I love it when my enemies jump regularly, it gives them a predictable trajectory and makes it easy for me to punish them with Ghalt Hooks, Thorn arrows, and such.
Jumping in only a good tactic because it has no cost except making the whole battle look ridiculous. No one but Tigger can bounce around constantly without tiring.
After a little more consideration, though, people like Isic and Toby should not have diminishing knockback and such on their quick melee. They are robots, after all, and robots never tire. Caldarius probably should be in that category, too.
I think the word you’re looking for is: Flubber
Hehehe, that’s right, Reyna’s marvelously big ass is made of flubber!
I personally do not tire much from jumping. I cannot however, keep my forward momentum constant while jumping. I have to adjust for impact and then rebuild that momentum. Being so, I think that a more reasonable feature would be a sprint cancel on jump.
Jumping is truly only a good tactic up to a certain level of play, but double jumps that allow a player to change their trajectory are always good.
Single jumps, though, put you on a set trajectory that can then allow other players to hit skills and attacks easier, such as Ghalt hooks, Benedict rockets, etc.
Some characters like Mellka are meant to be constantly jumping. It’s a legitimate playstyle.
The way you counter jumping is to either predict their path or to slow them. Slowing also slows their jumping so they cannot jump high.
Solution, either stun or blow them the hell up. But yes, I agree with the OP.
I don’t really know if it’s too much of a problem. The benefit of suddenly going up to throw off people’s aim is counteracted by the high predictability when going down. It’s surprising at first, but if you keep calm it’ll be a lot less powerful.
No.
The diminishing returns need to be added to other control effects, but not hoppers.
Jeez, the things people complain about. Next we’ll have strafe speed reduction posts.
Oooh, good idea!
runs away
…I only play PvE but am commenting because, TFC Hook mode popped into my head just now, Fun times! 
Aim for where they’re landing instead of trying to track them in the air.
It’s very predictable and easy to read where they’re landing once they’ve committed to a jump.
“Stop trying to hit them and hit them”
What was wrong with Quick Melee?
I’ve literally never used it, and I’ve played a LOT.
Well, serpentine doesn’t work, and I feel like you guys are exagerating quite a bit. Most people I’ve seen only jump around when they are low health and trying to avoid enemy fire.
Besides, what are you asking? That they add a cooldown to the jump?
Also, @easplund It isn’t about realism. It’s balance, and I have to ask, are you a marquis or Isic main and just sick of having to aim your shots?
Marquis slapping people off cliffs.
Well you’re missing out, because it was a real “enemy Battleborns go here” button. Use of it a lot really kept melee Battleborn off their targets, and rather limited melees’ ability to fight outside of mobbing a stunned fella. A player enclosed could spend a lot of time staying enclosed as well with quick melee spam.
I feel that jumping is fine. There’s absolutely no reason to remove it or give it a cool down. We already have no crouch as it is (which i still feel weird about, even after playing since October :T ), but jumping isn’t a huge catastrophe. It’s a legitimate strategy and keeps things moving.