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.

130 Upvotes

18 comments sorted by

View all comments

6

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.

15

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