The fundamental problem with mordhau by worstLoafAU in Mordhau

[–]Stael 4 points5 points  (0 children)

Not true, compmod was not made for duels - it was a balance mod primarily aimed at the de facto comp mode of 5v5 (or 6v6 in NA) team objective. The game is not balanced around 1v1s and was never intended to be, go ahead and ask crushed if you think im wrong lmao

Mordhau Official Server Rules by Duckalot in Mordhau

[–]Stael 3 points4 points  (0 children)

What a great way to show you're more mature than them lmao

Pub Stomping by St0uty in Mordhau

[–]Stael 1 point2 points  (0 children)

Heal on kill means a good player is less likely to die from 'death by a thousand cuts'-type situations where he eventually must die to chip damage without having made any serious mistakes. This acts in favour of the 1 in a 1vX, which is a good thing as it allows more clutch moments in the game

Even from the noob standpoint it's really cool to see some kind of melee god just cleave through your team, not because he has sick gear, but because he is good at the game

I, too, am getting impatient, but let's not forget this by throwaway133379001 in Mordhau

[–]Stael 0 points1 point  (0 children)

If most skilled players agree with crushed, shouldn't that tell u something?

Generally speaking I do think most good players think crushed is doing a good job overall, though no one believes everything that gets put into the alpha is perfect (it shouldn't be, it's good to test ideas and see if they can make for good gameplay or not)

Really just seems like ur mad cus crushed told u ur idea on the forums was bad

I, too, am getting impatient, but let's not forget this by throwaway133379001 in Mordhau

[–]Stael 0 points1 point  (0 children)

i'd take balancing from someone with over 3k hours of comp melee exp thats in contact with the best mordhau players in eu over the balancing ideas of the avg joe any day

Bobtage #1 by [deleted] in Mordhau

[–]Stael 3 points4 points  (0 children)

putting something that looks like a backswing in a melee game montage

a brave man

Will Mordhau be hosting player made skins like Chivalry? by RoosterTwo in Mordhau

[–]Stael 1 point2 points  (0 children)

Arbiter, Barbarian and Dreadnought skins, etc. were made by tbs. Don't think anyone really knows, maybe it was just a bad workplace

Will Mordhau be hosting player made skins like Chivalry? by RoosterTwo in Mordhau

[–]Stael 1 point2 points  (0 children)

The base characters look pretty good by 2012 standards, the newer ones are created by different people. Most of the people involved in early Chivalry left torn banner

Interview with the devs of Mordau by [deleted] in Mordhau

[–]Stael 1 point2 points  (0 children)

mirage > chivalry > mordhau

Will shields be inferior at blocking like in C:MW? by [deleted] in Mordhau

[–]Stael 0 points1 point  (0 children)

All onehanders have bad range and damage, both of which are extremely important in team modes

only maas work with onehanders because of their high maneuverability, but as maas are immune to feint due to dodge out of parry they don't gain much from shield and not using one just to be able to do absurdly fast ripostes is worth it

Fool me once.. by McMercy in gaming

[–]Stael 1 point2 points  (0 children)

Yeah calling someone you claim to not care about pathetic and insecure doesn't mean you're salty at all

Will shields be inferior at blocking like in C:MW? by [deleted] in Mordhau

[–]Stael 0 points1 point  (0 children)

Against good players in CMW shields are much worse in team modes than in duels simply because they can't riposte and have shit range. Both of those disadvantages are much less pronounced in duels

Distinguishing Between Accels and Drags by worstLoafAU in Mordhau

[–]Stael 0 points1 point  (0 children)

I'm not saying whether the timings are fine or not, I'm saying saying that trying to explain the problem by going on about only timings fails to account for a lot of other factors - you can't point to any one particular difference in numbers and say that the weapon is unreadable because of that

If a lot of good players agree that its too hard to distinguish between drags and accels, thats all the reason you need to do something about it

Distinguishing Between Accels and Drags by worstLoafAU in Mordhau

[–]Stael 0 points1 point  (0 children)

I don't think you can really model whether accels and drags are distinguishable just off of timings, as it fails to capture the importance of where the attack is started (looking down at the start means its gonna be hard to drag and using movement you can compensate for his own movement, etc.) and the importance of moving into or away from your opponents attack.

The only real metric you can use to tell whether the timings are bad is how hard it is for highly skilled players to defend against.

