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Thoughts On The Current State of Mordhau From The EU Comp Scenes Perspective

Baron 3 20
  • 3
  • 7 Oct '17
 VKFrank

User Interface - The UI in Mordhau is simple but accurate it would be nice if you could reposition things like in CS:GO so your config has a more personal feel to it.

Customization - Colors could be fleshed out a bit more for example if you like a certain shade of blue you can't get that shade consistently across all pieces of armor and as for the looks and quality of the individual pieces of armor they all look very impressive and there is a ridiculous amount of choice when making a new loadout.

Animations - Overall animation quality is great but certain weapons like greatsword lookdown ripostes occasionally feel very instant and hard to see/parry and windup animations are still somewhat deceiving for example on the halberd it can be hard to tell the attack angle on windup alone so any further improvements in the windup department are greatly appreciated.

Movement - The movement in Mordhau feels very skillful good movement definitely makes dealing with other players much easier for example dodging an attack after you fall for a feint usually nets you a kick or at the very least forces your opponent to CFTP

Armor Balance - recent speed modifier change makes light feel way more rewarding to use and all other armor types already felt good initially and the addition of a perk/proficiency system will most likely improve the armor balance.

Weapon Balance - Isn't perfect but the addition of a perk/proficiency system will definitely make it a lot better.

Active Parry in Riposte - For those who dont understand this mechanic if you riposte in a 1v2 for example and someone attacks into your riposte you have a parry box around you which parries incoming attacks while the mechanic is needed to make 1v2/3/4 possible it doesnt have good visual feedback as of right now and it can be hard to tell if you have been active parried which results in some confusing situations where you get hit before you realise you have been active parried.

Feints - Feints are the general strength between all weapons if you can feint with it then even objectively weaker weapons always have viability the readability of feints right now feels pretty good they're definitely readable and can be punished easily with kick or a chamber attempt but feints are not weak and purposeless and need to be used against better players in order to secure quick and efficient kills.

Kick - While it's definitely not perfect atm it has a genuine useful purpose for punishing mistakes such as bad feints and misses but it can feel cheesy when you get kicked in the hand hitbox from what feels like a mile away or getting kicked during a riposte in 1vX.

Chambers - The balance between risk/reward for chambers right now feels very good for the most part chambers are rewarding to land and most certainly save you in a lot of clutch situations or just give a slight stamina advantage which is enough to win a lot of duels alone but they aren't so common that they take away from the rest of the games combat mechanics. chambers could use some more visual feedback for example sparks flying when you chamber someone or they chamber you.

  • 7 Oct '17
 McMercy
This comment was deleted.
Conscript 2 4
  • 7 Oct '17
 Monk

hi vk frank, good thinks

Knight 21 56
  • 7 Oct '17
 Snowy

i think faints bad .. remove ...

Knight 292 904
  • 8
  • 7 Oct '17
 GIRUGIRU

loving mordhau so far, just gonna quickly put down some criticisms;

  • chambers need a particle effect/sound, alot of people have no idea when i'm doing chambers in 1stp on stream, a chamber feint would be alot scarier if chambers had a sound, etc. Tons of reasons why this should be added in, but mostly for spectatorship

  • overheads feel totally useless with alot of weapons, it's impossible for me to make consistent switches let alone fake switches. Currently if i'm playing ES or bax its just far more effective for me to lmb spam and manipulate/leg strike my way out of being chambered. Overhead is the most satisfying attack and its sad to see it in this state - my advice would be to increase the turncap (unlock it abit more) during early release and then during release put it back to normal.

  • 220 degree turncap (to prevent spinning) is still triggering incorrectly - far too early - during combos. Been unable to replicate it consistently but can show some footage of it happening. Really cripples 1vX

  • kick has legitimate uses but i just find most noobs give up on actually trying to fight and continually try and cheese me by gambling with kicks if i go for a drag etc.

