Mordhau
 nohbdy
  • Likes received 418
  • Date joined 26 Oct '15
  • Last seen 22 May '20

Private Message

414 418
  • 19 Dec '17
 nohbdy

@Edmund said:
I dont like the direction this game is taking, nerfing drags is not a good idea, this will end up in a chamber fest, you didn't even try to fix it properly, it's just a cheap work-around making big drag still possible but inconsistent.

Drags still counter chambers easily. Pretty sure they're just trying to make them not so broken that you can't even parry them either.

414 418
  • 19 Dec '17
 nohbdy

The update looks sick, can't wait to try it.

414 418
  • 4
  • 16 Dec '17
 nohbdy

The way to balance shields is make 1 handed weapons really shit on their own so it'll be difficult for the shield user to be able to kill opponents. Shields making defense easy is fine as long as it makes offense difficult in return, and please for the love of god don't try to balance shields by adding lockouts such as kick stun or eliminating the ability to riposte like chiv. That's just terrible for gameplay. When it comes to balancing one handed weapons such that they are balanced against two handed weapons as long as you have a shield with it, just make it so they're no faster than their sort of two handed counterparts because even though they're lighter you're only using one arm to swing it anyways, and this would go in addition to dealing less damage and having less reach.

I think point cost of the kite shield is fine. If you want ultra tank mode (kite shield with full plate armor) you can only use like a 2-point one hander with it, so again just make one handers really shit on their own.

414 418
  • 5 Nov '17
 nohbdy

@Jax said:

@nohbdy said:
The original lockout was perfectly fine. If you don't like spam, just attack.

if you don't like spam, just spam them?

Read the rest of the post if you didn't get what I meant

414 418
  • 1
  • 5 Nov '17
 nohbdy

The original lockout was perfectly fine. If you don't like spam, just attack. That's literally all you had to do, riposte, and there was no way you'd be interrupted. The fact that there was so much pressure on you to attack your opponent as soon as possible due to the short lockout was extremely useful for preventing your opponents from being able to feint or drag successfully, and it was a very well-deserved buff to fast weapons. As long as the slowest weapons can always hit before the fastest weapons with a riposte, it's fine.

414 418
  • 1
  • 2 Oct '17
 nohbdy

Increased spear range on normal mode by 15cm

What dis?

@Ruby Rhoderick said:
Will there be customization options for the Messer in the future? I'm a little bummed it's so bare-bones - there also no alternate stance for it, though I'm not sure what it would be. Maybe a two-handed throw lol?

It would be cool if you could actually hold the Messer in a different sword fighting stance since I can't think of anything else that would make sense. Maybe you could hold the Messer in the ochs stance and it would allow you to stab faster while weakening your slashes or something.

414 418
  • 18 Sep '17
 nohbdy

It's supposed to counter facehuggers so it should only really work when your opponent is actively moving towards you (and very close) imo

414 418
  • 2
  • 17 Sep '17
 nohbdy
  • Feints are easy to counter; all you have to do is attack. You may then ask, "What if I try to attack and they don't feint?" That's what chambering is for! When you try to punish feints with an attack, make sure you're using the appropriate attack and angle to successfully chamber your opponent's swing in case they choose not to feint. That way you can keep yourself protected from both feints and normal attacks simultaneously.

  • Drags are an inevitable part of the game due to its real-time swing mechanics. If you do not like it because of a lack of realism, you have to understand that the mechanical limitations of current gaming control schemes leave it impossible to have both perfect realism and great competitive gameplay in melee combat games. This game is made for gameplay first, realism second.

  • That being said, drags are very much toned down in this game compared to chivalry. Back-swings are no longer possible, and animations are much more readable. If you need help defending against drags, shields are almost completely impervious to them. Parries are also much more impervious to drags as compared to chambers if you don't have a shield, and kicking can be a great way to punish people who drag too much.

414 418
  • 17 Sep '17
 nohbdy

Chiv feints are 15 stamina iirc, and no we're not trying to recreate Stamina Warfare. I definitely agree that attack morphs are a problem in the sense that they can be used as a free feint. Maybe attack morphs should only be possible in very early windup?

Also, a defensive "fighting" style is already much more viable due to chambers, but it should really never be equally as viable as offense. You win fights by attacking, so using a style that sacrifices the initiative by default is objectively counterproductive.

414 418
  • 2
  • 16 Sep '17
 nohbdy

@das said:
That's kind of the defining feature of those weapons though. Otherwise, might as well just be another polearm.

Gonna have to disagree here, they should have less reach than polearms but more damage (at least generally speaking). In any case my point is that we shouldn't have broken drags that have no counter pls. However we balance the weapons without them is a different matter

414 418
  • 2
  • 16 Sep '17
 nohbdy

Releases should only be long enough to be able to drag around chambers imo. Definitely shouldn't increase releases so drags will beat both parries and chambers (which they already kinda do with the Zweihander and Evening Star). I think Zwei and Eve' Star need shorter releases, but then again I don't know the numbers :/