the real problem with gl is capcom's inability to sync shot levels across endgame weapons. i shouldnt have to be 155+ in anomaly rank to modify my weapons core function
Yeah just found out the lvl1 + augm . This is bs. Here i am farming money for armor meanwhile killed my first ris teo yeterday , cb mm going hh for a while, and actually started doing mr quest with gl
I guess I never had this problem. The buttons are fairly consistent based on what you did before. Press top to do the physical thing that comes next and press shell to do the explosion thing that comes next. You can’t poke after smash, so the physical button does something different after smash. You can smash after poke, so the physical button does more pokes. You can stake after 2 shells, or at the end of the smash combo, plus all the new fancy stuff. I mean, yeah. It’s a flow chart. If you could poke in the middle of your smash combo, or stake on command, it would make Gunlance even better. We have to leave something for everyone else.
I thought this video was gonna be bs, I mean, everyone knows the Gunlance is hard to use. It's slow and has long combos that you can't easily dodge or guard out of, big damage needs as big commitment as a Great sword. But the idea that the button inputs are the problem is actually a great point. This complexity probably leads to a lot of players not even knowing about a lot of combo paths, which is gonna make them drop it faster than they might otherwise.
I personally love the over complicatedness of the Gunlance, for me that was a big selling point of the weapon. I personally love learning overcomplex combo's, consulting flow charts to find what to do, and watching very long guides to figure out all the in's and out's of weapon. I love the feeling of knowing that I can do five different things at any given time and those things can change do to the most recently pressed button, so if there are no options I want to do after doing a certain thing I can just continue the combo to get even more options. I 100% understand the frustration and I was a little frustrated to when I started out, but I loved the satisfaction when I finally got it down. Along with that it, for me added even more longevity into a game that is already full of it. Even a year later I am still finding small little moves or skips I can do that I can then learn and work into my combo's. I defiantly think some changes to the button imputes would defiantly appeal to more people and make the weapon a lot more accessible but right now the overcomplexity really meshes well with my play style.
yeah i HIGHLY disagree that we need to make every single thing in monster catered to casuals/new players. leave SOME complexity for people who want it. if you dont like the weapon, theres 13 other weapons you'll probably like. im all for complexity and choices instead of just trying to appeal to people who will play it for 2 secs and then just go back to long sword or light bow gun.
Yeah I've been running Gunlance in Rise as a LS main and it's been a lot of fun trying to learn the combos and understanding when it's the best time to unleash the best combo or when I should just poke shell or when I should Wyrmstake or Wyvernfire. I also can't just counter every single thing like with the LS so I gotta pay more attention to the openings. They could make the combos be a little more consistent like what was mentioned in the video where pressing stab after a jumping smashleads to different outcomes depending on what you did before the jumping smash. There's just miscommunication when the animations look identical. But I agree that the Gunlance shouldn't be overly simplified like the Hunting Horn. You got simple combos for those who are starting out learning the weapon but you also got that depth if you wanna master it.
charge blade has just as many, if not more nuances that need to be researched from a basic mechanics standpoint, but at the very least, we get to know what our buttons do. it doesn't make the weapon brain dead, but it does mean that a new player can say "hey the giant weapon with the explosions and the powerful shield looks fucking awesome," and then pick it up and at least get through basic hunts with just the weapons main pokes and maybe a couple super moves to feel awesome. And then, 100 hours later, they're executing cross map combos with rocket extensions into wyvernstake- or they would be, except they never learned how to do a basic filler combo because there are four versions of it.
@@wrenromero6392 I've probably logged 1000 hours now as a GL main and I find it difficult to want to play anything else. Once you figure out the basic bread&butter rotation, it's a lot of fun... But then you start experimenting and finding new ways to tighten the rotation, steps you can skip and such. I'm STILL discovering random little nuances. Then they added all the switch skills for MORE nonesense?! It's so much fun.
I like gunlance because it completely ignores monster hitzones. Maybe there are skills in sunbreak that ignore this but fighting apex rathalos with bowgun is depression, even with pierce the damage is low. Mind you this isn't every monster but the fact that there could be monsters with low hitzone values to shot type ammo seems like a cope from everyone running hbg shield spread builds.
Yup! Gunlance was the first weapon I wanted to learn, but it dealing with sharpness in earlier titles squashed that... I wound up using GS exclusively for 3 full years. But once I finally got into using GL in 3U, I never looked back. Imagine my surprise when I found out later that shelling ignores defense for flat damage! It's real funny that it winds up being pretty much the safest, easiest way to just WALK through 99% of monsters due to being a portable cannon with a big damned shield, but people keep calling it "slow." And if you build for some elements in late game, the damage gets crazy... I recently made a thunder element slap set using Furious Rajang GL and boosting the thunder output... one a weakened gold rathian head, it's like 117 for the upswing, 190-230 on the slam, and the wide swing can be anywhere between 225 and 415. Jam in a Wyrmstake (thanks Wide type) and that's 214ish initial stab, 77 per tic on the fuse burn which has to be like 700 damage in total, and a 117 finisher. That's an assload of damage to put out, but nobody seems to put in the thought or care... and so we're 12/14 of all weapon types used by players.
While there's definitely something to be said about the complexity of the inputs/combo paths, I'd say the it's the length of the combo paths is a bigger issue for two reasons. Firstly your main damage moves are fairly far into the tree and slow to come out, so the gl struggles to fully capitalise on smaller openings (with wyrmstake and wyvern fire being so slow they feel like trap moves most of the time). Secondly most of your moves have fairly long recovery time and while you can skip some of that recovery with a hop, you cannot guard until you're back in a neutral stance (unless you're using guard reload, which means your full bursts suffer). So your defensive options generally boil down to either spending a wire bug or ending your combo early where most other weapons could make use of the full opening and still counter/dodge out of the way without spending resources. All of these things combine to make gunlance a hassle to play solo, but I find it fun in multiplayer where all of these are kind of mitigated. The lack of defensive options doesn't matter as much when I'm not the one being targeted and blast dash means I can catch up quickly when the monster charges a teammate. There's also the issue of the weapon being very skill hungry, needing artillery and wanting load up for damage, needing guard and wanting guard up for defense and wanting evade extender and wire bug whisperer for general useability (which will also increase damage). Naturally all weapons have some skills they want or need, but gunlance feels more hampered than most without them. Writing this down though made me think that maybe the ideal thing to do for defensive skills is to just ignore guard completely and instead go for evade window, since guard/guard up and evade window go in the same slots in rise. (I wrote all of this assuming a shelling heavy normal or long shell playstyle, I dislike slaplance and don't have much experience with wide shells)
Thank you for the detailed response! I love you guys. You are always so willing to share good tips with me. I feel like I'm doing pretty well with EE1 right now. Guard2 and Guard Up1 are bonus skills on my build. I am not using any wirebug whisperer, and I feel like I have enough wirebug availability. I'll use a blast dash for mobility. Hopping is great, too. I'm getting used to the unique movement style of GL. I have a build with Evade Window 3 that I used a few times. I took it out, and I can still evade attacks pretty well with just the EE1. I'm a little over a week into learning the GL and I think I'm doing pretty good. I'll have another video out soon with my progress and some more interesting opinions!
I have never heard of anyone taking Guard or Guard Up on Gunlance. Sure, the weapon has a shield… but the weapon is not really designed around using it consistently. With Evade Extender, you will get out of almost every dangeerous scenario.
@@babyaintmoe I use Guard, and I main Gunlance. And yes, I use Evade Extender too. It's nice to have access to both options. I view Gunlances shield not as a tool for defense, but as a way to enable greater offense. You don't need to back off as often, and can stay all up in the monsters face for longer.
Probably late but whatever. As someone that LOVES using gunLance when I feel like using it. My personal issue is the sharpness consumption. Idk fellas it just feels like gunLance even with razor skill on it eats through the sharpness like goku going through tens and thousands of meals. Maybe im just crazy
Well the another annoying thing about wyvemstake: there is 2 versions on top for whatever reason A fast one, and the regular slow one The fast one shoots out the stake faster, so you want that generally. It comes out only if you do the stake after charged shell, ground splitter or the counter
My first Monster Hunter game was Rise. I tried the HBG a couple times, but then I switched over to GL and have stuck with that weapon since. I like the weapon because of its defensive play style with burst options here and there, and I’m a defensive player with-well-explosive tendencies lol
I used GL in my entire playthrough of 4U. It was varied enough, but not overwhelming to make it a fun weapon to use all the way to the end of G rank. But ever since generations, they keep changing things so often that I just went back to weapons I find more reliable and less technical to deal with.
The gunlance is an amazing weapon but it's only good for people who completely understand and have memorized every attack and combination. My best advice as a gunlance main is to do small expeditions with weak monsters to learn the attacks and make your own combinations which you like. The gunlance isn't bad it's just complicated.
I love Gunlance's complexity, and if they do anything to simplify it they better not pull another Hunting Horn. You can't streamline something into being fun if it's known for its nuance. Keep it complex, but make it consistent.
You have a fundamental misunderstanding of Gunlance's shortcomings which is why you can only showcase the fullburst combo against great baggi and lagombi and end up getting carted by Apex Rathian. The Problem with Gunlance is it's high animation commitment and skill budget. The weapon is nigh unplayable without evade extender x 2 or guard 3 (unless you're Ryo). Yeah it's damage can rival Long Sword, but there's a reason you're only able to showcase those combos on Great Baggi, Lagombi and the Training Dummy, and that's because in a realistic scenario against any challenging monster you're not landing any hits without QoL skills like EE or Guard. You're also bound to miss 70% of your slow stakes (wyrmstake is faster after Guard's Edge, Charged Shell and Ground Splitter). So no, controls aren't the issue. The issue is the level of effort required to achieve a fraction of the damage most other weapons can do effortlessly, which is the point I successfully (and effortlessly) made in my original video.
Thank you so much for the thoughtful reply! And the wyrmstake tip! I only just recently started learning Gunlance, and you've inspired me to keep at it. You're a treasure. Keep up the good work!
@@nobodyimportant4217 You're right, I had only one thing in mind when I made this video: how godawfully difficult and overcomplicated the GL control scheme is! Everything I said in response to Rurikhan, I believe it's true: he gave me a great tip on using the fast wyrmstake instead of the slow one, he does inspire me to get better at GL and to continue making videos about GL! Without him, I never would have even starting using GL, and I would have missed out on all this fun!
I've been playing Monster Hunter since the analog sticks were the attack button, I can play with any weapon but I do lean towards the GL because there's something just special and satisfying about it.
Gunlance has been my primary weapon for basically my entire hunting experience... Can HONESTLY say it's easier on PC. When you master those moves and rotations though... so satisfying
I’ve only started playing Rise recently (I am a newcomer to the MH franchise) and for some reason I gravitated towards the Gunlance because, I’m not lying, Gunlance felt the most intuitive and comfortable to me. I don’t know why. The “convoluted button mapping” doesn’t bother me. It doesn’t take a lot of training to figure out how all the combos work, and once you bring the weapon onto hunts, the muscle memory just comes naturally. Once I figured out how to do the normal Burst combo, everything else felt like a natural extension of what I already learned.
