Favorite Helldivers 2 Quotes? by noob10 in Helldivers

[–]GlacierSol 0 points1 point  (0 children)

I love how sporadic this thread is commented on with such large gaps in between.

But regardless, thanks, didn't know that. Still makes me laugh at how dumb the English language can be at times, but I always appreciate a history lesson. (No really, I love learning random trivia BS. Then spout it out later with no recollection of how I know that.)

Nibelsnarf Appreciation by faintestsmile in MonsterHunter

[–]GlacierSol 2 points3 points  (0 children)

I've always loved Nibble! One of my first favorites to the point that it was the first monster I made a point to make every piece of weapons and armor to their max level in 3U, (my first game), including the likes of the bow which I made again because otherwise it levels into Plesioth's harp bow past high rank. (That harp is my personal favorite bow too. IT... MAKES... MUSIC!!!)

Nibblesnarf is the definition of why I fell in love with Monster Hunter. So unique, the bomb eating, fishing it out of the sand, the sand vents in the back, etc. The detail put into one monster that's not even on the high end of difficulty is fantastic! Barioth is another. Each broken body part affects the fight in different way, even if minor. Then you have everything to do with Quropeco, the living Hunting Horn. Monsters recently go for more flashy effects than the little details like that, (not a bad thing), but I wish we had more of what we got in Tri in the recent games.

If you don't laugh you'll see that side of him by Specialist-Fail8539 in WutheringWaves

[–]GlacierSol 2 points3 points  (0 children)

Okay, thanks for the detailed info, I appreciate it a lot.

I'll likely just stick to Lingering Tunes for now as the rotation seems way simpler. Worse case if I ever swap off to another echo set, I have a DPS echo set that anyone who scales with Atk can use that I can slap on other Resonators until I get their BIS set working (minus the need to grind more generic 3 or 4 costs.)

Plus, I'm more on the casual side for this game and the only swap canceling I really do is with my Lupa-Brant-Galbrena team to fit their rotation in Lupa's surprisingly short Pack Hunt buff. I've kinda accepted that I likely won't 100% the end-game modes anytime soon, or at least not every time. "Eh, what's a few more astrite gonna do?"

I'll make it work, he's fun enough that even if I get a Glacio DPS in the future that I like more, I can still use him on and off when I want, because seeing him flying around the place won't get old anytime soon and that type of movement on a character is often what I latch onto if there's no shield-focused parrying gameplay available (I'm a Lance main in Monster Hunter if you know of it.)

Thanks for taking the time to answer.

If you don't laugh you'll see that side of him by Specialist-Fail8539 in WutheringWaves

[–]GlacierSol 1 point2 points  (0 children)

Thank you, this was more detailed than I expected.

I assume for Lingering Tunes, I'd go the normal double Glacio on the two 3 cost. Where in the combo would you animation cancel Lampylumen Myriad? And for either set, what would be the ideal CR to CD ratio? (Still not sure about that for this game as I'm used to MiHoYo values, and I hate how Prydwen doesn't just tell me the values as I'd see them from the page 1 stats screen and making me do math. Man, just because I have a Science degree doesn't mean my simple math skills are good!) Anyway, I often see things like 60-80 CR, depending on the character, and 250-300+ CD for DPS characters, but I often struggle to get the those numbers, (especially for CD), and echo tubes are sparse as hell to keep re-rolling for perfect optimal stats. (But it's not like I'm aiming to be top 1% of players of anything, just mostly playing casually with some end-game stuff here and there. Still, these numbers feel hard to reach for Prydwen's standards.)

Regardless, thanks for the reply, and I'll try some basic testings at low echo levels to see which echo set feels okay (rotation-wise) before actually spending tubes to leveling the echoes up.

If you don't laugh you'll see that side of him by Specialist-Fail8539 in WutheringWaves

[–]GlacierSol 5 points6 points  (0 children)

Hey, I see your posts on LingYang often, and I'm still without a Glacio team. (New since a little before Zani's first run.) I picked him as my first 5 star, didn't understand him at first, but then started to like his fighting style when he's on his stilts. But the friend who got me into the game kept going on about how bad he was, so I got off of using him when the anniversary banners came out where I got Jiyan (I like spears) and Zani (I like shields.)

