Mordhau
 Coffinmaker
  • Likes received 1
  • Date joined 1 Dec '19
  • Last seen 14 Jan

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9 1
  • 14 Jan
 Coffinmaker

Why I'm mixing shield bash idea with kicking - because they would have lots in common - special attack that deals low dmg but is meant to stagger/surprise opponent.

Shield bash - skill that would perhaps available with a perk - performs very short reach shield bash that is better than a kick.

Also here we come at another idea - introduce perk like 'kick master', which would improve kicking. For example add more dmg when doing jump kick, make jump kick having longer range, e.g. when you press kick when being at peak of a jump you will do eastern style kick that has a bit longer range. When doing stationary kick, simply longer stagger time.

Shield unarmed. Currently you cannot play shield + unarmed (no weapon in right hand). Please make it possible. In combination with brawler perk and shield bash that would be very interesting.

9 1

If shield parry has 50ms longer window then its indeed significant, maybe not a lot, but still actually i noticed that in game before reading the replies here.

Also from #16 changelog

Shield wall now has a longer raising/lowering delay to prevent abuse in duels

But in frontline its pure nonsense. Ok, some delay should be present, so that it requires more skill, but just low. If enemies charge at you you and there is opportunity to hold them by shield wall, usually you don't have much time to react.

9 1

So shields are at least playable, but nerfed to ludicrous state. My suggestion how to unnerf block held shields:

1) Make defensive stance on/off timings much faster, this is ridiculous completelly unjustified nerf. It slows down movement too much, allow opponents to catch you when changing stance, while its totally unjustified as first stage of starting to hold a block and normal shield parry are very similar - its almost the same movement of shield and hand. Shield parry is not like a weapon parry.
2) Consider making parrying with shields easier, e.g. by having longer window, this way it will be also more natural to block multiple strikes with some delay one from each other
3) Shield parry should have always very high stamina drain reduction (as opposed to held block in which hits should deplet stamina fast)

To summarize. You seem not to remember that the game is not in beta state, its officially released game. You cannot release stupid stuff, just to fix it in next patch. Start being professional, not excercising bigt amount of game developing amateurship.

Also suggestion about scoring - since block holding now is a unique shield role and comes with such an effort, consider giving points to a player for every shield blow he receives. Perhaps with some min time interval to avoid exploits.

9 1
  • 28 Dec '19
 Coffinmaker

Are you out of your minds? The new shield control (separation of held block and parry and unability to attack shortly after held block) is terrible and made them useless. I'm pissed. Did you submit to the voice of all those nolifes, who only recognize war axes and mauls ? Pls return back usable shields. Until then I quit the game.

If you don't do that in reasonable time, I'm also going to change my review on steam to negative.

9 1
  • 4 Dec '19
 Coffinmaker

Not including main sword line (as it is in different topic).

Maul. Should be significantly slower. You can do ridiculous killing streaks with maul, when lucky. So I think that if we want to keep such dmg, the maul should be make very slow, so slow that the hits should be avoidable with normal movement. And stuff like crouch dodge should be baby simple when paying attention.

Rapier. Should have lower dmg, especially against heavy armour. Its pierce dmg against heavy armour could be lowered to 25. For such weapon it would be fine to make bigger difference between med armour and heavy as piercing through weak parts or into mail's ring of med armour is easier.

War axe. Should be a bit slower. Also due to heaviness, the clumsyness of the weapon should be easier to feel.

Cleaver. Ridiculous slash dmg against heavy armour - 34, 2 points less then current, much heavier longsword. Cleaver slash damage should be lowered couple of points at least.

9 1
  • 1
  • 4 Dec '19
 Coffinmaker

More general topic about swords (main line of swords, no heavy, wide blade ones, nor stabbing rapier), let's include dagger also (dagger, short sword, arming sword, bastard sword, longsword, greatsword, zweihander).

What rules i think this line should follow (some are already ok in game):
1) Slashes dmg greatly reduced by armour
2) Thrusts dmg (pierce dmg) also reduced by armour but not as great as slashes
3) The bigger the sword is the better swing dmg it has (heavier, so even better force against heavy armour)
4) The bigger the sword is the better swing dmg in comparison to thrust dmg (half-swording improves pierce dmg a bit for those biggest in family)
5) The bigger the sword, the slower attacks
6) The bigger the sword, the better reach (obvious)

What errors i clearly see so far:
1) Dagger stronger thrust dmg then short sword, obviously nonsense. This could be explainable when hitting head, but not torso, nor legs. Short sword's blade is small enough to e.g. fit into a chainmail ring.

2) bastard sword slash dmg lower then arming sword slash dmg. Bastard sword should have slash dmg in between arming sword and longsword, thats logical.

3) bastard sword wrong thrust/slash ratio. Its thrust dmg against heavy armour chest - 38, slash only 27. I think bastard sword should be more-less even point in thrust/swing ratio (point 4)). So the best solution could be to average those and make e.g. bastard sword to have both thrust and slash dmg here about 29-33 (considering possible longsword nerf). Probably bastard sword should have thrust dmg same as arming sword. Why? Its heavier true, but also has bigger blade, which makes weak spot or armour penetration worse, so altogether no gain. The gain should be in slash dmg.

4) lonsgsword currently feels a bit op in general and the low difference between slash on h armour and mordhau grip makes the improvised hammer grip useless as it has lower reach.

5) greatsword (in Mordhau its not real greatsword, its just bigger longsword, but lets stick to the game's naming). Greatsword - significantly heavier, but its slash dmg against h armour is just 38, ONLY 2 points higher than longsword. And the greatsword costs 2 points more. Currently longsword is simply better choice.

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  • 2 Dec '19
 Coffinmaker

instead of abstract numbers just tested, longsword + 3-3-3 armour, 2 points left ,took friendly and bandages (invasion/frontline). OP AS HELL. Greatsword is just a bit stronger and a bit better reach, but costs 2 pts more. Longsword is now more versatile pick and simply OP.

Mordhau team: first time you fucked up sth with update - I mean before every update improved balance. This time you unbalanced sth. GJ!

9 1
  • 2 Dec '19
 Coffinmaker

@The Bird said:

@Coffinmaker said:
Current longsword slash dmg against h armour - 36 is way too high. Note that heavier greatsword has just 2 points higher. But its not gs that is too low, longsword should be reverted to old values or close to them. Currently mordhau grip of longsword lost its point.

I suggest longsword slash dmg against heavy armour should be 33, so that you need 3 hits + 4th (1 hp left) on fully healthy enemy. On medium armor relatively higher. This way mordhau grip again makes more sense: you can just 1 mordhau + 2 slashes, so 3 hits to kill heavy armoured.

I know that Mordhau is not supposed to be 100% realistic, but current longsword slash damage against heavy armour is a crime against reality. Comparing to other weapons in game.

The Bird disagrees and disapproves.

Any arguments ? Its not chat. Or were you just pissing to mark your presence, show who is more important ?

9 1
  • 1
  • 1 Dec '19
 Coffinmaker

Current longsword slash dmg against h armour - 36 is way too high. Note that heavier greatsword has just 2 points higher. But its not gs that is too low, longsword should be reverted to old values or close to them. Currently mordhau grip of longsword lost its point.

I suggest longsword slash dmg against heavy armour should be 33, so that you need 3 hits + 4th (1 hp left) on fully healthy enemy. On medium armor relatively higher. This way mordhau grip again makes more sense: you can just 1 mordhau + 2 slashes, so 3 hits to kill heavy armoured.

I know that Mordhau is not supposed to be 100% realistic, but current longsword slash damage against heavy armour is a crime against reality. Comparing to other weapons in game.