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  1. #11
    MrBdur's Avatar Senior Member
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    Originally Posted by WolfenTank Go to original post
    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
    Think Warhammer Titan from "Attack on Titan".
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  2. #12
    Sorry for the late address! I sent a reply here yesterday, it seems the forum pulled some shenaningans, and it wasn't sent for some reason.

    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?
    Number 4 is not busted. You can get into your mixups without throwing something first. You feint an attack, you then throw a heavy, which works like a heavy finisher with very late hyperarmor. It might have some defensive capabilities, but the armor is too slow for that, and Berserker has far better stuff in this area anyway. It would be just one more way to start a mixup, if you anticipate this, you can light him out easily. It wouldn't even beat a zone optionselect, you would mainly use it if you would think your opponent will remain neutral and will just block it.


    Jörm has a feat that restores health on succesful punches. That would remain, but we would change the stamina drain to direct damage- stamina drain just doesn't work, it is either busted, or as ineffective as it currently is. Neutral dodge bashes wouldn't guarantee a light, but they would chain, and they would deal damage (plus heal you if you have the feat). They would still unbalance opponents without stamina though.

    I addressed the T-rex arm problem with the unblockable heavy, but I think Jörm was designed with low range in mind. It is of course reactable, but the mixup (in theory) isn't. The opponent has too little time to decide if you have feinted it or not to make it truly reactable.



    I won't go into the current Jörm viability question, because it is not a debatable matter, it is clearly known Jörm is thrash by anyone playing on at least a little serious level. It of course doesn't matter in Bronze, you can do whatever you want there with any hero, and it will probably work, because everyone is clueless there. If you ever reach a level where people know what they are doing, you will have next to no success with Jörm, ever.


    I am cool with the design choices for the hammer, but a longer shaft with a bit bigger head would work. This is the size that would work in real life (though it is clearly not a good weapon), but if Hitokiri can wield that anime bs, I would be fine with a bit bigger hammer. Warhammer from AoT indeed looked extremely cool, though it was an extremely long shaft with a relatively little head (even smaller than Jörm's). Also, it was probably light, since it was made from titan crystalization, and since that thing could shoot a crossbow bolt made from the same material, it was probably not as heavy as a metal head would be.
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  3. #13
    MrBdur's Avatar Senior Member
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    Originally Posted by Goat_of_Vermund Go to original post
    Sorry for the late address! I sent a reply here yesterday, it seems the forum pulled some shenaningans, and it wasn't sent for some reason.



    Number 4 is not busted. You can get into your mixups without throwing something first. You feint an attack, you then throw a heavy, which works like a heavy finisher with very late hyperarmor. It might have some defensive capabilities, but the armor is too slow for that, and Berserker has far better stuff in this area anyway. It would be just one more way to start a mixup, if you anticipate this, you can light him out easily. It wouldn't even beat a zone optionselect, you would mainly use it if you would think your opponent will remain neutral and will just block it.


    Jörm has a feat that restores health on succesful punches. That would remain, but we would change the stamina drain to direct damage- stamina drain just doesn't work, it is either busted, or as ineffective as it currently is. Neutral dodge bashes wouldn't guarantee a light, but they would chain, and they would deal damage (plus heal you if you have the feat). They would still unbalance opponents without stamina though.

    I addressed the T-rex arm problem with the unblockable heavy, but I think Jörm was designed with low range in mind. It is of course reactable, but the mixup (in theory) isn't. The opponent has too little time to decide if you have feinted it or not to make it truly reactable.



    I won't go into the current Jörm viability question, because it is not a debatable matter, it is clearly known Jörm is thrash by anyone playing on at least a little serious level. It of course doesn't matter in Bronze, you can do whatever you want there with any hero, and it will probably work, because everyone is clueless there. If you ever reach a level where people know what they are doing, you will have next to no success with Jörm, ever.


    I am cool with the design choices for the hammer, but a longer shaft with a bit bigger head would work. This is the size that would work in real life (though it is clearly not a good weapon), but if Hitokiri can wield that anime bs, I would be fine with a bit bigger hammer. Warhammer from AoT indeed looked extremely cool, though it was an extremely long shaft with a relatively little head (even smaller than Jörm's). Also, it was probably light, since it was made from titan crystalization, and since that thing could shoot a crossbow bolt made from the same material, it was probably not as heavy as a metal head would be.
    The Warhammer Titan's Hammer had a head large enough to remove Eren's titan head from its body with a small chunk of torso too. Imagine Jorm having a hammer head large enough to do an execution that mirrors that.

    Execution starts with a strong gut punch to keel the opponent over, then he winds up the hammer and brings it down over his head with great force. The blow rips the opponents head off their shoulders and leaves the body in its keeled over position.
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  4. #14



    There is the execution at 1:58 where Jörm does that. It is ruined by Jörm inserting the hammer into the headless corpse, which is pointless, impractical and outright stupid/disgusting, but I do it in 4v4 a lot. The head removal is quick, the rest is usually interrupted. We should have a version where Jörm just takes the head without this though.

    The hammerhead was big, but what generated the strenght is the shaft's length there.
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  5. #15
    Originally Posted by deathtocakl Go to original post
    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.
    I agree just quicker hyperarmor activation, better range & tracking, & better trajectory. I just started playing Jorm like 2 months ago & im like rep 23 currently. Hes alotta fun but its impossible to fight distance chars like Nobushi who just backstep light & you cant get close to them.
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  6. #16
    Good morning everyone,

    In my opinion, the issue is being misinterpreted.
    Here it is not a question of whether I or anyone can succeed with Jormungandr or not, because each player has his ability, some better than others.
    The issue here is the viability of Jormungandr on equal terms compared to the other heroes.

    If the old cycle repeats again ... Character makes a strong debut in all aspects while being paid in cash .. Later, when he is paid with Steel and after hundreds of users have already complained, there is a nerf that makes it reasonable or below reasonable ...

    And there is little to say about this besides the obvious, which already borders on the ridiculous.
    The base of Jormungandr is a Disabler / Harasser that presses to cause Stamina Drain.
    And this principle starts to fail when his reach is short, and one has to risk a little trying to get close to the opponent to harass him, after as soon as he tries to pressure the opponent insistently with lights, heavys and bashes, Jormungandr loses Stamina first, or when he finally manages to drain Stamina to the Adversary, he no longer has enough Stamina to make the neutral bash + pin.

    Or worse, in team games, since the Jormungadr's bashes do not cause HP damage, it takes time before they can overpower the opponent. That precious time when disputing an area. It is a situation that will probably end or a teammate arrive and make Gank to the opponent, or worse, an opponent teammate arrives and make Gank against you.

    That said, it remains for Jorm to spammar lights, or to feint Unblockable to get a GB. That also does not become viable when Unblockable has no HA, and the opponent fires Zone or Light and interrupts Jormungandr's attack.
    There are no more options.

    Of course, for Jormungandr to go to Testing Grounds, it will involve more weeks of testing, to later analyze the feedback from the community that will take, as there are those who will like it, and those who will not like it and delay a few more weeks until conclusions .
    Once conclusions are reached, it is decided to implement them in the next Season.

    But honestly no one will want to know about this in the near future, as they are reworks to leave, a new hero who will probably come super strong and we are back to the Cycle.
    And there are a lot of euros and dollars to collect first. In a few long weeks, you will soon think about this Jormungandr and decide to do something to be implemented in 5 months or more when the whole world has lost interest in Jormungadr and has already opted for other more viable heroes.

    Sorry...its my opinion..
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