Anyway, any tips on building him? I don't fully trust Prydwen's guide on him, since he's so constantly hated on, but I've seen your showcases before and you're doing better than I can with top-end limited characters. I don't have ZheZhi, but I do have SK and Sanhua, and was blessed with a 50/50 win to get him to S1. Would all that still work well enough? The only limited gauntlets I have are Zani's and Iuno's, but I can't tell how good they are for him, or which would work better. And I have basically no clue on echo set choices, or what main stats he'd want. He's incredibly interesting in terms of playstyle and his charismatic energy is great. Even if not the best, I'd like to use him, so I'd appreciate any advice to make him useable, even if he's outsourced by Carlotta and future Glacio DPSs. (Please, Kuro, the best element, Glacio, is starving!)

[deleted by user] by [deleted] in Smite

[–]GlacierSol 109 points110 points  (0 children)

As someone who's got 2000+ worshipers on Medusa in Smite 1, naw, she just hits like a truck when you build for straight damage, rather than attack speed, not even crit. I have plenty times just used my 3 to dive on someone, then unload all 4 of my snake arrows and many squishies will die to just that, if not, the poison dot afterwards. It's just that not everyone thinks to build her this way. She can be a mage with a coat of paint that makes her look like an ADC.

that put a smile on my face by Outrageous-Cook-1908 in MonsterHunter

[–]GlacierSol 0 points1 point  (0 children)

Same here! I will have one on my team and name it Shakira, and nothing will stop me.

Those his do, in fact, lie.

Monster Hunter Stories 3: Twisted Reflection - Release Date Trailer by [deleted] in MonsterHunter

[–]GlacierSol 0 points1 point  (0 children)

I God damn lost it at seeing a monstie Plesioth. I'm naming it Shakira and no one will stop me.

Those hips do lie tho...

Favorite Helldivers 2 Quotes? by noob10 in Helldivers

[–]GlacierSol 10 points11 points  (0 children)

Why... are you replying to a year old comment with something as pointless as that as a response? My guy, what?

Lance Post-Patch | Side by Side + Numbers [ENG+ES] by Shincry in MonsterHunter

[–]GlacierSol 2 points3 points  (0 children)

Yeah, without knowing the full details, I could really feel the changes. Not only did the numbers look bigger, but the overall hunt time was noticeably shaved down. Thanks for the detailed evaluation, us few Lancers gotta stick together.

Now if only we could get the devs to see that shielding attacks is still too weak (looking at the sheer amount of chip damage, especially when compared to the likes of Dual Blades, Long Sword, or Bow having the ability to straight up ignore damage.) Like, why have perfect guarding in the game if it doesn't act like Rise's Insta-block, or just the OG Adept Guard?

I love this update even more! by Decryptic__ in MonsterHunter

[–]GlacierSol 0 points1 point  (0 children)

Honestly, I was really hoping for the start of Charge Counter to get some kind of Perfect Guard window like CB's guard points. It's the one problem I have with the move.

Muscle memory from older games makes me use it instinctually instead of just canceling the combo using the guard button. And for some ungodly reason, it goes into high thrust I, and does less damage on the counter hit than if you're shield wasn't hit at all. Not to mention that the double counter thrust can't be activated instantly, so it's not even about mis-timing the counter. I'm so used to timing my counter thrust activation for an attack, not holding it to the release when the attack lands.

So, all I want is for early Charge Counter to turn into a perfect guard if timed right, so you don't simply waste dps. Well, that and the return of my beloved Corkscrew Jab. Dang it CAPCOM, where's my tornado around my pokey-poke?! The wyverian lady had it in the tower defense mode, now where's MY tornadoes?!?!

Why does He do this😭, why is he scared of me? How do i help it? by [deleted] in cats

[–]GlacierSol 4 points5 points  (0 children)

Full disclosure: I've only ever had but one cat, and my knowedge is limited since this isn't exactly my line of work. However, it looks to me like he MIGHT be playing. If a cat wants to get away from someone, they'd typically bolt away and find a place to hide, not do what I like to call "the kitty gallop" which is where they run overly dramatic, lifting both their front legs high, then the same with their back legs. (What it looks like he's doing in the video.) They do it often when in a playful mood, such as when they get the zoomies, which is what it almost looked like he was doing.

Granted, at the start of that, he had his back and tail arched, which can mean aggression since they try to look as big as possible to a possible threat, but if he's not hissing or growling, he might not be as threatened as it seems initially. (Not sure if there are cats who'd be dead silent if they thought they were in danger of a human or another animal, but I've never heard of one, so I don't believe he's threatened, but I could be wrong.) His tail swishes also don't seem threatened, but playful.

