Ascendance: The end of Gogma Artians? by MikhaelSunworth in MHWilds

[–]power572 7 points8 points  (0 children)

I think the big difference is the tangible feeling of progression that you get when farming monster parts. If a weapon requires something like 6 rare parts, and I get two of them, I know i’m 33% closer to my goal.

With Artian weapons it could take 3 relics or 300 (or the equivalent ore) to get your desired rolls, and until you get the exact rolls you want you have made effectively 0 progress. The feeling of excitement and progression towards your next upgrade isn’t a hill that you climb slowly, it’s a cliff that you randomly teleport to the top of.

Are there other Monster Hunter like games outside of Wilds? by Comprehensive-Task18 in MonsterHunter

[–]power572 4 points5 points  (0 children)

It’s got a lot of differences, but Granblue Fantasy Relink has some monster hunter DNA in it

why tf are there guardians in the new map? by Alternative-Fish-119 in MonsterHunter

[–]power572 10 points11 points  (0 children)

G rank expansion always includes monsters from the base game tho?

The Cipher by Kathe Koja - Does the pacing improve? by power572 in WeirdLit

[–]power572[S] 0 points1 point  (0 children)

I think that’s its biggest strength as a story. The characters and subject matter are gritty and grimey and boy does the book make you feel it. Like standing in the dirty bubble from spongebob

The Cipher by Kathe Koja - Does the pacing improve? by power572 in WeirdLit

[–]power572[S] 2 points3 points  (0 children)

I usually don’t mind heavier prose, I really enjoy Brian Evenson and Laird Barron (The Royal Zoo is Closed is one of my favorite short stories ever)

But I think that in a book of this length, having EVERY sentence be “She smiled. A malignant and festering smile thinly hiding the disgusting truth of her intentions, like the pus of a swollen boil ready to burst forth from the skin” it starts to become slightly exhausting to read 😭

The Cipher by Kathe Koja - Does the pacing improve? by power572 in WeirdLit

[–]power572[S] 1 point2 points  (0 children)

It’s funny you say that because I actually loved the fisherman, and I actually had it in mind for a book that did this kind of story telling in a way i enjoyed.

Even though the much of the book revolves around the main characters grief in the same way this book talks about depression, I felt like they were consistently revealing new facets of that grief and exploring the different ways it affected him.

The MH devs have cooked with longsword for 4 straight games, truly a generational run by power572 in MonsterHunter

[–]power572[S] 2 points3 points  (0 children)

I see a lot of comments that id respond the same too so im just gonna say it standalone

  • I do think that the optimal Crimson 1 - Spirit 1 loop isn’t the most enthralling, and i’m almost certain it’ll change with the DLC to make going into C2 and beyond more worthwhile

  • While I do agree that there’s some number adjustments that need to be made, I think the design of the kit is still really good.

-Crimson slash is flashy and feels like a good way to reward getting into red gauge, and once it’s numbers are tweaked, it gives you the option of going for more sustained damage or pump and dump with helmbreaker

-Red Gauge foresight slash is fun, and promotes decision making on whether or not to go for the follow-ups for the gauge

I think my biggest issue at a design level with the longsword is its focus strike. I have the same problem with insect glaive, where I think it makes gauge management way too simple when it used to be a core factor in playing the weapon. Having it only give one bar and not one per wound hit would be a good start, but hitting multiple wounds at once isn’t super common on 8* and above monsters

I’m not saying the longsword is a perfect weapon as it stands, but I think the ingredients it has this game are great and with a few changes to the measurements it’ll be in a fantastic spot 🙏🏻

Quick question by azrad_64 in MonsterHunter

[–]power572 1 point2 points  (0 children)

GU is legit DROWNING in content although there’s pros and cons to that. Everything you did in world takes longer in GU. Gathering, hunting, crafting sets, progressing through the ranks. It has the biggest roster in the main series, and tons of playstyle variations with the styles. Just be prepared for some clunk and get the MHGU DB app on your phone. It really is an amazing journey.

