• Likes received 49
  • Date joined 4 Nov '18
  • Last seen 24 Jun '19

Private Message

17 49
  • 29 Apr '19

Afaik devs haven't added more functionality into buckler yet. This is simply a thing that couldn't get through into release.

17 49
  • 20 Apr '19

The great necromancer has come.

This has been added into vidya game, yes. I was researching the Goedendag and came about the Mordhau forum. Thanks to everyone who's been suggesting it, the weapon is pretty cool.

17 49
  • 4 Apr '19

Fortnite launched with Solo mode only. It is going to be 100% acceptable to do the same, just make sure to communicate that you're adding squads shortly after release. Okay? Communication.

If you're arguing for squads before release, there is no common ground. The devs simply can't do it. But adding it after release and mentioning that you will do it should be a top priority. It's one of the best things to do to improve the game and increase post day 1 sales at this point.

17 49
  • 1 Apr '19

It is not a love-hate vote. It is about liking the gamemode. If you like it more than you don't, vote yes. If you are unsure, vote neither or no (depends where your uncertainty comes from), because the poll asks you whether you specifically like it or not.

Two answers for each is for clarity, so that you have a clearer view on the situation. People are more likely to NOT vote in absolutes (in for example a 1 to 10 system) not because of folks' experience, but since absolutes have a culture of negativity around them. Only siths and all that.

If you overall had fun, you did.

17 49
  • 2
  • 31 Mar '19

After two sessions of testing, we've got to try out the gamemodes semi-thoroughly, albeit on a limited range of maps.
There is a point of contention in the community as to what others think of a given gamemode, so I've decided that a poll will make it clear. This is how presidents are elected after all.

Here are some things to remember:
Whilst evaluating the votes, CHECK WHO HAS VOTED. This is extremely important, as it will point you to what demographic prefers what gamemode. By rule, an unknown name to an evaluator who is a part of the community should mean that it is a lesser experienced player, or somebody who hasn't played the mode at all.
Camp is the most open frontline map, keep that in mind.
Horde may feel stale due to only one map being available, keep that in mind as well. Though this poll is map-centric anyway, because this is what we have been offered.

Did you like Frontline on Camp?
Votes: 76
Did you like Battle Royale on Grad?
Did you like Horde on Taiga?
17 49
  • 17 Mar '19

The internal release date (April 3rd) means nothing. I don't believe there's anything set in stone, apart from the devs having their resources depleted soon. It doesn't have to be either a sloppy release or an early access. We can just be patient and get the changes that way - the resources point still stands though.

17 49
  • 4
  • 16 Mar '19

Let's open this can of worms.

Let me give you some facts as a food for thought first, to start discussion.

  1. There is only one chest type and the loot doesn't seem to be expertly distributed.

  2. Most people are using melee weapons - tactical positioning is not required, even ground is preferable to anything else. Use a shield against archer to move up to him, etc.

  3. You get top tier weapons very often from the very first chests - I've seen a zwei being dropped from the FIRST chest near spawn on stream.

  4. (1+2) The map does not incentivise you to go anywhere, apart from hunting people down - loot is easy to get and I've seen at least six 333 halberds at the end of the game.

  5. There are no selectable spawn areas. Note that the areas could be big. Those allow for hotspots for high tier loot / high density chests, or quiet spots. These distinctions are extremely vital for a BR game because it gives a sense of freedom and you get less RNG results that way.

  6. (1+2+4) If you remove a possible thrill of the hunt and seeking out lone vulnerable players alike, BR looks like a simple FFA on a large map - which becomes a duelyard with no rules attached.

  7. Having a low amount of ranged weapons is refreshing, since now you can cross open spaces and generally feel safer. However, this also means that you may often see enemies and feel incapable of doing anything to them.

  8. (6+7) Since a LOT of people die in the first minute or so etc, the map somewhat becomes a ghost town, so people walk around trying to find a duel opponent most of the time.

Summary of all points above: The gamemode becomes a duelyard without rules on a huge map with loot and a tint of ranged combat. You really are better off going on a Duelyard server and getting first place THERE.

(the positive points were intentionally ignored here. there are only a few though)


Add areas filtered as high tier gear (top of the castle for example) and low tier gear (the church for example). Add a lot more peasant weapons, so that seeing a proper weapon is a rare commodity (this one is subjective though). Add area spawns. Add a map popup. Add more incentive to play the gamemode. Perhaps lock out all the 9+ cost weapons into high tier areas? Or add an "airdrop" - a chest that shines a magical beacon into the sky.

