Mordhau
 Digganob
  • Likes received 60
  • Date joined 8 Apr '19
  • Last seen 14 Jan

Private Message

Count 352 361

@Digganob said:

@✵ Legate Lanius ✵ said:

@Xefferman said:
This game's terrible now. What drugs are the devs taking? Just another good game thrown in the trash.

Quite a bit excessive of a statement don’t you think?

Yeah I don't know about "terrible" or "now". The game has always been fun, so it's not really terrible. But it's definitely always had flaws, so saying it's terrible "now" is wrong. The gameplay is the same as it's always been, it's just insignificant changes to balance so far.

It’s like any game, some don’t like a change and it’s the end of the universe.

Personnally I played for about 1month after release, then stopped.

Since they added Invasion mode, it’s been more fun. I do wish they were more maps and various objectives but it’s a small tea and I can only respect this little gem they made.

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@Xefferman said:
This game's terrible now. What drugs are the devs taking? Just another good game thrown in the trash.

Quite a bit excessive of a statement don’t you think?

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  • 1 Dec '19
 Wilkham

This game is a blast, but it's not for everyone. Most of the people bought this game thinking it would be a funny melee slasher type with a cool combat system. But the reality is that it was not so funny melee gameplay with a difficult, unintuitive, clunky unfun combat system.

Most of the people were getting farmed by goods players or just didn't wanted to invest their whole life just to enjoy a game, plus all the chivalry immersion and all of these things were not really here...

Maybe the devs are going into the simplistic just for making casual comeback. Sadly, I think they're too slow and make some bad decision. The casuals will just find another fun game and this will be it.
Anyway, I'm still surprised I didn't quit this game yet and spend like +600H of my whole life just in duel.
The updates are really slow, at the point I literally quickly rediscover the game everytime I log in.

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  • 29 Nov '19
 Quenquent

I've already told @Digganob how I don't believe "simply jumping" was the go-to easy counter for toedrags, due to stamina consumption and how it does not guarantee a free hit.

But now that you shown all of your arguments, I have to agree with you on how this is fixing the symptoms and not the problem. The issue with toedrag is how the attack is pretty much "overhead-look away from opponent to hit their toe with the very-end of my attack". In-short : a counter-intuitive move like wessex.

As someone that wants to see balance going closer to more diverse block radius (because parrying a stab on your foot from a Zweilander using a Dagger while standing up is absolutely ridiculous), it really scares me that this might be a band-aid fix that will never be resolved.

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  • 29 Nov '19
 esturias

At the very bottom of the site you have a list/line of symbols showing contact options.

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@Stouty said:

@Lionheart Chevalier said:
The all powerful @Stouty has spoken.

Oh sorry that one guy in your private duelyard can perform crazy insiders at 13 ping. I guess side stabbing should be totally obsolete in a duel setting.

If players significantly better than you find that the parry is unresponsive then you should probably listen to them

@Digganob said:

Thanks for the explanation. Well, that settles it, it ain't a problem with parry boxes being too small, it's a bug. A separate issue. Parry boxes could be made small, and this issue could be fixed separately.

Go ahead and try fixing it, modding the combat is an option

If they can do a fancy trick to get around the parry box, so can I dude. That's my point, they're dumbing down gameplay.

Nothing says intelligent gameplay than hitting through each other's parries, go play call of duty if you want to kill people in 2 seconds with minimal effort

You failed to read through any of our points and are giving Giru level responses. I totally agree parry is unresponsive and it's especially unresponsive in team play. Because parry turn cap was increased and it had already been too high.

Parry turn cap is what makes parry and shields feel unresponsive... not the size of the parry box.

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  • 28 Nov '19
 esturias

I mean no disrespect, I just want answers.

You won't get any answers here. If you put some effort into it, maybe consider writing a mail. Thought about that, too, but... meh.

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  • 27 Nov '19
 EatAtRedLobster

We're living history right now.

One day we'll sing of the patch that was so bad it didn't even get an Announcement post.

15 11
  • 27 Nov '19
 yourenemiesfriend

@TombstoneJack said:
Community status
On fire [ ]
Managed [X]

MORDHAU Patch #14
Combat changes & Optimizations

This patch includes a large number of optimizations intended to improve overall FPS and reduce stuttering, especially during combat and on large player counts, as well as reduce load times. Also included are combat changes aimed at differentiating existing weapons more and at addressing overall balance. Finally, Feitoria has had its layout revised to make the ending more climactic.

