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  1. #1

    Jorm rework

    I think it is not a big secret jormungandr is completely flawed in every game mode. In a game where you have very limited stamina, which you deplete to attack, having someone deleting it and heavily punishing you for it is very, very irritating, out of the game.
    On the other hand, wielding a big maul and dealing less damage than some heroes with one handed attacks is extremely irritating too, forcing you to turtle up and eat up your opponent's stamina.

    I think this version would be more satisfying to play as and against:

    1. Side heavy openers deal 30 damage (up from 25). 23 damage in tg.

    2. Top heavy openers deal 35 damage (up from 30). 27 in tg.

    3. Hammar slam deals 40 damage (down from 50) 30 in tg.

    4. All bashes universally cost 5 stamina, drain 10, and stop stamina regeneration for 1 second.

    5. Chained bash restarts chains now, can be chained to light or heavy finisher.

    6. Heavy finisher no longer moves the target.

    7. Succesful heavy finishers drain 30 stamina, place a 2 second blind on the victim, and stop stamina regeneration for 2 seconds.

    8. Heavy finishers deal 35 damage (up from 30). 27 in tg.

    9. First feat only heals 8 HP (down from 10) on a succesful bash. 5 in tg (especially since landing them there is much easier). Second feat gives a 100 hp shield, but only for 3 seconds, and regardless of circumstances, that 3 seconds starts immedietely (still gives recovery protection, which is the point of this feat).


    I think it is a more healthy version this way. What do you think?
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  2. #2
    As a Jorm main I can agree with most of the changes. My only concern is the second feat skill only lasting 3 seconds. In my opinion Jorm is supposed to be a character with tons of survivability and it would be a waste to nerf this feat too harshly, but that's just me.

    Now I do find him to be way too strong on the TG. I found that after forcing people OOS, I was free to throw out the heavy unlockable finishers whenever I pleased because you don't lose any stamina if parried or because of the stamina changes, it was almost impossible for Jorm to lose stamina, making pressure almost as strong (if not stronger) as bleeding near a Shaman.

    With that in mind the TG should tweak Unblockables to be the only way to lose stamina when parried so characters with powerful Unblockables such as Jorm won't dominate. Would like to hear what you think.
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  3. #3
    Originally Posted by CrimsonDragon99 Go to original post
    As a Jorm main I can agree with most of the changes. My only concern is the second feat skill only lasting 3 seconds. In my opinion Jorm is supposed to be a character with tons of survivability and it would be a waste to nerf this feat too harshly, but that's just me.

    Now I do find him to be way too strong on the TG. I found that after forcing people OOS, I was free to throw out the heavy unlockable finishers whenever I pleased because you don't lose any stamina if parried or because of the stamina changes, it was almost impossible for Jorm to lose stamina, making pressure almost as strong (if not stronger) as bleeding near a Shaman.

    With that in mind the TG should tweak Unblockables to be the only way to lose stamina when parried so characters with powerful Unblockables such as Jorm won't dominate. Would like to hear what you think.
    The amount of time is debatable. 10 seconds is definetely too much.

    I think if the heavy finisher does not ground the target on contact, it is just a normál 50/50, and might not needs a nerf (OOS gladiator is definetely more oppressive in TG). But some universal nerfs on ub stamina cost in TG would be okay I think. I don't have jorm exp in TG, I don't know how it was there.
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  4. #4
    I think if the heavy finisher does not ground the target on contact, it is just a normál 50/50, and might not needs a nerf (OOS gladiator is definetely more oppressive in TG). But some universal nerfs on ub stamina cost in TG would be okay I think. I don't have jorm exp in TG, I don't know how it was there.[/QUOTE]

    Didn't think about Glad till now, so you do have a valid point of him being stronger.

    Anyways with everyone's damage numbers being lowered In TG, jorm's survivability skyrocketed. The bash when he had first feat allowed for insane healing especially when you survive ganks properly, so I agree that the healing needs to be toned down. Sometimes I would die once or never at all when in Dominion matches because I felt he was too good if you're great at mind games with your opponents.

    Definitely had the most fun in for Honor since before season 2 started and I already miss the changes, but plan on playing other characters too, to see how they are.
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  5. #5
    Originally Posted by CrimsonDragon99 Go to original post
    As a Jorm main I can agree with most of the changes. My only concern is the second feat skill only lasting 3 seconds. In my opinion Jorm is supposed to be a character with tons of survivability and it would be a waste to nerf this feat too harshly, but that's just me.

    Now I do find him to be way too strong on the TG. I found that after forcing people OOS, I was free to throw out the heavy unlockable finishers whenever I pleased because you don't lose any stamina if parried or because of the stamina changes, it was almost impossible for Jorm to lose stamina, making pressure almost as strong (if not stronger) as bleeding near a Shaman.

    With that in mind the TG should tweak Unblockables to be the only way to lose stamina when parried so characters with powerful Unblockables such as Jorm won't dominate. Would like to hear what you think.
    Originally Posted by CrimsonDragon99 Go to original post
    I think if the heavy finisher does not ground the target on contact, it is just a normál 50/50, and might not needs a nerf (OOS gladiator is definetely more oppressive in TG). But some universal nerfs on ub stamina cost in TG would be okay I think. I don't have jorm exp in TG, I don't know how it was there.
    Didn't think about Glad till now, so you do have a valid point of him being stronger.

    Anyways with everyone's damage numbers being lowered In TG, jorm's survivability skyrocketed. The bash when he had first feat allowed for insane healing especially when you survive ganks properly, so I agree that the healing needs to be toned down. Sometimes I would die once or never at all when in Dominion matches because I felt he was too good if you're great at mind games with your opponents.

    Definitely had the most fun in for Honor since before season 2 started and I already miss the changes, but plan on playing other characters too, to see how they are.[/QUOTE]

    Yes. And all others must be nerfed then, and if it does not net a solid 80 damage on contact, it is not special.


    I had fun there too. Having that game was much better than ours.
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