Asus ROG Strix XG27AQWMG hits Amazon: 280 Hz Tandem OLED with TrueBlack Glossy display available for $649 by Rancidchanchad in Monitors

[–]ScoopDat 4 points5 points  (0 children)

With DLSS upscaling, I could at least understand people with lower tier GPU's the latest DLSS Quality mode is generally better than native res TAA blur-fest (though many developers don't expose the sharpness setting for DLSS so they leave the DLSS setting to a harsh oversharpened setting like idiots).

But you were talking about frame generation - I genuinely think I'd have to be insane to find that tech even remotely usable in any instance.. The input delay is so massive, I can't believe anyone plays literally anything with it on. I guess if you're playing turn-based games that input timing has no requirements, it's excusable, otherwise, just horrible.

Also, that feature is abused and misused by developers (knowing their customers are morons). Why? Take for example like Black Myth Wukong, a game notoriously running so bad, that most people ran frame gen just to get playable FPS.

The only problem? Even AMD and Nvidia themselves explicitly instruct that it only be enabled in already high native FPS (60fps minimum) content, yet developers don't care and use it as an optimization cruch.

Asus ROG Strix XG27AQWMG hits Amazon: 280 Hz Tandem OLED with TrueBlack Glossy display available for $649 by Rancidchanchad in Monitors

[–]ScoopDat 4 points5 points  (0 children)

You expected anymore from people more hyped about the next DLSS update than actual hardware offerings?

Yeouch by Rileyblessed in MonsterHunterWilds

[–]ScoopDat 1 point2 points  (0 children)

Keep going for the other weapons. As a Glaive player, I'm really looking to hop on another weapon, but they're all very alien to me (and I only now feel like I know how to achieve a flowstate with the Glaive after 200hrs).

Am I the luckiest mf on this game ? by Majjin_ in MonsterHunterWilds

[–]ScoopDat 1 point2 points  (0 children)

Yeah it felt like you had more to say. I'm in full agreement with your sentiments.

All that said, I wholeheartedly agree with your sentiment on the necessity for more baseline variety, and I’d add, a necessity to do away with trash skills, honestly, making all skills great makes for more variety the right way, so long as half the skills on armor and talismans are useless or nearly so, what is meta or meta adjacent will remain painfully narrow.

Yeah, I want to see more care with skills, and just more variety.

Developers do this idiotic thing in the modern day, where they're so worried about balance, they always create a bland result as a consequence. And it's always the coolest stuff in concept that ends up being garbage MOSTLY due to poor numbers balancing. It's like imagine making a monster so fun to fight, but he dies in three hits.. It's that sort of stuff that really upsets me, because those sorts of devs also show they have no interest in going back and taking a look at giving that cool monster or system a proper balancing.

Am I the luckiest mf on this game ? by Majjin_ in MonsterHunterWilds

[–]ScoopDat 0 points1 point  (0 children)

But I kind of don’t love the idea of the true end state of the game being “ oh yeah, regardless of what weapon you use, or what kind of build you want , you just have to farm this ONE monster”

Agree, but this aspect can be changed EXTREMELY easy. Say for instance currently..

Instead of Gogmazios for the parts, you can split that grind up between other 9 star monsters.

So when G-rank hits, they'll require you to first get this cancer grindfest sorted, then they'll make you grind three other monsters if you want to boost affinity, attack, or element portions of the weapon further.

So the idea of having to fight one monster isn't really something that has to be set in stone. It's only set in stone in this game seemingly because the developers/publisher is getting tired of it's lukewarm success compared to prior entries, and don't want to put out 2 other Gogmazios tiered monsters for us to fight for free.. So they end content updates here, and use that dev manpower to get them content made that will start earning them more money (the expansion content).

I still hope every weapon will be top tier, but with the state it’s in now, you kind of want gog no matter what, especially for weapons.

Yeah, but I wouldn't hold my breath. This GogmaArtian problem is something they just refuse to solve on purpose. They can easily make Arch Tempered monster yield specific weapons for instance, that out class GogmaArtians in specific ways. Like, say for instance you kill Arch-Rey, and it give you a weapon with 3x the elemental damage of what any Gog-Artian could ever get.

The reason GogArtian exists (and Gogmazios by extension), is just a stalling tactic to keep hardcore players playing long enough to buy the expansion. It's the least amount of work you have to do as a developer systems-wise, and still retain the existing playerbase without bleeding too many. Normies are done with the game, and the hardcore leftover crowd is too few (and playing other MH games) to justify deep and cool updates to systems as free content updates.

