Mordhau
 SushiFish
  • Likes received 78
  • Date joined 12 May
  • Last seen 15 Sep

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90 78
  • 14 May
 SushiFish

This is definitely the kind of response that I'd appreciate for this post. However, while you do point out that you believe that this will break duels, I feel like you don't go that much in-depth as to how and why it does besides the example brought up earlier.

The player will have to land a hit after already taking damage to be able to survive the next hit versus a 2-3 Hit to kill weapon, and when they do, the remaining HP is marginal at best depending on their own weapon and the damage dealt from their attack. We are looking at a kick or quick thrust's worth of HP.

With a Greatsword healing 15% of the damage dealt, versus heavy armor. We are looking into 10/8/7 heal, and if you already require to make a perk investment to gain this benefit, it can't be all that bad?

This is if we only look at the dueling aspect of this perk, however I think it shines ever better in FL, since you can heal without having to land the final blow.
And I think in the case of Bloodlust, it honestly blows when you wound an opponent only for your teammate to land the kill, or how you heal up instantly by just finishing off someone with low HP.

With that being said and all, I don't personally think this will ever make the cut, but it is an interesting discussion for me nonetheless.

And also:

@Deadmode said:
May I ask why you want the perk? Are you struggling to survive?
This is the same circle-jerk attitude that I've seen being all obnoxious around other posts like the ones about the shield. i am not offended, but I think the narrow sighted assumption like "You say this, cus u bad." are just unwarranted. : )

Following the same logic. If I were to make a suggestion to make lighter armor sprint or move a little faster, then someone can come and be like "Is this cause you get caught?? learn to footwork nub, git gud."

Just trying to illustrate my point here, but I do appreciate your input about the topic.

90 78
  • 14 May
 SushiFish

While I do think the chase mechanic is important in order to prevent light armored targets from cheesing you completely, or archers just doing their hit and run. I think the current chase mechanic is a bit too much to the point where you cannot make a slight retreat to regain your balance before three enemies suddenly teleports behind you and swings at you.

It's much needed, but it shouldn't feel too much.

90 78
  • 14 May
 SushiFish

@SWSeriousMike said:
Sure they can put it at the bottom of the list. That feature should be ready when Half Life 3 launches and Star Citizen gets its first expansion.

Whether the change suggested by the OP would work out or not. Why don't you give the post some fair criticism instead of just being an total dick?
Kind of uncalled of you and your comment is completely unnecessary.

I don't believe there will be a change made to the Lute, but what harm does it to discuss it?

90 78
  • 14 May
 SushiFish

@Kaiowa said:
Absolutely no, keep this vampire crap out of Mordhau.

This isn't really any different from getting 25 HP per kill, or 100 if you have bloodlust. Or stamina being given if you land a strike, with 3 additional stamina if you land a hit, or 66% if you land a kill.

So with those perks already existing, it shouldn't make this one too unreasonable, but of course this needs to be balanced to the point where it is fair to use and not overpowered, but the fact that it can be used in duels to make a difference is a bit threatening, but similar instances you find with the Dodge perk.

If we are looking at 20% of the melee damage dealt healing you, then the best you can expect is around 10-20 depending on the weapon. Is that number a bit too high considering a normal kill grants 25 health? It also means that you will need to land least two hits versus weapons that really are above the 2 Hits to kill mark.

Please let me hear something else but a just a "no", so that we have something to discuss.

90 78
  • 1
  • 14 May
 SushiFish

Firstly, since kills already regenerate 25 HP, and since the Bloodlust perk grants full HP on kill. I don't think it would be too far fetched to suggest a perk that grants HP upon dealing damage. This perk might be useless, annoying or overpowered, so any kind of constructive criticism is appreciated !

This perk is going to cost between 4 - 5 points, and the effect will make damage dealt to enemies with a melee weapon heal you for 10%, 20% or 25% of the damage dealt.

There is two different scenarios where I can see the usage the perk:
In a fight versus more than one opponent, this can be used to keep your health up while in-combat. It doesn't regenerate that much, but its enough that it could keep you alive.

In a duel, this perk can be used to counter specific weapons that just barely reaches the 2-3 Hit to Kill mark.

For example. The Eveningstar alt-stab deals 50 damage to a heavy chest.
Two stabs will kill, but if you are able to get some HP from lifesteal, then you will be able to survive another stab.

The perk could be a decent alternative to bloodlust, but it could also be frustrating to deal with in a duel scenario, but so are the Dodge perk to a certain extend.

What do you think?

90 78
  • 14 May
 SushiFish

It's an interesting perk suggestion, but I wish you had added more meat to the bone. To say just double damage to the back is a little vague, and it sounds just annoying to begin with.

Firsly, it would just be frustrating if it were left to just deal double damage to the back, with the amount of backstrikes you are bound to take while playing Skirmish or FL. And also it should be limited to specific weapons, like one-handers so it may not be abused on heavy hitting weapons for a one shot kill.

The way I'd propose this idea, would be if this could be a perk used as a way to instantly kill someone you have snuck up on while being out of combat, like an archer or least something to give you a reward for actually sneaking up to someone. It should be strictly for one handers only.

This one is a bit tricky to balance imo.

90 78
  • 14 May
 SushiFish

That is already something I had considered when I looked at this forum post, but I already turned that idea way.
Because having a small damage buff doesn't really do much to change the HtK's on weapons, it might be just enough to push some strikes and thrusts into another HtK catagory, but who will be aware of that in the heat of a battle, also its too unreliable for a duo to specifically do this combo where the 2nd person picks that weapon who gets a new HtK.

However, what could be done is giving the Lute a 10% out of combat movement speed to rally your teammates back into the fight?

I don't expect there to be any changes to the Lute, but I suppose we can just dream on.

Sorry if I come across as snarly, but that's my results from running the numbers.

90 78
  • 1
  • 13 May
 SushiFish

I was joking the other day to one of my friends about how epic it would be to see maps from chivalry such was darkforest and stoneshill being played in Mordhau. But even if both games use the same engine, a hard-copy like that wouldn't be possible without some major modifying, or should I call it..."Mordifying", to make it work with the exciting scripts and lines from one game to the other, and then there's the matter of copyright.

Bottomline is, it would really be nice if we would get a proper objective based map, that of which TO did back in the Chivalry days, unless LTS and duels is the only viable competitive mode, since FL right now does not seem to work for a 8v8, 10v10 or 14v14. But I could always be wrong.

Has there been many any official comments from the developers whether this is going to happen or not?

90 78
  • 13 May
 SushiFish

Hit points regeneration that can be applied to a player during combat just sounds awful since it will really kill a lot of these weapons who have either a two or three hit kill where they barely go above 100 damage, so then we will effectively look into three and four hits instead just because they regenerated a tiny bit of health that is enough to survive another strike from weapon with those awkward damage values.

With that being said. I wondered in the beginning whether the Lute actually gave any benefits, but for now its probably best to leave it as a meme/joke weapon.

90 78
  • 12 May
 SushiFish

The thrust attack can often be used to either set your opponent up for a one hit kill, or finish them off after a body strike, to which I can somewhat agree can be a bit too much since the weapon already one shots everything with a strike to the head.

Not to say that the weapon is overpowered, but if the thrust were to see some changes. I'd suggest they remove the body strike into body thrust kill combo, and least push it up to that you need to land a thrust to the head before they are within the HP range for a body strike kill.

That's all I can think of.