Mordhau
 TheUprising
Knight
  • Likes received 201
  • Date joined 5 Sep '16
  • Last seen 30 Mar '18

Private Message

Knight 289 201
  • 13 Dec '17
 TheUprising

@REKTKWONDO said:
No its not, 1hander are too strong for just a 1hander, but shield is fine now.
Nerfing 1hander will nerf the offensive, but the defensive ability of the shield will stay. It's the best thing to do now.
Nerfing shield again and again instead of nerfing 1hander will make shield as bad as chivalry, and it will make 1hander only, better than 1h+Shield.

yes I am in favor of that, but the devs only listen to neckbeard chiv vets, who want Greatsword vs arming sword and no offhand to be a fair fight "just like in chivalry"

Knight 289 201
  • 9 Dec '17
 TheUprising

@GIRUGIRU said:
Remove chambering, add more extended windup animations (so you can put the feints inside of people) and lower feint recovery - you have chivs feints minus the netcode

Just because it's a different game doesn't change the fundamentals of Melee Slasher. If feints are buffed to close to Chivalry levels then chambers will become much more rewarding without needing to be buffed.

Dosent matter for you though as you just sit behind a shield 8 hours a day

I promise you the animation update will make reading angles EASIER if anything. They already made chambers harder to do in this patch, the thing that irks me about chambers is that the direction you're facing hardly matters as long as you get somewhere near the vicinity of the attack angle right and most importantly, the TIMING. Of course if the direction you were facing DID matter then it would be VERY hard to chamber things like overhead side-drag to the legs.

And everything NEEDS to be able to be chambered because chamber counters the cancerous rock paper scissors mechanic known as feint. You die in 3 hits, that's 3 feints/non feints, sort of like rock paper scissors best of 5.

Knight 289 201
  • 9 Dec '17
 TheUprising

@Huggles said:
Patch is amazing. Gameplay wise I love it. I love how the sides are easier to gank now, I love how foothit cheese has been reduced, I love how jump attacks feel amazing and actually work, I feel like I can use shield while not being a scumbag, I love how people have to choose between protection and offensive capability.

This patch is amazing. I would really hate it if of the gameplay changes were reverted. Best build so far without a doubt. This build is what I always imagined mordhau should be. It's like I'm dreaming.

The only glaring issue is not being able to parry in flinch. I don't think that was there before. Other than that, the proficiency will need to be tweaked balance wise for a long time I think. But that is to be expected.

AMAZING JOB!

shield is still OP lets be serious, its still a holdable parry, its just that parries got nerfed in general.

Knight 289 201
  • 25 Oct '17
 TheUprising

Frequent/easier clashes would make the game look cooler imo, more like a "movie fight" which Chiv was aiming to adapt. It would also make it feel much different from Chiv right off the bat.

Knight 289 201
  • 25 Oct '17
 TheUprising

@Kingindian said:
So you want a circle of counters? Now i dont know if your statement is correct but lets say it is, hardcounters are truly a bloody shit thing that shouldnt exist in compettive multiplayer games.

In table tennis, backhand doesnt own forehand. Nor does topspin own downspin(wrong word but you get it).
Because it dont have to, you can rely on speed, tempo, tactical attacks, and just good solid gameplay.

That should exist in a game like this for sure, so get rid of the bloody awful hardcountering phisolohpy once and for all and start thinking how to cope what i mentioned above instead

the original design document was built on the idea of circular counters.

Something like Feint>Chamber>Drag>Parry>Feint

Knight 289 201
  • 25 Oct '17
 TheUprising

@BEACHES said:

@StoopKid said:

@BEACHES said:

@Bang said:
This is going to be controversial... but they should remove the ability to chamber ripostes and slow everything way the fuck down. I'd rather have everything much slower, with more parry lockout and windup, than to be able to chamber a rapier riposte with a zweihander.

I feel butt-clashing/active parrying is the bigger problem in teamfights. Makes things super inconsistent.

Clashing in general I'm not very fond of as a mechanic. It just provides more incentive to keep pushing the attack and harder to punish spam.

I'm not sold on not being able to chamber ripostes. I like that if you're at a stamina disadvantage, you can always go for chambers to try to win back some ground in the stamina fight.

Agreed on butt clashes. I've had these happen way more than I would have expected when trying to hit lmb'ing opponents from behind and it can be pretty jarring, especially when I've gotten used ro reverses no longer being a thing.

I've got to disagree with you on clashing in general though. Some of my favorite fights involve them and being able to defend with an attacks is one of my favorite aspects of Mordhau. I think clashing and chambering give the shorter and faster weapons an interesting advantage in clash and chamber exchanges over two handers rather than just making them have ultra fast, nigh impossible to react to ripostes or something else like that

Agree on the chambering, it's a good mechanic. I just don't like the other clashing that sometimes occurs. It feels fluky and adds an element of RDM in a game that doesn't need it.

no, I've seen vids where players with fast weapons intentionally clash because they will always win clash trades. Maybe make it EASIER to clash/make the clash hitbox bigger?

That's a good way to do it, nerf parry hitbox, buff clash and chamber hitbox.

Knight 289 201
  • 3
  • 25 Oct '17
 TheUprising

Title. Ok I can cope with chambers countering feints, even if its really hard to pull off and needs to be perfectly timed and all the opponent had to do was press Q. Fine. But morph literally has no counter and for some weapons you can do it so late its basically a cheap feint!

All you can do is begin a chamber, and then FTP the morph. Making it so, yes, you don't get hit, but you are at net stamina loss because you had to feint to parry which is more expensive than the morph the enemy did. Its just too strong, it needs some sort of direct counter that punishes it, rather than FTP which is just a means of surviving it.

