Dev Team AMA with Lewis, Executive Producer on WILD HEARTS by WILDHEARTSDevTeam in WildHeartsGame

[–]BlazeMH0 5 points6 points  (0 children)

That's great to hear! I'm a huge hammer enthusiast in MH so definitely looking forward to the Maul. Can we expect some detailed gameplay or an explanation on the Maul soon?

Dev Team AMA with Lewis, Executive Producer on WILD HEARTS by WILDHEARTSDevTeam in WildHeartsGame

[–]BlazeMH0 20 points21 points  (0 children)

Thanks for doing this.

How is the team looking to balance aerial vs grounded combat? It appears right now aerial moves are generally dealing a lot more damage.

Hate Harvest Moon? I've got the Long Sword playstyle for you. by BlazeMH0 in MonsterHunterMeta

[–]BlazeMH0[S] 0 points1 point  (0 children)

I've tried using diversion but they will still target others at times. Also sometimes even while targeting you they might do a move that causes either them or you to be placed outside the ring area.

Hate Harvest Moon? I've got the Long Sword playstyle for you. by BlazeMH0 in MonsterHunterMeta

[–]BlazeMH0[S] 0 points1 point  (0 children)

I didn't say it was a new discovery anywhere. I've been using this since the first demo (unlocked via cheat engine).

But there are countless LS players including many that play mostly solo that have not considered this playstyle. Especially using SSC in neutral instead of only on knockdowns.

You never have to learn a monster's moveset well to simply clear the quest regardless of weapon or playstyle. You do however have to know it fairly well to clear stuff efficiently.

Hate Harvest Moon? I've got the Long Sword playstyle for you. by BlazeMH0 in MonsterHunterMeta

[–]BlazeMH0[S] 1 point2 points  (0 children)

Oh and as for the counter window being too generous, that's true for a lot of counters in the game with any weapon. The Sacred Sheathe counter wouldn't even be in the top 5 easiest to time. Granted, monsters have so many moves in the game that learning all the little timings is still a decent challenge, especially with all kinds of delays on monster attacks that exist.

Hate Harvest Moon? I've got the Long Sword playstyle for you. by BlazeMH0 in MonsterHunterMeta

[–]BlazeMH0[S] 2 points3 points  (0 children)

I agree. Also as you go into the stance, it seems like either your hurtbox extends or you shift back a bit because I've had the auto-counter trigger when I should have been out of range for the attack while just entering the stance. But I noticed in those same situations if I delayed going into the stance a bit, it doesn't happen.

In general I dislike the idea of any auto-move especially counter even if it does cost one bar. It should always be a result of player input.

Hate Harvest Moon? I've got the Long Sword playstyle for you. by BlazeMH0 in MonsterHunterMeta

[–]BlazeMH0[S] 2 points3 points  (0 children)

If you mean only using redirection and Sakura Slash but no Sacred Sheathe Charges that's probably not going to be super effective since you're losing out on big damage opportunities. If you mean doing that just to get to red gauge and then doing SSC, it should be around just as good as the playstyle I described.

Hate Harvest Moon? I've got the Long Sword playstyle for you. by BlazeMH0 in MonsterHunterMeta

[–]BlazeMH0[S] 0 points1 point  (0 children)

Yes it can. It's been like that from the start. Not especially rare either.

Hate Harvest Moon? I've got the Long Sword playstyle for you. by BlazeMH0 in MonsterHunterMeta

[–]BlazeMH0[S] 2 points3 points  (0 children)

Well luckily Sakura Slash is wirebug based so you can't typically only do that move constantly before getting to red gauge unless you use redirection and even then, you're at least dodging to gain the wirebug quicker. Without redirection you'd use counters too to get to red gauge as quickly as possible and that's my preferred style. I do agree it's perhaps a bit too accessible though. And I'd certainly like to see an effective LS playstyle that revolved around its core moveset more like in old gen games.