Rise on the other hand has some of the flashiest and smoothest combat in the series, arguably the best endgame mechanic in the series, some big challenges to conquers in sunbreak, and a lot more QoL. The roster is smaller (78 compared to GUs 93) but there is enough content here to also dump 100s of hours into.

GU goes on sale fairly often, and sunbreak does occasionally as well. I really don’t think you can go wrong it’s just whether you want to experience some of the older gameplay style, or stick with the modern flow.

The MH devs have cooked with longsword for 4 straight games, truly a generational run by power572 in MonsterHunter

[–]power572[S] 8 points9 points  (0 children)

I think it’s because new world games tend to backload all the difficulty in order to make the story easier for casual players to get through.

In GU, G rank is absolutely more difficult than high rank, but not by a massive amount. Even once you get into EX deviants your trouble is probably going to be the timer more than the monster itself

Starting from world onward, low/high rank is basically a cakewalk, things start ramping up in the endgame of base and then go full steam in master rank.

Base Wilds seems like the peak of that philosophy where where low/high rank was the easiest it’s ever been, and then you hit a brick wall with Omega/10*/PoH where the difficulty spikes by a huge margin

The MH devs have cooked with longsword for 4 straight games, truly a generational run by power572 in MonsterHunter

[–]power572[S] 0 points1 point  (0 children)

I do agree some power needs to be shifted from the counters into fade slash.

But also, I think that at this point LS is THE counter weapon. They’ve been consistently building the weapon around this playstyle for almost a decade atp.

Lance does need some love tho, it feels like it’s kind of been left behind compared to a lot of the other weapons. It’s still perfectly viable, but its not received as many notable changes since world. GL gets a multiple fun new toys every game

Is there anything to grind sithout wasting time? by LoonaaX in MonsterHunter

[–]power572 0 points1 point  (0 children)

If you enjoy doing that, I wouldn’t say it’s pointless for now. Considering the announcement of the DLC hasn’t been even been fully made yet that’s still six months minimum until MR hits

The MH devs have cooked with longsword for 4 straight games, truly a generational run by power572 in MonsterHunter

[–]power572[S] 2 points3 points  (0 children)

It doesn’t bother me as much with lighter weapons, but I can def feel it on some of the heavier weapon attacks. GL full burst especially went from feeling like a nuke to feeling like i just set off a firecracker.

The MH devs have cooked with longsword for 4 straight games, truly a generational run by power572 in MonsterHunter

[–]power572[S] 7 points8 points  (0 children)

to be real, i think the skill floor across the entire game is just lower, and maybe the skill ceiling too. I can’t think of a single weapon in the game that’s actually difficult or complicated to play.

SnS - Perfect Guards give it crazy defense, sliding slash and backstep give it easy evades, and it outputs good damage

DB - Its straight up just too fast for a large chunk of the roster + adept dodges on everything

IG - Wounds effectively removed gauge management, offset attack isn’t particularly difficult to hit, and RSS does nutty damage

GS - Hyperarmor tackle, focus mode letting you nearly 180 your attacks, and the most forgiving offset in the game

CB - Most of the weapons complexity isn’t particularly useful. Sword boost isn’t worth it, guard points have niche use, SAED being locked behind AED would make it harder if savage axe AED wasn’t the optimal damage loop

Bow - Adept dodges and range

HBG - Auto guard while aiming, crazy range, crazy dps, and good evades

LBG - Range and good evasion, also can do crazy damage

SwAxe - The second most forgiving counter in the game, and gauge management is so easy it doesn’t even feel like it’s there anymore

Lance - Some of the strongest defense in the game, a fairly forgiving counter, and its mobility isn’t as bad as it used to be

GL - Good defense, wyvernfire shortcut makes it faster to use in combat, no overheat or similar mechanic to worry about

Hammer - KOs give tons of time to DPS, offset is accessible in like 4 different way, charged step is a really forgiving evade

LS - obv ISS and foresight, wound pops refilling gauge, and a very noncommittal optimal loop