A GL main here, capcom give a new wyrmstake a new move, fast, quick, and little commitment, while it give the melee attack damage boost. Gunlance has great number of different type of gameplay within 1 weapon. Wide vs normal and long shelling. I don't think other weapon has different type of play style other than bow, but that is how great it is. You can alter your play style depending on with monster you are hunting.
The title of the video sort of made me come in with a different expectation of what this video would be. Your analysis of gunlance is, no offense, in ignorance of the context of an actual hunt and compared to other weapons' output in that same context. As Rurikhan pointed out, it's easy to talk about how "full burst combo does a lot of damage" without taking into account the fact that you have to commit a lifetime to the animations and it's not as simple as just spamming it on a monster. You mention rivalling Longsword in terms of damage output (which is not really true if we're going with DPS over a single combo in a vacuum but DPS isn't everything I admit) but the difference is Longsword has multiple very (relatively, with practice) easily accessed counters, and its bread and butter move (helmbreaker) still dishes out more than a full burst for roughly the same commitment, the one caveat being you need a red spirit gauge for the most damage output. LS also has the move whose name unfortunately escapes me where you literally just ignore the monster's damage and then they suddenly take a ton of damage themselves. Gunlance, despite having a shield, has no such move, minus wyvern fire - and wyvern fire's damage is not worth the amount of time it takes to pull off most of the time. Regarding button combos... Yeah. They're kinda weird. They're not why Gunlance feels as clunky as it does, though - once you get used to the controls it does become second nature. Ironically I think people would be more upset if the controls significantly changed; they've been so weird for long enough now that GL mains are too used to it lmao
I've picked up the gunlance recently and this is the trouble I'm running into. Especially the average slam slash combo changes after a quick reload. It takes a little while to get used to, I think it's an amazing weapon. But I'm getting tripped up by my own inputs.
@@Virjunior01 After getting some of the moves down it doesn't feel as clunky anymore. I have to pay more attention where I am in the loop and stuff, It's a fun and strong weapon. But I usually swap back to CB for tougher hunts.
@@Hangishta all fair, you're on your way. Just food for thought though... how many Gunce users do you see, and how often do they cart compared to CB users? Part of why a recommend GL is because when you learn how it works, you shouldn't be croaking more than once a MONTH.
@@Virjunior01 100% I agreed, I think it's a great weapon for sure. It's got damage, stun, slicing, high damage, a shield, etc. It's got utility out the wazoo. I only brought up CB not bc I think it's better, it's just what I'm more comfortable with.
As a gunlance main that mainly played world (only breifly touched eariler gens) all I heard from this was. The gunlance is literally only improved if you know the combos nothing has changed (And yes I realize what he's saying before anyone comes at me with their "well actually's")
GL main here. The only thing I hate about the weapon is how much of a commitment Wyrmstake is. Noncancelable as well as taking an abysmal amount of time to deploy and recover from it. I've sadly moved on to Eruption Cannon for safer, better flowing combat combos.
Yeah for sure right? Wyrmstake feels like it should be doing pretty good damage with the amount of commitment it takes to unleash that thing and the recovery from it but erupting cannon almost does the same amount and it's significantly faster. Wyrmstake feels like either a combo ender or something to put constant damage on a monster before the run away from you. Like when the window to hit the monster closes out. However, I don't find myself trying to use it as much. Although it's probably because I want to keep the buffs I get from Ground Splitter and Erupting Cannon. I find myself getting the buffs, switching scrolls but then don't really find a good opportunity to Wyrmstake and by the time I do, the buffs are gone and I gotta swap scrolls again.
Indeed, I personally have noticed the combos are somewhat of a mess and after so much time using GL, I keep making (the same)mistakes and using the wrong moves! Regarding the counter, guard edge sharpens a weapon that loses its sharpness extremely fast, so I wouldn't call it insane. 🤷 However, I still believe mobility is the bigger issue. GL (recovery) frames are soooooo 🐢 It simply cannot react fast enough to evade, guard (edge) etc. There are countless of times where I'm like "welp I can do nothing" and get slammed by the monster bc recovering from moves(wide sweep for example) are way too slow. They should also utilize the shield(in all weapons tbh). As of now, if you want/need to use the shield, guard and guard up decorations, are necessary bc the chip damage hurts a lot! Lastly, GL needs a lot of decos like evade extender, artillery, load shells, razor sharp, guard and guard up and therefore there is not enough space for critical/ damage builds. It is a quite funny and entertaining weapon but sometimes its high maintenance and sluggish moves makes it a chore to use it!
Yep! A lot of the problems could easily be solved by making more of the gem stats basekit, and lowering the gem requirements There’s literally a gunlance-specific decoration :( whyyyy
Switched over to giant fountain pen from Hunting Horn once I started Rise, specifically because Rise Horn wasn't _clunky enough_ . Went to the see what I didn't like about it that others players did, and most of the comments were about how much "smoother" the new Horn was. Logic that followed was going "Okay what's another option people say has low popularity because it's too clunky?" As such, arrived here and haven't looked back since. (Legit though, that might be why the "what is this flowchart--" doesn't bother me about it, because I'm used to old Hunting Horn. "Did you remember every melody is a different combo? Gotta hit different patterns for each." was par for the course. Sometimes with this bad boy I just press buttons near the middle of a combo and hope the wyrmstake comes out eventually.)
Idk man. I agree that the button inputs are weird, but I got used to it after a few hunts (and a tutorial or two on TH-cam). The sheer desire to use weapons that look this cool is what kept me going lol now it's like second nature to me. If anything, I find it harder to use other weapons like the Charge Blade or the Switch Axe because you have a lot more things to keep in mind than just the amount of shells that you have remaining before you reload (like phials that you don't want to overheat, like the sword gauge, etc)
i was a ls main in world, i took up charge blade in rise, i'm tryna learn gl now and i can honestly say cb is very easy compared to gl because at its core its just charge up the phials, store into shield, charge again, saed, and repeat pretty much. Compared to that gl is quite complicated because of how long the combo strings are
I know you did this at least slightly tongue in cheek, but you packed in some great content and some great points. I hadn’t really thought of the specific controls being the underpinning reason for the frustration. You’ve inspired me. I’ll remain a CB Main, but I’ll now 2nd GL. Thanks mate.
with the moves that sunbreak brought and the skill of the last added monster, gunlance is at a really good spot. In mh6, where its going to be much slower than rise, hopefully adds adept guarding to gunlance, sure it's not really a "defense" weapon, but you shouldn't feel like a lump on a log either. You should feel powerful and shelling attacks should have alot of exhaust value, considering you're literally blowing up the face of a monster.
Super late, but you forgot one of the most fun techs you can do with GL: When you do your overhead smash, you can pair that with a shelling burst and then continue the combo as usual into a wyvernstake. You can also get off a triple lateral thrust combo before starting your overhead smash to get rid of that awkward delay between combos. Trip lat thrust -> smash combo + burst -> wyvernstake -> profit (or even better, you can smash quick reload after one of the smashes, can't remember which one though, so you can reset your combo and do even more ridiculous damage.)
I would know. Tried it out in world, then realized that in order to get the wyvern mine into the monster, you have to do a 15 second feeling combo and make sure you don't get hit out of it. No canceling, no do a button and make the thing happen. You have to load it with slinger ammo, and then do that specific long combo. All while hoping the monster hasn't moved out of the way or attacked by then. It's common knowledge to gunlance mains at this point, but this proves the point. You get good results if you have the dedication, but if you find yourself unable to jump the hurdles, you'd best save your sanity and look at something else.
I think the reason Gunlance "sucks" now is it feels much weaker than it used to in mh4U and GenU (if you managed the heat gauge well) This is caused mostly by the slow power creep that keeps giving us new offensive skills. Sadly most of these new damaging skills do not affect shelling dmg meaning that while all the other weapons have slowly gotten better Gunlance has stayed practically the same and is now starting to be left behind. Hopefully next game Gunlance will be shown some love and get a buff or rework
You forgot the best move of gunlance... RT or B mid air to sheling and the RT+B the to wide sweep full brust mid air! Literal god move, Amazing animation! :D
This is 100% correct. In world I gave up even playing the full burst playstyle because I absolutely hated the combo paths. Gunlance is my most played weapon in Rise so Ive gotten it down for the most part, but to this day I still accidentally do a wyrmstake sometimes. Why does Gunlance need 16 paths to wyrmstake activated by 8 different buttons? Wymstake isn't even Gunlance's most powerful move. Then you have different paths but some paths lead to the fast wyrmstake animation and some to the slow one. At this point I'm so done with that move. Glad we got a switch skill in sunbreak. I'm putting Erupting Cannon on every time.
You brought up a problem I haven't thought about, but this video ignores the bigger issues with gunlance. The biggest issue is the shell level system. Shell damage scaling not scaling at all makes gunlance fall out late unless they a shell level strong enough to compete with other weapons (which it looks like they're doing in Sunbreak.) Another significant issue is gunlance's incompatibility with damage skill compared to every other weapon. Attack Boost, WEX, and other similar skills are about half as effective with gl since shell damage can only be increased with Artillery, Felyne Bombardier, and a few rampage skills. The only way gl gets full advantage of damage skills is by using slaplance, which many gl mains dislike for ignoring one of the main draws of gl. Having been a gunlance main for 10+ years, saying gunlance sucks because you're bad at it is ridiculous. Gunlance is bad because the developers pay little attention to the weapon, as is obvious in their gunlance gameplay video where they use the poke poke shell combo, and neglect the more effective combos for long shelling.
I like your points about the shelling buffs. I wouldn't mind a bit of a boost there. I don't want you to come away from my video with the wrong impression though. I'm not saying "gunlance sucks because you're bad at it", I'm saying that it is very frustrating to learn, and a lot of new users will just stop using it because of the crazy control scheme. Many of those who do stick with it still struggle with the control scheme, and this aspect of GL is hampering them more than anything else, in my opinion. A lot of other commenters have shared their experience with GL, and they can really relate to that sentiment. Thank you for the thoughtful reply!
