New video is up, and we hope you all enjoy the chat. It’s a long one but super enjoyable, and we’re thrilled to welcome Vestmore back as a special guest! Perfect to chill with in the background while you watch or listen. Heads up: Vestmore's mic goes a bit out of sync at one point-we worked on it in post as much as possible, so thanks for understanding. Extra notes: These are just our personal opinions, and they may differ based on factors like skill level, play time, group play, and more. And before any bad-faith lurkers jump in, regarding the discussion on the long sword, the point was to encourage constructive feedback to Capcom on weapon tweaks rather than targeting long sword users. Honestly, it would be great for all the weapons to get a comprehensive rework and overhaul! Remember, everything is subject to change, so now is the best time to be vocal about the changes you want. We’d love to hear your thoughts and keep the discussion positive so we can all enjoy the game together!
Gunlance changes are incredible, the biggest glowup of all the weapons imo. Im curious to see how they balance wide and long because the new double fullburst wyrmstake combo makes it seem like normal type dps will just be too good to give up.
@vigge111111 Charged shells are still there though. It's just different now because you can now continue charging to release multiple shells up to your full clip or anywhere in between depending on how long you hold the charge.
@@vigge111111 I'm curious if Charged Shelling is going to vary by Gunlance type. The one we used in the Beta was Normal, and a mass shot would make sense for normal. Maybe Long and Wide have different Charged Shelling effects.
As a lance main since MH4U, I'm glad that TwoSix, even though he enjoyed it himself, he does acknowledge the clunkiness and concerns that us veterans have with the Wilds iteration, especially with the pretty poor damage it would do even with its counters. Great stuff.
Agree. I feel like the loss of an easy-to-access counter thrust is one of them. I feel like we can keep most of what's in the kid but just add a press-and-hold mechanic. Letting High Thrust have its own identity compared to Mid Thrust, being more defensive, higher damage, and tech attack. This way, we still have the ideas of the old Lance with the new Lance. High Thrust: O = Press Counter Thrust: Ô = Hold Mid Thrust A = Press Ô O + Ô O + O + Ô O + O + O + (O or Ô) A + O + Ô A + A + O + (O or Ô) What do you think?
I hate the new IG. Forget the bounce, I don't mind that so much, but I just don't have the three thumbs needed to play this thing. And the Rising Spiral slash! Don't get me started on that thing! Sure, it's cool. It does a lot of damage, great! But you can use it as soon as you have all 3 extracts, and you don't even have your real movset until you get all 3. It's just gather extracts (which is easier, but still the worst part of any weapon's gameplay), then dump and repeat! It's awful, it's not remotely IG anymore, may as well have deleted it and added a new weapon. Real happy with the GL though.
As a "Hammer only Hammer" guild title player: Hammer got love. It's so good. I was worried after what Sunbreak gave us but am set to rest. So fluid, such combo, bonk bonk BONK!!!
As a hammer main, I hate the changes made to hammer compared to how it plays in World. Sure, the wire dash move is cool, but the new mega bonk move (r2 + triangle + circle) feels clunkier than the lvl 3 power charge bonk (especially considering you can follow up the lvl 3 bonk in iceborne with the helicopter move into the monster). Maybe I'll like it over time, but for now it just feels meh to me.
As a lance main I am definitely disappointed. I thought World lance was an amazing starting point for a new direction for the weapon. Rise showed us that there was still plenty of room to expand on Lance without changing it fundamentally. I am astonished that they tried to essentially rewrite the weapon completely. Not only does it feel more clunky, but it just feels less technical all around.
I played Monster Hunter Wilds for 30h. MH World/ Iceborne for 2000h, most of the time Insect Glaive and I enjoy playing it even today. MH Wilds IG feels fresh, strong, and fun for the first few hours but very limited. People act like claw grip is the only problem with IG. 3 light attacks - Strong Descending Slash (Hold and Release ○) - Rising Spiral Slash (L2+○) and at the end Focus Thrust (L2+R1) seems to be the only combo we have, after a few hunts I got bored. I also watched on TH-cam a couple of Reydau speedruns, they all do the same combo all the time, you feel that something is missing both on the ground and in the air. There is no possibility to be creative. It seems like I'm forced to play like that, i prefer "free style" IG. Collecting extracts is an important aspect of IG, doing it too easily, takes away the fun. -My suggestion is that the Focus Thrust only gives an extract from that part/parts that we hit, getting all 3 extracts from for example leg doesn't even make sense. -Make a kinsect: harvest extract (R2+ hold triangle) a move that we can charge up to 2 times like a circle. So that L2+triangle gives us one extract, charge level1 gives us 2 extracts, charge level2 3 extracts. (so it wouldn't be too easy to pick up extracts and the focus skill would synergize with IG + other secondary weapons). Actually that move is unnecessary. With L2+Strong Jumping Advancing Slash/"helikopter" we collect extracts that are of almost no use (except the green one for healing) because Strong Jumping Advancing Slash requires all 3 extracts. -Make a requeierment to unlock Strong Jumping Advancing Slash only red extract like in previous games. I would understand if we had 5 helicopter moves like before, so that all 3 extracts are needed for that. Not having the possibility to bounce even once does not make sense that all 3 extracts are needed for that move. RSS allows us to go into the air without interrupting the flow of the combo, but after that all the options we have to land on the ground interrupt the flow because we lose the red extract. -Make it so that we have a red extract left after RRS so that we can do Strong Jumping Advancing Slash and finish the combo with Descending Thrust (Hold and Release ○ in air) instead of Focus Thrust, in case we don't have a wound, which is a frequent case in the team (it would be possible and balanced if the RSS collects only one extract, but immediately in the air, instead od 3 when we fall to the ground. For example, if we attacked the head and did RSS, we would get a red extract, or if only white and orange were needed for RSS, so we would be left with red) -As far as aerial combat is concerned, 1 bounce after Strong/Jumping Advancing Slash would be great + the possibility of bouncing after marking in the air (R2 in the air or R2+R1 in the air), otherwise we will almost never use those moves and so we would have the choice of getting a kinsect Dust, which we almost don't see because of the focus mode. -Moving and attacking with light attacks even backwards is great but the fight on the ground lacks a starting heavy attack that has a nice horizontal hitbox, and a light heavy chain (it would be good to unlock them with red+orange or with all 3 extracts). That way we would have a choice to play again with power prolonger like in previous games, so we can also play "freestyle" and not that the whole gameplan revolves around RSS which would always be an option and not the only optimal gameplan. it's unfortunate that most of what I mentioned above are moves and combos that we already had before, and I haven't even mentioned everything. They are just suggestions as I think the weapon could be more fun, improved, and adaptable to different play styles without drastic changes, while being recognizable again and feeling fresh at the same time.
A few decent ideas there, but you do realize the your point about the optimal damage combo and being "forced" to play a certain way applies to pretty much every weapon in every game? I'm also a cool freestyle kinda guy and I prefer to not use charged attacks on gs, why is capcom forcing charged attacks on me smh
@@timma_j I sent something similar to that. It was late at night when I wrote it and I made a little mistake. I said to leave the white extract after RSS instead of red, which makes no sense, but if they read it, they will understand the point.
@SPOOFY_D the issue is that both pokes were situational based on the height of the monster in world. High thrust for pickle and low for zinogre. Now it's not worth using high thrust with the lowered speed, endlag, and damage over just spamming mid thrusts. At the very least in world it was just slightly less dmg.
Charge Blade main here. Was never a big fan of savage axe mode but understand its appeal. I don't like the changes to charge blade because I feel with an already complicated weapon, its even harder and more precise to use your best moves. Being able to line up a good SAED that can hit a good portion of the monster while being limited to how and when you can even activate it makes an already difficult to aim attack even more limited and niche. You watch team DarkSide's charge blade 2 min run against Rey Dau and they purposely don't use SAED a single time. Even with the monster down and with perfect placement they don't use SAED because its inefficient. They even go through the whole combo leading up to SAED and cancel it right before the SAED hit. I also felt the transformation between sword and axe mode was much slower and guard points were less consistent and harder to time although that can be beaten with practice and learning new muscle memory. There also may be new skills that adjust this like Rise's Morph skill. Just something I noticed going straight from World/Rise charge blade into the Wilds Beta. Even leaning into Savage Axe mode which seems to be the push, activating it can only be done off a perfect guard or breaking a wound. Breaking the wound isn't a big deal especially when solo but when playing with other weapons like Bow and Insect Glaive wounds get broken so fast it turns into a race/Fight against other players just to be able to use your skill set. All together I think Savage Axe Mode got a huge buff and feels great if you enjoy that play style, but the rest of charge blade's kit feels the opposite, like an almost equal nerf in comparison.
@@GabrielFreirev I like it cuz its still charge blade and charge blade is my favorite but it feels like a downgrade from world and rise. Im definitely going to do a playthrough with it to see how it is in the full game. Hopefully it feels better with different builds and skills
I hope the reason behind it feeling the way it does is because they have added armor skills to make up for it. Like a Morph skill that is actually effective unlike how it was in rise.
