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Well, if you increase the parry lockout you can't chamber as often in those situations. The issue isn't chambering itself, it's the ability to chamber ripostes, which makes 1vX shit since you're constantly getting attacked. I'm not suggesting 1vX should be easy, but there should be much more potential for 1vX, since that's where the greatest skillgap typically lies in games of this sort.
You could test a 600ms flat attack lockout instead of band-aid 1vX solutions. That "clunky" feeling is just bullshit - no one ever said chivalry felt clunky because of attack lockout, and how would you know anyways since we actually never testing it? The only thing I can foresee bringing Mordhau up to par with competitive chivalry teammodes is mod support atm since the devs won't actually test anything.
Why don't we keep it simple?
W,A,S,D, Shift, Space, Ctrl are all inputs too - we could put more emphasis on those.
Not everything implemented needs to siphon left hand movement into right.
I can sympathize with the philosophy behind kicks as facehugging looks quite disgusting in this game. However kicks and kick abuse brings about a myriad of other issues.
Remember in chiv when you could run INTO a drag or away from? Now I gotta hold S. People don't realize that in chiv you ran around people's bubbles A LOT, both in duels and teamfighting. It was all about moving in such a way to minimize the effectiveness of drags/feints and increase the effectiveness of targetswitching. That skillgap is long gone as holding S is almost always superior than using wasd and the mouse. Moving in close risks you getting chamber kicked, kick gambled, ect.
Kicks also reward passivity while teamfighting is all about being in the midst of things. Teamfights shouldnt be a bunch of vanguards trying to touch tips with each other - it should be chaotic and fun. Shits going to happen, people are going to get close, spaces will be confined and people are going to have their back to objects/wall/teamates. I don't want a castle sieges to look like a tae kwon do match.
You guys need to stop circle-jerking each other. There are a lot of broken/cheesey ways to fight and all people really play is contraband. This understandably gets old after awhile.
Give the devs feedback and have some patience.
Because it deters from footwork, target-switching and team-fighting if we'll all jack-hammering each other. This isn't just a 1v1 game.
This is going to be controversial... but they should remove the ability to chamber ripostes and slow everything way the fuck down. I'd rather have everything much slower, with more parry lockout and windup, than to be able to chamber a rapier riposte with a zweihander.
It just needs to be able to consistently first hit flinch halberd. Yeah, it has longer tracers, but what about the windup/release windows?
Do you think there's enough time to turn an active parry much before release? Maybe that's what people aren't used to.
For example, say you have two enemies around you - one to the front and one 90 degrees to the side. I riposte the guy in front of me, turn towards the guy to the side, whom is attacking, and my active parry fails. It seems to work only in a small cone in front of you - originating from the point of riposte and it can't be easily manipulated around.
I suggest going old-school, unflinchable windup so team fighting is more dynamic and less about long sticks and backpedaling.
Don't strawman me - I have no problem with feints and drags. Active parry is inconsistent and starts only where your parry starts - you can't turn it towards an oncoming attack and block it, assuming it even goes off. Also, since active parry is only a cone in front of you, teamfighting is no longer about being a parry/riposte bot but about being a backpedal halberd player. Facehugging can be mitigated with fluid movement and knockback - which the game is lacking atm.
Edit: The skillgap in chivalry was centered around teamfighting and isn't as high in mordhau as I'd like it to be. In chivalry, if I die in a 1vX situation, I immediately recognize what I could've done better/differently. In mordhau, once I'm surrounded, there's hardly anything I can do.
You guys need to address inconsistent team-fighting mechanics, backpedaling incentives, kicks, and the vanguard weapon meta. The game is overly rewarding for playing lame.
ITT: Noobs complaining about mechanics instead of learning how to counter them.
What if he just slams it down instead of telegraphing it?
Wouldn't a 25ms nerf be pretty much negligible? That's 1/40th of a second.
I've experienced this too - especially when my ping gets high. Was playing at 130 yesterday and it felt like every other attack was phasing through.
That's not true at all. You're not abusing ripostes, morphs, combos and feints (like I said earlier) if you think its hard to land. It's overpowered, anti-fun and reduces the skillgap. If you can't drag, agress, parry or land a hit, just press F,
The kick needs to be nerfed if anything. It does 10 damage, a free hit, gives back initiation, and punishes any close combat. Plus you can riposte kick, feint to kick, morph to kick and combo to kick. Maybe it's fine if you just backpedal with a spear but otherwise it's obnoxious and anti-fun. Plus it lessens the skillgap from matrix-like chambering to passive kcikboxing,
So alt attacks do more damage all around?
Vincent you're a fucking god.
Edit: Thanks a ton, I'll be trying this out later and seeing how it goes.