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Private Message

Knight 253 546
  • 19 Dec '18

@Mittsies said:
At the end of the day: healing alone probably won't be enough, to justify a full "Healer" role.

This is very true, without some alternative mechanics or dramatic changes to how our health regenerates a healer role will likely not be very useful. Personally I like medic bags / healer type characters so I'd be okay with these healing items having a much more important role through health regen changes; for example slower regen or only partial regen to a certain point. In terms of immersion - a healing bag makes about as much sense as your wounds auto-repairing over time. I really don't think it's going to affect player immersion to see a small floating ui icon to indicate a medic bag location. Could even make it toggleable for those who really don't want to see it.

Door kick ragdoll is pretty stupid, but it's also very fun, I wouldn't remove it but it should definitely be more consistent somehow. I feel like the door just flies right through people all the time.

I strongly dislike the interaction of door kick. It results in players baiting w/ closing the door and kicking it to try and force the knockdown. The reason it goes through people is it only detects when they're in windup or release, which is a rather confusing stipulation for anyone seeing the door kick go through a player with no reaction.

Knight 253 546
  • 17 Dec '18

@Sir Zombie said:

  • Score - Suicide results in a reduction of 100 from score, 1 kill retracted from overall score, and a death added. This seems excessive for suicide. For a teamkill subtracting 1 kill from player score makes sense, but for suicide the death should be enough.

I think it is fair that it punishes both the player with the score reduction and the team. As it could be abused if it didnt do that (Suicide before dying).
The death added doesn't really do anything except keep count.

True, I hadn't thought of that. I guess I meant just minusing the score from the totals but not detracting the "kill" from the player on the scoreboard due to suicide. Like why does killing yourself make 10 kills contribution become 9? Especially in cases of accidental suicide (falling off the map).

  • Elevation - On ramps and stairs combat gets weird with how quickly players can dart around an x, y, and z axis. When on flat ground you are only concerned about x and y, but with the addition of height one can force all but the longest weapons to miss consistently through descending or ascending diagonal movement away from their opponent.
    To resolve this issue, I think it would be preferable to have a negative speed modifier when ascending / descending stairs, ramps, or other natural hills.

Forcing people to fight differently on different terrain is fine imo
Also negative speed mods would hurt people just running around a lot

While I do agree it modifies behavior I have noticed that using anything but a super long weapon on a ramp becomes a nightmare. I think slowing movement a little bit may make smaller weapons more viable in weird terrain scenarios. Not asking for a dramatic change just a slight one. Might also help with immersion if you move a bit slower as it does take more effort to run up a staircase than on flat terrain.


  • Rusty shovel can decapitate players. Doesn't seem correct considering it's a blunt weapon and should have blunt gore.

While it is rusty, it still an edge. Just like a spear.

The weapon model seems kinda fat for that though. I'll look at it again.

  • Ballista - At the moment you have unlimited ballista shots. I'd like to see some form of replenishable ammo crate near the ballista that you have to refill your ballista with in order to use. This would reduce ballista spam and encourage players to take accurate shots on higher priority targets. It will also create some downtime between volleys as players resupply ballista ammo. Good for immersion, not necessarily needed.

Maybe just increase reloading speed. The ammo wouldn't actually delay the shots if people worked together.

True, this suggestion is mainly an immersion thing so there wouldn't be infinite ammo appearing out of thin air. A longer reload time might be a solution, it'd be cool if we could see the ballista bolt being loaded instead of appearing as if by magic.

Knight 253 546
  • 16 Dec '18

@PadanFain said:
Nice write up just here to say stam out on fists does leave enough time for punish just has to be a jab. My idea for fist fighting changes is just make chambers cost no stam that way the skilled fister will have the stam advantage and skilled fistfights will be fast af king fu fights with back and forth chambers

That is another direction that could be followed. However in my experience trying to chamber fists is so much harder than a normal attack due to the animations, that often the person trying to win by chambering will just eat more hits and lose the stamina war anyway because of stamina gain from a successful hit. This was the case before the changes to chambering were made so they were no longer a stamina free move.

If the animations were significantly updated for readability I think this suggestion might be ideal.

