Mordhau
 Naleaus
  • Likes received 875
  • Date joined 25 Oct '15
  • Last seen 1 Dec

Private Message

301 875
  • 3 Jun
 Naleaus

If you need to contact the devs, their contact email is [email protected] or they can be reached on the official discord.

301 875
  • 16 May
 Naleaus

This isn't a stealth change, it's been that way since release. If you kick a shield that's raised and combo off the kick, it's a guaranteed hit. Stop spamming new threads.

301 875
  • 16 May
 Naleaus

@Botas said:

@AngelEyes said:

@Botas said:

like we were victims of false advertising.

Here we go

Here we go what moron?, the game is advertised as a game were you can play a variety of playstyles no problem and it is NOT the case, the game is balanced in favor of 2 handed weapons and the other loadouts are just there for no reason, it is false advertising, i personally didn't paid to support a game in this state.

What is stopping you from topping the scoreboard with a sword and shield currently? Shield still works fine, you just can't be lazy and use it as a crutch anymore. Wait to hold your shield up till you need to, drop it if they kick, aim your blocks better instead of letting the forcefield do the work.

As for stab, do you understand what the stab change actually does? 25ms is not a big change and it's a global change, not specifically for 1handers. It's necessary due to the readability of stabs in general, and the over reliance of chambers to counter them.

301 875
  • 16 May
 Naleaus

Stabs have needed a nerf or change for a long time. Alpha players (including me) will tell you this too. You had to chamber stabs before, because attempting to read them was not possible. Just because they're easy to chamber doesn't mean you should be forced to chamber them, it's just hiding the root problem.

301 875
  • 15 May
 Naleaus

Not gonna read, javelin is already planned though.

301 875
  • 15 May
 Naleaus

People are discounting hitstop as a bad thing. It negates the need to CFTP in a 1vX, and allows better mixups than combos, as you can morph a very fast follow up after a successful attack. It's a very strong weapon.

301 875
 Naleaus

If you're looking at their health in the box after you die, you get health on kill. If you want to see what damage something does to each armor type, open a loadout, equip the weapon, then press the Advanced button. Damages are consistent with what's shown there.

301 875
  • 7 May
 Naleaus

@Radix said:

@ToLazy4Name said:
hello new player, these are some very cool new player opinions and we will all definitely take them into account

Thank you, I am very excited for this game and hope to contribute as much as I can. I was there, when this genre was born (insert I was there 3,000 years ago meme) and I would love to see it evolve further

@Naleaus said:

@Radix said:

@nohbdy said:
Play full agility and get fucked by archers if you want. Even the recurve bow 2HKOs to the body and one shots to the head against no armor. Even if you luckily run to safety to regen you still get taken out of the battle then, not helping your team

There is nothing easier than to kite as full agi build, regenerative HP is a huge buff to no armor meta too

Can't regain health while sprinting, there's a chase mechanic that prevents constant running away. At high levels currently, the meta is and will mostly always be stronger long weapons.

Its still a comfy situation to be able to just stop for few seconds behind a wall opposed to be left with 20% hp for the rest of the encounter.

This is true, usually meta will branch out into two directions, heavy hitters and fast hitters, it tends to boil down to either one hit one kill or attack spam, if left unchecked anything in-between becomes redundant.

The reason it tends to go in the direction of 2h weapons in this game is a matter of mix-ups. At high level play, a fast weapon such as rapier doesn't have much in the way of mix-ups. It's fast, but stabs are easy to chamber and the slashes do little damage. Once you're able to read it's feints it loses its luster, and mixed with less stamina negation than 2hs, you will eventually stam out or take a hit.

2hs have the ability to perform greater mixups, thanks to better weapon timings and length. Take for instance the battleaxe. It's not the longest weapon, but it has an extremely fast stab, and a good draggable slash. The ability to go those speeds makes it a very strong and hard to read weapon, enough to where they nerfed it's stab a bit (only gets 5 stam back a bit instead of 10). Most 2hs can be accelerated pretty well regardless, just due to tracers and length.

For pubs, armor+bloodlust+knowing the game will suffice currently. Rapier kills new players pretty well though.

301 875
 Naleaus

@Radix said:

@nohbdy said:
Play full agility and get fucked by archers if you want. Even the recurve bow 2HKOs to the body and one shots to the head against no armor. Even if you luckily run to safety to regen you still get taken out of the battle then, not helping your team

There is nothing easier than to kite as full agi build, regenerative HP is a huge buff to no armor meta too

Can't regain health while sprinting, there's a chase mechanic that prevents constant running away. At high levels currently, the meta is and will mostly always be stronger long weapons.

301 875
  • 5 May
 Naleaus

@Christian2222 said:

@Sektor said:

@Cswic said:
It is fine.

What isn't fine is seemingly every new player ignoring the part in the tutorial about ripostes and chambers.

Couple that with the fact that new players panic parry after being struck half the time and you have your explanation for why rapier, or any relatively fast weapon, is going to abuse them.

Literally pissing me self reading your post. Rapier is overtuned, same as shields and archery (which might be initially the limit and not archery itself in the end). And it's not that the people ignore ripostes and chambers. Is because they are overtuned. Simple as that.

