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.
Changing jump will have far reaching effects that would take a monumental effort to solve. However, I’ll be taking a look at a lot of the augs that add some boost like Thorn and Mellka’s offhand pushback.
There is no FPS game that has implemented a mechanic to limit jumps. To avoid constant jumping tendency, most of them put accuracy penalty to aerial shots
poor caldy and mellka would get wrecked with stimied/limited jumps
it really is a boon that all characters that arent sposed to be jumping have a very sad jump to begin with, and like others have said, jumping is a comittment. if you see someone jumping, you know EXACTLY where theyre going and where theyre going to be.
Jumping around like Tigger has been commonplace in most shooters since the beginning of Unreal. I remember it back in halo 2 as well.
If they DID nerf it, I think they should exclude the explicitly mobility based characters like thorn, mellka and caldy from the nerf. Those three are designed around always jumping.
But the constant jumping is why I always go vortex mines as Toby lol