@@iixxion I still disagree that it’s a skill issue. I don’t think that’s the case at all, and like the commenter said, the video completely ignores the real issues people like rurikhan and caoslayer have with it like it’s absolutely abysmal scaling
@@iixxion Thanks for the reply. I agree with your points in the video and will admit I didn't watch with the right perspective. I recently have a friend who joined the gl gang and he had the same issues specifically with wyrmstake. The button combos are bizarre, but I think they allow for the variety of gameplay gunlance is capable of. Only things I would change is the poke 3 to a upswing or slam, and making the followup after slam a consostent wide sweep. 3 is excessive since, 2 is fine for resetting with shells. Poke-shell style doesn't even get that far into poking. The poke after air slam is ridiculous.
as an old world GL main, for me to even play GL I had to go about the mind set of it's a completely new weapon that isn't GL, for me to even use it because of how different it plays and relearning all the button combos
I literally have a hard time playing any other weapon OTHER than gunlance. I love the mobility, I love the shield, Im used to the combos and can pretty much do what I want when I want. Sure it's shit solo and has end lag that lasts for centuries, but I love my big boom stick and turtle shell, it's so fun :)
Honestly picked up the gun lance only a few weeks ago. Very beginner friendly and never had this clunky problem. I've never had a problem using the moves I want when I want. GL is now my 2nd main lol
Dude, this has always been an element of MonHun, since we hit 4th Gen. Weapons are things you _feel._ I have been neglecting GL after world, despite it being my trusty main (I finally learnt the last weapon, CB in MHW)... but after about 3 minutes of shaking off the rust, I don't even think about the flowcharts. My fingers just remember how to play it. I think this is a naturally occurring thing. I've been hunting 14 years. Yeah, I'm pretty good. But I also taught _myself_ (TH-cam back then was pretty new), and I always WANTED to use GL having started with Freedom 1, but I wound up only being able to effectively use GS for three years. Yes, the slowest weapon, but had the most simple moveset and taught me patience/monster pattern recognition. For _three full years as my starting point._ I didn't start messing with more complicated or "underpowered" weapons til 4u and Gen. But that's just time. If this game gets its hooks in you, you may find yourself doing thousands of hours in a single entry. And while there are some rare outliers who only ever learn one weapon, more pick up a second, third or fourth to spice the game back up, or because they were inspired by a fellow Hunter. It took me about 12-13 years to become a weapon master, and that seems about right. What I will say about people dropping the weapon and shitting on it is that it's _also_ an unfortunate side effect of MonHun as it is now. Back when I was learning, the game was way more like Demon's Souls. The inventory management alone has gotten to be so little of a problem with World, I don't even think newer Hunters can fully grasp how rough things were. Also, no tutorials, no icons, rough economy, and no multiplayer on PSP unless you used X-Link Kai to bullshit an ad hoc connection. Back when Elder Dragon fights spanned multiple quests and areas just to kill *one.* Their health was so high and they made you fight them with a scaling level of gear as the story progressed, every repel felt both wonderful and bittersweet. On one hand, the guild called your performance a success. On the other... that bastard got away. But now, the wonderful quality of life improvements have kinda diluted what made MonHun special. I will always appreciate millions more getting into the community, but many just don't have that spirit. We used to love that even in game you could hang out in the hub, just drink beer and talk shop. But now, nobody speaks organically. It's all through twitch and discord as part of some single person's community, rather than growing naturally as part of the community. I do think myself a liaison of sorts, and am always down to teach new hunters the ropes. This community has come a long way, and I'm proud to call myself a vet. Even if it takes 14 more years, I'll love to sit and listen to a story of someone else who stuck with the hunt for so long. We are rare beasts... we are _Monster Hunters._
Got MHR when it came to PS last month, started maining Charge Blade (my go-to from World). Had fun, but wanted to take the opportunity to try something new so i gave Gunlance a shot and it has been an absolutel blast (pun intended) through the High-Rank grind. The biggest thing i was missing in Rise after hundreds of hours in World was how wet-noodle combat and damage felt, so getting these explosive, satisfying, kinetic hits out of gunlance really redeemed it for me. The flowchart combos are annoying at first, but also give you a variety of starting points to get to the finishers you actually want (wyrmstake and full burst). Yeah, getting stuck in the wyrmstake animation when you don't have one loaded, or absolutley biffing it because the monster moved in a way you didn't expect sucks and stalls your momentum, but Gunlance is just so damn fun it's worth it in the end.
I like theway it is and I don't want it to be simpler in the contrary I want to see more options while making cambos for more functionality. I think 100% of the people won't be able to understand this weapon immedietly and no matter how you look at the charts, I think it is more like learn by doing kind of thing. Titurial videos (guids) are the best way to get to the adianced moves.
I went through the entire story of master rank with the gun lance. My biggest take away from it is that it seriously struggles with consistency in most fights. It has good enough damage and defensive stats and skills once you get the basarios armour, but until you unlock qurio crafting or get a god roll talisman it'll not really keep up with other weapons that just get better and more synergistic skills for their kits. Most of the switch skills have a decent use case, blast dash is fantastic for repositioning, but charged shelling is easily the fastest way to go into the wyrmstake, they share the same slot. Ground splitter is a good mobility option that can tank through attacks if timed even moderately well, hail strike can almost instant reload the wyvern blast and bullet barrage is easily the single highest damaging single attack the weapon has. They all share the same slot. If you want to regularly use bullet barrage you have to sac ground splitter and constantly hop between red and blue scrolls. If you want to go into fast wyrmstake and keep your mobility you have to constantly switch between red and blue scrolls. It's a weapon with both unintuitive buttons AND the need to constantly switch between 1 bad control scheme and a second bad control scheme but now with completely different skills, and if you ever forget to switch back then you can just accidentally launch yourself out of a fight and delete any dps you could have done. Could I eventually do that awful dance of bad controls by the end of master rank? Yes, you do get used to the control scheme after a while and by the end of master rank you finally get decorations that actually enhance the constant skill swapping playstyle the gun lance needs to function at its best AND qurio crafting can add other skills/deco slots to your armour so you can actually fit most of the skills you want without being ham fisted into either full shelling or slap lance because, oops, most gunlance gear has god awful slotting and at base requires a god talisman to function at the same level as most other weapons with better gear options.
I personally disagree, to me the Gunlance feels like one of the easiest weapons to make a build for because the amount of decorations you need to get good damage out of it is quite low compared to other weapons, I constantly find that I have alot of extra slots and am stuck trying to figure out what to use them for. Along with this I rarely feel like I ever have to switch skill swap with the Gunlance which is one of my few complaints about the weapon. I usually use my blue scroll which has my bullet barrage and wormstake canon when I am fighting a big monster like Gasmagoram,. Then I use red scroll which has groundspliter and erupting canon for smaller monsters. I personally feel like Gunlance is one of the easiest weapons to go trough the story with and still deal great endgame damage with out lots of Quro crafting and a god talisman, but I see your points and the weapon definitely requires alot of practice to be good with it.
@@spamielentertainment Coming back to this comment after the new monsters released in september and honestly, Ya. Gunlance gear has gotten so much better since I originally complained about it. Violet mizu gear has a ton of gunlance comfort skills on it and a ton of slots to boot to fit anything else you want as well as the new decorations that also really open up gear choices. I personally run the hoplite helm, onmyo chest, belt and gloves, and golden lunegreaves with decos for WEX, artillery, speed sharp, bladescale hone and some stun resist. The embolden skill with lv3 defiance is a disgusting combo since it already makes the monster enrage more often, but having guard 5, evade window 5, plus immunity to weak and strong roars as well as wind and tremors while the monster is enraged just means you can stick to the monster extremely well with very little downtime between attacks. You also don't have to sharpen nearly as often since embolden also synergizes super well with bladescale hone, so you don't need to devote any decos for protective polish, freeing up even more space. It's a weird situation where, because the new gear covers so many of gunlances defensive options, it opens up a ton of new offensive options entirely through the freedom you get with decos. Is it going to be as strong as meta sets? Probably not, but it does turn you into a super mobile juggernaut with really good damage to boot and that's exactly what I want when I play gunlance. TL:DR The violet mizu gear fixes all of the issues I had with the weapon by covering all of the defensive decos with a single skill, opening the weapon up for much more varied slotting and play style choices that was harder to really attain without sacrificing something before. S+ weapon now IMO.
My favorite weapon. It just happens that Misinputs are an unfortunate part of mastering the weapon in a way that works for the individual’s play style. I tend to keep things simple when using it, especially against monsters that are particularly fast and/or unpredictable.
I do agree that the control scheme is what kept me from initially liking the gunlance. It is weird and sometimes I have no clue what to do when I have an opening and I'm already pressing buttons. But personally I think that claiming it can reach long sword levels of damage should have a big asterisk next to it. Yeah it CAN do a truck load of damage, but to do so you'll have to get rid of many of the necessary skills gunlance really wants. Evade extender, guard up, guard, artillery, load shells, etc might seem like comfort skills but believe me these are mandatory. If you go full damage then every hunt will be on hard mode, but if you slot in the required skills then your damage falls off and the hunt takes 30 minutes. Its hard to find a happy medium that combines the two, which is my main gripe with gun lance. I can deal with the high commitment moves and weird controls.
So the logic is like A does 1-1-1- combot and B does 2-2-2- combo but if you draw attack A does 2-2-2 combo and B does 1-1-3 combo but after jumping attack both A or B does 3-3-7 combo!
@hdouirgzz9m687 yea but this is only optimal dps for wide guidance so it is a less attractive option for normal gl users. Normal shelling is so low you might as well only poke with one shot at the end to reset.
@iixxion Great video. I think your observations are spot on, but let me expand on them a little, if I may. I love hard games - I’ve 100 percented every souls game - and I heard Monster Hunter has high difficulty with deep gameplay mechanics, so I decided to give it a try. After spending ~100 hours in MHW, several things started to become clear to me: Capcom makes MH unnecessarily obtuse, most likely on purpose. First, the UI is atrocious and purposefully makes things more complicated than it needs to be. I mean, in what world do players need a separate NPC on the map to manage the visibility of investigations and a separate one to accept investigations? Why are deliveries and bounties a different NPC from investigations and optional quests? Why do they place critical NPCs so far from the entrance of town? Why is there no simple way to travel to the training area from town? The more you see the pattern, the more it stands out. Second, is the same point you’re making in this video. Gunlance isn’t the only weapon to have inconsistent button combinations throughout their combos. With the Great Sword there are at least three different ways to do an upward slash or tackle depending on where you are in the combo. I can think of some for SNS and Hammer too. Even just the idea that when you run to an edge of a cliff, some cliffs require to press X and some require you to press O to jump off them. It’s ridiculous and the more I played the game, the more like I felt I was fighting the false complexity imposed by the developers rather than the learning the weapons and the monsters. The addition of the Clutch Claw and tenderizing mechanics added on top of this, and it’s getting to be a bit too much. I want to like the game, but I don’t like it when developers artificially make things more complicated that they need to be because it adds “depth”, and that’s how it feels to me now.
this is why i stick to wide gunlance. poke shell in small openings, and heck, sometimes just do it more in the bigger ones. attempt to land an extra ko each battle, normally when the monster is already downed for easy charge shell -> stake combos. wyvernfire on anything that's unbroken to try to get the part breaks, and just be mobile and defensive and get damage in every little opening you find, which is many with that big shield and the irrelevence of hitzones for your shells. may not be optimal dps, but it works just fine.
huh, funny. I just picked up this game the other week. spend the entire low tier with dual blades because they seemed "simple and easy to use" tried the gunlance out as I made my way to high tier the other day because "ofcourse I'm gonna try the boomstick". haven't looked back since. such a fun weapon to use. I love being able to rp as rocketman and stand in front of a rathalos unmoving just to retaliate with "grandpa's ptsd" and get out of dodge before bro realized he's arived in the 21st century
3:25 I remember this problem. My advice is, after ground splitter, X is wyrmstake. After wide sweep, A is wyrmstake... You'll get used to it champ, it took me a good two days of hunting and experimenting to find out which button does wyrmstake when. Good luck
As someone who on their return to MHW has picked Gunlance and is now thinking of changing from switch axe to gunlance for RIse even tho I did charge blade/swaxe for MHW
I love my boom stick. I slam, smack, reload magazine like a CoD player with ADHD, and go right back into slamming and smacking. Sometimes I shell, sometimes I stake... I use the blast dash and ground splitter a lot though to get around and dodge through things... It's a cool weapon with cool gimmicks, and although it can get pretty complicated, i love it. Then again, I also liked pre-rise hunting horn more than how it is now, so maybe I'm just addicted to things being way too complex.