I’ve mained so many weapons. Long sword, swaxe, sns, hammer, I’m good with most, great with a couple, but I like variety and mixing it up. If I have to sweat a certain monster tho, and I’m going all out, I gotta grab the swaxe
In regards to Charge Blade vs Hunting Horn technicality, I think that Hunting Horn’s skill ceiling has gotten raised a lot with Wilds, but the skill floor, barrier to entry isn’t too high. It’s going to be my main, and the additions it got feel like the perfect way of taking world’s base, incorporating the echo wave and bubble songs, and the concept of the spin, and remaking them in a way that keeps Hunting horn’s base world feel. Then the Special Melodies like Offset Melody, and the Focus Strike are great ways of incorporating Rise and GenU moves without redefining Hunting Horn, all while adding high end skill without adding too much low end complexity. Plus the Self Improvement/Atk Up change to potentially improve endgame horn diversity, weaken second weapon horn usage and improve the solo HH experience in one fell swoop? Ingenious. And regarding Longsword: if someone’s taking it out on a random LS user, that LS got something cool, shame on them. I get the frustration that it seems like Longsword is the favourite child, getting some of the coolest additions every new release, and usually without a compensatory nerf to already existing mechanics, where as other weapons get compensatory nerfs for their buffs, like CB losing SAED spam for the Savage Axe buff, but taking it out on a random player just trying to have fun in a beta is nasty. In regards to Insect Glaive, it seems Capcom is really trying to put a lot more emphasis on the Insect in IG. Less aerial Glaive with some bug, more Insect Glaive with some leaps Obviously this isn’t final. We saw that Hunting Horn got nerfed from playtest at event build to Beta build.
GUNNERS WERE FEASTING IN THIS BETA! I was pretty hesitant seeing the revamped animations in the trailers but both bowguns felt great to play to me. I was happy to see elemental ammo get revamped because I never opted for it in World or Rise. The focus shots for both guns were really fun too and super useful to get wounds in hard to reach areas. You'd get a huge recoil with the HBG focus strikes that left a lot of good openings for co op hunters. I agree that the timing of the offset HBG counter was difficult to nail but I also appreciate that it's not as easy as the wirebug counter in rise that sometimes trivialized tough hunts. Definitely excited to play more bowgun and dive into the customization options!
18:34 The tracer giving you level 3 charge is not a bug. With Quick and Power shots no longer increasing your charge level and arc/flying swallow shots resetting it the tracer is your way around that. It will just be part of the bows gameplay loop to always have a tracer arrow active.
I was an IG main in World/Rise. I think some of the new changes are good, especially around the essence extraction. I do think the aerial play is what set it apart from the other weapons though and it just feels grounded. Both the aerial bounce and the rising spiral slash feel repetitive, but to me the aerial bounce feels more fun so they could have maybe kept that but made something to make it feel more varied at times. I do think a part of it's identity is lost though in this game. I did try bow though and think that may be my new weapon this game
Dual blade still looks so cool looking forward to trying hammer, bow, LS and lbg One thing i'm unsure about is the wounding system in coop since it seems like some weapons benefit more from their focus strike but of course everyone wants to use their focus strike too.
Great to hear your thoughts! I didn't see half the additions/changes to the weapons myself when i played the beta so I'm super grateful you guys covered it all. I cqnnot wait for this game, I'm counting the days! 😂
At 22:14, regarding being able to have different settings per weapon, that was in the beta - you could make a controls profile for each weapon, not just melee/ranged!
As a lance main I don't like how our insta guard from double cross and Rise was given to every shields and then watered down. The shield slap is very lack luster and so is the leaping upward thrust to fallow it . The addition pokes and charged counter is nice but the inputs and speed of the weapon is slow and not responsive. I hope they fix it because in comparison the SNS has better feel, DPS, and utility with the only downside being weapon range.
I feel like making the Charge Counter into a Focus move is a neat idea, but I like the current focus move for the Lance and it helps with mobility and feels pretty damn strong. But I do agree the window for trying to pull off the new counters when you are guarding is a bit tight and could be easier to pull off. I feel like with the recovery rate how slow the weapons feel on other moves other than the Insta guard, focus move, and mid thrust (which feel fantastic). The Lance does feel slower, It also doesn't help that the Charge Counter was also a faster way to guard when thrusting (one reason it feels less aggressive. I think giving the High Thrust a press-and-hold mechanic will help as it would feel like old Lance in a way (as holding would perform the Charge Counter) but still keep all the new stuff. Thank you for your options on the Lance and all the other weapons. I'm looking forward to the Hunting Horn as well. Being the Tank/Bonking Support sounds like a lot of fun. Lastly, I feel like Hyper Armor on the Long Sword is a bit much... it makes it feel like it has taken the place of what shield weapons are known for.
I also really want to get off my chest, how much I loved the fact that the game offered a kind of mini tutorial depending on which weapon you had equipped during the starting intro / story-related hunt. Additionally, I asked myself if - in the full release - we will get the chance to “retrigger” or whatever it again (e.g. for a different weapon).
The Charge Blade with Overcharged phials was incredible to me. I wasn't using many ∆+O presses, just O and it felt like my overcharge lasted forever! I think a big technical change for the weapon is that its more about transitioning through specific button presses depending on the monsters state. As you're building up phials and wounds on the monster, stick with Sword mode and when you go to Axe mode focus solely on single button presses. This will keep you mobile and ready to react to the monster. Then when you get a knockdown or stagger, thats when you break out the Savage mode and the ∆+O hits to maximize damage. I had a ton of fun practicing a single tap of ∆ to help reposition with a big hit, then tapping R2 if more positioning is needed so you can then tap O to get that mobile sword slash in. The Charge Blade has stayed just as technical in my eyes but the reward for being more deliberate and focused has taken the weapon to new heights. I personally don't see them changing anything about the CB besides minor numerical changes. It'll just be about getting in there, learning the monsters' attack patterns and being smart with your buttons. I'm literally salivating as I wait for the game to release. I need me my CB. (Quick note I haven't seen talked about often, if you call Seikret with the right button it automatically swaps to your secondary weapon as you mount up. This messed me up a bunch of times at the beginning but its really useful and not talked about a lot from what I've seen.)
I am one of those 12 Gunlance players lol I was blown away with wilds gunlance, so glad they gave it the love it deserved. It's been a long time coming
As a charge blade main I'm a little peeved about the SAED change. Love the axe changes. But the Gunlance is my secondary and I love everything they did with it.
17:45 Always funny to have those terminology problems. A: How often should I water these plants? B: Do it bi-weekly. A: Wait, so twice per week or once every two weeks? B: Exactly. Bi-weekly. A: ?!?!?
I'm really going to miss bow's counter charger from Rise, such a useful move. And because I was using counter charger, I got used to not doing the stupid dash dance from world which I always hated so I might not use it on principal now. Especially since I've got so many other fun toys to play with. I'm also very happy to kinda have adept bow back from generations.
HH main here. Super happy with Wilds HH but I agree with the take that it's probably the most technical weapon in the game now. And I'm somebody who has long maintained that HH used to actually be very simple and people made it sound more complicated than it was. Wilds has added *so* much to it though. I'm still trying to wrap my head around all of it. The big thing though is that it really requires planning ahead to make the most of it now. There's so much setup. I'm also happy they nerfed attack up. Finally other song lists might actually be viable now.
I LOVE the insect glaive changes, being able to weave the charging mid combo and you can just attack so fluidly and quickly, in focus mode your kinsect attacking with you feels so good, i just hope rising spiral slash gets a jew adjustments in how it picks up your buffs.
@@Laurboy97 that's not a good thing. Games are meant to be challenging, not void of any challenge. Come on, when the only value of a weapon is that it's "easy mode" with literally only one attack, no wonder it's the least popular one.
Im also Lance main, feels like Lance is half buffed and half nerf. The problem i have is mostlikely listed like this: - the removed of counter thrust/thrust cancel which is the main move that what makes lance fluid n aggresive in world - Guard dash>Leaping thrust loop now has an extra delay between them? seriously why?! its the last ranking weapon!!! - when in focus mode, the dash atk to the front into back swing make the back swing fail and front swing instead, now we need to cancel the focus mode b4 using that combo while our input is exactly a backswing is a bad control (it should be like powerguard thrust, even when our focus mode look front of our screen, the powerguard thrust still thrust on our input position, not focus mode position without need to deactivate the focus mode). - Charged Thrust should be counted as an offset attack. - Last but not Least, why they removed the only cool move of lance, Counter Claw? Use excuse bcuz theres no claw in Wild? but give the similar hook mechanic to Dualblade Focus Strike instead? They could just rename it into Counter Hook or Counter Impale instead, the ending animation will not end with we clutching on the monster but the hook/rope pull us back into the monster with our Lance Thrusting and Impaling onto the monster, high chance of making a wound. that would be the perfect choice i think rather than throw it away when Lance already ranked Last. while LS that is rank 1st all the time got complete buff without a single nerf, nothing taken, but only adding new and the existing move effect is buffed and even now without consequence when fail. Capcom balancing team is too playing favor and blind in balancing the ranking of weapon.
Lance mains always gotta throw some “but long sword” into every argument and you wonder why they don’t give a shit aboit buffing your boring ass weapon. They are Japanese why the fuck would they nerf the giant katana
@@uncleulysses2328 no one ask for LS nerf, just dont half buff and half nerf lance when its already ranked last for the last decades. 1st ranked usage about 24% and last ranked weapon usage about 2% out of 14 weapon is just super imbalance. Its very simple actually, not any hard changes needed, super easy changes actually, just return the thrust cancel, return the counter claw/rename it, return the Guard dash loop timing and add for dash attack's side step, thats all. but yeah, just keep hoping lol.
Lance feels bad, it plays bad and it does no damage. If you can enjoy spamming light attack non stop then good for you but that was never why a lot of people played lance. The changes will not bring many people to it and it will chase a lot of people away who previously enjoyed it.