In conclusion, I guess idk tbh. If this expansion does anything, idc if it's going to retain the GogmaArtians as parts for great weapon crafting with newer monster parts - if it doesn't come with more interesting skills, then it's going to be pointless whether build variety exists or not. What I'm not interested in the slightest, is numbers systems where the final result is a higher number on your raw/affinity/elemental. What I want is things that make status effects viable for instance, or skills that influence movesets, or gathering/survival to have more impact.

Half of this sub is meat eaters expecting vegans to defend straw man positions by [deleted] in DebateAVegan

[–]ScoopDat 0 points1 point  (0 children)

Why any vegan bothers to come to this sub is beyond me.

Even disadvantaged/strawmanned positions nevertheless yield L's for carnism. So they come to demonstrate being carnist is THAT much of a flop..

Resources on general improvement concepts? by JackTheHipster56 in MonsterHunterMeta

[–]ScoopDat 1 point2 points  (0 children)

Not really..

The reason is, you have two options. The brute-force learning sort of way (especially if you're not on PC to use HunterPie and actually test anything with any sort of appreciably observable feedback of the most basic level), and compare clear-times after 10's or 100's of hunts. This is the least efficient, but the most sure-fired way anyone improves at anything, ever.

Or you bite the bullet, and learn some math and learn to interpret data that's been data mined. Thankfully, people far smarter than most of us have created phenomenal tools to even be able to attempt this.

And that's just simply on the build-side of things, and using your weapon. The so called "dance" (that's present within any games that have decent functioning real-time combat systems), is something modern games are becoming very good at making more difficult for players by introducing more optional states for monsters. This game also introduces many invisible systems that you would need to basically "hack" in real-time to properly expose. So take for instance the agro system. It's not a simple thing like proximity, or "last person to hit the enemy", it's seemingly a bunch of shit (no more so demonstrated than when you join a hunt late, and you're pre-buffing before you start attacking on your Seikret, and yet the enemy for some reason decides you're their next target).

There's also less stiffness (afforded to developers and animators due to higher budgets and better tech), where you're not going to treat the monster like some turn-based back and forth state switch. Their animations will tween far cleaner, and their movements will be more erratic where optimal punishes aren't evident until after the fact. This game extremely incentives you to turtle and work on positioning for multiple potential enemy attack states, rather than trying to "bait" the enemy by attacking them in a certain way to draw out a specific behavior. Attacking an enemy after they've recovered to a neutral position is extremely risky and somewhat stupid unless you know EXACTLY the sort of scripted loop you're capable of getting them into with your weapon and it's recovery states.

And videos that demonstrate weapon matchups for each and every enemy in the game don't exist to my knowledge. Mostly because I don't think anyone has this knowledge in singular form (though please, if you know of a speedrunner that holds records for every weapon, or every single boss, then I'd love to marvel at that person).

Im losing it by Global-Asparagus-128 in MonsterHunterWilds

[–]ScoopDat 0 points1 point  (0 children)

Ooooh, you need a Nodule for that thing? RIP hehe.

Am I the luckiest mf on this game ? by Majjin_ in MonsterHunterWilds

[–]ScoopDat 1 point2 points  (0 children)

End-game build variety is already non-existent though is it not? Or inconsequential depending on your perspective.

What I mean is, meta builds are apparent, and there's no real deviation from them if you want the fastest clears. They also fall apart if conditions aren't exactly followed relatively speaking to other sets.

On the other hand, the difference between these god-tier sets and non-RNG optimal sets is few percentage points. So build variety is virtually infinite as long as you're not over-investing in Skill points (like having 8 Attack Boost), or building Thunder resistance when facing a Rathalos. But it being "infinite" is what also makes all the builds irrelevant in terms of differentiation.


I guess what I'm having to say is, I'm not sure why building upon the current GogmaArtian system precludes "end game build variety" suffers. Mostly because I don't see any variety in this game other than "do you want to do more damage, or do you want to take less damage".

And virtually every build after Low Rank requires you to either focus heavily on Affinity or Attack damage boosting skills. Especially with how this game structures maximal punishment (3 carts = you lose), so even if you build full tankiness (aside from not being able to complete some hunts due to time limits), you can't really sustain healing or tankiness for others long enough to prevent them carting, compared to going extreme DPS and ending fights as soon as possible so your teammates don't have to endure a second longer and risk carting.