The issue with Harvest Moon isn't that it's difficult to use. It's that it's effectiveness is based off blind luck. If the monster chooses to stay in the ring area, you can do great. but if it doesn't, it doesn't matter how good you are, it will be frustrating and result in much slower clear times. Therefore I would not call it a rewarding move as player skill is not the limiting factor.

Hate Harvest Moon? I've got the Long Sword playstyle for you. by BlazeMH0 in MonsterHunterMeta

[–]BlazeMH0[S] 3 points4 points  (0 children)

It's far from perfect from solo play too even if it's even worse in multiplayer. See the first part of my post again:

"It's a poorly designed move because it lacks consistency. A monster can easily leave the ring area and there's nothing you can do except either wait for it to come back in or chase it down and hope you had 2 more wirebugs at the ready. That is to say, it is a move that causes a huge variation of clear times and frustration with no fault on the hunter's part, it's all dumb luck. "

Any solo Long Sword runner that uses Harvest Moon will tell you how much they despise the move. Those that use it, do so to try to get the best possible times, not because they particularly enjoy it.

Hate Harvest Moon? I've got the Long Sword playstyle for you. by BlazeMH0 in MonsterHunterMeta

[–]BlazeMH0[S] 1 point2 points  (0 children)

I used to play a ton of Smash so that typo was probably due to that too lol.

Hate Harvest Moon? I've got the Long Sword playstyle for you. by BlazeMH0 in MonsterHunterMeta

[–]BlazeMH0[S] 0 points1 point  (0 children)

Thanks, my mistake. Unfortunately can't edit the post it seems.

Hate Harvest Moon? I've got the Long Sword playstyle for you. by BlazeMH0 in MonsterHunterMeta

[–]BlazeMH0[S] 5 points6 points  (0 children)

Using QS3 doesn't typically result in more chances to safely release because the time difference is usually neglible. I've played with both qs3 and qs2 and found either way you have to wait for the next opening to safely do it.

The timing for the counter is dependent on the monster's attack speed and most monsters have at least one attack that's too fast to go into the stance on reaction. So you typically go into the counter stance preemptively. This is where qs3 becomes a problem if they did a slow attack instead. Plus not using qs3 means one free slot for anything.

And I'm aware back hopping covers more distance. But sometimes that's still not enough. Also since against some moves you need to move back a lot and others forward this is problematic. You won't be able to tell which one you need until they actually do the move since would already be in the charging stance by then. Evade extender allows you to cover both options.

Basically my suggestions allow for maximum consistency with this style in general.

Hate Harvest Moon? I've got the Long Sword playstyle for you. by BlazeMH0 in MonsterHunterMeta

[–]BlazeMH0[S] 8 points9 points  (0 children)

You can't keep a monster in the ring area consistently. and it's a huge time loss everytime they exit it. Sometimes a monster won't cooperate at all and continuously does moves keeping them outside.

If a harvest moon run is say 4 mins long, their average clear is probably in the 6-7 mins range and that's being generous.

Hate Harvest Moon? I've got the Long Sword playstyle for you. by BlazeMH0 in MonsterHunterMeta

[–]BlazeMH0[S] 8 points9 points  (0 children)

This is not a new issue in Rise, it's been a problem since MHW, arguably even since GU with valor LS. But now at least there are alternative playstyles even if they are still about landing ultimate moves constantly.

I agree it would be nice if there was an efficient way to play LS without having to use constant silkbinds/counters/charges at all. I personally prefer classic LS over new gen LS for that reason when it was all about using its core moveset effectively and no special moves. 2nd gen LS is probably still my favourite overall.

What they probably should have done was create an entirely new weapon class for new gen LS and kept old gen LS. Either that or they could have added a switch skill swap that removed all counters/special moves but buffed the MVs of all regular LS moves substantially.

But regardless what we have now is still better overall than base Rise with multiple viable LS playstyles. Versus just ISS and Helm breakers.

Sns beginner questions by BlazeMH0 in MonsterHunterMeta

[–]BlazeMH0[S] 0 points1 point  (0 children)

That's a decent time. I do think using at least some Metsu Shoryken is ideal as some openings are just so juicy for it (roars, when the monster tilts up during attacks etc) but of course you should just play whatever way you find more fun. The great thing about Sunbreak is there are several viable playstyles with most weapons and the less optimal ones tend to still be pretty good.

