Mordhau
 Kashi
  • Likes received 55
  • Date joined 9 Oct '18
  • Last seen 20 Feb

Private Message

63 55
  • 21 Jan
 Kashi

@Bluhman said:
If it's gonna get nerfed, it'll need to be in a way that makes its half-swording stance actually have a use case. Right now that's the only thing I can think is wrong with it.

halfswording is amazing in frontline because it boosts the stab speed to 600 ms and lets you fight in close quarters better but thats its only real use atm

63 55
  • 9 Jan
 Kashi

dude the halberd is one of the best weapons in the entire game, its held back with the 11 point cost for a reason

63 55
  • 7 Jan
 Kashi

Shields where reworked because it was unhealthy to the games balance

And the way they where before it would be impossible to balance them for this games system

Now they have a base they can work with that can be balanced

63 55
  • 30 Dec '19
 Kashi

I want this because the maximilian armor has a gorget built in and I wanna have good pauldrons on top of a medalion/chain

63 55
  • 1
  • 29 Dec '19
 Kashi

I want this because the maximilian armor has a forget built in and I wanna have good pauldrons on top of a medalion/chain

63 55
  • 29 Dec '19
 Kashi

I have immense respect for you mate

It takes a thick skin to push through alot of the game let alone strive to improve

On the subject of range there is two things messing with it

1 is you can sprint and attack a d 2 the shorter weapons have an additional lunge to then

Moving backwards when it's not your turn is a good idea because it gives you more room.to watch the opponents animations

just dont loose your cool and learn each weapons benefits and cons to get a solid grasp of what you can get away with

A big bit of advice , if they are using fast weapons learn its windup timing and the. Walk towards the hit and parry so you can negate some drags while you learn the limits of the game

63 55
  • 29 Dec '19
 Kashi

@Lionheart Chevalier said:
It's actually, all in all, a shield nerf. I think we'll see some shield buffs next patch to compensate them.

Shield nerf because it took away the crutch some people relied on and gave it no benefits except the ability to block kicks and block all incoming projectiles from the front when in the alt mode. These aren't really buffs because everything can block kicks now and no one really uses the alt mode... it's very situational and hasn't come in handy at least for me anyways.

Also, I'm told they give a parry extension but it's hardly noticeable and certainly wouldn't be of any use to noobs, only pros cheesing with BS and using it to negate what few microseconds of high level dragging they had to worry about anyways.

ALSO, I am yet to see active parry occur with shield this patch. Was active parry (accidentally or intentionally) removed from shields? I just know I get hit alot when I felt I should be protected by active parry... and I don't find this to be the case when I'm using my longsword or whatever.

Shields should get a stamina buff next patch and hopefully some kinda main mode buff for 1vX.... as you're better off using two hander anyways.

Jax mentioned on stream the other day that shields will get a buff next patch iirc

A quote from him "they will become a 1vx monster"

63 55
  • 29 Dec '19
 Kashi

@scienceisgod said:

@SWSeriousMike said:
Why do you call it a nerf?

ok , lets call it buff then

It's more of a rework really

63 55
  • 29 Dec '19
 Kashi

@✵ Legate Lanius ✵ said:

@Kashi said:
This is more an issue of poorly designed spawns , ideally the opposite team should not be able to get INTO the other teams spawn

And of course another thing is the area exiting spawn should also provide an advantage for people spawning In to push the enemy back

The problem in maps such as Camp is that if you make it so the spawn location gives a clear advantage to the spawning team, it would mean much less chances for the blue team to push the cart and win the battle.

It’s like Taiga being often won by the reds and Mountains by the blues. It sucks.

I was thinking giving them an advantage to push the enemy away from spawn exits to help minimize spawncamping
Atm there are too damn many spawns that are in an open field or in some cases a ballista pointed right at your back IE blue on camp

63 55
  • 29 Dec '19
 Kashi

This is more an issue of poorly designed spawns , ideally the opposite team should not be able to get INTO the other teams spawn

And of course another thing is the area exiting spawn should also provide an advantage for people spawning In to push the enemy back

63 55
  • 22 Dec '19
 Kashi

Bandage friendly is a good setup atm especially with the new player rush we have

63 55
  • 19 Dec '19
 Kashi

Atm I got a few complaints

Firstly the held block mode moves too slow and needs to be sped up to atleast walking speed at minimum

the turn cap on it needs to be tuned up abit so you can address multiple opponents abit better in group fights where it's supposed to be useful

On top of that maybe tune up stam drain negation for them so they can compete abit better with the other shields like targe abit better

