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vaporware game confirmed i'm refunding and backing star citizen
loving mordhau so far, just gonna quickly put down some criticisms;
chambers need a particle effect/sound, alot of people have no idea when i'm doing chambers in 1stp on stream, a chamber feint would be alot scarier if chambers had a sound, etc. Tons of reasons why this should be added in, but mostly for spectatorship
overheads feel totally useless with alot of weapons, it's impossible for me to make consistent switches let alone fake switches. Currently if i'm playing ES or bax its just far more effective for me to lmb spam and manipulate/leg strike my way out of being chambered. Overhead is the most satisfying attack and its sad to see it in this state - my advice would be to increase the turncap (unlock it abit more) during early release and then during release put it back to normal.
220 degree turncap (to prevent spinning) is still triggering incorrectly - far too early - during combos. Been unable to replicate it consistently but can show some footage of it happening. Really cripples 1vX
kick has legitimate uses but i just find most noobs give up on actually trying to fight and continually try and cheese me by gambling with kicks if i go for a drag etc.
active parry is incredibly inconsistent, LMBs seem to be the way to make it work the most but especially on accelerated overheads chances are you will just get flinched
queue windows are abit awkward, i input a riposte but sometimes they come out later than i want them - i'm guessing that it's because i queue a riposte before my parry connects and if i time that slightly wrong i wont get an active parry when it feels like i should have riposted. I think that's slightly unfair because its very difficult to consistently input a riposte with like 100ms accuracy of when your parry is going to connect with the realtime swing system. My solution suggestion would be allow you to queue a riposte a hundred ms before your parry has connected
sometimes i get hit by stabs when they dont really seem as though they are going to hit me, and it happens quite often; i feel like it's something to do with the netcode. Makes it very difficult to judge turncaps by eye and i just have to go off pure gamesense or guesswork to know if i will be able to turncap punish a stab. EDIT: just to clarify i mean a stab tracking towards me, not talking about the range of the stabs
teammates flinching me, had enough of it now, please remove
projectiles flinching, really annoying and unfun
teammates RAPE you if you're using light armor, a perk to offset this or something would be great in future
100% team damage is a pain, not only is it annoying to get hit by your team but also when mongols unintentionally deny stamina and hp from me with their own ignorance.
try to ensure that projectiles dosent render light armor useless (like vanilla archer does to chiv vg )
thrown mace doing like 45 damage to full plate, why. 90% of the time i play heavy armor is to avoid projectile cancer but i still take a disgusting amount of damage from them it seems
every time ive been headshot by a projectile its just been a random throw from some goon who will never do it again, Dosen't feel like a skillshot, just feels like luck and isn't fun especially when im getting 1 shotted as a light build from behind me in the middle of nowhere while im already 1v4
shields need some kind of rework - playing vs shield and playing shield v shield is very boring atm and i'd expect most new players to be taking shields at the start of the game's release
some suggestions for that:
Jump strikes are very ineffective vs shields currently, pls change
targe shield would allow you to have almost no penalty on raising/lowering shield, more vision and less turncap on block but much smaller parry/block box
tower shield (if you have plans for it) or kite, delay when raising, much bigger parry/block box and alot less vision
shield should ALWAYS lose a stamina war to a 2hander, (unless it's like a dagger or smth) because otherwise they will be way too strong and with such a low skill requirement. Shield user can offset weakness by chambering, so it balances itself out. otherwise shield is probably gonna be broken in 1v1
shield users still have a huge damage output, that 1h mace does retarded damage to full plate for what it is
potentially replace riposte kick with a quick jab or something
windup animations for riposte are unclear alot of the time (but this is already being worked on, just thought id throw it in there)
add more variants/playstyles to shield, so tower shield, new weps etc. i would focus on. Currently the game is very 2h focus and parrying is much harder in mordhau than chiv, which will make it very difficult for noobs
will probably add some more bits and bobs, just again to clarify; the current state of the game is still honestly really good so this post isnt me bashing on the game. Thanks for reading
But this is all just appealing to the male fantasy. Disgusting !
really nice update, the emotes are really great and cheesy. Restarted vk comp server and all the players spent the next 20min or so in hardcore roleplay - good shit, please add more
dynamic feint recovery is a welcome addition, there may be issues with punishing after a feint if it's different with all weapons but that can easily be fixed with some simple input queuing. Not noticed anything regarding that though as of the 2-3 hours i played on the build already though
Kick recovery; just makes punishing kicks a little weaker. I imagine a proper stamina system will fix that though, kick miss + parry gonna put u in alot of danger, so that's fine for now
Morph stam cost, good, needed.
