Mordhau
 Kashi
  • Likes received 118
  • Date joined 9 Oct '18
  • Last seen 8 Jun

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113 118
 Kashi

Now the maul is a subject of a lot of differing views but it does boil down to 2 major problems at this current time

1.) It's not as viable of a weapon at higher levels despite its raw power

2.) Despite point one its still an extremely toxic weapon because of how it plays out in front-line and even duel servers with the oh so funny naked maul army

Fixing the maul is kind of hard as if you remove its 1 shot head shot on all armors it loses its identity and basically becomes all around inferior to the E-Star in all fronts so I cant really bring my self to be rid of it

Another issue is its thrust , its slow short range and its only strong point is that it setups a two shot if you land the thrust on the chest making the maul very unforgiving to fight , but fairly easy to avoid with lighter builds

On the flip side if the maul player goes light they can keep pressure up fairly easy with the weapons stamina game, while its no sledge , its not locked behind a meme perk and with good footwork would basically out stamina most everyone if your footwork is good at keeping them in striking distance

Mechanically the maul is missing a few key aspects that make it truly viable at higher level and is over tuned in other aspects that make it toxic to deal with overall

1.) It's overall slow as hell , not innately a bad thing but with its short reach makes it much easier to deal with

2.) It's lack of utility in a fight means that if they are in a fight they are pretty one dimensional in play style making it far more predictable than its competitor the Estar or even the Executioners sword (i have separate gripes vs that one but i wont get into that now)

3.) Its stamina pressure is overbearing when its on a light build allowing it to keep in your face much easier and if their defense is good as long as they got the first hit in or forced a wiff, making it a very difficult weapon to duel if they are a competent player with it.

So getting to the meat of this i got a few tweaks that would make it more viable at higher levels, while reducing some of the toxic aspects of the weapon in front line to hopefully make it a healthier weapon and a proper contender with the E star

Maul Rework idea.png

Lets tackle the damage first.

1.) Despite the head shot being unchanged I am changing its swing damage to chest and legs without lowering swing hit to kill
this will keep its identity as a head shot monster.

From: T0=85 T1=83 T2=77 T3=75

To : T0=85 T1=75 T2=70 T3=65

While this doesn't affect time to kill for swings it will drastically reduce kill credit for the naked one and done playstyle, aswell as be less of a death sentence vs t3 when dealing with other players and recurves on the field aswell

3.) Stab damage should also be toned down vs t2 and t3 chest

From:T2=36 T3=35
To : T2=35 T3=30

this will make more sense when i get to the speed adjustments here

To compensate for the damage nerfs

1.) Swings should be 700ms from 725m

2.) Stabs should be 600 ms down from 650ms

3.) Stab combo speed to set to 900 ms

4.) Stabs (if possible) should be granted the ability to combo

Another minor change to stamina is reduce swing miss cost by 1 point to 12 from 13

and reduce stamina drain from 24 to 21 to make it slightly more forgiving to fight thanks to the stab buff

The maul may need further adjustments down the road but i think this would be a healthy start to it aswell as help make it more viable in higher level play

113 118
  • 2 Apr
 Kashi

On the subject of self defense yeah it's pretty damn unlikely that a sword will come in handy but it is better than nothing I could be half swords and used as a leaver or for stabbing, people have an aversion to getting stabbed anyway

So as unlikely it is ,it's better than nothing, especially in places that ban firearms ...

And as humble staff says there are tornaments for cutting Matts and it's a skill all to itself that takes proper practice much like target shooting

And messing around I do mean just what humble says , hitting various things like bottles and other stuff just for fun , just like target shooting at the range

113 118
  • 2 Apr
 Kashi

@SWSeriousMike said:

@CazzyVR said:
Anybody else here that? No ok. must have been the Wind blowing through my wondow while I polish a Battle Ready 460 high Carbon English Bastard Sword

Battle ready. Not even lazy is battle ready and he has ballistic body armor and at least one semi-automatic rifle.