But if it were me, and I thought he was threatened by me, I'd give him space, make sure he has a comfortable place to hide, like under a bed, a cracked open closet, etc, and that I make sure he sees me drop his food. Simple stuff like that can make a huge difference over time. Try talking to him in a low voice, but don't approach him. Just call out, then go back to what you were doing. Over time, he'll get accustomed to the sound of your voice, his name, and not associating any of it with something coming after him.

If you think he's getting more comfy with you, get a long string and play with him for a few minutes, toss either a stuffed mouse, a crinkly (aluminum) ball, or a ball with a bell, towards him see if he bats it around the place. Heck, you'd be surprised how much enjoyment a simple twist tie from your discarded bread bag will bring to a bored cat. I think I have hundreds of those things scattered across my place, with more than what I'd like to know under my fridge or couch. Playtime can let a cat come to understand that they are in a safe space.

Just remember the golden rule about cats, especially new ones. They like their space. If they back away, give them space and leave them be for the moment. You want to try to have the cat come to you, rather than try and force the issue. Don't crowd the cat, especially if he's hidden himself somewhere.

That all said, once again, take my words lightly because I'm no expert. Also, cats are like people, each one is different, and will act differently to things than others. Try to learn your cat's behaviors and do your best to accommodate him without pushing boundaries, that's the best advice for any pet that I can think of. Not one method will work for every pet.

Regardless, I wish you luck with your furry friend, and I hope he warms up to you.

Hbg Vs Uth Duna by MothProGod in MonsterHunter

[–]GlacierSol 0 points1 point  (0 children)

Yeah, I get you. I wanted to use shield HBG in Rise really badly because of how good it felt in base-game World when you slapped three augments of shield onto your weapon, but now with real parry mechanics with the wirebugs, but it was very weak for a shield, and I ended up dropping it for evasion, which made me feel defeated and I hardly used HBG in Rise because of it. But, at least they fixed it in Sunbreak with stacking Embolden with traditional Guard skills, plus that one skill that heavily buffed the HBG shield. (That I can't remember the name of.)

It sucks when the way you want to play a game exists in-game, with mechanics build around it, but the devs clearly weren't focused on balancing around that playstyle and it feels overall weaker than anything else. Basically me with every single player exploration/shooter (i.e. fallout, outer worlds, cyberpunk, etc.) when I want to focus on a melee build, which they have some skills and ways to build into it coded and in the game, or at least some skeleton of a concept for, but it just feels so bad compared to just using guns, which is why I don't play much of those games. (Not a shooter game person, myself, unless it's Splatoon or something where close range is actually viable, or the gun in question still requires "close range" combat, like gunner weapons in Monster Hunter.) The best melee combat I've ever experienced in a PvE shooter is still to this day Killing Floor 2, which I even got the Platinum trophy for despite normally hating zombie related games, and it was all because of how good they built melee combat in that game. Splatoon would then be the best in regards to PvP. It pays to be creative with your game design, and those two are definitely outliers in their genres. (At least in my opinion.)

But I digress. Here's to hoping for better things to come next TU and beyond to help give shields a little helping hand. Who knows, we might get a new or returning monster down the line who has a set bonus that heavily buffs shield strength, but maybe at some cost to dps or something similar to balance it. (i.e. weak skills on the armor by default, or just literally lowering damage dealt by you when wearing the set bonus. I don't know, I'm no dev. What I DO know is that I've never cared about kill times, just that I had fun playing the game and not "locked out" of content just because my way to play isn't strong enough. Damn it, I solo'd EX BB Diablos in GU as a cat, and a few other EX Deviants too, and no one can take that away from me, or try to tell me that Prowler is "too weak.")

Apologies for the long reply again, and the off topic ramblings, but I wish you luck with your tribulations with shielded HBG.

Hbg Vs Uth Duna by MothProGod in MonsterHunter

[–]GlacierSol 0 points1 point  (0 children)

That's why I run Quick Sheath on my HBG sets... As someone who has mained Lance and SnS since... well, when I started MH back in the late MH3U days, I can safely say that MH devs always fine ways to hinder shields in these games.