The gamemode is not ready for release, unless you bank on new players getting excited to try all the weapons out. I understand we are SOMEWHAT burnt out and have tried all the weapons, so chest drops ultimately become meaningless. After a few matches, everything becomes dull and everything becomes a deja vu - unless a newbie somehow manages to beat a comp guy.

In my opinion, the devs made the mistake of assuming BR is good because they played it together in a VC (most likely). Friends make everything better - it is a known concept, many a man play crap old games and enjoy them... with company. (yes, squads is a legitimate fix as well)

17 49
  • 12 Mar '19


17 49
  • 8 Mar '19

@Pred said:

  1. Noobs not knowing what CFTP is

I feel like this is a more important issue to address than removing hyper armor, devs, although those are mutually exclusive. Hyper armor screws with early gambles, whilst CFTP screws with late ones. However, there is a distinction of sorts - any new player can easily see the windup and release of the attack being performed, and they think there's going to be room for an attack inbetween. It's not like hyper armor where they just get insta'd from their teammate feed - which happens to all of us.

17 49
  • 3
  • 24 Feb '19

Oh, come on, man. Complaining about 2-3-0 whilst we got a buff to the Executioner Sword that lets you one-shot naked legs, and a lot of weapons 2HK'ing legs+torso?

331, 231, 330, 230 are not "basically full protection" at all.

I've studied damage and armor for tens of hours. I can say for sure that 333=332, but if you go any lower you suffer losses.

Easy example of a loss - 231, vs longsword, get hit in the head and in the legs = dead.

I do not advocate for this rock-paper-scissors gameplay, but it exists - Light armor usually gets 2HK by everything including smaller weapons (and that's the usual counter aside from Exe sword 1HK), but, in turn, light armors can footwork blunts easier with no reduction in effectiveness.

I believe the damage system is fair, after having used all the armors. However, T2 chest majorly sucks. Extremely so.
(The nerf to lower legs should help the current 332 331 users)

With that out of the way, I'll address my personal opinions.

Yes, Longsword's OP.
I do want plate armor to be costed at 4, but then you'd break the image of a full plate knight with a greatsword, which is undoubtedly a selling point. Also it screws with the otherwise linear system. So, I do not think that is a solution unless you're revamping more things.
Right now there's little incentive to go light armor aside from literally one thing; Halberd. We need more things like that. Polehammer? OP perks? Buckler? An actual historical long, high-cost one-handed Rapier? Something of the sort.
Personally, lunge is the issue, but, as others mentioned, it's a noob-friendly mechanic.

17 49
  • 1
  • 24 Feb '19
Should the tutorial be mandatory?

Do note that right now the decision is to reward players with a gold bonus upon completion.

17 49
  • 24 Feb '19

Has this ever occured to you? It usually happens to me whenever I stab drag and they chamber it, but it can happen on any exchange really.

Is this a feature of the "late chamber" - not having an answer to a chamber except for a parry?

Trust me, in some scenarios I am legitimately unable to thrust back. I am mashing the button until I get hit.

I know for a fact some other people have experienced this, but I haven't asked around extensively - hence the usage of this forum.
Do give some insight on this, or perhaps share your own stories.

17 49
  • 1
  • 19 Feb '19

@Seseau said:

@Mittsies said:
Keep in mind that we've got radically different scopes and perspectives here.

Players like Stouty understand how crucial a 1vX mechanic is in mordhau because they have a lot of experience playing 2v2 skrims with high level players, it adds depth and complexity to a scenario which would otherwise be "whichever team loses a player first, loses the match." That's also why Stouty wants active parry back, because while hyperarmor is better for large-scale games where it can be harder to keep track of your surroundings, active parry feels much better in small-scale games.

Players like Seseau, on the other hand, have never played in a small-scale high-level match, so their perspective of the game is limited to large-scale games. The 1vX mechanic is much less mandatory during, for example, 2v3 and 3v4 engagements. They reference ganking in dota because they're thinking about the game in terms of a "big battle" where there are way more variables and chaotic elements happening, making any kind of special 1vX mechanic seem unnecessary / rule-bloat.

Neither side is inherently wrong, though it's better to balance the game for competitive play first, then tweak it further to make casual play feel nice if possible.

I think you make good points, and I do understand that this seems necessary for the competitive aspect of the game. I just personally think the game has no real competitive potential to begin with. Perhaps mechanics such as these should be kept in a different, competitive-only mode (think how game settings are tweaked for PUBG in tournaments for example).