I fell in love with Funlance the moment I tried it. I still suck at it but every time I've tried a more beginner-friendly weapon, I get bored and go back to GL
Coming back to this a couple years later to say that the button mapping when switching between melee / ranged are absolutely unforgivably atrocious. Even the sheathed wirebug and rodeo mappings change. Both here and World. It's absolute nonsense to the point that I have to swap between kbm and controller to make sense of it all!
I picked up gunlance for my playthrough of rise on the PC and stuck with it for the whole time. I'm now fighting elder dragons in master rank with gunlance and I have to say, it's my new favorite weapon. So glad I decided to try it and stick with it!
As a career gunlancer, I see your concern but its so ingrained in my muscle memory it doesnt trip me up either. Im happy to play a wepon few others do so that when they see me schwang by at mach stupid with blast dash the surprise is even betyer
Year later and this baby Gunlancer realized she sucks not the weapon. Thank you. P.S. I'm learning Rise and Worlds Gunlances are different beasts. Similar, but very different.
Honestly gunlance needs a moveset rework. It’d probably just be better removing wyrmstake. In return bring back the old thrust and shelling infinite combo. Then add in inputs for combo finishers Gun Lance could also use some new moves attached to the block button As well as the shell dodge move from frontier (look it up it’s pretty cool) And the lance has one of the biggest shields in the game, it wouldn’t hurt to give a Parry, as well as guard points (on moves that leave your shield in front of you during the animation like the charge blades morph slash). Another note, instead of having all these different inputs/combos lead to wyrmstake. Removing wyrmstake and adding new moves and animations to those existing combos. It would make it feel fresh without confusing Lance mains too much with a completely new weapon.
I was thinking about how the gunlance is currently mapped out. I don’t think it has room for a parry without re-working things. Does anyone have ideas?
This is why I only really enjoyed long style, charged shelling in World when it was viable. It cuts out most of the move set and makes your options more reasonable.
Well, I disagree. It's not so hard to manage wyrmstake canon. You only need to remember that you do it after pressing attack+shell two times in a row, after side slash if you press shell, after overhead slash if you press any attack, after two shells, (though you should never do standard shelling on any other shelling type than wide, because only wide has enough one shell damage to justify it over unloading all shells at once, you can unload all shells at once after doing overhead slash, which you get to from either forward attack > attack+shell or attack+shell > attack or from air ground slam > slash, and after that you can continue combo up to wyrmstake). You just need to think of it as doing followup attacks and not whole combos, then it's easy to grasp.
Since I haven't seen it going through the comments, I'd like to provide you some more direct information on GL Shelling, and the specific problem there with. So, I'll provide you actual numbers. The problem with shelling, is that it doesn't scale adequately. Any level of gunlance shelling will always be most effective the moment you can craft it, and only drop from there. Normal 1 shelling does 8 raw (plus some fire, but it scales even worse and is always Fire damage) Normal 5 shelling does 20 raw. This is a 2.5x increase in damage. Rathalos, in V5, has just under 5000 HP. AE Rathalos has just under 44000 HP. This is a 9x increase. Rathalos will have completely outscaled Gunlance shelling by H6, at 3x base HP. For greater context, Normal Shelling deals less damage in Rise than it did in MHGU, where there is far less HP bloat. Yes, Sunbreak will bring us Shelling 6 and 7 (we pray, looking at you World) however scaling as it is, we won't even reach parity with Rise base game with G rank shelling. This has been a known problem for a long time, but has reared it's ugly head quite spectacularly in the last few generations. From 4U to G, we gained the Heat Gauge. 20% shelling buff in Red. From World to Rise, we gained Ground Splitter, another 20% buff. However both times we got this 'buff' the values of our shelling have dropped equal amounts, meaning we must maintain our buff just to stay where we used to be. I also suggest that you look into TA runs and the leaderboards there for. GL in Rise is currently last place in average times. TA runs also represent the 1% of players who have mastered both the weapon, and the fight, far better than any of us mortals. Gunlance is an amazing and fun weapon, and I love it. I agree that the controls are incredibly convoluted. But the rest of the weapon needs some TLC too. Especially in the context of Rise in general, where some weapons have been getting incredible kits. It's an old world weapon out of place in the new world hunts. Edit: Of course, now I see that your other video sort of covers this.
Gunlance main here, and you're spot on with the issues with wyrmsteak. The fact its triggered by 'x' after a ground splitter and 'a' after a counter is just dumb, especially since ground splitter acts as a dodge with hyper armour, a direct alternative to a guard counter that trades full damage immunity and sharpness recovery for repositioning. There also the issue that theres a 'fast wymsteak' that you trigger after charged shelling or the aformentioned wirebug moves and a 'normal wyrmsteak' that comes out as a combo finisher after a wide swing or instead of a third consecutive shell. The damage is the same, but the start up to the 'normal wyrmsteak' animation is so slow compared to the fast one that any use of it is always a missplay. You're always better off either reloading and going for a charged shot to 'fast wyrmsteak' (because you can abort the attack to dodge or block at any earlier point), or pulling some other combo and saving it as a groundsplitter/guard counter (fast animation) finisher. Wyrmsteak was a nice add on in world, but its been power crept (by its own faster varient) into pretty much nothing more than a way of keeping dps uptime while the monster repositions, instead of the powerful full burst finisher it could be. Outside of wyrmsteak (fast animation only) focused wide or long playstyles, wyrmsteak is almost purely a trap for new players to kill their combos, and it comes out when you would least expect it.
Yummy Wyrmsteak. It's pretty much only viable on a Bullet Barrage scroll, not actually using the damn thing by itself lol. I'd take EC over it any day.
I agree, I'm trying to use the gunlance and the button combinations are awful compared to every other weapon. The fact that every time you missinput a wyrmstake you suffer a massive amount of endlag and you can only watch how you thrust the air for 5 seconds to then get grounded by the monster... it feels bad, really bad.
There definitely should be a way to cancel out of a wyrmstake you know is going to miss and it is really annoying that there isn't. Just let us Hit the shell button again during wyrmstake to have the hunter pull back sooner, so you still get punished for whiffing but not as badly.
I'm a little late to this video, but I have maybe 50 quests TOTAL with GL (across ALL games, just never really thought it was a fun weapon to use) but 99% of those quests were done in Sunbreak. I am able to take on most high level anomaly quests (~160lv), and can complete them in 10-20 min depending on if there are multiple monsters or not. It takes maybe an hour or two to "grasp" the button layout. the hardest thing to master imo is the i-frames for blast dash as well as not being too greedy with your combos. Learning how long it takes to preform a full burst, into slap, into quick reload is key, as it seems like there is small recovery time before you can input your next move after the quick reload. All in all it's a fun weapon, and I'm sure the more times I go hunt with it the easier it will get. But to me, if you can take a weapon into high anomaly level quests after a few hours of practice, it isn't the hardest thing in the world.
This. I fucking hate accidentaly going into wyrmstake and just being stuck for 5 seconds on the ground because i missed it. God I straight up wish i could totally disable it.
Gunlance main here. I can't say I agree as I love how complicated it can be. It is a 'technical' type weapon for a reason. Mastering this weapon is part of the rewarding gameplay.
I agree with you! After a couple weeks playing it, I love it, and it flows really nice for me now. My original point was that the complexity turns off a lot of new users due to its (initially) unforgiving handling. The GL community is very small as a result, and there's a lot of technique that goes unexplored.
My personal problem with GL, as someone who's mained it for ages is the following: The internal balance is often kinda whack. In Rise, Charged Shots and the standard Wyrmstake are really underwhelming, especially Charged Shots. Which is a huge shame since the different shell types and playstyles are a strenthg of the weapon. Another issue is the way shell damage works. The fact that almost nothing except for 3~4 skills affects shells can be pretty annoying since a lot of skills essentially only affect half of your kit, which just feels bad sometimes. Additionally, a bunch of Gunlances immediately fall off due to not having access to higher shell levels. I'd personally love to see some kind of raw-scaling implemented, have GL be the weapon that really likes stacking raw and doesn't get that much from crits. What I also really miss are the stagger values we had in Iceborne, being really good at toppling monsters made the weapon feel more meaty and gave it an additional niche in a team apart from breaking hard parts. And lastly, there's one thing that I think is often overlooked in terms of GL being unappealing to newer players and imo even more important than buttons: skill bloat and resources. GL wants a ton of skills you may not see often on other weapons you play or at least not pay much attention to. Guard Skills. Evade Extender. Artillery. Load Up. Skills to combat the rapid sharpness consumption (which is also something newbies often stumble over). Wirebug Whisperer in Rise specifically, it's popular on many weapons but GL really, *REALLY* wants it. And then you have all the stuff you manage. GL demands a lot of Wirebug use, you have Wyrmstake and reloading, Erupting Cannons buff, Ground Splitters buff and the Wyvernfire cooldown. Now, what comes next will probably be an unpopular stance... but I want the heat gauge back. Capcom really fumbled it in Gen/GU by completely overnerfing the weapon, making the punishment suoer harsh and only having it affect the lance attacks. But I adore the idea, and it would allow them to tie together multiple things in one mechanic and one UI element. Have it affect shells. Have Ground Splitter and EC interact with the bar. Give WF back the ability to lock it. *And remove overheating locking you at minimum heat.*
Damage is an issue, leveling gunlance is fine in line with other weapons but at the peak others are better as you can no longer boost gunlance's fixed damage. That has always been an issue as capcom refuse to raise the fixed damage at the peak. However the main issue with gunlance is the switch skills are bad or simply compensation upkeeps. For ground splitter gunlance was nerfed for it to return the user back to what was already their established damage. Hail cutter is garbage and needed buffs for an extremely long time. Guard edge sucks vs multi-hit(long sword is the only weapon with a good counter vs multihit since the payoff is instant and it gets free invincibility without silkbug which I don't agree with) and only returns sharpness instead of being a mini protective polish. Charged shelling is garbage and it's a shame it isn't getting buffed as its damage sucks, Charged shell+WSB doesn't do as much as full burst+melee damage/speed even with guard reload speed increase. Blast dash is our MHGU precious baby and fine where it's at. Quick reload is also fine and guard reload needed a slight buff to be in line with quick. Sunbreak may address most of that as with g rank weapons ground splitter may hopefully be a buff. Hail cutter got some of the change it needed but sadly still 2 wirebug cost. There's a new evasive technique which will take some pressure off guard edge for quite a few monsters multihit/chip damage. Guard reload gets a speed buff and since it helps cancel new silkbind lag it'll be in a good spot. Charge shelling is still garbage sadly even if guard reload and stake are great charge shelling is still not worth it for losing mobility, damage, and endangering yourself so survivability but at least there's a new way to stake and but capcom needs to make make hail cutter 1 wirebug. Essentially sunbreak will address GL's damage, survivability since we'll get our own evade lance instead of people still thinking shielding is good with how high chip damage is, speed/recovery times, ignoring WSC after non-specific combos, and that'll also add to survivability. Just again wish they helped charged shelling as there's no reason to give up mobility meaning survivability and a better damage accessing option for some damage which doesn't even match. Outside of switch skills I don't agree with control flowchart being an issue, I do wish stake in general was at its fastest speed at any combo use instead of only certain moves but otherwise it controls easily for pickup as long as you aren't mouse and keyboard which capcom still don't understand how to make default controls for, which hampers user experience in general.
