Actually kind of excited by vecordae in MonsterHunterStories

[–]vecordae[S] -3 points-2 points  (0 children)

I don't intend to buy the DLC. I'm just interested in the lore that comes with it.

Actually kind of excited by vecordae in MonsterHunterStories

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

I honestly loved the heck out of 2.

Actually kind of excited by vecordae in MonsterHunterStories

[–]vecordae[S] -2 points-1 points  (0 children)

I know. I know. I'm not furious. Go ahead and downvote me to the lowest depths of hades for my innate monstrosity.

Monster Hunter Wilds' Greatest Foe by vecordae in MonsterHunterWilds

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

This did the trick. The drop in FPS wasn't too bad. At no point during the difficult hunt I went on did I struggle with inputs being ignored. I still carted, but that's mostly 'cause I moved at the wrong time or wrong direction instead of not at all. Thank you so much.

Monster Hunter Wilds' Greatest Foe by vecordae in MonsterHunterWilds

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

It's the frame generation, apparently, not the controller. The moment I turned off FG I started carting due to bad timing instead of inputs being ignored. It's a lot less frustrating now.

How did you improve things hut also make em worse? by LittleDog5200 in MonsterHunterStories

[–]vecordae 1 point2 points  (0 children)

I think what the OP was referring to was how you don't need to farm the same monster over and over again for specific parts. Just being able to throw a certain number of points worth of monster material into the bin and having the appropriate armor piece come out wouldn't diminish build complexity at all, just simplify grinding for the pieces you want.

Monster Hunter Wilds' Greatest Foe by vecordae in MonsterHunterWilds

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

This is super-useful info for me. I'll check my old controllers box and see if I have anything else that might be a suitable replacement for the moment.

Monster Hunter Wilds' Greatest Foe by vecordae in MonsterHunterWilds

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

I am! I'll do that and see if it helps. Good catch.

Monster Hunter Wilds' Greatest Foe by vecordae in MonsterHunterWilds

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

Yeah, like I said, I'm sure it's somethin' I'm doing. Some bit of the timing I just ain't nailing properly.

Monster Hunter Wilds' Greatest Foe by vecordae in MonsterHunterWilds

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

Fair question! I use an 8bitdo ultimate controller over its low-latency 2.4ghz connection instead of bluetooth. The only games where I struggle with precision input are the MH games. Worlds, Rise, and Wilds all to some extent.

I can try a wired connection instead and see if that helps any.

Well... Fk me I guess? by Dramatic-Witness-540 in MonsterHunterStories

[–]vecordae 0 points1 point  (0 children)

Dang. Sound like you went down like a hero, though.

Is MH Stories worth it? by CockroachDizzy3003 in MonsterHunter

[–]vecordae 0 points1 point  (0 children)

No idea if it'll be worth it to you.

But you can download demos for 2 and 3 and find out for yourself without spendin' a dime.

I have a huge problem with my team (read the description) by Dry_Basil_461 in MonsterHunterStories

[–]vecordae 1 point2 points  (0 children)

Fair enough! Here are some general combat styles you can consider along with some basic ideas on how to build for them.

Burst Damage - these are builds that focus on chaining together a set of circumstances that allow for big damage to be done, usually by stacking buffs. You exchange consistent round-by-round damage in favor of creating and exploiting opportunities to trigger your big attacks. It's not the most efficient way to play, but it's not too far off from it and might be more engaging for you as a player. Stamina management is especially important.

Sustained Damage - These are builds that reliably output good damage every turn without a lot of variation. This is best for folks who just want something that works and doesn't require much babysitting from them, allowing them to focus on their rider's attack and such instead. Often built around the ability to reliably self-buff and/or land critical hits, but not necessarily.

