J.P. is out and while he is new enough that I'm not certain on how he will rank in overall commander tier listings, I do know this: he is a monster in the early game. While I don't think this is enough to cry OP OP OP, I do think that it could use some tweaking. I'll list what/why these issues are, then what I think might make for reasonable changes. The changes I recommend would also address what I see as J.P.'s weakness, which is poor late-game presence.
- No resource costs.
Ok, fine he has a heat bar.... but come on, overheating is actually difficult to do (unless you get the bug that makes you unable to turn off your lasers). If you use Q and E, literally on as often as you can (at least pre-cooldown cap, haven't checked that), you can't possibly overheat.
- Low Cooldowns.
His Q (concussive missiles) have a starting cd of 8 seconds, and is reduce by .5 seconds per rank. This might not be an issue, except that it hits a relatively large area from a very safe distance, and silences for 1 second. The damage is pretty easy to consistently hit without very much opportunity to return fire since you get silenced from such a long range. Add a point or two into Entropy and the damage will really add up quick.
Ok, so we have a long range, spammable silence, a giant slowing field, and a constant damage laser that can be channeled while moving, this doesn't sound entirely unreasonable, but the range on all of his abilities is so long that just to close the gap on him you will almost certainly take a large amount of damage.
So what could be changed? Scaling, cooldowns, resource costs, you name it. Lots of options are there for adjusting J.P. into what I think might be a better all-around commander. I believe the simplest way to change him would involve twaeking the heat system. Here's what I would do.
- Adjust heat costs/dissipation
Heat costs are low, and heat dissipates quickly. Adjust costs to be higher, or just lower the rate at which he cools down. Perhaps change it so he cools faster the longer he goes without using abilities.
- Concussive missiles on a charge system
If concussive missiles where to be changed to a charge system, where J.P. build up missiles over time (less than one pair per 8 seconds) and can unleash them consecutively you would gain more late-game presence by having a barrage of missiles to use in a teamfight, while simultaneously affecting how missiles are used in lane. If in lane a large number of missiles where used together, you would be left with an opening where you wouldn't have missiles to constantly blast at your opponent and still have some heat build up, leaving an opening for a counter-attack if you were unable to push your opponent out of lane.
- Lower the cooldown on type 23 laser beam, but add a startup heat cost. This would allow lasers to be used in a more controlled fashion, but adding a drawback to just toggling them on to apply spell effects like entropy.
I feel that these changes would make J.P. a more interesting commander, with a presence later in the game and a lane phase that doesn't feel so obnoxious from the receiving end.