Mordhau
 Yadyoy
  • Likes received 59
  • Date joined 27 May
  • Last seen 26 Sep

Private Message

70 59
  • 26 Sep
 Yadyoy

Actually whether you want it to be or not, it's both a balance thread and a secret patch change thread. Your main argument is that you can't turn on horses after a mysterious update, and they feel different after said update. Since they feel so different you're unable to use them, which would mean you're arguing that you disagree with the ninja patch (if such things were actually changed). If your question was, "did they ninja change horses", with a description to follow suit, I probably wouldn't have bothered to post, but since you were complaining that you can't turn insinuating that horses are unusable in their current state after a mysterious patch I think I have every right to post my experiences and feelings about horses.

Another thing is, if you weren't a horse main you wouldn't care to post about some ninja balance change because you would've never known it to happen in the first place. Who better to argue with than a horse main himself.

So you're allowed to complain about horse nerfs, but if someone disagrees with you, you don't want to hear it?

Heh, typical. I must not be using these forums correctly.

70 59
  • 24 Sep
 Yadyoy

Horses ruin any gamemode they're apart of, less than 1% of the population is a horse main. I will admit they're fairly easy to kill if you see them coming with a polearm (you still have to wind up an attack almost perfectly and any deviation of speed or angle to disrupt timing will result in a death), but they still have the option to stab everyone in the ass at all times or flee. They don't add anything to the game except random frustrating deaths from behind when you're having a great 1vX fight. I seriously have PTSD when I hear horse hooves anywhere near me on the map, forcing me to look around to make sure I'm ok for the next 5 seconds.

I don't understand why they're in the game. Even friendly horses just end up getting in the way of the action and adding nothing but TK's to whatever team they belong to. I'd really be interested to hear why the devs think horses belong in mordhau.

The way I see it, they're no longer the phase shifting drift cars they used to be, and they're still a major reason I don't play the game anymore. It's boring to play against plain and simple. Shields still haven't been properly addressed either, and I'm about a patch away from saying bye bye to the little engine that was ignorant. Sadly I'm sure plenty others are headed that way too.

70 59
  • 11 Sep
 Yadyoy

@ Seymour said:

@Yadyoy said:
This game is fucked, leave while you can.

If this game has shitty developers who were going to abandon it the way it is, yes it is fucked. However, this is far from the case. The developers are continuing to work on major updates even this long after its initial release, and it is obvious they don't plan on stopping anytime soon.

I'd love to take your word for it, but so far I haven't seen anything that leads me to believe this game will turn around in a timely manner. We're getting content updates, but the game doesn't need content right now, it needs consistent balance changes until a happy medium is found. IDC about new maps because the same bs will be on them. They should be focusing all their efforts on balance for a competitive skill based setting, then after rigorous tweaking to bad mechanics, animations, etc. they can add new game modes and maps. And sure they do have people specifically for map design so let them work on that stuff while the main focus of the team is balancing the game in a timely manner. We went around two months with absolutely no updates, all we need are a few small hotfixes weekly. Crush needs to make a balance counsel containing some of the best players in the game, and then actually listen to them, let them vote on changes they'd all like to see and majority wins even if he votes against it.

Competition in Mordhau will carry the games popularity like it does all other esports, don't let this gem die like another poorly balanced arcade game. Why do people return to CS GO, Starcraft, dota, LoL, Quake, etc.

70 59
  • 11 Sep
 Yadyoy

This game is fucked, leave while you can.

70 59
  • 21 Aug
 Yadyoy

Hi I'm currently having an issue with the keybind mode swapping to the 240 system on combo swings, it's adding inconsistencies to my gameplay and would prefer if it just comboed the alternate side of the bound swing instead of choosing a direction to combo via 240 system. Thanks.

70 59
  • 18 Aug
 Yadyoy

@LetsFightíngLöve said:
Neckbearded fedora wearing feitora demanding weeb stop demanding wahmyn to do anything for you you entitled pos

By demanding me to stop you're also an entitled pos hypocrite. Go vape vegan.

70 59
  • 11 Aug
 Yadyoy

@ZugZugNeverEnds said:
btw some weapons have a tendency to magnetize to the horses neck when swung. especially the zweihander... kinda feel like a downie when i end up killing my own horse because the swings arc goes across my horses neck either at the end or beginning of swing... like, perhaps the rider of the horse should be able to ignore his horses hitbox?.. that way people can swing however they want without necking their horse by accident... maybe that's a little too softcore and noobfriendly, i dunno...

