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  1. #1

    Jormungandr | Quick Fixes/Changes

    Quite a majority of my posts are ignored by the forum manager, and i know why, they are either to direct, too far in one direction, not do-able or just not following their ideal non-public model, and i get it, but this could be done in THREE or FOUR days with testing all together, and if it turns unbalanced or unpolished, you got testing grounds, use that lovely thing more often, it could drastically change the game.
    Alright now onto the changes.



    Top Heavy
    Now deals 35 damage
    Better light-parry punishes to place it in the higher category
    Has a forward momentum of 1 meters
    Further track early back dodges and enemies at a good distance
    Can be soft-feinted into a 1 meter guardbreak
    This is mainly to catch people back dodging when OOS, and have them make a decision

    Side Heavy
    Can be soft-feinted into a 1 meter guardbreak
    Reinforcing the back dodge problem he can't do much about.

    You might think 1 meter is alot but in reality, it's more like a shaman top heavy

    Unblockable Heavies
    Both side and top now deal 35 damage
    Increased damage to better help his offense in combat
    Side heavies now throw enemies up to 50% more to the sides
    To better help with wallsplat damage and all
    Side and Top can be soft-feinted into a 1 meter guardbreak
    Should help when chasing OOS targets.
    Can be used after a punch
    Will increase potential on each chain

    Combo'd Nut Punch
    Stamina drainage reduced from 55 to 30
    This will relieve alot of frustration from many people, since it drains so much
    Is now a followup to any finisher
    Now that you can use it as a "more than finisher" 30 stamina drainage on it should be still high but reasonable
    Now deals 4 "blocked damage" (equal to a 20 damage blocked attack) meaning it scales with Punch Through
    This should make for the stamina drainage nerf

    Neutral Nut Punch
    Stamina drainage reduced from 40 to 30
    Still alot but should reduce the amount it takes to OOS a player from 3 to 4
    Now deals 4 "blocked damage" (equal to a 20 damage blocked attack) meaning it scales with Punch Through
    This should make for the stamina drainage nerf

    Parry Punish Nut Punch
    Stamina drainage decreased from 15 to 10
    For that little margin of stamina you might have
    Now deals 4 "blocked damage" (equal to a 20 damage blocked attack) meaning it scales with Punch Through
    This should make for the stamina drainage nerf

    Combo'd Light Finisher
    Now deals 20 damage
    To deal decent damage and better deal with people expecting a punch
    Can be used after a punch
    Will increase potential on each chain

    Hamarr Slam
    Is now unblockable
    To catch people when mistiming or when being waken up by allies, also helping in getting executions
    Now deals 40 damage
    Should make his combo that people are frustrated 70, which means he is in line with all others
    Now only refills 50% of the opponent's stamina, and can chain out of with a 700ms artifical delay
    This should not only give him more options on pin but, combo the enemy again if they are not paying attention.


    TL;DR

    -Heavy attacks can be feinted, they deal increased damage, punches drain less,
    you can combo out of punches.
    -hamarr slam is unblockable and you can combo out of with a large delay
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  2. #2
    Improving his range and some of his dmg as side heavy opener and then reducing some stam dmg are okay.

    But :
    -Whats the point to makes the slam UB ?
    -22dmg light attack ? Hell nope. 18 is already high.
    -Increase the stam dmg on a parry follow up ? So any parry will allow to makes opponent oos ? Then a lot more guaranteed 50dmg slam plus 10 HP back and shield..

    Big no for all of that.
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  3. #3
    Originally Posted by AmonDarkGod Go to original post
    Damage is fine? But his top heavy shud be 30 since it has instant HA. Also his 80 damage slam unblockable needs to go its too overtuned
    Instant HA, it's after 400ms, also i like how people talk about 80 damage punish but no one talks about the 2 heavy aramush one that deals like that 85
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  4. #4
    Originally Posted by Siegfried-Z Go to original post
    Improving his range and some of his dmg as side heavy opener and then reducing some stam dmg are okay.

    But :
    -Whats the point to makes the slam UB ?
    -22dmg light attack ? Hell nope. 18 is already high.
    -Increase the stam dmg on a parry follow up ? So any parry will allow to makes opponent oos ? Then a lot more guaranteed 50dmg slam plus 10 HP back and shield..

    Big no for all of that.
    slam should be UB in my opinion to catch people waking up incase you mistime your slam or just want to get an execution
    22 damage light is not all that big, many have around 20 on finishers, 22 is to punish people back dodging
    and the slam on parry, i guess could stay as 15, you are right
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  5. #5
    Do not mistime the hammar slam. It has an extremely forgiving window already, and in teamfights, it would only promote braindead gameplay to make it land so easily.

    Less stamina drain in exchange for a stronger neutral game would be nice.
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  6. #6
    Originally Posted by AmonDarkGod Go to original post
    That is also not ok and needs a nerf as well. Aramusha has overtuned damage rn. Also 400ms is near instant HA so doesnt make that much of a difference. Yet its only from top so its somewhat ok
    oh and dude that's 85 guaranteed damage, but there are so many like lawbringer, gladiator, raider, and many more that can punish into 100s with a bait or 2
    with the exception of gladiator that deals 80-100 damage in a punish. i really don't see it that powerful.

    400ms is on top, hitokiri had 300ms and now hitokiri has 533ms
    it's not all that great, but still i get it
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  7. #7
    Originally Posted by AmonDarkGod Go to original post
    Making it unblockable would be too much it would be way too punishing. It should stay as it is. Unless they make the hammer slam 35 then it can be unblockable
    way too punishing, wdym ? it already guarantees 50 damage, making it unblockable literally DOES nothing when the enemy is on the ground
    if not, 40 damage is decent making it 35 is way too low, that's on par with a side raider heavy, it's stupid for a special move to be this weak.
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  8. #8
    Originally Posted by Goat_of_Vermund Go to original post
    Do not mistime the hammar slam. It has an extremely forgiving window already, and in teamfights, it would only promote braindead gameplay to make it land so easily.

    Less stamina drain in exchange for a stronger neutral game would be nice.
    why tho, making it deal 40 damage is already quite low for a special, and UB just give you those extra options
    you can either combo out of it when landing to you know slam them again, and if you just time it a bit off and don't normally land it because some random teammate staggerd you, you can now land it
    i suggest i'd be unblockable to help in emergency situations in which you NEED that exection or you NEED to create a larger widow for a combo, it's not for braindead mistimes, sure it will reward those by somehow not pressing 1 button, but will reward more those that thing and get that 50 hp on exec.
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