Dota is balanced around the competitive scene, and it makes sense for several reasons:

1) Its competitive scene is tried and true, and has been around for a long time so it's just the logical thing to do
2) It has a huge following on Twitch and with viewers in general
3) It looks messy to people with no knowledge of the game, but its high level play does not rely on making attacks look as jumbled and unreadable as possible.

This last point is why I believe Mordhau can likely have a small competitive scene, but nothing meaningful enough to base the entire design of the game on it. Since beating high skill players involves making your attacks look disgusting and impossible to read, and therefore to follow, it has very little appeal to the audience and especially to people with no knowledge of the game.

Anyway. Even if I'm wrong and the game does spawn a healthy, significant competitive scene, it doesn't make sense to design the core gameplay around it when it doesn't exist yet. It's far more sensible to come up with clear, non-confusing mechanics to first appeal to all players alike, and then refine that with different game modes when things start to branch out.

You're oblivious to the other side of the coin. Every "fact" you just mentioned is skewed in your favor.

I will say this though; even currently, you just have to play a lot and take the game seriously, and everything will become clear. There could be a trend of toning things down for release, but, once again, newbies are going to fight newbies. Both are unskilled. No problems will occur.

17 49
  • 1
  • 19 Feb '19

My idea is:
If you are striking into the enemy parry after your teammate, going second, you receive a huge penalty, such as great stamina loss or worse, like a lockout. (Edit: Getting a free, quicker kick off sounds good. It won't help you against a whole squad, and that's intended.)
That will disincentivize people from ganging up on enemies.
The one who goes second in a 1vX, the one who right now gambles into their riposte and ftps, must be punished!

Thoughts? I don't see a downside to such a system.

17 49
  • 4 Feb '19

Let me address the LS situation myself. I do not believe Jason's point was clear enough, sorry.

To balance Longsword, do not compare it to other sword weapons, but rather it individually.

I believe that this perfect ratio of 550 ms startup and 550 ms release is the best ratio in the game hands down, and this should not be allowed to exist in the game. The "contenders" are ultrafast weapons, stamwar weapons, and Eveningstar which stamwars nicely and two shots. Everything else, literally everything else falls short to the Longsword. Don't believe me? Go and duel against longsword with various weapons for hours on end. Longsword's average stam negation and drain, moderate reach, good stab and disgusting 550/550 beats every other option in a fair comparison AND actual play.

The thing I want you to consider is that simply describing Longsword as the "middle-ground safe option" is completely FALSE, because it's not middle-ground, it's ALL-around.
If there is a weapon that doesn't lose stamwars, has reach, has mad accels, mad drags, doesn't sacrifice stab, 3 shot kills, why would I use anything else? People are literally being experimentative right now, hence the weapon variety. But trust me, no one will ever NOT use LS/ES if nothing gets changed in competitive play. Whole teams of nothing but those two weps.

A suggestion for a fix: Large release weapons should be kept slow. There's a lot of questionable balance going around, with Executioner Sword having less release than Longsword, etc etc. Lower the release so it stops having mad, effortless drags.

So, with overall balance out of the way, LET'S compare Longsword to BS and GS.

GS has +1 negation, +1 drain, more damage to all armor (mostly, if not the same HTK against T3), a bit more reach. Most other statistics are if not the same then worse, like speed.
BS has faster attacks but sacrifices a slash HTK to T3, also having a bit less release.

I don't see myself paying 2 more for a GS unless I need a few centimetres harshly. And going 4 pts (BS) into 5 pts (LS) is a huge, massive difference. LS will win against BS in a duel because BS is still in LS mad accel territory. Others may disagree - I've had the same experience fighting BS as I had with LS in terms of accel speed. It's nowhere as different as GS to LS, or SS to AS.

17 49
  • 4 Nov '18

That's not what I said tho. Why are you schooling me about feints.

17 49
  • 4 Nov '18

Last patch, we've had legitimate concerns about long weapons being unreadable such as the GS and bardiche. Thankfully, that has been somewhat addressed. Can any skilled players who have played against the changed weapons, or any long weapons in patch 18, confirm that you ARE able to read them to a large extent? For example, an 80% chance to read drag/accel of BAxe (sounds unrealistic to me).

Another point is, does the "ideal balance" require these attacks to be somewhat unreadable, so that offense is stronger than defense? If so, can we agree on the percentages and playtest them thoroughly until we reach readable animations and release times?

I've heard some people talk about 50/50s meta being in the game again, but I'd guess it applies to morphs more than accel/drags. Still, try to fight Pac and see how much you can read.