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  • Date joined 30 Apr '19
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1260 1939

I think damage will forever be the problem with cleaver. It's a kitchen knife that 3 shots T3 torso with no weight or leverage. I can't even rationalize it 3 shotting anything but light armor. A dagger's thin, long stab could at least go for the gaps of T3 torso, but what could a slash weapon possibly do to those gaps without the weight of a messer's blade or the leverage of a two handed axe?

If cleaver gets a speed buff it would just be better at dragging and get longer reach as a result, be even better at 1vX, still be 3htk against armor... and it will still be able to accel, like any other weapon in the game. A speed nerf would ultimately be a buff and it will be even better for bloodlust builds.

Cleaver is a small weapon, a kitchen knife... it should be fast. It should bounce right off armor though. 5htk would be a very generous compromise between intelligent life forms and the monkeys who crutch on cleaver.

Duke 5528 13172
  • 28 Nov '19
 Jax — Community Manager

@123mop said:
Any word on the dodge bug preventing you from dodging after being parried? I'm really hoping to see that resolved in a hotfix. Waiting a month or whatnot for a full patch just for dodge to be fixed would be quite annoying.

Yeah we're aware, marox is working on it.

34 16
  • 27 Nov '19

annoying crap that serves no purpose other than dumb down gameplay and punish aggressive archers

Knight 81 100
  • 3 Nov '19

The longsword noble and the executioner in Feitoria frequently have whiffed attacks because their models are so big that their arms go behind the enemies that their attacking, e.g. in the image below I actually missed the attack because my hands went through the enemies head:

The nobles can also use this to their advantage by doing insiders where their attacks start behind the enemy's parry and inside their model. It would feel better combat-wise if the nobles had a larger collision radius with other players, or at least enemies, so that these things didn't happen.

As an aside, I think it would make sense for larger characters to push teammates back when they walk into them (currently anyone that's playing one of these characters just TKs teammates who get in their way, but it would be nice if they didn't feel the need to do that..)

1260 1939

Shit I forgot one.
4) Parry morphs/feints/windups inside your player's body. Pretty sure this was a thing in alpha, not sure why it would have been removed. But essentially, if someone's sword is floating inside my face (literally!) I should be able to parry that and sieze initiative. Zwei stab is so annoying because you have to wait for this magical moment while it's already inside you to parry it.

This isn't a feint/morph/drag nerf. This is simply a rework so feints/stab drags and morphs have to be done smarter and will look better. Like using look down over head feints? Don't do it inside their player model. Like spear feints? Keep your distance and don't face hug with a 10ft weapon. People who try to use this new change to charge into windup's would be easily dragged and I don't think this change will dramatically nerf feints in the long run. Feinting will be less of a button press and more of a strategic, planned move.

Tired of having a bunch of weapons floating inside my face in 1vX but not being able to parry them because they accidentally miss and I have to wait for a magical moment where they suddenly become parryable and lethal.

1246 914
  • 7 Oct '19

Yeah, dropping your ranged weapon is pretty much nonsense, same with not being able to kick.
You should be able to turn your bow or crossbow into a simple melee weapon with low damage and range and high stamina cost, so that you might be able to parry one or two attacks and maybe even hit back once. That complete defenselessness right now is just ridiculous.

404 604
  • 7 Oct '19

i posted about this a long time ago, was a really long post too. the devs simply dont care that archery is fundamentally flawed sadly.

28 21
  • 7 Oct '19

The current huntsman perk is really restrictive to the bow gameplay. Its an auto-include on a weapon that is already 11 points, leaving you only 4 points to do anything with other than have a longbow. It also makes the recurve bow completely useless. The recurve bow doesnt really benefit from huntsman, as you cant even 1 shot level 1 armor with it, and you can't even block a 1 shot with a level 3 chest piece from longbow/crossbow, so there is no counterplay.

I believe the current huntsman perk dramatically limits the fun of bows, as you are eternally locked into just fighting the other bowman on the team in fear of being one shot.

I've thought of a few suggestions I thought would be cool.

Rework entirely -> Make enemy bowman appear with a marker above their head(some sort of sight bonus) Restrict their healing from kicking in for 30 seconds after being hit by your shot... or both.

Enable counterplay -> Drop the chest damage to 50% of what it is now, so you can counter the one-shots with level 3 or even level 2 armor... which is a large investment in bow builds due to the high point cost of bows... and this would force the other bowman to go for the one shot on the head.

Other suggestions ->

Give Huntsman a minimum range too where it wont activate, 8 feet or more..
Make Huntsman only activate if they have a bow EQUIPPED , not just a quiver on their person.
Let melee weapons benefit from huntsman instead or let all weapons benefit with the reduced chest damage.

109 167
  • 8
  • 22 May '19

Le read my le reddit post

tl;dr every additional bow in your inventory significantly increases your weight and decreases your speed, and this isn't reflected by the weight/mobility indicators.

I wonder if this is a "bug" (as in maybe bows aren't supposed to slow you down) or just a UI oversight: Presumably they meant to give archers a speed penalty but they forgot to make the customization interface indicate that bows have weight.