Nah man I totally agree, I really would love to see the riders hits phase through the horse just like everyone else. At this point I don't even think it's logical that horse riders have a hitbox or hp at all. They really should make infantry have to kill the horse before the rider gets dismounted. I also don't think riders getting dismounted should knock them over, let them have a fair chance to fight on the ground as well it's only fair. I know this might be pushing it a tiny bit, but they should also allow any weapon to be couched it's kinda bad game design that you can only couch sharp pointy weapons on a horse. Horses should also get an inventory system to store riders favorite weapons so they can always ride the horse and have a good time. Possibly allow an auto drive mode to the horse, you know with technology becoming so great that autonomous cars are becoming a reality, why not let players map out the routes they want to take and then save them so they don't have to keep pushing the same keys and can focus more on the gritty combat of this beautiful game, that stuff gets kinda redundant after you make a few rounds so I'm in favor of that pretty heavily. They should add a two seater saddle to the horses as well, typically you can only cover one side of your horse with a couched weapon which is pretty bullshit, I don't see why you can have a left handed friend come along to help cover your other side. All of the buildings should also be horse destructible just incase you can't make a tight turn make it so the horses can just smash through the corners of the buildings so they don't get stuck. The damage on their bump also needs a major increase it only does like ~20 damage or 1/5th of an infantries life and that just isn't realistic, they should be plowing infantry down like a baboon in a flock of flamingos. I'd really enjoy seeing knock over mechanics for horses when they run into infantry just to make the game moore realistic. I think horse riders should also get a massive boost to xp gained, since they're one of the most threatening forces on the battlefield and have to put in maximum focus and effort I don't see why the xp should be the same as some shitty little infantry noob feeding the enemy team not capturing objectives. Another really glaring issue with horses is they take too long to stop, we really need some form of horse shoe that promotes quick stopping and rapid acceleration, if you run into a corner you're just screwed if you get surrounded and that's so unfair getting outnumbered is really unrealistic.

70 59
  • 11 Aug
 Yadyoy

LOOOOOOOOOOOOOLLLL HORSES ARE COMPLETELY FINE DONT TOUCH THEM THEY MAKE SO MUCH SENSE I LOVE WATCHING IDIOTS GO ON HUGE KILLSTREAKS FOR NO REASON WAHOOOOOOOO INSTAGIB ME IN MY ASS DADDY

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70 59
  • 1
  • 10 Aug
 Yadyoy

@SWSeriousMike said:

@ToLazy4Name said:
"bannable" lmfao we've been doing this shit since the alpha if anyone gets banned for it i'll eat my fucking shoes

While I certainly think it would be totally crazy to ban someone for that, I'm curious if you would really try eating your shoes. Quite the dilemma.

He did never say his shoes weren't made of delectable treats.

70 59
  • 10 Aug
 Yadyoy

@FlameHeart said:
They're a 10+ person team. development will be slow. Bugs and balancing will be fixed eventually. For fucks sake have some patience, Child.

We no know what patience is, we only angry all time. Give us what we want or we cry loud!

70 59
 Yadyoy

I had an issue very similar to this a while back. It turned out that my gpu fans would stop spinning after several minutes of playing any game. Then the excess heat generated would trigger the temperature threshold shut off. Do you get weird green and black artifacts all over your screen right as your pc crashes? If so, check your fans while you're playing a game. If they're working make sure to de-dust everything with a can of air, or an air compressor. Make sure to get inside the cpu and gpu heat sinks liberally. If all this checks out and your fans are clean and working consistently, it might be another hardware related issue, if it happens to this game only then you might be lucky and it's software based. Goodluck, hope you figure it out.

70 59
  • 3 Aug
 Yadyoy

@das said:
Emphasis on locational play for shields was first tested in Alpha patch 14 and it didn't really work out. It turned out to be really weak and even tougher to deal with attack manipulation than feints, drags, and morphs. Put the shield in a 1v2 and it was game over. Adjust it just a hair and then shields become the forcefields we have right now, one more notch and they're tougher than a NASA interview. There really wasn't a happy middleground that was satisfying to play as or against, and there ceases to be one today.

The main issue I have with shields is in 1vX fights when a noob is stopping your cleave guaranteed even if you baited the rest of the people with a micro feint or whatever.

This is the reason for the windup + the severe movement penalty when holding up the shield. You'd see it telegraphed a year ahead, and it would take him forever to position himself in a spot to block you if you're footworking as you normally would in a 1vX. He's basically turning himself into a tree stump that you can just walk away from while dealing with his buddies.

The Underlying Issue

Everything you mentioned here is exactly what they're working on for the next patch.

