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  1. #1

    Jörmungandr rework- a buff idea for the weakest character

    As we all know, Jörm is extremely weak nowdays, mainly because his stupid playstyle. Which, considering how much everyone wanted a hammer viking, is pathetic.

    Changes for the new design:

    1. Bashes deal no stamina damage, but deal 8 damage. The guardbreak and parry pash deal 4.

    2. Neutral bash changed to a 500ms one, 100-300ms into the dodge (excluding back dodge). Doesn't chain on miss.

    3. New effect: Lung breaker. Landing a heavy finisher stops the opponent's stamina regen for 2 seconds (unless already out of stamina, in that case it doesn't), and fully resets Jörm's. Heavy finisher gets a wider hitbox.

    4. Feinting anything into heavy chains directly into a hyperarmored version of heavy finisher (armored from 500ms).

    5. Forward dodge heavy gets armor at 400ms, and is softfeinable to a light.


    I think this would drastically improve the hero, without bteaking it, and Hammar Slam would be only one of your potential tools, not the only thing you can work for.
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  2. #2
    Tbh either number 4 sounds busted or I just don't get it.
    On the stamina matter, I think that Jorm must have stamina draining move since there are some heroes who can deal bash damage(haymaker) and reduce your stam it sounds rather fair
    What about the neutral and dodge bashes. Would they guarantee a light?
    One of the problems is his fundamental T-rex-like reach, external hitboxes and an unblockable heavy attack that is quite reactable and punishable what do you suggest on that?
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  3. #3
    eh idk man as a jorm main im fine with his current kit, only problem i have is some of his recoveries such as hammarr slam, by the time i do it someone else could already be getting a heavy off making his second feat feel useless because the shields your getting are already gone.
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  4. #4
    eh idk man as a jorm main im fine with his current kit, only problem i have is some of his recoveries such as hammarr slam
    nah fam, the fact that he is a weak duelist and his strength is reliant on enemy's competence and whether they can bash-offense you or they simply have more stamina is enough to make him laughable. Your pressure as Jorm is non-existent and the only thing you have to play off is being defensive and trying to get them out of stam before they do you or you yourself
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  5. #5
    sorry im not good with english, could you please put this in more simple words?
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  6. #6
    Jorm is bad as duelist
    Has no dodge punish on correct read for 90 percent of the heroes
    Has no real pressure or offense when enemy has stamina
    Limited and boring moveset
    Small range and hitboxes of his attacks
    Crippled stamina bully who gets bullied by other heroes
    etc.
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  7. #7
    Hmm when it comes to dodge punish i usually dodge, heavy feint into back gb for stamina, for offense i am either punch or light into unblockable, let it flow or feint heavy into were their character option select is, his moves are indeed limited but hes not boring i find him really fun to play, im really good with 1v1 with him, he does also have trex arms so to fix that i usually do dodge forward heavy into either gb or back gb, if your still having trouble with playing jorm, try watching a youtuber call Freyer op, thats how i got into jorm, i agree hes not in the best of spots but i still ace people no prob
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  8. #8
    Jorm is just fine. He just needs a few little quality of life buffs. Including range, tracking, and trajectory on certain attacks. His kit is great.
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  9. #9
    His kit is great.
    Can't really agree but oh well with upcoming TG changes for two Harbingers it leaves only Jorm as the most non-viable one from the bunch. Take a look at the BP with his kit and potential and there is Jorm with minion tier 1 feat as if he is viable for mid lane, what a joke
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  10. #10
    I would like it if they would just esthetically ENLARGE his hammer so it becomes a big *** hammer instead of the pocket hammer we have now
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