Hail Cutter is a fast recharge skill that gives you access to fast Bullet Barrage and a powerful aerial attack for those two bugs, which will hardly get in the way considering the new skill Redirection makes Wirebugs cooldown even faster. Wide's Wyrmstake is also likely going to end up stronger than Normal and Long's given theirs do not scale to Attack or Erupting Cannon, meaning the tick damage will remain static while Wide's explosive, stunning Wyrmstake will keep scaling to both Artillery and Shelling level (basically the opposite dynamic of Gunlance as a whole). Charged Shelling and Supercharged Shelling are definitely getting buffed for Wide given they are weaker on Normal and Long; I just wonder if Wide will use Charged/Supercharged Shells in its Bullet Barrage or if they will give Wide something flashy and powerful that actually befits it supposedly having the stronger shells (Charged/Supercharged Wyvernfire is right there from Frontier, just saying)
@@Slendysis And hail cutter is not worth it over just learning the monster and using bullet barrage repeatedly instead. If it were 1 bug I'd agree but ground splitter+omega to swap into bullet barrage is better upkeep than hail cutter just for an instant bullet barrage then no bonus in between. However it is a game of preference so some may try new hail cutter but it just doesn't feel valuable to me in usage so far without knowing the upcoming gunlance changes on release. If charged shelling is just a wide thing that'll suck as it should be a strong option for all gunlances rather than giving up so much value in not just damage access, but survivability, utility and engage for obviously less. I guess a better way to word it is I do want charge shelling vs blast dash to be an actual choice rather than how easily picking blast dash is with how much it gives vs just damage that shelling does for everything but wide's stunstake. Charged shelling in general should've been buffed accross the board instead of only wide. That being said due to low charged shell popularity not everyone knows you get an extremely fast backhop cancel tech with charged shell so hopefully when we can have our EE and official evasive silkbind it doesn't feel as terrible of a choice. Additionally gunlance in general is long overdue for focus to actually affect charged shells.(I think it was focus might be wrong about the charge speed increase skill) Charged shell I don't think at least are used in demo barrage because it's instant explosion however if it is used it'd make charged good for everyone so I do hope in the final game people test if it's being used. Additionally guard edge, I hope they buff guard so at least chip damage won't kill the move as I'll be fine with it being a worse protective polish and sucking vs multihit if they just combat the chip damage taken using it somehow.
I mained all of Rise with GL. And let me tell you it was DEFINITELY underpowered. Now with sneak attack is the strongest I've seen it. Personally I prefer taking something head-on (even running diversion) so it's just not doing it for me anymore. In all fariness though its damage does kinda have to suck because of ignoring hitzones...
I do agree that Rise's combos can be a bit iffy at times, they try and do alot with the weapons that at times can be very hard to pull off properly unless you main that weapon all the time. GL is a weapon I do main alot and I not sure they feel that complex? I just not sure having extra button inputs to an attack that does extra dmg at a combo end is a huge problem and you can pretty much chain into any attack to not do Wyrmstake but I feel it takes too long to actually do the attack on the fly, more often missing the target. So half agree! But still happy to see a vid defending part of this weapon! :)
I respectfuly disagree .. i have no issues with the controls at all .. the main issue for me is the shelling and ground splitter buff .. the Long sword retain the spirite gauge even after carting .. and its free you dont need to waste a wirebuge for this buff .. am not askin too much ..at least keep the buff on while sheathing the weapon ..
I have the exact same complaint with GL and Lance, I get smacked after and anchor rage? Guess what, you loose all your buff after timing that monsters attack. But then again we all know Capcom just favors anime LS over everything. In fact look at the new moves for lance and GL, they seem to get more and more anime as games progress
It is the mobility no matter how you look at it, at least in older games unlike world and rise. Even with arts it feels like you are just waiting for the monster to stop running so you can get to it, without arts you don't cover much distance.
This honestly can be said for any weapon. All weapons suck in the wrong hands, but are only good in hands that can control them. I do agree though, Gunlance's only major deterrent and drawback is the combo flow. I can't understand why a ton of its combos lead to do the same stuff but with different button presses. Look at weapons like Switchaxe and Chargeblade (especially CB). Both of these weapons have widely complicated combos, and several of them, but *none* of those combos lead into the same attack with a different button press. All button presses always do the same attacks. I feel like Gunlance's combo flow should be slightly reworked to be more intuitive. The weapon is good - beyond good - but even in the hands of veterans it can be a huge PITA to play with. It takes way more effort and mental flexibility to learn it as is, and the complication is probably why we end up seeing 90% of players using them just trying to spam the wyvern fire instead of actually trying to learn the weapon itself.
Love Funlance and have since 3U, but i think GenU had the beat tier for it as i found they made it too gimmicky afferwards. I can go crazy with it and destroy my sharpness in about 2mins of fighting when i switch from tank to attack. But i find we're at a disadvantage due to the number of skills we have to use to play.
It's a canon with pointy/slashy bits strapped at the end that can be recycled into a rocket engine, of course it's going to have some whacky stuff going on
Honestly my issue with gunlance is the shield. I wish it at least had half the utility the lance had. The lance, charge blade, and sns, all have ways to integrate their shield into combat. The fact that HBG can have a better shield saddens me.
Certified gunlance main here. Wholeheartedly disagree. I never thought the button mapping was messy. I personally like being able to do my prefered attacks from different combo options. I find that when fighting monsters, different combos are more suitable for different attack windows and positions. I can't imagine being locked to one specific attack combo to pull off a full burst. Sometimes I wanna do a quick full burst from some shelling, sometimes I wanna slap lance and full burst. Sometimes, I dont have enough opening for any of it and would just rather poke and wide shell. Soooooo many options. I like the flexibility. No other weapon feels as adaptable to a monster as the gunlance. For the rest of ya'll, some monsters are easier with some weapons and harder with other weapons. For the gunlace, all monsters are the same. Leave my versatile button mapping alone. Me and many other gunlance mains out there like our options. Sometimes I have complete ignored mele attacks and purely shelled and bursted because the monsters was a bounce house (kirin) and I just didnt want to deal with it. What other weapon lets you do that?
You're right, the controls for this weapon are not intuitive at all. The same action can be different depending on what action you did before that, among other things, and that's just confusing.
I love Gunlance in Rise! Flying around like a rocket and causing mayhem with explosions, it is such a cool weapon! But yea, the button mapping was crazy. Took my a while to get used to it. So worth it though!
as a great sword main i love gunlance and think its very fun. the one i cant get good times with for some reason is insect glaive. i feel like im doing everything right but hunts just take 5 min longer compared to the other weapons i use.
I don't personally think that the Funlance is all that complicated. For me, the buttons are intuitive. It only begins to get annoying for me in Rise/Break with the addition of Wirebug shit. Most of the time, until I started messing around with Bullet Barrage builds, I rarely even touched Wirebug moves except for traveling and Wirefall. Nearely every other weapon feels janky af to me. The exceptions are Dual Blades, Bow, and Hammer (Well, WorldBorne Hammer, at least... They changed it in Rise/Break, and I don't care to learn it again)... and, of course, Gunlance. Gunlance is a weapon about rythym. Your flow will change with shelling type, but generally, your gameplan is the same. Turtle through the monster's biggest attacks until an opening and unleash big damage. TL;DR - I struggle with learning the other weapons or completing their "chores". Gunlance is the only one that just kind of clicked for me.
Here's how I combo gun lance. Full burst combo is my bread and butter on ground but no matter what I'm doing I know that pressing A repeatedly when my window is ending will always result in something cool and damaging. Guard and dodge are more important than damage greed, but when you can be pressing buttons you can throw a lot of x and/or a and you'll do pretty good. Pretty unga but it works well Guard poke + shell during monster attacks is hilarious Edit: rewatched the video and wanted to add; most people forget you can dodge at the end of any attack and that's another big barrier is forgetting or underestimating the dodge. I have a lot to say about this apparently
Really, its got great spaghetti combos if you just get the basics, OR you can learn real combos to throw in the mix. I'm rambling but I've been using this weapon today and it's the best, but maybe not for newcomers idk it took me years to get it
i beat the whole mhw with gunlance and that iteration felt way less clunky to input, this gunlance in rise makes my head short when i need to slam>fullburst>wide sweep>quick reload, constantly
You hit the nail right on the head. This weapon is my son's main and my 2nd favorite weapon. But it took me a year to even like the weapon. I feel it is the most overly complicated weapon in the game. But once you get it down (or even just 2 solid combos) it is a literal blast.