Agree and I feel like one way to fix it and keep the ideas for it would be a press-and-hold mechanic for the High Thrust. This way you could perform the Counter Thrust just by holding down the High Thrust button. Letting you have the feel old old Lance and still have new Lance. High Thrust: O = Press Counter Thrust: Ô = Hold Mid Thrust A = Press Ô O + Ô O + O + Ô O + O + O + (O or Ô) A + O + Ô A + A + O + (O or Ô)
are there no monster hunter fans left who still remember the original charge blade, where you used both the sword and the axe liberally? after 4th gen, the charge blade has just been in this limbo where capcom can't decide if they want you to sit in sword mode all the time (saed) or axe mode all the time (savage axe) instead of, you know, using both. i mean what's the point of a transforming weapon if you're just going to stay in sword mode or axe mode for 90% of the hunt? i really wish we had 4u charge blade back. spamming the same 2 axe moves while fatrolling around feels like i'm playing 3rd gen switchaxe, it's crazy how the tables have turned when switchaxe used to be derided for wanting to stay in sword mode only
@@ArekkzGaming yeah i agree, dont do that lol. not having access to skills or elemental weapons or anything like that means that true weapon balance right now is completely speculative still. thank you for being responsible with managing the discourse around topics like this.
@@ArekkzGaming I'm just curious where each of you would rank each weapon from a fun aspect, not necessarily what is top tier DMG output. Just to see how differently each of you view the 14 weapons.
As a Lance main, the Lance section was awesome! As far as the payback thrust goes, I’m kinda on you guy’s side with the whole idea that it should do more damage, but I also heard that it was supposed to do more damage proportionally to the chip damage you take from power guard. So more damage taken for more damage dealt, that kind of trade-off. Not sure how I feel about that but I think we’ll need more time with the weapons to REALLY solidify what needs changing.
@ I don’t think that’s the case. Power guard has never worked that way and it would make even less sense from the Wilds perspective. In power guard you take increased chip damage, but if you block a big hit then it stands to reason that “payback” thrust should pay back that damage in proportion. It might work similarly with multiple hits where the total damage is calculated, but I don’t think the devs would do that.
@@dragonplaysmc Brother, I wouldn't be saying it if I didn't know how it worked. I looked at the datamine for Lance's motion values, and Japanese players have tested it, as well as the person who compiled the data. It's actually quite the good, quick read if you want a link or something
Hunting Horn feels like it's somewhere between World and Rise, and that feels great. If they play the noise with each note like they did in Rise, it'll be perfect
I went into the beta knowing I wanted to main SnS and secondary Swaxe, and I ended the beta having flipped my opinion and Swaxe will now be my main. It's sooooo delicious in Wilds and I can't wait to build loadouts. I heard that exhaust will now be exhaust/stun which is going to be insane.
Hammer and Lance main here Love the Hammer, no complaints there. Lance however? I found it lacking.... the charge counter being locked behind three thrusts is unfortunate, and that counter thrust should replace mid thrust 2 in power guard, going into power guard should be about resetting combos, not continuing them
I have a good idea for you, instead of replacing the mid thrust with the counter thrust, we can add a press and hold mechanic for the high thrust. So when you are performing High Thrust the Counter thrust is there and it lets you have the feeling of old Lance but on the High Thrust. High Thrust: O = Press Counter Thrust: Ô = Hold Mid Thrust A = Press Ô O + Ô O + O + Ô O + O + O + (O or Ô) A + O + Ô A + A + O + (O or Ô)
IG does feel okay, but I do feel like it would be better to lean into what makes it unique with some more interesting aerial options. I liked how rise balanced it out. Where it had some cool aerial moves, but also had some nukes using the insect. SnS feels a little weaker than some other weapons. I love SnS in general and it may shine with elemental attacks. LS seems like it's the favorite child, as usual. Gun lance is awesome so I may give it more time.
The community thinking it's aerial combat was what made the weapon unique was the problem to begin with. It's uniqueness came from the fact that A.) It's a glaive / Spear and B.) The kinsect focused gameplay. It's literally the game's pet class. Being a helicopter was a meme, and I'm glad it's gone.
@@SwordMadrigal The kinsect is a glorified accessory. If I want to be stuck on the ground like a filthy peasant, there's 13 other weapons to choose from.
Agree with the counter thrust and we could fo a press-and-hold mechanic that's on the high thrust. So when you use the high Thrust we have the ability to use the Counter thrust by holding down the button. Pretty much High Thrust would work like old Lance. This also gives more versatility to Lance High Thrust: O = Press Counter Thrust: Ô = Hold Mid Thrust A = Press Ô O + Ô O + O + Ô O + O + O + (O or Ô) A + O + Ô A + A + O + (O or Ô)
@@Mare_Man We kind of have it, if you Guard dash into the monster you get a form of shield tackle, also if you guard dash and Shield Bash it's a lot better. Also the focus mode Shield Bash is good as a shield bash if you just need to do one. My self I feel we need a more reliable counter thrust. As it was faster in world and rise then regular guard
I honestly think Switch axe feels worse than previous versions. I just got done playing through world again and even the base SA in that game felt better, I cant say why exactly but Wilds SA just feels really clunky to me. I also really don't like how much of the damage is loaded into the discharge swing, i know this is just a motion value problem but it still didn't feel good.
I totally agree. Been a switch main since it came out, and something just felt really off about it. I love that we have both the running distance closing opener and the short jab, but everything from there just didn't feel as fluid
7:08 actually there 3 options, u can go into a charge (with Y+B) which is great for closing gaps an amazing addition and I love that there’s no more delays bc before thrusts had this massive delay before it let u guard it, now there’s no delay and now lance can Ko u’ll probably never get more then 1 in a hunt but still a free ko, the focus strike is amazing to. I love the overhaul lance has had.
Definitely going to main hammer. Might try out hunting horn as well. Trying to decide secondary weapon, might go Greatsword. Switch axe, or just another hammer
The lances Y+B or 🔺+⭕️ combo is really good and under valued from every TH-camr I’ve watched you it literally has the highest motion values Y+B-Y+B-Y-Y
Long sword being “the wound weapon” seems to have helped it a lot more than the others. As a dedicated HH player i love the look of it, but bow guns getting infinite “basic” ammo is revolutionary- I went out of my way in icelands to sort out a normal 1 build just to avoid that annoyance, and that being the baseline is so cool.
I went into this with the idea that I wanted to main a different weapon than World. And after trying a couple, I settled on the bow. I had so much fun with it.
Looking forward to having two different weapons of the same weapon type for sure. Like a Status Sword and RAW Sword or 2 different Horns with different buffs.
I love the idea of the new lance, i just think it should be easier to get into the charged counter thrust. Maybe it would shift it from underpowerer to overpowered but i feel like you should be able to hold midthrust at any point in a combo to go into the charged counter thrust.
The problems I have with the changes they did with insect glaive is first unlike most other weapons that basically got their known playstyles simply just made easier and stronger, they reworked the entire moveset to get something unfamiliar and worse that unfamiliar change has extremely awkward button placement that requires you to play with a special controller or use special holding of a controller. What I think they should do is the following to improve insect glaive - bring bounce as there is zero reason to remove it whether its optimal or not is not why people use and whether its "broken" or not who cares its a pve game let people have fun - add the ability to remap buttons similar to Elden Ring or remove the charging aspect and simply allow you to use those by pressing triangle and circle together (don't need to make IG play like a hammer) or even better do both lol - Make the the special new skill that uses essence only take away brown and white essense this way you can still follow up with powerful attacks after using it either that or simply make the downward thrust not require red - Make the focus strike when in the air allow you to follow up with aerial options instead of sitting there doing nothing
These changes are great My main issue was really the awkward button placement like using R1 & holding O. I really thought there would be button mapping but really wasn’t. Turning on focus toggle really helped & gave me more enjoyment. I really loved Ariel IG but willing to change if the buttons get reworked cus its so nasty & unnecessary. Get rid of the charging in general honestly just make it two buttons. Feels like the had a hammer testing & changing ig kit P.s. I do enjoy hanmers as an alt weapon. Bonking & knocking out monsters will always be fun. Thinking bout playing hunting horn tho
@@RicochetForce It literally allowed players to reposition themselves and stay airborne if they want to and play like nothing else out there. It might not have been efficient in damage but it allowed others to play a certain safe way against certain matchups. Also in rise it was used to ramp up the damage for the diving wyvern. Again zero reason to remove and others that defend that choice are making dump excuses for the sake of coping
I was a Lance and Charge Blade main in World / Iceborne and Rise / Sunbreak, but I think I'll be switching over to Gunlance and maybe SnS with either Bow or one of the bowguns as the secondary. Lance and Charge Blade just didn't feel amazing to me.
For all the weapons, with the mounted attacks we can use, i hope capcom puts in a mounted cavalry skill that increases mounted attacks while riding, would be interesting to just act like a knight and fight from saddle, like using the lance or the sword weapons, or like a mounted rifleman w the bowguns and bow
I think people (me included) are sometimes on the longsword ass about getting a buff is because its gotten this kind of treatment in every recent installment. Opposed to something like the gunlance for example getting positive feed back. I think people are more positive towards something like the gunlance is because it hasn't had its time in the spotlight in a very long time where as longsword pretty much shines in every game. Edit: I also just feel like longsword is a bit overturned right now with the hyper armor and some other features.