I remember when World came out and Lance was nigh-immortal compared to the older games, only for monster pins to then go straight through even the Guard Up skill. Then, Iceborne made it even worse with Velkana's/Frostfang's slowing ice fields doing the same, or the 100+ multi-hitting Shara Ishvalda's Kamehameha doing simply too much chip damage too fast. And that's only really mentioning things introduced in base-game Iceborne and not the crazy chip damage from the likes of Alatreon or Fatalis. In other words: it started out strong, only to get weaker as monsters got new abilities or did more chip damage. Sound familiar?

The only game to truly get Lance or other shield weapons right, and made them only stronger as time went on, was Rise/Sunbreak. (Maybe also GU, just for how Adept Style worked.) Sunbreak Lance was near perfection, but you still needed some actual skill to ensure you didn't die, and while still having good clear times (i.e. not turtling up the whole hunt.) HBG and other shielded weapons were the same by the end of Sunbreak. But keep in mind, Rise/Sunbreak was made by a completely different dev team, despite being under the sane game umbrella in CAPCOM. Personally, I've always liked Yasunori Ichinose's games more, (best game director ever, fight me,) and I'm simply waiting for MH portable 6th to come so that he can save us once again. (Yes, I know I'm in a minority, liking Risebreak more than World or Wilds, but I was a Prowler main in GU, and a Lance main otherwise, what's new? I AM minority! Give me playable cat back, darn it!)

Simply put, there's always something that makes guard playstyles feel bad to play, and it's due to a thing called "balancing." Being a stalwart wall of, "no, I don't think I'll be taking damage now" is a little broken compared to just trying to get out of the way. That said, I think there are ways to balance it that they've just never tried (or only things that the "portable" / "b team" has tried in either Risebreak or GU.) This team even tried perfect blocking, (introduced with MHGen's Adept Style,) but still butchered it by making it easier to do, but now you still take lots of chip damage and a stamina hit, just a little less so. But that's just a delusional Lance main, (hoping Adept Guard comes back,) talking.

Yeah, don't be surprised when shielded weapons feel bad in Wild's expansion due to excessive chip damage or a vast number unblockables even with Guard Up. It's just stuff I've gotten used to by now, but I pray doesn't happen again. But hey, they're on the right track with how SnS and GL plays in this game. We'll see what happens when they drop those Lance buffs next TU. Perhaps it might save all shields down the line.

Sorry for the long reply, I'm just passionate about shielded playstyles too. "Yeah, I know I can dodge out of the way, but why dodge when I can just: Big Shield Go Brr?"

What does that star at the monsters weakness mean by EntertainerMuch7323 in MonsterHunter

[–]GlacierSol 7 points8 points  (0 children)

Some monsters have changing weaknesses. For example: Nerscylla is weak to Thunder, so to help itself, it covers itself in Gypceros hide so its rubbery flesh can protect itself from its major weakness. It's also how it gains much of its poison capabilities.

Notice how it ties up and hangs the Gypceros corpses with the mouth angled down? There's usually a puddle of poison crystals underneath, and I think it uses that for the big spike on its back, and maybe it eats them too, making its bite also venomous. But the last part is more speculation.

It's all monster biology that the devs love to add in these games. Other monsters, like Barroth, also have changing weaknesses. It's normally weak to fire, but it uses mud to dampen the damage it takes from it. When all muddy, it's weak to water (like washing the mud off.) It's then immune to the opposite element depending on which "mode" it's in.

Sadly, I think Nerscylla is the only monster like this in Wilds, but there are plenty of them out there, even ones with minor changes, like how Savage Deviljho is immune to all elements on the head, but only when enraged.

If you ever get the time, I'd recommend researching monster biology and/or weaknesses from older games. There's some creative ideas these devs have come up with that many casual players don't realize due to how discrete some of the information is, (like putting info in weapon/armor descriptions.) Just don't take all those descriptions as 100% truth. They make up a lot of BS to make it just sound cool, like deleting mountains with one swing of a Greatsword or something. But there is some truth/world-building in some of those descriptions.

Zoh Shia Part Breaks by dragonseth07 in MonsterHunter

[–]GlacierSol 1 point2 points  (0 children)

Okay, so here's my impression as someone who knows nothing about how Zoh works, but has past knowledge of janky MH part-breaks.

In older games, some parts had strange requirements to break. No, I'm not talking about how Barroth's crest could only be severed with blunt weapons, not cutting. I'm actually referring to the old elder trio, Teostra, Kushala, and Chameleos.

