage boosting ability makes it harder to balance too. - Her lack of self-healing means you need to be more thoughtful of your positioning and it makes being good with her movement that much more important (punctuated by the big shield healthpool+support passive encouraging you to get away) and I think giving her self healing in her kit would _take away_ from her skill ceiling in a sad way. - For her ult, I hope they don't buff the numbers too much but instead aim to make it more interesting/exciting/feel more impactful. Her ult lasting forever could be interesting. When I first saw it I thought it would make the area lower gravity like a low-power tractor beam which could be fun lmao. Perhaps instead of it moving forward slowly, you could paint the ground with a path for it to follow kinda like Sol's ult in Smite. There's some interesting ideas floating around and I hope they make it more exciting and feel more special and powerful to use!
Let us control the orbital beam. Upon activating ult, it lands in the area you targeted. Press the ult button to re-target and new location and it will move the beam towards that new location. Like the orbital beam ability in a game called dirty bomb
With her ult, one suggestion could be to allow her to control where her ultimate goes. Since it’s an orbital ray most games that use something like that allow the user to controller where the ray hits. Perhaps you could have it so that wherever you press your ult button the ray will aim there, and you just press it again somewhere else and the ult with move to that spot at a moderate pace. If that isn’t enough you could have it so that at initial ult activation, the ult will always follow Juno but once you press the ult again, well, you get the idea.
Dunno if this is too hot, but reworking the ultimate to where it FOLLOWS Juno could be very useful in coordinated pushes/retreats. IMO wouldn’t be very OP because it’s a relatively short ultimate and an anti effect will negate half the ults utility.
The ultimate is really good for Brawl comps, but I didnt fell I could help my dive and flankers teammates all that much, so heres my suggestion for a buff: Tap your Ultimate key to activate Orbital Ray in front of her, like it works now, and hold your ultimate key to activate a third person mode similar to Doom's and Bastion's to place it where you want to. This way you could assist someone whos diving backlines or a teammate whos about to make a risky play. Also in OT, to help stall without the need to wait getting on the point.
The two things I'd do, is remove the damage falloff, to give her more positioning choices, and have her ult follow her, which not only helps save her in desperation, but then also makes her ult more flexible, depending on how you play as Juno.
Personally, I found her really fun to play. I do think she could use a couple buffs as well though. I think for her own survivability, adding some healing to the ring would be nice. Like on cast or moving through the ring, it heals you a bit (maybe heal your teammates too). Her flight is really nice especially in conjunction with her speed boost, but I also think having at least the option to move downwards would be nice and not overkill. Having to cancel it and go on cooldown just to go down is a bit much imo, especially considering she can't go as high as other heroes (even with her speed boost). The only other change I would like to see is her ultimate doing damage like Moira's ult but from above (I'd be okay with the damage boost being removed to balance it). That would make it more like an area of denial and more versatile usage. Everything else I think is fine personally, but ofc, we would need more time to really see.
She reminded me of Baptiste as well when I played her. I thought she was pretty fun and balanced, though as a Lucio main I'm salty speed is no longer just his thing lol.
As a console player and a bastion main, I adore Juno, she feels so powerful and helpful, I've really enjoyed playing as her and will definitely play her a lot if she feels like this, I'm pretty low elo and every Juno I was seeing on the scoreboard had great numbers, the movement feels great on console and the torpedoes get me a crazy amount of kills. I love her
1. Would love to be able to move up and down with glide, perhaps with a slower speed. 2. For the ultimate I would like to be able to control where it moves by aiming at a location and pressing Q again.
Idk if this is too much, but her speed ring should have a small low gravity effect. i was disappointed when i found out the space hero doesn't have a low gravity ability. Also, i would love if the glide reset the double jump. In general, she's super fun and balanced and all the changes they could do are QOL or small adjustments. No need to touch the numbers
I use the right click when my team is about to do something. Like if my genji's about to blade, I can jiggle while locking onto genji+enemies and if it's safe for me(and my genji) to be greedy with it, I can keep locking onto the enemies too. It follows allies thru walls so you can use it on dive dps before they leave your LOS like how brig would pre-pack a dps. As long as teammates don't need your gun's heals in the meantime
The only change I think I would make to the ultimate is to make it controllable. If the Orbital Ray is active, pressing Q again would ping a spot for the ray to go next.
she is so slept on people speak like shes not gonna often replace either kiriko or lucio in pro play, people who say shes bad or needs buffs dont know how to play her bc shes new. everything is fine but her survivability if you face a juno that cycles their cooldowns you will not be killing her unless ur a specific hero like cass or multiple people focusing her , this is the same issue we had with pharah rework slowly becoming the demon it was once people learned her
She does do a lot less damage than those heroes tho. Atleast she's not incredibly bursty. Her missiles are pretty slow to start up and her burst pistol needs a lot of shots to kill. She also has no self healing at all. But you're not wrong if played well she is hard to kill but she doesn't feel like some uber dangerous character you need to kill fast to me.
@@Oguh608 That's OP's point: she's balanced rn. She is really fair to play against, you need to use her kit well to survive. If you mess up your positioning and/or mobility cooldowns, you're really vulnerable. I will never understand how we could be complaining about Kiriko being too strong at too many things for so long, but then Juno comes out almost perfect and those same individuals are complaining for her to get more damage and movement (I'm not putting words in your mouth, I'm talking about other people screaming for her to get headshots and free flight).
Juno will not see pro play in her current form. Actual 0% chance of it happening. Other supports like kiri/bap do crazy damage with great utility and that is important in pro play, anti nade and sleep dart are great on ana for certain match ups. The low damage and speed boost won't cut it for pro play. But she will be a fun addition for support mains to occasionally play.
ml7 suggested the ult to be able to be toggled to stay in one place by pressing q again, then like can move again if q is pressed again. It's a good idea imo because I like having the ability to control it's movement sort of
i love how she's the epitome of a support, like that's what they should be, they have a bunch of ways to heal, they can enhance their team, they can keep up with their team. She doesn't do dps damage, inst untouchable because of her mobility. and doesnt cc her opponents all the time/ she isnt defensless, she isn't immobile, she isn't oppressive and truly this is a hero that i want to see both on my team and on the enemy team. i think they did a phenomenal job
I think if she could regen like 50 ish health on activation of her dash/float ability like wifeleaver, that would more or less solve her defensive problems. As someone who has played a fair bit of lifeweaver I kept expecting the dash to heal me a bit as I was running away, but then remembered it was a different hero. Obviously I will adjust to the ability as it is over time but there were lots of times that I just felt like I should have been able to get away and I died just before I got around the corner.
I don't think making the orbital ray travel faster is a good idea. It would make optimizing it limited to the map geometry since you would only be able to get the full value in open spaces which may make its usage more predictable and less flexible over time. I think the issue comes from the strictness of its effect area, so a better way to handle that would be to have the buff linger outside of the area for a little bit (Maybe 2 - 3 seconds) this way you could push past it or move around a corner and still be a threat. There are a few ways you could implement this; the easiest way would be the timer where you get the full effect for X amount of time after leaving the beam zone and can refresh it when touching the beam again. Another way would have the power of the buff to slide off (think Lucio beat sliding off over time but with the power buff instead) then the linger could be even 5 - 6 seconds but the last 2 seconds is a marginal buff. The last way I'm thinking is to make the main beam animation zone the place where you get the full buff, but maybe you can get different tiers of the buff depending on how far you are from the main beam (think of a bullseye target with each circle outside the bullseye being a different tier of power) effectively extending the ult's range. Thoughts?
