Just a tiny correction/addition to the guard break bash punish - it also confirms a Neutral Zone for 23 damage total or a 27 health swing with the T1 up. Bit more stamina, 1 more damage.
Maybe because at the time of his release, he was by far the most annoying character to fight against alongside old shinobi and old chonq, the bad blood still remains with most of the playerbase
I mean now the character feels Like He got 3 Times more combos than He got a month ago and the rework is live for Just a week yet So of course Most people dont recognize new chains, especially Not some rather rare bash into bash combos
Has anyone found a bug relating to an opp jorm getting knocked down when you trigger revenge? Ive made bug report i was just wondering if anyone else noticed jorm not falling over properly, he staggers but stays standing, then teleports to the floor for the wakeup animation Throws me off when punishing revenge auto parry
If you land the in chain bash it confirms the chain zone which now with the new changes is 22 damage instead of the now 24 naked slam. If I have enough stamina, I opt to use the chain zone as my punish because 1. Hyper armor 2. Chain pressure after damage
Gryphon on release, kick mix in strings 28 damage > Absolute community hernia Jorm rework Bash mix in strings, FEINT-able > 30 damage + sets up more damage from allies > Community calm.
I don't agree with it. I am sure there is more, but the vocal people always seem to win this; look at the dodge attack changes. Considering the different dodge attack properties, and then just giving all of them a blanket change seems strange.
Jorm lights are like Centurion, they don't technically have undodgeble, but they do...I don't know how to explain it, but if you time it correctly you can catch people mid dodge every time. Pair the almost unreactable 500ms "undodgeble" lights with the fact he can now immediactly access hes smash for 30dmg either he lands the light or not and you have cancer itself. If you try and predict the dodge you get light spammed, if you try and predict the parry you get pushed and smashed. GREAT HERO DESIGN. The lights need to lose the undodgeble for real and the smash need to be harder to access. Even more so in dominion when 1 button equals to 30dmg plus a huge shield.
The only issue i have with this rework is the not guaranteed gb after dodge the inchain bash, its like... come on i need to make a read to avoid a 30 dmg punish and you tell me i need to dodge early to have a confirm gb? with all the risks that brings? and with the variable hitstun from a light or a heavy or buffed guard switch? on my book it doesn't seem fair
@@loogiemusmaximusoftides8540 Okay, let me ask you a question. Why can i punish with a gb a gryphon kick, warden bash, centurion punch, warmonger bash, shinobi kick, etc, etc... Do you know what all these bashes have in common? I'll tell you, its the main mix up of the character, not a opener, the high damage potencial in this attacks makes a fair trade if you opponent make the correct read, is a situation of high risk, high reward. Like i said, if you make the incorrect read you get punish with 30 dmg, is not exactly low if you ask me, its not even low compared with othe mix ups like conq inchain bash. And reduce all to "use your dodge attack" its absurd, you make it worse, becouse we have characters with slow dodge attacks and on top of that we do not take into account the hitstun, its diferent to dodge with a light hitstun or heavy hitstun or slow reaction to make a read, these small variations make it possible for the jorm to trade hits with the opponent using his inchain zone.
I don't get why people are mad about the bash damage, while Cent exists. Also, why couldn't they have changed the GB light input for the displacement heavies and the heavy input for regular heavies when not near a wall.
Took a break from this game for a long while, since Afeera came out. I didn’t realize they changed Jorm and it felt so gross playing her now, and I felt like quitting. I came here to see if there was anything obvious I missed and that in chain zone practically being an infinite combo is a game changer. Thank you papa
I don't have a problem with how he plays, I just have a problem with how much damage his unblockable and bash do. A 34 damage wallsplat is quite a lot of damage. I think the unblockable was 40 something damage on a second hit mixup. Imo, that's a tad high. As for the feintable bash, most of the ones we have now confirm ~20 damage, and Jorm gets a whopping 30. And it being a chain bash doesn't matter, because he now has zero problem opening someone up. I like the rework overall, but I still think that his damage should be toned down a little.
It has struck me how redundant the parry and gb followup options are. The parry riposte deals 4 more damage (16 vs 12) for 3 less stam (6 vs 9) than a light followup, and still has access to identical chain pressure. When attempting a wallsplat for the additional 22 dmg, the gb hammer punches deal 2 more damage (12 vs 10) for 18?! less stamina. The knee followup is best for all other situations without a wall or when the opponent is oos, but the complete lack of tradeoffs between the two when going for a wallsplat seems odd.
Idk.. kinda miss the days where u didn’t lose half your healthbar for getting hit with a bash animation.. if u dodge the jorm bash near a wall then u can eat two heavies.. if u just take the bash and the damage it seems like it would be the same either way🤷🏽♂️ other than how much damage he does in that one move and how easy it is to just keep doing it I’d say it’s a very good rework!!
@Nick Kiggers The funny thing is that if you are in a situation where you are next to a wall like that while defending against a mixup, Kensei is way scarier than Jorm. Basically take what the original comment was saying about the amount of damage you would eat if you guess wrong against the different mixup options, and raise the number to 34. Admittedly, this situation only really works if the Kensei has you in heavy hitstun (otherwise you can just light Kensei out of his mixup). Kensei has been this way for a while and yet no one really seems to have any issues with it, at least not as far as I’ve seen. Long story short, I feel that people just need to practice their matchup knowledge against this new Jorm before making conclusions.
@Nick Kiggers like I said a bash used to guarantee 12-15 damage tops. That’s my only issue with it. And I’m not crying about anything. I’m sharing an opinion which I have every right to do on this video. Don’t like or agree with it? That’s fine just carry on about ur day bro🤷🏽♂️
I LOVE THE INFINITE HOLY MOLY, JUST CLOSING YOUR EYES AND SWINGING FOR THE FENCES, yeah that infinite look fun and impactful, actually his whole kit looks/feels like it has the impact of a TRAIN.
To be fair, wallsplatting in a gank isn't a great decision even with Jorm. You'd get more damage if you threw a heavy after Jorm bash-light-lights, than if you just let Jorm heavy-wallsplat-heavy. Wallsplatting would reduce your extra heavy to, like, 6 damage. This of course feeds revenge however.