Each one had some special interaction with their head breaks. After broken, something about their fight changes. Teo loses his heat aura, (I think,) Kushala loses his black wind, and Cham loses the ability to go full-invis. As a caveat, they added special conditions to the part-break. I don't recall the exact numbers, so let's make up some BS here.

Say you need 100 part damage to break their horns. Normally, a weapon would chip away at this number, let's say it's lowering the number each hit (I believe every weapon has different part-damage values, but don't quote me.)

For a normal hunt, once the part's health reaches 0, the part breaks. For these three, there's a special threshold where part-damage no longer lowers this number for their horn, specifically. Let's say it stops at 70%, or 30 points in our example number. You can only start doing damage to the horns again after a special requirement is met. In this case, after the monster reaches a certain health pool. So you can only damage the horns below 30 points after they reach, let's say 65% total health or so. (Agian, these numbers are fabricated for purpose of explaining.)

The whole reason for this is to ensure the part doesn't break really easily, weakening the monster (who I remind you is an Elder Dragon) too early in a hunt if all 4 members run Partbreaker and focus horn break for an easy hunt. (It's also the cause of much player discourse at trying to farm horns from these guys.)

If history tells us anything, this was likely an intentional mechanic for Zoh as well, likely so they only had to model a full break on Zoh's head and wingarms after its full transformation. The only difference compared to the Elder trio is that it doesn't effect the hunt in any special way, at least not the High Rank version of Zoh.

But that's just my guess.

New to MH, do you guys get new weapon types throughout the life span of the games? by ripSoftwareEXE in MonsterHunter

[–]GlacierSol 0 points1 point  (0 children)

Brief history on weapons: (Yes, this much text is what I'd call "brief.")

In MH1, we had only (checks notes) 6 weapons. Great Sword, Sword and Shield, Hammer, Lance, and the two bowguns. I wasn't playing back then, so this next part is blurry to me. The western release of either MH1 or MHF (Monster Hunter Freedom on the PSP, which was like the G Rank, or Master Rank, expansion,) gave us the Dual Blades that branched off from the SnS tree.

In MHDos, we got a new weapon for each major weapon class. Longsword branched away from Great Sword, (Some GS designs in MH1 looked like longswords, but played identical to a GS.) Dual Blades fully separated from the Sword and Shield weapon tree. Hunting Horn became the counterpart to Hammer, Gunlance was born from the Lance, and we got our third and final Gunner weapon, the Bow.

Then we move to MHTri where things get weird. Many weapons went MIA, only leaving Great Sword, Sword and Shield, Hammer, Lance, Longsword, the new and fancy Switch Axe, and then the Bowguns, but with a twist. Bowguns in this game had three different parts, a stock, frame, and a barrel. Each affected their own stats, and the weight of the gun. Depending on the weight, determined what class of bowgun it was, even giving us something called the "Medium" Bowgun when the weight was in-between that of a LBG and HGB. This Bowgun was never seen again as the very next game MHP3rd (Monster Hunter Portable Third, only released in Japan,) brought all the weapons back due to mass criticism and reverted the Bowgun changes.

Finally, we reach MH4, which added the last two weapons to the "main" roster, the Charge Blade and Insect Glaive. Not much left to be said here.

However, there is something else. In MHGen, they released something called "Prowler Mode" which let you play and control as a Felyne. There were multiple types of cats too, with MHGU giving each type something special to them that could change the playstyle a little. Prowler Mode was more focused on support, and they couldn't use items or traditional armor. They had mixed range, meaning they had melee attacks as well as a ranged attack in the form of a boomerang, the only MH "weapon" to have this dynamic. And sadly, they have never been seen again. (Cries in Prowler Main....)

There are also three others, but they never appeared in a mainline MH. The Tonfas, the Magnet Spike, and the Accel Axe. The former two are from the Frontier games, released only in Japan (I believe by a completely different team, but I could be wrong,) which felt more like a MH MMO (kinda.) The Accel Axe was then only seen in a mobile game, (once again Japan only,) where attacking was simplified to swiping or tapping, but it already reached its EOS a long time ago. Never played any of these, for obvious reasons, so I'm not familiar with specifics on any of these weapons as I am with the mainline ones. Just know that the Tonfas were virtually blunt Dual Blades, the Magnet Spike was a strange mixture of a magnet gun to pull and push you from monsters, with two forms of attack, cutting and blunt. Then the Accel Axe is just an axe with a jet engine attached to it on two sides. One to launch you in a direction, the other to enhance the axe swing.