Knight 253 546
  • 16 Dec '18

Patch 19 & 20 (aka "Fortknight" patch)


Overall patch 19 & 20 have easily been the best patches this game has had. There is a lot of amazing additions to the game which will provide opportunities for individual expression in both combat and when approaching fights. Being able to set up spike traps, blockades, and play as support roles such as medic / builder is great for those who may not want to engage with the combat directly. At this point I'm dying to see how a full 64p frontline match plays out, with all the chaos of the battlefield. Much of the feedback below focuses on what I think should be changed or improved, however I would like to point out that most of the core of the game is more polished than many games that exist in my steam library.

I want to specifically point out changes from the changelog that I loved this last patch -

  • Increased kick's cosmetic tracer range (used for kicking ragdolls) so it can kick stuff on the ground easier (like dismembered heads)

I missed being able to kick heads off of player corpses! Fuck yeah!

  • Added blunt gore - bone breaks and head explosions
  • Improved gore mesh placement into limb sockets
  • Partial dismemberment prevents sticking the limbs into the ground now

This is the good shit right here. The bone breaks are super satisfying and sound brutal. Bones sticking out add a whole new dimension to the gore. Well done.

  • Added “Killed by” panel which provides information about your opponent’s health and stamina, as well as their equipment and perks at the time of death

While it is currently a bit buggy (stamina and hp values are swapped, and the profile icon is the last person who killed you and not the current), this added a lot to the death screen. I like being able to see whose killing me a lot and why. Looks professional as well.

Below is a long read of feedback I started compiling since patch 19.


  • Score - Suicide results in a reduction of 100 from score, 1 kill retracted from overall score, and a death added. This seems excessive for suicide. For a teamkill subtracting 1 kill from player score makes sense, but for suicide the death should be enough.

  • Gravity - Gravity still feels weak, as ragdolls falling visually appear to have a constant fall speed that doesn't accelerate quickly enough. I am sure there is some acceleration but I think the amount is not quite sufficient yet. This could just be a matter of perception as I have no actual insight to what parameters are set within the game physics. I also think the ragdoll bodies bounce too high from some falls. For references on good falling physics I would look to games like Steep and Overgrowth, both have fairly good fall/impact feedback on ragdoll physics.

  • Building - Self constructing buildings hurts immersion and causes direct impacts on melee combat. In a melee fight you can swap to a toolbox and construct barriers instantly, blocking players movement.
    Suggestion - Scrap the self building objects. When constructing something from the toolbox, the first stage is a few small poles sticking out of the ground. These can be walked through and have no collision. Striking the poles with a blacksmith hammer or wooden mallet builds the structure from this rudimentary scaffolding.
    I feel this is necessary to be unintrusive towards the melee gameplay and for immersion reasons. Slowing the rate of construction will also help reduce build spam.
    Note - buildings in spawn should be disabled. If the changes for building are implemented the mallet / blacksmith hammer will have to be bundled with the toolbox otherwise new players will spawn with only the toolbox and not be able to interact meaningfully with the construction scaffolds.

  • Horses - An armored horse provides hit stop when striking the horse. However the other two unarmored horses do not. I think striking any of the horses should result in hit stop, otherwise the rider can be hit by unblockable attacks from below as they will come from underneath the horse / parry volume.

  • Medic - As a support role the medic bags aren't very functional. They need some form of floating UI icon so they're more visible, and I think having to look at the bag and press & hold F makes you too vulnerable for it to be worthwhile a lot of the time. Potentially the medic bag could be an aoe effect that provides the tenacious (50% faster hp regen) perk while in its radius and while out of combat?


  • Ragdolls - Hitboxes need to properly match the player model while in this state. I created a build that uses bear trap and crossbow, and I have shot through so many player models on the ground with no hit registration.

  • Flesh wound - The hit that triggers flesh wound should always credit that player with the kill. That is essentially the 'killing blow', all hits after triggering flesh wound should only add to assist points for the kill.

  • Spike traps should give the owner of the trap assist points for player/horse kills

  • Ladder combat - While in windup/release/(feint/parry/swing)recovery state on a ladder, I think fully climbing up should be disabled. Combat gets awkward towards the top of a ladder because if you climb up to get into striking range you might accidentally interrupt your own attack by dismounting the ladder at the top.

