Mordhau
 colessmartshopper
Mercenary
  • Likes received 145
  • Date joined 2 Apr '17
  • Last seen 7 Jun

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Mercenary 35 145

NO FIREPOTS.

Mercenary 35 145

@Gauntlet said:

@colessmartshopper said:
Sorry If I did not make it clear enough, but I'm not saying that attacks should cost stamina even if they hit their target. I'm saying that when attacks do require stamina (e.g unsucessful hit) then it should require a little more stamina if the player is using heavier torso armor. I've played for honor myself, and the worst thing about it for me was the boring defensive meta.

I would update the OP for this thread because when read you don't specify missed attacks, only when a player attacks. Losing stamina for being parried (or "attacking") is currently a huge contributor to For Honor's defensive meta and is why people are recoiling so much at the thought.

Updated. Thanks.

Mercenary 35 145

Sorry If I did not make it clear enough, but I'm not saying that attacks should cost stamina even if they hit their target. I'm saying that when attacks do require stamina (e.g unsucessful hit) then it should require a little more stamina if the player is using heavier torso armor. I've played for honor myself, and the worst thing about it for me was the boring defensive meta.

Mercenary 35 145

@Sammy said:

@colessmartshopper said:

@Sammy said:
Your idea is bad. The balance is seemingly like Chivalry, for the most part, which works perfectly fine.

God I hate these suggestions, there's been some real awful ones like, plate armour has constant stamina drain, and plate armour should cost stamina whilst running, all are shit. Stop fucking with the stamina and being all "this will totes not be annoying as shit".

Sorry you've been through so much.

It's hard.

Another good approach? No it's not. You've not even played the game yet, that's the worst part, you have no idea if anything needs nerfing or tweaking, so don't suggest anything to do with it until you've played it.

So no one is allowed to make any suggestions until we've played it? What's the point of this feedback and suggestions then? Of ?>?>course I can't know exactly how much nerfing and tweaking is needed, I'm simply suggesting a new(potentially better) additional WAY >the devs can use to tweak... I thought that was pretty obvious.

Sure you can make suggestions, but balance based suggestions are dumb. Some people've suggest more realistic dismembernent, and we got that with Dev Blog 2, someone suggested situations for training players and they might actually make it into the game. Suggestions like this, are dumb.

Don't want to hit a guy in plate 4 - 5 times? Then don't use a bladed weapon, there's legit a part in the second devblog where a guy in full plate gets downed in two hits by a blunt weapon, this may have changed, but the point stands. Blunt kills plate.

I said the opposite LOL, I like how protective armor is...

I mean, you did literally say that you're 2 times tankier, and I proved you wrong by mentioning you can die in 2 hits, which seems to be standard for light armour.

Having a larger stam drain on plated people, is bad, because it punishes players for surviving longer, just because they picked plate armour, that's really bad, For Honor has attacks drain stamina, and it's literally just defence meta. People in plate won't ever attack until there's an opening, or people simply won't use plate at all, because now it's fucking awful. If we're going to have anything to do with stamina and plate armour, simply make it cost more when you miss, not just cost stamina because you attack, because fuck you, light weeaboo meta.

So now you're comparing my suggestion to for honor? Shit you must really hate this suggestion. The worst thing about for honor for me was the defence meta so I know exactly where you're coming from. But what you're saying is so absurd, like the devs are only going to implement this idea in such an extreme way it's going to turn into for honor. Glad you aren't developing this game.

That's right, I am, because that's what it reminds me of, losing stamina for attacking.

Your solution isn't the perfect one, it's another trash-tier first forum post to do with game-balance, we've seen a load of these in the past, and we'll see more. Thankfully, I don't think the devs will ever do this, because it's dumb.

I see my first forum post that has to do with game balance has been invalidated for being a first forum post having to do with game balance, I guess I should have posted a few hundred memes before even attempting to make any suggestions. My bad for not following the correct forum etiquette.

This wasn't really used as a point against you specifically, but many people come to this forum, and their first post is always some shit suggestion, which they later come to regret, some of them are regulars, Xekratos, arr0wmanc3r.

