@Anagety I like it
@Asgerbaskeren23 old male living in Denmark. I work as a substitute teacher in highschools around my city. I have always loved playing computer and I find the music, art and soul (energy and love put into the game by the developers) of the game most important, but of course the gameplay and immersion is also of great importance. Chivalry is one of my all time favourite game, having tons of amazing and funny moments that I still share with my friends. I'm excited to see where Mirage will end up and if it will give the same amount of fun or perhaps, even more? It looks promising and I love the style it has. And yes, it is me on the picture with a melonhead.
Posts made by Asgerbaskeren
@Xylvion I like all those three ideas. And I also think the ability should be with the dome. I prefer by far to have the javelin or the knockdown thing, they are much much more fun to use. Abilities that send people flying (either yourself or the enemy) is really satisfying to use even if you are the one getting hit by it. Aerial combat is actually a lot of fun and it’s such an amazing thing that you slow down midair when you use an ability. So I only encourage more ways to knock people in the air.
RE: 03# Mirage Ability idea "Counter"
@RatedMforM’lady I realised after reading your replies that there are indeed plenty of escape options including the wall climbing aswell. I just think that in most cases people are using all those “escape” abilities to engage with (the temptation is too big) but of course later might learn that they might be better for re-positioning. I like your idea with the vigilist channeling a shield absorbing stuff like a zarya shield, but how it should buff her I don’t know maybe healing all allies in it for a percentage of the dmg? That would call for more teamplay and to stay grouped.
RE: 03# Mirage Ability idea "Counter"
@Xylvion What you are saying makes perfect sense. I know this isnt a 1v1 game, but 1v1’s will occour and I dont think they are that interresting anymore. Maybe it’s because blocking is a little too easy, (The recovery until the next parry is really small) and also parrying covers a big area. I wrote about it in another topic and it will probably be changed a little I hope. And also the difference between the weapons of each class doesnt feel big enough. Is there a rough list of dmg and reach of each class and each skill?
03# Mirage Ability idea "Counter"
I have this idea that I really think would really make the combat and flow of the game even better. I got the idea from the game “Battlerite” which is currently in early access. Battlerite is a 2v2 or 3v3 arena where you need to beat your enemies with only skillshots. In “Battlerite” there is a feature called “counter”, much like parry but something that you are really NOT supposed to hit as the enemy because it can turn the tide of the battle. People are getting better at Mirage and I / we are finding out that the way to destroy the enemy team is by grouping up on 1-2 guys and just spamming them at all directions with attacks. They will die instantly. I think that if people had an ability with a considerable cooldown, that could get you out of those sticky situations now and then, or create more chaos and mayhem if you happen to be the Taurant or Vigilist. Right now winning against 2-3 people alone is hard, at least if they are as good as you are which is how the game should be (playing against equally good players) and adding the counter might make it easier, at least if you use it right and the enemy fails to read you (it will add more mindgame to the combat).
“Counter” You stand still channelling counter for 1-3 sec (depending on what’s balanced) and if the enemy attacks and hits you from any direction something happens.
For the Alchemancer, hitting the counter could create a big explosion knocking all enemies in different directions.
For the Vigilist, hitting the counter could give her temporary more tankiness (50% dmg reduction, maybe) or a temporary shield.
For the Taurant, hitting the counter could make him go berzerk increasing dmg, size, and cause his attacks to steal life.
For the Vypress, hitting the counter could make the vypress teleport behind the attack becoming invisible for 1-3 sec but also unable to attack (if it’s too OP)
All these are just my current ideas and of course I havent tried it out or anything but I think it could make sense to put it into the game. Or maybe try it out at least.
I think Battlerite is an amazing game so far. I’m not a fanboy and I’m not trying to advertise it or anything. I just really think its a good feature and it adds that extra mindgame in the heat of battle plus also easier to survive those 4-6 man ganks.
I hope people will discuss this idea with me.
Best regards Asger (Mirage 03# Alpha tester)
03# Mirage About the servers and ?matchmaking system?
Hi! I really enjoy this game! So much that I’m really hoping there will be a competitive way of playing the game. I hate to compare Mirage with Overwatch, but since it has a lot of similarities with the objective maps and the 6v6 I’m still gonna do it. Because I really like how the competitive (ranked) works in Overwatch. You queue up and are placed in teams with people of the same skill level and you fight to climb the latter as far as you can get, it gives you a sense of accomplishment. Of course it has it’s frustrations with leavers and people not taking it seriously, but every game has that problem.
I dont know if this has been decided or answered somewhere else, so I’m asking how you are thinking it’s going to be? Because I feel the server way that is going on now , and that Chivalry also has is a little outdated and that it will end up like it sometimes did in Chivalry where the most experienced players would group up on one team leaving the less experienced on the other team, resulting in an unfair and not fun at all match. I hope there will be a ranked matchmaking, quick match and custom match.
@Reithur Now that I have your attention. Me and some other very commited players I just met on a server talked about the block / parry being a little too “easy” to use. We felt that it covered a way bigger area meaning that it was harder to drag around parries. We came to the conclusion that it was made like that on purpose because of all the aerial attacks and flying projectiles. An example: I came up on an unaware enemy making an overhead right at him, he parried towards one of my allies and blocked both our attacks. I was striking exactly 90 degrees to the left of his view. I like the game a lot and it’s better beyond my expectations but I really liked the way Chivalry worked with the parry, that you had to be precise with the parry towards the edge of your opponents weapon. It felt more real and gave more adrenaline during combat because you had to move fast with your cursor to meet the strike.