The anticipation was palpable when Juno was released as the newest hero in Overwatch. I was eager to jump into competitive matches and see how she would change the game's dynamics. However, what I didn't expect was the chaos she would bring to queue times, especially for healers. On the first and second day of her release, the competitive healer queue times were insane. I waited over 30 minutes before finally giving up, realizing that the hype around Juno was creating a bottleneck in the matchmaking system.

It wasn't just the surprising wait times but also the mixed feelings I began to have about Juno herself. On one hand, she was everything I'd hoped for regarding design and story. Her abilities bring a lot of verticality to the game, allowing her to quickly move between high ground and low ground. This kind of mobility hasn't been seen in many other healers, and it's clear that she has the potential to be a game-changer. But on the other hand, I struggled to make her as effective as I had imagined.

One of my teammates, a cracked Baptiste, shared their thoughts and seemed to have a different perspective. They really enjoy playing Juno, mainly because of her movement abilities. They mentioned that while her movement might seem simple, it offers fluidity and mobility not commonly found in other heroes. Being able to traverse from high ground to low ground seamlessly makes playing Juno enjoyable and engaging. For them, Juno's strength lies in her super mobility, and they feel that she performs best when played as a main healer.

However, as I continued to play her, I noticed that Juno wasn't as mobile as she could be despite her verticality. While she has the potential to do a lot of damage, it often feels like she doesn't quite deliver on that front. Juno seems most effective when used at off-angles or from the backline, but even then, she appears to provide little utility compared to other supports. What's more, she's easily dived and seems to have less survivability than Mercy or Zenyatta. This lack of resilience can make her feel like a liability, especially in the fast-paced, high-pressure, competitive play environment.

It's as if the developers took serious precautions with her design, veering on the side of safety to avoid making her too powerful. And honestly, I can understand why. Could you imagine how devastating Juno would be if her mobility were a notch higher and her damage buffed? She could potentially dominate the game, making it hard for other heroes to compete. Maybe that's why she feels a bit underwhelming now—perhaps she's perfectly balanced, and the other heroes need nerfing to bring the whole roster in line!

In the end, Juno's release has been a mix of excitement, underwhelming, and unexpected challenges. The long queue times highlighted the intense interest in playing her, but they also underscored the growing pains of integrating a new hero into the game. As I continue to experiment with Juno, I'm hopeful that with more practice—and perhaps some future adjustments—she will live up to the high expectations that came with her debut. For now, though, I'm still trying to find that sweet spot where Juno feels as impactful as I'd hoped.