Mordhau
 Pharmacist
  • Likes received 2
  • Date joined 9 May '19
  • Last seen 10 Jul '19

Private Message

9 2
  • 29 May '19
 Pharmacist

Well, I've played 175 hours now, and I still dont like the "combo feint to parry" mechanic. I strictly do duels so, yea I don't know the implications in team fights and frontlines, but I can only assume - why would you combo in fl or a team fight when it is a circumstance where it is legitimately unsafe to do so. The sole reason it is used that I have seen is to be unpunishable for whiffs. To strictly attack wildly and blender around because you always have the instant block on call. It just feels cheap. And honestly, you don't even have to feint. You just parry near the end of the combo'd attack and u get to block well before the first attacks animation has completed. To me it looks blatantly obvious that the parry window needs to be extended a bit more so that the first attack can even finish, because as it stands, perma combo in duels, perma combo in team fights, and perma combo in front lines so that you can parry before your first attack animation completes to keep you safe from a recent bad decision. Duno, don't like it, dont see why it is a necessary feature. The only time I ever see it used is god mode against whiffs, I watch plenty of streams with frontlines and the recent tournaments and I don't see many combos being used in the team battles. Someone enlighten me as to why this is absolutely necessary and why its pro's outweigh the cons of its exploitation.

9 2
  • 14 May '19
 Pharmacist

I understand the feint to parry mechanic, but not the being able to block before the initial swing animation even completes. It looks like one of those "oops I made a blatant punishable error but I get a free block lul" It needs to be delayed until the first swing and grunt atleast completes. If you cant swing within the dodge range of an opponent that's your bad.

9 2
  • 13 May '19
 Pharmacist

@ToLazy4Name said:
How about instead of complaining about a very necessary mechanic, you try figuring things out and learn that you can feint into someone's miss to force them to cftp and then smack them?

big brain maneuver tbh

at the higher level people don't simply just block to feints. The whole idea is punishing a whiff of a high teir player which is currently not possible if they are comboing. I can understand if they want to cancel the SECOND attack with a parry, but not cancel mid swing of their first attack to insta parry at lighting speed. It's a total gimmick in its current state, the block needs to be atleast delayed until the first swings animation COMPLETES. Thats my opinion though, take it as you will.

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  • 1
  • 13 May '19
 Pharmacist

https://www.twitch.tv/videos/424225882

just 10 stamina to ungodly timing block what should have otherwise been a punishable whiff that can do upwards of 55dmg from a head thrust? I don't like it. I'd trade 10 stamina any moment of the fight if it meant I wouldn't literally insta die if I had been hit prior at the least; at the most, I understand why the top level duelers literally ONLY combo drags. Might as well make every attack variant a delayed combo input macro so that just in case I have to block, its always a free unpunishable whiff. I was wondering why the most unskilled players could block me after they whiff, and its because they are just click spamming without any variation. Yet the mid range people who don't combo always get their whiffs punished. Seems quite gimmicky at best, and game-breaking at worst.

9 2
  • 13 May '19
 Pharmacist

I didn't realize this was an intended mechanic, because what i see people do is whiff the first attack and obviously go into a combo, whether they mean it or not they are just click spamming, but then they are gifted an impossibly instant block nearly mid first swing. Seems like a decent noob go-to strat. With stamina regenerating so fast and second wind type perks, its no wonder the top duelers strictly combo and nothing else. Nevertheless, it seems like it needs to be tuned quite a bit better in my opinion.

9 2
  • 13 May '19
 Pharmacist

There is a bug currently that allows you to block before your grunt or attack animation has even finished. It is relatively game-breaking in the dueling scene. It has to do with the combo system that allows you to cancel your 2nd swing and block, however it lets you cancel so early that the first attack animation has not even yet completed, nor the grunt after the swing. Please patch this asap. It forces everyone to use combos for the insta block exploit so that no whiffs can ever be punished. I'd be happy to post a video of it, but I'd rather this not become too mainstream before it is patched out.