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  1. #1
    Jarlander_'s Avatar Member
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    Jormungandr | Improvements

    Here some ideas to improve offense of Jormungandr, share your thought if you want.

    JORMUNGANDR

    CHANGES

    Jotunn Surge can now deal damages (4 damages)

    Serpent Smite is now Unblockable

    Serpent Smite stamina cost has been increase to 20 (from 12)

    Zone attack stamina cost has been reduce to 40 (from 60)

    Heavy attacks finisher speed are now 900ms (from 800ms)

    Heavy attacks finisher can now be cancel into Guard Break

    Hamarr Slam hit recovery is now 1000ms (from 1100ms)

    Jotunn Surge speed has been reduce to 533ms (from 600ms)

    Jotunn Surge range has been slightly increase

    A bit more range on light and heavy attacks

    NEW

    Side heavy dodge attack (14 damages) (600ms)

    Animations for light attacks

    Animations for heavy attacks

    A real viking armor

    ABANDONED IDEA

    Unblockable bash (light attack guaranteed) (Unblockable heavy not guaranteed)

    Note:
    With new animations, it will be hard to know if the Jormungandr throw a light or heavy attack. They will also be more convincing than the old animations.

    Do something like Shugoki and don't put disgusting spin attacks.

    Jormungandr weapon need a longer shaft to have a bit more range without creating ghost attacks.
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  2. #2
    With the CCU changes I don't think that any of his bashes need to be doing direct damage. If any were to get that treatment I think it would be best on his neutral bash. His chain bash is a read to avoid unlike his neutral which is a reaction still. And the combo bash does heafty stamina damage on top of healing him. It would just be too over loaded.

    If serpent smite were to become unblockable they'ed need to do something about it's soft feint into GB. While the armor was nerfed it's still a very strong option select tool. Personally I don't see why we'd need to make it unblockable when it serves it's purpose even if it gets blocked. As heavy hitstun/block stun prevents people from back walking into a back dodge out of his main mix up.

    I'm not sure why you'd want to make his heavy finishers slower. Soft feint into GB wouldn't really be needed. You can already pretty reliably feint into GB to catch people due to the increased heavy opener vulnerability.
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  3. #3
    Jarlander_'s Avatar Member
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    Originally Posted by Knight_Raime Go to original post
    With the CCU changes I don't think that any of his bashes need to be doing direct damage. If any were to get that treatment I think it would be best on his neutral bash. His chain bash is a read to avoid unlike his neutral which is a reaction still. And the combo bash does heafty stamina damage on top of healing him. It would just be too over loaded.

    If serpent smite were to become unblockable they'ed need to do something about it's soft feint into GB. While the armor was nerfed it's still a very strong option select tool. Personally I don't see why we'd need to make it unblockable when it serves it's purpose even if it gets blocked. As heavy hitstun/block stun prevents people from back walking into a back dodge out of his main mix up.

    I'm not sure why you'd want to make his heavy finishers slower. Soft feint into GB wouldn't really be needed. You can already pretty reliably feint into GB to catch people due to the increased heavy opener vulnerability.
    Unblockable Serpent Smite it's to add more pressure and engage the fight. I was thinking to a Raider thing like Raider Storm with unblockable cancel into GB for this and the for the unblockable heavy finisher too. And slower heavy finisher could give more time to feint and probably be more believable.

    If you have any idea to replace the unblockable Serpent Smite, feel free to share it. Maybe heavy attack softfeint into Jotunn Surge by example?
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  4. #4
    Originally Posted by Dunmaglass_ Go to original post
    Unblockable Serpent Smite it's to add more pressure and engage the fight. I was thinking to a Raider thing like Raider Storm with unblockable cancel into GB for this and the for the unblockable heavy finisher too. And slower heavy finisher could give more time to feint and probably be more believable.

    If you have any idea to replace the unblockable Serpent Smite, feel free to share it. Maybe heavy attack softfeint into Jotunn Surge by example?
    So you're wishing to turn the smite into a mix up/engagement tool instead of something that compliments his current mix ups? That makes more sense then with your changes.

    Hm. Maybe replacing soft feint into GB with soft feint into a faster neutral bash. Neutral bash is pretty fun to use as a way to stuff mix ups and as a dodge punish. So I wouldn't mind seeing that be more usable via the soft feint. I don't think soft feint into his gut punch would do much since the dodge heavy isn't undodgable. With the short range of the punch I feel it would be too easy to avoid.

    As for his finisher game I think it's already pretty good. As you can feint into GB for a GB punish into mix up. Or feint into neutral bash for stamina damage/pause. I suppose I wouldn't mind adding the soft feint idea to there as well. Might make the bash itself better without having to improve it's tracking/reach.
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