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Posted

This might not be an actual bug, but it also doesn't seem entirely working as intended either.

 

With the new Super Speed changes, when you have max Momentum, you can jump pretty darn high. The problem is that once you land from said jump, the buff has worn off (or expired) so your max jump attribute is back to normal levels, and thus you then take falling damage from using the buff.

 

This can cause some pretty hilarious situations where you run, jump, then splat into a group of mobs who proceed to smash your face in, as you took a decent amount of damage from 'falling' from the height you could jump at just a second ago.

Posted

That's sort of funny. It makes sense. I am not sure if this can actually be avoided, as I think your falling damage is a function of your jump height attribute, and so protection from the damage probably can't extend beyond the duration of your ability to actually jump so high that you'll take more damage after falling.

 

PS: When I read the title of this, I was expecting some strange behavior for Titan Weapons. 😮

Posted
45 minutes ago, UberGuy said:

That's sort of funny. It makes sense. I am not sure if this can actually be avoided, as I think your falling damage is a function of your jump height attribute, and so protection from the damage probably can't extend beyond the duration of your ability to actually jump so high that you'll take more damage after falling.

 

If they could change the trigger for Momentum expiring to 'Landed from a jump' instead of the current 'Initiate a jump' that would fix this, but its rather minor, and I'm not sure technically speaking its possible. (is there a 'Landed from a jump' event?)

Posted (edited)

FWIW, Double Jump from the Leaping pool behaves the same way.  Once it expires you'll take damage upon landing if you're falling from farther than your max leap height from Super Jump.

Edited by InvaderStych

You see a mousetrap? I see free cheese and a f$%^ing challenge.

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