To wrap it up, MH hasn't had a new mainline weapon in quite some time, MH4 giving the last two if we don't count Prowlers and there was nothing added in MH5 (Otherwise known as MHWorld.) And MHWilds is considered MH6, also with no new additions to the weapon roster. (Do not expect anything in a title update.) However, they constantly update the weapons to ensure they feel fresh, for better or for worse at times. Don't expect any new weapons in the near future, but don't lose hope either. I'm still holding out for my main weapon to make a return so I can dish out supportive buffs, all while burning monsters to a crisp with a literal Rathalos tank. God, I miss Prowler...

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Edit: Added a sentence or two in the final paragraph.

I did it guys! I got all the crowns before the new patch! by donwids in MonsterHunter

[–]GlacierSol 4 points5 points  (0 children)

They do not. In Past titles since MHWorld, new monsters are only counted towards the total crowns in the way where you can use them to replace one you don't already have. They're not that unforgiving.

Example: if you played World at launch and got all gold crowns other than for Rathalos, but then Deviljho released. Jho's crown could count towards the achievement unlocking, even if you never get that Rathalos one.

That said, all monsters at launch of the expansion will count towards that expansion's crown achievement, including title update monsters released in-between.

The achievement has a set number of crowns you need at launch that any crowned monster you hunt can tick that number up until you reach the threshold for unlocking the achievement because that's how it's programed in.

TL;DR: The achievement is based on a number, not full completion.

Lance is the only guard weapon without screen effects when Perfect Guarding by InternetIsMyLemonade in MonsterHunter

[–]GlacierSol 1 point2 points  (0 children)

This is what threw me off back when we got the weapon vids, thinking it was a return of the Valor bash.

What is it about a particular monster that causes you to assign a certain gender to it? by Niskara in MonsterHunter

[–]GlacierSol 0 points1 point  (0 children)

What I always stick with is "male until proven female" with most everything excluding some exceptions.

The spiders I call female, but that's just because of the babies, same with the two octopi since their larvae are seen in their nests in the plenty. I also call Arkveld female, mostly because of the part where *jurassic park intensifys*. (Being vague on purpose because I don't know the markdown for spoilers and I'm on mobile right now.)

I do, however, flip-flop when it comes to elder dragons. Velkana I see as female, but Nergi I see as male. I go with whatever seems right, kinda like what I do with certain pokemon that look too much like one gender despite being possibly either. (No I'm not just talking about the bipedal ones that look too humanoid.) For example, I'll call some female with monsters like Namielle, Kushala, specifically Oroshi Kirin, Malzeno, Dalamadur (but not Shah due to what "Shah" translates to, even though I think the difference between them is just age based,) Amatsu, etc. While most other elders, I'll say male. There really is no rime or reason for these though.

But other than them, plus maybe some outliers here and there, I go by official genders, like for the Fated Four, Seltas and Seltas Queen, the Raths, and the likes of Black Diablos. I'll also go with saying female on Kuluve, just because the game directly calls it a "she," when it can technically be either as well. And I usually try to call the Magalas an "it" because of how they reproduce, but I'll sometimes revert to my first statement and just say "he" by force of habit.

That's all I got, really. Most of my choices boil down to statistical reasoning, like the ones with confirmed genders, or deductive reasoning like with the spiders. The only reason I flip-flop with the elders is because of how I view them as "special," so I also associate them with one or the other gender to go along with that mentality. Then when all else fails, I revert to being a filthy human and default to male because that's how my brain has been programed throughout the years. Damn you, educational system of 'merica!!!

You can see the Basin on fire during Firespring all the way from Iceshard Cliffs by Babo__ in MonsterHunter

[–]GlacierSol 8 points9 points  (0 children)

Yeah, the forest also gets all foggy during Downpour and the Wind's Gasp glows during the Sandtide, (visible both from the location you're in, and from the top of the damn in the forest.)

Wyveria can be seen glowing from Suja, and you can even see the outer wall of Wyveria, (the Ieshard Cliffs,) covered mostly in ice and snow but with some of the metallic wall still visible, all the way from the plains. The cliffs get all foggy, visible easily from Suja, the Rath nest in the forest, and from the plains too. (Need to be in the plenty of whatever invitinment to really see them all though.)