I think Juno would benefit a little bit if her lock on secondary fire had a slight buffer when losing los where for around a third to a half a second if you are locked onto a person you lose direct los of you can still fire towards them but the torpedos can still crash into walls so if they still are behind one. That would help with the frustration of losing los for a split second from someone strafing and losing out on even firing a torpedo near them
What if the torpedoes when they charge up it will fire automatically so wen the torpedoes charge up, you can still use your primary fire because right now when you use your torpedoes, you’re in the open for enemy fire and it takes quite long to charge up the torpedoes
I absolutely loved playing her. My only possible issue is that she feels extremely squishy. I was looking at other supports that I play and for me at least, I feel like the fact she can't heal her self contributes to that imo. Especially when dealing with flankers. Either way can't wait for when she officially comes out!
He gun sounds amazing but the thing that isn’t satisfying is not getting the headshot sound effect on damage ever tbh I wish she had headshots even if they were weaker, like 1.25x damage, just for that satisfying sound
I think a good change for the ultimate could be that it works like ramatra that it is in a circle around her and have the duration remain how it is.that being said I like the counterplay of being able to walk past it.
My only real Ick with her is how the cooldown for the torpedos worked. From my testing, the cooldown is 10 seconds in all situations unless you cancel it before it sees a target. If you cancel the ability before it SEES a target it only had a 5 sec CD To me this feels unintuitive, especially because if you use the ability but before it has time to lock on it becomes useless (end of fight, everyone healed, etc) it still doesn’t get the reduced CD because it already started locking on to targets. IMO it should be as simple as: 5 second cooldown, unless activated with locked on targets, doubling the cooldown (I’d also be okay if the 5sec CD was more like 6-8 to make up for this mini buff)
After playing with her for a bit I think the only big complaints I had about her was that her torpedos should lock onto teammates faster than enemies so that you're more incentivized to use them as an emergency burst heal option if a big AOE goes off, and that her ult radius should be slightly larger to accommodate your team needing to fight for space to effectively use it. Otherwise, she felt like a really solid and fun healer to both play as and against.
Idk, I feel that they could make her flight omni-directional, but restrict her upward/downward movement significantly. So it would be the best of both worlds: you can get where you want with less friction, and your head hitbox is not jumping like crazy
The only changes i really felt like she needed was better sound effects for healing especially and make missiles so you can use abilities and shoot during it, i think that would make it so she could use it during duels and high pressure situations where multiple people are critical but she cant use missiles because the time she takes not doing anything while they charge, plus it gives the option to use it in duels or as a team sustain ability, you could even nerf the burst heal in order to compensate for the flexibility it would add
I feel like her Blaster rate of fire inbetween bursts could go down a bit in exchange for more healing per projectile (alongside maybe an ammo total decrease) to better blend her torpedos into her kit, say, if you could more easily weave her abilities in between bursts i think her kit would flow alot better.
With my limited playtime and skill (but historically accurate takes): 1. Juno's balance is FINE. Her kit is similar to modern hero releases and reworks in that her power is really easy to balance just by tweaking her numbers. On one hand, this means that she will be either good or bad based on the current patch without much of an in-between (unlike how some characters can be good regardless of if they're in-meta). On the other hand, it'll be easy for the Overwatch team to tune her when she is broken. 2. Juno has the hero complexity problem that I've been seeing a lot recently, where she has a ton of different abilities that do a ton of things. Overwatch started with simple heroes like Reaper, and had the complexity of the game come from the interactions between the variety of heroes, gametypes, and maps. Over time however, the heroes themselves have gotten more and more complex, making the game much less accessible not only to new players but also enfranchised players. Juno is the most notable example yet, where she can heal, speed boost, damage boost, auto target, damage, and use movement, all at the same time... on top of her passives. When controller players start running out of buttons, it might be time to focus on more unique heroes instead of just giving new heroes abilities from half the roster and treating it like it's something we haven't seen before. tl;dr: Juno seems to have a lot of breadth, but not a lot of depth, which makes the game less interesting. 3. The character design is nice, but it seems very... Fortnite. I won't jump to conclusions, but I hope that's as close to Fortnite as Overwatch gets.
I really like how her gun sounds. I don’t really think she needs any changes at all. Ofc that’s just my opinion but I really do like how her gun sounds. She’s perfect in my opinion already. Some vfx update would be nice on her ultimate, but otherwise I had so much fun with her and loved all her sfx right off the rip. I do agree with your statement about the ult tho. It’s very slow and hard to stay in. Maybe make the effect linger for a second longer or something, or yeah move a bit faster. Or maybe being able to attach it to someone (but that sounds kinda busted lol) I’d be fine keeping it the same though. It’s slow but that just means you have to use it at the right times and your teammates will have to pay attention to it.
As Juno, theres some serious jukes you can do lucio style around someone trying to flank you if you have the cover to play arpund. I could easily see her movement as something to master.
I really liked her playstyle from the few games i played as her but my main complaint and it might just be me but i feel as though her ult is WAY to bright especiallly when 2 are out at once. I also though she was really fun to play with and my fav characters to play with Juno were Venture and Illari because some fun things me and my friends noticed were that Venture gains the speed boost when underground and Juno's homing missiles automatically detonated sunstruck enemies :)
The thing thats good about her flight compared to echo is its longer for one, and it locks her on the axis so you dont fall so you can peak over a wall
Juno’s ult should be able to reverse if you hit Q again. Many other games have this it’s very easy to do. Or make it follow someone for the duration. It’s slow so it’s not like it can pocket a Winston that jumps in. Play around Shift and E and don’t use them in tandem. Skirt in and out of natural cover. You can quickly join the fight after everyone has used their cooldowns with yours. Use your right click when no one is critically injured on your team. Too many people play her right next to the tank all the time and get jumped. Expecting their CDs to save them somehow.
I found her awkward to play at first, but I feel that's because I didn't really "get" her playstyle until I had more time. I thought with her movement and accurate gun she could be a great flank/angle character that could escape threats, but that wasn't really the case. I had a hard time finishing off enemies and she's actually surprisingly weak to dive despite her abilities, and I found a lot more success pocketing the tank instead. Characters like Rein and Ram really LOVE having a character than can speed boost them around and pump good healing into them easily from any distance, and you can use her gun and torpedoes to confirm elims on the targets they're taking on.
I think Juno right click should fire one projectile to the crosshair once you end it, that way you can send out 1 75hp/dm as a skill shot to combo/save
totally agree with the points. esp the sound not only as playing as her but also when she is a teammate. I keep getting distracted by her gun thinking it's an enemy. They definitely need to tweak the way her gun sounds
i think her ult would work reall well if it was similar to newcastles ability in apex. You can place it down but you can also move it after its initial deployment. So if you wanted the beam to be in one place you could. If you wanted her beam to move forwards, or backwards or diagnocally you could. I think this interaction should use her ult cast animation just so it isn't spammed over and over to basically pocket the tank running about.
My main issues are sound feedback on her heal and ult, her ult needing QOL buffs, her ult making Valk even worse than it already is, and her glide and jump needing some QOL tweaks.
I actually really like the mediblaster’s sound, I just think it needs more noticeable feedback when you’re healing because in some cases I can’t tell if I’m landing many shots or whiffing them 😅
Honestly, this is the way to make a mobility hero. She has no get out of jail free or self healing abilities, which means she has to actually think about her positioning. Plus, she's super fun to play as getting a 5 man torpedo feels amazing and her speed can help less mobile characters a lot. To me, what makes a support annoying is damage potential + mobility + self heal + get out of jail free abilities. And it's usually annoying because DPS have at most 2 of those while Kiri, Bap and Moira for example have all 4.