  • active parry is incredibly inconsistent, LMBs seem to be the way to make it work the most but especially on accelerated overheads chances are you will just get flinched

  • queue windows are abit awkward, i input a riposte but sometimes they come out later than i want them - i'm guessing that it's because i queue a riposte before my parry connects and if i time that slightly wrong i wont get an active parry when it feels like i should have riposted. I think that's slightly unfair because its very difficult to consistently input a riposte with like 100ms accuracy of when your parry is going to connect with the realtime swing system. My solution suggestion would be allow you to queue a riposte a hundred ms before your parry has connected

  • sometimes i get hit by stabs when they dont really seem as though they are going to hit me, and it happens quite often; i feel like it's something to do with the netcode. Makes it very difficult to judge turncaps by eye and i just have to go off pure gamesense or guesswork to know if i will be able to turncap punish a stab. EDIT: just to clarify i mean a stab tracking towards me, not talking about the range of the stabs

  • teammates flinching me, had enough of it now, please remove

  • projectiles flinching, really annoying and unfun

  • teammates RAPE you if you're using light armor, a perk to offset this or something would be great in future

  • 100% team damage is a pain, not only is it annoying to get hit by your team but also when mongols unintentionally deny stamina and hp from me with their own ignorance.

  • try to ensure that projectiles dosent render light armor useless (like vanilla archer does to chiv vg )

  • thrown mace doing like 45 damage to full plate, why. 90% of the time i play heavy armor is to avoid projectile cancer but i still take a disgusting amount of damage from them it seems

  • every time ive been headshot by a projectile its just been a random throw from some goon who will never do it again, Dosen't feel like a skillshot, just feels like luck and isn't fun especially when im getting 1 shotted as a light build from behind me in the middle of nowhere while im already 1v4

  • shields need some kind of rework - playing vs shield and playing shield v shield is very boring atm and i'd expect most new players to be taking shields at the start of the game's release

some suggestions for that:

Jump strikes are very ineffective vs shields currently, pls change

targe shield would allow you to have almost no penalty on raising/lowering shield, more vision and less turncap on block but much smaller parry/block box

tower shield (if you have plans for it) or kite, delay when raising, much bigger parry/block box and alot less vision

shield should ALWAYS lose a stamina war to a 2hander, (unless it's like a dagger or smth) because otherwise they will be way too strong and with such a low skill requirement. Shield user can offset weakness by chambering, so it balances itself out. otherwise shield is probably gonna be broken in 1v1

shield users still have a huge damage output, that 1h mace does retarded damage to full plate for what it is

  • potentially replace riposte kick with a quick jab or something

  • windup animations for riposte are unclear alot of the time (but this is already being worked on, just thought id throw it in there)

  • add more variants/playstyles to shield, so tower shield, new weps etc. i would focus on. Currently the game is very 2h focus and parrying is much harder in mordhau than chiv, which will make it very difficult for noobs

will probably add some more bits and bobs, just again to clarify; the current state of the game is still honestly really good so this post isnt me bashing on the game. Thanks for reading

Knight 123 262
  • 2
  • 7 Oct '17
 Vin¢

Agree with most of what's been said here.

  • There definitely needs to be some kind of queue for attacks, would help massively in chambering fast weapons. Sometimes you input the attack a tiny bit too early and get caught out because of this. Another thing with chambering is that if you get hit by a fast weapon and they combo you, you probably won't be able to chamber the second attack because you're still flinched. I wonder if flinch duration could be proportional to the speed of the weapon you got hit by - that would make things a lot less frustrating when playing against a spammy weapon.
  • Leg hits feel way too strong ATM, it just makes you very difficult to chamber and you have to put a lot more effort into parrying than you otherwise would. But more importantly it makes the game look pretty silly, what with everyone groundsniffing around the place in order to aim for the legs. The obvious solution would be to increase the vertical parry and chamber angle so that you don't have to look as far down to deal with them.
  • Whether you get a slow kick or a fast kick feels a bit stochastic (although maybe that's just me not being used to it). There are definitely situations where I feel a bit cheated by getting a slow kick.
  • Absolutely agree with the team flinch / team damage / projectile rape criticism. Nothing worse than getting smacked by a teammate in official servers who can't aim. I know these things will improve over time, but it's still worth mentioning as being annoying in the short term.
  • 7 Oct '17
 fєєlsвαdmαn
This comment was deleted.
Knight 697 1611
  • 7 Oct '17
 das

Chambers are too hard to distinguish, agreed. Sometimes they do a really cool grindy effect when the weapons remain touched though. But I do wish chambers had a more exaggerated sound + spark effect, and morphs were more distinguished besides just the animation.