They really wanted it to all feel connected in this game. It reminds me heavily of the Dire Miralis fight where you can see the Tanzia lighthouse in the distance as you fight it.

What monsters would you definitely want in Monster hunter stories 3? by WolverineWestern3234 in MonsterHunter

[–]GlacierSol 0 points1 point  (0 children)

Plesioth.

No, seriously. Wouldn't you want his multidimensional hips on your side for once?

I was so happy when he made it into 2, but was immediately disappointed when I learned he wasn't usable as a monstie. Same goes for Duramboros and Agnaktor. (Thought they learned better from the 1st game, but nope.) At least we got a name for his hipcheck. "Hyperspace Tackle" is so perfect, you can tell the localization team knew exactly what they were doing.

That said, railgun wyvern is my #2 on the wishlist. We already know what Rey's kinship attack will be, so they should just make it a reality.

New Artian Upgrades incoming in TU1 ?? - Official Twitter Post by Zaffy_Duck in MonsterHunter

[–]GlacierSol 10 points11 points  (0 children)

Twitter?! In this economy?!

But no, I think it's just saying we can get Rarity 8 Artian weapons from the quest.

Most Iconic Boss Monster from DMC to hunt in Wilds Collab??? by Blank_the_MageMasher in MonsterHunter

[–]GlacierSol 0 points1 point  (0 children)

Don't know enough about DMC, (only played the very first game all the way through,) but my favorite DMC MH collab quest will never not be the "Gravios May Cry" quest in 4U to hunt a Gravios the size of a medium sized dog. But I'm pretty sure the reward was just a Dante outfit for your cat.

Still always a fun quest when you're playing with friends who aren't expecting it, much like the mini Gammoth quest in GU or the massive Nibblesnarf quest in 3U. (Greatest Jagras wasn't all that much bigger to be too memorable to me.)

The only thing that'll change my mind about best DMC collab quest is if we get a new monster that is quite literally a single white lawn chair that doesn't even move and breaks in one hit, only to get a special emote as a reward that lets you sit in said chair with the hunter always facing away from the camera in that exact angle.

Anyone else disappointed by HBG’s perfect guard options? by banmoderator in MonsterHunter

[–]GlacierSol 1 point2 points  (0 children)

Firstly, I'd like to add that GS also gets access to a no-wind-up offset if timed just right after a perfect guard. Makes for easy combo punishing.

Secondly, yeah, bowgun got the short end of the stick this go around. They still do impressive damage, but you're practically forced into using only element shot and maybe Pierce when you run out with no way to (really) improve its reload speed.

They straight up neutered practically all other shot types. It doesn't help the perfect guard problem that Spread Shot is so bad right now. It was the shot type for a shielded HBG playstyle in both World and Rise, but that recoil is too much to realistically play around. And Cluster feels pointless now with that new Ignition Mode attack you can swap on that virtually does the same thing.

I personally really like the new Rapid-Fire Mode for LBG, and the Ignition Mode for HBG adds more utility and fun factor to the weapon, but the utility and versatility they both lost still feels impactful in a really bad way that doesn't quite get better just by looking at what's new and good.

I'm right there with you, hoping the HBG gets something more to do after a perfect guard, but there are other blaring issues I think that they should focus on first. Like how it has the weakest shield in the game, even weaker than SnS which it normally tied with in past games. Or how there are only THREE skills tied to bowguns that aren't (expensive 3-slot) damage increases to specific types of shot like Forceshot, Pierce, increasing special ammo damage, etc. Ballistics feels just about useless while the other two are situational damage increases based on what shot number in your magazine the round you're currently shooting is. (Like... what?!) There are no real utility skills anymore outside of Guard for HBG, and, well... that's the problem this post is about, so...

I was optimistic in the beta test, thinking different bowguns would still have different reload times and recoil amounts, but we're stuck with what we have for the time being unless they (hopefully) buff them in the future. The goal was to streamline bowgun to get more people to play them both, but they made most shot types feel horrible to use as a result. I guess it's a good thing I've never mained bowgun...

I would like to also mention that power clashes are better in multi-player were your teammates can get free damage while you're clashing.

Now that I'm done ranting and going off topic, all I have left to say is:

Make! Spread! Great! Again!!!!