The takeaways here are:

  1. If you're using a bow as a sidearm (e.g. crossbow, which fires real quick and is fun as a sidearm for that reason), know that it'll slow you down.
  2. If you're stacking bows in Horde, know that it'll reaaaally slow you down.
  3. If you're just a normal old 0/0/0 archer, know that you're slower than a regular 0/0/0 fella. Hell, you're slower than a 1/1/1 fella. Not sure what amount of armor corresponds to 0/0/0+Bow. (edit: 2/1/3 is pretty close, as is 3/0/0 or 0/3/0)
Duke 5528 13172
  • 15 May '19
 Jax — Community Manager

weapons are more or less effective at different levels of play, for example the rapier and the ES

At low level of play (just starting out) the rapier is great because people don't have great defense and you can overwhelm them due to the speed and 3-stab-headshots for a kill. At high level of play (500+ hours) that speed is useless and actually makes it super easy to defend against due to easier reading on feints, the defending player knows how to chamber, and one-dimensional damage model (slashes are garbage), and then its damage/reach is bad compared to weapons like the poleaxe etc.

ES is the opposite - at low levels of play you're not going to be able to utilize what makes it amazing with just basic attacks, and you might be better of defeating lesser skilled opponents with a faster weapon (spear stab feinting until they die), but at higher levels of play the eveningstar is a top-tier weapon because the ability to 2 shot everyone and great offensive potential. The cleave you get with bladed weapons is nice, but good players will consistently parry attacks that go through their teammates so that cleave loses a lot of utility, and having hitstop can actually be a plus.

This isn't bad balance - different weapons and different mechanics are more or less effective at different levels of skill, for example stab feints are great against players who aren't comfortable chambering, but against good players you'll have to morph or use other mechanics to get a hit in.

Take CoD4 or MW2 for an example- the 'noob tube' guarantees an easy kill for new players, but if you're experienced you're actually losing potential kill-output since reload times and DPS compared to using a gun that shoots actual bullets, a good player could take out 3 targets in the same amount of time if they have better aim.

Duchess 794 3514
  • 14 May '19

@elToroGuapo said:

@Stouty said:
Game will sell big


What's up?

367 341
  • 10 May '19

Remove cavalry, remove archery, remove shields, remove firepots, remove throwables, remove catapult, remove ballista etc. Leave a couple of 2h weapons.

I say, make cavalry stronger, give them laser beams.

Knight 928 2545
  • 8 May '19

@RօռGɨɛʐ said:
shields are easy to bypass unless you're in a 1 man way tunnel. just go around them and they die as easily as the rest.

10 4

when you throw your main weapon, your shield shouldnt get unequipped automatically and put to inventory

168 1701
  • 2
  • 6 May '19
 elwebbaro — Art

It's been one hell of a ride thus far, and it's only been 7 days. None of us would've expected this reception in our wildest dreams.
As of today MORDHAU has sold just shy of 500.000 copies and we have reached a peak of 60.000 concurrent players yesterday. These are just mindblowing numbers to us, and we still haven't fully realized that MORDHAU is currently among the top played games on Steam.

Unfortunately the launch wasn't as smooth as we had hoped. Server performance was abysmal and reward drops such as Gold and XP, as well as unlocks were not functioning properly. We are still in the process of seting up new servers in regions that need them and as a result the Matchmaking can still be spotty. There's also some other Matchmaking related bugs that prevent parties from joining the same game, or BR lobbies to populate very slowly, but we're on top of that. All things considered, the majority of launch issues have been resolved. As for compensation of the lost Gold and XP. We have not forgotten about it and will be shipping it via the next patch.

Right now we are addressing some of the more frequent and critical issues, like the "Ghost Bug" among others, as well as some map exploits. These past few days had been very hectic for us, but things are starting to somewhat get back in order.

Looking ahead for future updates, we've got a couple new maps in mid-production: Castello and Feitoria. Here's a few impressions on the latter.

On top of that we will start looking into Ranked/Competitive modes, starting with duels. However we cannot give an exact timeframe on when you can expect these updates to be rolled out yet. We are terrible when it comes to estimating things, I'm sure our alpha players can attest to that.

Additionally we will keep adding new armor pieces and weapon skins here and there, as well as some new character customization options.
Goals further down the line would be to release Modding Tools, as a lot of you seem to be very eager to create some custom content.

We've got lots of ideas for improvements to the maps and gamemodes. There's also been some amazing feedback and suggestions coming from you guys. When it comes to balancing and tweaking of mechanics, we are pretty happy with how things are looking right now, but we will start tweaking some things soon.

In closing we'll take this opportunity to give some shout-outs.

Thank you

  • to all the Kickstarter backers and alpha testers. Without your constant feedback, suggestions and nitpicking the game would not be where it is now.
  • to G-Portal/zeuz and their amazing support. You guys were super helpful and assisted us a bunch to keep up with our launch woes.
  • to all community server hosts. You really saved our asses to provide servers for all these players while we were struggling to spin up our own.
  • to our promotional launch re-stream: You guys knocked it out of the park and delivered some sweet first impressions right on the storefront.
  • to all the content creators out there creating videos and streaming. MORDHAU spread like a wildfire, which wouldn't have been possible without you.