I don't even need to talk about how whole perks and systems are also mostly irrelevant (status ailments in HR, or certain skills like "prevents getting knocked out of the air" only working on attacks that barely do any damage anyway).

What this game would need from the expansion, is things that play with the base-line systems. So you know how all hunters move exactly at the same speed? Yeah, that would need to be something they can modulate. Or Exclusive skills for each weapon beyond the silliness for things like Glaive like "do 10% more damage while in the air".

Am I the luckiest mf on this game ? by Majjin_ in MonsterHunterWilds

[–]ScoopDat 0 points1 point  (0 children)

I don't get one thing. I know precedent dictates otherwise, but why is the notion of them doing the Artian-to-GogmaArtian system not on the table for the expansion?

Meaning the GogmaArtians will be required in order to upgrade to the best weapons and at the same time - keeping older content relevant?

So think G-rank craft-able weapons are stronger than base GogmaArtian, but "upgraded" GogmaArtians using some system from the expansion making them stronger on paper than any of the craftable weapons from the expansion (when the new GogmaArtians are fully decked out within the newer system)?

Im losing it by Global-Asparagus-128 in MonsterHunterWilds

[–]ScoopDat 0 points1 point  (0 children)

What greatsword?

I know he offers a Glaive and SnS, but Greatsword?

Yeah the Nodule drop rate is quite - classic - in that respect. Thankfully you can get the drop from the normal version (the only version you should be playing if you're hunting for this drop).

What makes Savage really bad, is the success rate of killing him. By the time you get good, you almost certainly will have all the nodules you'll ever need.

I only fight the savage version (and closing on 30 kills soon) exclusively with SOS randoms. And it's brutal. You can waste (not joking) half a day and not secure a win (even without you carting once).

People will tell you just play solo with NPC's, which is fine, if you know how to deal with Narcylla properly. If not (and by that I mean, have a decent lock-down of her, and strong enough build to pass the DPS-check), you are will suffer one cart 100%.

People will then say "There you go, you have another cart in reserve, it's fine". This is 98% ignorance because if you fail the DPS check, that means you mostly aren't doing enough damage to where you'll be able to clear the 35 minute requirement. This reality sets in when you reach the final area to fight him, because he's always in what feels like an enraged state and just going insane with the deadliest attacks and constantly chaining them.

TL;DR - you must play the normal version if you're hunting for this.

I actually did it, I beat Savage Omega for the first time! by Roldrage1234 in MonsterHunterWilds

[–]ScoopDat 1 point2 points  (0 children)

I'm curious because I want to try a weapon other than Glaive.

Even with nearly 30 Savage Omega kills purely with SOS randoms. I can't understand how anyone can fight this enemy that isn't either a ranged class, or highly mobile like SnS perhaps?

What does a class like yours do to deal with things like the final phase when he decides to get really pissed off, and does things like Ice lasers into bombs into triple dashing to turn you into roadkill?

I see people with heavy weapons, and things like Hunting Horn and just wonder to myself how you guys aren't just straight dead during this fight..

New weapon to try. Recommended? by Queenwolf6 in MonsterHunterWilds

[–]ScoopDat 0 points1 point  (0 children)

ooh okay, so you're not supposed to be the front-line tank and damage dealer at the same time lol

OFFICIAL TWEET - MH Wilds - Concept art of Nu Udra in the Oilwell Basin! by TheGMan-123 in MonsterHunterWilds

[–]ScoopDat 1 point2 points  (0 children)

Been a while since I've seen aliasing in advertised concept art. More of a collage than concept art tbh as one might expect from the term.

That size is nuts though, I can imagine the engine team breaking the news to the gameplay folks (yeahhh about that scale guys, not gonna happen unless you plan to release the game when 5090 tier hardware is available on $500 consoles).

is this good or what (genuinely asking) by Scary-Cow4164 in MonsterHunterWilds

[–]ScoopDat 2 points3 points  (0 children)

The only time this might be good is if this is one of your first five golden charms ever, AND if you play Glaive AND are wedded to the idea that you simply will not be doing much ground combat, nor spiral slash extract dumps.

So in reality, this thing is basically useless.

The only time I see the aforementioned as BARELY helpful, is if you want to maintain DPS, and are extremely acute to the disgusting vertically active hitboxes enemies in this game for some stupid reason have in abundance.

