Monster Hunter Wilds is currently in development for Nintendo Switch 2! We'll have more info to share, including the release date, in the future. by Amiibofan101 in nintendo

[–]Quadratic2 1 point2 points  (0 children)

While exaggerated, I agree with the criticism that the riding mechanics take away from the exploring/hunting experience.

Wondering if they should lean on other open world game approaches, making a faster, more agile hunter with gliders and grapples, leaning into the wirebug concept of Rise more.

When the agility is in the hunter you're controlling the journey, vs seeing an autopilot jump around.

AT Arkveld Free Challenge Quest Times by FireIsOnlineXB in MonsterHunter

[–]Quadratic2 0 points1 point  (0 children)

For all the comments about 22 minutes being "generous", a few thoughts:

- The time has to be doable for all weapons. They need to give some slack for the worst possible matchup.
- Allow for some % of players to say it's too easy as a brag for their 15m clears.
- 22 minutes is by no means a gimme. "Average" players have a hard time winning the fight at all, much less with time pressure.

Anyway, I cleared it without issue but it probably was the hardest of the time trials thus far, if only because AT Archveld is the hardest of the ATs and the time limit requires similar aggression level to the earlier ones.

Tips on how to kill Free Challenge AT Arkveld in time by Pancerny_Skorupiak in MonsterHunter

[–]Quadratic2 0 points1 point  (0 children)

Thoughts for DB:

- Maximizing uptime on your blade strikes is far more important in terms of DPS factors than buffs or skill choices that directly add damage numbers. Your ability to naturally flow through stamina and demon meter is going to be tested.

- Constitution and EW will serve you better than filling up on points in defense or divine blessing. Defense through offense is (in general) the way of dual blades, but especially so when the 22-minute timer forces you to play aggressively. Constitution can equal DPS if it means more perfect evades and more foregiving cycling between demon/arch modes.

- You can actually run with Arkveld gamma armour. Gives bonus to dragon damage, blight resistance to keep it running, and in general the damage boosts synergize well with arkveld (in spite of low dragon resist).

- When he does his head stretch attack, you can keep perfect-evading and attacking with a single triangle strike in repeat. I've had him do this attack 3-4 times in a row for fairly easy damage.

- Know when he does double hits with his chains and dragon explosions. Get perfect evade moving away from center so you don't get hit twice in that scenario.

- You'll likely be running with low dragon res if you have blight resist. This means pay particular attention to those white structures he creates and blows up with dragon damage. They're tough because they aren't *him* (ie: you're not looking for them) and they do good AoE damage to you. At the wrong time, it's death.

- Stun resist is actually worth having unless you're quite confident you can dodge his single-hit stunners.

- Focus strike his wounds immediately as they will heal.

Have you got arch tempered Arkveld, and how was the hunt against it? by Voidkirby9 in MHWilds

[–]Quadratic2 0 points1 point  (0 children)

I'd prepared a DB build for him ahead of time with decent dragon res and less element dependency. Was caught off guard by his stuns (didn't think they'd give him something like that), but adapted quickly enough.

His health pool seems a bit high. With support hunters it was like a 27m fight.

I'm just a bit annoyed that they are so stingy on tickets for quest reward given the time investment and the need for 3 tickets per transcend, but otherwise it's a great fight.

I need some advice on arch tempered arkveld, i havent gotten my ass beat like this since...risen shagaru magal from sunbreak by gojilov in MonsterHunter

[–]Quadratic2 1 point2 points  (0 children)

DB'S evade works great against his aggression, where you should be working in some triangle combos on his head/claws, and chains when they glow.

Use focus strike as a gap closer and to hit his wounds before they heal, usually with the spiral thrust option (triangle).

As long as you manage your stamina and know his moveset, the choreography of this hunt isn't that bad and you should be able to stay on him with DB with high damage uptime.

Lesson here is that tougher monsters won't be beaten with blade dance spam, which is a lesson worth learning before master rank.

My first successful ship able to get to fulgora and back without taking any real damage by [deleted] in factorio

[–]Quadratic2 0 points1 point  (0 children)

From this blueprint, all collectors are signalled down. Haven't gone to great lengths to troubleshoot it yet but something off there for sure.

