Mordhau
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  • Date joined 5 Aug '19
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  • 20 Feb
 Quenquent

Source

Full transcript from Crush now:

"shortsword will be cheaper than cleaver and dagger next patch"

"theres been a point system rework"

"48 points instead of 16"

"everything else is bumped up in relation so most things are the same but some things have been made cheaper so more combinatons are possible"

"yes estoc is the same cost as longsword now"

"same with battleaxe"

"eveningstar and bardiche is 7 now, halberd spear and zweihander 8"

User question: Are perks being made cheaper or more expensive in general?

"cheaper"

"halberd is a bit faster, zweihander has better drags"

"no armor has same cost"

"zwei halberd and spear now have a movement slowdown if you use them combined with plate armor, so you can go full plate but youll be slower with them, hence why they are cheaper now"

"no changes to t1"

"t2 chest is slightly slower now, but still faster than it used to be before the buff"

"plate helmet is more tanky now and a bunch of weapons had their two shot against it removed"

"and plate chest in general takes a bit less damage (same hit to kills though)"

"team hitstop change is reverted next patch"

"understab will be removed"

"its a temporary solution until stab animation improvements come which take more time"

"fixing missing on purpose and 1vX buffs via easy parry"

"but thats not for next patch"

User question: will there be more than 3 weapon slots

"no"

User question: Will there be an xbow skin?

"theres one in the works yeah"

"zwei is 24"

"8 in the current values"

"on the live build"

"4htk would be bad"

"maul is unchanged in damage"

"no changes to GS, messer had its two shot removed against plate head"

166 210
  • 19 Feb
 Quenquent

I think it's a mod right now, nothing official.

166 210
  • 19 Feb
 Quenquent

I agree that the drags of some weapon can be ridiculous (Exec, Zwei, even Maul...), but I completely understand why drag is a feature in Mordhau.

Drags in themselves are counter-intuitive : you are leaving yourself open for longer and you can't be punished for this and for no stamina cost (opposed to feints).

There's already a system that reduces damage done if you drag too much, but it's when it reaches the very end of the animation and I don't think it's affecting overhead and underhead. A tweaking to this system would be much better than what you are suggesting.

166 210
  • 19 Feb
 Quenquent

@Jax said:
trade ripostes until they run out of stamina, steal the rapier, smash them
mix in more attacks so you don't just die

This. Rapier have a bad stamina negation. Force them to trade ripostes and win the stamina war. Even if it's a known meme, chambering the Rapier is also a good idea when the Rapier user tend to be feint-happy. And if you do chamber one of their stab, morph it into a strike : they tend to fully commit to the chamber-stab war when it starts.

166 210
  • 19 Feb
 Quenquent

I think what @Lionheart Chevalier is saying is that it's hard to know how reliable the active parry is.

After playing with the remade shield for a while, I agree with you @123mop that it's a game changer and shields are now 1vX beasts defense-wise. But, with the exception of the blocking noise, it's hard to notice when your shield is actually blocking attacks during a riposte.

166 210
  • 18 Feb
 Quenquent

Even if the red dot when aiming at an enemy really helped with that, having leather colors and some emblem colors not being affected by team is the main problem here. Leather color should be team-reliant and emblems having team colors in them (blue, white, red, black) should be automatically changed to what your team colors are. It would fix the "Spy" issue without ruining too many cosmetic loadouts. Yes, the biggest victim here will be crusaders loadouts, who commonly use red and white in their emblems, but I think that's a worthy sacrifice (unless the devs thinks about changing team colors a bit).

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  • 18 Feb
 Quenquent

The biggest problem with this suggestion is how it can be exploited. All you will have to do during duels is managing to get behind your opponent and you get a one-shot kill with a 1-point weapon. And that's my second issue with this suggestion : you want to give a 1-point weapon an instakill no matter the armor level.

166 210
  • 17 Feb
 Quenquent

Feitoria sums up what is wrong with most of the Frontline maps : it's all about the mid-point, and the mid-point sucks.

Camp is red-favored because it's easy to turn mid into a fortress with one toolbox, and the objective for Blue to defend, a payload, is a pain in the ass to defend (see Mountain Peak, Red's last point). Taiga, once any team owns it, is all about trying to get mid from a flank (and the steamroll Red gets since their objectives are so hard to defend, makes it Blue-favored).