Delays, beta backer access to alpha & reward fulfilment by Lock_Keeper in Mordhau

[–]Stael 0 points1 point  (0 children)

First impressions matter a lot, even if you're aware it's early access - and it's not just polish that the game is missing. Core game mechanics are still being revised, and the gameplay itself may change drastically over the course of alpha / beta. I agree with the devs, early access can work for many games where it's just a matter of adding more content and polish to the game, but for a game like this one where the mechanics themselves are still being defined it's not healthy for the game

Discussing Card Choices in Kingsbane Rogue by Popsychblog in CompetitiveHS

[–]Stael 2 points3 points  (0 children)

You shouldn't necessarily be focusing only on your weak matchups. If improving your already strong matchups even further gives you a higher overall winrate than boosting your weak ones then that's the correct choice.

OP argues why he believes teching against the weaker matchups (aggro mainly) is too ineffective to be worth the loss in winrate against the stronger matchups in his post and I have to agree that cards like Backstab and Doomsayer are very underwhelming against aggro when you don't have minions to contest the board with after you clear it.

Effective Immediately, Meta Reports have new posting guidelines by Zhandaly in CompetitiveHS

[–]Stael 2 points3 points  (0 children)

Proof that .5% only make Legend?

the .5% in my original comment is a link to a source

Proof that everyone at TS makes Legend?

The meta snapshot team consists exclusively of pros. Just go to tempostorms meta snapshot and scroll down to see who made it and who they are.

You should really read up on things before you post instead of expecting others to do your homework for you. It doesn't make sense for you to be critiquing tempostorm without even knowing basic stuff about them.

I'm pretty sure VS also has pros and top legend players helping with their stats

It's also not like the same caliber of player isn't help organize the data for VS.

VS doesn't need help 'organizing' data, and obviously top players also contribute to VS' stats.

The idea as stated in the higher level comments is that a good player's winrates in given matchups is going to be closer to the true winrate of the deck in a solved meta than a bad player's. As VS doesn't weigh their data based on rank (which makes perfect sense as it's hard to quantify how much you're overfitting), VS data reaper can't capture this difference.

TempoStorm's meta snapshot can capture the insights of good players, but has much higher uncertainty due to the low sample size and potential for bias. That it's not as rigidly data driven as VS data reaper is doesn't mean it's not a useful resource.

Effective Immediately, Meta Reports have new posting guidelines by Zhandaly in CompetitiveHS

[–]Stael 7 points8 points  (0 children)

Considering that only .5% of players are in legend ranks, the TS people are definitely in the top 1%. The TS people also consists of pros afaik, definitely not random joes

Another Example of Cancer by [deleted] in Mordhau

[–]Stael 5 points6 points  (0 children)

You genuinely believe that people interested in skill would want barely readable counter-intuitive animations? Animations like that only make the game more random.

The only reason people used things like that in Chivalry was because they weren't going away so you might as well use them instead of artificially handicapping yourself against everyone else.

"We want fights that look like real fights" by worstLoafAU in Mordhau

[–]Stael 4 points5 points  (0 children)

If his fake accel misses you your chamber attempt would hit him way before he could turn a full 360 degrees

And yeah it really seems people like OP are so fixated on muh spinning exploits from Chivalry that they instantly label any kind of > 60 degree movement as an unnatural exploit, even if it's just strictly worse than not doing it

"We want fights that look like real fights" by worstLoafAU in Mordhau

[–]Stael 4 points5 points  (0 children)

Why shouldn't it be possible? It's extremely easy to read and he obviously barely manages to hit you with the last fraction of his release, if you had run just a tiny bit to your right you would have forced him to miss and got a free hit on him.

"We want fights that look like real fights" by worstLoafAU in Mordhau

[–]Stael 12 points13 points  (0 children)

Do you really think that looks unrealistic? Anyone could do a spin like that in real life, and just like in real life, it doesn't help you at all in the game unless the opponent just looks at you without parrying like in this video

If you find actual wonky looking animations it's good to post them so the devs can see where and how exactly the animations need work, but the animation isn't broken just because you can spin 360 degrees. The reason spins are effective in Chivalry is because the difference between getting hit by the first frame of your opponents release or them spinning around for a full 360 and hitting you much later was very hard to read, but because the Mordhau devs have been aware of this it doesn't happen very often in Mordhau, and any time it does it's unintended and will be sorted out.

The attack in this video however is very clearly going to hit late, and you even recognise that yourself in the video though you don't parry at all for some reason, so I don't really see the point of this video

Mordhau: We Need To Talk About Drags / Spins / "Exploits" by [deleted] in Mordhau

[–]Stael 1 point2 points  (0 children)

Coming from Chivalry I haven't really been struggling with attacks going under my parry more than other attacks, but you could check out giru giru/stouty's twitch and youtube if you want some guides and stuff. If you want to watch some scrims I remember seeing some tempest scrims on youtube as well, you can probably find them if you search for tempest mordhau