Mordhau
 Frise
Knight
  • Likes received 3811
  • Date joined 16 Aug '16
  • Last seen 13 Jan

Private Message

Knight 1269 3811
  • 1
  • 10 Apr '19
 Frise

Stab feints being arguably less readable than in Chiv, but justified by ez-mode chambers, so that the optimal way of playing is to attempt a chamber on every single stab? What is even the point of stabs anymore? Is that ideal or just lazy?

Shields being as dumb as they were in Chiv, with same non-solution Tornbanner implemented?

And then 1vX being a riposte-spam fest where the 1 is forced to just passively read these broken stab feints without being able to use the mechanic that makes them reasonable, chambers, because chambers still have no protection or use in 1vX. But hey, the 1 can trade hits. That should be enough to get over the fact that they can't use the main tactic the game is based around.

All weapons feel almost identical, while Chiv, for the shit show it was, had all weapons feel unique and reward different playstyles. Tornbanner pulled that off by accident. Yet in Mordhau, with mechanics intending to do just that, like no-combo weapons and no-flinch carving knife, weapon variety is miles worse.

Is this really what ya'll wanted Mordhau to be? Since you're saying that combat isn't a priority and you just wanna get Frontline out.

Knight 1269 3811
  • 2
  • 22 Jan '19
 Frise

Currently CFTPs are so forgiving that if someone whiffs, they can block your punish even if you start your attack during their early release, or even during their windup in some cases, they can still parry for a slight stamina disadvantage.

Whiffing should be properly punishable, I don't think there's much to argue there. Right now you can attempt to punish and get parried, gaining a slight stamina advantage because of the FTP, or feint the punish and basically gaining nothing but initiative and a slight spook on your opponent. Gambling can ensue out of this, where someone whiffs and just comboes expecting you to feint the punish. Then you have to guess what they're going to do, because you can't wait for their input and then feint, the timing doesn't realistically allow for that. And if they just keep comboing and you guessed that they would parry, then you're the one being punished for trying to punish a whiff. Why should punishing a clear whiff be so unintuitive and unrewarding though?

I propose that the first 150ms (obviously just an example value) of a combo's windup should be un-feintable. You can still CFTP out of slight mistakes and spam comboes in teamfights without worries, but straight-up whiffs are punishable.

"But then there will be no interaction in whiff punishing where the whiffer gets to play mind-games"
Yes there will be; The whiffer can fake a whiff while staying at a safe distance and use footwork to stay out of the punish range, keep comboing, and punish the punisher's whiff.

As always, I must clarify, this is a game design issue, not a balance issue. Whiffs being unpunishable is unfun and discourages matrixing and dodges that everybody loves.

Knight 1269 3811
  • 13 Oct '17
 Frise

Are you not capable of logical thinking? The hype of alpha release is gone for most people, and they have shit to do and games to play. That doesn't mean the game is dying.

And the combat isn't broken, you just completely fail to understand it, and complain about every fucking thing that kills you. Grow up please.

Knight 1269 3811
  • 11 Jul '18
 Frise

174926714.jpg

Knight 1269 3811
  • 15 Jan '19
 Frise

d.PNG

Knight 1269 3811
  • 1
  • 20 Apr '18
 Frise

First, watch this shit:

Now consider this:

  • Even though the release audio queue starts on the first frame, the actual grunt is only heard during the frame 5 or so. So your time to react to the audio queue is half of the actual time before getting hit.
  • He started the attack looking away from me, as if he was going to drag, and he barely looked down even at the actual moment of the hit.
  • Notice how the weapon wasn't near me when it hit me. I've already uploaded a video of this happening on my side, it happens all the fucking time.
  • I was strafing slightly away from the attack (A+S)
  • If you chamber an attack with very precise timing (I'm talking 20-30ms before it hits you), the game just swallows your input and you get hit. Supposedly, there's compensation for this, but it still happens.
  • The attack actually hits me on frame 9, which is when the hit sound starts.

"Frisé ur just angry 'cause ur bad!" No, Meph is a very good player but I consistently beat him. I chamber accels and footdrags all the time, it was just this particular case that was absolute bullshit and I had to look at it frame by frame.

"lol u shitter u have bad footwork!!!!1" I was strafing away from the attack. Yes, I could have angled my camera to move even further away from it, but nobody does that all the time because it makes you predictable and the opponent will adjust for it. And if you think that the pro players do that all the time, you're just wrong (https://www.twitch.tv/videos/242119337?t=00h02m52s).

