Mordhau
 GAYFISH
Knight
  • Likes received 51
  • Date joined 6 Sep '17
  • Last seen 54m

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Knight 24 51
  • 15 Feb
 GAYFISH

I think more mobility perks could be attractive to people. Maybe some form of faster backpedal acceleration, but that could be hard to balance.
Improved climbing would be nice.
An expensive perk that gives upgraded climbing mechanics like short vertical wall runs would be hilarious if it could be balanced properly.

Knight 24 51
 GAYFISH

@Huggles said:
imho game needs more variety overall. It seems like basically everyone plays the same way now and it kinda sucks. There's a few people who try to break the mold like gay fish and I really appreciate people like him but people tend to play sort of the same now. There def feels like the game really hard pushes a "right" way to play and it feels boring. At least in duels.

I appreciate ur luv <3
And def agree that this game pushes the big ook morph feint meta way too hard.

Knight 24 51
  • 7 Feb
 GAYFISH

@idiotgod said:

@GAYFISH said:

Just imagine seeing a dude's jaw hanging out from the bottom of their helmet after a phat ES smak or mol to the face, would be glorious.

Fuck.. they should add this for head hits to the face from blunt, and make it so it can happen while you are still alive if you have the second chance perk, who's name escapes me

Flesh wound is the name, but it wouldn't work because it doesn't activate on headshot kills

Knight 24 51
  • 5 Feb
 GAYFISH

I always thought all the bone breaking sounds were too high pitched.
I feel like it should be a bit deeper sounding since bones are pretty dense.
Head explosion also looks really bad too. I know it would've been harder, but a jaw joint with 2 connection points for partial and full dismemberment would be much cooler.
Just imagine seeing a dude's jaw hanging out from the bottom of their helmet after a phat ES smak or mol to the face, would be glorious.

Knight 24 51
  • 28 Jan
 GAYFISH

@Bodkin said:

@GAYFISH said:
Honestly I thought whiff punishing was in a great spot before the introduction of stam recovery on hit.
If you were skilled enough to force misses and punish your opponent's poor stam management while remaining aggressive you were rewarded by winning the stam war.
But now that stam on hit exists punishing whiffs and poor stam usage is much more inconsistent since you can regain anywhere from 13-20 stamina by landing a single hit.
I feel like this greatly encourages more brainless combo/morph feint spam because poor stamina usage is much more difficult to punish.
I really don't know why this mechanic was added, did anyone think it was necessary?

It was added so that weapons with bad stamina matchups against heavier weapons, which also tend to be feint/stam-use heavy, would not feel as if they are on a 20sec timer to kill someone who is using something heavier before they get free disarmed and killed for doing nothing wrong really.

Basically faster weapons in a nutshell from old patches. Have to feint/morph to land hits with them due to a lack of meaningful swing manip capability, but thats exactly what the enemy wants so he gets a free kill off of 1 or 2 reads

I really hope that's not the reason it was added, because adding a mechanic that affects all weapons while trying to buff only 1H weapons is the epitome of bad game balancing.

Knight 24 51
  • 26 Jan
 GAYFISH

Giru and Lion both of you need to just hate fuck already, the sexual and emotional tension will be too much for u poor boyos

Knight 24 51
  • 1
  • 26 Jan
 GAYFISH

@Lionheart Chevalier said:
I really like stamina on successful hit. I would hate to see it go. Allows a player to stay in the game against multiple opponents. I believe it was added specifically to encourage players to be more aggressive... though it may reward this too much so.

Do you think reducing stam on hit, as opposed to removal, would be a good middle ground?

Shields in their current state would not be viable at all without it.