Gameplay

Substantial CPU optimizations across the board to improve overall FPS and remove stutters and hitches during gameplay, especially on larger player counts
Optimized and improved loading times
Workaround for server information update error
Reworked Feitoria Invasion layout
Disabled dodging with barrels
Changed how deliverables work, it is now possible to drop them and pick them up (for attackers), and defenders can hold interact to destroy them
Disabled climbing on oil cauldron, ammobox, rock spawn, rock basket
Time to decline objective participation from 6s to 4s
Fixed a case where dying on ladder in Horde wouldn’t remember your equipment
BR/HRD Ladders on Grad now raise-/droppable
King-type objectives (Invasion) are now invulnerable until the first player could've possessed them (prevents rushing to take advantage of AI)
Traps and pavises no longer allowed to be placed on destroyables (which when destroyed would cause them to float)

Combat

Parry/Chamber box is now bigger - now significantly wider horizontally, fixing cases of attacks going through parries. Now always covers the legs and feet vertically, this fixes the broken toe stabs and makes it much easier to deal with overhead drags to the legs. - also affects shields, although less. Parry knockback reduced slightly
Parry turncap slightly more strict
Global attack turncaps 5% more strict
Trying to change attack direction during a strike release too many times will now get compensated by the game - this fixes (or attempts) the broken drags such as sky drags, waterfalls/wessex etc and promotes playing more “normal”
Attack lunge now decreases gradually after 105cm weapon range (Longsword) - this means that the longest weapons now have the least amount lunge
Miss recovery is now based on weapon length and speed or “weight” - this means that short one handed weapons now have significantly less miss recovery, making them much more nimble and lighter in use. Longer weapons have more, making misses more punishing.
Blunt weapons now have crippling effect - this means that being hit by a blunt weapon now slows you down more when being flinched and causes more camera shake/stun effect - comes in two tiers, strength depending on the attack and weapon. Tier 1 slows down 12.5%, Tier 2 slows down 25%
Billhook now has immobilize on the attacks that pull. This heavily slows down enemies and allows you to control them much easier
Stab knockback is now straight and more predictable
Huntsman now works differently and is no longer based on quiver, now only applies to enemies with a bow/crossbow in hand. This means that when switching to a melee weapon from a ranged weapon, after 4 seconds you no longer take the huntsman bonus damage, allowing archers to go melee without being oneshot from huntsman.
Fixed active parry blocking from behind
Plate leg armor now doubles kick damage
Kicks no longer have headshot damage
Kicks no longer drain stamina
Following up a feint with a stab will now have 50ms more lockout - this should fix most unpunishable stab feints