Feitoria's mid is so Blue sided. The point itself have a lot of access for Blue but barely enough for Red. Even worse, their main route, the siege tower, is an objective impossible to defend and is a path lost when you fail that defense (there shouldn't be any torches in the balcony imo). Having this as the "mid point" in Invasion works because you are encouraged as Red to go to any level of the castle to either get weapon bundles or nobles. But here, it's the top or nothing.

I have to agree with @Lionheart Chevalier, this shouldn't be the mid point. I think the Market would make a much better mid, with lot of access for both teams everywhere and no height-based point bullcrap.

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  • 14 Feb
 Quenquent

@SWSeriousMike said:

@123mop said:
Pretty sure this isn't correct, as they have different values in the in game stats, and I believe the values also describe an extension from the shield model.

Pretty sure a dev mentioned that those values don't serve a purpose anymore. I don't know whether that's still correct but that is the nature of hidden properties, isn't it? Can't trust anything that you haven't tested yourself recently anymore.

It was Crush.

Block radius values in the armory has been removed the next update.

166 210
  • 13 Feb
 Quenquent

Throws and climbs absolutely deserve to be able to be feinted.

It's so easy to mess up a throw and, since you can't stop it, you are forced to go all the way to, well, throw it at the ground. On top of that, it would make Throwing Axe and Knives more interesting to use. I'm not sure, however, if it's deserved on normal weapons with a throwable alt-mode : they are unexpected enough to be viable.

That these cost stamina or not, I don't really mind.

But I'm not sure about ladder slide-down.

In itself, having it bounded to feint isn't the right way to go since you can use weapons on ladders and, well, feint their attacks. Maybe binding it to sprint might be a better idea ?
However, I don't really want Mordhau's ladders to become For Honor ladders : what should happen if someone sliding down slide into someone else ?

166 210
  • 11 Feb
 Quenquent

80 damage stab for T0 to 34 on T1... It's me or the gap looks absolutely ridiculous ?

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  • 11 Feb
 Quenquent

@PC_Principal said:
If you disagree that's fine, but answer this: Why do you think it's not broken?

  • Bloodlust cost 5 points. It's already 31,25% of your loadout points gone and you have to make a build with 11 points now. Have 3/3/3 and you only have 2 points for weapons. If you don't run 3/3/3, then you will be less resilient and have more occasions to die in a few hits.
  • I don't really see a problem with a perk that allows you to fully heal yourself in a game when you can get one-shot killed or gangbanged by the entire enemy team for a simple mispositioning.
  • Bloodlust is not as impactful as you might think it is. The only moments Bloodlust is worth something is when you are doing a kill below 75hp. The overall "win more" argument isn't that viable for me since they would still be destroying teams due to the normal health on kill. And if they are getting that "win more" by using cheap weapons and low armor, it does seems fair to me.
  • Bloodlust is a symptom, not the cause. Weapons like the Cleaver, War Axe and Battle Axe are mostly used with Bloodlust due to their overall power and cheapness. If a weapon like the Cleaver got properly nerfed, you would see usage of Bloodlust drop down significantly.

Bloodlust MIGHT have problems, but you seriously fail at showing what's the problems with them and you are trying to rework the entire game's healing system over THAT failure. Even on your latest suggestion, you said :

@PC_Principal said:
This would lower everyone's life pool unless they used bandages or aid kits.

I fail to see the reason something like this is needed. I also don't want to be the players that will have to remake all of their loadouts to include one of those things, when they were free to not pick mandatory stuff beforehand. I honestly think you didn't think about all the impacts your suggestions have (or you simply told yourself "It's not that bad" or "They will just have to deal with it"). And if you think there's anything mandatory in every loadout you should pick no matter the gamemode, please enlighten me.

And finally :

@PC_Principal said:
Would give good players less of an edge vs noobs and make spawn killing or camping close to enemy spawn less efficient.

  • Catering toward new players has always been a bad idea. It is the main argument of people against strike through : it's lowering the skill ceiling. What about good players vs good players scenarios ?
  • If spawn killing is a problem then there's other solutions to look at (better spawn protections, better spawns...). And those solutions are not worth reworking the entire healing system.
166 210
  • 11 Feb
 Quenquent

@PC_Principal said:
Yea some kind of healing is in fact already mandatory for some builds lol. I heard healing increases chances of survivability.
This isn't changing much, except that you only get to choose to either have regen or life on kill, can't have both.
Could make the perks cost 1 or 0?

