Destiny 2

Each class has unique jump physics and inputs. If you’re confused by why one class’s jump seems Bad, read this for more information!

destiny2 4 - Each class has unique jump physics and inputs. If you're confused by why one class's jump seems Bad, read this for more information!

So in my experience with the Destiny 2 playerbase, I think I see someone complain that Warlock's jump has "no vertical momentum" something like twice a week. It's something I used to think, too, since I came to this game with a mentality from a lot of 2D platformers, where the jumps often work like Hunter jumps.

So, here's a primer on jumps in Destiny.

The Big Difference:
– Hunter jumps cancel vertical momentum.
– Warlock jumps multiply vertical momentum.
– Titan jumps maintain vertical momentum.

What does this mean? It means that if you're coming to Destiny from a lot of games with "double-jumps", you're probably primed to expect they work like Hunter jumps.

A Hunter's jump gets maximum vertical movement by double-jumping at the peak of its arc. When you jump as a hunter, it zeroes out your vertical momentum. This means that, when jumping up, you want to wait until you hit the top of the jump, where your vertical momentum has "run out" (and you're about to fall back down), then jump again. This way, you "waste" no momentum! The second jump will cancel the existing vertical momentum (which, if you timed it right, is 0), and then jump again, for maximum height.

If you jump early, then it will cancel the momentum while you're still going upwards, meaning you lose out on the leftovers you overwrote with the second jump. If you jump late, however, it will mean it cancels the negative momentum you had gained during the fall, then goes upwards. In this way, hunters are the best at falling. They can stop a fall from any height midair, and replace it with their normal vertical momentum from a jump.

Jumping Example:

In the above gif you can see the differences between Hunter jumps. First, I do a spaced-out triple jump, jumping at the peak of the arc, then, I do a rapidly-pressed set of triple jumps, getting significantly less vertical momentum.

Falling Example:

Similarly, in the above gif depicting a fall, you can see that Hunter jump cancels the downwards momentum, saving me from fall damage by pressing it at the last moment.

Conversely, a Warlock's jump gets maximum vertical movement by double-jumping at the start of its arc. When you double-jump as a warlock it applies a "gravity slingshot" so to speak, it multiplies your current vertical (upwards) momentum and returns it as a large or small boost to your glide's speed and height. What does this mean? Well, to go back to the Hunter jumps, when you jump at the peak of the arc, your vertical momentum is zero. If you do that as a warlock? Since your vertical momentum would be zero, zero times anything is still zero, and you get no momentum. Double-jumping at the start of the arc (or in the middle) means that you get maximum vertical momentum from this multiplication. So, while as a Hunter you want to space out your jumps, as a Warlock, if you want to go up? Double-tap that button.

Jumping Example:


In the above gif you can see the differences between Warlock jumps. First, I do a spaced-out double jump like I would as a hunter, getting no vertical momentum from the multiplication. Then, I do a rapidly-pressed double jump, and you can see the significant slingshot effect applied to the height gain.

Falling Example:

In the above gif you can see how falling works as a Warlock. Since you have no upwards vertical momentum during a fall, there's nothing to multiply, so you just go into your horizontal glide animation and gently continue to fall. You can save yourself from fall damage by jumping at any point, unlike a hunter, but cannot go up with warlock jumps if you're already falling.

Finally, a Titan's jump maintains vertical momentum, upwards or downwards, across the entire jump. Titan jump has two parts, the first one a hop, and the second one a jetpack boost. At no point in a Titan's jump does it cancel momentum. This means, no matter when you jump in the arc, you will get the same vertical height. Jump 1 adds X momentum, Jump 2 adds Y momentum, so every jump gives you a total of X+Y, period.

This means that Titan jump input is a middleground between Hunter and Warlock jumps. With no restrictions on when you input the jump, whether you play titan "like a Hunter" or "like a Warlock", you will get the same result (except for falling; see below). The different jump options change how horizontal movement and the feel of the jumps work, but the vertical height will be the same regardless of choice or input.

Jumping Example:

To illustrate this, in the above gif I do a spaced out jump and then a rapid-tapped jump, as before. The resulting height gains are identical.

Falling Example:

However, this can make platforming tricky in some situations. As mentioned above, Titan jump does not cancel momentum, it merely adds its jump's upward momentum values to your current momentum. In many cases, this might not matter, but during tricky long-fall platforming, it can be fatal. In the above gif I jump from a high place and try to save myself as I would with the other classes; this just results in the jetpack boost being added to the significantly greater negative momentum of the fall… and not canceling anything. So I hit the ground and take a bunch of damage. In order to get around this problem, you can activate your jump midway through the fall and let it burn down, slowly reducing your momentum, for the rest of the fall. Arc titan can also use shouldercharge midair, which does cancel momentum.

So now you know! Each class has its own unique jump physics, centered around its theme and informing its playstyle. If you're like me and spent a long time confused about why other warlocks in pvp could fly circles around you, but your own experiments with warlock bore no fruit, that's the answer. Warlock and Hunter have opposite input methods, and Titan can use either.

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