You're right; the longsword has definitely had a consistent spotlight in recent games, which is probably why it keeps getting this level of focus. It’s a bit of a catch-22-longsword’s popularity probably drives an increased development time, but may lead to some seeing it as over-tuned. A bit more love for the less popular weapons could really freshen things up for everyone though but we aren't seeing the full picture yet so we wait for the full game.
@@ArekkzGaming Exactly. On the other hand lance has been consistently the least used weapons, and gets the least amount of love AND the worse times in every game since absolute evade lance got deleted. Hopefully they don't make us waste 6 gem slots only for it to do half has much damage as the other weapons this time around.
@@ArekkzGaming When a weapon is better at tanking than the Lance because it loses nothing for absorbing an attack with a counter but GAINS significant damage over the lance, that's the problem. Longsword, with honestly very little extra effort, can have 100% of the benefit of running a lance thanks to I-frames in the form of tankiness without sacrificing anything in damage or mobility. Longsword completely negates the purpose of Lance. Counter should come at a very significant cost and require a choice to lose damage to gain survivability, when needed, whereas Lance should gain significant damage as a RESULT of proper defensive play. Thats why people have beef with LS. It performs exceptionally well without considering any of the counter mechanics.
Idk why they slowed down the moveset of the worst dps weapon but didn't buff the damage to compensate also the counters take too long for the damage it deals but I still think it's sick af I loved fighting the balahara
@@VigilanteMike Same, I love how the weapon controls but goddamn the damage is worse than hunting horn, and that one gets AoE buffs for the party. At this point lance doesn't even need to exist, when gunlance has the same level of protection but does more damage.
@@devildante9 yeah I'm sure they'll buff it though there's like no way they'll keep it that low at launch if you want you can fill out the beta survey on the website to get it buffed it's sad tho since there's so few people but I'm sure wilds will change that at least I hope
I can't imagine anyone seeing lance gameplay and being excited about it. "Wow, this weapon literally has only 1 kind of attack and I get to be less tanky and do less damage than every other weapon!"
HH main here, and while I like most of what was changed I hate the new version of encore. Sure it's faster, but it lost its 4 attack/movement choices and encore just feels much worse because of it. The nerf to attack up will feel nice in solo, but in multiplayer with randoms I already prioritized other song lists.
couldn't try all weapons in the beta but I'm sure going to in the final release, I also enjoy my transforming weapons and used Switch axe and charge blade the most (all the clickity clack animations are very satisfying I dunno) but I also played a bit of hammer and dual blades and enjoyed both
They added rhythm game mechanics to HH and I suck at rhythm games 😩 Love a lot of the changes, and I missed a lot of new moves, it's gonna be a lot of fun to learn to master these new moves over time. I agree with the focus mode thing, they should let you set a different focus mode (hold / toggle) for every single weapon, especially since you can bring two with you on hunts now.
34:55 I was a gunlance main all through world and then eventually found love for HH when I learned how to use it so those two are my two top melee mains but range main HBG all the way
Lance for me was actually pretty good I just felt a bit lost with not being able to counter thrust faster but now power guard pretty much replaced the function unless you combo into counter. I thought the damage was pretty decent compared to other weapons and kept up. Charge blade is my main for a good 3k hours in world. So obviously I tried it first and I have mixed feelings. The gameplay really didn’t change much in my opinion, activating savage axe is different but the overall fighting didn’t feel much different except a longer combo for saed. The phials are better with using less ofc. Idk I think I’m a little disappointed there wasn’t more mobility options and maybe a cool counter added. There’s the perfect block into savage axe which is good but idk was expecting a little more but I would say it’s overall better than world but not as much as other weapons. Gunlance, long sword, dual blades and even switch axe and hunting horn are stupid good. Ig I thought was pretty fun. Bow is gonna be a sight to see with 4 people doing tracer shots lol. Sword and shield is sword and shield it’s good but if you didn’t play it before not much reason to now. I think I’ll main gunlance the reload being a guard move is just busted.
Hmu for the Glaive interview seriously. This weapon needs people that know the functionality of the weapon talked to for real. I'm an advocate for Aerial but it's more than just that at this point for Glaive. (6600+ runs and counting on MHWIB im experienced hmu).
Iv been getting Into monster hunter only recently iv been playing world trying to prepare me for when wilds comes out and I decided I am a hammer fan I shall join the religion of the bonk and I look forward to seeing my future hammer bros in wild.
As far as balancing, its hard to tell because we basically had no armor skills. Im someone who started playing MH because of world. Some weapons are more flashy then others, but with correct armor skills most kill times seem to be around the same give or take a minute. It would be nice to see another beta with more mid high rank sets to see what elemental damage is like
charge blade's axe charge has had a different name in every game even though they are functionally identical. world iceborn: savage axe rise sunbreak: condensed spinning slash wilds: power axe none of them are wrong. you can't say "it is not savage axe, it's power axe" because they are literally the same thing just named different
43:06 not sure why you said sonic waves was the best hunting horn song.(△+O, △+O, △+O) it was literally a sonic bomb but a quarter of the range and way slower than sheathing and shooting slinger. now echo wave,(△, O, O) that was actually additional damage.
Damn the hunting horn sounds complicated. Play monster hunter, plus guitar hero and dance dance revolution at the same time. Greatsword/longsword for me.
So the S&S has no counter attack? Seems like I'm going back to Charge Blade. S&S in Rise is single handedly the best iteration of the weapon for that utility alone.
I'm gonna say it, LS is too strong. I don't think it needs any hyperarmor for one. It was fun to make this joke before as a joke, but now it's reality.
I just don’t understand this take. Sure it’s strong, but the changes to GL and the BGs are the same level of overpowered. The great sword has had its one limiting factor basically removed and it sits at #1 speed run melee weapon in every game. Why is LS the one that need the nerf?
F me not this again. Bow: Perfect counters that can be used with no setup, most damage so far, easy mechanics to learn and use, super safe playstyle for any monster. Longsword: requires intimate knowledge of monster attack timings and hitboxes, careful setup and resource management, still doesn't make it into top 5 highest damage weapons. Still risks dying to damage even when using hyper armor, can still get roared out of all major combos. You people: "So longsword needs to be nerfed again" Just admit you are butthurt that longsword looks cooler than your weapon.
New video is up, and we hope you all enjoy the chat. It’s a long one but super enjoyable, and we’re thrilled to welcome Vestmore back as a special guest! Perfect to chill with in the background while you watch or listen.
Heads up: Vestmore's mic goes a bit out of sync at one point-we worked on it in post as much as possible, so thanks for understanding.
Extra notes: These are just our personal opinions, and they may differ based on factors like skill level, play time, group play, and more. And before any bad-faith lurkers jump in, regarding the discussion on the long sword, the point was to encourage constructive feedback to Capcom on weapon tweaks rather than targeting long sword users. Honestly, it would be great for all the weapons to get a comprehensive rework and overhaul!
Remember, everything is subject to change, so now is the best time to be vocal about the changes you want. We’d love to hear your thoughts and keep the discussion positive so we can all enjoy the game together!
The charged chop is NOT a cool move. It can easily look jank as hell.
Gunlance changes are incredible, the biggest glowup of all the weapons imo. Im curious to see how they balance wide and long because the new double fullburst wyrmstake combo makes it seem like normal type dps will just be too good to give up.
I know right?! It was so addicting to play!
Charged shelling is gone now so long lance buffs wyrmstake damage so we will see what one uses the combo best
@vigge111111 Charged shells are still there though. It's just different now because you can now continue charging to release multiple shells up to your full clip or anywhere in between depending on how long you hold the charge.
If you played Rise it's a lil glow down and GunLance is still that amazing in Wilds.
@@vigge111111 I'm curious if Charged Shelling is going to vary by Gunlance type. The one we used in the Beta was Normal, and a mass shot would make sense for normal. Maybe Long and Wide have different Charged Shelling effects.
As a lance main since MH4U, I'm glad that TwoSix, even though he enjoyed it himself, he does acknowledge the clunkiness and concerns that us veterans have with the Wilds iteration, especially with the pretty poor damage it would do even with its counters. Great stuff.
I like that Lance is finally getting some recognition if you want you can fill out the beta survey so they can look at it
Agree. I feel like the loss of an easy-to-access counter thrust is one of them. I feel like we can keep most of what's in the kid but just add a press-and-hold mechanic. Letting High Thrust have its own identity compared to Mid Thrust, being more defensive, higher damage, and tech attack. This way, we still have the ideas of the old Lance with the new Lance.
High Thrust: O = Press
Counter Thrust: Ô = Hold
Mid Thrust A = Press
Ô
O + Ô
O + O + Ô
O + O + O + (O or Ô)
A + O + Ô
A + A + O + (O or Ô)
What do you think?
The lances Y+B or 🔺+⭕️ combo is really good and under valued from every TH-camr I’ve watched you it literally has the highest motion values
@@Lv1Jolteon Wide Sweep? Agree capcom has finally made Wide Sweep good. If you are talking about Leaping Thrust, I feel like they need to revert it.
I hate the new IG. Forget the bounce, I don't mind that so much, but I just don't have the three thumbs needed to play this thing.
And the Rising Spiral slash! Don't get me started on that thing! Sure, it's cool. It does a lot of damage, great! But you can use it as soon as you have all 3 extracts, and you don't even have your real movset until you get all 3.
