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Make Mordhau great again..
If I again misunderstood u or made myself unclear then please add me and show me ingame what u mean.
Yes exactly it just needs more testing and balancing.
Yes that solution could be what I said earlier that there should be some kind of acceleration process for the player to reach maximum speed in and the early states of the that process u could as u said add resistance as in slow acceleration to punish and prevent running or turning ur back from a fight.
So from what I understand ur talking about matrixing which is shortly explained avoiding ur opponents weapon by using body movement and footwork. Matrixing can be used instead of parry or after a parry if say so u panic parry it is rewarded in the way it doesn’t cost stam and u can sometimes hit ur opponent if he is flinched from the last hit. Matrixing is a gamble and highly risky in the way u can’t be 100% sure what ur opponent does and if hes say so lmb over instead of stabbing then there’s almost no doubt u will be hit. Matrixing is a lot about range aswell if u can do better footwork and outplay ur opponent then u can get lucky and matrix some of the hits. You can always practice doing matrixes, but I would not recommend doing it against players that are highly skilled as it is a gamble.
Yes it should and yet again that is another balancing mistake.
Running away or turning away during a fight is mostly about timing and feeling. You can't 180 parry 24/7 and if someone with light armor and 1h would do that you could either follow up with quick feints because they just did a 180 parry and might panic parry or stamina drain them because they are using 1h and you have 2h.
In this case/situation there should be a proper chase mechanic that would allow you to follow up to your opponent no matter their armor
FTP if you combo and they turn back to "free hit" you.
Yet again a proper chase mechanic would allow you to follow them and if they turnaround to "free hit" you FTP and follow up with either feint or drag. You would also have the option if you are low stam and health to let them get away.
First of all if someone runaway or turn they back to you during a fight then you can easily punish it with either a combo or feint . If you cant reach and he keeps running use a feint when he turns around to parry which are all depending on what they do. and the way that u can gamble or punish into these feints is something that could be "fixed or balanced" by making feints faster
stap edit comment..
What i mean by complicated is that all these things are either passive or doesn't really matter. theres a few solutions such as adding faster regeneration which would allow you to return upon the battlefield faster that could be useful but would also allow players to retreat or stay away from a fight when low health.
The speed of each armor tier hasnt been balanced properly which is a reason why it isnt worthwhile compared to the HTK.
In terms of running away or healing midcombat would be dealt With by a proper chase mechanic and running away from a riposte could actually nerf/punish the parry and riposte meta but still be easily dealt With by feinting
Why make it so complicated? Just make it about speed so that less armor makes u faster when walking and running. Both in terms of acceleration the amount of time it takes to get to max speed and in top speed. This will overall make the feeling of using 1h with light armor alot better than with heavy and will also give you an advantage against Heavy armor players using 1h weps.
Keep it simple and skillbased...
SELL ME KEY
You get disarmed if u turtle for 4-6 blocks by using footwork and going back when needed you can regain your stamina faster than you lost it this will increase the skill ceiling for shields requiring players to manage their stamina meanwhile having the advantage of not reading nor dealing with feints or drags
The proper way to balance shield is by giving a huge stamina nerf which would solve in disarming with the impact damage from your weapon playing a huge part in how easy it is to disarm.
lol
What are u talking about why would u use a 1 hand in duels but not in teamfights lol
The 1handers are extremely fast and sometimes instant specialy when u meet 2 baboons just gambling/spamming theres not much u can do. In duels u have time to notice if hes spamming/gambling and punish afterwards meanwhile in a team fight people just spam the 1hander to get some broken attack which u cant parry in 1vx situations
That's exactly why shield is gay af lol. it requires absolutely 0 skill for a new player or just someone whos bad could go from 1 kill and 10 deaths to 10 kills and 1 death just by going shield. The shield is op in 1v1 that could be solved by not duelling the shitter. but in a team fight when u have to fight shields it requires so much time to kill a noob who just holds rmb and trying to spam/abuse leg hits.
The proper way to fix shields being op is by making shields out stam way faster/earlier in chiv it took 3 hits with a dubace which meant you had to watch your stam all the time.
The shield would then still be given the advantages of not having to read feints,morph or drags and being able to hold ur rmb while those playing without would have the advantage of being able to outstam a shield within 3-5 direct hits
PUT BACK THE FEINT RIPOSTE LOL - agreisf