As a non-competitive player my problem with jorm is how much damage the in-chain bash, especially in an anti-gank if their team don't mess up the punish. I feel like with his hyper armor and neutral bash he can chip you down pretty well and easily put you in a high pressure situation thanks to the sheer damage of it. This on it's own isn't a problem, other characters like hitokiri have this but worse, it's that fact that even if they throw it they get another 50/50 to counter your response and put you back in the hotseat. Maybe there's just something I haven't noticed yet but it feels super oppressive to play against, kind of like the thing you can do with conq where you fast flow into all guard if you predict a dodge attack, and do nothing if you predict a guardbreak to counter their response
@@eg.er_daudi exactly but people say it’s gave jorm moves in his kit and more options but with stam bully jorm you need to have skill to use and because you beat 4 other players with jorm people tend say you must have really low mmr but I’m average at the game and quit because I really dislike this rework
Tough for the dev team to balance for duels and then team modes.. Honestly the only gripe I have with jorm is his chained bash, you have characters like cent that when they whiff a bash they will get hit with a heavy no matter what level of bash it is, even the kick, just feels wrong to give jorm such a safe bash that pays out with big dmg, but I am just a duel casual player so my opinion doesn't matter too much xD
@Nick Kiggers that's the worst stuff i can imagine, no i mean like how the trailer showed before the ussual ubisoft downgrade a playable conqueror with lawbringer armor and warden helmet aswell as Warlord with acctual chain/plate armor and other things like in the campaign ending cutscene where you saw a warden run around with a sword and shield, the game already had bugs that allowed it, hell even some emotes allow you to have an axe from other factions i just don't understand why can't we have custom mercaneries that you'd simply select a main baseplate but be able to customize it
This rework seems very nice. Hes actually playable and doesn't force the enemy to be defensive cause of green bar. My big gripe is the knock down being pretty easy for a teammate to confirm. Hopefully it gives abit of revenge. But good job ubi, now just give him some non-crackaddict armour and I'd love to play him.
Nah he's a a solid character now, people are just venting because of the dodge changes. I personally despise my guard disappearing when i dodge but that's all.
If you are being ganged and you are jorm, and get revenge with the tier 2 feat along with Aegis and the revenge shield perk you carrier carrier revenge shield with you and it stays for longer
You DO get a gb off of read, you just can't stand around "looking at the pretty orange" as freeze said. You see the bash indicator -> immediately dodge -> gb punish :) Also the damage is fine imo. It's a 800ms bash with a 400-500ms attack animation with no hyper armor for just 30 damage. Also feeds a ton of revenge as it should.
I wish they changed the dodge attack animations. They had the chance. They should have. Also the zone should be accessible on both sides. Ease of use in antiganks for better tracking some opponents around you.
I really only don't like the insane gank pressure but that is pretty much it. Also I kinda feel like wiff chain bash should only have the chain zone maybe but eh.
Maybe it's me but in dules people dodge on orange every time to the in chain bash. I can feint to light or zone but a prediction gb loses to a dodge attack and seems that they can counter gb it more often than not.
@Nick Kiggers that's the thing, "sometimes" lol typically they dodge the unblockable too on accident.and 1 out of every like 5 times they eat the heavy
I don’t have any trouble with this version of jorm but that may be because every jorm I face is incredibly predictable. They always shoot for the knockdown, never feint it.
Eh I find the chain bash/hamma slam rather obnoxiously strong. Sure you wont use it in team fights but so are several moves like shuggo hug not something you use in big fights. On the other hand the move is quite potent as a gank tool and absolutely unfightable in 1v1 in dom once you got t2. Jorm is now a reverse Medjay where our afrikan big boy was the team fight king Jorm is uncontestable on dom points solo.
@Nick Kiggers ah yes because dmg is the only thing that matters. 34 dmg 1100 ms gb punished on wiff, trading with buffered lights, kensei finishers where he has to jump 3 loops to access them are soooo scary. Go watch the followup video from freeze where he talks about why the slam is strong.
To be honest, I don't like the hitboxes of his chain zone. This is another inappropriately large hitbox that hits you outside of the weapon. I recently took zone damage from some distance behind the jorm. This is annoying when playing against a Medjay, and now against a Jorm
You can also get bulwarked by a BP that was behind you with how big the hitbox is. I was fighting in a team fight with Jorm against someone else while one of my teammates was fighting a BP behind me and got bulwarked even though I wasn't even attacking him at that moment.
my only complaint is pretty minor wit hthe change. I just cant for the life of me find a reason why they changed the animation on his opener lights its kinda whatever but the big issue for me is it makes his right light and his opener zone look nearly identical when fighting him.
@BusterWolf32 that's not an opinion many players parry on red trying to get light parrys but some players could tell the difference between jorm light and heavy and that's why they changed the animation
@BusterWolf32 JC isn't exactly the greatest decision maker and doesn't Always know what he's talking about that's why community feedback is important but a lot of the time the feedback they listen to is from RUclipsrs that also don't know what they are talking about. The fh comp scene just died in one patch because of the dodge changes.
It was for reaction monsters. Before, some people could react to the difference between the poke light and the swinging heavy because of the big difference in animation. Now they are both swings so it's much harder
How is anyone against this rework? He is strong but doesn't come close to the power levels of the S tier heroes, is hella fun to play and still has enough weaknesses to be interesting to play against. Perfect design in my opinion.
I think people dislike the damage he can output. He's got one of the best in-chain bashes in the game now, combined with a vortex of really high-damage combos near walls.
I’m not a fan of it, I think his stamina drain punches were pretty cool, now that it’s gone I think he’s less unique. I also don’t like that they removed his undodgeable light. Most people just spam the knockdown move with his 2nd feat now. I think it should be more like cent where you gotta charge it to knock someone over for the slam. I do like his new running heavy and that his attacks push you around though. I think a really cool thing would be giving him chargeable heavies like shugoki or hito.
The faintable quick bash that puts you on the ground and then gives the enemy team chance to pile on you with heavies as well as give jorm a temporary shield, is a great idea to Kill your games community.
I love this rework, sure, but we need to talk about that chain feintable bash that can chain on wiff,and guarantees 30 damage+full stamina+hp+shield. Having shit recovery and being unsafe is not a good way to balance it out, if anything scrap that and lower the damage.
Probably super unpopular opinion, but i would be totally fine If the damage gets reduced to Something Like 22-24 but it gets the hyper Armor Back in return I dont know how to feel about the recoveries tho
Doesn’t give you HP or shield in non 4v4 game modes. It’s also nerfed in 4s by making it interruptible by both enemy and teammates alike. Let’s not touch it at all tbh.
@@MibuInMalibu its Not a blatant nerf. As You Said right now its getting interrupted by literally anything. With hyperarmor its Just bashes basically which can Interrupt the move, maybe some feats The amount of the Damage nerf is debatable tho , i give You that Edit: sry i didnt read the 'outside of 4v4s', yep thats right tho
@@MibuInMalibu shaolin has a similar feintable bash, that guarantees 24 damage, same for tiandi, jorm get 6 damage more on top of synergy with feats; at the same time, having moves that are unsafe on hit due to recovery is bullshit. I'd say some tuning is needed.