I only recently picked up Rise, after having taken a break from MH. Felt like I should change it up a bit, since I had used bow all throughout World, and I thought GL looked like a lot of fun. In my (re)learning phase of how to play, I touched LS, but quickly shelved it because I had no idea what I was doing. But then I stuck with GL for a while, and up to just beating Magnamalo, I was still learning how to do things, and do them well. 100% it takes a bit to get used to, but after you figure out the controls, even a little, it can flow quite well, imo. Even just using one/two basic shot/burst combos can carry you pretty well, before learning to time the more fun(imo) Blast Dash-Slam-Burst-Stake To be fair tho, I am absolutely still learning and progressing
Maybe the godawful button placement is a way to make it less op lmao. Imagine if you all you have to do is press a single button to dish out great damages, no need for insane timing and positioning, no need for crazy sharpness management, it even relies on Artillery so no more focus on Crit Eye and Crit Boosts
My favorite thing about gunlance is the variety of ways to play. Full burst spam is not bullet barrage spam is not poke shell wide blast but all are fun and satisfying. I thought for sure the problem you would say was that there's only 4 gunlances that can compete at all for top damage among the class because so few get shelling level 8. Every other weapon but bowguns gets tons of variety now when all weapons go to rarity 10 but gunlance gets shafted it feels like
I made this video prior to sunbreak release. I have heard that complaint already from people on the discord server, but I haven't been able to evaluate GL since the update, so I can't really comment on it, other than to say that there might be more to the story than some would have you believe. When I take a look at the new GLs, I'll definitely make a video about it!
the real problem with gl is capcom's inability to sync shot levels across endgame weapons. i shouldnt have to be 155+ in anomaly rank to modify my weapons core function
Yeah just found out the lvl1 + augm . This is bs. Here i am farming money for armor meanwhile killed my first ris teo yeterday , cb mm going hh for a while, and actually started doing mr quest with gl
I guess I never had this problem. The buttons are fairly consistent based on what you did before. Press top to do the physical thing that comes next and press shell to do the explosion thing that comes next. You can’t poke after smash, so the physical button does something different after smash. You can smash after poke, so the physical button does more pokes. You can stake after 2 shells, or at the end of the smash combo, plus all the new fancy stuff.
I mean, yeah. It’s a flow chart. If you could poke in the middle of your smash combo, or stake on command, it would make Gunlance even better. We have to leave something for everyone else.
Do you know how to reloaded in mid air without using the wire bugs? I somehow did that and I'm trying to figure out how.
FLOW CHART! FLOW CHART!! FLOW CHART!!!
It is 2024 and we need that flow chart.
@@adamscantos3956desperately need it
We need the flow chart goddamn it
Flow chart!!!!!
You guys serious?
I thought this video was gonna be bs, I mean, everyone knows the Gunlance is hard to use.
It's slow and has long combos that you can't easily dodge or guard out of, big damage needs as big commitment as a Great sword.
But the idea that the button inputs are the problem is actually a great point.
This complexity probably leads to a lot of players not even knowing about a lot of combo paths, which is gonna make them drop it faster than they might otherwise.
I personally love the over complicatedness of the Gunlance, for me that was a big selling point of the weapon. I personally love learning overcomplex combo's, consulting flow charts to find what to do, and watching very long guides to figure out all the in's and out's of weapon. I love the feeling of knowing that I can do five different things at any given time and those things can change do to the most recently pressed button, so if there are no options I want to do after doing a certain thing I can just continue the combo to get even more options. I 100% understand the frustration and I was a little frustrated to when I started out, but I loved the satisfaction when I finally got it down. Along with that it, for me added even more longevity into a game that is already full of it. Even a year later I am still finding small little moves or skips I can do that I can then learn and work into my combo's. I defiantly think some changes to the button imputes would defiantly appeal to more people and make the weapon a lot more accessible but right now the overcomplexity really meshes well with my play style.
yeah i HIGHLY disagree that we need to make every single thing in monster catered to casuals/new players. leave SOME complexity for people who want it. if you dont like the weapon, theres 13 other weapons you'll probably like. im all for complexity and choices instead of just trying to appeal to people who will play it for 2 secs and then just go back to long sword or light bow gun.
Same here! It’s my go-to, and yet I feel like there’s always something new to learn.
It never feels idle to me. I love it.
Yeah I've been running Gunlance in Rise as a LS main and it's been a lot of fun trying to learn the combos and understanding when it's the best time to unleash the best combo or when I should just poke shell or when I should Wyrmstake or Wyvernfire. I also can't just counter every single thing like with the LS so I gotta pay more attention to the openings. They could make the combos be a little more consistent like what was mentioned in the video where pressing stab after a jumping smashleads to different outcomes depending on what you did before the jumping smash. There's just miscommunication when the animations look identical. But I agree that the Gunlance shouldn't be overly simplified like the Hunting Horn. You got simple combos for those who are starting out learning the weapon but you also got that depth if you wanna master it.
charge blade has just as many, if not more nuances that need to be researched from a basic mechanics standpoint, but at the very least, we get to know what our buttons do. it doesn't make the weapon brain dead, but it does mean that a new player can say "hey the giant weapon with the explosions and the powerful shield looks fucking awesome," and then pick it up and at least get through basic hunts with just the weapons main pokes and maybe a couple super moves to feel awesome. And then, 100 hours later, they're executing cross map combos with rocket extensions into wyvernstake- or they would be, except they never learned how to do a basic filler combo because there are four versions of it.
@@wrenromero6392 I've probably logged 1000 hours now as a GL main and I find it difficult to want to play anything else. Once you figure out the basic bread&butter rotation, it's a lot of fun... But then you start experimenting and finding new ways to tighten the rotation, steps you can skip and such. I'm STILL discovering random little nuances. Then they added all the switch skills for MORE nonesense?! It's so much fun.
I like gunlance because it completely ignores monster hitzones. Maybe there are skills in sunbreak that ignore this but fighting apex rathalos with bowgun is depression, even with pierce the damage is low. Mind you this isn't every monster but the fact that there could be monsters with low hitzone values to shot type ammo seems like a cope from everyone running hbg shield spread builds.
Yup!
Gunlance was the first weapon I wanted to learn, but it dealing with sharpness in earlier titles squashed that... I wound up using GS exclusively for 3 full years.
But once I finally got into using GL in 3U, I never looked back. Imagine my surprise when I found out later that shelling ignores defense for flat damage!
It's real funny that it winds up being pretty much the safest, easiest way to just WALK through 99% of monsters due to being a portable cannon with a big damned shield, but people keep calling it "slow."
And if you build for some elements in late game, the damage gets crazy... I recently made a thunder element slap set using Furious Rajang GL and boosting the thunder output... one a weakened gold rathian head, it's like 117 for the upswing, 190-230 on the slam, and the wide swing can be anywhere between 225 and 415. Jam in a Wyrmstake (thanks Wide type) and that's 214ish initial stab, 77 per tic on the fuse burn which has to be like 700 damage in total, and a 117 finisher. That's an assload of damage to put out, but nobody seems to put in the thought or care... and so we're 12/14 of all weapon types used by players.
While there's definitely something to be said about the complexity of the inputs/combo paths, I'd say the it's the length of the combo paths is a bigger issue for two reasons. Firstly your main damage moves are fairly far into the tree and slow to come out, so the gl struggles to fully capitalise on smaller openings (with wyrmstake and wyvern fire being so slow they feel like trap moves most of the time). Secondly most of your moves have fairly long recovery time and while you can skip some of that recovery with a hop, you cannot guard until you're back in a neutral stance (unless you're using guard reload, which means your full bursts suffer). So your defensive options generally boil down to either spending a wire bug or ending your combo early where most other weapons could make use of the full opening and still counter/dodge out of the way without spending resources.
All of these things combine to make gunlance a hassle to play solo, but I find it fun in multiplayer where all of these are kind of mitigated. The lack of defensive options doesn't matter as much when I'm not the one being targeted and blast dash means I can catch up quickly when the monster charges a teammate.
There's also the issue of the weapon being very skill hungry, needing artillery and wanting load up for damage, needing guard and wanting guard up for defense and wanting evade extender and wire bug whisperer for general useability (which will also increase damage). Naturally all weapons have some skills they want or need, but gunlance feels more hampered than most without them. Writing this down though made me think that maybe the ideal thing to do for defensive skills is to just ignore guard completely and instead go for evade window, since guard/guard up and evade window go in the same slots in rise.
(I wrote all of this assuming a shelling heavy normal or long shell playstyle, I dislike slaplance and don't have much experience with wide shells)
Thank you for the detailed response! I love you guys. You are always so willing to share good tips with me.
I feel like I'm doing pretty well with EE1 right now. Guard2 and Guard Up1 are bonus skills on my build. I am not using any wirebug whisperer, and I feel like I have enough wirebug availability. I'll use a blast dash for mobility. Hopping is great, too. I'm getting used to the unique movement style of GL.
I have a build with Evade Window 3 that I used a few times. I took it out, and I can still evade attacks pretty well with just the EE1.
I'm a little over a week into learning the GL and I think I'm doing pretty good. I'll have another video out soon with my progress and some more interesting opinions!
I have never heard of anyone taking Guard or Guard Up on Gunlance. Sure, the weapon has a shield… but the weapon is not really designed around using it consistently. With Evade Extender, you will get out of almost every dangeerous scenario.
@@babyaintmoe I use Guard, and I main Gunlance. And yes, I use Evade Extender too. It's nice to have access to both options. I view Gunlances shield not as a tool for defense, but as a way to enable greater offense. You don't need to back off as often, and can stay all up in the monsters face for longer.
Wide shelling is my favorite because you are more versatile and can better capitalize on smaller openings.
Artillery and Evade Extender. That's all you need
Probably late but whatever. As someone that LOVES using gunLance when I feel like using it. My personal issue is the sharpness consumption. Idk fellas it just feels like gunLance even with razor skill on it eats through the sharpness like goku going through tens and thousands of meals. Maybe im just crazy
Well the another annoying thing about wyvemstake: there is 2 versions on top for whatever reason
A fast one, and the regular slow one
The fast one shoots out the stake faster, so you want that generally. It comes out only if you do the stake after charged shell, ground splitter or the counter
My first Monster Hunter game was Rise. I tried the HBG a couple times, but then I switched over to GL and have stuck with that weapon since. I like the weapon because of its defensive play style with burst options here and there, and I’m a defensive player with-well-explosive tendencies lol
And the gun shells do true damage, good for part breaking.
Imma be honest, at least in Rise (the only title I've played)
I've never felt Gunlance to have annoying button presses. It just works fine.
I used GL in my entire playthrough of 4U. It was varied enough, but not overwhelming to make it a fun weapon to use all the way to the end of G rank. But ever since generations, they keep changing things so often that I just went back to weapons I find more reliable and less technical to deal with.
The gunlance is an amazing weapon but it's only good for people who completely understand and have memorized every attack and combination. My best advice as a gunlance main is to do small expeditions with weak monsters to learn the attacks and make your own combinations which you like. The gunlance isn't bad it's just complicated.
I love Gunlance's complexity, and if they do anything to simplify it they better not pull another Hunting Horn. You can't streamline something into being fun if it's known for its nuance. Keep it complex, but make it consistent.
Agreed.
You have a fundamental misunderstanding of Gunlance's shortcomings which is why you can only showcase the fullburst combo against great baggi and lagombi and end up getting carted by Apex Rathian. The Problem with Gunlance is it's high animation commitment and skill budget. The weapon is nigh unplayable without evade extender x 2 or guard 3 (unless you're Ryo). Yeah it's damage can rival Long Sword, but there's a reason you're only able to showcase those combos on Great Baggi, Lagombi and the Training Dummy, and that's because in a realistic scenario against any challenging monster you're not landing any hits without QoL skills like EE or Guard. You're also bound to miss 70% of your slow stakes (wyrmstake is faster after Guard's Edge, Charged Shell and Ground Splitter).