Moira does not have a get out of jail free or damage potential. Her escape ability is a balanced mobility cooldown and her m1 has the lowest DPS of any character in the game. Sure the aimlock is annoying if you're in metal ranks but she definitely doesn't have high damage potential like bap, kiri, illari, or zen.
@@emmettbachran13 idk man, fade turns her invisible, invulnerable, has quick horizontal and some vertical mobility, and is on a 6 second cooldown. It's not Kiri tp, but having both fade and healing orb she can escape most bad situations. Plus, her damage orb gives her pretty ok dueling capabilities in metal ranks. I'm a Masters Tracer player, I don't interact with Moiras other than killing them after I see them use fade or complaining about the enemy team having yet another hero I can't pulse. But for 90% of the playerbase, Moira does have a get out of jail free and good dueling potential.
@@alvin_row Her fade is super easy to follow with any other movement ability and if you can catch up to her with no fade she crumples like paper. Yeah she's unkillable in silver but balance is so irrelevant in those ranks that who cares. Moira is problematic because she has zero team utility and the lowest skill ceiling in the game, but her fade is not a get out of jail free like kiri, who cannot be followed since she can go through walls.
Nooo this video just reminded me that she’s gone again 😢 I only played her a max 2 hours but she was SO much fun. The last two releases have been great
Torpedos could either be increasing their heal over time after they hit the allies, OR make her be able to shoot while charging the torpedos. Second one would be a strong buff I think, so that's just a thought, but I like the first idea
I haven’t personally gotten a chance to try it, but I imagine those missiles would actually be really good if you can coordinate with Sigma and combine them with his ultimate.
I am shocked some people would think she is weak. I absolutely adore her it's the most fun I have had playing a hero since early Overwatch 1 as a longtime veteran, I do not know why she clicks with me so well. Honestly thought people would be asking to see her nerfed as I feel like I am having too much fun.
She made me very glad to be a zen main. Got into a lot of habbits to make up for no deffensive/survival abilities that were a godsend wben i played juno.
I managed to play only 1 hour of Juno, i found her vulnerable, but map knowledge helps a lot, by using her flight, you can escape chase by gliding over gaps or double jump to higher ground. but yea, her survivability and self fencing is maybe slightly higher than Zen's.
I can barely tell if I'm healing a teammate unless there isn't any noise going on in the fight. The healing feedback for the gun is really lackluster and needs to be improved. Her Torpedoes feel fine against teammates, and feels somewhat useful as a "pre-nade" for when teammates are about to take damage. It's not really useful for mid-fight engagements like you said, bc of the lock-on and projectile travel times. It feels useless against enemies unless you're focusing them or fighting them in a 1v1, which is fair I guess. Ultimate feels weak, like you said. I know it's meant as an ultimate to boost and heal your team, but I feel like I should be able to focus on a squishy and kill them fairly easily from within the circle, and I don't feel that. The speed of it feels like an awkward point between two middle grounds - it would feel stronger if it was slower OR faster than its current speed. It also feels like it lasts too short for the damage boost it provides. Either improve the damage boost slightly, or increase the radius/duration. The "infinite" duration sounds like a pretty good idea, and would benefit the flankers in the backlines, but since players have to chase the radius to get the damage boost, it still offers the enemy a way to counter/predict.
What if she could reposition her ult? I think Thatpunchkid was suggesting it as a change, it could fix the problems you mentioned. Like, she puts the ult down and if rein charges in to cut her off, she could just make it move towards herself/her team. Still good for small spaces and adds more utility for pushing
Her current fly is perfect because it keeps her baanced but theres such a high skill ceiling to it. It has great straff potential and you go higher when teaching ledges so you can get higher.
Imagine Juno ult in a flashpoint mode going across point A to point C during the game LMAO. Like using it in point A, then capture it, then play point B, then when you're done you go point C and see the juno ult JUST arriving there. It'd be hard for it to go that slow especially when you're probably able to get a second ultimate by the time the first one goes off the map in a flashpoint/payload map
She's pretty balanced given that she can't self heal. I do agree that she should be able to descend during glide since she gets caught on a ton of things like doors. She's the most fun I've had playing a new hero in ages, can't wait for her to release in August
Her torpedoes are vital to her performance. I have been using controller on windows so I’ve been in a PC pool even in qp and u have to aim with no aim assist. My aim is bad with controller so I don’t hit a lot of shots, but despite this I still popped off with Juno because of her torpedos. I focused on getting as much value out of one cooldown worth of torpedos by hitting as many as I could and using it as often as possible. They did a significant amount of my healing and damage which led me to having insane numbers by the end of the match. If you played titan fall 2 and are used to the lock on middles there, then you can do very well with Juno’s torpedoes here because you know how to get good value out of her torpedoes. I disagree with you saying that Juno’s movement isn’t enough to keep her safe but for me I’ve noticed that people will often spam her movement because of the short cooldown on it but end up still not having what she needs to escape. If you know when to use it you can be a little weasel like Moira with her fade.
I find her ulti to be very niche, more to the defensive side. Maybe if it move faster would be better for attacking. The only scenario I found it very useful was throwing it at the enemy Mauga's ulti.
I feel like everything about the kit is really nice. However maybe either increasing the size of the projectile or increasing the total healing to 90? (maybe i didnt get enough time to really get good with the gun) I know lowering the skill floor for heroes, especially support heroes, is not what we need, but i felt like teammates who are trying to avoid enemy bullets are also avoiding mine.
WHAT BUT THE FORUMS TOLD ME SHE IS THE WORST HERO EVER. But for real I found her fun to play and very balanced
She’s very balanced. People are just wanting a broken hero. She’s got a learning curve but she’s real fun. Definitely gonna be maining her and illari
Yeah, I think it was that people found her awkward to play for a few games and immediately called her bad, or someone died to her torpedoes and that means she's broken. They're all complaining because they just want to complain. Juno and venture are the most balance characters added to this game.
@@roccomstar1550venture? Nah that sheet broken, genji but remove his weakness
@@LeeIanID venture is not broken and is so easily countered. Numbers wise venture is so balanced compared to the likes of mauga kiriko soj and illari. Lets not forget how soj dictated comp for 10 seasons.
@@roccomstar1550they balance her out before that, she feel pretty broken to go against when she first release
First new hero I immediately clicked with. I adore her movement.
Same here :))
I'm not really into most supports mainly just Kiriko and Ana, and I've been hardcore playing Ana for the past few months so having the mobility made the game feel so much more exciting to me.
I’ve only felt that with Illari, Ana and Soj
You're absolutely right with the "psychological" aspect of how her gun sounds because I was also on that boat of her gun should headshot because the sound of it felt like it would be satisfying to do so but I came to the realization that it's not that I want her gun to headshot for the satisfying sound, but that her non-headshot sound sounds so UNsatisfying, that it makes me think that I want a headshot. A rework to the way her gun sounds altogether could probably fix that problem for me.
Speaking of the whole sound issues, I do not like her ult voiceline. It doesn't hit the same as the others and because of her fish dome helmet thingy, the VFX doesn't work properly. It lacks the sense of power/urgency that other lines have. The feeling of "Oh, my teammate used x ultimate, I better make use of it" is what ult lines are for, and it works the same on the enemy's side. It just feels like you're throwing a wet paper towel on the battlefield.
@@sotsiraawnujaewiyou just described every OW2 ult voice line. If you’re gonna complain about Juno’s ult line you gotta point out sojourn’s sorry ass “it’s go time”/“this ends now” ive always thought sojourn has the weakest ult lines in the game
@@johnperez822 You're damn right, I just didn't mention them 'cause they weren't related to the video. Take Soldier's line "I've got you in my sights" genuinely scares my every time I hear it, AS IT SHOULD. They're _supposed_ to be scary, not "oh noes don't hit me pwease". The only ones who I'm giving credit are Illari and Ram's lines. "iT's Go TiMe" does not convey the fact that you're getting railed 6 ways to Sunday accurately.