Kick gombles seem like one of the few true gombles in the game. Doesn't happen to me while I'm comboing because I play pretty straightforward, but I think it's just one of those things where you have to space if they're the type of player to do that blindly or keep them honest with non-drags. I do go for the kick myself even without initiative when I see my enemy turning 90 degrees away lol...

35 63
  • 4
  • 8 Oct '17
 Walworth

@GIRUGIRU said:
queue windows are abit awkward, i input a riposte but sometimes they come out later than i want them - i'm guessing that it's because i queue a riposte before my parry connects and if i time that slightly wrong i wont get an active parry when it feels like i should have riposted. I think that's slightly unfair because its very difficult to consistently input a riposte with like 100ms accuracy of when your parry is going to connect with the realtime swing system. My solution suggestion would be allow you to queue a riposte a hundred ms before your parry has connected

To expand on this, a settings option for customizing input queue windows would be really nice. Besides opening the path for a lot of potential future control schemes, it would make the 240 control scheme feel a lot cleaner.

Right now, there are some things that feel clunky if you try to purely use the 240 control scheme without a single pre-set angle binding.
The most awkward ones I've found so far:

  1. Convincingly faking accels into drags and vice versa
  2. Turning and winding up an opposite direction attack in one smooth motion.
  3. Not accidentally telegraphing your own attack with your camera movement (lol)

Customisable input queue windows would make these actions feel less painful and clunky.

1090 6149
  • 8 Oct '17
 crushed — Art

This topic has been moved.

848 694

@GIRUGIRU said:
loving mordhau so far, just gonna quickly put down some criticisms;

  • chambers need a particle effect/sound, alot of people have no idea when i'm doing chambers in 1stp on stream, a chamber feint would be alot scarier if chambers had a sound, etc. Tons of reasons why this should be added in, but mostly for spectatorship

  • overheads feel totally useless with alot of weapons, it's impossible for me to make consistent switches let alone fake switches. Currently if i'm playing ES or bax its just far more effective for me to lmb spam and manipulate/leg strike my way out of being chambered. Overhead is the most satisfying attack and its sad to see it in this state - my advice would be to increase the turncap (unlock it abit more) during early release and then during release put it back to normal.

  • 220 degree turncap (to prevent spinning) is still triggering incorrectly - far too early - during combos. Been unable to replicate it consistently but can show some footage of it happening. Really cripples 1vX

  • kick has legitimate uses but i just find most noobs give up on actually trying to fight and continually try and cheese me by gambling with kicks if i go for a drag etc.

  • active parry is incredibly inconsistent, LMBs seem to be the way to make it work the most but especially on accelerated overheads chances are you will just get flinched

  • queue windows are abit awkward, i input a riposte but sometimes they come out later than i want them - i'm guessing that it's because i queue a riposte before my parry connects and if i time that slightly wrong i wont get an active parry when it feels like i should have riposted. I think that's slightly unfair because its very difficult to consistently input a riposte with like 100ms accuracy of when your parry is going to connect with the realtime swing system. My solution suggestion would be allow you to queue a riposte a hundred ms before your parry has connected

  • sometimes i get hit by stabs when they dont really seem as though they are going to hit me, and it happens quite often; i feel like it's something to do with the netcode. Makes it very difficult to judge turncaps by eye and i just have to go off pure gamesense or guesswork to know if i will be able to turncap punish a stab. EDIT: just to clarify i mean a stab tracking towards me, not talking about the range of the stabs

  • teammates flinching me, had enough of it now, please remove

  • projectiles flinching, really annoying and unfun

  • teammates RAPE you if you're using light armor, a perk to offset this or something would be great in future

  • 100% team damage is a pain, not only is it annoying to get hit by your team but also when mongols unintentionally deny stamina and hp from me with their own ignorance.