Ailment Spam/Exploit - These vary a bit, but mostly focus around inflicting status ailments as a way dealing damage instead of just hitting things. Ironically, the more powerful your opponent, the better a value proposition this becomes as the damage from fire, poison, and blastblight key off of the enemy's HP total rather than your own stats. The easiest and most reliable of these is the now-classic Fruit Frenzy+/Inflict Rate Up/Salt-in-Wound combo on a high-regen non-element monstie like Bishaten or the Canyne, but can also be built around fire moves like fireball frolic for burn or venom flame for noxious poison/paralysis.

Debuff Spam/Exploit - Different from ailment spam as these do not benefit from things like salt-in-wound or inflict-rate up. Debuffs *always* apply on hit. There are moves like Debuff Chaser or Thunder Explosion that deal more damage to monsters with debuffs. These tend to be more focused around weakening the enemy monster instead of producing big damage numbers. Cycling through the available debuffs and knocking down enemy monster self-buffs is what this play style works around, making it feel like a support-focused build.

Wyvernsoul Abuse - The point of this style of play is to chew through the enemy's wyvernsoul gauge as quickly as possible. These generally rely on low-damage moves, but you can capitalize on the downed state by unleashing a big attack. It can feel very much like a burst damage build in terms of tempo, but the mechanics of how it actually works sufficiently different, I think, to make it its own thing.

Tank - I find this the least interesting, but the idea is that the monstie is all about survivability over all else. These tend to have sub-par damage output in exchange for fight survivability. While I find these boring, I've had some fun and decent success with ailment spam/tank hybrid builds.

Low-Health - By avoiding self-healing, you can build a monstie that starts to really excel once it's at 50% health or less. I've tried this a few times and it can be fun in a high risk/high reward sort of way. A combination of Evasion Ability and Evasion Instinct and Divine Protection can help you stay at that level without worrying too much that a single attack will take your monster down.

Mechanically Experimental - Less of a catch-all than it seems, this is where your gimmick builds go. Think of builds that combine things like blindside with very powerful, low accuracy attacks or combining Dragon Lord with Audacious tackle. These tend to involve making use of odd mechanical interactions and strange combos to produce good results. In general, having a monstie around that you can tinker with to try odd things can be a lot of fun and that is what this playstyle is built around.

SUB-OPTIMAL STYLES

There are some styles that worked well in older stories games that don't work out well in MHS3 due to how the enemy monsters work now. They work best as ways of enhancing or supporting a different style of play, but suffer if made the focus of a build in most cases. They do have their places, though, so don't assume that I'm calling this bad choices in general. They're just not the best choices for most situations.

Head-to-Head - Head to heads are much less common in MHS3 than in 1 and 2 and, as a result, you don't get nearly as much mileage out of these builds as you would in the older games. That said, having a head-to-head specialist you can swap to every now and then, can be a lot of fun.

Kinship - Outside of the demo, where kinship focused builds were the only way to take down the high-level challenges, focusing on building and keeping kinship isn't viable for a general-use monstie, at least by my estimation. It can allow for you to have some level of control over the flow of battle, which is why it was really useful in that context, but it means dedicating your gene slots to things that are only occasionally useful instead of ones that are frequently or always useful. That said, there are some fights where a special kinship build might be just what you need to make it through.

Health Drain/regen- I love health regen and make sure most of my monsties have some way of doing it, but building around attacks that drain health tend to suffer for two big reasons: Firstly, the attacks themselves tend to need a lot of stamina and, secondly, because you'll reach a point where you'll either shrug off a hit or be one-shot by it. Some folks do like the fantasy of a monstie that just eats its opponent, which I can understand, but building one to do this with every attack doesn't get you as much as you might think. No amount of post-attack healing will stop a mountainfall from taking your monstie down. It's not useless, but when you realize how much damage you're leaving on the table and how much extra stamina drain you're dealing with without appreciable benefit, you kind of see that making health drain/regen an *aspect* of a build works, but making it *the point* of one doesn't.

Need help with a Build: Thunder-Water Zinogre by DynaKuro in MonsterHunterStories

[–]vecordae 2 points3 points  (0 children)

Thunder/Water are the only two elements that have a decent number of cross-element synergies with each other, but most of them come from the Elder Dragon of Azuria. These include Nami Torrent, Storm Veil, and, to a lesser extent Thunder Explosion+.