Now, for some dev news; PLEASE NOTE, this is not the final say and you are hearing from me rather than the dev himself, nothing you hear is final or even guaranteed to be worked on. Just need to get that formality out of the way.

One of the devs mentioned that RMB held blocks will almost certainly be removed because, as testing and the current release have proven, it's basically impossible to have it be fun. Theoretically we could have it be very well balanced and counterplayable... but what does that matter when it just won't be fun? It won't feel like what most of us think Mordhau melee should feel like.

In exchange, the bonus that the big shields will be getting are something like an additional 100ms duration to the parry window, which would make them quite powerful against drags. Bucklers and targes would presumably have better stamina negation. Perhaps costs would be altered.

Held block would be its own mode just like I mentioned in the OP. Rather than have a shield health, it would just simply play off of stamina and shatter if stammed out (while disarming if stammed out via parry). I don't know about windup, but it would have a recovery time so that you can't just attack out of it willynilly. Extremely harsh movement penalty was mentioned, "to a crawl". Extremely limiting turncap is also mentioned. All of these really cement the held block's purpose as a defensive Stonewall Jackson brick wall with zero offensive or counterattacking melee capability. When not Hodor'ing, the shield user will have to play the same melee game as the rest of us.

It seems like the hodor mode would be completely pointless if you can't attack quickly, and are severely turncapped, what would be the point in even adding it then? Don't get me wrong, I have no issue with that mechanic being useless I'm just trying to understand what scenarios you'd see hodor mode be useful in aside from roleplaying, screenshot taking, and the occasional memeing on noobs.

Even if hodor mode was a counter for horses, it wouldn't last for very long since horses can dance on a dime and possess psychic phase shifting technology power. The 100 ms additional parry time also seems a little overpowered for just having a shield. One hand feints are already borderline overpowered without hundreds of hours of reading practice. I'd be able to not give a fuck about bastard sword 1 hand morphs if we got a tenth of a second additional time to be bad. 1hand messer shield meta would surely be a thing if that came to fruition. Oh wait, it already almost is. I agree with what you're saying though I just feel the need to discuss the practicality of your suggestions, and I hope the dev news isn't just smoke and mirrors. I'm not trying to be stubborn and argue, I feel these are legitimate questions to your proposals.

70 59
  • 3 Aug
 Yadyoy

@Velindian said:

@NoIdeaHubby said:

@Velindian said:
I don't think removing the held block or reintroducing held block in a different way are really needed. The core effect of held block is that it replaces feint/morph/drag/accel mixups with kick/attack mixups. However, In order to land a kick on the shield user realiably, they have to make a serious positioning related mistake.

The proposal i had for this a few weeks ago was making the block box 1 to 1 with the shield model, increase the turncap to where you can move it around fairly quickly (but not fast enough to react to last moment head > leg hit mixups), and then give them higher stamina drain negation (12 and 13 for heater/kite shields respectively). All while keeping the kick's effect in it's current state. Essentially the held shield wouldn't be easy to stam out, and timing mixups that beat parries would be replaced my locational mixups. The higher turncap allowing you you move your shield fast enough to cover slight adjustments in your opponents swing arc. In addition, crouching decreasing your hurtbox and allowing for better coverage would have the downside of making you vulnerable to kicks at further ranges (since you can't move back as quickly). Meaning you would never fully counter everything with one action, as you'd become more easy to beat in another way.

i.e standing makes it easier to swipe your legs or head, but allows you to be safe from kicks at closer distances. Meanwhile crouching makes it easier to cover more of your body quickly, but makes you easier to kick.

This way shields would have their own gameplay style with its own risk/reward structure, and don't invalidate too many mechanics of the game making it have to be balanced by something boring like the stamina war.

That could be a decent solution, but in my honest opinion we just need them to not have held block until there's some really well designed system that balances shields properly. Anything related to held block will pretty much always be overpowered in these types of games that require solid reads and fast reaction time.

I like your thinking, but I just don't have any faith that it could be pulled off exactly how you envision it. If they're holding block and you do a mixup, they can easily see the mixup and adjust. Sure it might add a skill cap in a different way, but it's much harder to aim where you want your sword blade to go with slashes, than it is to hold block and track where the attacks are coming from. This would create the same scenario we have now, where a less skilled shield user can survive for much longer than someone of equal or even somewhat above that skill level.

Held block has always, and will always ruin these types of games especially when you only have one major counter that takes far too much time to cast in a large teamfight. Kick's don't need a buff though, shields just need to not have held block. I'm getting really tired of seeing all these posts with great suggestions and getting absolutely zero updates going in the direction everyone is complaining about. It's getting old, and I might just have to move on from another gem of a game that didn't take action on reasonable requests. Jax even hates horses and shields, yet they haven't done anything about them yet.