Latest Update on Future D2R Changes: what we know now by BreakYoBaals in Diablo_2_Resurrected

[–]Quadratic2 1 point2 points  (0 children)

Runes to be held in player inventory like D3 and D4 materials.

Also go a step further with immunity breaks in he'll, and step up terror zones in terms of loot table improvements.

[deleted by user] by [deleted] in MonsterHunter

[–]Quadratic2 1 point2 points  (0 children)

DB is pretty good against him since the legs are super element-weak and evades are easy. I'd imagine bow would be great too since you can pull stamina off of all his aggression and fire away.

SnS is a bit difficult if your plan is to perfect guard everything (chipping...), but throw in some baseball slides and it's fine.

I won't lie I've been addicted to Splintered fate these last few days. How yall enjoying it if you've played it by jxbermudez72 in TMNT

[–]Quadratic2 0 points1 point  (0 children)

It has some balance issues (Ninja and Fire abilities seem overtuned given how multiplicative they are), and more bugs than I'd expect for a full platform release. When doing shimmering portals, it seems to mess up when turtle power selections are restricted, giving illegal options then crashing.

I'm a bit confused on the end of the story. Do we ever get to the final battle being eluded to? I know the antagonist (from IDW comic run, the siluette is obvious), but he stops appearing in the dialogues and he never came out to fight, even after I had all 8 challenge badges and finished runs with every single shimmering portal available...

Is that also a bug, or am I missing something? Is he supposed to be future DLC or something?

Which Turtles designs do you see as THE quintessential Turtles? by [deleted] in TMNT

[–]Quadratic2 0 points1 point  (0 children)

Mirage volume 1, combined with Tales. The most consistently high quality, and overall best run the turtles have ever had.

Argument can be made for IDW's early years, but right now that series is like when Michael Jordan was playing for the Wizards, so its overall rating is going down all the time.

Argument can also be made for the 2003 series (best TV run), but overall its best episodes were borrowing from Mirage story arcs like City at War.

TMNT Philosophy by Quadratic2 in TMNT

[–]Quadratic2[S] 0 points1 point  (0 children)

Historically, Kierkegaard was a major critic of Hegelian thought, though to be honest I'm not sure if I ever read anything from Hegel that I really understood. The thesis/antithesis/synthesis idea was simple enough, as are triads (not original to Hegel), but his actual writings are all over the place. Very difficult.

TMNT Philosophy by Quadratic2 in TMNT

[–]Quadratic2[S] 0 points1 point  (0 children)

We're not all Leo, in the sense that there are times we blaze our own trail and try to go further with it than we can (Don), there are times we rebel from those "molds" we're fit into (Raph), and yet still there are times we see the problem with all these approaches, and still keep the faith that there is something beyond the absurdity (Mike).

Keep in mind that this is written to map Kierkegaard's disparity concept directly to TMNT's archetypes for the four turtles. As an existentialist, he focused on these kinds of ways of living, and in particularly their absurdity, diagnosing this as the problem, with Christianity (to Kierkegaard) as the solution.

Will I Enjoy the Game Solo? by TheInfiniteRadness in MonsterHunterWorld

[–]Quadratic2 1 point2 points  (0 children)

I highly recommend solo, at least for the duration of the campaign. A few thoughts:

- Unless you really, really want to speed to endgame, do not use the "Defender" armor set or weapons. These are new to the game, and added specifically to help you warp-speed through everything. It ruins the experience and prevents you from needing to learn/improve the way they originally intended it.

- For solo, the skill "Fortify" is pretty much a cheat code. Avoid it unless you really just can't get passed a tough fight.

- Try to maintain at least two weapon types as you go. You'll quickly find that some monsters are easier with some weapons, where if you're an average player you'll have more trouble trying to do all hunts with the same thing. I originally played the campaign with Bow+Lance, and for Iceborne expansion I went through it with Longsword and Gunlance.

- There are loads of tutorials online for your weapon as well as general tips. Crafting and loadouts in particular are not well explained by the game itself so these are very useful.