  • try to ensure that projectiles dosent render light armor useless (like vanilla archer does to chiv vg )

  • thrown mace doing like 45 damage to full plate, why. 90% of the time i play heavy armor is to avoid projectile cancer but i still take a disgusting amount of damage from them it seems

  • every time ive been headshot by a projectile its just been a random throw from some goon who will never do it again, Dosen't feel like a skillshot, just feels like luck and isn't fun especially when im getting 1 shotted as a light build from behind me in the middle of nowhere while im already 1v4

  • shields need some kind of rework - playing vs shield and playing shield v shield is very boring atm and i'd expect most new players to be taking shields at the start of the game's release

some suggestions for that:

Jump strikes are very ineffective vs shields currently, pls change

targe shield would allow you to have almost no penalty on raising/lowering shield, more vision and less turncap on block but much smaller parry/block box

tower shield (if you have plans for it) or kite, delay when raising, much bigger parry/block box and alot less vision

shield should ALWAYS lose a stamina war to a 2hander, (unless it's like a dagger or smth) because otherwise they will be way too strong and with such a low skill requirement. Shield user can offset weakness by chambering, so it balances itself out. otherwise shield is probably gonna be broken in 1v1

shield users still have a huge damage output, that 1h mace does retarded damage to full plate for what it is

  • potentially replace riposte kick with a quick jab or something

  • windup animations for riposte are unclear alot of the time (but this is already being worked on, just thought id throw it in there)

  • add more variants/playstyles to shield, so tower shield, new weps etc. i would focus on. Currently the game is very 2h focus and parrying is much harder in mordhau than chiv, which will make it very difficult for noobs

will probably add some more bits and bobs, just again to clarify; the current state of the game is still honestly really good so this post isnt me bashing on the game. Thanks for reading

Most of this is decent, but punishing team damage? No sir no no no. That defeats the purpose of team damage (Team Killing).

EDIT- also, why nerf shields so that it is more fun for you? (jump attacks). This isn't Chivalry. Jump attacks shouldn't even be a main stay. When have you ever seen a jump attack in a real fight? It's very rare, and you certainly don't see much of it in HEMA.

And projectiles flinching you, how is that a bad thing? You don't think an arrow to the shoulder would flinch you? It seems like you want to just have the game unfairly balanced toward your preferred style of play, tbh.

I agree with a lot of this, but some of it seems erring to far away from mah realism.

35 63
  • 3
  • 8 Oct '17
 Walworth

@EliteTeamKiller said:

@GIRUGIRU said:
loving mordhau so far, just gonna quickly put down some criticisms;

  • chambers need a particle effect/sound, alot of people have no idea when i'm doing chambers in 1stp on stream, a chamber feint would be alot scarier if chambers had a sound, etc. Tons of reasons why this should be added in, but mostly for spectatorship

  • overheads feel totally useless with alot of weapons, it's impossible for me to make consistent switches let alone fake switches. Currently if i'm playing ES or bax its just far more effective for me to lmb spam and manipulate/leg strike my way out of being chambered. Overhead is the most satisfying attack and its sad to see it in this state - my advice would be to increase the turncap (unlock it abit more) during early release and then during release put it back to normal.

  • 220 degree turncap (to prevent spinning) is still triggering incorrectly - far too early - during combos. Been unable to replicate it consistently but can show some footage of it happening. Really cripples 1vX

  • kick has legitimate uses but i just find most noobs give up on actually trying to fight and continually try and cheese me by gambling with kicks if i go for a drag etc.

  • active parry is incredibly inconsistent, LMBs seem to be the way to make it work the most but especially on accelerated overheads chances are you will just get flinched

  • queue windows are abit awkward, i input a riposte but sometimes they come out later than i want them - i'm guessing that it's because i queue a riposte before my parry connects and if i time that slightly wrong i wont get an active parry when it feels like i should have riposted. I think that's slightly unfair because its very difficult to consistently input a riposte with like 100ms accuracy of when your parry is going to connect with the realtime swing system. My solution suggestion would be allow you to queue a riposte a hundred ms before your parry has connected

  • sometimes i get hit by stabs when they dont really seem as though they are going to hit me, and it happens quite often; i feel like it's something to do with the netcode. Makes it very difficult to judge turncaps by eye and i just have to go off pure gamesense or guesswork to know if i will be able to turncap punish a stab. EDIT: just to clarify i mean a stab tracking towards me, not talking about the range of the stabs

  • teammates flinching me, had enough of it now, please remove

  • projectiles flinching, really annoying and unfun

  • teammates RAPE you if you're using light armor, a perk to offset this or something would be great in future

  • 100% team damage is a pain, not only is it annoying to get hit by your team but also when mongols unintentionally deny stamina and hp from me with their own ignorance.

