A lot of people complain about Hyper-jumping in PvP. Honestly, it's not that big of a deal. As everybody knows, there's two things you can do with hyper-jump. Selecting the ability, point-click-jump. In PvP, this is rarely used.
Why? As many of us know, it's precision HJ-ing. You usually go straight forward as well as moving rather slowly, and to watch the camera scroll up a building you want to HJ on leaves you vulnerable for precious seconds you need in PvP. The other technique is simply by pressing Cntrl+Space, which sends you directly up, arching, and landing as far as you hold the two keys down for as well as staying in the max range of your super jump ability.
Why is it that those who Cntrl+Space seemingly always get away? Well in PvP, you generally try to estimate where a person will land. People can jump straight up, or they can do a full jump, or land half-way, etc. The problem ultimately is, is when you go so high up you leave the range of your enemy, so the person waiting on the ground who has you targeted will most of the time, lose his target. Sometimes you'll get lucky, and all you have to do is look up to see where your target is going to land, generally it's easiest to see if your target just went straight up, because obviously he'll come down the same way. Unfortunately, when someone does the entire/half Cntrl+Space jump, you lose the target, i.e. disappearing off your client. The fact that you can do this at pretty much anytime except in IL (hyper-speed/seraphims usually keeps up with a majority of the speed debuffs) it's something that's very hard to counter(nearly every root in the game has a cast timer or is broken by damage *might be all*). Although it's really satisfying when you bust the guy's shield as he HJ's and then lands right where you thought he would, and then destroy him in IL, I just wanted to know if there was any way you could either lower the height at which you can HJ, as well as keeping the same distance you get from doing a Cntrl+Space jump, or any other idea someone could come up with that could be applicable to the game.
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Okay, because every single person I've seen in this thread basically didn't see what I was getting at, and has degenerated into "LOL LETS TALK ABOUT HEALS, OR MKT, OR ABOUT HOW MUCH ZION JUMPS, AND HE CANT GET CQ, QQ" I drew a picture for all of you. This has nothing to do with anything else other than Hyper Jump/Beta Jump (give or take 20-60 Super Jump pts.)

#1 - The Stickman to the bottom left is where someone is standing before they Hyper-jump.
#2 - The Stickman to the very top is someone who has reached the peak of their Cntrl+Space jump.
#3 - The Stick man at the lower bottom is someone who has performed a Precision Hyper-Jump.
#4 - The Red Line indicates where you will lose your target due to being out of range on your client (only achievable via Cntrl+Space/Precision only when you're trying to go up a tall building)
#5 - The Green dotted line indicates where my proposed cntrl+space would be, where you would achieve greater height than a precision, yet still keep the same distance. You won't get as much air time as the old cntrl+space, but you will stay in range of someone's client who is trying to keep up with you.
#6 - The little messy line hayball at the end of these lines is where obviously you'd land.
There's only two solutions I can think of. You raise the red line up, or you lower the cntrl+space to the green curve.
i.e. Anyone who is actively chasing someone HJing, will most likely be under the HJer, so distance horizontal wide wouldn't really matter.
Now the only *problem* I see with this for those who try to HJ up tall buildings. But usually, excluding the DT buildings, as long as you can scroll up high enough, you have no problem scaling those buildings because the height at which you scroll is your only limit on how high you can jump, i.e. once you scale the building with your camera, you can still jump forward as much as you would if it was level ground.
I honestly don't think it's a nerf, in my opinion.