On the subject of rushing archers , you can use the facepalm emote to cover most of your body and your head with the shield while retaining full movement making legshots highly difficult if you approach them at slight angles

63 55
  • 1
  • 9 Dec '19
 Kashi

@PC_Principal said:
So what do you suggest? Switch the phases again? Or simply have the big guy fight in the last part of town?
I don't know if it would really be balanced to have nobles fight in the castle, especially if builders spam the tower it was hard for reds.
Of course firebombs eventually do the job but they're a problem on their own. (vs villagers especially, if phases are reversed)

Could have the absolute unit be part of phase 2 to help defend chosen choke points , since he is so slow I think it would balance out

63 55
  • 7 Dec '19
 Kashi

@Cyrus said:
There are no exclusive uplay. All steam and Epic games players run through uplay. The values under steam are not giving you the full values.

Only Ubisoft has the accurate numbers. On pc from my own experience we have around 4K active players at peak volume. With around 500 in not prime time.

All we need to know is that Ubisoft claims to be min 15M players in 2018. Can’t tell you more

The reason he did say that however is becasue people that dont have it on steam will not show up in the playercount for steam
and considering alot of free to play weekends and the discounts exclusive to uplays platform i can say roughly 2/3s of the player-base is on uplay because of the amount of sales itself

63 55
  • 23 Nov '19
 Kashi

@Lionheart Chevalier said:
Literally any weapon with a point will one shot stab a speeding T3 horseman. Spear/Zwei is best but I've seen arming swords do it. I bet dagger could even do it.

They also cannot parry reliably past the horses head and CANNOT parry underhands or leg hits. And at idle speed most rider weapons won't reach you if you're in front of them... if they try to turn their side to reach you, they cannot parry your riposte. They also cannot push you from idle speed and they can be trapped easily. You can actually push the 500 pound horse by walking into it and forcing it to spin on other collisions such as players or the environment.

I think spear from horse is broken, since a solid rider will simply never get stabbed by anything other than a spear... and that same player will just use a spear to take back his horse or to get another horse and rampage with it again. But I don't think horses themselves are broken.

to add to this list Alt mode Bardiche and halberd on swings or stabs can hit a horseman with a spear consistantly

seems like the sweetspot would be anything that goes past 130 cm because the billhook starts to become inconsistant and requires super tight timing to hit a horseman

63 55
  • 21 Nov '19
 Kashi

@Humble Staff said:
That being said i don't see why not letting people only block with them, or people kicking with a ranged weapon/throwable on their hands.

the throwable thing i can understand because the hitstun from kick is long enough you could potentially land a headshot with throwables, like knifes that are super fast idk if that would be practical though but it is a thought

still dont know why you cant with a bow as a panic get off me option, atleast give enough time to draw your weapon if you just manage to catch the guy before he hits you

63 55
  • 18 Nov '19
 Kashi

sounds like you have an attack bound to your parry button aswell , double check your binds and make sure you dont have an attack bound to the same button

63 55
  • 22 Oct '19
 Kashi

huntsman is a terribly designed feat
all it does atm is hold archers back and prevent them from being more active in the fight for fear of getting one-shot by another archer , most archers already have to sacrifice armor in order to use the things this just amplifies the problem

my suggestion for huntsman was to nerf it to headshots and bonus damage to horses instead so you still get rewarded for accuracy and are able to help your team out in other more unique ways , it also helps them be a counter to horsemen , a smart horseman is a nightmare to deal with even with the recent nerfs

really atm archery is kind-of gimped to the point of just being unfun for both sides

as i said, huntsman prevents frontline archers from really taking part in closer fights because they might just outright get oneshot by a longbow from way behind the lines despite wearing decent armor

63 55
  • 20 Oct '19
 Kashi

@ButcherGER said:
I actually like to use the billhook Alt mode. It pulls your opponent closer and messes with his footwork.

The best Alt mode however goes to the halberd simply because lots of players misjudge the extra range it gets.

halberd alt mode is sleeper overpowered, it does a tonne of damage has amazing drags and its main downside of not being able to combo isnt much of a weakness because you probably wont miss a hit

63 55
  • 18 Oct '19
 Kashi

@Lionheart Chevalier said:
War Axe alt mode when? I kinda wanna chuck it at people.

honestly i would love a unique ALT mode for some weapons , like an attack of some sort perhaps, say the waraxe gets a true overhead but cant combo out of it but does bonus headshot damage or somthing (only an example not a real suggestion though could be cool for the exe sword come to think of it)