By the way, no matter how many times you respond to me, your idea is still shit.

Aye I like how you changed your tone, your first response made you come off sounding like an absolute douche but you changed your tone.

By the way, no matter how many times you respond to me, your idea is still shit.

I like how self-centred you are where you think that you get to solely decide how good someone's idea is and think people are trying to prove themselves to you. I just found your arguments particularly absurd and replied to you. But if you want to end our little debate, that's fine by me.

Mercenary 35 145

@Sammy said:
Your idea is bad. The balance is seemingly like Chivalry, for the most part, which works perfectly fine.

God I hate these suggestions, there's been some real awful ones like, plate armour has constant stamina drain, and plate armour should cost stamina whilst running, all are shit. Stop fucking with the stamina and being all "this will totes not be annoying as shit".

Sorry you've been through so much.

Another good approach? No it's not. You've not even played the game yet, that's the worst part, you have no idea if anything needs nerfing or tweaking, so don't suggest anything to do with it until you've played it.

So no one is allowed to make any suggestions until we've played it? What's the point of this feedback and suggestions then? Of course I can't know exactly how much nerfing and tweaking is needed, I'm simply suggesting a new(potentially better) additional WAY the devs can use to tweak... I thought that was pretty obvious.

Don't want to hit a guy in plate 4 - 5 times? Then don't use a bladed weapon, there's legit a part in the second devblog where a guy in full plate gets downed in two hits by a blunt weapon, this may have changed, but the point stands. Blunt kills plate.

I said the opposite LOL, I like how protective armor is...

Having a larger stam drain on plated people, is bad, because it punishes players for surviving longer, just because they picked plate armour, that's really bad, For Honor has attacks drain stamina, and it's literally just defence meta. People in plate won't ever attack until there's an opening, or people simply won't use plate at all, because now it's fucking awful. If we're going to have anything to do with stamina and plate armour, simply make it cost more when you miss, not just cost stamina because you attack, because fuck you, light weeaboo meta.

So now you're comparing my suggestion to for honor? Shit you must really hate this suggestion. The worst thing about for honor for me was the defence meta so I know exactly where you're coming from. But what you're saying is so absurd, like the devs are only going to implement this idea in such an extreme way it's going to turn into for honor. Glad you aren't developing this game.

Your solution isn't the perfect one, it's another trash-tier first forum post to do with game-balance, we've seen a load of these in the past, and we'll see more. Thankfully, I don't think the devs will ever do this, because it's dumb.

I see my first forum post that has to do with game balance has been invalidated for being a first forum post having to do with game balance, I guess I should have posted a few hundred memes before even attempting to make any suggestions. My bad for not following the correct forum etiquette.

Mercenary 35 145

@Sammy said:
This is a shit idea and I hate it.

It seems to me that you've never played Chivalry, you clearly have no idea how effective footwork is a MAA without using the gay dodge button, I was able to back peddle Zweihanders and go it for the kill.

Please remove yourself from suggestions and stop assuming a game you've not played is unbalanced.

Also, having a larger stamdrain is just bad, it kind of makes heavy armour useless because you'll get disarmed much more.

I like how you criticize me for assuming things when you start your response with falsely assuming that I have never played Chivalry. I mentioned in my suggestion that footwork is very effective but I also think that tweaking stam for torso armor is another good approach. I am giving a suggestion for balancing armor and you got so triggered that you ask me to remove myself from suggestions?

Are you ok?

Mercenary 35 145

"naked little road runner fairy"

Mercenary 35 145

@ToLazy4Name said:
oh boy a wall of text for someone's first post

More like ToLazy4Read

Mercenary 35 145

@Jax said:
putting points into the Defense tier allow you to wear higher levels of armor, but also makes any previous defense tiers weigh less

good post, but keep in mind that the devs haven't really fleshed weapons out in terms of balancing yet - this is something they're working on in between now and release. what this means is that the hit-to-kill and protection of armor is still being tweaked

I actually wasn't ware of this point system (mb for not researching this before hand) but like Lord Girth said, I think that this could be another interesting balance option the devs should look it as it provides solutions to multiple issues.