Liking the poleaxe buff, i felt the alt grip was abit shitty on it, too much of a range sacrifice to make it worth the slight extra damage it did - now it should be powerful enough to warrant using.
Mordhau grip buff seems fair, previously the mode has pretty horrendous turncaps and swing manipulation not to mention the range drop - so the damage buff should warrant it being useful now
120tick when tbh
rapier is alot of fun, made some huge plays with it in the time i used it. Slashing heavy armor does absolutely no damage, is to be expected - headshotting with stabs seems to makeup for that
Next i'd like to see some shield balance or changes (whether temp or permanent) - just try stuff out. Chase mechanic could do with implementing (and balancing) sooner rather than later, and have a little look on active parry to make it feel abit more consistent - whatever that entails
apart from that, really good shit and im impressed with the speed of the updates. Keep it up but don't burn yourselves out aswell guys
EDIT: forgot to add - please add some kind of particle + sound effect for chambers. Even if it's just for the spectator/1stp and nothing more. They are satisfying to do but it could really do with some sexy effect for spectatorship. I really like the sliding weapons thing; honestly think if you added that to all chambers it would just look really nice and satisfying to chamber
What has happened to this place
throwing this here incase anyone wanted to see what some sweaty tryhards played like
Well, you appear to be rather upset
If i had to explain the games mechanics to aggressive, arrogant people like you, i wouldn't be able to pay my bills and go to work because i would be here explaining to you the games fundamentals, which you don't quite seem to understand
I suggest you stop with your arrogance, I have thousands of hours balancing melee slasher, and i am very good at the game, therefore i know more than you
All people are gonna do is miss and run away after, will look retarded. There are already many mechanics for punishing misses already, garunteed damage is just a very silly and not well thought out idea especially for a skill based game
This thread only got traction because we're all bored waiting for patch, I hope I don't have the displeasure of reading something so stupid again
There's a lot of overcomplication and overthinking in this thread.
Don't compare Chivalry feints to Mordhau
Defence is far easier in Mordhau
Feints will never be consistently punishable 100% of the time, there are alot of dynamic variables. Knowing when to punish or not is a skill. It's simply just not a mathematical possibility to have consistently punishable feints in all scenarios
Swing manipulation does not look good to outsiders 90% of the time. This is a fact. Forget how fun it is to execute, it's simply a fact that normies do not comprehend swing manipulation and it looks bad from outside
Feints and clear cut accels look healthier than swing manipulation meta
Feints are easy to execute, but take skill to deal with. That lowers skill floor and keeps high skill ceiling (that's healthy for the game)
Feints are easy to balance with several variables (feint recovery, feint window, windup time, chambers etc.) In comparison to swing manipulation which will forever favour high release time weapons
Feint read is visually impressive
Feint heavy meta promotes an aggressive and initiative-seeking meta. This creates for exciting spectatorship. Currently I find myself allowing people to attack me so I can chamber to be offensive. This is not healthy - look at For Honor's high level gameplay
readings drags + accels is a joke compared to how it was in difficult it was Chiv.
i think you need to be devoting more time to the game before you can make statements like "i can't distinguish drag+accel".
Trying to chamber like the way you are doing in those clips - you're trying to run before u can stand up. Pointless trying to chamber if you cant maintain a consistent defence with parries. It's like going for 1 taps in CSGO and nothing else
Audio
First of all just want to clarify i'm not shitting on Mordhau, i really love the game. However, contrary to what most of the discussions are about (animations, balance, content, maps, archers, whatever) - which can all be improved, agreed - i just find the most underwhelming thing in Mord for me right now is without a doubt the audio. What i'd currently say is really good audio-wise;
I'd like to generate some discussion for people's ideas and gonna put some of my own opinions/suggestions down;
Currently i feel all the attacking grunts are shit, honestly.
They sound extremely underwhelming and ontop of that they do not give important information that was given with Chivalry audio cues. For example, knowing the difference between a Vanguard swinging behind you and a Knight was a big deal especially when footworking in 1vX scenarios. Mordhau does not have this important info within the audio and they just sound abit shit anyway
As a result, i think someone using a Zweihander and someone using a Bastard sword to be producing different grunts would be extremely helpful and also give the effect that you're playing completely different loadout (not that it's a problem to begin with)
I would also suggest that several different "voice characters" to be chosen from in the Customization menu should not be added (as is done in alot of RPGs) because for info reasons and the fact that it'd be easier to enforce the quality of red team/blue team voice acting single items. Rather than a swath of different "characters".