Honestly there is no reason to keep a sharp sword at home. If you want your HEMA training to be taken seriously, telling awe-inspiring tales of the devastating deadliness of fantasy hammers and bragging about fondling with health hazards is not the way to achieve that.

There is a reason to have sharps at home , they are cool in some people opinion

Others have them for cutting Matt's and such for cutting competitions is another reason to keep sharps at home aswell

Im planning on getting a sharp poleax why? Because I like collecting things of the like and somtimes I like to just mess around with them for fun ,

Another reason for it is because I appreciate the history behind arms and armor and love seeing historical technique be brought back to life , even if it's only good for sport in modern day.

No reason to get condescending about people's
hobbies

It's just like saying there's no reason to play video games using the same argument and such

113 118
  • 31 Mar
 Kashi

I'm more of a RIP the bandaid off fast BUT that's a bad idea for the health of the game

Gradually changing things will help ease the playerbase into it

Really instead of calling it a damage nerf it could be called a armor buff because thats what it essentially is really letting t3 fill its niche that feel like it's worth the cost in mobility and points is my big hope for the game currently

113 118
  • 31 Mar
 Kashi

i love The Bird . That aside i do agree but on a larger scale, overall slashing damage is abit overtuned for alot of weapons making it very unforgiving , especially if you choose to run t3 armor, you get a pretty substantial movement debuff for what feels like bairly an increase in defense its there but just doesn't feel like its worth it for the sacrifice you take in mobility

i would love to see at least a test where damage across the board was lowered vs t3 and t2 slightly to see how it plays out for the game

113 118
  • 31 Mar
 Kashi

thanks to the corona virus and people staying home more alot of internet providers are on heavier strain than normal

this effects both servers and the individual, its most striking when you compare the stability of say east coast servers (very unstable ) vs central where lower average population stressing ISPs making them more stable overall

sadly idk how we can really fix this im not much of a networking guy myself but this is the most reasonable explanation as the east coast servers have been suffering even before the patch because stay at home orders

113 118
  • 30 Mar
 Kashi

Yeah ouch , I feel that every major patch reset it forme so I gotta keep an eye on that tab every update

Also us central isnt so bad atm

113 118
  • 30 Mar
 Kashi

Back on the subject of balance

Overall I do feel there is too much damage flying around , atm it's pretty unforgiving and the maul bois running around naked racking up alot of kill credit are a symptom over an overall problem

Imo blunts should be the go to anti armor weapons good hits to kill for armored opponents but dont get any extra hits to kill vs low armor

Slash should do very good damage vs t0 and t1 but be mediocre vs t2 and start to suffer vs t3

Tbh t2 slash and blunt should have similar hits to kill

Atleast this way bringing in a backup weapon or using a weapons alt mode makes a big difference In fights

113 118
  • 30 Mar
 Kashi

Longsword also got a stamina drain buff it does 19... the same as the greatsword...

113 118
  • 29 Mar
 Kashi

@esturias said:
I think they just tried to balance an issue that stems from the movement mechanics in general. You don't notice that in shooters, because you rarely clash together with other players and don't need those "fine movements", but in this game it really looked ridiculous how players in armor danced across the battlefield and around each other.

So far I kinda like those changes and I'd even like to see more nerfs in certain areas - with proper counterbalance of course.
I still think that one major balancing issue has to do with all weapons across the board doing way too much damage in general. That's something I never got along with from the very beginning.

