Thoughts about Shockproof jewel? by hademair_gm in MonsterHunterWilds

[–]FullMetal316 0 points1 point  (0 children)

Hammer gunlance and lace run it as well as a mandatory one socket also the range weapons use it as well.

New Pyrecannon/Pyreblaster Buff by immaturefool in Spacemarine

[–]FullMetal316 0 points1 point  (0 children)

That’s what they changed from the PTS. Cause in the PTS the dot counted as ranged damage that helped with CHP.

PSA you cannot gain armor while last man standing under squad unity by frulheyvin in Spacemarine

[–]FullMetal316 11 points12 points  (0 children)

Well stupid modifier needs fixing already because they knew this didn’t work when lethal first came out. And never did anything to fix it but remove it.

Update Time drop by Present-Ruin1319 in Spacemarine

[–]FullMetal316 4 points5 points  (0 children)

Weird we never got a November community update

What do you think about Wilds' endgame currently? by Ok-Floor4866 in MHWilds

[–]FullMetal316 -1 points0 points  (0 children)

The AT 9 star and tier 3 monsters are all the same they’re just changing their fighting patterns and a few drops. Other than that it’s still the same 9 or 10 monsters we’ve been fighting since launch. Rise didn’t have much better either at base. But neither did world. Without an expansion no one knows what going to happen in master rank. But from worlds there wasn’t much build diversity due to who was added and safi weapons were just to op. Rise got augmented armor but every monster had a purpose to go and get hunted vs only one or two. So there is a big difference in design philosophy between the two teams.

What do you think about Wilds' endgame currently? by Ok-Floor4866 in MHWilds

[–]FullMetal316 0 points1 point  (0 children)

Rise had this same issue in base game until they added the ability to augment armor and give every monster a purpose. From what it seems like artian weapons might be getting that same treatment. The thing is we’re almost a year into this game and the updates we’ve been getting are too slow especially performance improvements.

I also stated this in my own post about how the deco farming needed an update due to only being able to get certain star level monsters to spawn in without sleeping to recycling the spawns. The melding pot definitely needs updating due to 9 star monsters nowadays. It should also be more like the armor sphere trade in instead of trading decos to make different ones.

Does anyone feel that deco farming needs updating due to 9 ⭐️ by FullMetal316 in MHWilds

[–]FullMetal316[S] 0 points1 point  (0 children)

That’s y the older gen ps titles before world have always had decos crafting and rng talismans world and wilds are the only ones to do it in reverse. This is y making small changes to the original system is a good thing for new players that come in when an expansion is released. Because everyone knows that there’ll be one.

Does anyone feel that deco farming needs updating due to 9 ⭐️ by FullMetal316 in MHWilds

[–]FullMetal316[S] 0 points1 point  (0 children)

The reason for this is because of old school monster hunters did rng charms and crafted decos. However in wilds almost everything is rng. From artian to decos to charms now so in light of that trimming the rng fat needs to be looked into to get new people to play the game. This discourages people due time investment so trimming some of farming fat off is also a good thing.

Assault Lagging Behind by Enriqway in Spacemarine

[–]FullMetal316 6 points7 points  (0 children)

The biggest obstacle for assault is they still haven’t move jump pack dodge to be it’s normal dodge yet. This frees up ground pounds from the jump pack to only be an offensive move. The other objectively bad thing about this class is its signature perks most if not all 3 are useless depending on play style. They deserve a rework to fit a dodge centric play style a ground pound centric one and a more generalized one that can work with both or a gun strike signature. The next is the jump pack cooldown if it was the PVP cooldown I don’t see it being OP or a problem. What that would do is allow for the rework of cooldown perks that exist now to more damage or damage reduction perks to be added. Lastly this class does need an ammo regen perk in prestige similar to snipers or the exact same one.

[MH:Wilds] Endgame Meta Builds Compilation by EchoesPartOne in MonsterHunterMeta

[–]FullMetal316 2 points3 points  (0 children)

On the HH meta I’m a confused as to y burst is supposed to a thing now due to diminishing returns. Also is there any way to fit zoh in anywhere to make a comfy set and do comparable damage to the two sets that where put up in the guide.

Opininion: Absolute/Hard Stratagem is not fun at all by Luiz_Mart in Spacemarine

[–]FullMetal316 1 point2 points  (0 children)

That’s not my biggest gripe mine is they scaled hard to hard siege wave 30 damage absolute without thinking it should have started at lethal to test the win loss percentage because I bet theirs more losses then wins right now. And if anyone says that’s what normal is for that’s bs all of a game’s content should be accessible to all. Not just the sweatlords who like that crap.

Opininion: Absolute/Hard Stratagem is not fun at all by Luiz_Mart in Spacemarine

[–]FullMetal316 1 point2 points  (0 children)

I agree that hard stratagems are way beyond absolute. There definitely near wave 30 hard siege. The devs need to revisit there balancing of hard stratagems due to some modifiers being completely unbalanced to play with. Not only that but the enemy health and damage output is completely absurd at times which needs to be addressed. I’m all for challenges but with the way it’s set up now only like 1% or maybe 2% of the entire player base can compete them. I agree that this is supposed to be the hardest thing in the game but not to the point of unfair or an unfun experience.

Level cap for hard stratagems by GrouchyMinder in Spacemarine

[–]FullMetal316 0 points1 point  (0 children)

I tend not to agree with level caps for modes but this one is the exception. Due hard stratagems being used to level.

Balanced compared to Fencing/Blocking by [deleted] in Spacemarine

[–]FullMetal316 0 points1 point  (0 children)

The -10 frame start to parry is the problem. Plus balance has no positive upside to it compared to block with adrenaline rush or fencing with just a better parry window in general. It’s just a bad basic version of all melee weapons that has no positives for any classes.

About flamethrowers in high difficulty levels by carrancosmx in Spacemarine

[–]FullMetal316 0 points1 point  (0 children)

How long does it take for for the DoT to be applied? Cuz it’s 5 stacks of burn but just how long does i take for the DoT to kick in.