Death sounds should be MUCH more brutal and gritty, because it would add to both the medieval appeal and also the "unintentional" comedy effect of the game. Gears of War is a good example
(obvious) add voice lines
Combos grunts getting more intense the longer then go on for
Please add something like the "Bastard!" voice line from Slasher
Alot of sword smacks need to sound alot less "wet", currently i think alot of them are really dumb sounding and not very satisfying. For example, Bastard Sword sounds like shit
Low stamina breathing
A consistent, specific sound (the current one for the weapon sliding pls) for every chamber that occurs
Sheating and unsheathing weapon - i know alot of people may be like "muh realism" but if you can manage both the realism and make a nice sheathe sound effect it will be very good. CS:GO is a perfect example of EXTREMELY satisfying weapon switching sounds
To conclude i think that investing in upgrading the audio will really add to the feel of the game, the "depth" - in terms of the Mordhau "world" - and immersion. It should be fine to upgrade the sounds after release if neccesary, i know CS:GO have changed their audio wayyy after release so it probably wont be a big deal. But it definitely needs doing
Think this would be a good thread for everyone to just plop their ideas down and hopefully the devs can grab what they want from it
The strength to chambering is that you gain a stamina advantage and you auto read any feint. It's a risk, already has very strong payout it does not need any more
Its a defensive mechanic, buffing chamber offensive capability starts to make it like a Parry in For Honor (very, very bad game design)
If chambering is over-used, which will happen by making it overly rewarding, it will just make teamfights cancer with absolutely no flow and 1v1s about nothing but chambers
Making chambers harder is also a bad option because then you just alienate weaker players from an entire mechanic.
Kick shield stun is useless against competent players
Shield is broken RN because once you outstam him he still has initiative, and after then he can chamber with the ridiculously easy chamber windows
It still remains a low skill crutch but even worse so than chivalry as the parrybox is massive and swing manipulation is far weaker in Mordhau. If a shield player gets hit it's merely his own fault
When you knock the shield out his hand it should break and you should get a hit, none of this 50/50 bullshit that's going on rn still and scrounging on the ground looking for more shields. Cancer
i hope the transparancy is appreciated, i personally don't have any problems waiting for an overall better and more polished game
Mordhau's developed far, far beyond what i ever believed possible coming from the Slasher days - well done guys
I've ways insisted that rmb=FTP bind should be the default input for feint to parry. The reason for this is because of the thousands of hours I've spent slaughtering noobs, I always witnessed them pathetically microfeint after they regret their attack input instead of doing a FTP that (they don't know) they want to do
It will make the game feel more responsive for newer players. Having FTP bound is also flat out superior than double rmb, because you can choose to Q->RMB but can also utilize the immediate parry speed
And, yes, obviously FTP bind will be faster than double rmb because 1 input is faster than two
Feints are much healthier than swing manipulation as the main offensive tool in terms of visuals; it's easy to forget what the game looks like to outsiders and constant drag/accel spam does not look good in comparison to morphs + feints. This also makes things like riposte anims a less determining factor of what makes a weapon powerful
Mordhau has proper netcode and the existence of chambers, this means that feints can be balanced through mechanics and value tweaks - just because feints are very powerful dosen't mean the game becomes a 50/50. A player that can read will consistently beat a gambler
People saying feints were consistently punishable in Chivalry are utterly wrong. Even with compmod where we balanced the feint recovery to give weapons very similar punishment windows there were cases where weapons wouldn't be able to reliable punish others even when factoring the speed of a reverse , just due to the nature of windup and swing arcs
Knowing when you can punish is a skill in of itself and it was so in Chivalry. I know that I can't punish BS feints with ES chambers so I have to FTP out, yet that still will win me a net Stam war regardless
If you increase feint recovery any further in Mordhau you wont be able to do convincing feints and will be forced to microfeint constantly. If you are unable to punish misses and feints in Mordhau currently it's simply a learn to play issue - if you feel as though you want to punish EVERY feint you read then there are tons of weapons which will allow for that, consistently, such as bastard sword, Mordhau grip longsword, rapier, baxe, bardiche. I personally don't have any issues punishing with normal longsword itself
The animations do need and will be improved, but you will never be able to stand still and chamber attacks from someone who is able to freely swing manipulate on you - that has absolutely nothing to do with the animations and is no way some kind of benchmark
Animation improvements are blending and windup related as well
Believe me I've spent hours in discord with wizardish and boner purely regarding balance and brought some of the devs in for discussions, what you're talking about is simply not the same so do not try to angle your obfuscated viewpoint with theirs