@@johnperez822 I mean only Soj, LW and Juno have that issue. Kiri for how bad most of her voice acting is has pretty decent ult lines, and Ram/Illari/Queen/Mauga/Venture all have great ult lines.
@@starrysky8118dafuq, I love the “LIFE PROTECTS LIFE” line
9:28 I laughed so hard incredible play really
Peak Noon
"It's High Gravity"
I re-watched this part like 10 times dying of laughter. Bro chats @ 9:46 "the rail didn't catch me". KarQ was trying to heal him, but the bullet spray took out the rail. Was this a mistake or was KarQ trolling? 😂
It's 100% KarQ's fault - slow it down to 0.25x playback speed and you can see him shooting the rail ROFL
I was dying and telling myself others have to had mentioned this
Honestly, Juno doesn't need any self heal. The global self heal stacks with Shield Regeneration, and Juno having the Support passive means that she gets 10 + 5% of her max health after 2 seconds and then 30 Shields/second after 3, meaning she can heal herself very quickly when ducking behind cover. At most, I can maybe see them giving Glide Boost an effect that starts to instantly recharge her Shields and making it uninterruptable for a second to give her a small burst of 'self healing', but she doesn't need a traditional self heal tool; she's fast enough to not need one.
I'm with you on this, it felt just fine not having a self heal
Yeah I agree. She's like Zenyatta. She doesn't need a self heal given how she can just escape with her movement abilities if she needs to.
I agree as well i think the amount of self healing and invulns supports have is the main reason they feel so hard to duel. As DPS i would much rather take a duel with another DPS then i would against a support in the current state. If Juno ends up being on the weak side after enough play testing when she releases i think it would be okay to maybe give her a way to activate the support passive on command so you don't have to wait 3 seconds to start benefitting from the passive regen but this would only be in the case that she is needs it specifically if her survivability is an issue in the future after people have adapted to her play style.
she needs a self heal horrible take
@@gamerbeast3616 average bronze take
6:17 I love the looking away to reload only for most of the team to die in a glance
At first I thought her double jump should reset in glide boost, but then I saw (I think it was) ML7 using walls to essentially climb higher and I think that right there is gonna be where most of Juno's mobility skill expression is gonna come from. I say let it stay as is.
I think the ultimate going through walls is something that hasn't really been pointed out much, but I think it's gonna become on of its strongest unique traits
Right? The clip he was showing on Lijiang Tower for the ult, I definitely noticed right away that it being able to travel off the map and back on was intriguing
Personnally I don't like the hero going in that direction, while I don't necessarily have a problem with rollouts in general, having to rely on it for vertical mobility feels really bad, and I don't see hugging weird texture on the wall to slowly ascend really fun or appealing to hero fantasy, it just looks glitchy and lame.
In my opinion they should patch out the whole hugging the wall to go up thing and allow her to go down instead. I like her not being able to go above a certain map from a game and map design perspective, it differentiates her from other flyers
Two things I would like to see added is the ability to decend during glide boost, so you can go through doors without cancelling the ability, but not up. She doesn't need that.
The second is the torpedoes should auto reload the blaster. Currently it feels awkward to stop shooting to whip it out and then still have to reload after, and the heal or damage over time seems worse than just shooting. If it automatically reloaded your gun than you could seamlessly weave some torpedoes and then go right back to blasting without frequent awkward pauses.
Yeah but then you have an Overwatch 2 issue of the infinite cycling of abilities with this Juno would never have downtime on heals whereas every other support has to deal with some sort of downtime
The right click only really seems good to farm ult charge by hitting multiple people
@@lelouchthegoat2291mercy, zen, lucio have no healing downtime
@@SIIKAP1and those 3 all have low heals per second. Mercy is relegated to only healing and weaving in blue beam so she can't provide any value outside of that while healing.
I really like the reload idea! She's not really bursting people down in a fight. Most of her value comes from the pressure she sustains so the reload I think leans into her design strengths more. The reload animation is less than 2 seconds (I think) anyways while the charge for the torpedoes could be longer than a reload. It makes it more than just a situational aoe attack and can be utilized in a consistent ability rotation as well.
Making her ultimate go infinitely would make certain payload/push maps absolutely oppressive to play with. Imagine colesseo with 2-3 fights in a row with one team just having Juno ult the entire time
it still moves too fast for that to realistically be a thing. I doubt you would even end up in a situation where the ultimate would be around for 2 fights in a row. The only situation i could see this occurring is if you fought center map and activated the ultimate and then during that fight in the direction of the enemy spawn room and then you rushed to catch the enemy at their spawn doors which is a really niche scenario.
Now I'm not saying they need to allow this as i don't think this change would actually be that impactful at all and i don't think is solves any issue in a positive way for the character that would have significant impact on her power over all. The most it would do is make it more impactful for the fight her ultimate was activated on as it would be active longer for really drawn out fights.
@@kylesmith987niche problem I see with the ult is that it moves too slowly for it to go infinitely. When does Juno start getting ult charge? Surely not when the effect despawns. Juno can send the ult toward a location and by the time she reaches there, her and her team can time their engage with its arrival all the while Juno is already building ult charge for her next ultimate
Not the random Cass ulting and walking off the map 🤣
Lmao just saw it. I'm dead 😂
It gets better: he was walking against a rail until KarQ accidentally shot it, leading him to fall
gootby
Wait what time 😂😂😂 I’ve been listening to this in the background
The "Swap Pulsar Torpedo button inputs" option allows you to press alt fire, and press that same button again to fire, instead of pressing alt fire, then primary. Makes it feel a lot more intuitive to press the same button to activate the ability and fire the ability.
That's good to know. I kept cancelling because that's the intuitive way to use the ability. Using primary fire for a secondary ability "firing" is such coder logic.
Honestly the only things I'd personally change for her would be some QoL stuff.
Like you said with the blaster I 100% agree that the sound design could be better for hitting enemies or healing allies, personally never felt it in the 2 hours I was playing but thinking back and watching other people play her made me notice that it could be better.
I think she should be able to DESCEND while glide boosting but not be able to ascend, there were a lot of times where I had to cancel the ability just to go through a door and I think having the ability to crouch to descend while gliding would make her feel a lot better in general, and would offer some more skill expression in terms of movement for dodging shots and the like, even though she's pretty solid in that department already more skill expression is always a good thing.
And lastly the ult they need to add an option where you can actually manually place it, it felt kind of awkward that it just drops it in the general direction you're looking and goes off in that direction with no real player input, felt kind of awkward at times cause of that and there were definitely moments where I wanted it to go in one direction but it went the wrong way, granted that might have been more of a skill issue on my part but still, would be nice to have some actual feedback on where I'm placing it than just hit the button and pray.
Other than that she's a really solid hero, very fun, very balanced and cannot wait for her full release.
i would LOVE if the ult was stationary, but juno could repress q with a cooldown to move around the beam within a period of time - i feel like this would be EXTREMELY interesting and also make it much less frustrating
I was thinking this as well but I was thinking that it's always following Juno at its current speed and if she stands still it just stays on her
@@akenohimejima9182 That would make it very accessible which could become a problem quick
@AxelsOfGod Could be interesting, wonder if we'll ever get to know how that feels ingame.
Junos UI is so adorable. I really like her stylistically in the Overwatch roster. Her character is like a paladin space mercy. She just adds character to OW as a whole just by existing…
She looks cool, just hate her personality (lack of) and voice actor
I was pretty worried when I first heard about Juno. A support with shoulder mounted rockets, high mobility and a space laser. Thought for sure we'd have another supp that makes dps look like a joke.