I just started playing yeah, I save up 15k credits, get me a jorm and go through a couple hours of training. Get into a match, and it's like there's a target on his back. Everyone mobs jorm, goes out of their way to chase me down and gank 😮
My playing of the game has been spotty since 2020. But... seeing my favorite Cavemans new changes. This is a much funner way. I used to think getting rid of the stamina thing was bad but the fact i can hammer slam more is brilliant
16 damage for counter parry is to much tbh. And there’s a bug in hammer slam, when u get revenge and your opponent hammer slam u, they still standing & 1s later he just lay on the ground, this is annoying
I think Jorm's damage is too high. Yes, his normal attacks deal rather low damage now, but if he gets a wallsplat, which really isn't difficult with proper positioning and his moveset, it is rather high and chains into another potential wallsplat. The chain bash leads to a healthswing of 74 (30 damage slam, 40 shields, 4 heal from the bash) with feats. On a hero that has heavy perks already. And even without feats: Hamarr Slam deals more damage than Valk's and Shaolin's follow ups and seems to be easier to confirm by a teammate and also has good accessibility. And Jorm can even chain from it.
I don’t think he’s broken. He just isn’t Jorm anymore. He just feels like another character with “flow”. Flow is ruining the game, not every character needs it. It’s completely removes a big learning element from the game. An example is like Orochi and Black Prior for example. Orochi had very easy flow and it’s understandable, Black Prior is not exactly a flowing character, however you can flow with him depending on two variables. 1. If you’re good with him. 2. Capitalizing off of an opponents mistakes. Black Priors move-set revolves around that kind of pressure. Before it’s said, pressure and flow are completely different. Yes you can create pressure via flow but it’s not like you need one to do the other. The last 4 characters we’ve gotten have been all about flow. Not everyone needs Dodge recoveries, not everyone needs the possibility to infinite chain. Now I know they wouldn’t do that too everyone in a million years, and a lot of characters still have an identity, but I’m just saying, it’s starting to feel that way because it’s all they’ve done the past 2 years. I know Jorm wasn’t good pretty much his entire existence, but he still had an identity. You can rework a character and still get them to keep an identity. Now Jorm just feels like another infinite chain 50/50 you’re wrong, you’re right character. They need to stop pumping out these reworks. Valkyrie just needed some tweaks to what she already had, have no idea why they touched Kensei, I understand Shinobi, I have no idea why they reworking LB. The list goes on and on. These characters don’t need flow on a level like they are trying to make. You cannot get better and learn to adapt when you have water like flow all the damn time. They really need to take a step back and look at what they are doing. I love this game, but they are making this game so easy now. Jorm needed a rework, but they should’ve kept the stamina drain and pressure concept for him. He doesn’t need to flow the way he does now. There is a lot more I got to say but I’m not tryna type an entire novel so I’ll leave it here. Obviously this is my opinion and I know other people think otherwise, but this is just so annoying.
Thank god you said something about being able to GB bash. I swear to god I’ve been saying this for weeks, that jorms combo bash is GB able, and have been fighting so hard to give as much facts as possible to prove it’s true, but Reddit seemed to just wanna be angry. I really hope they don’t gut jorm
Honestly more balanced then the raider rework. Plus afeera and Zhan are way scarier. Jorm needed some love for once. I understand in ganks he can be really scary but honestly I find him easier to deal with then most of the roster anyway.
The thing is when Nuxia gets her official rework, the community will actually have a reason to hate on the character rather than just spewing the pure enmity and irrelevancy towards her all these years as well. We will definitely see more bandwagon Nuxias, but these will be clearly the same people that couldn't have cared less about her lol.
nah hes in a solid state. probably a tier across the board. if you want s tier then look at tiandi (still) or even valk is still ridiculously strong. even afeera is better than jorm
The community needs to stop b****ing, I get complaints from my buddies telling me that jorm should be able to chain on a whiffed bash, and I tell them every time they complain. Either do an early dodge to get the gb, or just do a dodge attack, but no they refuse to listen to me. I even tell them to treat jorm as if he was shugo on steroids since shugo is one of the few to chain an attack on a whiffed bashed. But nope they insist on complaining. If jorm gets a nerf to bash, yall know why.
Ever since the rework I've landed less slams and less executions because the gardbreak punish heavy is like no damage and the slam is so slow and punishable
so can tiandi, valk, shao lin, cent, lawbringer, shugoki, even bp flip. thats only knockdowns, excluding grabs/stunlocks like glad and pirate or medjay
@@JasonsWeirdPizz in a fight that is a long time. Point is he is annoying. No one enjoys fighting a jorm, just a garage designed character. Not to mention the male version sounds like a crackhead
This analysis is part of the reason why we are in the position we are in now. Neither content creators nor devs are able to recognize unhealthy mechanics/power creep when it's right in front of them, and instead go to prove how it's not *quite* as bad as the current OP hero(s). Just because this rework isn't as bad as LB doesn't make it healthy for the game. Reworks like this are the reason we see heroes CONSTANTLY being released when they are too OP. As long as this community keeps rolling with it things aren't going to change, and it's the reason why this game peaks at 4500 players on any given day.
power creep isn't necessarily bad, it's just a buzzword. You need innovation with new heroes and reworks or it'll get boring real quick. Feel free to point out the unhealthy aspects that I forgot to mention. actual facts if possible, not like the player number you just mentioned.
@@fkkfreeze Power creep isn't a buzzword, it has a definition that described the state of the game for the past couple of years at least. It carries a negative connotation because, like in the case of For Honor, it's usually a bad thing. The point of your video is that Jorm's rework isn't actually that bad, especially when compared to recent reworks/releases (you literally compared it to Valk and Tiandi iirc). That is my point, and it's an example of how power creep now has us in a situation where instead of getting Heroes that are around the same power level, but varied and innovative in their offense, we are supposed to be happy when one rework isn't *quite* as overpowered as the last 3 we got. It's like this community has been so worn down by having obviously OP characters stomping around the battlefield (see Raider being obviously op for MONTHS before a simple nerf to damage numbers), that as long as a new character/rework doesn't have Unblockable, Undodgeable, 30 damage, 400ms Lights people are happy to slop it up.
You need to pay attention how I brought up these other reworks. The context is about the amount of complaints, not the strength per se. But I get the confusion, so my bad. But I fully stick to my point of powercreep being nothing but a buzzword. Same as your "400ms lights etc" Let me repeat. what are the unhealthy aspects of the rework that I didn't mention. And then feel free to add what the best rework was in your opinion.
This rework was amazing. the only things i'd change is the teir 2 feat needs a light nerf with how easy it is to acess the knockdown giving shield with very little to no cooldown between. And the bash feint is way too easy to bait someone into an opening for 3 different options of action. Always been my thing with feintable bashes. its a significantly low risk action that gives you the advantage since the only way to counter a bash is to dodge it. the speed it comes out as making it very viable if you want to force someone to move. As of course, the hammer down move does alot of damage.
Me suddenly playing against Zanhu... That deflect basically makes his dodge attack dodge attack immune due to the deflect countering a counter attempt by dodging into the incoming counter resulting in a winning scenario, I see why he's ranked S teir now... Ubisoft how does this stuff go unnoticed. yall need to stop just implimenting universal changes without looking at how it effects certain characters...