It's just gather extracts (which is easier, but still the worst part of any weapon's gameplay), then dump and repeat! It's awful, it's not remotely IG anymore, may as well have deleted it and added a new weapon.
Real happy with the GL though.
Vestmore....
Its been over 1000 years!!!
Seriously though its nice to see you on the channel after a while. Hope youre doing well bro.
Much love dude! Was fun to discuss with the boys again😁
As a "Hammer only Hammer" guild title player:
Hammer got love. It's so good.
I was worried after what Sunbreak gave us but am set to rest.
So fluid, such combo, bonk bonk BONK!!!
As a hammer main, I hate the changes made to hammer compared to how it plays in World. Sure, the wire dash move is cool, but the new mega bonk move (r2 + triangle + circle) feels clunkier than the lvl 3 power charge bonk (especially considering you can follow up the lvl 3 bonk in iceborne with the helicopter move into the monster). Maybe I'll like it over time, but for now it just feels meh to me.
As a lance main I am definitely disappointed. I thought World lance was an amazing starting point for a new direction for the weapon. Rise showed us that there was still plenty of room to expand on Lance without changing it fundamentally. I am astonished that they tried to essentially rewrite the weapon completely. Not only does it feel more clunky, but it just feels less technical all around.
Oh shit seeing Vestmore back with you all is lovely. Even if it's just the one off, so awesome to see him around!
I played Monster Hunter Wilds for 30h.
MH World/ Iceborne for 2000h, most of the time Insect Glaive and I enjoy playing it even today. MH Wilds IG feels fresh, strong, and fun for the first few hours but very limited.
People act like claw grip is the only problem with IG.
3 light attacks - Strong Descending Slash (Hold and Release ○) - Rising Spiral Slash (L2+○) and at the end Focus Thrust (L2+R1) seems to be the only combo we have, after a few hunts I got bored. I also watched on TH-cam a couple of Reydau speedruns, they all do the same combo all the time, you feel that something is missing both on the ground and in the air. There is no possibility to be creative. It seems like I'm forced to play like that, i prefer "free style" IG. Collecting extracts is an important aspect of IG, doing it too easily, takes away the fun.
-My suggestion is that the Focus Thrust only gives an extract from that part/parts that we hit, getting all 3 extracts from for example leg doesn't even make sense.
-Make a kinsect: harvest extract (R2+ hold triangle) a move that we can charge up to 2 times like a circle. So that L2+triangle gives us one extract, charge level1 gives us 2 extracts, charge level2 3 extracts.
(so it wouldn't be too easy to pick up extracts and the focus skill would synergize with IG + other secondary weapons). Actually that move is unnecessary.
With L2+Strong Jumping Advancing Slash/"helikopter" we collect extracts that are of almost no use (except the green one for healing) because Strong Jumping Advancing Slash requires all 3 extracts.
-Make a requeierment to unlock Strong Jumping Advancing Slash only red extract like in previous games. I would understand if we had 5 helicopter moves like before, so that all 3 extracts are needed for that. Not having the possibility to bounce even once does not make sense that all 3 extracts are needed for that move.
RSS allows us to go into the air without interrupting the flow of the combo, but after that all the options we have to land on the ground interrupt the flow because we lose the red extract.
-Make it so that we have a red extract left after RRS so that we can do Strong Jumping Advancing Slash and finish the combo with Descending Thrust (Hold and Release ○ in air) instead of Focus Thrust, in case we don't have a wound, which is a frequent case in the team (it would be possible and balanced if the RSS collects only one extract, but immediately in the air, instead od 3 when we fall to the ground. For example, if we attacked the head and did RSS, we would get a red extract, or if only white and orange were needed for RSS, so we would be left with red)
-As far as aerial combat is concerned, 1 bounce after Strong/Jumping Advancing Slash would be great + the possibility of bouncing after marking in the air (R2 in the air or R2+R1 in the air), otherwise we will almost never use those moves and so we would have the choice of getting a kinsect Dust, which we almost don't see because of the focus mode.
-Moving and attacking with light attacks even backwards is great but the fight on the ground lacks a starting heavy attack that has a nice horizontal hitbox, and a light heavy chain (it would be good to unlock them with red+orange or with all 3 extracts). That way we would have a choice to play again with power prolonger like in previous games, so we can also play "freestyle" and not that the whole gameplan revolves around RSS which would always be an option and not the only optimal gameplan.
it's unfortunate that most of what I mentioned above are moves and combos that we already had before, and I haven't even mentioned everything.
They are just suggestions as I think the weapon could be more fun, improved, and adaptable to different play styles without drastic changes, while being recognizable again and feeling fresh at the same time.
Awesome, write up! Really like some of your suggestions
It took me 3 days lol. Thank you for reading and giving your opinion
I hope you sent this in for the Capcom feedback, excellent write up
A few decent ideas there, but you do realize the your point about the optimal damage combo and being "forced" to play a certain way applies to pretty much every weapon in every game? I'm also a cool freestyle kinda guy and I prefer to not use charged attacks on gs, why is capcom forcing charged attacks on me smh
@@timma_j I sent something similar to that. It was late at night when I wrote it and I made a little mistake. I said to leave the white extract after RSS instead of red, which makes no sense, but if they read it, they will understand the point.
*CAPCOM, MAKE THE LANCE HIGH THRUST THE SAME SPEED AS MID THRUST, AND MY MONEY IS YOURS!*
I think they're trying to incentivize move comboing and mix up's over spamming circle.
@SPOOFY_D the issue is that both pokes were situational based on the height of the monster in world. High thrust for pickle and low for zinogre. Now it's not worth using high thrust with the lowered speed, endlag, and damage over just spamming mid thrusts. At the very least in world it was just slightly less dmg.
Charge Blade main here. Was never a big fan of savage axe mode but understand its appeal. I don't like the changes to charge blade because I feel with an already complicated weapon, its even harder and more precise to use your best moves. Being able to line up a good SAED that can hit a good portion of the monster while being limited to how and when you can even activate it makes an already difficult to aim attack even more limited and niche.
You watch team DarkSide's charge blade 2 min run against Rey Dau and they purposely don't use SAED a single time. Even with the monster down and with perfect placement they don't use SAED because its inefficient. They even go through the whole combo leading up to SAED and cancel it right before the SAED hit.
I also felt the transformation between sword and axe mode was much slower and guard points were less consistent and harder to time although that can be beaten with practice and learning new muscle memory. There also may be new skills that adjust this like Rise's Morph skill. Just something I noticed going straight from World/Rise charge blade into the Wilds Beta.
Even leaning into Savage Axe mode which seems to be the push, activating it can only be done off a perfect guard or breaking a wound. Breaking the wound isn't a big deal especially when solo but when playing with other weapons like Bow and Insect Glaive wounds get broken so fast it turns into a race/Fight against other players just to be able to use your skill set.
All together I think Savage Axe Mode got a huge buff and feels great if you enjoy that play style, but the rest of charge blade's kit feels the opposite, like an almost equal nerf in comparison.
Exactly this, it feels bad to use in both modes because of the limitations they put to get into the modes
Totally agree, I didn't like the new charge blade at all :/
Sadly unless they change this, I think world might be my last monster Hunter maining chargeblade
@@GabrielFreirev I like it cuz its still charge blade and charge blade is my favorite but it feels like a downgrade from world and rise. Im definitely going to do a playthrough with it to see how it is in the full game. Hopefully it feels better with different builds and skills
I hope the reason behind it feeling the way it does is because they have added armor skills to make up for it. Like a Morph skill that is actually effective unlike how it was in rise.
I'm rocking Gunlance and Bow this time around for sure. Never thought I'd ever say that but they are so much fun
I’ve mained so many weapons. Long sword, swaxe, sns, hammer, I’m good with most, great with a couple, but I like variety and mixing it up. If I have to sweat a certain monster tho, and I’m going all out, I gotta grab the swaxe
In regards to Charge Blade vs Hunting Horn technicality, I think that Hunting Horn’s skill ceiling has gotten raised a lot with Wilds, but the skill floor, barrier to entry isn’t too high. It’s going to be my main, and the additions it got feel like the perfect way of taking world’s base, incorporating the echo wave and bubble songs, and the concept of the spin, and remaking them in a way that keeps Hunting horn’s base world feel. Then the Special Melodies like Offset Melody, and the Focus Strike are great ways of incorporating Rise and GenU moves without redefining Hunting Horn, all while adding high end skill without adding too much low end complexity. Plus the Self Improvement/Atk Up change to potentially improve endgame horn diversity, weaken second weapon horn usage and improve the solo HH experience in one fell swoop? Ingenious.
And regarding Longsword: if someone’s taking it out on a random LS user, that LS got something cool, shame on them.
I get the frustration that it seems like Longsword is the favourite child, getting some of the coolest additions every new release, and usually without a compensatory nerf to already existing mechanics, where as other weapons get compensatory nerfs for their buffs, like CB losing SAED spam for the Savage Axe buff, but taking it out on a random player just trying to have fun in a beta is nasty.
In regards to Insect Glaive, it seems Capcom is really trying to put a lot more emphasis on the Insect in IG. Less aerial Glaive with some bug, more Insect Glaive with some leaps
Obviously this isn’t final. We saw that Hunting Horn got nerfed from playtest at event build to Beta build.