  • try to ensure that projectiles dosent render light armor useless (like vanilla archer does to chiv vg )

  • thrown mace doing like 45 damage to full plate, why. 90% of the time i play heavy armor is to avoid projectile cancer but i still take a disgusting amount of damage from them it seems

  • every time ive been headshot by a projectile its just been a random throw from some goon who will never do it again, Dosen't feel like a skillshot, just feels like luck and isn't fun especially when im getting 1 shotted as a light build from behind me in the middle of nowhere while im already 1v4

  • shields need some kind of rework - playing vs shield and playing shield v shield is very boring atm and i'd expect most new players to be taking shields at the start of the game's release

some suggestions for that:

Jump strikes are very ineffective vs shields currently, pls change

targe shield would allow you to have almost no penalty on raising/lowering shield, more vision and less turncap on block but much smaller parry/block box

tower shield (if you have plans for it) or kite, delay when raising, much bigger parry/block box and alot less vision

shield should ALWAYS lose a stamina war to a 2hander, (unless it's like a dagger or smth) because otherwise they will be way too strong and with such a low skill requirement. Shield user can offset weakness by chambering, so it balances itself out. otherwise shield is probably gonna be broken in 1v1

shield users still have a huge damage output, that 1h mace does retarded damage to full plate for what it is

  • potentially replace riposte kick with a quick jab or something

  • windup animations for riposte are unclear alot of the time (but this is already being worked on, just thought id throw it in there)

  • add more variants/playstyles to shield, so tower shield, new weps etc. i would focus on. Currently the game is very 2h focus and parrying is much harder in mordhau than chiv, which will make it very difficult for noobs

will probably add some more bits and bobs, just again to clarify; the current state of the game is still honestly really good so this post isnt me bashing on the game. Thanks for reading

Most of this is decent, but punishing team damage? No sir no no no. That defeats the purpose of team damage (Team Killing).

EDIT- also, why nerf shields so that it is more fun for you? (jump attacks). This isn't Chivalry. Jump attacks shouldn't even be a main stay. When have you ever seen a jump attack in a real fight? It's very rare, and you certainly don't see much of it in HEMA.

And projectiles flinching you, how is that a bad thing? You don't think an arrow to the shoulder would flinch you? It seems like you want to just have the game unfairly balanced toward your preferred style of play, tbh.

I agree with a lot of this, but some of it seems erring to far away from mah realism.

jpgjpg.png

HMM.gif

200 37
  • 1
  • 8 Oct '17
 Kingindian

the problem with "elite feedback" is usually that they focus on balance 90% of the time when the focus should be on the design

Knight 292 904
  • 2
  • 8 Oct '17
 GIRUGIRU

@EliteTeamKiller said:
Most of this is decent, but punishing team damage? No sir no no no. That defeats the purpose of team damage (Team Killing).

EDIT- also, why nerf shields so that it is more fun for you? (jump attacks). This isn't Chivalry. Jump attacks shouldn't even be a main stay. When have you ever seen a jump attack in a real fight? It's very rare, and you certainly don't see much of it in HEMA.

And projectiles flinching you, how is that a bad thing? You don't think an arrow to the shoulder would flinch you? It seems like you want to just have the game unfairly balanced toward your preferred style of play, tbh.

I agree with a lot of this, but some of it seems erring to far away from mah realism.

So the reason i'm advocating against 100% team damage; ask yourself the question - why would I be punished for the incompetency of my team when i have no control over who they are in pubs? All it does is breed a more toxic environment because currently team damage is far more annoying than funny. Complaints in the chat are way more common in Mordhau than they are Chiv because it's 100% full TD rather than something like 25-30%

Shields currently don't have a way of being outplayed (i'm talking about a good shield player, not some random joe) and currently the only way to beat a shield is for them to fuck up - which is not fun or engaging to play vs. At least by adding jump attacks you can mixup a high attack with lows to bypass the absolutely massive parry box that they have

Projectiles flinch; it dilutes the skill of the game and massively drops the skill ceiling - very difficult for me to clutch 1vX scenarios when people can just throw stuff into my back when it takes them 0 skill or effort at all. The damage is whatever, but the flinch will fuck you over entirely not to mention half the time it's not even the enemy team hitting you. I don't see how it's "unfairly" balanced because it applies to everyone.