His heavy finishes should be blue instead of orange. Also, a non charged bash guaranteeing 30 damage looks a little to much for me. Besides that, I liked the new animations a lot.
Why would you give them the undodgeable property? There is no reason for the enemy to dodge, if those attacks are not unblockable anymore. The chain bash is too slow for a bash/undodgeable mixup.
or the 2nd teir feat that if used correctly with how often the hammer down can occur will give yorm enough armor to survive most team fights. I'm seein the breach 1v4 scenarios coming back.
Next Lack of Skill rework. Now everyone can resist with jorm. As a jorm Main i Stop playing him because the stamina punishing is gone. This was one of the Things that makes him unique. Now He is boring to Play for me.
I m not surprised that a season that make all dodge attack lights and remove guard whole dodging create an epidermic reaction of negativity 😅 personally, I lile it so far. I think the community will really start to improve and think about what they are doing now
The community that knows how to play already was “thinking” and punishing dodge attack spam without issues. This update just made ganking way easier and killing dodge spamming bonobos faster. Really a bad take, taking away all of your defense in a gank situation just because you dodged is a stupid idea.
@@okami1272 ganks are the only situation where it really affect your survivability in a "unfair" way, but at the same time gankers die faster too especially if you play someone with undodgeables, and even without it, the new heavies trajectories most heroes have does catch mid-dodge. It is a trade off, everybody die faster now, and it make for quicker encounter. I don't think it was "fair" to be able to completely negate nobushi external pressure by keeping your guard on the side she is and dodging away like a crab.
@@menalgharbwalsharq648 That’s just nobu being badly designed. I see no pros in this update, not even a single one, and I can tell you from first hand experience that when i encounter someone that likes the changes in game our skill levels are completely different. It’s like we play two different games at times, that’s why our opinions are on opposite sides I guess.
@@okami1272 it s has been two comments that you have no arguments and spend both your ernergy and mine, and data on youtube server increasing the climate change among other things, for useless self-compliments on a supposed skill gap between you and people who like the update, which make any attempt of discussing, a big waste for humanity entire, and a pointless exposure of insecurity, recycled over and over with other words, so I will end the cycle here and now 🤡
Just a tiny correction/addition to the guard break bash punish - it also confirms a Neutral Zone for 23 damage total or a 27 health swing with the T1 up. Bit more stamina, 1 more damage.
Could you please explain it a bit more? Can't quite understand what sequence you described
@@SensonW "Guardbreak > Light input (which is a bash) > Light" is a combo. "Guardbreak > Light inout (bash) > Zone attack" is also a combo.
@@SergeantTittyfist correct second "input" word
@@SergeantTittyfist oh, thank you, had no clue
Can someone tell me what his outfit is? I wanna have it too
The chain zone is the biggest win from this rework. Rip punch lights
Agree
I miss the voice line for the unbalancing bash before the hammer slam :( it sounded so dope together
Female Jorm: RIP IN THE DICK
They might want to buff the damage for normal heavies by 1 or 2 so that you can light heavy minions in breach.
Iirc pikemen/Minions in breach wouldnt get 100'd to 0 by Most characters light heavy or heavy light combo
I could be wrong about that tho
@@nuke1863 It depends. If they hero has a 3 hit or infinite chain, light heavy won't kill pikemen usually. If It's a 2 hit combo it usually does.
Q
Light zone infinite loop. Works fine
Now he's being treated like the plague in game as if he wasn't D tier for most of his life in this game lol
Maybe because at the time of his release, he was by far the most annoying character to fight against alongside old shinobi and old chonq, the bad blood still remains with most of the playerbase
@@srafnos2073 case in point, griffon and pirate still being hated despite getting solid nerfs to their kit
Bro the community is Made almost all by weebs, edgelords and keyboard warriors
Good
Just like valkyrie
The parry riposte bash also chains straight into the faintable bash, alot of people don’t realise that
I mean now the character feels Like He got 3 Times more combos than He got a month ago and the rework is live for Just a week yet
So of course Most people dont recognize new chains, especially Not some rather rare bash into bash combos
Yeah, even though the moveset says it isn't possible.
good to know. thanks
@@nuke1863 I'm rep 70 and I hate the rework but it's probably just because they took something I liked and ruined it for me
@Heiðingi same here, rep 70 with him but he feels weak to me now.
Jorm rework openly highlights the need of a global feat rework.
Ehhh tbh I say no if they rework the feats that'll just idk make his feats useless.
Has anyone found a bug relating to an opp jorm getting knocked down when you trigger revenge? Ive made bug report i was just wondering if anyone else noticed jorm not falling over properly, he staggers but stays standing, then teleports to the floor for the wakeup animation
Throws me off when punishing revenge auto parry
yes, it happens to me almost everytime wile playing jorm
I get it too
Jorm just can't be put down
Yea happens sometimes when u kick him as tiandi too
Same
It's jormin time!
You can get a chain zone with a displacing wallsplat, but be aware of nearby walls that you may hit.
4:50 thats still an issue no one talks about anymore. This game can almost never be balanced for both 4v4 and 1v1 together. One always suffers
Love this man's videos, I know I could always rely on freeze for a honest and unbiased review of new FH related news/changes ☺️. Thank you brother
Thanks for watching 😋
If you land the in chain bash it confirms the chain zone which now with the new changes is 22 damage instead of the now 24 naked slam. If I have enough stamina, I opt to use the chain zone as my punish because
1. Hyper armor
2. Chain pressure after damage
Absolute blast to play
Facts bro
Yeah cause u need 0 brain
Gryphon on release, kick mix in strings 28 damage > Absolute community hernia
Jorm rework Bash mix in strings, FEINT-able > 30 damage + sets up more damage from allies > Community calm.
I don't agree with it. I am sure there is more, but the vocal people always seem to win this; look at the dodge attack changes. Considering the different dodge attack properties, and then just giving all of them a blanket change seems strange.
@@aersla1731 yeah. Considering that some heros ascend to god-hood with the dodge changes, where others literally dried up and died with it, lol
But u have to understand, the knights are easily favoured.
Satire.
Yea gryphon needs some major buffs
Lmao for honor hero bias in its peak
Jorm lights are like Centurion, they don't technically have undodgeble, but they do...I don't know how to explain it, but if you time it correctly you can catch people mid dodge every time. Pair the almost unreactable 500ms "undodgeble" lights with the fact he can now immediactly access hes smash for 30dmg either he lands the light or not and you have cancer itself. If you try and predict the dodge you get light spammed, if you try and predict the parry you get pushed and smashed. GREAT HERO DESIGN. The lights need to lose the undodgeble for real and the smash need to be harder to access. Even more so in dominion when 1 button equals to 30dmg plus a huge shield.
Freeze btw theirs a funny bug with the nut slam bash move, light bash, light bash, light bash, great ledge bug.