  • Shields - Defending against projectiles with a shield is almost harder than just parrying. The tight hit box means you can rather easily hit a headshot over the shield with throwables / arrows.
    In terms of shield balance I'm not sure much good will come of playing with the block volume any more, you can occasionally hit around a shield but it's not super reliable as a counter. Making the block volume too small nullifies the purpose of the shield (cost spent into buffing defense). I think a counter needs to exist in the form of a mechanic. I know shield health has been discussed before but I'd like to expound on this idea further. I think it'd be a good idea to have shields have a health bar that shares the damage modeling of weapons vs buildings. This way a counter to shields will exist in the form of a battle axe/maul/evening star + wrecker perk loadout. For shield players who don't want to be without their shield, resupply boxes could provide new shields when the original breaks. Shield health could even be made visible through damage modeling similar to buildings. With these changes you could also increase the lockout after being blocked to normal parry values, removing an inconsistent band-aid mechanic.

    • Pros: Addition of soft-counter to shields, and providing a way to quickly remove the shield from combat while not nerfing the overall strength of a shield through changes to the block volume or stamina management.
    • Cons: Analogous to stamina combat with shields but instead of stamina it's shield hp. Requires the shield user to pay attention to another hp bar independent of their stamina.
  • Elevation - On ramps and stairs combat gets weird with how quickly players can dart around an x, y, and z axis. When on flat ground you are only concerned about x and y, but with the addition of height one can force all but the longest weapons to miss consistently through descending or ascending diagonal movement away from their opponent.
    To resolve this issue, I think it would be preferable to have a negative speed modifier when ascending / descending stairs, ramps, or other natural hills.

  • Couched state - Couched weapons on horseback are far too powerful. These are one hit ko, unblockable, and have extreme reach. Here are a few suggested changes to this to make it more skill based to achieve this amount of power.
    A couched lance should have time restrictions. It looks silly to indefinitely hold your lance at a non-resting forward position. This would be exhausting to do. Currently there's incentive in Mordhau to simply keep your couched position up since there is no downside. I'd like to see couching deplete stamina quickly so a horse rider needs to be conscious of when they initiate the couched position. At 0 stamina the couched weapon will rise to a resting position.
    Secondly I'd like for the aim requirements to be tightened. Currently you can be mid turn with your horse while aiming wide to the side to catch players. This looks incredibly silly, like you're hitting them with the side of the weapon and not the tip to kill. A successful couched strike should not allow for such wide hits. Put your arm in a couched position and turn it out to the side and imagine hitting someone on horseback like this. You'd likely drop your lance or break your arm.
    To add some skill requirements to couching the reticle could have bounce instead of being perfectly still. The player would have to account for the reticle bouncing to the horses movement and add another layer to performing a proper couched strike.
    This might seem like a lot of nerfing to couched attacks on horseback, but I think there needs to be a skill requirement to an unblockable one hit kill attack. Contrast this to using the normal strike from horseback which is blockable, does not provide a 1 hit KO, and does not have the reach that couched strikes do.

  • Unarmed combat - Fists need either time based parries like the rest of the game or a small block volume that allows for left/ right and high / low mixups. Stam out with fist results in a stun that doesn't last long enough to score a hit - requires a longer stun or maybe partial damage for blocking on 'stam out'.

  • Kicks - Kick clash to kick is sometimes faster than kick clash to attack, making kick clash into kick a cheap way to lock a player against a wall. Would suggest slowing kick follow up on kick clash so that it's more ideal to kick clash into attack.

    • Door kick ragdoll is a bad mechanic. Creates awkward situations of players baiting with closing doors and kick spam. Would suggest swapping from a ragdoll to a strong knockback with flinch instead.
  • On disarm timings - Maul disarm combo can be interrupted by fists / kicks easily. If the strike that initiates the disarm is accelerated just kick / punch to interrupt the follow up.


  • Billhook could use a damage buff to 33 damage on t3 torso stabs. It doesn't make sense that an arming sword is a more effective anti-armor tool than the billhook while costing two points less.

  • Halberd and sword weapons could use a tighter turncap to prevent odd looking adjustments to swing arcs mid-release. In particular, being able to pull against the arc of the swing so effectively makes reading accels / delays on these weapons especially difficult and results in some pretty visually jarring animations. In general turn caps should depend on where you're turning, not just a blanket cap on all direction. Ex: Turning against the arc of your swing should result in tighter restrictions than moving with the arc. This was primarily an issue with 550ms release weapons which I know are being adjusted, however should the adjustments prove to not do enough maybe this avenue could be explored further?