Realism has never been a concern of mine seeing as the game never intended to be a HEMA simulator

@Kingindian said:
the problem with "elite feedback" is usually that they focus on balance 90% of the time when the focus should be on the design

Design and balance are intertwined. If you're talking about us suggesting entirely new things i'd imagine the dev backlog is way too full to bother doing so

848 694
  • 8 Oct '17
 EliteTeamKiller

@Walworth said:

@EliteTeamKiller said:

@GIRUGIRU said:
loving mordhau so far, just gonna quickly put down some criticisms;

  • chambers need a particle effect/sound, alot of people have no idea when i'm doing chambers in 1stp on stream, a chamber feint would be alot scarier if chambers had a sound, etc. Tons of reasons why this should be added in, but mostly for spectatorship

  • overheads feel totally useless with alot of weapons, it's impossible for me to make consistent switches let alone fake switches. Currently if i'm playing ES or bax its just far more effective for me to lmb spam and manipulate/leg strike my way out of being chambered. Overhead is the most satisfying attack and its sad to see it in this state - my advice would be to increase the turncap (unlock it abit more) during early release and then during release put it back to normal.

  • 220 degree turncap (to prevent spinning) is still triggering incorrectly - far too early - during combos. Been unable to replicate it consistently but can show some footage of it happening. Really cripples 1vX

  • kick has legitimate uses but i just find most noobs give up on actually trying to fight and continually try and cheese me by gambling with kicks if i go for a drag etc.

  • active parry is incredibly inconsistent, LMBs seem to be the way to make it work the most but especially on accelerated overheads chances are you will just get flinched

  • queue windows are abit awkward, i input a riposte but sometimes they come out later than i want them - i'm guessing that it's because i queue a riposte before my parry connects and if i time that slightly wrong i wont get an active parry when it feels like i should have riposted. I think that's slightly unfair because its very difficult to consistently input a riposte with like 100ms accuracy of when your parry is going to connect with the realtime swing system. My solution suggestion would be allow you to queue a riposte a hundred ms before your parry has connected

  • sometimes i get hit by stabs when they dont really seem as though they are going to hit me, and it happens quite often; i feel like it's something to do with the netcode. Makes it very difficult to judge turncaps by eye and i just have to go off pure gamesense or guesswork to know if i will be able to turncap punish a stab. EDIT: just to clarify i mean a stab tracking towards me, not talking about the range of the stabs

  • teammates flinching me, had enough of it now, please remove

  • projectiles flinching, really annoying and unfun

  • teammates RAPE you if you're using light armor, a perk to offset this or something would be great in future

  • 100% team damage is a pain, not only is it annoying to get hit by your team but also when mongols unintentionally deny stamina and hp from me with their own ignorance.

  • try to ensure that projectiles dosent render light armor useless (like vanilla archer does to chiv vg )

  • thrown mace doing like 45 damage to full plate, why. 90% of the time i play heavy armor is to avoid projectile cancer but i still take a disgusting amount of damage from them it seems

  • every time ive been headshot by a projectile its just been a random throw from some goon who will never do it again, Dosen't feel like a skillshot, just feels like luck and isn't fun especially when im getting 1 shotted as a light build from behind me in the middle of nowhere while im already 1v4

  • shields need some kind of rework - playing vs shield and playing shield v shield is very boring atm and i'd expect most new players to be taking shields at the start of the game's release

some suggestions for that:

Jump strikes are very ineffective vs shields currently, pls change

targe shield would allow you to have almost no penalty on raising/lowering shield, more vision and less turncap on block but much smaller parry/block box

tower shield (if you have plans for it) or kite, delay when raising, much bigger parry/block box and alot less vision

shield should ALWAYS lose a stamina war to a 2hander, (unless it's like a dagger or smth) because otherwise they will be way too strong and with such a low skill requirement. Shield user can offset weakness by chambering, so it balances itself out. otherwise shield is probably gonna be broken in 1v1

shield users still have a huge damage output, that 1h mace does retarded damage to full plate for what it is

  • potentially replace riposte kick with a quick jab or something

  • windup animations for riposte are unclear alot of the time (but this is already being worked on, just thought id throw it in there)

  • add more variants/playstyles to shield, so tower shield, new weps etc. i would focus on. Currently the game is very 2h focus and parrying is much harder in mordhau than chiv, which will make it very difficult for noobs

will probably add some more bits and bobs, just again to clarify; the current state of the game is still honestly really good so this post isnt me bashing on the game. Thanks for reading

Most of this is decent, but punishing team damage? No sir no no no. That defeats the purpose of team damage (Team Killing).

