Talk:Jhin/@comment-24111244-20160216152839/@comment-5319740-20160227073958

hes a split between an assassin and a hyper carry. he hurts, but a lot of things actually makes him relatively ignorable.

that is to say, hes a burst marksman thats similar to graves, to point out hes very vulnerable during is very long reload time, he has no escape tool, and he doesn't scale well with quite a lot of items (shivv deals less crit burst, IE bonus gets penalized, on-hit items are less utilizable, etc.)

but on the other hand, hes somewhat inferior to graves, in a sense, he has a non-interactive static attack speed and reload time which takes quite a lot longer than graves' buckshots, his aoe is restricted to a very narrow field (W & R is single-target vs champions), and all his skills are mostly delayed nukes (Q needs to bounce, W has a cast-time, E has a delay, R has an arming time and firing interval).

what i suggest to make him a little bit more responsive is to change how his kits works.

passive - remove AD per AS, make AS affect his movement speed and both attack-speed and reload time, remove the crit-penalty but make 4th hit an empowered attack, much like heatshot.

Q - remove the increasing damage per killing bounce, reduce scaling but increase base damage, make each bounce deal a small "explosion" splash damage, i mean, its a friggin grenade right? the total splash should be stackable, making the sum of splash damage equal to 100% AD, meaning it'll be very effective when used on a tight-cluster of targets.

W - range should be reduced to 1500 to match jinx's zap, make it pass through champions so that it'll be a full aoe spell making his "root" a bit more reliable.

E - make his flowers indestructible but visible, similar to nidalee's traps, the AoE radius should also be smaller.

R - make it pass through champions BUT also deals reduced damage for every successive champions hit, non-champions will receive a fix amount of damage.