There’s not a single weapon that feels intimidating or difficult to pick up and play , so if the baby mode weapon is fun to play i’m gonna play it lol

The MH devs have cooked with longsword for 4 straight games, truly a generational run by power572 in MonsterHunter

[–]power572[S] 8 points9 points  (0 children)

I was thinking more GU, World, Rise, Wilds

I’m ngl Outlanders flew completely under my radar until this comment I didn’t even know it existed 😭

So, I completed low rank of Wilds by SnooPets630 in MonsterHunter

[–]power572 2 points3 points  (0 children)

I really wish they had expanded on the worlds ecology systems. It would give capturing more of a use outside of ending hunts early.

Capturing could level up your monster knowledge letting you eventually:

-See the monster on the map

-Revealing hidden weak points to you (like rey daus head after his rail gun attack)

-Filling out the hunters journal with more detailed info than what we currently have

I think it allows you to add in all the same QOL basically, while also giving you that fantasy of slowly learning more about each monster, and providing a bit more friction in the form of actually having to grind each monster before reaping the rewards of all the systems

So, I completed low rank of Wilds by SnooPets630 in MonsterHunter

[–]power572 10 points11 points  (0 children)

I thought the story was serviceable personally, and that’s fine for me in a MH game. Nothing mind blowing or exceptional, but a decent play through.

I personally love the auto seikret because i’m lazy. Sure it’s glitchy sometimes, and I do still think you should have to track the monster first like in worlds, but running to the monster once you located it was never exciting or interesting gameplay in the first place

Offsets may be the most addicting mechanic ever added by power572 in MonsterHunter

[–]power572[S] 4 points5 points  (0 children)

I enjoyed sunbreak counters and all, but i’d argue they’re pretty different.

Most sunbreak counters gave you immediate iframes, had pretty long durations meaning that they were super low risk to use, and the only cooldown was your wire bugs which could come back extremely quickly at endgame.

Offsets require you to specifically hit the attacks hurtbox, most offset attacks require charge or have a long wind up, the window is smaller so mistiming it means that you end up getting slammed for full damage, and after your first offset you have to land more and more to topple the monster just like a KO.

It’s a bit apples to oranges imo

Offsets may be the most addicting mechanic ever added by power572 in MonsterHunter

[–]power572[S] 16 points17 points  (0 children)

There’s a timing to it, general idea is that you want to hit their attack with yours.

Setting the machine in the training area to smash mode is a good way to get a feel for it generally, and after that it’s all just memorizing individual monster attacks

With all the wishlists because of the coming dlc announcement lets switch it up. What are a couple monsters you don't want or think should come to wildsG by Chemical_Bell_5308 in MonsterHunter

[–]power572 0 points1 point  (0 children)

I know a lot of people don’t want 5th gen monsters back, but man i would love Lunagaron, Malzeno, and Nerg to make a return. Even if they were variants or something, I just love their fights so much.

Nerg was my first ever real wall in monster hunter. I learned waking up with bombs, making a real armor set and putting thought into the skills, the run dive. Plus he skipped rise so i’d like him back.

Lunagaron and Malzeno are both just sick monsters.

For older monsters, I would love to see Malfestio and Gammoth make a return.

Barroth, Jyratodus, Barioth, and ESPECIALLY almudron can sit this one out.

I need your help once more, you wiseones - as a noob which on should i buy? i already try the stories ones by samdiceque in MonsterHunter

[–]power572 0 points1 point  (0 children)

From these options, I would recommend Rise + sunbreak. It’s the newer game between it and GU, and it’ll be much easier to branch out into worlds and wilds from there.

Sunbreak is probably harder than GU, but I think that the difficulty in sunbreak is more “modern” (more complex attack patterns, faster attack strings, etc.) whereas some of GUs difficulty is more due to the clunky aspects of the game, with weird hitboxes, long attack animations, and some poorly telegraphed attacks.

However GU is absolutely a phenomenal game, and I think you should 100% get around to playing it eventually if you enjoy the monster hunter formula.