He is not a rotten char and nutella is just a goober.
The only issue i have with this rework is the not guaranteed gb after dodge the inchain bash, its like... come on i need to make a read to avoid a 30 dmg punish and you tell me i need to dodge early to have a confirm gb? with all the risks that brings? and with the variable hitstun from a light or a heavy or buffed guard switch? on my book it doesn't seem fair
Dodge attacks punish bashes, not GBs
@@loogiemusmaximusoftides8540 Okay, let me ask you a question. Why can i punish with a gb a gryphon kick, warden bash, centurion punch, warmonger bash, shinobi kick, etc, etc...
Do you know what all these bashes have in common? I'll tell you, its the main mix up of the character, not a opener, the high damage potencial in this attacks makes a fair trade if you opponent make the correct read, is a situation of high risk, high reward.
Like i said, if you make the incorrect read you get punish with 30 dmg, is not exactly low if you ask me, its not even low compared with othe mix ups like conq inchain bash.
And reduce all to "use your dodge attack" its absurd, you make it worse, becouse we have characters with slow dodge attacks and on top of that we do not take into account the hitstun, its diferent to dodge with a light hitstun or heavy hitstun or slow reaction to make a read, these small variations make it possible for the jorm to trade hits with the opponent using his inchain zone.
I don't get why people are mad about the bash damage, while Cent exists.
Also, why couldn't they have changed the GB light input for the displacement heavies and the heavy input for regular heavies when not near a wall.
Finally... the time for bonk is upon us!
Took a break from this game for a long while, since Afeera came out. I didn’t realize they changed Jorm and it felt so gross playing her now, and I felt like quitting. I came here to see if there was anything obvious I missed and that in chain zone practically being an infinite combo is a game changer. Thank you papa
yw son 😎
I don't have a problem with how he plays, I just have a problem with how much damage his unblockable and bash do. A 34 damage wallsplat is quite a lot of damage. I think the unblockable was 40 something damage on a second hit mixup. Imo, that's a tad high. As for the feintable bash, most of the ones we have now confirm ~20 damage, and Jorm gets a whopping 30. And it being a chain bash doesn't matter, because he now has zero problem opening someone up. I like the rework overall, but I still think that his damage should be toned down a little.
It has struck me how redundant the parry and gb followup options are. The parry riposte deals 4 more damage (16 vs 12) for 3 less stam (6 vs 9) than a light followup, and still has access to identical chain pressure.
When attempting a wallsplat for the additional 22 dmg, the gb hammer punches deal 2 more damage (12 vs 10) for 18?! less stamina.
The knee followup is best for all other situations without a wall or when the opponent is oos, but the complete lack of tradeoffs between the two when going for a wallsplat seems odd.
You can also wall splat with gblight into throw
Idk.. kinda miss the days where u didn’t lose half your healthbar for getting hit with a bash animation.. if u dodge the jorm bash near a wall then u can eat two heavies.. if u just take the bash and the damage it seems like it would be the same either way🤷🏽♂️ other than how much damage he does in that one move and how easy it is to just keep doing it I’d say it’s a very good rework!!
@Nick Kiggers The funny thing is that if you are in a situation where you are next to a wall like that while defending against a mixup, Kensei is way scarier than Jorm. Basically take what the original comment was saying about the amount of damage you would eat if you guess wrong against the different mixup options, and raise the number to 34. Admittedly, this situation only really works if the Kensei has you in heavy hitstun (otherwise you can just light Kensei out of his mixup). Kensei has been this way for a while and yet no one really seems to have any issues with it, at least not as far as I’ve seen. Long story short, I feel that people just need to practice their matchup knowledge against this new Jorm before making conclusions.
@Nick Kiggers like I said a bash used to guarantee 12-15 damage tops. That’s my only issue with it. And I’m not crying about anything. I’m sharing an opinion which I have every right to do on this video. Don’t like or agree with it? That’s fine just carry on about ur day bro🤷🏽♂️
I LOVE THE INFINITE HOLY MOLY, JUST CLOSING YOUR EYES AND SWINGING FOR THE FENCES, yeah that infinite look fun and impactful, actually his whole kit looks/feels like it has the impact of a TRAIN.
Soo good for minions and pikemen as well
Old infinite was technically better until the stamina overhaul
i feel bad when my jorm teammate tries to get a wall splat from gb but i forgot that's even a thing so i just heavy ruining his punish
I mean i still do the wrong GB punish and accidently Push around my opponent lmao
To be fair, wallsplatting in a gank isn't a great decision even with Jorm. You'd get more damage if you threw a heavy after Jorm bash-light-lights, than if you just let Jorm heavy-wallsplat-heavy. Wallsplatting would reduce your extra heavy to, like, 6 damage. This of course feeds revenge however.
11:20 the four horsemen of the 'forbidden' zones lmao
As a non-competitive player my problem with jorm is how much damage the in-chain bash, especially in an anti-gank if their team don't mess up the punish. I feel like with his hyper armor and neutral bash he can chip you down pretty well and easily put you in a high pressure situation thanks to the sheer damage of it. This on it's own isn't a problem, other characters like hitokiri have this but worse, it's that fact that even if they throw it they get another 50/50 to counter your response and put you back in the hotseat. Maybe there's just something I haven't noticed yet but it feels super oppressive to play against, kind of like the thing you can do with conq where you fast flow into all guard if you predict a dodge attack, and do nothing if you predict a guardbreak to counter their response
I preferred the old jorm and work to get the slam instead of this garbage rework
And it’s perfectly fine in 1s and it’s not really a 50/50 because you can react to it
@@davidrw67 shit jorm you mean?
@@davidrw67 I just don't like the rework feels like a shell of what jorm once was
@@eg.er_daudi exactly but people say it’s gave jorm moves in his kit and more options but with stam bully jorm you need to have skill to use and because you beat 4 other players with jorm people tend say you must have really low mmr but I’m average at the game and quit because I really dislike this rework
Tough for the dev team to balance for duels and then team modes.. Honestly the only gripe I have with jorm is his chained bash, you have characters like cent that when they whiff a bash they will get hit with a heavy no matter what level of bash it is, even the kick, just feels wrong to give jorm such a safe bash that pays out with big dmg, but I am just a duel casual player so my opinion doesn't matter too much xD
That's not Tekken, FH is simple enough to be understood at any level of play and your read is absolutely correct.
That’s the problem, 4s shouldn’t be catered to when it comes to balance. It’s a shit show anyway.
Jorm main here. Returned to the game after 2 years absence and I like the rework. A bit lacking in dmg from big moves, but he's finally feeling fair.