Looking forward to the Mythbusters!
After playing her for the weekend, there's probably really only two changes that I want - improvements to her Torpedoes and Orbital.
Her Torpedoes are very clunky to use, as said in the video, it almost isn't used as a way to heal because simply firing her gun is more effective. On top of that, Torpedoes take a while to lock on AND if they go out of LOS while the Torpedoes are traveling, they don't get the heal at all whereas during that time, I could have fired at least two volleys of her gun to heal with. The only time I really only ever use Torpedoes to heal is if I have to heal characters like Genji that are constantly moving around and hard to get heals to hit. In terms of improvements, I suggest that her Torpedoes should be able to heal targets even if they move out of LOS if the Torpedoes get fired (something similar to Lifeweaver's heal). As it stands, not only is Juno waiting to lock onto targets but when she fires the Torpedoes and allies move out of LOS, the Torpedoes do nothing and just hit a wall. Of course, this should only apply to allies/healing, having it work offensively is probably too strong and doesn't provide any kind of counterplay.
Another potential change is instead of having to fire the Torpedoes manually, it fires automatically once the timer ends and targets whoever is locked on at that moment, however, using Torpedoes/locking on will not prevent Juno from firing her gun. This means that the Torpedoes can be used while she is firing her gun, allowing the Torpedoes to act more like automated assistance than a skill she has to actively use. Of course, this will probably mean adjusting the cooldown and the amount healed but as the current iteration stands, the opportunities to get value out of Torpedoes isn't very many when compared to firing her gun instead.
As for Orbital, I feel like the radius needs to be enlarged. As the way it's working now, it's way too small for people to really get value out of, not to mention, because it's so small, it essentially signals the enemy team to AOE counter ult and destroy the whole team by targeting/focusing on the Orbital; a single Ana nade essentially completely shuts down Orbital because people are so clumped. If the radius is larger, it at least gives allies the ability to spread out a bit more while still getting value out of it. In terms of size, I almost feels like it has to be at least 50% larger, maybe the size of a payload, if not larger than that.
Over all, I do feel like Juno is okay as the way she is now but a lot of her gameplay revolves around movement and firing her gun because her Torpedoes are quite bad - this makes her gameplay pretty boring to play. Towards the end of the weekend, I didn't even want to play her anymore because she felt so boring to play - if I wanted to only fire my gun, I'd rather play Ana and get more utility than Juno.
The value proposition of her Torpedoes I think is that you can get several allies *AND* enemies in a single barrage. If you get three enemies and two teammates in a lock, you're dishing out 225 damage, 150 instant heals, and ~130 HoT. If you're holding down the trigger for the entire four seconds (assuming you use your ENTIRE lock time... if you lock and fire in less time, that's less equivalent mediblaster shooting time), you're dealing ~430 damage *OR* healing IF you land every shot, vs 225+150+130 = 505. If it's two enemies/three teammates, that's 150 damage, 225 instant heals, 195 HoT for 570 total. The heal over time of the torpedoes is important too regardless of target count, because while that HoT is still ticking, you can ALSO be mediblastering your teammates for extra burst healing.
I do agree the Orbital needs some tweaking; increasing the size ~50% would be great. I've already gotten some game-changing plays out of it though (and thrown a few away or had them countered, too) so it honestly feels more or less decently balanced.
@@JessAGamer The problem is that getting optimal use of Torpedoes is incredibly rare, more often than not, I might get 2 allies with it, maybe an enemy or two if I'm lucky. Part of the problem is that majority of the time, your team and the enemy team are not clumped together or in LOS in a hallway waiting for you to Torpedo them; you have their backline and your backline that are likely not in LOS or out of range, you have potential barriers blocking the Torpedos, people moving in and out of LOS. There's a whole host of problems with getting the Torpedoes to hit multiple targets. It's like trying to Deadeye their whole team, sure, theoretically, it's possible and amazing if and when it happens, but it's so rare, you may as well not even consider it a possibility.
I 100% agree. She needs some sort of audio cue for healing vs damage, Ana has this and it was the first thing i noticed that felt slightly off..
also, she needs just a touch more vertical height.. so many highgrounds in the game it appears like she cannot get onto but she actually can while using her shift.. she almost "floats" onto them.. but its not an easy visual read that you can do it.. give her just a slightly higher jump.
Damn that shatter 7:22 was personal
Nah 7:07 shatter was crazier 😭
@@ilostmycar3781 you right
I think Orbital Ray should get an option where you can place it in one place or just follow Juno herself instead of it just walking forward
I like the fact she cannot alter her height at will. It's kinda thematic in that she floats, she doesn't fly.
I think we’re just too used to broken heroes coming out like Mauga for a month that we’re surprised when a genuinely balanced hero like Juno is out
I like playing her alot. I would say the only buff she should get is that she reloads when she uses her lock on ability. This way it feels like you aren't losing as much time when you switch to it
I agree I need some kind of sound indicator beyond just seeing hit marker to know when I’m dealing damage with Juno. I think because the bullets are white and the marker is white even if you change your crosshair, there’s no way to change that so it’s a little harder to see when you’re actually hitting your shots for damage. So it would be nice to have some thing that makes up for the fact that you also, don’t get critical damage indicators headshot Pinging.
The tictok Juno is op! Go on aggressive off angles and use your jump and flight glide mechanics to create great off angles. With those angles use the 3-2-1 key binding to communicate to your team when to dive and you can get 9 man rockets consistently.
When you get pressured you have 2 pretty strong movement abilities to run to the safest health pack and then dual in the 1v1. Or just run, up to you
Yeah this review feels about right from my lil experience with juno. Nice vid
This Q is so Karq like seriously how much Karq does it take to make such a Q because this makes me want to open the Karquives to try and find any Q that’s this Karq
what
I would like her ult to follow a designated teammate, kind of like Milio's W ability in League. You wluld select the ally you want the beam to follow similarly to Ana's ult. Then, you would have to choise either to make the beam follow the diving dps and tank or to stay back with poke comp
tbh in your chatting videos i LOVE having your gameplay in the back when you talk, makes it a lot easier to engage instead of in the practice range
personally, i think her pulsar torpedos should be like a charged weapon, where the longer the target is locked on, the more damage/ healing is dealt, BUT they would have damage and healing falloff, like her weapon, in order to keep her playing in her ideal range?
not sure if this would be a good suggestion, but.. yeah.
I do agree with the blaster sound effect comment, definitely needs a bit more bass and a more truncated sound for each individual bullet. Could be a tall order, but I feel Blizz has had good sound design on the guns overall, so they can do it.
My Suggestion on glide boost. I think since you're limited to 1 jump, you should also be able to crouch 1 time to go back to ground level. This would prevent the issues like the bridge and having to cancel the ability, but also not give some predictability in her movement so she's doesn't have too much free flight. It also gives Juno another tool to not be stuck in the air because she doesn't have survivability tools, sometimes you want to jump for a second then get back down but retain the speed.
I'd like to see less damage dropoff. Headshot may be too OP, but if I can glide boost out of getting flanked and still hit consistent damage as I escape then it would be better than the default now, which is just "run away".
As KarQ calls it, she has no "bail out" ability. She can't duel Tracer/Genji/Reaper/Moira/Kiriko/Reaper heads up, but let me glide boost out while still hitting a few shots and make them think twice before they jump me.
Hehe, me n my friend played Lucio+Juno and won at least 10 qp games ina row, was very fast paced and fun. Makes for a thrilling time if slightly coordinated and know wat ur doing with the characters
Overall I'm quite happy with Juno. Barring those really smart SFX suggestions for her gun and some slight buffs to make her ult feel impactful and other QoL like decending during Glide Boost, I'd be pretty happy if they released her as is. She's really fun to play!