EDIT- also, why nerf shields so that it is more fun for you? (jump attacks). This isn't Chivalry. Jump attacks shouldn't even be a main stay. When have you ever seen a jump attack in a real fight? It's very rare, and you certainly don't see much of it in HEMA.

And projectiles flinching you, how is that a bad thing? You don't think an arrow to the shoulder would flinch you? It seems like you want to just have the game unfairly balanced toward your preferred style of play, tbh.

I agree with a lot of this, but some of it seems erring to far away from mah realism.

jpgjpg.png

HMM.gif

It's true I am most concerned with the ability to execute glorious team kills.

848 694
  • 8 Oct '17
 EliteTeamKiller

@GIRUGIRU said:

@EliteTeamKiller said:
Most of this is decent, but punishing team damage? No sir no no no. That defeats the purpose of team damage (Team Killing).

EDIT- also, why nerf shields so that it is more fun for you? (jump attacks). This isn't Chivalry. Jump attacks shouldn't even be a main stay. When have you ever seen a jump attack in a real fight? It's very rare, and you certainly don't see much of it in HEMA.

And projectiles flinching you, how is that a bad thing? You don't think an arrow to the shoulder would flinch you? It seems like you want to just have the game unfairly balanced toward your preferred style of play, tbh.

I agree with a lot of this, but some of it seems erring to far away from mah realism.

So the reason i'm advocating against 100% team damage; ask yourself the question - why would I be punished for the incompetency of my team when i have no control over who they are in pubs? All it does is breed a more toxic environment because currently team damage is far more annoying than funny. Complaints in the chat are way more common in Mordhau than they are Chiv because it's 100% full TD rather than something like 25-30%

Shields currently don't have a way of being outplayed (i'm talking about a good shield player, not some random joe) and currently the only way to beat a shield is for them to fuck up - which is not fun or engaging to play vs. At least by adding jump attacks you can mixup a high attack with lows to bypass the absolutely massive parry box that they have

Projectiles flinch; it dilutes the skill of the game and massively drops the skill ceiling - very difficult for me to clutch 1vX scenarios when people can just throw stuff into my back when it takes them 0 skill or effort at all. The damage is whatever, but the flinch will fuck you over entirely not to mention half the time it's not even the enemy team hitting you. I don't see how it's "unfairly" balanced because it applies to everyone.

Realism has never been a concern of mine seeing as the game never intended to be a HEMA simulator

@Kingindian said:
the problem with "elite feedback" is usually that they focus on balance 90% of the time when the focus should be on the design

Design and balance are intertwined. If you're talking about us suggesting entirely new things i'd imagine the dev backlog is way too full to bother doing so

The only thing I can agree with is allowing jump attacks, or perhaps dash or lunging crouch attacks, of some sort. Not necessarily entirely realistic, certainly not jump attacks, but maybe making shield playing a bit more difficult. But IMHO the best way to balance shields is to make having a shield cost a large penalty (through weapons slots or something).

Projectiles not flinching? Maybe it should depend upon the projectile. An arrow is going to make a person flinch. A pommel, perhaps not so much.

But team damage? You realize you're talking to a guy named... ELITE TEAM KILLER? >:D

1315 2881
  • 8 Oct '17
 Monsteri

Jump attacks are way too fun to perform, they shouldn't be removed or made totally ineffective. It's once again merely a question of visuals. Improve the jumping animation and possibly add a new animation for jumping during windup, and you've solved the issue while retaining the fun factor and skill ceiling.

I don't think team damage should go down before the release cancel on team hits is implemented. It's already too effective to shank a low-health enemy through a teammate, now imagine the same thing with no drawback of teamkilling.

This suggestion's deserving of its own thread with the nuances explained better, but for now I'll drop it here. Projectile flinch should depend on armor tier. It would be completely unsatisfying and unintuitive to throw an axe at a naked enemy and not have him flinch. For many people projectiles are basically a dealbreaker and a source of constant frustration, so it would be a good addition to remove projectile flinch (and greatly decrease damage) on plate armor. This would greatly differentiate the armor tiers from each other and make full plate a frightening sight. Of course full plate would have to have significant drawbacks via the perk system. Some projectile weapons, such as crossbows and javelins should still flinch, and all projectiles should flinch upon a headshot no matter the armor tier.