Shields already aren't viable and the stam mechanic doesn't change that. Stam on hit should probably only exist as a perk, with a nerfed amount.
Or maybe only on ripostes, cus fuck it might as well turn Retard Strength Ripostes into GodMode ripostes already. (Isjoke)
You have a point about it being good for team fights or 1vX but the consequences it has on smaller engagements seem too great to warrant it imo

Knight 24 51
  • 26 Jan
 GAYFISH

@Huggles said:

@GAYFISH said:

@Huggles said:

@GAYFISH said:
Honestly I thought whiff punishing was in a great spot before the introduction of stam recovery on hit.
If you were skilled enough to force misses and punish your opponent's poor stam management while remaining aggressive you were rewarded by winning the stam war.
But now that stam on hit exists punishing whiffs and poor stam usage is much more inconsistent since you can regain anywhere from 13-20 stamina by landing a single hit.
I feel like this greatly encourages more brainless combo/morph feint spam because poor stamina usage is much more difficult to punish.
I really don't know why this mechanic was added, did anyone think it was necessary?

The issue is stamina being a huge part of gameplay in general imho. Stamina should be less of a balancer and more just as a barebones mechanic that keeps fights from lasting a zillion years. Stamina was simply too limiting in chivalry and I think it's changed for the better in mordhau, but that being said there are simply too many powerful moves solely "balanced" by stamina. Chief among all these being the chamber. Chamber is a read anything mechanic for the cost of stamina and it's pretty gay that way imho. And everyone just morph spams everything and it overall leads to combat feeling extremely non-committal and less than lethal with a lot of prolonged artificial survivability.

The thing is that the stam on hit mechanic adds a ton of artificial survivability though, because as long as you're able to land every 1 out of 2-3 hits you can keep being mindlessly aggressive and not worry about blowing your load too early.
The reason you see so much chamber botting and morph/feint spam is because the chances of you being punished for bad stam usage aren't good, especially if you land an occasional hit.

Ya ik, that's my point. Stamina being so crucial to gameplay at all is the issue imho. You're kinda confirming that it's a huge deal because the excess of stamina has made everyone way too survivable due to brain ftp and chamber spam that is way too powerful because stamina is so abundant.

I think we both agree on stam currently being an issue, I just think it was in a great spot before the new stam mechanic and maybe you disagree.

Personally I like stamina being a big part of combat because it forces you to be more mindful and precise when fighting.
The last thing this game needed was rewarding spam even more and that's precisely what the stam recovery on hit does.

Knight 24 51
  • 26 Jan
 GAYFISH

@Huggles said:

@GAYFISH said:
Honestly I thought whiff punishing was in a great spot before the introduction of stam recovery on hit.
If you were skilled enough to force misses and punish your opponent's poor stam management while remaining aggressive you were rewarded by winning the stam war.
But now that stam on hit exists punishing whiffs and poor stam usage is much more inconsistent since you can regain anywhere from 13-20 stamina by landing a single hit.
I feel like this greatly encourages more brainless combo/morph feint spam because poor stamina usage is much more difficult to punish.
I really don't know why this mechanic was added, did anyone think it was necessary?

The issue is stamina being a huge part of gameplay in general imho. Stamina should be less of a balancer and more just as a barebones mechanic that keeps fights from lasting a zillion years. Stamina was simply too limiting in chivalry and I think it's changed for the better in mordhau, but that being said there are simply too many powerful moves solely "balanced" by stamina. Chief among all these being the chamber. Chamber is a read anything mechanic for the cost of stamina and it's pretty gay that way imho. And everyone just morph spams everything and it overall leads to combat feeling extremely non-committal and less than lethal with a lot of prolonged artificial survivability.

The thing is that the stam on hit mechanic adds a ton of artificial survivability though, because as long as you're able to land every 1 out of 2-3 hits you can keep being mindlessly aggressive and not worry about blowing your load too early.
The reason you see so much chamber botting and morph/feint spam is because the chances of you being punished for bad stam usage aren't good, especially if you land an occasional hit.

Knight 24 51
  • 25 Jan
 GAYFISH

Honestly I thought whiff punishing was in a great spot before the introduction of stam recovery on hit.
If you were skilled enough to force misses and punish your opponent's poor stam management while remaining aggressive you were rewarded by winning the stam war.
But now that stam on hit exists punishing whiffs and poor stam usage is much more inconsistent since you can regain anywhere from 13-20 stamina by landing a single hit.
I feel like this greatly encourages more brainless combo/morph feint spam because poor stamina usage is much more difficult to punish.
I really don't know why this mechanic was added, did anyone think it was necessary?