I really hope this massive update is worth it, because by now a few small updates could've been released, and two months ago we could have been playing with the updates the game severely needs.

I think if the block area was 1 to 1 to the shield model and had a little higher turncap you'd be able to make them easier to hit around and encourage a more interesting playstyle with and against them. Even if you could react to a greater degree by moving around the shield faster, the turncap would only be high enough to fully react to directional changes around the same distance you can react to timing mixups with a parry/chamber against feints, morphs, drags, and accels. Maybe a turn cap around 335/240(for reference Heater shield is 287.5/201.25 right now, and quarterstaff is 325/227.5).

So extreme drags/accels at kick/facehugging range would be able to force blocking high/low or left/right enough to be unable to move in time to catch the other. Then at that same range you could crouch to cover more of your body and avoid the risk of that, but it would leave you unable to counter kick. Creating a window that's always there to punish the shield. A window that gets more risky as they cover more options elsewhere by decreasing the hurtbox they have to protect. Similar to how you can mixup parry/chamber realiably with feints/morphs or drags/accels, but only if you get close enough to be easily kickable.

Example: An attack at kick range aimed at the face then quickly moved down right before release could catch someone in the feet trying to block higher up if it's acceled, but it could also be feinted/morphed into a kick. meaning if they crouch to avoid the positional mixup, they'd be unable to counter kick. So the shield user would need to risk getting kicked into a free hit, or getting getting hit in the feet/head. Much like how someone who can't hold block would have to risk getting morphed/dragged/acceled if they chambered, or feinted/dragged/acceled if they parry. Unless either of them makes a hard read to interupt them before they have the ability to reactively counter their opponent. Which is a risk itself (especially since kicking gets you hit if they bait it out and pull back).

Even the kite shield with a similarly high turncap would be more vulnerable at the legs and make it dangerous to crouch to cover those options. Since the vision imparment and point cost balance it out relative to the heater shield.

It would also make lower armor and rushdown tactics a little better against shields since you'd be able to flank shields in a 1v1 if they are within kicking/facehugging range. Unlike now where the block coverage is high enough to block things that are barely not covered by the shield. Not to mention being in a flinched state would be equally as threatening for shields as it is for parries. Meaning they would still be balanced if they had comparable stamina drain negation to some of the lower cost 2-handers.

My biggest concern with this solution is held block would still be in the game, which I strongly advocate for the removal of. Without testing I can't be certain that this alteration to shields would be appropriate to the issues they present. Sure it would add a different skillcap to the use of shields, but I feel like even if it's harder to block attacks, feinting and morphs would still have very little effect on shields as it does to the current parry mechanic.

Either that, or shields would be extremely useless and inconsistent when you consider how difficult it would be to read where an attack is going to land, especially stabs. I like op's train of thought, but the more I think about it the more I dislike the direction shields would be headed toward. We need a bandaid fix right now that just recycles shield models into the targe and buckler parry system so we can stop being bothered with shield users for the time being. This would give them time to come up with a real solution, while letting the people who actually play the game, enjoy it a bit more.

What I do know is if the dev's don't release an update addressing these issues SOON I'm going to forget about this game entirely and move on to something else. It's been month's of people giving valuable legitimate feedback with no replies or information on what's going on, if anyone knows a post talking about what the devs are working on in terms of broken mechanics and things please let me know. It's a shame they have to do these large updates, I'd much prefer smaller updates addressing broken things instead of new content.

FIX GAME > NEW CONTENT

70 59
 Yadyoy

@Velindian said:
I don't think removing the held block or reintroducing held block in a different way are really needed. The core effect of held block is that it replaces feint/morph/drag/accel mixups with kick/attack mixups. However, In order to land a kick on the shield user realiably, they have to make a serious positioning related mistake.

The proposal i had for this a few weeks ago was making the block box 1 to 1 with the shield model, increase the turncap to where you can move it around fairly quickly (but not fast enough to react to last moment head > leg hit mixups), and then give them higher stamina drain negation (12 and 13 for heater/kite shields respectively). All while keeping the kick's effect in it's current state. Essentially the held shield wouldn't be easy to stam out, and timing mixups that beat parries would be replaced my locational mixups. The higher turncap allowing you you move your shield fast enough to cover slight adjustments in your opponents swing arc. In addition, crouching decreasing your hurtbox and allowing for better coverage would have the downside of making you vulnerable to kicks at further ranges (since you can't move back as quickly). Meaning you would never fully counter everything with one action, as you'd become more easy to beat in another way.

i.e standing makes it easier to swipe your legs or head, but allows you to be safe from kicks at closer distances. Meanwhile crouching makes it easier to cover more of your body quickly, but makes you easier to kick.