So no, controls aren't the issue. The issue is the level of effort required to achieve a fraction of the damage most other weapons can do effortlessly, which is the point I successfully (and effortlessly) made in my original video.
Thank you so much for the thoughtful reply! And the wyrmstake tip! I only just recently started learning Gunlance, and you've inspired me to keep at it. You're a treasure. Keep up the good work!
@@iixxion 😆
take it easy with the elitism my friend holy sh!t ... and btw you dont need to be Ryo or whoever to play Gunlance without Evade Extender
@@AysarAburrub How is it elitism? Iixxion clearly made this video with one thing in mind, he couldn't even respond to him properly.
@@nobodyimportant4217 You're right, I had only one thing in mind when I made this video: how godawfully difficult and overcomplicated the GL control scheme is! Everything I said in response to Rurikhan, I believe it's true: he gave me a great tip on using the fast wyrmstake instead of the slow one, he does inspire me to get better at GL and to continue making videos about GL! Without him, I never would have even starting using GL, and I would have missed out on all this fun!
I've been playing Monster Hunter since the analog sticks were the attack button, I can play with any weapon but I do lean towards the GL because there's something just special and satisfying about it.
Gunlance has been my primary weapon for basically my entire hunting experience... Can HONESTLY say it's easier on PC. When you master those moves and rotations though... so satisfying
I’ve only started playing Rise recently (I am a newcomer to the MH franchise) and for some reason I gravitated towards the Gunlance because, I’m not lying, Gunlance felt the most intuitive and comfortable to me. I don’t know why. The “convoluted button mapping” doesn’t bother me. It doesn’t take a lot of training to figure out how all the combos work, and once you bring the weapon onto hunts, the muscle memory just comes naturally. Once I figured out how to do the normal Burst combo, everything else felt like a natural extension of what I already learned.
A GL main here, capcom give a new wyrmstake a new move, fast, quick, and little commitment, while it give the melee attack damage boost. Gunlance has great number of different type of gameplay within 1 weapon. Wide vs normal and long shelling. I don't think other weapon has different type of play style other than bow, but that is how great it is. You can alter your play style depending on with monster you are hunting.
The title of the video sort of made me come in with a different expectation of what this video would be. Your analysis of gunlance is, no offense, in ignorance of the context of an actual hunt and compared to other weapons' output in that same context. As Rurikhan pointed out, it's easy to talk about how "full burst combo does a lot of damage" without taking into account the fact that you have to commit a lifetime to the animations and it's not as simple as just spamming it on a monster. You mention rivalling Longsword in terms of damage output (which is not really true if we're going with DPS over a single combo in a vacuum but DPS isn't everything I admit) but the difference is Longsword has multiple very (relatively, with practice) easily accessed counters, and its bread and butter move (helmbreaker) still dishes out more than a full burst for roughly the same commitment, the one caveat being you need a red spirit gauge for the most damage output. LS also has the move whose name unfortunately escapes me where you literally just ignore the monster's damage and then they suddenly take a ton of damage themselves. Gunlance, despite having a shield, has no such move, minus wyvern fire - and wyvern fire's damage is not worth the amount of time it takes to pull off most of the time.
Regarding button combos... Yeah. They're kinda weird. They're not why Gunlance feels as clunky as it does, though - once you get used to the controls it does become second nature. Ironically I think people would be more upset if the controls significantly changed; they've been so weird for long enough now that GL mains are too used to it lmao
I've picked up the gunlance recently and this is the trouble I'm running into. Especially the average slam slash combo changes after a quick reload. It takes a little while to get used to, I think it's an amazing weapon. But I'm getting tripped up by my own inputs.
This guy is a brainlet, he has no idea what hes talking about. His move/combo choices are poor and his opinions are bad memes.
How do you feel now?
@@Virjunior01 After getting some of the moves down it doesn't feel as clunky anymore. I have to pay more attention where I am in the loop and stuff, It's a fun and strong weapon. But I usually swap back to CB for tougher hunts.
@@Hangishta all fair, you're on your way.
Just food for thought though... how many Gunce users do you see, and how often do they cart compared to CB users?
Part of why a recommend GL is because when you learn how it works, you shouldn't be croaking more than once a MONTH.
@@Virjunior01 100% I agreed, I think it's a great weapon for sure. It's got damage, stun, slicing, high damage, a shield, etc. It's got utility out the wazoo. I only brought up CB not bc I think it's better, it's just what I'm more comfortable with.
As a gunlance main that mainly played world (only breifly touched eariler gens) all I heard from this was. The gunlance is literally only improved if you know the combos nothing has changed (And yes I realize what he's saying before anyone comes at me with their "well actually's")
GL main here. The only thing I hate about the weapon is how much of a commitment Wyrmstake is. Noncancelable as well as taking an abysmal amount of time to deploy and recover from it. I've sadly moved on to Eruption Cannon for safer, better flowing combat combos.
Yeah for sure right? Wyrmstake feels like it should be doing pretty good damage with the amount of commitment it takes to unleash that thing and the recovery from it but erupting cannon almost does the same amount and it's significantly faster. Wyrmstake feels like either a combo ender or something to put constant damage on a monster before the run away from you. Like when the window to hit the monster closes out. However, I don't find myself trying to use it as much. Although it's probably because I want to keep the buffs I get from Ground Splitter and Erupting Cannon. I find myself getting the buffs, switching scrolls but then don't really find a good opportunity to Wyrmstake and by the time I do, the buffs are gone and I gotta swap scrolls again.
Indeed, I personally have noticed the combos are somewhat of a mess and after so much time using GL, I keep making (the same)mistakes and using the wrong moves!
Regarding the counter, guard edge sharpens a weapon that loses its
sharpness extremely fast, so I wouldn't call it insane. 🤷
However, I still believe mobility is the bigger issue.
GL (recovery) frames are soooooo 🐢 It simply cannot react fast enough to evade, guard (edge) etc.
There are countless of times where I'm like "welp I can do nothing" and get slammed by the monster bc recovering from moves(wide sweep for example) are way too slow.
They should also utilize the shield(in all weapons tbh). As of now, if you want/need to use the shield, guard and guard up decorations, are necessary bc the chip damage hurts a lot!
Lastly, GL needs a lot of decos like evade extender, artillery, load shells, razor sharp, guard and guard up and therefore there is not enough space for critical/ damage builds.
It is a quite funny and entertaining weapon but sometimes its high maintenance and sluggish moves makes it a chore to use it!
This is an extremely thoughtful response and explains a lot of the issues facing gunlance users.
A guard point right at the beginning of groundsplitter would be great; have it trigger a damage buff or something to your followup attack.
Yep! A lot of the problems could easily be solved by making more of the gem stats basekit, and lowering the gem requirements
There’s literally a gunlance-specific decoration :( whyyyy
Switched over to giant fountain pen from Hunting Horn once I started Rise, specifically because Rise Horn wasn't _clunky enough_ . Went to the see what I didn't like about it that others players did, and most of the comments were about how much "smoother" the new Horn was. Logic that followed was going "Okay what's another option people say has low popularity because it's too clunky?"
As such, arrived here and haven't looked back since.
(Legit though, that might be why the "what is this flowchart--" doesn't bother me about it, because I'm used to old Hunting Horn. "Did you remember every melody is a different combo? Gotta hit different patterns for each." was par for the course. Sometimes with this bad boy I just press buttons near the middle of a combo and hope the wyrmstake comes out eventually.)
Idk man. I agree that the button inputs are weird, but I got used to it after a few hunts (and a tutorial or two on TH-cam).
The sheer desire to use weapons that look this cool is what kept me going lol now it's like second nature to me.
If anything, I find it harder to use other weapons like the Charge Blade or the Switch Axe because you have a lot more things to keep in mind than just the amount of shells that you have remaining before you reload (like phials that you don't want to overheat, like the sword gauge, etc)
i was a ls main in world, i took up charge blade in rise, i'm tryna learn gl now and i can honestly say cb is very easy compared to gl because at its core its just charge up the phials, store into shield, charge again, saed, and repeat pretty much. Compared to that gl is quite complicated because of how long the combo strings are
I know you did this at least slightly tongue in cheek, but you packed in some great content and some great points. I hadn’t really thought of the specific controls being the underpinning reason for the frustration. You’ve inspired me. I’ll remain a CB Main, but I’ll now 2nd GL. Thanks mate.
with the moves that sunbreak brought and the skill of the last added monster, gunlance is at a really good spot. In mh6, where its going to be much slower than rise, hopefully adds adept guarding to gunlance, sure it's not really a "defense" weapon, but you shouldn't feel like a lump on a log either. You should feel powerful and shelling attacks should have alot of exhaust value, considering you're literally blowing up the face of a monster.
Super late, but you forgot one of the most fun techs you can do with GL: When you do your overhead smash, you can pair that with a shelling burst and then continue the combo as usual into a wyvernstake.
You can also get off a triple lateral thrust combo before starting your overhead smash to get rid of that awkward delay between combos. Trip lat thrust -> smash combo + burst -> wyvernstake -> profit (or even better, you can smash quick reload after one of the smashes, can't remember which one though, so you can reset your combo and do even more ridiculous damage.)
"The youtube monster hunter iluminatti" loved that, lmao.
I would know. Tried it out in world, then realized that in order to get the wyvern mine into the monster, you have to do a 15 second feeling combo and make sure you don't get hit out of it. No canceling, no do a button and make the thing happen. You have to load it with slinger ammo, and then do that specific long combo. All while hoping the monster hasn't moved out of the way or attacked by then. It's common knowledge to gunlance mains at this point, but this proves the point. You get good results if you have the dedication, but if you find yourself unable to jump the hurdles, you'd best save your sanity and look at something else.
my experience with GL is pretty consistent, tho that may be me being on pc and not using a controller
"It's also a rocket ship" 😂
I think the reason Gunlance "sucks" now is it feels much weaker than it used to in mh4U and GenU (if you managed the heat gauge well)
This is caused mostly by the slow power creep that keeps giving us new offensive skills. Sadly most of these new damaging skills do not affect shelling dmg meaning that while all the other weapons have slowly gotten better Gunlance has stayed practically the same and is now starting to be left behind.
Hopefully next game Gunlance will be shown some love and get a buff or rework
gunlance wasn’t very good in GU either. gunlance was at its best in 3U
You forgot the best move of gunlance... RT or B mid air to sheling and the RT+B the to wide sweep full brust mid air! Literal god move, Amazing animation! :D
This is 100% correct. In world I gave up even playing the full burst playstyle because I absolutely hated the combo paths. Gunlance is my most played weapon in Rise so Ive gotten it down for the most part, but to this day I still accidentally do a wyrmstake sometimes. Why does Gunlance need 16 paths to wyrmstake activated by 8 different buttons? Wymstake isn't even Gunlance's most powerful move. Then you have different paths but some paths lead to the fast wyrmstake animation and some to the slow one. At this point I'm so done with that move. Glad we got a switch skill in sunbreak. I'm putting Erupting Cannon on every time.