  • Rusty shovel can decapitate players. Doesn't seem correct considering it's a blunt weapon and should have blunt gore.

  • Ballista - At the moment you have unlimited ballista shots. I'd like to see some form of replenishable ammo crate near the ballista that you have to refill your ballista with in order to use. This would reduce ballista spam and encourage players to take accurate shots on higher priority targets. It will also create some downtime between volleys as players resupply ballista ammo. Good for immersion, not necessarily needed.


  • Footsteps - Generally these are far too quiet. I rarely hear someone approaching me from behind. Footstep audio needs to be much louder, especially when rat perk exists to turn already quiet footfalls into silent ones.

  • Voices - My opinion of the voices is the voice acting itself is really good, the voices are hysterical and the quality is superb. However they are very loud and could use a slight reduction of volume, and the voice spam is far too great. There needs to be a slight lockout for those who are just spamming the V key constantly.
    I'm not sure how much can be changed here as I'm sure recordings are completed. However I believe the current voices are lacking in response / command voice chat. There's no "Do the obj", "I've got your back", "Kill the archers", "Go left/right", "Behind us", or even "You're welcome". These are extremely important voice commands with a function. I would recommend combining insult and intimidate as they largely overlap.

  • Lute - Unfortunately the audio quality for the lute is rather poor. I know this is just a placeholder and is not a priority, but an update to these sounds to improve their quality would be greatly appreciated. The sound also doesn't travel as far as shouting does, or at least I hear shouts farther away than the lute. I know this is a bit of a pipe dream but getting it to sound more like this and less like this


  • Traps - It would be great to be able to build a vertical spike trap, so that if placed from a location where a player might jump / fall from they will become impaled.
Knight 253 546
  • 1
  • 10 Nov '18

@Cow said:
it's cause you have a azerty keyboard i think if you remplace: 1 = & 2=é 3=" etc...

Nah, I have a normal keyboard. My primary weapon is bound to 3 & tertiary slot to 1. Currently these binds just don't work.

Edit: See Marox comment below. Default your keybinds resolves this issue.

Knight 253 546
  • 27 Aug '18

@Vq.| Blink said:
The Change to attack queuing

  • This may be an issue with my old muscle memory to previous patches. But you cannot queue attacks in late release of a weapon anymore. Essentially any point AFTER the grunt you cannot queue an attack. I find myself often in engagements attacking and not combo-ing and losing some initiative.

  • The rather large issue with this is the fact that you actually have to input another attack before you know if your previous attack was either parried, missed, or the attack connected. Which just feels super unintuitive. I find myself button spamming just to ensure I continue my weapon's combo. (I would make a gif about this but I don't know how to accurately represent my input timing on an attack.)

yeah this really bothers me as well. Feels like I'm spamming strike queues and it's really tiring to do. I'd like a revert on this change if possible.

Knight 253 546
  • 4 Aug '18

Definitely think the edges of the smoke should not trigger the blinding effect or the effect should be less severe. It's a melee game, fighting in smoke should be viable but chaotic. Right now it feels like pure chaos and the effect triggers too aggressively near the edge of the smoke.

Knight 253 546
  • 20 Jun '18

I don't think the issue is balancing, but rather gameplay diversity. If weapons had three modes to select from and a lot of them overlap with already existing modes for other weapons, you wind up with weapons not having an identity or playstyle that is unique to them. Pommel throw is intended to be a kind of joke thing, not a serious alt mode. Plus you can only throw the pommel that's on your sword. Not sure if you can collect pommels laying on the ground.

You do have a point about estoc alt mode deserving to be halfswording, but consider that estoc is already a stab based weapon and an alt mode that is stab based is rather redundant. The mordhau grip for estoc is to give it versatility so it's not just the weapon that only stabs.

Knight 253 546
  • 20 May '18

Probably better to just disable catching weapons mid air, it doesn't even look cool, looks like you used the force to pull it back to your hand. Also highly exploitable, I've witnessed players who could not be disarmed because they would always instantly catch and parry the follow up.

Knight 253 546
  • 1 May '18

Considering this isn't actually a thread for longsword discussion I'm going to close the thread.
I suggest that whatever beef you have with crush you take to private messages.