Especially blades weapons 3 shooting plate without needing to land headshots

It makes dedicated antiarmor weapons irrelevant outside of the E star or maul I would say poleaxe aswell but people dont use that too much compared to the longsword or greatsword

I would like to see a test where they drop all damage to t2 and t3 down a peg

So like somthing that would 2 shot plate 3 shots it and down the line from there
Just to see how it feels

113 118
  • 29 Mar
 Kashi

Honestly imo cleaver should lose 1 point of damage to the chest and have flinch return to its stab

Now it requires one headshot to get the 3 shot

But idk with the new loadout system cleaver might see a reduction in use slightly in favor of warhammer but that's my opinion

113 118
  • 28 Mar
 Kashi

I agree on the bug needing fixed so no argument there

113 118
  • 28 Mar
 Kashi

the reason audio is a trap is because it starts the instant release is out making it unreactable if they start the weapon inside of you

and on the subject of drags, a big tip to counter them is to look at the center/tip of the opponents weapon , there is a parry cone that extends further out that you can parry weapons more reliably , if they try to drag you , move into the swing to stop the drag earlier and it makes most weapons null at that point

grunts as i said are a trap that can make you parry too late on accels and its better to get better at reading animations

atm the real meta is mostly using stab mixups with certain weapons over and over again thanks to its ambiguous animation, its a hair better now thanks to the slight tweaks to early release but still needs some work

but back on the subject, the grunt was always a trap to listen to for parries. its alright to learn the timing of when the release phase happens when you start but dont rely on it

113 118
  • 28 Mar
 Kashi

that was always a trap , you dont listen to the grunt for parries, the audio could glitch before the update aswell but it is more common now

the thing you watch is the animations

113 118
  • 27 Mar
 Kashi

@Lionheart Chevalier said:
The maul, strategically, has and still is inferior to Estar... but the guaranteed kill points for body hits and the fact that it's so much fun to use will always make it relevant.

You make a pretty good point I didnt think about that

Outside of the crunch people would run around hitting as many people as possible for others to finish

It also explains one one maul user last night who didnt fight well got to the king role

113 118
  • 27 Mar
 Kashi

@SWSeriousMike said:

@Kashi said:
So you want the maul to essentially be pointless compared to the E star?

Isn't the maul cheaper?
Shortsword is no match against a bastard sword and I don't see you complaining.

the Estar was made cheaper now so thats why i made the comparison

113 118
  • 26 Mar
 Kashi

So you want the maul to essentially be pointless compared to the E star?

Dude nerfing its stab turncap would bake it basically useless outside of maybe frontline
The weapon is already short as fuck and lowering that turncap would mean just walk sideways and slightly lean to avoid it

Stab damage nerf is ok but you nerf the crap out of its swing in the process

It also makes zero sense to keep the crunch on t3 but not on t1 or t2 ...

The mauls whole schtick is to one shot in the head

The only nerf it needs is its thrust damage to be turned down. To 20 to t3 chest making so people need to get the headshot

In turn speed that stab up to 600 ms for utilitys sake

The stamina drain could be turned down abit but no lower than 23 if that

113 118
  • 26 Mar
 Kashi

even realistically its bloody difficult to simply break the haft of spears, realistically you wouldd need the darn thing to be planted in something solid to do it with a solid strike

not to mention how awefull it would be for balance especially considering how the game plays

and stab weapons are part of the game just because you dont like them doesnt mean they arent healthy only a handfull of weapons arent healthy and that is due to ambiguous animation not stab spam

please put bias aside when discussing ideas because it doesnt help for discussion at all

113 118
  • 20 Mar
 Kashi

if they are only dragging that means they are already messing up

you gotta condition them with accels then fake an accel into a drag to trick them to parry early

also on the subject ,currently high level play is more focused on stab mixups since its ambiguous as hell and difficult to read on some and impossible on others (like the bastard sword)

113 118
  • 19 Mar
 Kashi

It's so good because it doesnt have a major weakness

Maul only has 1 thing on the e star and that's its headshot kill

In an extended fight the faster windup of the E star means it will have initiative more than the maul

The stamina drain is negligible because maul will miss way more often thanks to the 30 cm shorter reach

30 cm is a huge difference for reach it has a huge feel difference and let's you outpace the maul

, the maul is annoying and I think its stab does too much damage , but in turn it just lacks utility