Knight 24 51
  • 1
  • 23 Jan
 GAYFISH

Tried to edit a typo and instead quoted nothing, mobile is an awful platform :c

Knight 24 51
Knight 24 51
  • 3
  • 23 Jan
 GAYFISH

"Noobs don't CFTP, what's the issue?"

You're acting as if pressing parry after a blatant miss is somehow an advanced tactic. Anyone with more than 5 hours can easily CFTP more than 80% of the time.

But Crushed thought combo spam wasn't already incentivized enough with lunge and always available CFTP, so he added stam recovery on hits. Now combo spam is not only greatly enouraged, but it's basically necessary.

Knight 24 51
  • 3 Jan
 GAYFISH

Well it's only 4 when you use alt to switch attack side, 8 different bound attacks would be insane

Knight 24 51
  • 31 Dec '18
 GAYFISH

I never understood why dismounting on alt halberd was removed, horses were already OP before shithook was made the only weapon capable of dismounting. Now fighting against horses is pure cancer and frustration.

Knight 24 51
  • 20 Dec '18
 GAYFISH

@Naleaus said:
Just settle this stupid fucking useless argument with some lore.

Mordhau takes place in a world similar in most respects to ours, but different in a few key ways. Unlike Earth, planet Xoram has weaker gravity, as evidenced by how you float a bit while jumping, or your momentum when swinging a large weapon throws your forward.

This also leads the human-like Geaches to have differing physiology. Muscle mass between the genders are overall more similar, with less variance outside of appearance between individuals. This is evidenced by consistent hit to kills, weak archer damage, and people taking a few big hits to die.

Unfortunately, Geaches never mastered smithing (though they were skilled at building with rocks) so their armor is weaker than our equivalents, which is why plate armor is pierced by arrows.

Also, there are no children, new Geach bodies are summoned to hold the souls of ones that died in battle by their God, Hsurc. A fickle and stubborn God, who answers no prayers and watches the fighting for enjoyment, pleased with how everything looks perfect from a distance. He tinkers from afar, but still the Geaches cry for vision and reasoning.

There, now it's all justified and we can move on, ok?

Is this canon? Cuz that'd be fucking hilarious

Knight 24 51
  • 2
  • 18 Dec '18
 GAYFISH

@ÐMontyleGueux said:
Good ideas here. Especially on the building part, because some people have been defeating horses by building a palisade instantly in front of one and enclosing it before the horse could escape which is a bit silly.

One thing though, I really disagree with losing a kill when team killing someone. I think the kill column in the scoreboard should accurately reflect the amount of enemies killed (it doesn't make sense to have -1 kill).

Makes perfect sense, if you're too careless or greedy to not TK when fighting you deserve that -1, their should definitely be a forgive option though.

Knight 24 51
  • 8 Dec '18
 GAYFISH

@PadanFain said:
If u see ur gonna miss a kick u can still ftp u just have to be quick. I thinks it's good the way it is.

I'm talking about parrying after missing the kick, since you can't kicking is almost always a gamble. It's very easy to make someone miss a kick if you're paying attention too

Knight 24 51
  • 5 Dec '18
 GAYFISH

@Goof said:
I would be ok with 20-30 stam but 30-40 is a little much.

It would be too risky to ever use a kick.

I'd prefer 20-30 but for whatever reason they thought it was necessary to remove when that was what it originally cost, so I made it a lil higher.

Knight 24 51
  • 5 Dec '18
 GAYFISH

Since this was removed using kick is almost always a gamble unless you have the guy pinned somehow. Now that kicks don't stun anymore, for good reason, there's no reason to keep that nerf. Just have it cost 30-40 stam like it used to so it's still punishing the player for missing.