Weapons & Equipment

1H Axe strike windup 25ms faster
1H Axe recoveries reduced to 400ms
Arming sword strike combo is now slightly faster and has a bit more raw damage
Arming sword recoveries reduced to 400ms
Warhammer recoveries reduced to 400ms
Warhammer main mode strike torso damage increased by 5
Quarterstaff now has 400ms recoveries
Quarterstaff alt mode strike damage now the same as the main mode, strikes now have 75ms faster combo speed
Maul miss recovery to 600ms
Cleaver miss recoveries reduced to 400ms
Cleaver stamina negation nerfed by 1
Cleaver stab no longer flinches
Cleaver now takes 20 stamina to chamber instead of 15
Dagger miss recoveries reduced to 400ms
Dagger now takes 20 stamina to chamber instead of 15
Shortsword miss recoveries reduced to 400ms
Shortsword stamina negation buffed by 3
Shortsword now takes 20 stamina to chamber instead of 15
Falchion miss recoveries reduced to 400ms
Heavy Handaxe miss recoveries reduced to 500ms
Mace strike windup 25ms faster
Mace stab windup 50ms slower
Mace miss recoveries to 600ms
Rapier miss recoveries reduced to 400ms
Bastard sword 1H stamina negation nerfed to 12
Bastard sword 1H stamina on hit reduced to 6
Bastard sword 2H miss recoveries reduced to 400ms
Messer 2H miss recoveries reduced to 550ms
Messer stab windup slowed down 25ms
Shortspear miss recoveries to 600ms
Shortspear can no longer combo
Shortspear point cost reduced to 3
Billhook strike pull distance increased
Longsword stamina negation buffed to 13
Longsword main mode miss recoveries reduced to 550ms
Longsword main mode strike windup 15ms faster
Longsword alt mode miss recoveries reduced to 400ms
Longsword alt mode strike windup 25ms faster
Estoc main mode miss recoveries reduced to 600ms
Estoc main mode stab windup 25ms faster
Chambering with Estoc now costs 10 stamina instead of 15
Estoc alt mode miss recoveries reduced to 400ms
War Axe miss recoveries reduced to 600ms
Poleaxe main mode miss recoveries to 600ms
Poleaxe main mode strike windup 25ms faster
Poleaxe alt mode strike can now repair toolbox buildings
Executioner sword stab headshot bonus damage removed
Executioner sword miss recoveries increased to 800ms
Bardiche main mode miss recoveries to 600ms
Eveningstar alt mode miss recoveries to 600ms
Spear main mode strike miss recovery to 800ms
Spear main mode stab now has more hit knockback
Halberd alt mode miss recoveries increased to 800ms
Greatsword halfswording miss recovery for stab now 400ms, for strike 550ms
Greatsword halfswording stab now has 25ms faster windup and 25ms faster combo
Zweihander main mode stab 25ms slower and slightly stricter turncap
Zweihander halfswording stab now has 25ms faster combo, miss recovery to 400ms, swing miss recovery to 550ms
Quiver no longer has invisible movement debuff
Horde shields no longer slow you down
Raised initial fire damage very slightly
Fire no longer damages buildings outside of the actual fire
Adjusted 2H rock AOE structure damage

Visuals & Misc

Added two long beards and a moustache
Players with the same name will now get a sequential number appended to the name, preventing confusion and abuse
Characters will now start screaming when they're falling for longer than 1s, does not happen if you have the cat perk
Added m.ShowServerInScoreboard (also found in options) which allows to disable the name showing up on scoreboard, useful to prevent stream sniping
Friendly bear traps now show a marker when near
Chain coat now takes metal color
Fixed a dropped ladder mesh on Grad clipping the ground
Fixed floating planks on HRD_Grad
Darkened eyes on slitted kettle and sallet a bit
Fixed motion blur settings on Feitoria
Improved hitmarker sound on torso and leg hits

Sounds

Adjusted hitmarker sound

Awesome job Jax!

... wait no, good job jack, terrible job jax. Terrible patch too.

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  • 27 Nov '19
 yourenemiesfriend

I used to see hits go through my parries like 1% of the time. So much better now that I see my sword go directly into peoples exposed sides without doing any damage like 80% of the time. What a massive improvement.

I'm so done with this game and these developers.

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  • 27 Nov '19
 EatAtRedLobster

I would say it is obvious that no-one here is arguing in favor of bugs. Just against the way some of them are fixed.

I tried the new patch out last night and I didn't find there to be any "Oh no they patched out my favorite gimmick" drop in my performance. Just a less enjoyable game.

Before this patch I could identify a player who was weak on certain aspects of his defense and do things like curve side stabs around and in on him because he would leave me an opening. It was obviously readable because it could and would be reliably defended against by specific players with stronger side defense.

After dueling in this new patch last night it now feels pointless to even attempt it. I may as well just throw every attack dead center and make zero attempts at any kind of subtlety because the new and improved Biggie Sized™ force field will compensate for my opponents poor defense.

With these new turncaps/parrybox changes it feels like being forced to try to play pool without using english. Straight line center of cue ball at medium speed. Every shot.

The same game but 50% less enjoyable.

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@afiNity said:
Making the parrybox bigger is the attempt to fix a whole other issue. And people like it because they don't want to see the bigger picture. That's just fighting the symptoms.
Make the parrybox smaller and fix insiders and the more strange drags. That would be the way to go.
If you make the parrybox even bigger than you have to do even more stupid moves to get behind the enemy defense.
And if you make the parrybox bigger and at the same time make drags worse, then duels will last for ages because weird drags are already the only way to win over an experienced player.

Thank you.

You'd think there would be other ways to fix insiders than just making the parry box bigger despite many people having asked for it to be tighter.

