Updating Jormungandr
This isn't a rework. It's more along the lines of pk/warlord treatment. Some people are worried about Jorm's state post mid season patch since going out of stamina is going to be a lot harder to do. Especially with the newly nerfed Jorm. These changes are made with said patch in mind:
Bashes: The bulk of my changes will be around his bashes. Instead of having a global approach for all of his bashes both for stamina damage and for delay The idea is to assign different values to each. Essentially giving each bash he does a different "role."
Jotunn surge (neutral bash)
-significant increase to side tracking
-stamina regeneration delay 2.5 seconds
-CGB recovery is now 700ms
-block recovery is now 800ms
-dodge recovery is now 600ms
-Stamina damage nerfed to 20
Surge in my opinion is the hardest bash to land for Jorm and is often used as his dodge punish. I have set the regeneration delay to it's old value for this move to make it his go to move for stalling offense for the opponent specifically because he doesn't net any damage from this move in combination with the difficulty of landing it. The recovery changes are meant to make it harder to punish universally on reaction but not basically impossible like Toe stab. The increase to block recovery should make dodge attacks a more consistent punish but not a no brainer one due to UB heavy feint mix ups. Overall this is going to be Jorm's main way to harass someone's stamina.
Jotunn Farewell (combo bash)
-significant increase to forward range
-stamina regeneration delay 1.8 seconds
-block recovery is now 800ms
-CGB recovery is now 600ms
-stamina damage buffed to 40
Farewell is now Jorms main way to do stamina damage. The short delay is purposefully put for this bash due to the new chain pressure Jorm now has with a workable offense. This means If Jorm tries to bash someone repeatedly with this bash he's making a commitment to healing himself over getting damage in on his opponent. Jorms who will want to OOS for the punish will have to make an effort to use other tools in his kit and not just this bash. Recovery changes again make dodge attacks more consistent as punishes. CGB recovery is changed specifically because getting a reactionary GB punish is rarely a good thing balance wise.
Jotunn Grudge (parry counter)
-stamina damage buffed from 10 to 15
-stamina regeneration delay 1.8 seconds
Parry counter is already generous with the ability to knock someone over as well as healing on a parry and free damage. I don't want to overload his parry further by making it good at delaying someone's stamina regen or doing more stamina damage than his chain punch. The 5 extra stamina damage is just to make up for the stamina changes minorly.
Jotunn Gift (guard break light input)
-stamina damage buffed from 20 to 25
-stamina regeneration delay 2.0 seconds
This move serves as an alternative to the neutral bash for harassing stamina but it being overall weaker in terms of damage and delay. This is specifically because he gets a heal from this move as well as damage. But more so than that you can guarantee the neutral bash on a wall throw. Meaning with my changes he'd get 45 stamina damage and 10 health. Not to mention potential damage from himself or allies. When you add in the delay on top of that it's a significant combo. So we can't make the throw bash too strong.
Misc/QoL adjustments: The last batch of changes are to tidy up his current kit in order to make sure everything is running smoothly.
-increased forward movement on opening lights, zone, unblockable finishers, and dodge heavy
-heavy finishers now do 12 stamina damage (1.8 seconds delay)
-jotunn salve now heals 5 health on bashes
-hamarr's favor now gives a 30 hp shield instead of 40
-hamarr's favor no longer applies to revenge shield (bug fix)
-twilight of the gods can now be feinted and cooldown is cut in half so 75 seconds instead of 150.
-forward walking speed increased
The movement changes is an attempt to solve Jorm's issue where back walking into back dodge avoids his mid chain mix up. Currently this is only not doable if you ate or blocked a heavy. Heavy finishers doing stamina damage is to slightly encourage their usage outside of OOS situations. By putting the short delay on there it shouldn't become a way to harass someone's stamina damage up front. Nerfs to his tier 1 and 2 are to slightly reign in his stalling potential which became a big problem on TG with everyone doing less damage overall. The point of the feintable T4 is mainly to give it some potential usage. It shares similar issues to Hito's 4 where it's pretty easy to avoid.
This essentially lets it serve as a "get off of me" tool.
And that covers it. Overall I think these changes make Jorm a more interesting hero via diversifying the bashes. It further plays into the choice making of damage versus stamina damage which I think his kit was trying to lean into design wise but flopped on. I don't know if these changes will "fix" Jorm for good or if they'll need to make more serious/drastic changes to his kit. But I think it's at least a decent jumping off point for future updates to the hero.
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