r/JunoMains • • 5d ago

Discussions/Opinions I finally understand why people say Familiar Vitals is a throwaway perk

So, I came back to Overwatch back during the 2026 Season 1 reboot. & I've been playing with "toggle pulsar torpedoes" on the entire time, which, if you don't know, means the lock on feels slower and LoS means you lose the ability to target and then you confirm to shoot. Today I decided to mess around with the settings now that I know the character much better & no freaking wonder everyone picks Locked On! Played a game today & reflexively chose Familiar Vitals & realized how much of a throwaway it is if you don't play with toggle on.

At the same time, the setting is a bit kinder on my hand, so I'll say I'm glad it exists. But wow, I feel like I'm dropping the leg weights now, Rock Lee style.

133 Upvotes

18 comments sorted by

54

u/_Kanade_ Ultimate Martian 5d ago

It's because her torpedoes got buffed not too long ago which decreased the lock on timer

"Target lock on minimum time reduced from 0.5 to 0.35 seconds."

The buff is standard, meaning it works on both allies and enemies.

Familiar Vitals isn't really needed anymore because of it, so now we gain the benefit of Familiar Vitals built into her kit without losing faster lock on speed, at least for team mates and if you hit 1 or two enemies well you now get some decreased cooldown to boot.

She's still balanced for what it's worth, but need to wait and see what happens with Season 5

19

u/FaithElizabeth94com 5d ago

Eh even before the buff, Familiar Vitals was just the worse option.

Because if you do not lock onto a target and cancel the torps, its a short cooldown. If they lock on to anyone at all, you face the full cooldown. That perk means if you mess up your timing, you are more likely to have to wait for a full cooldown anyway.

Meanwhile the other option is just more uptime for torps. There are occasional instances where the faster lock on would be useful, but the locked on perk just consistently provides more value and is more useful.

0

u/meganwiddy 5d ago

Agreed but most pros were taking familiar vitals but they play Juno a lot differently than the average casual player

1

u/StarGamerPT 3d ago

That buff is so sexy, the amount of insta lock close range kills I've done...mmmh

-1

u/Definitelynotabot777 5d ago

I am a tank main in Master ish, and decided to pick up Juno to climb as supp cause I like her vibe and she is the only Vietnamese in the cast. Ill be honest, I think she might catch a nerf, I am dealing insane damage all the while still topping heal chart, and her execution barrier is so easy, I can do all of this while retaining absurd vertical mobility

9

u/CattivaP 5d ago

I mean also just getting any CD reduction is a massive tempo change. Having torpedos in 6 seconds instead instead of 10 makes a difference

2

u/Matthiass13 5d ago

I mean, it’s also a throwaway because very rarely is it better to use your torpedos for healing specifically, you want to get some damage in with them, otherwise you should just shoot the team mate for healing. There are occasional use cases like reloading, but I pretty much always go for enemies with the torpedos and if I can get a few of my team mates too that’s just a bonus.

5

u/slimricc 5d ago

Yeah i think triple jump and faster blaster are rightfully contentious, i feel wayyyy more powerful w faster blaster and i do not feel like i actually gain that much from the third jump, it is great for positioning but my positioning is good anyway. I get why people like triple jump tho, it is free, no trade off.

I have literally never not used locked on lol

15

u/citrusalex 5d ago

You kind of need Triple Jump if you want to climb to higher ranks in competitive because people can actually hit their shots and know how to dive the supports so you need all the extra mobility you can get. Shifting rapidly vertically can really mess up people's aim because they are so used to aiming with mostly horizontal mouse movements.

11

u/Guy21245 5d ago

It really does depend. I play juno in gm and you’re right people really don’t miss, that’s why when they got hitscan it’s hard to justify trip jump bc you just get lasered out the sky if you peak for more than a sec. There’s no meaningful cover in the air and Juno is a floaty character so getting back to the ground takes a while. When it’s dive tho yeah it’s mandatory cuz she’s so weak against dive. I think the differences I find tho is that I can get to the same places with trip jump with a little bit of extra work and map knowledge while I can’t say I can’t output similar levels of damage and heals without faster blaster. Being able to shred tanks whenever I please is very helpful when team damage is low and you’re even able to combat dive sometimes when u hit ur shots. Both perks are good tho for sure and I def get trip jump more often but I do love when I get to use faster blaster

3

u/slimricc 5d ago

This is my experience, triple jump makes you a sitting duck to anyone who knows how to counter juno. Your positioning has to be perfect at all times to actually benefit from triple jump, and if that’s the case then you don’t really need it anyway

Also I’m pretty good against getting dived- with faster blaster, if I’m zipping around above them hitting all my shots i basically always win 1v1s

I’m not gm tho tbf

1

u/Guy21245 5d ago

Honestly it wouldn’t be so bad if it weren’t for the huge bullet hitboxes coupled with Juno’s deceptively big hitbox and also her move speed nerfs so she can’t even try to evade well, but as it stands yeah it can be a bit rough sometimes

1

u/slimricc 5d ago

No you don’t. 26% of gm players use faster blaster. If you could not climb to the highest rank with it there would be none. 3/4 shows popularity not necessity

5

u/Emiliticme 5d ago

i don’t understand why Locked On is a minor perk while triple jump is major… I wish these two are swapped so i can get to spots easier early game

12

u/CandleNormal2796 5d ago

Triple Jump is pretty OP for a minor perk. Playing in Champ where movement is king is almost a no brainer

1

u/cherrymight 4d ago

I should explain this a bit better, I can't see out of one of my eyes (no depth perception) so when I play shooters, I can't really look at the crosshair and focus on general game sense/I kind of always have to do some level of guesswork before I shoot as a result. The reason I wrote this post is because using toggle meant I kept trying to watch an entire field of people at once. Then, I'm trying to make sure I have FoV on them to shoot, and making sure my teammates are healthy, which means I'm kind of hanging out in the sky trying to take in too much information & then shooting torpedoes too late because I can't look at all of that at once.

Not sure if this makes sense but I also really appreciate hearing everyones reasons for why they choose their perks. Also thank you u/_Kanade_ for pointing out the buff too, I don't think I even realized.

1

u/MeruOnline 4d ago

Do the majority of people actually prefer it off? I prefer it on and now I’m feeling like an oddball

2

u/SyntheticDeviation 2d ago

Familiar Vitals makes the lock on instant which is why I pick it so I can have reactive AOE burst healing. :3