- The SFX being more satisfying and communicating her damage or healing better would alleviate the desire for headshots for me (plus the added cognative burden of trying to hit headshots while already switching between 9 valid targets is a lot, probably part of why Ana can't either).
- She can take duals just fine if you catch them off guard with the Pular Torpedos, I could see them buffing it by a tiny margin with how often you leave enemies at 1hp but her damage is fine imo, and her having a damage boosting ability makes it harder to balance too.
- Her lack of self-healing means you need to be more thoughtful of your positioning and it makes being good with her movement that much more important (punctuated by the big shield healthpool+support passive encouraging you to get away) and I think giving her self healing in her kit would _take away_ from her skill ceiling in a sad way.
- For her ult, I hope they don't buff the numbers too much but instead aim to make it more interesting/exciting/feel more impactful. Her ult lasting forever could be interesting. When I first saw it I thought it would make the area lower gravity like a low-power tractor beam which could be fun lmao. Perhaps instead of it moving forward slowly, you could paint the ground with a path for it to follow kinda like Sol's ult in Smite. There's some interesting ideas floating around and I hope they make it more exciting and feel more special and powerful to use!
9:28 sup with that cowboy? Did he just pop ult and then walk off the map?
KarQ killed him. His gun spread hit the railings cowboy was leaning against.
Let us control the orbital beam. Upon activating ult, it lands in the area you targeted. Press the ult button to re-target and new location and it will move the beam towards that new location.
Like the orbital beam ability in a game called dirty bomb
With her ult, one suggestion could be to allow her to control where her ultimate goes. Since it’s an orbital ray most games that use something like that allow the user to controller where the ray hits. Perhaps you could have it so that wherever you press your ult button the ray will aim there, and you just press it again somewhere else and the ult with move to that spot at a moderate pace. If that isn’t enough you could have it so that at initial ult activation, the ult will always follow Juno but once you press the ult again, well, you get the idea.
Dunno if this is too hot, but reworking the ultimate to where it FOLLOWS Juno could be very useful in coordinated pushes/retreats. IMO wouldn’t be very OP because it’s a relatively short ultimate and an anti effect will negate half the ults utility.
The ultimate is really good for Brawl comps, but I didnt fell I could help my dive and flankers teammates all that much, so heres my suggestion for a buff: Tap your Ultimate key to activate Orbital Ray in front of her, like it works now, and hold your ultimate key to activate a third person mode similar to Doom's and Bastion's to place it where you want to. This way you could assist someone whos diving backlines or a teammate whos about to make a risky play. Also in OT, to help stall without the need to wait getting on the point.
The two things I'd do, is remove the damage falloff, to give her more positioning choices, and have her ult follow her, which not only helps save her in desperation, but then also makes her ult more flexible, depending on how you play as Juno.
Personally, I found her really fun to play. I do think she could use a couple buffs as well though. I think for her own survivability, adding some healing to the ring would be nice. Like on cast or moving through the ring, it heals you a bit (maybe heal your teammates too).
Her flight is really nice especially in conjunction with her speed boost, but I also think having at least the option to move downwards would be nice and not overkill. Having to cancel it and go on cooldown just to go down is a bit much imo, especially considering she can't go as high as other heroes (even with her speed boost).
The only other change I would like to see is her ultimate doing damage like Moira's ult but from above (I'd be okay with the damage boost being removed to balance it). That would make it more like an area of denial and more versatile usage.
Everything else I think is fine personally, but ofc, we would need more time to really see.
She reminded me of Baptiste as well when I played her. I thought she was pretty fun and balanced, though as a Lucio main I'm salty speed is no longer just his thing lol.
As a console player and a bastion main, I adore Juno, she feels so powerful and helpful, I've really enjoyed playing as her and will definitely play her a lot if she feels like this, I'm pretty low elo and every Juno I was seeing on the scoreboard had great numbers, the movement feels great on console and the torpedoes get me a crazy amount of kills. I love her
1. Would love to be able to move up and down with glide, perhaps with a slower speed. 2. For the ultimate I would like to be able to control where it moves by aiming at a location and pressing Q again.
Idk if this is too much, but her speed ring should have a small low gravity effect. i was disappointed when i found out the space hero doesn't have a low gravity ability. Also, i would love if the glide reset the double jump. In general, she's super fun and balanced and all the changes they could do are QOL or small adjustments. No need to touch the numbers
I use the right click when my team is about to do something. Like if my genji's about to blade, I can jiggle while locking onto genji+enemies and if it's safe for me(and my genji) to be greedy with it, I can keep locking onto the enemies too.
It follows allies thru walls so you can use it on dive dps before they leave your LOS like how brig would pre-pack a dps. As long as teammates don't need your gun's heals in the meantime
The only change I think I would make to the ultimate is to make it controllable. If the Orbital Ray is active, pressing Q again would ping a spot for the ray to go next.
she is so slept on people speak like shes not gonna often replace either kiriko or lucio in pro play, people who say shes bad or needs buffs dont know how to play her bc shes new. everything is fine but her survivability if you face a juno that cycles their cooldowns you will not be killing her unless ur a specific hero like cass or multiple people focusing her , this is the same issue we had with pharah rework slowly becoming the demon it was once people learned her
She does do a lot less damage than those heroes tho. Atleast she's not incredibly bursty. Her missiles are pretty slow to start up and her burst pistol needs a lot of shots to kill. She also has no self healing at all. But you're not wrong if played well she is hard to kill but she doesn't feel like some uber dangerous character you need to kill fast to me.
@@Oguh608 That's OP's point: she's balanced rn. She is really fair to play against, you need to use her kit well to survive. If you mess up your positioning and/or mobility cooldowns, you're really vulnerable.
I will never understand how we could be complaining about Kiriko being too strong at too many things for so long, but then Juno comes out almost perfect and those same individuals are complaining for her to get more damage and movement (I'm not putting words in your mouth, I'm talking about other people screaming for her to get headshots and free flight).
She’s not replacing kiriko because she doesn’t have a suzu mate
Juno will not see pro play in her current form. Actual 0% chance of it happening. Other supports like kiri/bap do crazy damage with great utility and that is important in pro play, anti nade and sleep dart are great on ana for certain match ups.
The low damage and speed boost won't cut it for pro play. But she will be a fun addition for support mains to occasionally play.
@@Jartran72 who wouldve guessed if you say only the positives for others and 1 positive for juno that juno sounds bad
Haha I made that change to the pulsars and hover settings too. Glad im not the only one 😄
ml7 suggested the ult to be able to be toggled to stay in one place by pressing q again, then like can move again if q is pressed again. It's a good idea imo because I like having the ability to control it's movement sort of
i love how she's the epitome of a support, like that's what they should be, they have a bunch of ways to heal, they can enhance their team, they can keep up with their team. She doesn't do dps damage, inst untouchable because of her mobility. and doesnt cc her opponents all the time/ she isnt defensless, she isn't immobile, she isn't oppressive and truly this is a hero that i want to see both on my team and on the enemy team. i think they did a phenomenal job
Imagine “you’ve heard those words before, but i’ve never listened for more”
I think if she could regen like 50 ish health on activation of her dash/float ability like wifeleaver, that would more or less solve her defensive problems. As someone who has played a fair bit of lifeweaver I kept expecting the dash to heal me a bit as I was running away, but then remembered it was a different hero. Obviously I will adjust to the ability as it is over time but there were lots of times that I just felt like I should have been able to get away and I died just before I got around the corner.