You are trying to fix something that is not broken

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  • 11 Feb
 Quenquent

@LetsFightíngLöve said:
How is it then that map creators churned out tonnes of large scale custom maps with castles and the whole shebang in weeks singlehandedly (no team, solo modders) and its taken Triternion 8 months to not even finish one map?

I'm not spending a lot of time in modded servers, but from what I know, most of them are Deathmatch/TDM/SKM/Duel maps. There's still no detailed FL/Invasion community map that reach the level of Feitoria in term of size/details. Additionally, I don't think a lot of optimization is done on community maps.

I'm sure the community have made a lot of beautiful maps, but I don't think any have actual gameplay/gamemode logic in them.

166 210
  • 11 Feb
 Quenquent

All shields have the same parry box. The exception is when you aren't parrying with them and getting shot at by arrows.

166 210
  • 11 Feb
 Quenquent

@PC_Principal said:
This would lower everyone's life pool unless they used bandages or aid kits.

That's the problem of your solution : you are going to make Bloodlust, Tenacious, bandages and/or medkits mandatory for any build. Nobody wants mandatory stuff in a game about grabbing what you want.

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  • 11 Feb
 Quenquent

I have to agree it's way too easy to turn into a ballerina right after a feint. This has been something many have complained about but I don't think there was people actually voicing how to counter that (maybe because it's commonly used by high-level Halberd/Bardiche players)

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  • 11 Feb
 Quenquent

@✵ Legate Lanius ✵ said:
The damage itself is not the issue imo but the speed, way too fast for its damage in my eyes.

As @Lionheart Chevalier pointed out, the problem with reducing the speed of the Cleaver is that it will allow the weapon to do proper drags and artificially increase its range. Speed reduction also tends to buff some weapons (see Heavy Handaxe on release).

@✵ Legate Lanius ✵ said:
Over nerfing it would be a bad option because at the end of the day, you can pretty much do the same with daggers’ stabs, besides a oneshot on a headless chicken. Then again it’s a butcher’s tool and should do nice damage on T0-T1

The problem isn't really T0-T1 damage, but T2-T3. The Cleaver is rather close to sword-type weapons, which are good against unarmored but not as much on armored. Right now, for T2 and T3, it can 2-shot a T2 in the head, 4-shot T3 legs and 3-shot the rest of T2 and T3. And due to its speed, when you get one hit you generally get another. In a way, this weapon 1-shot T2 head, 3-shot T3 legs and 2-shot the rest.

Speaking of Dagger stabs, they are actually worse than the Cleaver's strikes in every way (see on Mordstats).

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  • 10 Feb
 Quenquent

@^--^ Maximus ^--^ said:
principal, I see you comment on every post i thought you played all the time. Unfortunately the devs are turning into torn banner and chivalry all over again so nothing can be done about that.

Even if I wasn't here during the days of Chivalry, I doubt Mordhau reached this point. You're all overreacting because the devs aren't really active in the forums while they are on other platforms (even if, right now, they have slowed down a bit).

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  • 9 Feb
 Quenquent

It's not really a secret that the last objective is a problem in Feitoria due to one house being WAY too defensible, turning invasion into a builders vs firebombs, which is not really fun, especially for the attackers. All it takes is for the 3 nobles to go to this house and have one Engineer.

Why ? And what can be done to prevent things like this from happening ? Well, let's talk about it :


It's right next to the Blue's spawn

In itself, the building being close to the Blue spawn isn't the biggest problem. I mean, there are two others buildings, including one with a one-way entrance, right next to the Blue's spawn too. But why is that one used over the others ?

Because there's a door that allow direct entry from the Blue's spawn.
20200209195927_1.jpg

Not only it's an easy way in for the Blue team, allowing for quick reinforcements that cannot be stopped by Red, but the nobles can also use this door to quickly escape without issues.

Remove this door, and you will solve a big majority of the problem.


The resupply crate

I am speaking about this guy :
20200209195939_1.jpg

Blue Engineers will never have to be in harm's way due to this toolbox being in their safe space. Toolbox that Red can't simply use to their advantage due to the massive amount of Blues around it.

Either move or remove the crate to not put it in a building. Having a crate inside a building will only move the problem rather than solve it.


The bunk bed

This building have two bunk beds that can be jumped on even by the nobles, making the usage of Firebombs even more necessary.

20200104141552_1.jpg

Any Red trying to jump on the bed will meet a noble's Rapier or Longsword.

Either put an invisible wall above the bunk beds or remove them.

Thank you for your time