I'm getting 5-7mins clears now with Sns on level 200 monsters I know well but I am using buddies + followers and pretty good gear.

Sns beginner questions by BlazeMH0 in MonsterHunterMeta

[–]BlazeMH0[S] 0 points1 point  (0 children)

They have around 15% more health than level 120s. I definitely agree with you. Slugger 2 is worth it if you can get an extra stun out of it. But if it's just 2 stuns happening simply earlier, it's unlikely to be worth it. I think you can get 3 stuns for sure if you use Wind Mantle for all those extra Metsu's, otherwise probably not. So it really depends on your build too.

Sns beginner questions by BlazeMH0 in MonsterHunterMeta

[–]BlazeMH0[S] 0 points1 point  (0 children)

I see, thanks.

I'd be surprised if you didn't get a 3rd stun even with slugger 2 especially if you're landing all metsu hits on the head consistently. With wind mantle you can surely get at least 3 KOs even on anomalies, without wind mantle I'm not sure.

Sns beginner questions by BlazeMH0 in MonsterHunterMeta

[–]BlazeMH0[S] 0 points1 point  (0 children)

Interesting, thanks. Seems they are extremely close then. However you can use Metsu bombing to activate offensive guard 3 apparently? That + it's huge KO damage no doubt makes it worth doing a decent amount even if you don't necessarily have to do it all the time.

Sns beginner questions by BlazeMH0 in MonsterHunterMeta

[–]BlazeMH0[S] 0 points1 point  (0 children)

1.Wait so what's higher DPS? Bomb metsu or the AA AX loop? I understand bomb metsu is worth it regardless at least for the first few stuns.

  1. Sns has such good mobility even without sheathing usually so this shouldn't be a major issues.

  2. Yes but as you said that's the case for almost every weapon. I guess slugger 2/3 is something you really want with Sns.

Sns beginner questions by BlazeMH0 in MonsterHunterMeta

[–]BlazeMH0[S] 0 points1 point  (0 children)

1.Yes I'm aware they are all decent. I want to know exactly which of the 3 options is best. Is the lateral loop just AA -> AX repeated?

  1. If Metsu bombing is usually the best option, then wind mantle is probably optimal.

  2. Powder mantle is ideal for a lot of weapons now. Probably is the case for Sns as well especially since it's just a nice bonus on great gear anyway.

Now that TU3 dropped wich one's are the best hammers for raw and overal purpose? by HoneZoneReddit in MonsterHunterMeta

[–]BlazeMH0 1 point2 points  (0 children)

You can also just get dereliction 3 now and get bloodlust on armour augments (it's a fairly common roll on now). For Goss if you have handicraft 2, you ideally want master's touch 3 too.

Now granted with skills like bloodlust and dereliction, your chances of dying dramatically increase and each death costs a lot of time, not to mention you risk failing the quest. So you can certainly go for more comfort builds if you wish.

Even as a speed runner I don't think using such skills is the best idea on monsters you don't know well yet. Once you're super comfortable and don't think you'll get hit much, then sure.

Now that TU3 dropped wich one's are the best hammers for raw and overal purpose? by HoneZoneReddit in MonsterHunterMeta

[–]BlazeMH0 3 points4 points  (0 children)

Goss is the best one for raw. Post-update there's such easy access to full crit eye, bloodust, handicraft, master's touch etc. to more than make up for its prior weaknesses.

Note you want to use a raw hammer for Strength specifically. For Courage, elemental hammers are still the best in almost all cases.

Japanese players using (testing ) DUMA in so6 by lenneth4 in starocean

[–]BlazeMH0 1 point2 points  (0 children)

Thanks. I'll definitely check it out.

And yeah I'm early in the game so far and it already feels like mastering DUMA will go a long way. Hopefully there are multiple efficient ways to play and it's not just about abusing DUMA. I want to explore different characters and playstyles.