I don't think making the orbital ray travel faster is a good idea. It would make optimizing it limited to the map geometry since you would only be able to get the full value in open spaces which may make its usage more predictable and less flexible over time. I think the issue comes from the strictness of its effect area, so a better way to handle that would be to have the buff linger outside of the area for a little bit (Maybe 2 - 3 seconds) this way you could push past it or move around a corner and still be a threat. There are a few ways you could implement this; the easiest way would be the timer where you get the full effect for X amount of time after leaving the beam zone and can refresh it when touching the beam again. Another way would have the power of the buff to slide off (think Lucio beat sliding off over time but with the power buff instead) then the linger could be even 5 - 6 seconds but the last 2 seconds is a marginal buff. The last way I'm thinking is to make the main beam animation zone the place where you get the full buff, but maybe you can get different tiers of the buff depending on how far you are from the main beam (think of a bullseye target with each circle outside the bullseye being a different tier of power) effectively extending the ult's range. Thoughts?
I think Juno would benefit a little bit if her lock on secondary fire had a slight buffer when losing los where for around a third to a half a second if you are locked onto a person you lose direct los of you can still fire towards them but the torpedos can still crash into walls so if they still are behind one. That would help with the frustration of losing los for a split second from someone strafing and losing out on even firing a torpedo near them
What if the torpedoes when they charge up it will fire automatically so wen the torpedoes charge up, you can still use your primary fire because right now when you use your torpedoes, you’re in the open for enemy fire and it takes quite long to charge up the torpedoes
I absolutely loved playing her. My only possible issue is that she feels extremely squishy. I was looking at other supports that I play and for me at least, I feel like the fact she can't heal her self contributes to that imo. Especially when dealing with flankers. Either way can't wait for when she officially comes out!
He gun sounds amazing but the thing that isn’t satisfying is not getting the headshot sound effect on damage ever tbh
I wish she had headshots even if they were weaker, like 1.25x damage, just for that satisfying sound
I think a good change for the ultimate could be that it works like ramatra that it is in a circle around her and have the duration remain how it is.that being said I like the counterplay of being able to walk past it.
My only real Ick with her is how the cooldown for the torpedos worked.
From my testing, the cooldown is 10 seconds in all situations unless you cancel it before it sees a target. If you cancel the ability before it SEES a target it only had a 5 sec CD
To me this feels unintuitive, especially because if you use the ability but before it has time to lock on it becomes useless (end of fight, everyone healed, etc) it still doesn’t get the reduced CD because it already started locking on to targets.
IMO it should be as simple as:
5 second cooldown, unless activated with locked on targets, doubling the cooldown (I’d also be okay if the 5sec CD was more like 6-8 to make up for this mini buff)
After playing with her for a bit I think the only big complaints I had about her was that her torpedos should lock onto teammates faster than enemies so that you're more incentivized to use them as an emergency burst heal option if a big AOE goes off, and that her ult radius should be slightly larger to accommodate your team needing to fight for space to effectively use it. Otherwise, she felt like a really solid and fun healer to both play as and against.
Idk, I feel that they could make her flight omni-directional, but restrict her upward/downward movement significantly. So it would be the best of both worlds: you can get where you want with less friction, and your head hitbox is not jumping like crazy
I love Juno and I am definitely gonna try to main her. I can finally feel fast like Lucio without playing Lucio.
Juno is cool but I have the skill issue of not getting the most out of her damage. Think I’ll stick to my Ana, Bap, and Illari comfort picks.
The only changes i really felt like she needed was better sound effects for healing especially and make missiles so you can use abilities and shoot during it, i think that would make it so she could use it during duels and high pressure situations where multiple people are critical but she cant use missiles because the time she takes not doing anything while they charge, plus it gives the option to use it in duels or as a team sustain ability, you could even nerf the burst heal in order to compensate for the flexibility it would add
I feel like her Blaster rate of fire inbetween bursts could go down a bit in exchange for more healing per projectile (alongside maybe an ammo total decrease) to better blend her torpedos into her kit, say, if you could more easily weave her abilities in between bursts i think her kit would flow alot better.
With my limited playtime and skill (but historically accurate takes):
1. Juno's balance is FINE. Her kit is similar to modern hero releases and reworks in that her power is really easy to balance just by tweaking her numbers. On one hand, this means that she will be either good or bad based on the current patch without much of an in-between (unlike how some characters can be good regardless of if they're in-meta). On the other hand, it'll be easy for the Overwatch team to tune her when she is broken.
2. Juno has the hero complexity problem that I've been seeing a lot recently, where she has a ton of different abilities that do a ton of things. Overwatch started with simple heroes like Reaper, and had the complexity of the game come from the interactions between the variety of heroes, gametypes, and maps. Over time however, the heroes themselves have gotten more and more complex, making the game much less accessible not only to new players but also enfranchised players. Juno is the most notable example yet, where she can heal, speed boost, damage boost, auto target, damage, and use movement, all at the same time... on top of her passives. When controller players start running out of buttons, it might be time to focus on more unique heroes instead of just giving new heroes abilities from half the roster and treating it like it's something we haven't seen before. tl;dr: Juno seems to have a lot of breadth, but not a lot of depth, which makes the game less interesting.
3. The character design is nice, but it seems very... Fortnite. I won't jump to conclusions, but I hope that's as close to Fortnite as Overwatch gets.
I really like how her gun sounds. I don’t really think she needs any changes at all. Ofc that’s just my opinion but I really do like how her gun sounds. She’s perfect in my opinion already. Some vfx update would be nice on her ultimate, but otherwise I had so much fun with her and loved all her sfx right off the rip.
I do agree with your statement about the ult tho. It’s very slow and hard to stay in. Maybe make the effect linger for a second longer or something, or yeah move a bit faster. Or maybe being able to attach it to someone (but that sounds kinda busted lol) I’d be fine keeping it the same though. It’s slow but that just means you have to use it at the right times and your teammates will have to pay attention to it.
As Juno, theres some serious jukes you can do lucio style around someone trying to flank you if you have the cover to play arpund. I could easily see her movement as something to master.
Great video! Brig approved!!! I love playing duo with Juno! 😊
Brig Juno is a very good combo, not as good as Ana Brig but maybe second place.
@@hillwoop9101 gotta love an Ana! ❤
The name little shield when you’re a Brig main is adorable lol
@@SocialExperiment232 thank you! @EvenTheScore picked it out for me! ❤
😉
Speaking of the horizontal only movement, I've found that Ramattra is a really good counter for her thanks to vortex
I really liked her playstyle from the few games i played as her but my main complaint and it might just be me but i feel as though her ult is WAY to bright especiallly when 2 are out at once.
I also though she was really fun to play with and my fav characters to play with Juno were Venture and Illari because some fun things me and my friends noticed were that Venture gains the speed boost when underground and Juno's homing missiles automatically detonated sunstruck enemies :)
The thing thats good about her flight compared to echo is its longer for one, and it locks her on the axis so you dont fall so you can peak over a wall
Juno’s ult should be able to reverse if you hit Q again. Many other games have this it’s very easy to do. Or make it follow someone for the duration. It’s slow so it’s not like it can pocket a Winston that jumps in.
Play around Shift and E and don’t use them in tandem. Skirt in and out of natural cover. You can quickly join the fight after everyone has used their cooldowns with yours. Use your right click when no one is critically injured on your team. Too many people play her right next to the tank all the time and get jumped. Expecting their CDs to save them somehow.