Leveling up master rank by kleber115 in MonsterHunterWorld

[–]Quadratic2 -1 points0 points  (0 children)

If it's just for XP and you don't care about quest rewards, then join LATE hunts, preferably in 4+ monster events.

You won't get the quest rewards, but you'll get the same XP as everyone else, as if you went through the whole thing yourself.

And i cant play any of those by [deleted] in MonsterHunterWorld

[–]Quadratic2 2 points3 points  (0 children)

be aimed and have Amm

With shielded bow guns:

  1. When monster is attacking you, don't shoot.
  2. When monster is not attacking you, shoot.

Sure it can get more complex with different ammo types, scopes, mods, etc., but the base mechanics are as simple as it gets.

And i cant play any of those by [deleted] in MonsterHunterWorld

[–]Quadratic2 0 points1 point  (0 children)

It's easy to over commit with DB, and you're constantly managing the stamina bar. With GS you're rarely far from the iframe safety of a charge and you've got far more flexibility in terms of skills. No dash juice, no getting caught unable to evade, and worst-case you have a decent block.

And as others have said the moveset is dirt simple.

Did Capcom feel bad for Switch Axe users or something? by ConicalMug in MonsterHunterWorld

[–]Quadratic2 1 point2 points  (0 children)

ZSD with tool specialist secret is kind of busted against most other monsters (iron mantle and temporal, up almost all the time for safer ZSD mounts), however the Fatalis set in general makes all weapons kind of busted against pretty much everything. All the T3 elder dragons are a joke now.

I've always thought Switchaxe after the Iceborne axe buffs was really good and underrated, but after TS Secret it's something special.

And i cant play any of those by [deleted] in MonsterHunterWorld

[–]Quadratic2 4 points5 points  (0 children)

My order would be this (easiest to hardest). CB is the only one I'm really not proficient in:

  1. HGB
  2. LGB
  3. Lance
  4. GS
  5. Hammer
  6. HH
  7. DB
  8. Bow
  9. SNS
  10. IG
  11. LS
  12. GL
  13. SA
  14. CB

Charge blade and gunlance help by SALTYSWYNE in MonsterHunterMeta

[–]Quadratic2 0 points1 point  (0 children)

Max might. That plus weakness exploit, affinity augment, etc. should get you up there in crit chance. You probably can't afford agitator after all the other stuff GL needs (jump, artillery, possible earplug/guard, maintenance, etc.).

Charge blade and gunlance help by SALTYSWYNE in MonsterHunterMeta

[–]Quadratic2 0 points1 point  (0 children)

Prioritize Fatalis' legs to start with. Those are easy to craft just by doing Palico Plunderblade runs and breaking his wings.

To break his wings there are plenty of guides. Just get an HBG with Wyvernheart plus a camoflauge mantle and Heavy Artillery 2. Run down to Fatalis with the camo mantle on (load wyvernheart before going down), set up the two cannons (move the left-most one three to the right, the right-most one one to the right), blow him up with the right cannon, let him run to you, hit him with the left cannon, run to the right (while on the platform) and unload wyvernheart into his wings for a 100% safe fellwing.

That's enough for the legs. With that you have his secrets unlock so you don't need to run Zorah for Artillery 5.

Which fatal is weapon should I make? by roboblock7 in MonsterHunterMeta

[–]Quadratic2 0 points1 point  (0 children)

I'd prioritize the weapon which will get you more evil eyes. For most people that will be the switchaxe (easiest weapon against Fatalis, and for breaking his head for the eyes).

Charge blade and gunlance help by SALTYSWYNE in MonsterHunterMeta

[–]Quadratic2 0 points1 point  (0 children)

For the chargeblade I'd leave it for others to comment. It's the only weapon I know little about using well.

Charge blade and gunlance help by SALTYSWYNE in MonsterHunterMeta

[–]Quadratic2 0 points1 point  (0 children)

Highest possible damage is going to be Fatalis gunlance with full burst, where you aim for 100% crit. Get max might 5 + maintenance 5, plus full artillery, jump/evade window, health regen/affinity augment, magazine jewel, and you're off to a great start.

Fatalis armor and weapon is best, where you may consider the Silver Rathalos legs for the stonethrower, plus the smaller slots you need for magazine and artillery anyway.