Knight 253 546
  • 1
  • 28 Apr '18

I've removed some off topic posts and would like to remind everyone to keep the discussion relevant to the original post and its contents.

Knight 253 546
  • 2
  • 21 Apr '18

This information seems more like a discussion about online gaming not unique to Mordhau: there is latency, and latency does mean that the game will never be frame perfect. For user connections you can say you and your opponent had normal ranges for ping & pktloss but the game won't report small jitters that can affect the overall experience. Are you trying to suggest these desync strikes are entirely new to the game because of patch 15? Which mechanics do you think changed to cause more or less desync?

Also random thought - Messer seems to be highly overrepresented in all hit desyncs that happen to me.

This has been my experience as well. I think it has to do with the really short combo time for the messer. Sometimes a messer will miss their first strike that I'll parry at, and it feels like I just barely can get my parry timing back for the follow up.

Edit: Also what is your camera distance set to in your game settings?

Knight 253 546
  • 5 Mar '18

The fights look alright, the issue is that most of the time is spent looking off-target (down at the ground or slightly to your target's side for corresponding accelerated and delayed strikes). It's a weird issue with real time strikes wanting to either be accelerated or delayed, but no real reason to try and keep your target centered. I'm not sure there is a way to make the high level meta revolve around a centered strike with the current system of timing based strikes. If it was more about angles it would make more sense for that so you can better see your targets swing angle & animations but then the attacker would still want to hide windups with torso rotation as much as they can.
I think this kind of gameplay is a resulting flaw of real time strike systems and torso rotations. Without significant changes to the base game the top end of gameplay is going to result in a lot of camera motion off-target as that is how you control your strike and when it will connect.

Overall a good video though, music is nice and the gameplay is high skill.

Knight 253 546
  • 28 Oct '17

What has been a point of major frustration for me this patch is that when I see a riposte and try to queue an attack to chamber it, I might still be in the lockout phase and the game won't register my input. This has gotten me killed the most this patch. I'm also wondering how latency might effect the now more significant lockout timer.

In terms of balance I'm seeing two handed weapons soar to the front of the line because they most benefit from the increased lockout.

I really hope the lockout timings will be reverted to last patch values. It keeps the combat pace fast.

Knight 253 546
  • 1
  • 8 Oct '17

@das said:
Speaking of stamina warfare, I completely understand the woes of disarming an opponent but still feeling scared. At the same time, I kind of like it not being a total freebie. You can still technically counter whatever they throw out at you, then riposte into a guaranteed hit. Kick clash, parry into riposte, I'm not sure if you can chamber fists though cause it didn't seem to work when I tried. But rather than remove the ability for them to do anything until they pick up the weapon, I think they should change this instead: reduce fist damage to something like 10 or 15, better animations, and parrying it with any real weapon costs 0 stamina.

To be honest I'm not sure what I would do to change disarm mechanics to better benefit the disarmer without making it too much of a guaranteed hit. Maybe reducing fist damage is the way to go, I do find it odd that fists hit as hard as some 1h weapons even on armored players.

I completely disagree with the life leech mechanic for the final release. It ruins XvX in my opinion because teammates can feed, which promotes snowballing of the team who's up by one player even more. Maybe in the future, slain enemies will drop bandages that take 2 seconds to use? Some sort of faster healing does need to be added for the main game mode to avoid walking simulator.

I definitely notice that snowballing effect from vampirism. If there was a way to determine situations where the odds are fair vs situations where it's 1vX, I think it'd be a more solid mechanic to give some bonus to an outnumbered player. I believe this mechanic is experimental and not likely to exist in its current form for much longer. Perhaps an uninterruptible regen that starts on killing blow can take the place of the instant health boost we currently have - up to a certain value.

I agree, chambers as straightforward attacks usually won't land a hit against decent players, but people do miss the point of them having so many options at a fast speed. People often only see "chamber not rewarding enough, people just parry", but it's like having a free +5 cards in a TCG, you get a host of options[...]

There definitely is a lot more to chambers than a strike. It is a mechanic that provides huge offensive opportunities and ways to counter feinting. The current implementation of chambers seems fair for the utility it provides.

@Naleaus said:
So this is why you stopped fighting the cavemen. I guess it was worth it. I agree on most everything by the way.