This way shields would have their own gameplay style with its own risk/reward structure, and don't invalidate too many mechanics of the game making it have to be balanced by something boring like the stamina war.

That could be a decent solution, but in my honest opinion we just need them to not have held block until there's some really well designed system that balances shields properly. Anything related to held block will pretty much always be overpowered in these types of games that require solid reads and fast reaction time.

I like your thinking, but I just don't have any faith that it could be pulled off exactly how you envision it. If they're holding block and you do a mixup, they can easily see the mixup and adjust. Sure it might add a skill cap in a different way, but it's much harder to aim where you want your sword blade to go with slashes, than it is to hold block and track where the attacks are coming from. This would create the same scenario we have now, where a less skilled shield user can survive for much longer than someone of equal or even somewhat above that skill level.

Held block has always, and will always ruin these types of games especially when you only have one major counter that takes far too much time to cast in a large teamfight. Kick's don't need a buff though, shields just need to not have held block. I'm getting really tired of seeing all these posts with great suggestions and getting absolutely zero updates going in the direction everyone is complaining about. It's getting old, and I might just have to move on from another gem of a game that didn't take action on reasonable requests. Jax even hates horses and shields, yet they haven't done anything about them yet.

I really hope this massive update is worth it, because by now a few small updates could've been released, and two months ago we could have been playing with the updates the game severely needs.

70 59
  • 3
  • 31 Jul
 Yadyoy

I like this post, but held block would still be in the game, even if it isn't near as effective as it is now. The main issue I have with shields is in 1vX fights when a noob is stopping your cleave guaranteed even if you baited the rest of the people with a micro feint or whatever. It's one of the most frustrating and powerless feelings in the game when you're surrounded by people you can beat, but because there's one guy using something stupid you get punished for it.

Now I'm not saying shields in 1v1's aren't extremely obnoxious, and the only real method I've found to taking them down without kicking boils down to weapons with decent reach and moderate-fast speed stabs. Z stabbing is pretty effective though unreliable at times due to desync, lag, and misleading parry boxes; It helps to have directional stabs left and right bound to individual keys for quick mixups with this method.

I'd like to see a solution where held block is removed from the game entirely, yet allow shields to remain effective at blocking projectiles. I don't disagree with the changes OP wants, but it isn't the direction I'd want to see held block go.

Another thing that needs changed is blocking couched weapons as infantry. It's bullshit that you take stamina damage, drop your weapon, and get knocked over. It's one of 4 huge reasons horses are complete cancer and need removed. The other three being guaranteed horse desync at all times, no momentum based damage dealt to horse riders, and the stupid fucking bump mechanic that drives me insane.

The Underlying Issue

I have been avoiding this game waiting for a horse/shield nerf bonanza patch, and we've got nothing but terribly balanced weapons and map additions that nobody asked for. Now we're forced to play shitroads, or forced to leave to save ourselves from a painfully boring and infuriating match. Did anyone test javelins or crossroads for more than 10 minutes? Did anyone think about the impact they would make on the frontline experience for anyone who understands the game even slightly?

The dev's need to step back and reassess their priorities because they surely aren't working on improving the experience in the flagship mode. I'd much prefer smaller hotfixes compared to large patches that don't contain even half of the things this game needs to not be annoying. If I had the power to, I'd redesign the horse/shield mechanics myself and let the devs look them over all for free. We need someone who plays the game regularly to be making update priority decisions (like Jax). There's a definite disconnect between the returning audience and the devs that needs to be bridged.

70 59
  • 31 Jul
 Yadyoy

I really like this game for the first 100 hours.
I really dislike the game once you realize what it truly is.

70 59
  • 26 Jul
 Yadyoy

ADD GIANT PURPLE DILDO WITH JIGGLE PHYSICS
ADD CAPES THAT HAVE NO ANIMATIONS
MAKE CHARACTERS TPOSE WHEN IDLE
ADD BOOB SLIDER TO CHARACTER CUSTOMIZATION SO WE CAN TRANSCEND OUR MEN ON A WHOLE NEW SCALE

70 59
  • 26 Jul
 Yadyoy

REMOVE 3D ENVIRONMENT ADD 2D PLATFORMER
NERF RESOLUTION - 1000%

70 59
  • 21 Jul
 Yadyoy

Auf Wiedersehen