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  1. #1

    Jump attack DMG determined by distance

    Think about it: Wouldn't it be cool if jump attacks were determined by jump distance? It doesn't make sense for these ledges shown below in Sanctuary Bridge to grant a 1 hit kill. There are others like it the most notable one being the ramp to the right of point A on Beachhead. Besides a 1 hit kill it should do a considerable amount of damage instead depending on the distance, this would be a cool algorithm.


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  2. #2
    EDIT
    Besides a 1 hit kill it should do a considerable amount of damage depending on the distance, this would be a cool algorithm.*
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  3. #3
    I agree with this. Long drop kills are risky. Short drop kills are not. The reward shouldnt be the same.
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  4. #4
    It doesn't make sense to drop on someone's head with a deadly weapon and kill them?
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  5. #5
    Originally Posted by LightUpTheEyes Go to original post
    It doesn't make sense to drop on someone's head with a deadly weapon and kill them?
    Not from a short distance when most chars have helms/armor on their heads lol.

    My thought process isnt rooted in making it realistic as FH is NOT a realistic game. I made my comment on risk/reward.

    Short drops happen quick with little time for the victim to escape the drop attack, & the dropper takes very little damage upon missing. On longer drops like off of C at River Fort, there is plenty of time for the victim to dodge & the fall kills the dropper should he miss. Those types should be instant kills. Short drops shouldnt do instant kill in my opinion.

    I agree with the OP.
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  6. #6
    Originally Posted by MrGrippz Go to original post
    Not from a short distance when most chars have helms/armor on their heads lol.

    My thought process isnt rooted in making it realistic as FH is NOT a realistic game. I made my comment on risk/reward.

    Short drops happen quick with little time for the victim to escape the drop attack, & the dropper takes very little damage upon missing. On longer drops like off of C at River Fort, there is plenty of time for the victim to dodge & the fall kills the dropper should he miss. Those types should be instant kills. Short drops shouldnt do instant kill in my opinion.

    I agree with the OP.
    Those aren't very small jumps though. They're at least 8 feet which is pretty high. Now the little baby drop that's like 4ft on overwatch at C I can see it having reduced damage, but what they need to fix first is actually jumping off, most of the time when you run up to the ledge they either just roll or heavy swing their weapon lol.
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  7. #7
    Originally Posted by LightUpTheEyes Go to original post
    Those aren't very small jumps though. They're at least 8 feet which is pretty high. Now the little baby drop that's like 4ft on overwatch at C I can see it having reduced damage, but what they need to fix first is actually jumping off, most of the time when you run up to the ledge they either just roll or heavy swing their weapon lol.
    BIIIIG FACTS 💯

    I always get fugging stuck on the ledge swinging heavies or rolling & never jumping off. Then when im trying to out of lock run attack someone who is near a ledge, i jump to my death instead of attacking the enemy lol. Half the time im not even near the ledge yet i magnetize to it & suicide myself. I hate the mechanics for jumping off edges in this game.
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  8. #8
    Dont eeeeeeven get me started about how many times ive jumped off into a GANG of minions at midlane zone to suicide myself instead of hitting ANY OF THE 2 DOZEN SOLDIERS CURRENTLY THERE.

    Smfh.
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  9. #9
    It's a suggestion most people have wanted for ages. But it probably will never get passed because the same people who are against it are the people who think reducing the amount of environmental instant kills is ruining maps.
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  10. #10
    Originally Posted by Knight_Raime Go to original post
    It's a suggestion most people have wanted for ages. But it probably will never get passed because the same people who are against it are the people who think reducing the amount of environmental instant kills is ruining maps.
    That's not really true. I don't have a problem with drop attacks, they're extremely situational and hard enough to land as it is with a high risk of death unless you coordinate with a teammate and have him gb the dodge and pray the opponent doesn't have a dodge attack to negate said guard break.

    Environmental hazards on the other hand were way too many in numbers and stupid easy to get. High Fort still has this problem on C and everytime that map is picked you can rest assured there will be a Warlord unlock running around being a big bowling ball which is a whole other problem all its own.
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