The sad part is he has 800 likes to 200 posts =/ I hate when people can't even admit when a weapon is OP. They are a huge part of the problem when trying to balance games. But seeing how the rest of this community is, I guess it's easy to see why he is popular.

It's more likely because he has 1k+ hours and it's not OP to him. It's hard to differentiate between what are new players killers and what's actually OP. In this case, I agree that it's not OP. But it's pretty low skill to use for it's effectiveness against newer players. I know devs will probably adjust stabs, just don't know how yet. (Also shields, probably, since they're complained about a lot.)

301 875
 Naleaus

Uncheck Mouse x axis flips attack angle, under Controls menu.

301 875
  • 3 May
 Naleaus

It also only kicks in after a full second of being chased. You can still get away using terrain/doors/etc. Being able to run away forever is bad.

301 875
  • 28 Apr
 Naleaus

Need to freeze frame right before you get hit, and do the "I bet you're wondering how I got into this situation?" Then rewind the fight to show how it happened.

301 875
  • 14 Apr
 Naleaus

@Runagate said:
I always see very good players say that there are ways to punish misses consistently even with the current cftp, but I've never seen them tell what those ways are.

It gets said everytime. Morph, drag, feint, just hit them to get stamina advantage.

301 875
  • 12 Apr
 Naleaus

@MemeTurtle said:
Speaking of customization I would like to have the ability to have a hybrid system for slashes. Use mouse direction to determine from which side a slash is coming(similar to how stabs work) instead of using a separate attack button or modifier button.

Isn't that already a thing? Settings > Controls > Mouse X-Axis Flips Attack Side?

301 875
  • 11 Apr
 Naleaus

@Frise said:

@Naleaus said:
Ok so you're just going to not comment on coming changes and rewrite what you wrote the first time.

Comment on some small suggested stab timing changes and a buff to easy parry that's "in the works"? Months ago Marox himself said they were experimenting with ways to make direction relevant, and then the only thing they came up with was increase stab release (the worst way to do so).

They also adjusted parry size/positioning. I've been able to waterfall again this patch again with varying degrees of success. Stab drags work pretty well for me. Stab itself doesn't need a lot of changes to make them readable. Increasing windup will help the instant feeling, decreasing feint windows will make reading easier. An animation change could negate the need for either or work in conjunction.

This "there's a solution coming up" thing is tired to shit and hasn't worked so far. Small balance changes and giving more buffs to 1vX won't solve any fundamental issues with the combat. Frontline was silently developed without testing it in the alpha and letting us provide feedback and it clearly didn't work.

Adding more buffs to the 1 in 1vX is a bandaid solution but it's better than nothing.

Any adjustments to 1vX will be a band aid. With base mechanics, 1vX will be hard as fuck. You can increase parry lockout, bandaid. HA, bandaid. Easy parry buff, band aid.

Chiv had huge fucking parries that let you crouch and lookup to the sky gods, who would answer your prayers by letting your ass parry for you, and reverses which enabled a nice circle around you as dangerous. Plus shit 2 frame animations. It's sort of broken base mechanics allowed stuff like that, while Mordhau's don't.

Also, I like teamfights at the moment compared to when we had HA. Still wish we got to test AP again though.

However, if they are going to add those changes, they need to just get them out there, so that they can see how they play out, and then make changes. That's what the alpha is for. And with such little time before release and the rate at which the combat has been evolving lately, very little is going to be accomplished with the combat if they don't start experimenting.

I agree, everyone has been waiting at this point. Unfortunately, balance/mechanic testing has been stuck behind content/engine updates, etc. I don't know the specific reasoning for it, but would have been nice to have separate experimental branch. I can't blame Crush for it, cause he's at the mercy of the other devs. Can blame him for animations though.

However, I don't think mechanic changes will stop after release. Balancing obviously will continue too. Maybe we can get a opt in test build after release.

I also like the game currently. Obviously it can be better, there's always things to be improved, but I'll be playing at release and enjoying it as is.

301 875
  • 11 Apr
 Naleaus

@Snake Skin said:
Weapons such as:
The Training sword
Waraxe
Executioners sword
Broken rusted sword (barring broken longsword)
Sickle (1hand scythe)
Other peasant weapons not worth mentioning

None of these possess an alt mode.
The training sword makes more sense as it's look, size and speed is comparable to that of a longsword and so it's only natural it gets mordhau grip as the alt.
Since the devs took the liberty of granting the maul a throw as an alt I dont see why the same cant be done about executioner and waraxe.
Sickle and 1hand brokwn swords should be thrown.
Peasant weapons should have shortened grip if any alt at all.

Waraxe will have a throw, it's getting a 2handed throw animation. Maul will switch to that as well. Exec might get something else, possibly a big ol vertical strike. Nothing set in stone.

Don't know about the rest.

301 875
  • 11 Apr
 Naleaus

@Lionheart Chevalier said:
I don't like that we get scraps of what may or may not be coming from people who might be on the dev's inner circle. More specifically to deflect or play down combat complaints that have been made since day 1 of Alpha and will likely continue post-release.

Where is Jax?

You'd prefer Jax, who is for better or worse a company man to give you a spiel? All I did was post what I've seen discussed as far as changes and give my opinions. It's not limited to a specific inner circle of people.

I like the game and like the state it's in. There are things I want changed and I touched on some of them. If that's a problem, let me know and I'll attack your opinion.