I found her awkward to play at first, but I feel that's because I didn't really "get" her playstyle until I had more time. I thought with her movement and accurate gun she could be a great flank/angle character that could escape threats, but that wasn't really the case. I had a hard time finishing off enemies and she's actually surprisingly weak to dive despite her abilities, and I found a lot more success pocketing the tank instead. Characters like Rein and Ram really LOVE having a character than can speed boost them around and pump good healing into them easily from any distance, and you can use her gun and torpedoes to confirm elims on the targets they're taking on.
I think Juno right click should fire one projectile to the crosshair once you end it, that way you can send out 1 75hp/dm as a skill shot to combo/save
totally agree with the points. esp the sound not only as playing as her but also when she is a teammate. I keep getting distracted by her gun thinking it's an enemy. They definitely need to tweak the way her gun sounds
i think her ult would work reall well if it was similar to newcastles ability in apex. You can place it down but you can also move it after its initial deployment. So if you wanted the beam to be in one place you could. If you wanted her beam to move forwards, or backwards or diagnocally you could. I think this interaction should use her ult cast animation just so it isn't spammed over and over to basically pocket the tank running about.
My main issues are sound feedback on her heal and ult, her ult needing QOL buffs, her ult making Valk even worse than it already is, and her glide and jump needing some QOL tweaks.
I actually really like the mediblaster’s sound, I just think it needs more noticeable feedback when you’re healing because in some cases I can’t tell if I’m landing many shots or whiffing them 😅
Honestly, this is the way to make a mobility hero. She has no get out of jail free or self healing abilities, which means she has to actually think about her positioning. Plus, she's super fun to play as getting a 5 man torpedo feels amazing and her speed can help less mobile characters a lot.
To me, what makes a support annoying is damage potential + mobility + self heal + get out of jail free abilities. And it's usually annoying because DPS have at most 2 of those while Kiri, Bap and Moira for example have all 4.
Moira does not have a get out of jail free or damage potential. Her escape ability is a balanced mobility cooldown and her m1 has the lowest DPS of any character in the game. Sure the aimlock is annoying if you're in metal ranks but she definitely doesn't have high damage potential like bap, kiri, illari, or zen.
@@emmettbachran13 idk man, fade turns her invisible, invulnerable, has quick horizontal and some vertical mobility, and is on a 6 second cooldown. It's not Kiri tp, but having both fade and healing orb she can escape most bad situations. Plus, her damage orb gives her pretty ok dueling capabilities in metal ranks.
I'm a Masters Tracer player, I don't interact with Moiras other than killing them after I see them use fade or complaining about the enemy team having yet another hero I can't pulse. But for 90% of the playerbase, Moira does have a get out of jail free and good dueling potential.
@@alvin_row Her fade is super easy to follow with any other movement ability and if you can catch up to her with no fade she crumples like paper. Yeah she's unkillable in silver but balance is so irrelevant in those ranks that who cares. Moira is problematic because she has zero team utility and the lowest skill ceiling in the game, but her fade is not a get out of jail free like kiri, who cannot be followed since she can go through walls.
Nooo this video just reminded me that she’s gone again 😢 I only played her a max 2 hours but she was SO much fun. The last two releases have been great
Torpedos could either be increasing their heal over time after they hit the allies, OR make her be able to shoot while charging the torpedos. Second one would be a strong buff I think, so that's just a thought, but I like the first idea
I haven’t personally gotten a chance to try it, but I imagine those missiles would actually be really good if you can coordinate with Sigma and combine them with his ultimate.
I am shocked some people would think she is weak. I absolutely adore her it's the most fun I have had playing a hero since early Overwatch 1 as a longtime veteran, I do not know why she clicks with me so well. Honestly thought people would be asking to see her nerfed as I feel like I am having too much fun.
She instantly felt really balanced, which is cool. The movement tech is craaazy
I really liked her, as someone who mains mostly Zarya and Mauga she is very fun to play with.
She made me very glad to be a zen main. Got into a lot of habbits to make up for no deffensive/survival abilities that were a godsend wben i played juno.
I managed to play only 1 hour of Juno, i found her vulnerable, but map knowledge helps a lot, by using her flight, you can escape chase by gliding over gaps or double jump to higher ground. but yea, her survivability and self fencing is maybe slightly higher than Zen's.
I can barely tell if I'm healing a teammate unless there isn't any noise going on in the fight. The healing feedback for the gun is really lackluster and needs to be improved.
Her Torpedoes feel fine against teammates, and feels somewhat useful as a "pre-nade" for when teammates are about to take damage. It's not really useful for mid-fight engagements like you said, bc of the lock-on and projectile travel times. It feels useless against enemies unless you're focusing them or fighting them in a 1v1, which is fair I guess.
Ultimate feels weak, like you said. I know it's meant as an ultimate to boost and heal your team, but I feel like I should be able to focus on a squishy and kill them fairly easily from within the circle, and I don't feel that. The speed of it feels like an awkward point between two middle grounds - it would feel stronger if it was slower OR faster than its current speed. It also feels like it lasts too short for the damage boost it provides. Either improve the damage boost slightly, or increase the radius/duration. The "infinite" duration sounds like a pretty good idea, and would benefit the flankers in the backlines, but since players have to chase the radius to get the damage boost, it still offers the enemy a way to counter/predict.
What if she could reposition her ult? I think Thatpunchkid was suggesting it as a change, it could fix the problems you mentioned. Like, she puts the ult down and if rein charges in to cut her off, she could just make it move towards herself/her team. Still good for small spaces and adds more utility for pushing
Her current fly is perfect because it keeps her baanced but theres such a high skill ceiling to it. It has great straff potential and you go higher when teaching ledges so you can get higher.
I wouldn’t mind if glide boost had a “crouch to descend” option. It definitely shouldn’t get more ascending power though.
Juno being able to use her second jump while using glide boost is underrated
Imagine Juno ult in a flashpoint mode going across point A to point C during the game LMAO. Like using it in point A, then capture it, then play point B, then when you're done you go point C and see the juno ult JUST arriving there.
It'd be hard for it to go that slow especially when you're probably able to get a second ultimate by the time the first one goes off the map in a flashpoint/payload map
She's pretty balanced given that she can't self heal. I do agree that she should be able to descend during glide since she gets caught on a ton of things like doors. She's the most fun I've had playing a new hero in ages, can't wait for her to release in August
Her torpedoes are vital to her performance. I have been using controller on windows so I’ve been in a PC pool even in qp and u have to aim with no aim assist. My aim is bad with controller so I don’t hit a lot of shots, but despite this I still popped off with Juno because of her torpedos. I focused on getting as much value out of one cooldown worth of torpedos by hitting as many as I could and using it as often as possible. They did a significant amount of my healing and damage which led me to having insane numbers by the end of the match. If you played titan fall 2 and are used to the lock on middles there, then you can do very well with Juno’s torpedoes here because you know how to get good value out of her torpedoes. I disagree with you saying that Juno’s movement isn’t enough to keep her safe but for me I’ve noticed that people will often spam her movement because of the short cooldown on it but end up still not having what she needs to escape. If you know when to use it you can be a little weasel like Moira with her fade.
you should consider using gyro controls. might help you against MNK users in those PC lobbies
@@jivemelonwhat’s that?
i think her ult should impact once with like 1 second until impact ans give all teammates that were in the ray’s range the same effect for 5-6 seconds
I find her ulti to be very niche, more to the defensive side. Maybe if it move faster would be better for attacking. The only scenario I found it very useful was throwing it at the enemy Mauga's ulti.
I feel like everything about the kit is really nice. However maybe either increasing the size of the projectile or increasing the total healing to 90? (maybe i didnt get enough time to really get good with the gun) I know lowering the skill floor for heroes, especially support heroes, is not what we need, but i felt like teammates who are trying to avoid enemy bullets are also avoiding mine.