GUNNERS WERE FEASTING IN THIS BETA! I was pretty hesitant seeing the revamped animations in the trailers but both bowguns felt great to play to me. I was happy to see elemental ammo get revamped because I never opted for it in World or Rise. The focus shots for both guns were really fun too and super useful to get wounds in hard to reach areas. You'd get a huge recoil with the HBG focus strikes that left a lot of good openings for co op hunters. I agree that the timing of the offset HBG counter was difficult to nail but I also appreciate that it's not as easy as the wirebug counter in rise that sometimes trivialized tough hunts.
Definitely excited to play more bowgun and dive into the customization options!
Great video, i definitely enjoy you guys just relaxing, sitting back and having a fun discussion
Awesome! Thank you!
18:34 The tracer giving you level 3 charge is not a bug. With Quick and Power shots no longer increasing your charge level and arc/flying swallow shots resetting it the tracer is your way around that. It will just be part of the bows gameplay loop to always have a tracer arrow active.
Originally i felt odd about wilds switchaxe coming off risebreak but the more i played the more i enjoyed. I do hope they work on hitstop
I was an IG main in World/Rise. I think some of the new changes are good, especially around the essence extraction. I do think the aerial play is what set it apart from the other weapons though and it just feels grounded. Both the aerial bounce and the rising spiral slash feel repetitive, but to me the aerial bounce feels more fun so they could have maybe kept that but made something to make it feel more varied at times. I do think a part of it's identity is lost though in this game. I did try bow though and think that may be my new weapon this game
Excellent video guys, brilliant to get an overview of all the weapons. I also had a lot of fun with the hammer in the beta.
Awesome, thanks! The hammer is such a blast, right? Can’t wait to see what other crazy stuff we can do in the full game!
Will subscribe if you change the battery in your smoke detector
To me the insect glaive was fine they just need to speed the base and enhanced combos up a lot
Dual blade still looks so cool
looking forward to trying hammer, bow, LS and lbg
One thing i'm unsure about is the wounding system in coop since it seems like some weapons benefit more from their focus strike but of course everyone wants to use their focus strike too.
Great to hear your thoughts! I didn't see half the additions/changes to the weapons myself when i played the beta so I'm super grateful you guys covered it all.
I cqnnot wait for this game, I'm counting the days! 😂
At 22:14, regarding being able to have different settings per weapon, that was in the beta - you could make a controls profile for each weapon, not just melee/ranged!
Went in knowing I'd use the SnS and Charge blade. Came out using gunlance and great sword
Saw Vest's name in a couple clips from the beta on the channel and wondered if we might see him again. Good to see him!
only thing i dont like about charge blade is that enabling savage axe is monster dependant, which is annoying especially in multiplayer
As a lance main I don't like how our insta guard from double cross and Rise was given to every shields and then watered down. The shield slap is very lack luster and so is the leaping upward thrust to fallow it . The addition pokes and charged counter is nice but the inputs and speed of the weapon is slow and not responsive. I hope they fix it because in comparison the SNS has better feel, DPS, and utility with the only downside being weapon range.
I feel like making the Charge Counter into a Focus move is a neat idea, but I like the current focus move for the Lance and it helps with mobility and feels pretty damn strong.
But I do agree the window for trying to pull off the new counters when you are guarding is a bit tight and could be easier to pull off. I feel like with the recovery rate how slow the weapons feel on other moves other than the Insta guard, focus move, and mid thrust (which feel fantastic). The Lance does feel slower, It also doesn't help that the Charge Counter was also a faster way to guard when thrusting (one reason it feels less aggressive. I think giving the High Thrust a press-and-hold mechanic will help as it would feel like old Lance in a way (as holding would perform the Charge Counter) but still keep all the new stuff.
Thank you for your options on the Lance and all the other weapons. I'm looking forward to the Hunting Horn as well. Being the Tank/Bonking Support sounds like a lot of fun.
Lastly, I feel like Hyper Armor on the Long Sword is a bit much... it makes it feel like it has taken the place of what shield weapons are known for.
I also really want to get off my chest, how much I loved the fact that the game offered a kind of mini tutorial depending on which weapon you had equipped during the starting intro / story-related hunt.
Additionally, I asked myself if - in the full release - we will get the chance to “retrigger” or whatever it again (e.g. for a different weapon).
The Charge Blade with Overcharged phials was incredible to me. I wasn't using many ∆+O presses, just O and it felt like my overcharge lasted forever! I think a big technical change for the weapon is that its more about transitioning through specific button presses depending on the monsters state.
As you're building up phials and wounds on the monster, stick with Sword mode and when you go to Axe mode focus solely on single button presses. This will keep you mobile and ready to react to the monster. Then when you get a knockdown or stagger, thats when you break out the Savage mode and the ∆+O hits to maximize damage.
I had a ton of fun practicing a single tap of ∆ to help reposition with a big hit, then tapping R2 if more positioning is needed so you can then tap O to get that mobile sword slash in. The Charge Blade has stayed just as technical in my eyes but the reward for being more deliberate and focused has taken the weapon to new heights. I personally don't see them changing anything about the CB besides minor numerical changes. It'll just be about getting in there, learning the monsters' attack patterns and being smart with your buttons. I'm literally salivating as I wait for the game to release. I need me my CB.
(Quick note I haven't seen talked about often, if you call Seikret with the right button it automatically swaps to your secondary weapon as you mount up. This messed me up a bunch of times at the beginning but its really useful and not talked about a lot from what I've seen.)
I am one of those 12 Gunlance players lol I was blown away with wilds gunlance, so glad they gave it the love it deserved. It's been a long time coming
I still dream that one day, Capcom will add fists weapons to this game so I can punch a wyvern in the face.
Rise had an Akuma skin that made SnS invisible for just that
Rise also had dual blades that were clawed cat paws lol
As a charge blade main I'm a little peeved about the SAED change. Love the axe changes. But the Gunlance is my secondary and I love everything they did with it.
I wish they'd add energyblade back to chargeblade. I think it could fit in as a follow up hit to saed similar to the follow up hit on longsword.
17:45 Always funny to have those terminology problems.
A: How often should I water these plants?
B: Do it bi-weekly.
A: Wait, so twice per week or once every two weeks?
B: Exactly. Bi-weekly.
A: ?!?!?
I'm really going to miss bow's counter charger from Rise, such a useful move. And because I was using counter charger, I got used to not doing the stupid dash dance from world which I always hated so I might not use it on principal now. Especially since I've got so many other fun toys to play with. I'm also very happy to kinda have adept bow back from generations.
HH main here. Super happy with Wilds HH but I agree with the take that it's probably the most technical weapon in the game now. And I'm somebody who has long maintained that HH used to actually be very simple and people made it sound more complicated than it was. Wilds has added *so* much to it though. I'm still trying to wrap my head around all of it. The big thing though is that it really requires planning ahead to make the most of it now. There's so much setup.
I'm also happy they nerfed attack up. Finally other song lists might actually be viable now.
I LOVE the insect glaive changes, being able to weave the charging mid combo and you can just attack so fluidly and quickly, in focus mode your kinsect attacking with you feels so good, i just hope rising spiral slash gets a jew adjustments in how it picks up your buffs.
Lance Main since World, im not appreciating the Lance rework in Wild. Feels like the dev took away too many stuffs that make the lance good.
It was never good to begin with
@@helgenlane Objectively false
@@helgenlaneI've never carted using Lance in MHW
@@Laurboy97 that's not a good thing. Games are meant to be challenging, not void of any challenge. Come on, when the only value of a weapon is that it's "easy mode" with literally only one attack, no wonder it's the least popular one.
@@helgenlane this gotta be the most terrible opinion on a weapon when we exclude LS discourse.
Im also Lance main, feels like Lance is half buffed and half nerf. The problem i have is mostlikely listed like this:
- the removed of counter thrust/thrust cancel which is the main move that what makes lance fluid n aggresive in world
- Guard dash>Leaping thrust loop now has an extra delay between them? seriously why?! its the last ranking weapon!!!
- when in focus mode, the dash atk to the front into back swing make the back swing fail and front swing instead, now we need to cancel the focus mode b4 using that combo while our input is exactly a backswing is a bad control (it should be like powerguard thrust, even when our focus mode look front of our screen, the powerguard thrust still thrust on our input position, not focus mode position without need to deactivate the focus mode).
- Charged Thrust should be counted as an offset attack.
- Last but not Least, why they removed the only cool move of lance, Counter Claw? Use excuse bcuz theres no claw in Wild? but give the similar hook mechanic to Dualblade Focus Strike instead? They could just rename it into Counter Hook or Counter Impale instead, the ending animation will not end with we clutching on the monster but the hook/rope pull us back into the monster with our Lance Thrusting and Impaling onto the monster, high chance of making a wound. that would be the perfect choice i think rather than throw it away when Lance already ranked Last. while LS that is rank 1st all the time got complete buff without a single nerf, nothing taken, but only adding new and the existing move effect is buffed and even now without consequence when fail. Capcom balancing team is too playing favor and blind in balancing the ranking of weapon.
Lance mains always gotta throw some “but long sword” into every argument and you wonder why they don’t give a shit aboit buffing your boring ass weapon. They are Japanese why the fuck would they nerf the giant katana
@@uncleulysses2328 no one ask for LS nerf, just dont half buff and half nerf lance when its already ranked last for the last decades. 1st ranked usage about 24% and last ranked weapon usage about 2% out of 14 weapon is just super imbalance. Its very simple actually, not any hard changes needed, super easy changes actually, just return the thrust cancel, return the counter claw/rename it, return the Guard dash loop timing and add for dash attack's side step, thats all. but yeah, just keep hoping lol.