But, much like parry recovery from enemy attacks that missed you in ganks or constant animation rape at high level play, maybe insiders are unavoidable and just another symptom of the outdated and clunky, forcefield-style parry mechanic.

1.At the very least shields need their parrybox tightened horizontally AND vertically and turncap massively loosened. "Broken toe stabs" or whatever weak shit was in the patch notes should be usable against shields.

2.Parry also needs it's turn cap loosened too; it's very hard to respond to crazy drags in a 1v4 and the past two days its felt like reading the direction of drags has only mattered when getting ganked in FL by a maul or zwei.

Parry is clunkier than ever and I've seen plenty of back parries/chambers this patch despite and alleged fix.

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  • 27 Nov '19
 Quenquent

@Digganob said:
As if you couldn't, you know, jump over these attacks and get a free hit.

As if :

  • You didn't need inhuman reaction speed to determine it's a toedrag (and not an overhead/miss/anything else) early enough to jump at the right time
  • Jump doesn't consumes a lot of stamina and can't make you lose the stam war
  • It is a free hit and CFTP doesn't exist
Knight 52 50
  • 26 Nov '19
 BasedPatriot

the game fucking sucks without drags

fuck this

Knight 936 952
  • 27 Nov '19
 afiNity

Making the parrybox bigger is the attempt to fix a whole other issue. And people like it because they don't want to see the bigger picture. That's just fighting the symptoms.
Make the parrybox smaller and fix insiders and the more strange drags. That would be the way to go.
If you make the parrybox even bigger than you have to do even more stupid moves to get behind the enemy defense.
And if you make the parrybox bigger and at the same time make drags worse, then duels will last for ages because weird drags are already the only way to win over an experienced player.

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@Voco said:
Reducing the skill ceiling is a universally BAD IDEA, please decrease the parrybox and REMOVE it from the legs entirely. I don't mind getting thrashed by a highly skilled player that can expertly manipulate the game mechanics, that's part of what makes the game fun.

This.

Where are the leg hits? Especially for shields? There's not really side hits in this game, only flanks. And flanks are primarily a team play phenomena.

The game is 100% morph/feint or accel. Whether you pressed a button in time or got hit while you were still trying to figure out what the fuck that jittery animation was supposed to be.

Reflexes vs Restraint.

Are people even reading or are they just foot working it to minimize the power of a feint/accel? Big skill for stepping back, crouching and late parrying, right? Is footworking to minimize the chance of misreading a skill or a crutch? Shouldn't defense be more about your mouse rather than your WASD keys? But mouse doesn't play nearly as prominent of a role in defense (and dare I say offense, too) as footwork.

You'd think they'd have tightened the parry boxes, especially of shields, to open up the game a bit by now. You'd think after that torturous alpha the devs would have found a way to nerf crazy insiders that didn't involve making the parryboxes EVEN bigger.

You'd think it was impossible for me to miss Chivalry.

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The all powerful @Stouty has spoken.

Oh sorry that one guy in your private duelyard can perform crazy insiders at 13 ping. I guess side stabbing should be totally obsolete in a duel setting.

Not like it was ever a very viable playstyle in Mordau to begin with, right? Shields too, they need it just as much if not more.

Let's also jack up parry turn cap since that other one guy in your duelyard can still 360 turn after a misparry in light armor. Who cares if that makes parry clunkier in 1vX.

Next we'll ask Giru to demean us and for Crush to add another cheesy meme weapon... How about a 3 headed, 2 shot flail that's balanced by not being able to combo...

Knight 936 952
  • 26 Nov '19
 afiNity

The parry box was already too big and I expected them to make it smaller.
I almost punched the monitor when I saw that they made it even bigger now.
Now they put even more focus on reaction-based gameplay and aiming your attacks becomes even more useless.
I can't

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  • 26 Nov '19
 SWSeriousMike

Correct me if I'm wrong. But shouldn't insiders work independent of the size of the parry box? I always imagined it as the attack starting inside of the hitbox and therefore ignoring the parry box.
I thought size didn't matter. ;)

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  • 26 Nov '19
 Voco

Reducing the skill ceiling is a universally BAD IDEA, please decrease the parrybox and REMOVE it from the legs entirely. I don't mind getting thrashed by a highly skilled player that can expertly manipulate the game mechanics, that's part of what makes the game fun.