"just parry" Saying that unreadable shit is ok because you can just parry is advocating for chambers to be a glorified gamble and for parrying to be a fucking joke.

I love this game so much but this shit is infuriating and it genuinely makes me sad that it hasn't been addressed after 15 patches, because I'm starting to lose hope that all the inconsistent, dumb shit is ever gonna be fixed.

Knight 1269 3811
  • 1
  • 25 Mar '18
 Frise

If you recreate these results with a friend, stabbing from the same angles but without footwork or drags, I believe it would hit them normally. What I think is happening is that the tracer just isn't actually touching the player's body, and only registers once it had already gone through the player and in front of them. Might this be a tickrate issue?

The first clips were recorded in the official South America server (consistent 50-60ms ping in my end), and the last one in Meph's dedicated server (very consistent 35 - 50ms ping). My framerate is locked at 120, and the video recorded at 60fps. (Just in case this matters)

I don't think anybody would argue that these attacks shouldn't have been hits, except for maybe the last one, which was kinda on the edge of the parry angle. It really is a shame that outplaying opponents with creative and difficult moves isn't encouraged or even consistent at all, while the easiest ways to get over a defense are the most effective and encouraged.

Knight 1269 3811
  • 2
  • 6 Sep '18
 Frise

I love feints, I love reading them, I loved spending 3 consecutive hours on duelyard learning how to read SoW stab feints on Chivalry. This isn't Chivalry anymore though.

In previous patches, feints felt, at least to me, situational. If you opened a fight with a feint, you were just wasting stamina. If you parried a big drag, or caught the opponent on a miss, you had a great opportunity to feint, though. It was a resource, a tool. Now, it's the bread and butter of every engagement.

Feints lead to people taking advantage of unreadable stabs, twirling around like spastics to make their feints scarier, and defenders turning around and running to double parry or dodge the follow up.

They are an extremely low-risk, high reward mechanic. Little skill required to perform properly, and the biggest skill requirement for defending against. They make fights look like they are turn-based, force you into a passive role while reading them, and turn off almost every new comer to the game.

Why are they still being buffed and promoted more and more?

idk xd.PNG by an anonymous top tier player from NA

I'm not saying feints should be removed, I love them, but they should be situational, you should have to learn when to use them. Swing manipulation is a glorious mechanic, it allows a level of freedom of expression that is found in almost no other game, it's a constant feedback loop of interaction, every instant of a drag, you're reacting to what your opponent is doing and vice-versa. Instead of "I feint, u read".

And then, we're still struggling with balancing 1vX, right? What role do feints play in it? The 1 faces huge risks in feinting, because they have no time for it. They risk getting hit in the back by the other dude while they are in lockout, even if they performed a good feint. Meanwhile the X are able to spam feints at the 1 and it will be insanely hard for the 1 to read them (and they can't chamber to avoid reading them, because chambers don't have AP or hyper armour).

Low risk should have low reward. Game design 101.

Same with morphs, they're a great mechanic, yet they are wasted by being implemented as a feint with a different name.

Make offense require skill 2018

Knight 1269 3811
  • 25 Sep '17
 Frise

You wanna hold your parry? Good for you, go play M&B or For Honor.

What you suggest has been discussed ad nauseum, look through the forums.

Knight 1269 3811
  • 11 Apr '19
 Frise

"Just ok" isn't the standard of quality I imagined 2 years ago from a game made from former Chivalry veterans that experienced how shitty Tornbanner were at developing. I thought Mordhau was gonna be developed to be a great competitive game. Instead we're getting another big multiplayer medieval game with "ok" combat. Shields are crap? Well at least they're not broken, so it's ok. 1vX impossible? Eh, game's still balanced. Stabs are more unreadable than in Chiv? Eh just spam chambers and be forced to hard-read them if you're in 1vX.

Balance changes can happen post-release but major mechanic changes are unlikely. The 2 years of alpha was the time to do experimental mechanic changes.

Knight 1269 3811
  • 27 Aug '18
 Frise

damn hippies

Knight 1269 3811
  • 1
  • 21 Apr '18
 Frise

Because that's how you read shit. Especially considering you can go from accel to delay in less than 10 frames. Why should I chamber earlier? If it was designed that way, then fine, that's the rules of the game. But that's not how the game is designed; The idea is that you press a button, you throw an attack, and you can chamber during the first 200ms or so. Nobody said that the first 20ms don't count.