That was a very unique experience today. I had a lot of fun with that.

Knight 253 546
  • 7 Oct '17

Alpha Build #8
Thoughts since launch:
I'm currently 145 hours in and loving every second of Mordhau. The gameplay feels unique but familiar to fans of the melee genre. I'm still improving every time I hop on, and that's a very good feeling. I can't wait to see what archery, objective modes, and ranked MM brings to the table.


  • Server queuing would be a huge QOL boost. It's a huge area of frustration to try and join a full server - have it send me to a loading screen that spits me out back in the menu with an error.
  • Customizing the menu - I would love to be able to customize my main menu screen so it's how I want it to look when I launch. Being able to select which character will be displayed, with a selection of different backgrounds from in-game map locations would be great. I would also like to be able to right click and spin my character around in the menu.


  • Headtracking is too responsive - it sticks to players who are fairly far from the player, and sees players through obstacles.
  • Third person spectate while locked on a player is very jittery.
    Would love for this to be resolved as I cannot record or watch other players in this perspective without feeling a headache from the jittering animations. It would also be great if while in third person spectate locked onto a player that you can use the scroll wheel to zoom in/out.
  • Desperately in need of a proper implementation of votekick. I will copy and paste a post from way back when on the subject:

    Votekick should exist but it can be implemented much better than in Chivalry.
    Example: In Insurgency if someone calls a votekick, it requires multiple people to go through the menu and try to votekick said person before it shows up on everyone's screen for a vote. Usually requires at least 3 or 4 people to initiate. This removes all of the rage votekicks people will put up on one accidental tk. It won't stop groups of players from abusing that though.
    There are Chiv servers that have votekick disabled. I avoid these servers because they become home to the players who like to tk, or for hackers because no one can remove them. No votekick requires constant admins to be online, which isn't a realistic goal.

  • AFK auto-kick for idle players. As I typed this monstrous post I've been sitting in a server because I forgot to exit. Woops!

Combat mechanics

  • Chambering leg strikes is frustrating.
    The current way to chamber an overhead/horizontal leg strike is to crouch and move into the strike while chambering. The reason this is an issue is determination of a leg strike. At the moment it either comes from someone incidentally telegraphing their intended target too early, or knowledge of player behavior. Trying to do this on reaction - I usually notice the sudden change of target from high to low but at that point it's too late to rectify the chamber attempt and instead requires a panic ftp.

  • Tracer detection for team hits is unforgiving.
    With the current animations (both horizontal & high angle overhead strikes) it's very easy to tap the player next to you at the tail end of your strike. This makes fighting next to your teammates a messy affair at 100% team damage w/ flinch.

  • Team damage
    I know the devs have spoken about having weapon stops on team hits. I would really like to see this soon! I've noticed several problem players already beginning the habit of "sacrificing" teammates to secure last hits on enemy players. Particularly the spear wielding fiends.

  • Shields are currently too difficult to deal with in 1v1 - there doesn't appear to be much counter play. Trying to kick a back pedaling shield user doesn't work as all they need to do is turn sideways, have lighter armor than you, or jump back to avoid it.

  • It is hard to determine what is choked up / choked down with the Q-Staff at Camera distance = 0 (Default setting). Grips can be confusing in the first person perspective for certain weapons. Some form of UI notification of stance would be greatly appreciated.
    Ex: altgripuiex.jpg
    This UI notification can slowly fade, it's just meant to briefly let you know what grip you currently have. Perhaps a toggle-able UI element for those who don't have this issue?

  • Kick morphing
    Currently you can morph into a kick from an attack, and morph out of a kick into an attack. Against good players you can bait an aggressive chamber by starting an attack and morphing into a kick which your opponent will in this scenario - run into.
    However if you start a kick and morph into an attack, well, the amount of times I've ever felt the need to do this in combat is about zero. It doesn't really do anything in particular. I've never tricked anyone with this, or had anyone trick me with it. What has happened though, and very frequently, is that I intended to kick my target and started queuing the combo for my attack off that kick "too soon" and started to morph, causing me to lose that opportunity. Sometimes this mechanic will get me killed because I was relying on that kick. At the very least I would like the option to disable morphing out of my kicks, because I will never use it but it has screwed me over quite a few times.

