Mordhau
 SerJimmy
Knight
  • Likes received 47
  • Date joined 25 Oct '15
  • Last seen 10 Sep

Private Message

Knight 25 47
  • 2 Apr
 SerJimmy

Its always the 2h elitists! Damn them!!

Knight 25 47
  • 30 Mar
 SerJimmy

FEAR ME xd

Knight 25 47
  • 12 Mar
 SerJimmy

YE boi!!

Knight 25 47
  • 19 Feb
 SerJimmy

Active parry= absolute dogshit ,cause its 2 incosistent. Hyperarmor=less dogshit than ap. Ideally we need new mechanics to replace hyperarmor and act offensively , not defensively like ap and hyperarmor. Trades are fine in my opinion.

Knight 25 47
  • 28 Jan
 SerJimmy

Splitting playerbase, hmm..

Knight 25 47
  • 4 Dec '18
 SerJimmy

Messer has bad animations and 2 htk on t3 head. Those are its only advantages over longsword. However, it has so shit range that makes the weapon pretty bad in team modes.

Knight 25 47
  • 1 Dec '18
 SerJimmy

u can just fix firepots so that they dont work inside spawn...

Knight 25 47
  • 20 Mar '18
 SerJimmy

crush troll smurf comfirmed

Knight 25 47
  • 13 Mar '18
 SerJimmy

Beta has been delayed by almost 2 months so if beta is released this month i would say in 3 months at most(June). Thats just my personal assumption though.

Knight 25 47
  • 8 Mar '18
 SerJimmy

Combat looks sick and fluid, only animations need a bit of work. However, if they add again the last 5% of dragging the combat will look a bit ridiculous , so id suggesting making parry box smaller instead... Anyway, GIRU VS RAG when??

Knight 25 47
  • 1
  • 8 Mar '18
 SerJimmy

@Bodkin said:
The same can be said for shields too.

I think if the shield hitbox is nerfed too hard, the combination of the smaller hitbox and increased turncap on chambers/ripostes might make them horrible for 1vX if the enemy is not all in front of you. The reason for this being that the shield requires you to aim at this enemy more than a parry, and you can't switch over to another person for the active parry as quick because of this. This is not to mention the worse stamina retention, so doing the shield equivalent of parry-to-parry, holding your block and looking around, is more punishing with a shield than without.

I'm not claiming I know everything about the game, but just nerfing the shields hard without adding something else in benefit might end up making them bad, but I guess that's what the alpha testing is for.

But anyway, I might be wrong. The held block might be enough to make up for it with good positioning, it'll just require a different skillset than parrying at that point.

This might just be the downside of the smaller shields, and the big ones like Kite and Viking will end up being really good at tanking but cost a lot or something.

EDIT: Perhaps shields should get the easier sequential parries like normal parries have? A couple updates ago, a mechanic was added to aid 1vX where all parries done shortly after one became easier to land, only when done quickly in sequence like when parrying into parry against multiple opponents. This was done to help fight against sandwiching, and would be the only thing a shield could get after the upcoming hitbox nerfs to make them viable against more than 1 opponent that is not in front of you imho. This should probably be a feature for shields if it isn't already.

This way the shield-user still has to aim a bit and can get hit around his shield, but won't get cheese killed from being hit in 3 different directions as easily. Doing this works right now against shields, there's not much they can do about it either. This will only get worse when shield hitbox is even further tightened.

I dont think combo on shield block is a good idea since the shield user would never be able to take the initiative against comboed acceled strikes...Flinch times would have to be changed for this to work.

Knight 25 47
  • 9 Feb '18
 SerJimmy

Only stamina nerf and animation patch is what they need tbh. But buff NO

Knight 25 47
  • 7 Feb '18
 SerJimmy

you realise this is not a glitch and not very hard to deal with actually in any case...

Knight 25 47
  • 7 Feb '18
 SerJimmy

@Izıl said:
Also the splashing noises when hitting armor should be exchanged with swords-hitting-metall sounds imo

Yeah but at the same time they should be easily distinguishable from parrying sounds.

Knight 25 47
  • 7 Feb '18
 SerJimmy

@AFluffyKnight said:
People demanding the game cater to their skillsets and no one else's.
Very true that...

Knight 25 47
  • 7 Feb '18
 SerJimmy

Also, in regards to the fighting between Giru, Stouty and others... Both Giru and Stouty made good points but i believe that in trying to defend their opinion they became biased towards each other:
-Stouty disagrees with accels instantly hitting right now and believes that drags should be consistently chamberable.
-GIru thinks that chambering drags without footwork should not be consistent.
-The solution lies inbetween tbh, since making animations extend more and be more readable would in fact allow you to chamber consistently with accurate micro-movements that dont handicap you in teamfights,which is not possible right now. Also, having a clearer distinction between early release and start of release and maybe a tiny hit-tracer reduction at the start of release would probably solve the instant hitting abuse.

Knight 25 47
  • 1
  • 7 Feb '18
 SerJimmy

There is not much point in discussing this topic guys before the animation patch, but my opinion is that: -Drags should not be consistently chamberable without footwork,because otherwise it would be too easy to chamber with footwork and make teamfights have no initiative. - However, that doesnt mean things should stay as they are. Parrying is too easy, chambers are too hard right now and the parry box being smaller would be a problem for new players. So , i would suggest that, after fixing animations, the full dragging % is returned and at the same time increasing chamber window. Increasing chamber window and at the same time fixing animations would make micro drags be more consistently chamberable.Then, bigger drags that use the last 5% of release would not be consistently chamberable and take the place of micro drags. -With this , newer players would still have the options to: 1) chamber drags coming from other newer players 2)chamber micro drags from more experienced players 3) parry with small consistency bigger drags from more experienced players. A big part of this problem that i did not take into account is morphing, which can be pretty cheesy right now , especially late riposte morphs...
edit: Accelerated strikes should not at any case instantly hit as much as they do right now and should be fixed.

Knight 25 47
  • 6 Feb '18
 SerJimmy

I think it just needs getting used to and some animations to be fixed.

Knight 25 47
  • 5 Feb '18
 SerJimmy

It would be cool to have the ability to swipe blade and clean it from the blood on it. I think Marox said they would add this in an interview but Ihave not seen it yet in the alpha. Also, blunt weapon attacks against armored opponents should not make the opponent bleed. But there still needs to be some clear damage indication,so maybe small armor pieces flying around at the point of impact? Or if possible making dents on the armor?

Knight 25 47
  • 10 Jan '18
 SerJimmy

When in a 1vX situation,chambers (and ripostes) pay off massively because of the active parry mechanic. But, with the new patch it is easier to side-stab active parry,so when opponents have surrounded you and your stam is low, your pretty much dead. However, if you could deflect 1 by 1 the incoming attacks without commiting into a chamber or using stamina to chamber feint, then it would be possible to deal with for example successive side-stabs from left and right without having to aim at them with active parry which has turncap or use successive parries or chamber feint and then chamber which both use stamina. Being able to feint a successful chamber within a very short time limit without stamina cost (obviously the very early chamber feint shouldnt even be visible enough to make the opponent panic block) would help solve the problem i think. It would be merely deflecting the incoming attack and would allow the player to defend himself in 1vx without stamina and turncap cost.