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- Rocket's damage falloff is very low. This means he has to be quite close in order to deal meaningful damage. Being this close also typically puts him in danger.
- Rocket's survival is critical. If Rocket goes down, his Beacon is immediately disabled and thus he cannot rez.
So generally, Rocket does not want to be taking many risks while his beacon is up. If his beacon is down, it's sometimes fine for him to eliminate someone if it's a relatively easy pick, but those situations won't always arise. Particularly if you're facing sort of "deathball" style comps (ie, Magneto, Punisher, Bucky, 3 healers), there may be relatively little he can meaningfully damage.
Between his awkward low profile making most shots hit the ground in front of you and an abslutely devastating drop-off at range, there just isn't a good reason to fire the gun otherwise.
Riding a Groot solves all of those problems: you get near guaranteed headshots against tanks in melee while being durable enough to stay there thanks to the damage reduction and most of the damage going to Groot anyway.
Because he heals like mad but his damage output is really low.
I would rather a rocket that is clutch at healing and resurrecting and buffing-- than one who has some good damage numbers.
And I'd add that as a controller user, for me personally I find his projectile speed to be awkward and leading targets to be unintuitive because of it. I will occasionally shoot down an Iron Man or something if need be, but I do not prioritize trying to do so.
I will say though, he melts Hulk and Thor when they try to get in his face. Just trying to shoot things at range feels impotent and like it should not be prioritized.
Rocket is very very strong when played right basically becoming an assassin/healer hybrid in the right hands