I guess yes, you can wait to see if the opponent will morph, and chamber the morph, which is ridiculously hard for how much effort the enemy put into his attack, and also due to the animations where its hard to tell if a weapon went past the point where feint/morph is no longer possible. Hopefully with the animation update this is not only clear but exaggerated for the sake of gameplay.

Knight 289 201
  • 5 Oct '17
 TheUprising

dragging is a much better mechanic for getting past a block than "pressing Q".

Knight 289 201
  • 5 Oct '17
 TheUprising

Spin attacks r great and look cool, y does marox want to ruin the fun? I'm fine with all drags as they are reactable.

Knight 289 201
  • 1
  • 4 Oct '17
 TheUprising

@ǀǁǂÐƦ₳ƓƟƝƁƟƦƝǂǁǀ said:

@TheUprising said:
this is intentional, shield needs to have SOME downside.

The downsides of using a shield are already rather clear. Less range, as you're restricted to a one-hander, and therefore stunted ability of fighting more than one opponent. Kicks stunning you with ridiculous ease atm.

As a regular shield user, I have to somewhat agree with the OP. There won't be much point in using them unless something is changed.

they only have a slightly longer (maybe .5 second if that) delay after putting it up compared to a whiffed parry. Otherwise they are far defensively superior than just parrying since they can RIPOSTE unlike in chiv AND you can hold the block. Their downside should be the fact that you are stuck with 1 handers.

With all the advantages they have, complaining about their downsides just seems ludicrous, since I think the devs are planning to nerf them as we speak.

Knight 289 201
  • 4 Oct '17
 TheUprising

@ǀǁǂÐƦ₳ƓƟƝƁƟƦƝǂǁǀ said:

@TheUprising said:
this is intentional, shield needs to have SOME downside.

The downsides of using a shield are already rather clear. Less range, as you're restricted to a one-hander, and therefore stunted ability of fighting more than one opponent. Kicks stunning you with ridiculous ease atm.

As a regular shield user, I have to somewhat agree with the OP. There won't be much point in using them unless something is changed.

one handers already have their advantages, though not enough to fight toe to toe with a 2hander, from what I understood pre-release, 1-hander+shield should be equal in strength to a 2 hander.

Knight 289 201
  • 3 Oct '17
 TheUprising

this is intentional, shield needs to have SOME downside.

Knight 289 201
  • 1 Oct '17
 TheUprising

I feel its mainly due to the difference in windup speed/release speed from chiv to here, as chiv was more "readable" and reactable even with crappy animations. And yeah parry being way to forgiving in hitbox size also doesn't help.

Knight 289 201
  • 28 Sep '17
 TheUprising

Slasher=Dota
Mordhau=LoL

fReE sLaShEr

Knight 289 201
  • 27 Sep '17
 TheUprising

Is marox the only programmer atm? Who is working as game designers, everyone?

Knight 289 201
  • 25 Sep '17
 TheUprising

@BEACHES said:

@Gauntlet said:
I personally do not have an issue with drags as a mechanic. I will agree they are visually silly no matter what. I do wonder if offloading some of the drag potential from release into wind up through a mechanic similar to morphing would resolve some of these weird cases. When you morph it essentially delays your windup, giving you a secondary windup and baiting early parries. In essence this is what a drag does, but morphing doesn't look awful by comparison.

In reference to your videos: These are helpful examples of why drags are visually ugly. Though all of those really over done drags are super punishable - while they look silly it is not an optimal strategy to maneuver your attacks to the end of release every time. It's a great noob mowing tactic.

Morphing is in a weird place in this game though. It's really not a punishable tactic. If they stab into overhead morph and accel usually my stab in response to chamber him I ALWAYS gets punished by that overhead. I almost wish they would limit morphing to only after a successful chamber. IMO it's just too good right now.

this main problem with the game is morphs. I don't understand why people complain about drags, at least they are readable with better animations in mordy, you guys must not have been around for the ugly messer drags of doom.

Knight 289 201
  • 1
  • 21 Sep '17
 TheUprising

I don't know, I find the drags pretty cool in this game especially when you can (my secret sauce) turn on the tracers and make all weird sort of redirection and twirly patterns.

Anyway what I'm trying to say is that many of the mechanics such as feinting seem to have been balanced with top level play in mind, and top level play only, which is incredibly short sighted. You don't BALANCE solely for lower level play, but you need to make sure its fun even though there's a lot more to learn.

Knight 289 201
  • 21 Sep '17
 TheUprising

@Jax said:
You uh... play the new build? They messed with feints and morphs.

Also, skill-based matchmaking and proper in-game tutorials will help immensely.

The only thing I can think of to make the game workable to a wider audience is having a tutorial that you MUST complete and chamber in slow motion from different angles, slowly increasing game speed, to allow everyone to enjoy the game.

Knight 289 201
  • 2
  • 21 Sep '17
 TheUprising

Though this is a bit early on to say this, this game's skill CAP is amazing, but this is worlds away from what most players who play the game will feel. The game is not easy to pick up and hard to master, its hard to pickup and hard to master.

Until you learn how to chamber proficiently, which I'm safely assuming most of the population won't do, they must rely on feints, which in their current iteration are much stronger than Chiv feints are assuming you can't chamber. Feints actually have a much more limited use for higher level players, but they are incredibly strong in newbie fights, making the game less fun than Chiv for most players.

Atm you don't see this problem since most everyone in Alpha knew what they were getting into, but when you guys open to the masses, the game needs to be fun for everyone, not only those who have mastered the art of the sword. Unless you think you have the next DotA on your hands and expect everyone to have a certain level of competency just to enjoy the game, a simple reworking in feints/free feints(morphs) is in order, so newbie fights don't just play out like Chiv 1.0.

Knight 289 201
  • 17 Sep '17
 TheUprising

spear is a lot faster, not saying its better, but still.