A game mode similar to the idea of battle royale is already planned. It will be more akin to a modified version of skirmish than the gameplay of current popular BR games, but it won't be a modded experience, rather one designed by the developers.
I really agree with what rags saying here. The gameplay loop is becoming more and more simplistic and clunky. The entire duel meta is to gamble everything, e.g whether they will drag or not to see if you should attempt chamber or not. To attempt to chamber is also a gamble, but thats okay because if you just try chamber everything then ftp after you see you fucked up you will just lose stamina and keep repeating this until the person who gambled better wins from stamina or lucky hits. Mordhau duels are complete 50/50's between competent players.
Team fights are also neutered, its a bit harder to boil down but it feels so spammy and clunky, getting hit twice because of recovery feels so painful, its no longer viable to use chambers defensively in 1vX because they dont have active parry. Mordhau has a much lower skillcap than chiv, and none of the new mechanics do much to fix this. At this point there are so many conflicting factors that I can't begin to work out whats works well or doesnt, what changes I'd make to improve the game.
Also the update cycle seems bizarre. Things like people being disarmed getting initiative were pointed out by people including me many patches ago, and yet its only just been fixed. Wheres the chase mechanic, and if its not in the game can we get official dev feedback as to why?
Because jump is now purely momentum based (boo) if you jump during attack lunge you can do a super jump
June uploaded his video, and the way he interprets the mechanic is very harmless, as more or less a higher cost morph.
However as the mechanic works currently you cant have alternate side morphs without unpunisheable stab chamber bait stabs, which are much more likely to get a hit or advantage you. I don't think its good enough to take the chiv route with reverses and say, "we can learn to deal with this and it raises skillcap", while also introducing ridiculous wavey animations or hyper fast feint stabs. Just because we're used to not being able to punish arming sword feints doesn't mean it should apply to zweihander feints as well.
Ok, its intentional. Lets have a look at some intended gameplay.
The way the glitch is used there is probably at it's most harmless, and even if it is harmless it should still be removed because of how counter it is to a game that already struggles with timing and punishable feints. I think there are lots of ways you can use this that ARE useful.
To preface, it's pretty common knowledge that if you do a very small feint there is zero feint recovery. However, this is true even when the feint is after a morph.
What this means is that you can, for example, do a left slash, morph to a stab for a millisecond and instantly feint, then do a new slash to the right side, looking more or less like the player has morphed normally but with lmbs
Or you could do an overhead to the left and do the same technique to finish in a stab to the right.
Or you could do a stab, morph to lmb for a tiny instant, feint and stab again, really effectively baiting a stab chamber and instantly punishing.
I can't get any gifs or videos of this until tomorrow, but the timing of these glitch morphs are fairly similar to a normal one, but they can be performed as rapidly as you can input. Obviously they cost a lot of stamina, and for the most part lots of these alternate side glitch morphs are relatively readable and tricky to input. But I don't think they are entirely harmless or balanced. On the discord crush said that this was more or less intended use of the mechanics, but the more I've messed with it the more broken and counter to the games meta it seems, especially when it is very straight forward to create macros or binds to input these glitch morphs as reliably and quickly as you want, and combo them in complex ways until you run out of stamina.
Or with a spear a fun one to do is input 3-5 glitch stabs in a row very quickly, so it's impossible to tell which is the real attack.
I understand the discoverer of this, June intends to make a video demonstrating how to do this, but unlike him I really don't think this mechanic should be in the game at all, not without major changes and a way to prevent players from using macro applications to abuse it.
It's also a lot of fun so experiment while it's still in the game :)
I'll post gifs of some combos tomorrow so you guys can really understand what I'm talking about
EDIT: I already posted the videos later down in the thread but I think its a good idea to put them in the OP
The only way you are going to get much playtime in oceania is by adding a group of players on steam and see when the gang gets ingame, or wait until the next patch when most people will be more active again.
+1 I didn't clip it but I got a real obnoxious glancing hit in similar circumstances to angleJ
i.e a overhead that hit feet much before the end of the tracer and just bounced off (he literally jumped into it and it still bounced)
Rly think it would be much better to just delet the last 15% of tracers to prevent inconsistencies like this
That can't be how these lockouts work, because the recovery doesn't work like that.