@@Michiho. understandable. Hope they listen y’all’s qualms so everyone can enjoy the game to the fullest
Lance feels bad, it plays bad and it does no damage. If you can enjoy spamming light attack non stop then good for you but that was never why a lot of people played lance. The changes will not bring many people to it and it will chase a lot of people away who previously enjoyed it.
Agree and I feel like one way to fix it and keep the ideas for it would be a press-and-hold mechanic for the High Thrust. This way you could perform the Counter Thrust just by holding down the High Thrust button. Letting you have the feel old old Lance and still have new Lance.
High Thrust: O = Press
Counter Thrust: Ô = Hold
Mid Thrust A = Press
Ô
O + Ô
O + O + Ô
O + O + O + (O or Ô)
A + O + Ô
A + A + O + (O or Ô)
Might as well call charged blade “charged axe”
are there no monster hunter fans left who still remember the original charge blade, where you used both the sword and the axe liberally?
after 4th gen, the charge blade has just been in this limbo where capcom can't decide if they want you to sit in sword mode all the time (saed) or axe mode all the time (savage axe) instead of, you know, using both. i mean what's the point of a transforming weapon if you're just going to stay in sword mode or axe mode for 90% of the hunt?
i really wish we had 4u charge blade back. spamming the same 2 axe moves while fatrolling around feels like i'm playing 3rd gen switchaxe, it's crazy how the tables have turned when switchaxe used to be derided for wanting to stay in sword mode only
Could we get a tier ranking from each of you? It be interesting to see where you'd place each of them.
Maybe in the future, we are avoiding doing anything like that at the moment because people take them a bit to seriously
@@ArekkzGaming What I'm hearing is that weirdos would give you engagement? Let's go? lol
@@ArekkzGaming yeah i agree, dont do that lol. not having access to skills or elemental weapons or anything like that means that true weapon balance right now is completely speculative still. thank you for being responsible with managing the discourse around topics like this.
@@ArekkzGaming I'm just curious where each of you would rank each weapon from a fun aspect, not necessarily what is top tier DMG output. Just to see how differently each of you view the 14 weapons.
As a Lance main, the Lance section was awesome! As far as the payback thrust goes, I’m kinda on you guy’s side with the whole idea that it should do more damage, but I also heard that it was supposed to do more damage proportionally to the chip damage you take from power guard. So more damage taken for more damage dealt, that kind of trade-off. Not sure how I feel about that but I think we’ll need more time with the weapons to REALLY solidify what needs changing.
Power Guard actually scales on number of hits taken, not damage
@ I don’t think that’s the case. Power guard has never worked that way and it would make even less sense from the Wilds perspective. In power guard you take increased chip damage, but if you block a big hit then it stands to reason that “payback” thrust should pay back that damage in proportion. It might work similarly with multiple hits where the total damage is calculated, but I don’t think the devs would do that.
@@dragonplaysmc Brother, I wouldn't be saying it if I didn't know how it worked. I looked at the datamine for Lance's motion values, and Japanese players have tested it, as well as the person who compiled the data. It's actually quite the good, quick read if you want a link or something
@ I would appreciate the link, especially since I still don’t think you’re reading the MVs correctly, though I’ve been wrong before, so we’ll see.
@@dragonplaysmc Did it send? I’m not seeing my own comment
Hunting Horn feels like it's somewhere between World and Rise, and that feels great.
If they play the noise with each note like they did in Rise, it'll be perfect
I went into the beta knowing I wanted to main SnS and secondary Swaxe, and I ended the beta having flipped my opinion and Swaxe will now be my main. It's sooooo delicious in Wilds and I can't wait to build loadouts. I heard that exhaust will now be exhaust/stun which is going to be insane.
Hammer and Lance main here
Love the Hammer, no complaints there. Lance however? I found it lacking.... the charge counter being locked behind three thrusts is unfortunate, and that counter thrust should replace mid thrust 2 in power guard, going into power guard should be about resetting combos, not continuing them
I have a good idea for you, instead of replacing the mid thrust with the counter thrust, we can add a press and hold mechanic for the high thrust. So when you are performing High Thrust the Counter thrust is there and it lets you have the feeling of old Lance but on the High Thrust.
High Thrust: O = Press
Counter Thrust: Ô = Hold
Mid Thrust A = Press
Ô
O + Ô
O + O + Ô
O + O + O + (O or Ô)
A + O + Ô
A + A + O + (O or Ô)
IG does feel okay, but I do feel like it would be better to lean into what makes it unique with some more interesting aerial options. I liked how rise balanced it out. Where it had some cool aerial moves, but also had some nukes using the insect.
SnS feels a little weaker than some other weapons. I love SnS in general and it may shine with elemental attacks. LS seems like it's the favorite child, as usual. Gun lance is awesome so I may give it more time.
The community thinking it's aerial combat was what made the weapon unique was the problem to begin with. It's uniqueness came from the fact that A.) It's a glaive / Spear and B.) The kinsect focused gameplay. It's literally the game's pet class. Being a helicopter was a meme, and I'm glad it's gone.
@@SwordMadrigal The kinsect is a glorified accessory. If I want to be stuck on the ground like a filthy peasant, there's 13 other weapons to choose from.
Nice convo rundown. Also someone's smoke detector is chirping >:) 33:00
Lance felt okay, I just want counter thrust back and maybe less start-up lag on the triangle + circle leaping thrust.
Agree with the counter thrust and we could fo a press-and-hold mechanic that's on the high thrust. So when you use the high Thrust we have the ability to use the Counter thrust by holding down the button. Pretty much High Thrust would work like old Lance. This also gives more versatility to Lance
High Thrust: O = Press
Counter Thrust: Ô = Hold
Mid Thrust A = Press
Ô
O + Ô
O + O + Ô
O + O + O + (O or Ô)
A + O + Ô
A + A + O + (O or Ô)
I want Shield Tackle back
@@Mare_Man We kind of have it, if you Guard dash into the monster you get a form of shield tackle, also if you guard dash and Shield Bash it's a lot better. Also the focus mode Shield Bash is good as a shield bash if you just need to do one.
My self I feel we need a more reliable counter thrust. As it was faster in world and rise then regular guard
Excellent video. One of you needs to change the battery in your fire alarm though.
I honestly think Switch axe feels worse than previous versions. I just got done playing through world again and even the base SA in that game felt better, I cant say why exactly but Wilds SA just feels really clunky to me. I also really don't like how much of the damage is loaded into the discharge swing, i know this is just a motion value problem but it still didn't feel good.
I totally agree. Been a switch main since it came out, and something just felt really off about it.
I love that we have both the running distance closing opener and the short jab, but everything from there just didn't feel as fluid
Great video!
7:08 actually there 3 options, u can go into a charge (with Y+B) which is great for closing gaps an amazing addition and I love that there’s no more delays bc before thrusts had this massive delay before it let u guard it, now there’s no delay and now lance can Ko u’ll probably never get more then 1 in a hunt but still a free ko, the focus strike is amazing to. I love the overhaul lance has had.
Definitely going to main hammer. Might try out hunting horn as well. Trying to decide secondary weapon, might go Greatsword. Switch axe, or just another hammer
The lances Y+B or 🔺+⭕️ combo is really good and under valued from every TH-camr I’ve watched you it literally has the highest motion values
Y+B-Y+B-Y-Y
Long sword being “the wound weapon” seems to have helped it a lot more than the others.
As a dedicated HH player i love the look of it, but bow guns getting infinite “basic” ammo is revolutionary- I went out of my way in icelands to sort out a normal 1 build just to avoid that annoyance, and that being the baseline is so cool.
I went into this with the idea that I wanted to main a different weapon than World. And after trying a couple, I settled on the bow. I had so much fun with it.
Wilds hammer is the best iteration of hammer to date IMO
Looking forward to having two different weapons of the same weapon type for sure. Like a Status Sword and RAW Sword or 2 different Horns with different buffs.
I love the idea of the new lance, i just think it should be easier to get into the charged counter thrust. Maybe it would shift it from underpowerer to overpowered but i feel like you should be able to hold midthrust at any point in a combo to go into the charged counter thrust.
The problems I have with the changes they did with insect glaive is first unlike most other weapons that basically got their known playstyles simply just made easier and stronger, they reworked the entire moveset to get something unfamiliar and worse that unfamiliar change has extremely awkward button placement that requires you to play with a special controller or use special holding of a controller. What I think they should do is the following to improve insect glaive
- bring bounce as there is zero reason to remove it whether its optimal or not is not why people use and whether its "broken" or not who cares its a pve game let people have fun
- add the ability to remap buttons similar to Elden Ring or remove the charging aspect and simply allow you to use those by pressing triangle and circle together (don't need to make IG play like a hammer) or even better do both lol
- Make the the special new skill that uses essence only take away brown and white essense this way you can still follow up with powerful attacks after using it either that or simply make the downward thrust not require red
- Make the focus strike when in the air allow you to follow up with aerial options instead of sitting there doing nothing
for the focus strike in the air if you were quick enough you could do the aerial hop and combo right into a dive or strong strike
These changes are great
My main issue was really the awkward button placement like using R1 & holding O. I really thought there would be button mapping but really wasn’t.
Turning on focus toggle really helped & gave me more enjoyment.
