Right now, there’s this little setting that basically nobody uses with their high jump spells. Direction. There’s basically no use for it, anyway. A 15(-ish) degree change in direction does basically nothing for prediction and dodging. Instead of that, I propose a change in how high jumps, magical and normal, are done.
Essentially, the pitch of the jump is controlled by the pitch of the camera. When the camera is level, your jump goes straight up. But as your camera approaches either the uppermost or the lowermost looking limits, the profile of your jump approaches 45 degrees, either forwards or backwards, in a manner resembling an exponential curve.
The biggest reason to do this is to add variety to high-jump oriented mobility. The full extent of the high jump’s purpose in combat as of now is to get into the air, which really limits its utility. It also adds a precedent of camera-based movement, because the keys readily available for movement–q, e, r, f, etc.–are taken up by ability slots, and that’s a slippery slope.
Thoughts, ideas, critiques?