Hello devmen and forum dwellers
It has come to my attention that the mechanics for winning a stamina fight are still not very good or intuitive.
As it stands, when you successfully play better than your opponent and disarm them, they are given some free initiative. Now, in the case where you still have enough health this is no real issue and you are still more or less guaranteed the win. However, when you have both fought down to low health, its a real issue. By hitting and disarming your opponent, you experience a short attack lockout. Any attack with fists will always hit first before you recover from the lockout and attack yourself, so if you are playing optimally or at fastest rate of input, the player who played worse and lost the stam battle is given free initiative, to feint or rapidly attack as they want. I think the frantic chambering you have to do when you are low on stam is really great, but the current fist disarm situation really makes all that meaningless.
The solution as I see it is simple. Add a delay to being able to attack with your fists after being disarmed to make it so if the player who gets disarmed tries to play aggressively, they will be hit first every time as punishment for losing stam. They still have many options, like footworking out or taking the hit and swapping to a secondary.
Thanks for reading, I hope this time we actually get the change.
I agree with most of the issues here, but I would like to raise the point that some of the issues here aren't really fixable without major shifts in the whole theme of the games combat. The real question being should it be a part of the game to have nonpunishable feints or chambers, whether its a part of the skillcap to manipulate off screen tracers and know when to parry your teammates unavoidable attacks. Should it be the accepted meta that as a general rule you cant chamber the second stab in a two stab combo? Everything I listed takes real skill to learn or deal with, but they feel unintuitive or like artificial difficulty, or requires changes to timing that ruin the game elsewhere.
On the theme of unintuitive, i think the double parry mechanic needs refinement. Firstly I think it is too easy to pull off by simply looking back or to the side, and secondly if you use a chamber defensively you can double parry much faster than you can by using a parry. I'm not sure if this is an intended high tier mechanic, where you can escape being punished for falling for a feint by correctly chambering their follow up, but every time i do it or it is done to me it feels like ive been cheated. Feints in a purely offensive sense are already very neutered, and in the case where your feint does work I don't think people should be rewarded so much for very basic footwork. I fully support the idea of double parrying, and chambers as a defensive tool here, but I think the timing should be more consistent and the difficulty of the maneuver raised.
Well as someone who gets between 60-80 ping due to continent issues I can say its pretty awful to deal with, especially when your ping is fluctuating or unstable. Attacks like poleaxe stab especially are much harder to deal with. I don't have great net to begin with though, so I'll report back after I upgrade.
When your first contribution to the forum is a 4 times edited necro anime reaction post about your clan name
While the lockout is not perfect right now, I think it is a very necessary way to prevent toothpick weapons from having initiative beyond reasonable. All they need to do is tweak numbers, but already I think the game is in a better state than before.
AJJ is bad
Shield raise cooldown removed will make glitch to delete the flinchtime, do you fuckin play chivalry ?
Shield raise cooldown removed will make glitch to delete the flinchtime, do you fuckin play chivalry ?
Confirm bamboozle account ANALGRINDER part 2 double... KO,,, yes
The thing is that as it stands there is no reason not to hold shield up constantly. Of course people will choose the most effective (lower skilled incidentally) way of playing.
The balance change I want is to fix the block hitbox to the physical dimensions of the sheild, so you can actually drag around them.
I really think however that the devs are aware of all the problems with sheilds, and our job is not to make speculative posts but rather to drown out delusional realism roleplayers who threaten the ideal long term state of the game.
So thats a confirmation for rpg type perks ingame? Or are you just explaining the semantics of the situation?
Every piece of discussion I see involving the perk system revolves around rpg like elements where you choose a perk and the gameplay is changed. "Can't be one shotted", "Changing stam drain values situationally", "fists can chamber normal weapons".
My understanding of the perk system was that it entirely consists of balancing loadouts; you cant have the biggest sword and the thickest armour, or you cant bring more than a few consumables/throwable type pieces of kit without making a sacrifice.
Who has the right idea here? I feel like naming it a perk system has lead to people thinking of the game like a gamey rpg, where every person picks abilities or skills with names like kung fu or second wind. Even choosing variations on ways to regenerate hp seems impossible to balance competitively. There would be no real way to know what skills or abilities a single player has in a 32 v 32 match, and it generally feels very counter to the game I kickstarted.
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