I was told there was lag compensation for this case, and that it shouldn't happen. Yet, it happens all the time. So wassup? Did crush just lie to me? But hey it doesn't matter that there's an issue with the game I can just parry amirite

Knight 1269 3811
  • 17 Apr '18
 Frise

They're going a particular way about the kick. It doesn't work for punishing facehugs against moderately fast weapons, it never did. But it's great for punishing predictability or big delay-drags. I think stun is too much; It's annoying for the stunned person and doesn't actually feel very rewarding for the kicker. It also just looks dumb that you just stay frozen for like 2 seconds. It was perfect in patch 14 imo.

On one side, I want them to make kick short and fast so that it actually is able to punish facehugging properly; but on the other side, I really like how it works right now, it's useful, fun, and makes the combat a bit more interesting.

If they're gonna keep the kick like this, they really should add some form to punish facehugging properly. A light and heavy kick would do the job imo, but the cooler option would be to add butt-end/pommel bashes.

So you can press V, for example, and you throw a quick, short range attack that does very low damage. Quick enough to interrupt someone if they get too close, and short enough to only be useful at facehug range.

Additionally you could give different weapons different attacks instead of this, for example the billhook hooking people with this attack instead of with the normal strikes.

Knight 1269 3811
  • 31 Aug '19
 Frise

Please add SA servers. Everybody in the comp scene and even friends that play casually were excited for this day only to be left disappointed, and knowing that you're "watching the population" feels like shit.

Knight 1269 3811
  • 30 Apr '19
 Frise

Also, knight having Flesh Wound is confusing a lot of new players, and it becomes so annoying after playing for an hour.

Knight 1269 3811
  • 19 Mar '19
 Frise

@Stouty said:
It's good you found a casual mode to enjoy but that title alone discredits any complaints you had over BR

If somebody says parry should be harder, you say "it's bad for casuals"

As soon as a casual has an opinion, you say this

Knight 1269 3811
  • 1
  • 23 Jan '19
 Frise

All of what Rob said would still happen if braindead whiffs like these didn't have an easy way out. Making whiffs less forgiving would just make braindead whiffs punishable, like any braindead action should be.

Look at these clips, I'm starting my attack super early, in the last one I even start the attack when Elige hasn't even gone into release. They should not be able to parry in that situation. I should not have to play mind-games to punish such a blatant whiff. I already footworked or matrixed out of their attack and took the risk of attacking while they're in release or before.

Are there still ways to punish them? Yes. Does it make sense design-wise? Absolutely no, those were blatant misses. It's ridiculous that they get to parry out of them so easily.

Essentially everything that Rob described is just having the initiative. You force a whiff, and you get rewarded with initiative and a slight spook. Not enough reward to take risky plays and encourage creative plays.

From a spectating point of view, spectators fucking love matrixes and other dodges, and it looks great when someone dodges something and gets a free hit. Even better when the dude that whiff manages to avoid the punish with some cool play, like dodging it back. It's instant gratification; You dodged an attack, you get to punish. However in the current state, you dodge an attack, you get initiative. Essentially, nothing interesting happens.

Making whiffs punishable will not remove interaction in the slightest, that's ridiculous. All of those interactions will still happen in slighter whiffs or intentional whiffs.

Essentially this reminds me of reverses in Chiv. Yes, there were ways to deal with them, and they added some depth/interaction to the game. However, were they good for the game? Would it not have been better to add that depth with an something intentionally designed to do so, instead of justifying design flaws?

Knight 1269 3811
  • 1
  • 7 Apr '18
 Frise

This is really annoying as you can see that in most of these clips I am caught completely off guard, since I was doing a decel but got parried early out of nowhere, or didn't hit someone who I saw that I did.

This happens pretty regularly on the official south american server, where I have consistent 50-60 ping, and Meph's dedicated server, where I have consistent ~30 ping.

Can't wait for some fragile ego boy to completely miss the point of this post and tell me how they think I play like shit.

Knight 1269 3811
  • 4 Oct '17
 Frise

I won't take that into consideration because you're rude.

Knight 1269 3811
  • 4 Oct '17
 Frise

I'll take that into consideration.