This mechanic is killing way too many newer Hales.
And the better ones, too.
This mechanic is most punishing against crouchjumpers/newer Hales, who jump straight up and down and are incredibly easy to aim at. Even better Hales still get punished because the vulnerability is still active for a couple seconds after they land.
It's too easy to land shots on Hales who land early and/or mess up their jump-- and gets extremely punishing when individual players can deal out 2000+ during the vulnerability window-- a single bad superjump into a crowd could lose a Hale a significant portion of his HP, even if he rages reasonably quickly. I've seen even veteran Hales mess up a jump and suddenly find themselves down 4000, 5000+ HP because they land in the wrong spot.
This mechanic was not present in the original balance of VSH and is constantly helping out the RED team. As we are slowly beginning to reverse the power creep of vsh1.55 and vsh2, this mechanic should be removed.
I understand that the idea is to prevent superjump spam meta, but this solution is too punishing for too many Hales. If this is still an issue, increasing the superjump cooldown would be a far better solution for all parties.
All Hales
Remove mobility vulnerability (the double damage for jumping mechanic.)
-> optional: increase superjump cooldown?
And the better ones, too.
This mechanic is most punishing against crouchjumpers/newer Hales, who jump straight up and down and are incredibly easy to aim at. Even better Hales still get punished because the vulnerability is still active for a couple seconds after they land.
It's too easy to land shots on Hales who land early and/or mess up their jump-- and gets extremely punishing when individual players can deal out 2000+ during the vulnerability window-- a single bad superjump into a crowd could lose a Hale a significant portion of his HP, even if he rages reasonably quickly. I've seen even veteran Hales mess up a jump and suddenly find themselves down 4000, 5000+ HP because they land in the wrong spot.
This mechanic was not present in the original balance of VSH and is constantly helping out the RED team. As we are slowly beginning to reverse the power creep of vsh1.55 and vsh2, this mechanic should be removed.
I understand that the idea is to prevent superjump spam meta, but this solution is too punishing for too many Hales. If this is still an issue, increasing the superjump cooldown would be a far better solution for all parties.
All Hales
Remove mobility vulnerability (the double damage for jumping mechanic.)
-> optional: increase superjump cooldown?
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