• Likes received 2230
  • Date joined 26 Apr '16
  • Last seen 23 Feb

Private Message

Knight 288 595
  • 12 Mar '19

Only 1 in 10 players use them because they ridiculously boring, as they remove any skill involved towards timing - aka Half of the game.
They are way too easy to use and thus noone bothers playing with them except as a crutch.

Knight 2289 4135
  • 12 Mar '19

You can literally look straight up with the targe and it will protect at least your upper torso. Maybe even more. So what the hell are you going on about?

Knight 928 2545
  • 12 Mar '19

You sure you have the right game?

168 1701
  • 12 Mar '19
 elwebbaro — Art

@Knight Nicholas said:
Will those armory poses be usable as extended taunts, like the squat?

We might add some of them as emotes in the future.

Knight 365 630
  • 12 Mar '19
 Snake Skin


9 24
  • 12 Mar '19

Can we check the changelog before the test day?

Duke 5538 13219
  • 12 Mar '19
 Jax — Community Manager


988 6973
  • 1
  • 12 Mar '19
 marox — Project Lead

Attention all backers!

NOTE: This is a closed test for Kickstarter backers only. Access to the game is otherwise not possible at the moment, but release is coming soon!

As we approach towards having everything ready for release, we need your help to do some stress testing and identifying any show-stopping issues. Starting on March 15th (Friday) at 5 PM CET (Central European Time), until (including) March 17th (Sunday), we will be running organized tests on the pre-release build, where you'll get a taste of what we've been working on.

This time around, we really need to hit high player counts, so we are going to be limiting the servers to guide the testing phase. We will be doing themed tests each day to focus the population, starting with Friday - Frontline on Camp, Saturday - Battle Royale on Grad, and ending with Sunday - Horde on Taiga. Outside of these dates, the new modes will not be available to play. We are doing this to ensure that all those who wish to try them out show up on the days mentioned, ensuring a high peak. During the testing we will have servers in EU, US, AUS and SA.

After the weekend testing period, we will be rolling back the game to the current test build which will remain up until closer to release. Assuming there are no major issues, we will then proceed with our preparations for release and will announce an exact date shortly after. Good times are coming.

(Sneak peak below of the new armory poses :))


Baron 36 345
  • 11 Mar '19

@winicius said:
Are you the Trix from youtube?

man, I miss your videos so much.

I haven't been uploading videos because Mordhau doesn't have substance at the moment. Everything in the game has been covered fairly adequately so I have been focusing on some side projects (i.e. Twitch overlays, Tutorials...) while I wait for the large gamemodes.

Triternion has also contracted me to produce the release trailer, as well as some other media if there's time.

@King Sinclair The FluffyDragon said:
Sadly he quit youtube after being demonitized and almost kicked off for violence on his channel (mordhau gameplay)

Behave or I'll withhold the trailer from the developers and delay release further. With my good looks and charming personality I can be incredibly convincing, I'm sure they'll understand ;)

Duke 5538 13219
  • 8 Mar '19
 Jax — Community Manager

We have some ideas for the release date but it all comes down to us getting some of the final touches in, we just can't peg a date until we're 100% certain that we'll release.

132 1228
  • 9 Mar '19
 Maxilatorn — Art

I approve.

Knight 5 14
  • 8 Mar '19

Marox just commented on this Reddit thread 3 hours ago where he said they don’t expect to ship later than April, so that’s reassuring.

Baron 36 345
  • 8 Mar '19

@fmay2123 said:
Will there be another trailer for the game before release?

Yes. It will be coming very soon™

Duke 5538 13219
  • 8 Mar '19
 Jax — Community Manager

@Reaper_Ruiz said:
Well then I had some shit timing with finding this game.

You actually have great timing, we're trying to release here very soon, either a couple weeks or a month or two most likely.
No guarantees and all that business but it should be pretty soon™, we're busy wrapping things up.

Knight 3143 7356
  • 2 Mar '19

@Jax said:

I'm not super well versed in these thing but I'm not sure you actually need 382 fps my guy

Yes I do.

Duke 5538 13219
  • 7 Mar '19
 Jax — Community Manager

@Humble Staff said:
a very old member of the comunity


Duke 5538 13219
  • 6 Mar '19
 Jax — Community Manager

some decent ideas in here, i like the feint lockout but it could feel unresponsive/clunky when the game won't let you do something, although the game doesn't let you do other things either because combat rules and stuff. just wondering how consistent it'd feel

anyways tho keep this on topic, no personal attacks please :)

Knight 3311 6797
  • 5
  • 5 Mar '19

Hello all,

Just copy/pasting my suggestions from a feedback document a few guys made. Trying to get some opinions.

Archer Rebalancing Suggestions


  • Incorporate small sway when moving whilst drawn. Not too much to prevent archer duels from becoming turn based (keep it where you can be aiming and dodging at same time, but harder)

  • Incorporate stam on shot + holding draw (specific values under each weapon). Allows melee player’s advantage to be greater upon reaching the archer whilst allowing smart and conservative archers to still be prepared for melee engagement.

  • Rework Ranger perk where it also reduces sway caused from movement

  • Remove 3rd person archery. People are already abusing it for corner peeking advantage in archer duel.

  • While holding an archer weapon in hand, enact a small 5% speed debuff

  • When hit by a projectile while aiming, increase flinch time by another half second. Right now in archer duels the guy who got shot can shoot at the same time you can after hitting them and it just makes closer archer duels extremely awkward. Make it where the guy who hits the other has to miss for the other archer to get a shot at closer ranges. Archer initiative.


+10pts instead of 12
+20 arrows instead of 16 (to offset nerfs below, provide more potential dmg in the quiver so it remains somewhat equal)

-Reduce T3 headshot to 40dmg from 50
-Reduce T2 headshot to 50 dmg from 60
-Reduce T1 torso to 50 dmg from 75 (still 2htk, just no irrelevant ‘fuck you rat’ tier dmg)
-Reduce T0 torso to 75 dmg from 90 (irrelevant mostly. Nothing only does 10dmg except kick. Helps T0 with hyper armour somewhat)
-Increase gravity coefficient (Raise drop) where vertical aiming actually matters and increases skill in archer duels / headshots. Somewhere between current Recurve and current Longbow would be perfect.
-9 stam to draw + 2 stam/sec of held draw (starts past full draw / sweetspot)


+Change T2 torso dmg to 50 from 45 (make it worth having over throwing axe)
+Change T0 torso dmg to 100
+Change control scheme to use Parry to aim and LMB to shoot (like a gun)

-9 pts instead of 8
-1.5sec slower reload time
-Add short window of initial sway on aiming, that settles to be completely still like current. Right now people are encouraged to quickscope with it, aiming with the center dot without aiming speed debuff and without any accuracy penalty. Just short enough sway where they must wait a second before shooting and enact movement debuff when aiming
-Increase drop along with Longbow
-10 stam to reload, but no stamdrain on hold. Aiming stops stamina regen, but does not continue to drain stamina


+7 pts instead of 8
+30 arrows instead of 24 (provides more potential dmg to balance nerfs below)

-Reduce T3 headshot to 33 dmg (4htk to make longbow superior)
-Reduce T2 headshot to 40 dmg (slight dmg nerf same htk, currently 45)
-5 stam to draw + 2 stam/sec of held draw (starts past full draw / sweetspot)

Anyway if you have any qualms or questions with what is provided, just say so and maybe I can explain my reasoning.

Inb4 TL:DR lol

Mercenary 1194 2179

@ThunderDuck said:
black armor is mega cringe change my mind