Skillful throws would still have a place, but even just equipping plate on your torso would greatly increase the difficulty to meaningfully hurt you without good aim and timing.

Knight 147 159
  • 8 Oct '17
 MrBlackDragon

@GIRUGIRU said:

@EliteTeamKiller said:
Most of this is decent, but punishing team damage? No sir no no no. That defeats the purpose of team damage (Team Killing).

EDIT- also, why nerf shields so that it is more fun for you? (jump attacks). This isn't Chivalry. Jump attacks shouldn't even be a main stay. When have you ever seen a jump attack in a real fight? It's very rare, and you certainly don't see much of it in HEMA.

And projectiles flinching you, how is that a bad thing? You don't think an arrow to the shoulder would flinch you? It seems like you want to just have the game unfairly balanced toward your preferred style of play, tbh.

I agree with a lot of this, but some of it seems erring to far away from mah realism.

So the reason i'm advocating against 100% team damage; ask yourself the question - why would I be punished for the incompetency of my team when i have no control over who they are in pubs? All it does is breed a more toxic environment because currently team damage is far more annoying than funny. Complaints in the chat are way more common in Mordhau than they are Chiv because it's 100% full TD rather than something like 25-30%

Shields currently don't have a way of being outplayed (i'm talking about a good shield player, not some random joe) and currently the only way to beat a shield is for them to fuck up - which is not fun or engaging to play vs. At least by adding jump attacks you can mixup a high attack with lows to bypass the absolutely massive parry box that they have

Projectiles flinch; it dilutes the skill of the game and massively drops the skill ceiling - very difficult for me to clutch 1vX scenarios when people can just throw stuff into my back when it takes them 0 skill or effort at all. The damage is whatever, but the flinch will fuck you over entirely not to mention half the time it's not even the enemy team hitting you. I don't see how it's "unfairly" balanced because it applies to everyone.

Realism has never been a concern of mine seeing as the game never intended to be a HEMA simulator

@Kingindian said:
the problem with "elite feedback" is usually that they focus on balance 90% of the time when the focus should be on the design

Design and balance are intertwined. If you're talking about us suggesting entirely new things i'd imagine the dev backlog is way too full to bother doing so

I've never had a problem with team damage. IDK maybe you should stop trying to 1vX everything.

Knight 292 904
  • 2
  • 8 Oct '17
 GIRUGIRU

@Monsteri said:
Jump attacks are way too fun to perform, they shouldn't be removed or made totally ineffective. It's once again merely a question of visuals. Improve the jumping animation and possibly add a new animation for jumping during windup, and you've solved the issue while retaining the fun factor and skill ceiling.

agreed

This suggestion's deserving of its own thread with the nuances explained better, but for now I'll drop it here. Projectile flinch should depend on armor tier. It would be completely unsatisfying and unintuitive to throw an axe at a naked enemy and not have him flinch. For many people projectiles are basically a dealbreaker and a source of constant frustration, so it would be a good addition to remove projectile flinch (and greatly decrease damage) on plate armor. This would greatly differentiate the armor tiers from each other and make full plate a frightening sight.

cool idea, i like it

@MrBlackDragon said:
I've never had a problem with team damage. IDK maybe you should stop trying to 1vX everything.

its not about me 1vXing everything its more about me forced to use long-range weapons all the time so i don't get teamhit. Just because i can hold the front and parry 2-3 enemies dosen't mean i'm fully 1vXing and i deserve it get cunted by my team from behind

All it means is that i bait out teammates rather than actively front-line for them, which is less kills for them

Duke 2266 4010
  • 9 Oct '17
 Huggles

@EliteTeamKiller said:
EDIT- also, why nerf shields so that it is more fun for you? (jump attacks). This isn't Chivalry. Jump attacks shouldn't even be a main stay. When have you ever seen a jump attack in a real fight? It's very rare, and you certainly don't see much of it in HEMA.

FUCK REALISM

tumblr_lxktwqvaIj1qm4heyo1_500

troy+gif+2

Gtfo

Also, turtling should never be a viable tactic in a fast paced and aggressive multiplayer slasher. Fuck shields, nerf parrybox. Give a tower shield for the noobs where they can turtle but are basically useless offensively.