I just wish we had more armor sets for some heroes :(
also just let us finally mix and match parts why does each hero have to have thier own look
@Nick Kiggers that's the worst stuff i can imagine, no i mean like how the trailer showed before the ussual ubisoft downgrade a playable conqueror with lawbringer armor and warden helmet
aswell as Warlord with acctual chain/plate armor and other things like in the campaign ending cutscene where you saw a warden run around with a sword and shield, the game already had bugs that allowed it, hell even some emotes allow you to have an axe from other factions i just don't understand why can't we have custom mercaneries that you'd simply select a main baseplate but be able to customize it
Am I mistaken or the moveset says it's not possible for the feintable bash after a parry bash but you still can.
Bp right side dodge attack camera glitch is back . Could you bring it to light so they can fix it
This rework seems very nice. Hes actually playable and doesn't force the enemy to be defensive cause of green bar. My big gripe is the knock down being pretty easy for a teammate to confirm. Hopefully it gives abit of revenge. But good job ubi, now just give him some non-crackaddict armour and I'd love to play him.
Hi, what emote are you using at the very beginning please?
Nah he's a a solid character now, people are just venting because of the dodge changes.
I personally despise my guard disappearing when i dodge but that's all.
Can you please look at his new gank setups cause they are much more prevalent and used a lot more.
We'll have to wait and see whether it's working as intended currently
They are extremely easy to avoid since his bashes fill a justifiable amount of revenge and his knock-down has basically 0 tracking
Nerf tier 2 feat, the humongous health swing is life altering
No it doesnt last long
If you are being ganged and you are jorm, and get revenge with the tier 2 feat along with Aegis and the revenge shield perk you carrier carrier revenge shield with you and it stays for longer
@@holykonchu7250 Thats a perk problem not a feat problem since the full hp shield glitch still happens
@@Emilio-lz5ux doesn't just happen for jorm fortunately happens with BP aramusha any character that has that revenge perk.
Glad to finally see Jorm reworked, I'll be hopping back in this game real soon!!
I like the idea, but they need to change some damage numbers (on the bash haha), and if you read it right and dodge the bash, you should get a gb
You DO get a gb off of read, you just can't stand around "looking at the pretty orange" as freeze said. You see the bash indicator -> immediately dodge -> gb punish :) Also the damage is fine imo. It's a 800ms bash with a 400-500ms attack animation with no hyper armor for just 30 damage. Also feeds a ton of revenge as it should.
@@SpartanNinja-hw5xg gotta love it when Ubisoft wants to bring standardization to the game, then pull this crap 😂🤦🏻♀️
I wish they changed the dodge attack animations. They had the chance. They should have.
Also the zone should be accessible on both sides. Ease of use in antiganks for better tracking some opponents around you.
George is either completely busted one way or the other. Thanks Ubi.
Hes finally good in 4s but I feel like he got worse in 1v1s
I really only don't like the insane gank pressure but that is pretty much it. Also I kinda feel like wiff chain bash should only have the chain zone maybe but eh.
I figured they would lower the slam damage to the same as Eagle's Talons.
Maybe it's me but in dules people dodge on orange every time to the in chain bash. I can feint to light or zone but a prediction gb loses to a dodge attack and seems that they can counter gb it more often than not.
@Nick Kiggers that's the thing, "sometimes" lol typically they dodge the unblockable too on accident.and 1 out of every like 5 times they eat the heavy
I don’t have any trouble with this version of jorm but that may be because every jorm I face is incredibly predictable. They always shoot for the knockdown, never feint it.
It's because nobody ever dodges it lol
They had to compensate for the now unsafe slam somehow, and that chained zone is perfect for that.
Eh I find the chain bash/hamma slam rather obnoxiously strong. Sure you wont use it in team fights but so are several moves like shuggo hug not something you use in big fights. On the other hand the move is quite potent as a gank tool and absolutely unfightable in 1v1 in dom once you got t2. Jorm is now a reverse Medjay where our afrikan big boy was the team fight king Jorm is uncontestable on dom points solo.
I feel like the rework made him worse in 1v1s but what do I know I'm only rep 70
@Nick Kiggers ah yes because dmg is the only thing that matters.
34 dmg 1100 ms gb punished on wiff, trading with buffered lights, kensei finishers where he has to jump 3 loops to access them are soooo scary.
Go watch the followup video from freeze where he talks about why the slam is strong.
To be honest, I don't like the hitboxes of his chain zone. This is another inappropriately large hitbox that hits you outside of the weapon. I recently took zone damage from some distance behind the jorm. This is annoying when playing against a Medjay, and now against a Jorm
You can also get bulwarked by a BP that was behind you with how big the hitbox is. I was fighting in a team fight with Jorm against someone else while one of my teammates was fighting a BP behind me and got bulwarked even though I wasn't even attacking him at that moment.
at least it makes sense on medjay to a degree, big weapon = big sweeps but jorms hammer is fuckin tiny 😭
What material color or reg color are you using on your Jorm?
my only complaint is pretty minor wit hthe change. I just cant for the life of me find a reason why they changed the animation on his opener lights its kinda whatever but the big issue for me is it makes his right light and his opener zone look nearly identical when fighting him.
@BusterWolf32 most people would just eat heavys trying to light parry but a couple people could react to the light
@BusterWolf32 that's not an opinion many players parry on red trying to get light parrys but some players could tell the difference between jorm light and heavy and that's why they changed the animation
@BusterWolf32 JC isn't exactly the greatest decision maker and doesn't Always know what he's talking about that's why community feedback is important but a lot of the time the feedback they listen to is from RUclipsrs that also don't know what they are talking about. The fh comp scene just died in one patch because of the dodge changes.
can someone explain me please just why they changed the animation on the light attack if the speed is the same?
It was for reaction monsters. Before, some people could react to the difference between the poke light and the swinging heavy because of the big difference in animation. Now they are both swings so it's much harder
i always forget to test myself, but does the inchain zone bounce off of superior block like normal zones or does it not?
The in chain zone does not bounce off superior block but your opponent superior block punish still will hit you before you get to do anything else
How is anyone against this rework? He is strong but doesn't come close to the power levels of the S tier heroes, is hella fun to play and still has enough weaknesses to be interesting to play against. Perfect design in my opinion.
I think people dislike the damage he can output. He's got one of the best in-chain bashes in the game now, combined with a vortex of really high-damage combos near walls.
I’m not a fan of it, I think his stamina drain punches were pretty cool, now that it’s gone I think he’s less unique. I also don’t like that they removed his undodgeable light.
Most people just spam the knockdown move with his 2nd feat now. I think it should be more like cent where you gotta charge it to knock someone over for the slam.
I do like his new running heavy and that his attacks push you around though. I think a really cool thing would be giving him chargeable heavies like shugoki or hito.
The faintable quick bash that puts you on the ground and then gives the enemy team chance to pile on you with heavies as well as give jorm a temporary shield, is a great idea to Kill your games community.
I'm glad freeze is the only member of the FH community who actually knows what an OS is.