  • Disarmed!
    Currently it doesn't feel very punishing because of the loss of initiative. If the disarming player hesitates to see what their opponent will do and they pull out a weapon, there is no punishment. Why would the player who did the disarming hesitate to punish? This is because after disarming a player, they will have initiative. If the disarmed player intends to punch, they have first strike. A fist hit is ~30 damage, which is not something to be ignored. To add to this, the animations for fists are currently very placeholder. Determining a windup can be extremely difficult in certain lighting situations (think interior of grad, or in the shadows of contraband), or if your opponent uses some form of torso rotation to hide the windup.
    An example of a player who forgot about the loss of initiative after disarming his opponent: giphy[1].gif
    While you can with some skill avoid these kinds of situations, it doesn't seem to make a whole lot of sense that after disarming your opponent that YOU must be careful since they have the first move.

  • Determination of swing angle
    Swing angle is easy to determine assuming your opponent fights in an upright posture. The issue currently is that swing angles can be easily masked by using torso mechanics. Combined with drags, determining an angle and time for which an attack will land can become even more difficult.

  • Drags
    Currently a hot topic in this community. My current impression of drags (2h drags in particular) are that they remind me of what I disliked most in Chivalry. What I feel epitomizes Mordhau combat mechanics are two rapier players fighting. The combat is fast, exciting, and features some small real time swing manipulations to prevent constant chamber warfare. I feel the gameplay should be more chamber-centric and feature less delayed drags.
    Example of where I think Mordhau combat shines
    Example of where Mordhau combat reminds me of Chivalry
    While not the optimal play style to constantly delay, and very much so punishable, it's a noob mower that will inevitably hurt player retention when new players see what appears to be exploitative crouch-looking into the sky delays. These complaints should not be ignored.

  • I'm not sure how I feel about the vampiric life/stam on kill currently implemented. It doesn't really bother me unless my nearby teammates are running around naked trying to help me kill an opponent. Those naked players then become easy one shot health packs for the enemy. There is however, a huge benefit of getting some health back on kill when fighting multiple opponents, and seems like a necessary mechanic to keep players in the fight instead of doing the health regen walk after every fight.

  • The role of chambers
    I rarely use chambers as a means to strike, but more as a set up for performing a series of morphs, feints, and drags to bait parries. Players can usually parry a chambered attack with ease based on just sound cue. Maybe when stamina becomes more of a factor in fights with actual parry negation values for weapons will using chambers as a form of winning the stamina game become valid, but at this time they are best used with feints and morphs.

Weapon balancing

  • Poleaxe alt grip damage winds up being almost as effective as an evening star, with the added bonus of being a poleaxe for powerful stabs, reach, & axe head for light armor. In my opinion the blunt should be a two shot with one headshot & one body or leg hit.

  • Rapier HTK on medium armor could use a bump up of 1 htk. At the moment a rapier headshot stab and torso stab will two shot medium armor, which with the rapier speed is frightening for anyone not in plate armor.

  • Billhook is in a woeful situation. Clearly outclassed by any weapon of similar function.

  • Zwei/Halberd - have incredible damage, delay potential, strong accelerations, and reach. So where is the weakness? Slow windups are not a weakness in games with timing based parries, as it adds to their drag potential. I feel like the damage should not be so high because much like a spear, they have very formidable reach. The way I see a zwei / halberd is like a spear that uses slashes instead of stabs as a primary attack.

Knight 253 546
  • 25 Sep '17

I personally do not have an issue with drags as a mechanic. I will agree they are visually silly no matter what. I do wonder if offloading some of the drag potential from release into wind up through a mechanic similar to morphing would resolve some of these weird cases. When you morph it essentially delays your windup, giving you a secondary windup and baiting early parries. In essence this is what a drag does, but morphing doesn't look awful by comparison.

In reference to your videos: These are helpful examples of why drags are visually ugly. Though all of those really over done drags are super punishable - while they look silly it is not an optimal strategy to maneuver your attacks to the end of release every time. It's a great noob mowing tactic.

Knight 253 546
  • 24 Jun '17

We have a politics containment thread for this very reason. Use that instead of the May update thread.

Knight 253 546
  • 4 May '17

@Yosefamsili said:
Game released?

the game has not released yet, it will be available for alpha players in August