Mercenary 35 145

TLDR: I think torso armor should drain additional stam for UNSUCCESSFUL attacks (based on armor tier). This additional option provides more interesting incentives for playing with less or no armor. It also has other advantages such as balancing different armor pieces, adding realism and potentially balancing armor customisation in different gamemodes.

As someone who has been really keen for this game to come out and has helped fund its kick starter, I’ve of course watched the Mordhau vids on YouTube like the rest of you folks. One of the things that I’ve been looking forward to most is the new customisable armor system. However from what I have seen from the YouTube videos, it seems as if armor gives too much of an advantage while non-armored players don’t seem to have enough advantages to compensate for their low survivability.

From what I can see, non-armored players seem to die in 1-2 hits and get one shotted often while a heavily armored player takes like 3-4 hits. Now I know what you’re thinking, “it’s balanced because lower armor tier means more movement speed”. BUT… you’re wrong. Hear me out.

Sure. Movement speed gives a lot of benefits, it obviously lets you move faster so u can get to places faster like objectives, positioning and engaging and disengaging from fights, it helps you to get in and out of your opponents range, if we’re comparing to chiv then it can help you to do more fancy footwork and it also generally helps you a little bit in everything u do. Actually this is a big list, I might have like rebutted my own argument. But anyways, what I’m trying to say is being 2-3x tankier just outweighs the pros I just mentioned. Despite the movement speed advantages, it just can’t quite compare to the enormous protective benefits we can see from the videos.

If the current armor system doesn’t change, I’m sure if there is any balance issues the devs will find a way to balance by either making armor slightly less protective or giving a larger movement advantage (or both). I don’t want armor that is only slightly protective though, I want very protective armor like we can see now in the vids (or even more protective ) and I also don’t want to have Usan Bolts made of glass running around.

So sharks, I’ve come up with the perfect solution.

We make it so body armor also increases the stam drain of (EDIT: Unsuccessful attacks) attacks by a SMALL amount (values will vary depending on armor type obvs). This makes it so non-armored players will be able to last a little longer in a long melee engagement as well as have a slight movement speed advantage that we already knew about. I think this provides a very interesting and much needed incentive to fight with less or no armor. But I think it should only be body armor that has additional stam drain not leg armor or helmets. Now this is genius. Lemme explain to all those who haven’t quite comprehended the genius. Basically this idea now has like half a million benefits. I’ll explain.

So basically if the stam drain mechanic only affects armor on the body, this will really help balance out armor parts. Body armor is the most beneficial choice as it obviously covers the most area as well as just protecting where you’re mostly hit.. most players will probably just get themselves high tier body armor since it’s so much better than protecting your legs and whatnot. At higher level maybe even more so considering that you can just jump over players who aim at your feet and duck under weapons aimed at your head. Body armor just seems like the best armor piece so the change I suggested will help balance this issue since it there is only stam drain for body armor not armor on legs or head.

Having bonus body armor stam drain when attacking is also realistic If you think about it. I mean if you’re wearing a helmet you won’t get more tired moving your arms but if you are wearing heavy plate armor you definitely will get tire more easily when attacking.

Also having bonus stam drain from body armor when attacking will actually help balance armor in different gamemodes. For example the current movement speed penalty for armor will be less impactful in 1v1 but the additional stamina drain penalty I propose will be more impactful in 1v1 and this will go a long way in helping balance armor in 1v1s. The movement speed penalty for armor is much more impactful in large battles with many v many but this is also where the stamina drain penalty is least impactful as engagements are generally more chaotic and stamina is slightly less of an issue when compared to duels so it helps balance out large battles as well as 1v1. Such genius!

EDIT: I actually wasn't aware of the armor point system (mb for not researching this before hand) but like Lord Girth said, I think that my proposal could be another interesting balance option the devs should look it as it provides solutions to multiple issues.

EDIT: I'm not saying that there should be a stam drain for every swing in regards to heavier torso armor, just those that are unsuccessful. This doesn't include attacks that connect flesh or attacks that are parried, as this will lead to problems like for honor's terrible defensive meta.