Idk if it's just me but I hate not getting gbs off bashes unless I early dodge. It feels so cheap
@BusterWolf32 ik, my hate for orochi has yet to diminish
Can someone tell me what his outfit is? I wanna have it too please
I love this rework, sure, but we need to talk about that chain feintable bash that can chain on wiff,and guarantees 30 damage+full stamina+hp+shield. Having shit recovery and being unsafe is not a good way to balance it out, if anything scrap that and lower the damage.
Probably super unpopular opinion, but i would be totally fine If the damage gets reduced to Something Like 22-24 but it gets the hyper Armor Back in return
I dont know how to feel about the recoveries tho
Doesn’t give you HP or shield in non 4v4 game modes. It’s also nerfed in 4s by making it interruptible by both enemy and teammates alike. Let’s not touch it at all tbh.
@@nuke1863 And that’s just a blatant nerf outside of 4v4s, no thanks
@@MibuInMalibu its Not a blatant nerf. As You Said right now its getting interrupted by literally anything. With hyperarmor its Just bashes basically which can Interrupt the move, maybe some feats
The amount of the Damage nerf is debatable tho , i give You that
Edit: sry i didnt read the 'outside of 4v4s', yep thats right tho
@@MibuInMalibu shaolin has a similar feintable bash, that guarantees 24 damage, same for tiandi, jorm get 6 damage more on top of synergy with feats; at the same time, having moves that are unsafe on hit due to recovery is bullshit. I'd say some tuning is needed.
I don't like his neutral light animations
Y did they remove the hyper armor on hammer slam that’s an odd change
Because you can do the knockdown whenever, not just when they’re out of stamina
Dont like how the slam is naked now.... its like if cents eagles talent would be unarmored...
unpunishable 30dmg bash is my biggest and only complain about jorm rework
how is it unpunishable?
@@fkkfreeze zone follow-up is beating both dodge attack and gb attempt if I'm not mistaken
I just started playing yeah, I save up 15k credits, get me a jorm and go through a couple hours of training.
Get into a match, and it's like there's a target on his back. Everyone mobs jorm, goes out of their way to chase me down and gank 😮
74 Health swing in-chain feintable bash baby!!! Totally fine, nothing to see here, not even worth mentioning apparently.
My playing of the game has been spotty since 2020. But... seeing my favorite Cavemans new changes. This is a much funner way. I used to think getting rid of the stamina thing was bad but the fact i can hammer slam more is brilliant
16 damage for counter parry is to much tbh. And there’s a bug in hammer slam, when u get revenge and your opponent hammer slam u, they still standing & 1s later he just lay on the ground, this is annoying
I think Jorm's damage is too high. Yes, his normal attacks deal rather low damage now, but if he gets a wallsplat, which really isn't difficult with proper positioning and his moveset, it is rather high and chains into another potential wallsplat.
The chain bash leads to a healthswing of 74 (30 damage slam, 40 shields, 4 heal from the bash) with feats. On a hero that has heavy perks already. And even without feats: Hamarr Slam deals more damage than Valk's and Shaolin's follow ups and seems to be easier to confirm by a teammate and also has good accessibility. And Jorm can even chain from it.
I admit, I have a hard time fighting new Jorm. But that's because Im bad
I think chain zone is the best addiction in jorm rework
jorm took me from being a average 1.3 player to a 2.90 player. idk why everyone on lb's dick if jorm a 50 dmg string.
Fun fact, I cannot ledge with the parry punish.
Can anyone else confirm?
neither, pretty confident it can’t ledge
maybe it’s changed since thursday though?
@@benjustice5297 I'll do a test and record it for his discord on if it can ledge
If you get into that scenario just do a regular zone or forward bash. Those can ledge.
@Helatic I mean yes that's true but I still want to know why I can't even if they are literally hugging the ledge lnao
I don’t think he’s broken. He just isn’t Jorm anymore. He just feels like another character with “flow”. Flow is ruining the game, not every character needs it. It’s completely removes a big learning element from the game. An example is like Orochi and Black Prior for example. Orochi had very easy flow and it’s understandable, Black Prior is not exactly a flowing character, however you can flow with him depending on two variables. 1. If you’re good with him. 2. Capitalizing off of an opponents mistakes. Black Priors move-set revolves around that kind of pressure. Before it’s said, pressure and flow are completely different. Yes you can create pressure via flow but it’s not like you need one to do the other. The last 4 characters we’ve gotten have been all about flow. Not everyone needs Dodge recoveries, not everyone needs the possibility to infinite chain. Now I know they wouldn’t do that too everyone in a million years, and a lot of characters still have an identity, but I’m just saying, it’s starting to feel that way because it’s all they’ve done the past 2 years. I know Jorm wasn’t good pretty much his entire existence, but he still had an identity. You can rework a character and still get them to keep an identity. Now Jorm just feels like another infinite chain 50/50 you’re wrong, you’re right character. They need to stop pumping out these reworks. Valkyrie just needed some tweaks to what she already had, have no idea why they touched Kensei, I understand Shinobi, I have no idea why they reworking LB. The list goes on and on. These characters don’t need flow on a level like they are trying to make. You cannot get better and learn to adapt when you have water like flow all the damn time. They really need to take a step back and look at what they are doing. I love this game, but they are making this game so easy now. Jorm needed a rework, but they should’ve kept the stamina drain and pressure concept for him. He doesn’t need to flow the way he does now. There is a lot more I got to say but I’m not tryna type an entire novel so I’ll leave it here. Obviously this is my opinion and I know other people think otherwise, but this is just so annoying.
Thank god you said something about being able to GB bash. I swear to god I’ve been saying this for weeks, that jorms combo bash is GB able, and have been fighting so hard to give as much facts as possible to prove it’s true, but Reddit seemed to just wanna be angry. I really hope they don’t gut jorm
They removed his undodgeable, I liked to farm deflects out of him
Honestly more balanced then the raider rework. Plus afeera and Zhan are way scarier.
Jorm needed some love for once. I understand in ganks he can be really scary but honestly I find him easier to deal with then most of the roster anyway.
The thing is when Nuxia gets her official rework, the community will actually have a reason to hate on the character rather than just spewing the pure enmity and irrelevancy towards her all these years as well. We will definitely see more bandwagon Nuxias, but these will be clearly the same people that couldn't have cared less about her lol.
The only problem I have with Nuxia's rework is how she became both untouchable and unpublishable, destroying you with lights and this weird bashes.
what a good rework, surely future reworks will be as good as this one*coughs in lawbringer*
What's wrong with LB?
Yeah... this character is ridiculous now easily s tier in every game mode
nah hes in a solid state. probably a tier across the board. if you want s tier then look at tiandi (still) or even valk is still ridiculously strong. even afeera is better than jorm
@@JasonsWeirdPizz yeah maybe i overrated I agree with your statement but jorm is definitely A tier not quite S
They should bring back the undodgeable light
@BusterWolf32xD well yeah thats the point lol
I juz miss my grab..