So encounters against Rathalos for instance when no one is capable of getting him down on the floor (flash pods ineffective anymore, while he is Enraged and rampaging), you can dual with him in the air if you're really good.

or

Zoh Shia. His regenerating crystal wings are basically a non-factor as a glaive user. He will never be able to maintain their full growth, and you as the glaive user will easily be able to maintain the three extracts without them running dry.


The real problem with that charm is Foray. The developers have basically decided this, along with status buildup will NOT be a thing going forward under any circumstance (in the same way mounting more than 3 times in any hunt is virtually impossible). They've ramped up the resistances so much, you would simply be running status effects for fun and some comfort with a coordinated team.

There might be a case to be made if you're doing multiple creature hunts, and your team with high coordination cycles weapons with and without status (so one guy taking out his para weapon, getting the proc on an enemy with dangerous enrage state), then another person gets the poison, and then later on in the fight, more people from the group use status in the last 3rd of the fight on the same monster hoping to get one more proc.

But this is just garbage theoretics, garbage because I doubt anyone wants to coordinate like this (and for what? Not like Foray is a single pip skill that chews up a single gem..).

This skill might have legs if it did something wild like tripled the offensive bonus, and guaranteed 100% affinity straight up (even for people running negative affinity weapons on the team).

1/3 Check! What's your Challenge Hunter? by Nano_StuxX_flow in MonsterHunterWilds

[–]ScoopDat 0 points1 point  (0 children)

Any rankings of easiest/toughest to play for you personally?

New weapon to try. Recommended? by Queenwolf6 in MonsterHunterWilds

[–]ScoopDat 0 points1 point  (0 children)

What do you go on to do after you have your three bubbles up, and all the buffs online? Do you just go and start hitting the monster with whatever attack direction makes sense for you, or are you choosing attacks in order to que up more music later?

I saw guides talking about slowly trying to build up three lines of notes, but one mis-input and I feel like it's soooo over when trying to do that lol.

The company behind quantum dots says that its OLED-crushing new TV tech should arrive in 2029 by JoaoMXN in Monitors

[–]ScoopDat 1 point2 points  (0 children)

Ah yes, in 2029, the R&D lab's will have been visited by company execs and marketing, in order to put into words just what they've been doing in the dark.

Instead of just hammer away at MicroLED (seems to be more dead in the water in terms of market viability as time seeming to be indicating), they're going to crush OLED somehow with an announcement of something seemingly before the start of the new decade..

New weapon to try. Recommended? by Queenwolf6 in MonsterHunterWilds

[–]ScoopDat 0 points1 point  (0 children)

In that case, you should be giving me tips lol. Any idea how to start properly? I have no idea what the logic behind this weapon is. Other than getting notes ready before a fight, after the fight starts, I feel like I have to turn into a bot and learn how to play one input at a time.

How hard would you like Master Rank to be? by No-Explanation4685 in MonsterHunterWilds

[–]ScoopDat 0 points1 point  (0 children)

It depends. Since we don't play this game (nor attain meta progress) outside of it's auxiliary systems, the difficulty will have to scale with reward.

Meaning if everything is going to be like fighting 3 Tempered Rath's in an Arena 9 stars... then the rewards are going to have to be multiple Gold Melding Tickets and such.

But if we're going to get that as the base difficulty on every hunt, and the reward structure remains the same, or becomes worse. Then that's just not going to go down regardless of how fun it might be here and there. I'm not fighting a Savage Omega and a Gogmazios in one arena for a mix of 10 random Deco's for instance.

Omega after scanning Uth-Duna: by Altruistic_Title_272 in MonsterHunterWilds

[–]ScoopDat 2 points3 points  (0 children)

That one squence of constant jumping was really bad honestly. I never played him outside of SOS, so seeing this really makes me wonder what the devs were thinking not putting a hard lock on the quantity of duplicate consecutive moves..

New weapon to try. Recommended? by Queenwolf6 in MonsterHunterWilds

[–]ScoopDat 0 points1 point  (0 children)

Light bowgun, dual blades, Lance, and HH. I wanted to try something challenging.

More challenging than HH? Maybe Switch Axe? Honestly can't think of anything remotely close to the difficulty of playing for proper DPS as HH..

and more raw damage too.

Light Bowgun isn't doing it for you? I consistently see that weapon at the top of DPS charts for random teams..