I really loved Ariel IG but willing to change if the buttons get reworked cus its so nasty & unnecessary. Get rid of the charging in general honestly just make it two buttons. Feels like the had a hammer testing & changing ig kit
P.s. I do enjoy hanmers as an alt weapon. Bonking & knocking out monsters will always be fun. Thinking bout playing hunting horn tho
@@RicochetForce elaborate
@@RicochetForce It literally allowed players to reposition themselves and stay airborne if they want to and play like nothing else out there. It might not have been efficient in damage but it allowed others to play a certain safe way against certain matchups. Also in rise it was used to ramp up the damage for the diving wyvern. Again zero reason to remove and others that defend that choice are making dump excuses for the sake of coping
I was a Lance and Charge Blade main in World / Iceborne and Rise / Sunbreak, but I think I'll be switching over to Gunlance and maybe SnS with either Bow or one of the bowguns as the secondary. Lance and Charge Blade just didn't feel amazing to me.
For all the weapons, with the mounted attacks we can use, i hope capcom puts in a mounted cavalry skill that increases mounted attacks while riding, would be interesting to just act like a knight and fight from saddle, like using the lance or the sword weapons, or like a mounted rifleman w the bowguns and bow
I think people (me included) are sometimes on the longsword ass about getting a buff is because its gotten this kind of treatment in every recent installment. Opposed to something like the gunlance for example getting positive feed back. I think people are more positive towards something like the gunlance is because it hasn't had its time in the spotlight in a very long time where as longsword pretty much shines in every game.
Edit: I also just feel like longsword is a bit overturned right now with the hyper armor and some other features.
You're right; the longsword has definitely had a consistent spotlight in recent games, which is probably why it keeps getting this level of focus. It’s a bit of a catch-22-longsword’s popularity probably drives an increased development time, but may lead to some seeing it as over-tuned. A bit more love for the less popular weapons could really freshen things up for everyone though but we aren't seeing the full picture yet so we wait for the full game.
@@ArekkzGaming Exactly. On the other hand lance has been consistently the least used weapons, and gets the least amount of love AND the worse times in every game since absolute evade lance got deleted. Hopefully they don't make us waste 6 gem slots only for it to do half has much damage as the other weapons this time around.
@@ArekkzGaming When a weapon is better at tanking than the Lance because it loses nothing for absorbing an attack with a counter but GAINS significant damage over the lance, that's the problem. Longsword, with honestly very little extra effort, can have 100% of the benefit of running a lance thanks to I-frames in the form of tankiness without sacrificing anything in damage or mobility.
Longsword completely negates the purpose of Lance. Counter should come at a very significant cost and require a choice to lose damage to gain survivability, when needed, whereas Lance should gain significant damage as a RESULT of proper defensive play.
Thats why people have beef with LS. It performs exceptionally well without considering any of the counter mechanics.
The smoke alarm had alot to say this video.
Personally I believe the lances moves feel great but TwoSix is right they need to boost the motion values on the counters but it feels sick af
Idk why they slowed down the moveset of the worst dps weapon but didn't buff the damage to compensate also the counters take too long for the damage it deals but I still think it's sick af I loved fighting the balahara
@@VigilanteMike Same, I love how the weapon controls but goddamn the damage is worse than hunting horn, and that one gets AoE buffs for the party. At this point lance doesn't even need to exist, when gunlance has the same level of protection but does more damage.
@@devildante9 yeah I'm sure they'll buff it though there's like no way they'll keep it that low at launch if you want you can fill out the beta survey on the website to get it buffed it's sad tho since there's so few people but I'm sure wilds will change that at least I hope
I can't imagine anyone seeing lance gameplay and being excited about it. "Wow, this weapon literally has only 1 kind of attack and I get to be less tanky and do less damage than every other weapon!"
@@helgenlane Bad take that shows you know nothing about the weapon
Maybe it's just me but when I played the Wilds beta I felt they took some inspiration from Wild Hearts and I really liked that
HH main here, and while I like most of what was changed I hate the new version of encore. Sure it's faster, but it lost its 4 attack/movement choices and encore just feels much worse because of it.
The nerf to attack up will feel nice in solo, but in multiplayer with randoms I already prioritized other song lists.
Smoke alarm chirp lolol
couldn't try all weapons in the beta but I'm sure going to in the final release, I also enjoy my transforming weapons and used Switch axe and charge blade the most (all the clickity clack animations are very satisfying I dunno) but I also played a bit of hammer and dual blades and enjoyed both
As a native hammer/greatsword main I actually think I will main guns this time probably. And gunlance feels way too good also.
They added rhythm game mechanics to HH and I suck at rhythm games 😩
Love a lot of the changes, and I missed a lot of new moves, it's gonna be a lot of fun to learn to master these new moves over time.
I agree with the focus mode thing, they should let you set a different focus mode (hold / toggle) for every single weapon, especially since you can bring two with you on hunts now.
34:55 I was a gunlance main all through world and then eventually found love for HH when I learned how to use it so those two are my two top melee mains but range main HBG all the way
Love this video! My opinion on balance in rpgs that have zero pvp is just let things be fun! Fun over balance.
Ammo crafting and material farming definitely put me off the bow guns in past games. Looking forward to trying the LBG!
bring back the bounce, might not even use the glaive this time around with out it
Lance for me was actually pretty good I just felt a bit lost with not being able to counter thrust faster but now power guard pretty much replaced the function unless you combo into counter. I thought the damage was pretty decent compared to other weapons and kept up. Charge blade is my main for a good 3k hours in world. So obviously I tried it first and I have mixed feelings. The gameplay really didn’t change much in my opinion, activating savage axe is different but the overall fighting didn’t feel much different except a longer combo for saed. The phials are better with using less ofc. Idk I think I’m a little disappointed there wasn’t more mobility options and maybe a cool counter added. There’s the perfect block into savage axe which is good but idk was expecting a little more but I would say it’s overall better than world but not as much as other weapons. Gunlance, long sword, dual blades and even switch axe and hunting horn are stupid good. Ig I thought was pretty fun. Bow is gonna be a sight to see with 4 people doing tracer shots lol. Sword and shield is sword and shield it’s good but if you didn’t play it before not much reason to now. I think I’ll main gunlance the reload being a guard move is just busted.
Imo, TwoSix has some excellent points about the Lance.
Hmu for the Glaive interview seriously. This weapon needs people that know the functionality of the weapon talked to for real. I'm an advocate for Aerial but it's more than just that at this point for Glaive. (6600+ runs and counting on MHWIB im experienced hmu).
I really hope vestmore can stick around!
OUR KING VESTMORE HAS ARRIVED
I don’t understand what they did whit the hammer but it is the funniest weapon ever
Iv been getting Into monster hunter only recently iv been playing world trying to prepare me for when wilds comes out and I decided I am a hammer fan I shall join the religion of the bonk and I look forward to seeing my future hammer bros in wild.
Not having the insect glaive bounce, breaks my heart
This game has me going from.DB main to Bow and Long sword combo
RIP Insect Glaive Sky Fighting…..hopefully it’ll be patched back in…..
nuh uh
@@RicochetForcerise had both what now?
As far as balancing, its hard to tell because we basically had no armor skills. Im someone who started playing MH because of world. Some weapons are more flashy then others, but with correct armor skills most kill times seem to be around the same give or take a minute. It would be nice to see another beta with more mid high rank sets to see what elemental damage is like
I love that so many of HH's moves have become little Rhythm games lol
Hh main here and holy sheet. I feel like im dreaming looking at these changes. Itd just.... so peak
gunlance hype!!
I'd say EVERY weapon felt worse than IB or Rise (the latter being less of a consideration) except the bow, which felt giga buffed.
charge blade's axe charge has had a different name in every game even though they are functionally identical.
world iceborn: savage axe
rise sunbreak: condensed spinning slash
wilds: power axe
none of them are wrong. you can't say "it is not savage axe, it's power axe" because they are literally the same thing just named different
43:06 not sure why you said sonic waves was the best hunting horn song.(△+O, △+O, △+O) it was literally a sonic bomb but a quarter of the range and way slower than sheathing and shooting slinger. now echo wave,(△, O, O) that was actually additional damage.
Damn the hunting horn sounds complicated. Play monster hunter, plus guitar hero and dance dance revolution at the same time.
Greatsword/longsword for me.
So the S&S has no counter attack?
Seems like I'm going back to Charge Blade. S&S in Rise is single handedly the best iteration of the weapon for that utility alone.
I'm gonna say it, LS is too strong. I don't think it needs any hyperarmor for one.
It was fun to make this joke before as a joke, but now it's reality.
The hyper armor on helm breaker is the only thing that needs to go in my opinion. It’s big damage move shouldn’t be free.
@_EXP626_ The new attack after hell breaker also has hyper armor lol.
Check out the open beta Rey Dau speedruns, they just tank almost everything
I think of the opposite; remove the hyperarmor off the thrust and reduce the damage mitigation from hyperarmor off on the spirit release.
I just don’t understand this take. Sure it’s strong, but the changes to GL and the BGs are the same level of overpowered. The great sword has had its one limiting factor basically removed and it sits at #1 speed run melee weapon in every game. Why is LS the one that need the nerf?
F me not this again.
Bow: Perfect counters that can be used with no setup, most damage so far, easy mechanics to learn and use, super safe playstyle for any monster.
Longsword: requires intimate knowledge of monster attack timings and hitboxes, careful setup and resource management, still doesn't make it into top 5 highest damage weapons. Still risks dying to damage even when using hyper armor, can still get roared out of all major combos.
You people: "So longsword needs to be nerfed again"
Just admit you are butthurt that longsword looks cooler than your weapon.