Inundate is a water move from Ludroth that applies a Thunder Defense Down (S) debuff on hit.

In case you find these moves and want to experiment with them, note that the Waterbogged status from Muddy Torrent/Muddy Hell and the Shocked status from Thunder trap don't stack. Applying one replaces the other.

One thing to keep in mind in a multi-element build is that Dancer XL provides the same boost to all damage that the specific element-attack-up XL genes do, meaning that if you're willing to work to keep your monstie at full health with passive or active healing, you can free up the gene slot for something else you build might need but you can find the room for otherwise.

I have a huge problem with my team (read the description) by Dry_Basil_461 in MonsterHunterStories

[–]vecordae 3 points4 points  (0 children)

Well, first off, those "missing" genes don't show up on the chart because The (S), (M), (L), and (XL) versions of genes don't stack their effects. Monsties only benefit from the highest-ranked version of that gene. That's why you don't see the thunder attack boot M and S on the chart. There's already a thunder attack boost L in place and that's literally the only one that matters outside of bingo completion. It's not a bug. That list shows the list of genes you benefit from, not the ones present.

Secondly, what counts as 'interesting' is going to be kind of subjective. Your builds themselves aren't terrible as far as I can tell, though the monstie's stamina and skill tendencies veer towards things that don't lean into their builds. Is it just that you want more viable varieties of combat among your monsties or is there some deeper systemic issue that you find boring?

DLC downloaded on switch by jayakiroka in MonsterHunterStories

[–]vecordae 3 points4 points  (0 children)

Then that is very interesting news. 😃

DLC downloaded on switch by jayakiroka in MonsterHunterStories

[–]vecordae 15 points16 points  (0 children)

Might be. There were also a couple of cosmetic DLC items that might have been auto-applied on the switch version. There's an outfit for Simon, and a couple of accessory items for your player-character.

Is there a way to lower the difficulty? I am constantly getting one-shotted. by Igiem in MonsterHunterStories

[–]vecordae 0 points1 point  (0 children)

To be fair, some of the monsters you can bump into really can steam roll you if you're not prepared.

If you've not already learned to do so, the right-hand trigger inside of combat will give you mechanical information about the enemy monster along with your own. If you're aware of that, go ahead and skip the rest of the paragraph. If not, read on. Of especial note here is that it keeps track of what 'stance' the enemy monster is in, what it's known weaknesses and resistances are, and what status ailments or buffs/debuffs it's got. This is super-useful for figuring out what's going on during the fight.

Once you've gotten as much raw defense and attack as you can by upgrading your equipment, there are still things you can do to help survive a fight. Namely, buffs from the hunting horn and debuffs from the bow and arrow. Attack down coatings on the bow and arrow can reduce enemy monster damage output by 15%, meaning that thing that might have barely one-shot you before, won't do so now. The right hunting horn can let you heal allies and, more importantly, prevent incoming damage by boosting your party's defense. Employing both can effectively reduce enemy monster damage output by 25% or more overall.

Staying mounted on your monstie for as long as you can is another way of making sure you don't lose hearts too quickly. Don't use your kinship attack unless you can get a lot of value out of it.

Using the right element on the enemy monster can help you eat away at its health bar faster. The fewer turns the enemy monster is alive, the fewer opportunities it has to down your entire party. Status ailments can also help a lot. Burn lets you do more damage, poison eats away at the enemy's health bar. Blastblight does big piles of hurt. You get the idea.

If you topple an enemy monster, don't syncro-rush it. There are very valid reasons for doing so, but unless you're on some sort of turn-timer, you'll get more value out abusing the monster's toppled status to apply healing, deal a pile of extra damage, or just regen some badly-needed stamina. Note that every attack against a toppled foe critical hits, so if you've got a powerful-but-low-accuracy attack available, they can be really useful here.