The community needs to stop b****ing, I get complaints from my buddies telling me that jorm should be able to chain on a whiffed bash, and I tell them every time they complain. Either do an early dodge to get the gb, or just do a dodge attack, but no they refuse to listen to me. I even tell them to treat jorm as if he was shugo on steroids since shugo is one of the few to chain an attack on a whiffed bashed. But nope they insist on complaining. If jorm gets a nerf to bash, yall know why.
I am so sick of facing jorms since his rework its mad
I'd really prefer if the in chain bash was always GB vulnerable but it's already fairly unsafe in team fights so meh
I think you mean to say a powerful hobo with a pipe and a rock.
Ever since the rework I've landed less slams and less executions because the gardbreak punish heavy is like no damage and the slam is so slow and punishable
Jorm can constantly knock u down in 4s
so can tiandi, valk, shao lin, cent, lawbringer, shugoki, even bp flip. thats only knockdowns, excluding grabs/stunlocks like glad and pirate or medjay
@@JasonsWeirdPizz they don’t get shield buffs off of it
@@Matthew-rc1xt the shield lasts for like 5 seconds
its a mid af feat tbh
@@JasonsWeirdPizz in a fight that is a long time. Point is he is annoying. No one enjoys fighting a jorm, just a garage designed character. Not to mention the male version sounds like a crackhead
This analysis is part of the reason why we are in the position we are in now. Neither content creators nor devs are able to recognize unhealthy mechanics/power creep when it's right in front of them, and instead go to prove how it's not *quite* as bad as the current OP hero(s). Just because this rework isn't as bad as LB doesn't make it healthy for the game. Reworks like this are the reason we see heroes CONSTANTLY being released when they are too OP. As long as this community keeps rolling with it things aren't going to change, and it's the reason why this game peaks at 4500 players on any given day.
power creep isn't necessarily bad, it's just a buzzword. You need innovation with new heroes and reworks or it'll get boring real quick.
Feel free to point out the unhealthy aspects that I forgot to mention.
actual facts if possible, not like the player number you just mentioned.
@@fkkfreeze Power creep isn't a buzzword, it has a definition that described the state of the game for the past couple of years at least. It carries a negative connotation because, like in the case of For Honor, it's usually a bad thing.
The point of your video is that Jorm's rework isn't actually that bad, especially when compared to recent reworks/releases (you literally compared it to Valk and Tiandi iirc). That is my point, and it's an example of how power creep now has us in a situation where instead of getting Heroes that are around the same power level, but varied and innovative in their offense, we are supposed to be happy when one rework isn't *quite* as overpowered as the last 3 we got.
It's like this community has been so worn down by having obviously OP characters stomping around the battlefield (see Raider being obviously op for MONTHS before a simple nerf to damage numbers), that as long as a new character/rework doesn't have Unblockable, Undodgeable, 30 damage, 400ms Lights people are happy to slop it up.
You need to pay attention how I brought up these other reworks.
The context is about the amount of complaints, not the strength per se. But I get the confusion, so my bad.
But I fully stick to my point of powercreep being nothing but a buzzword. Same as your "400ms lights etc"
Let me repeat. what are the unhealthy aspects of the rework that I didn't mention.
And then feel free to add what the best rework was in your opinion.
This rework was amazing. the only things i'd change is the teir 2 feat needs a light nerf with how easy it is to acess the knockdown giving shield with very little to no cooldown between.
And the bash feint is way too easy to bait someone into an opening for 3 different options of action. Always been my thing with feintable bashes. its a significantly low risk action that gives you the advantage since the only way to counter a bash is to dodge it. the speed it comes out as making it very viable if you want to force someone to move. As of course, the hammer down move does alot of damage.
Me suddenly playing against Zanhu... That deflect basically makes his dodge attack dodge attack immune due to the deflect countering a counter attempt by dodging into the incoming counter resulting in a winning scenario, I see why he's ranked S teir now... Ubisoft how does this stuff go unnoticed. yall need to stop just implimenting universal changes without looking at how it effects certain characters...
His heavy finishes should be blue instead of orange. Also, a non charged bash guaranteeing 30 damage looks a little to much for me.
Besides that, I liked the new animations a lot.
Why would you give them the undodgeable property? There is no reason for the enemy to dodge, if those attacks are not unblockable anymore. The chain bash is too slow for a bash/undodgeable mixup.
make zones great again
I just don't like his neutral light animation as it looks kinda clunky.
Other than that I think his rework was well thought out
Love the rework, but if there's one thing they should look at is the feats. It's a bit much to have a teir 3 that deals decent damage and puts you OS
or the 2nd teir feat that if used correctly with how often the hammer down can occur will give yorm enough armor to survive most team fights. I'm seein the breach 1v4 scenarios coming back.
Rep 70 jorm here. He is now trash. Thanks devs
Next Lack of Skill rework. Now everyone can resist with jorm. As a jorm Main i Stop playing him because the stamina punishing is gone. This was one of the Things that makes him unique. Now He is boring to Play for me.
I m not surprised that a season that make all dodge attack lights and remove guard whole dodging create an epidermic reaction of negativity 😅 personally, I lile it so far. I think the community will really start to improve and think about what they are doing now
The community that knows how to play already was “thinking” and punishing dodge attack spam without issues.
This update just made ganking way easier and killing dodge spamming bonobos faster.
Really a bad take, taking away all of your defense in a gank situation just because you dodged is a stupid idea.
@@okami1272 ganks are the only situation where it really affect your survivability in a "unfair" way, but at the same time gankers die faster too especially if you play someone with undodgeables, and even without it, the new heavies trajectories most heroes have does catch mid-dodge.
It is a trade off, everybody die faster now, and it make for quicker encounter. I don't think it was "fair" to be able to completely negate nobushi external pressure by keeping your guard on the side she is and dodging away like a crab.
@@menalgharbwalsharq648 That’s just nobu being badly designed.
I see no pros in this update, not even a single one, and I can tell you from first hand experience that when i encounter someone that likes the changes in game our skill levels are completely different.
It’s like we play two different games at times, that’s why our opinions are on opposite sides I guess.
@@okami1272 it s has been two comments that you have no arguments and spend both your ernergy and mine, and data on youtube server increasing the climate change among other things, for useless self-compliments on a supposed skill gap between you and people who like the update, which make any attempt of discussing, a big waste for humanity entire, and a pointless exposure of insecurity, recycled over and over with other words, so I will end the cycle here and now 🤡
I used to main jorm then this rework that I tested and was really disappointed so I quit for honor
Ok
Jorm’s rework is completely perfect
He's literally got an infinite lmao
@@peytongibbs2171
So what? Multiple heroes got infinite attacks and Conq infinite unblockable attacks too!
@@user-zw2ob8fq9x... I'm referring to the bash infinite dude.
@@peytongibbs2171
Normal bash, he’s not even one of the best, also the slam attack it could be done once! It’s not “infinite” as you claimed