You brought up a problem I haven't thought about, but this video ignores the bigger issues with gunlance. The biggest issue is the shell level system. Shell damage scaling not scaling at all makes gunlance fall out late unless they a shell level strong enough to compete with other weapons (which it looks like they're doing in Sunbreak.) Another significant issue is gunlance's incompatibility with damage skill compared to every other weapon. Attack Boost, WEX, and other similar skills are about half as effective with gl since shell damage can only be increased with Artillery, Felyne Bombardier, and a few rampage skills. The only way gl gets full advantage of damage skills is by using slaplance, which many gl mains dislike for ignoring one of the main draws of gl. Having been a gunlance main for 10+ years, saying gunlance sucks because you're bad at it is ridiculous. Gunlance is bad because the developers pay little attention to the weapon, as is obvious in their gunlance gameplay video where they use the poke poke shell combo, and neglect the more effective combos for long shelling.
I like your points about the shelling buffs. I wouldn't mind a bit of a boost there. I don't want you to come away from my video with the wrong impression though. I'm not saying "gunlance sucks because you're bad at it", I'm saying that it is very frustrating to learn, and a lot of new users will just stop using it because of the crazy control scheme. Many of those who do stick with it still struggle with the control scheme, and this aspect of GL is hampering them more than anything else, in my opinion.
A lot of other commenters have shared their experience with GL, and they can really relate to that sentiment.
Thank you for the thoughtful reply!
Thank you
@@iixxion I still disagree that it’s a skill issue. I don’t think that’s the case at all, and like the commenter said, the video completely ignores the real issues people like rurikhan and caoslayer have with it like it’s absolutely abysmal scaling
@@ninjafrog6966 Can you explain the scaling issue? I want to make sure I understand it.
@@iixxion Thanks for the reply. I agree with your points in the video and will admit I didn't watch with the right perspective. I recently have a friend who joined the gl gang and he had the same issues specifically with wyrmstake. The button combos are bizarre, but I think they allow for the variety of gameplay gunlance is capable of. Only things I would change is the poke 3 to a upswing or slam, and making the followup after slam a consostent wide sweep. 3 is excessive since, 2 is fine for resetting with shells. Poke-shell style doesn't even get that far into poking. The poke after air slam is ridiculous.
as an old world GL main, for me to even play GL I had to go about the mind set of it's a completely new weapon that isn't GL, for me to even use it because of how different it plays and relearning all the button combos
I literally have a hard time playing any other weapon OTHER than gunlance. I love the mobility, I love the shield, Im used to the combos and can pretty much do what I want when I want. Sure it's shit solo and has end lag that lasts for centuries, but I love my big boom stick and turtle shell, it's so fun :)
“Don’t tempt me. I’ll make the goddamn flow chart…”
DO IT.
Honestly picked up the gun lance only a few weeks ago. Very beginner friendly and never had this clunky problem. I've never had a problem using the moves I want when I want. GL is now my 2nd main lol
Dude, this has always been an element of MonHun, since we hit 4th Gen. Weapons are things you _feel._
I have been neglecting GL after world, despite it being my trusty main (I finally learnt the last weapon, CB in MHW)... but after about 3 minutes of shaking off the rust, I don't even think about the flowcharts. My fingers just remember how to play it.
I think this is a naturally occurring thing.
I've been hunting 14 years. Yeah, I'm pretty good. But I also taught _myself_ (TH-cam back then was pretty new), and I always WANTED to use GL having started with Freedom 1, but I wound up only being able to effectively use GS for three years. Yes, the slowest weapon, but had the most simple moveset and taught me patience/monster pattern recognition. For _three full years as my starting point._ I didn't start messing with more complicated or "underpowered" weapons til 4u and Gen. But that's just time. If this game gets its hooks in you, you may find yourself doing thousands of hours in a single entry. And while there are some rare outliers who only ever learn one weapon, more pick up a second, third or fourth to spice the game back up, or because they were inspired by a fellow Hunter. It took me about 12-13 years to become a weapon master, and that seems about right.
What I will say about people dropping the weapon and shitting on it is that it's _also_ an unfortunate side effect of MonHun as it is now. Back when I was learning, the game was way more like Demon's Souls. The inventory management alone has gotten to be so little of a problem with World, I don't even think newer Hunters can fully grasp how rough things were. Also, no tutorials, no icons, rough economy, and no multiplayer on PSP unless you used X-Link Kai to bullshit an ad hoc connection. Back when Elder Dragon fights spanned multiple quests and areas just to kill *one.* Their health was so high and they made you fight them with a scaling level of gear as the story progressed, every repel felt both wonderful and bittersweet. On one hand, the guild called your performance a success. On the other... that bastard got away.
But now, the wonderful quality of life improvements have kinda diluted what made MonHun special. I will always appreciate millions more getting into the community, but many just don't have that spirit.
We used to love that even in game you could hang out in the hub, just drink beer and talk shop. But now, nobody speaks organically. It's all through twitch and discord as part of some single person's community, rather than growing naturally as part of the community.
I do think myself a liaison of sorts, and am always down to teach new hunters the ropes. This community has come a long way, and I'm proud to call myself a vet. Even if it takes 14 more years, I'll love to sit and listen to a story of someone else who stuck with the hunt for so long.
We are rare beasts... we are _Monster Hunters._
Got MHR when it came to PS last month, started maining Charge Blade (my go-to from World). Had fun, but wanted to take the opportunity to try something new so i gave Gunlance a shot and it has been an absolutel blast (pun intended) through the High-Rank grind. The biggest thing i was missing in Rise after hundreds of hours in World was how wet-noodle combat and damage felt, so getting these explosive, satisfying, kinetic hits out of gunlance really redeemed it for me. The flowchart combos are annoying at first, but also give you a variety of starting points to get to the finishers you actually want (wyrmstake and full burst). Yeah, getting stuck in the wyrmstake animation when you don't have one loaded, or absolutley biffing it because the monster moved in a way you didn't expect sucks and stalls your momentum, but Gunlance is just so damn fun it's worth it in the end.
I like theway it is and I don't want it to be simpler in the contrary I want to see more options while making cambos for more functionality. I think 100% of the people won't be able to understand this weapon immedietly and no matter how you look at the charts, I think it is more like learn by doing kind of thing. Titurial videos (guids) are the best way to get to the adianced moves.
I went through the entire story of master rank with the gun lance. My biggest take away from it is that it seriously struggles with consistency in most fights. It has good enough damage and defensive stats and skills once you get the basarios armour, but until you unlock qurio crafting or get a god roll talisman it'll not really keep up with other weapons that just get better and more synergistic skills for their kits. Most of the switch skills have a decent use case, blast dash is fantastic for repositioning, but charged shelling is easily the fastest way to go into the wyrmstake, they share the same slot. Ground splitter is a good mobility option that can tank through attacks if timed even moderately well, hail strike can almost instant reload the wyvern blast and bullet barrage is easily the single highest damaging single attack the weapon has. They all share the same slot. If you want to regularly use bullet barrage you have to sac ground splitter and constantly hop between red and blue scrolls. If you want to go into fast wyrmstake and keep your mobility you have to constantly switch between red and blue scrolls.
It's a weapon with both unintuitive buttons AND the need to constantly switch between 1 bad control scheme and a second bad control scheme but now with completely different skills, and if you ever forget to switch back then you can just accidentally launch yourself out of a fight and delete any dps you could have done.
Could I eventually do that awful dance of bad controls by the end of master rank? Yes, you do get used to the control scheme after a while and by the end of master rank you finally get decorations that actually enhance the constant skill swapping playstyle the gun lance needs to function at its best AND qurio crafting can add other skills/deco slots to your armour so you can actually fit most of the skills you want without being ham fisted into either full shelling or slap lance because, oops, most gunlance gear has god awful slotting and at base requires a god talisman to function at the same level as most other weapons with better gear options.
I personally disagree, to me the Gunlance feels like one of the easiest weapons to make a build for because the amount of decorations you need to get good damage out of it is quite low compared to other weapons, I constantly find that I have alot of extra slots and am stuck trying to figure out what to use them for. Along with this I rarely feel like I ever have to switch skill swap with the Gunlance which is one of my few complaints about the weapon. I usually use my blue scroll which has my bullet barrage and wormstake canon when I am fighting a big monster like Gasmagoram,. Then I use red scroll which has groundspliter and erupting canon for smaller monsters. I personally feel like Gunlance is one of the easiest weapons to go trough the story with and still deal great endgame damage with out lots of Quro crafting and a god talisman, but I see your points and the weapon definitely requires alot of practice to be good with it.
@@spamielentertainment Coming back to this comment after the new monsters released in september and honestly, Ya. Gunlance gear has gotten so much better since I originally complained about it. Violet mizu gear has a ton of gunlance comfort skills on it and a ton of slots to boot to fit anything else you want as well as the new decorations that also really open up gear choices.
I personally run the hoplite helm, onmyo chest, belt and gloves, and golden lunegreaves with decos for WEX, artillery, speed sharp, bladescale hone and some stun resist.
The embolden skill with lv3 defiance is a disgusting combo since it already makes the monster enrage more often, but having guard 5, evade window 5, plus immunity to weak and strong roars as well as wind and tremors while the monster is enraged just means you can stick to the monster extremely well with very little downtime between attacks. You also don't have to sharpen nearly as often since embolden also synergizes super well with bladescale hone, so you don't need to devote any decos for protective polish, freeing up even more space.
It's a weird situation where, because the new gear covers so many of gunlances defensive options, it opens up a ton of new offensive options entirely through the freedom you get with decos. Is it going to be as strong as meta sets? Probably not, but it does turn you into a super mobile juggernaut with really good damage to boot and that's exactly what I want when I play gunlance.
TL:DR The violet mizu gear fixes all of the issues I had with the weapon by covering all of the defensive decos with a single skill, opening the weapon up for much more varied slotting and play style choices that was harder to really attain without sacrificing something before. S+ weapon now IMO.
My favorite weapon. It just happens that Misinputs are an unfortunate part of mastering the weapon in a way that works for the individual’s play style. I tend to keep things simple when using it, especially against monsters that are particularly fast and/or unpredictable.
I do agree that the control scheme is what kept me from initially liking the gunlance. It is weird and sometimes I have no clue what to do when I have an opening and I'm already pressing buttons. But personally I think that claiming it can reach long sword levels of damage should have a big asterisk next to it. Yeah it CAN do a truck load of damage, but to do so you'll have to get rid of many of the necessary skills gunlance really wants. Evade extender, guard up, guard, artillery, load shells, etc might seem like comfort skills but believe me these are mandatory. If you go full damage then every hunt will be on hard mode, but if you slot in the required skills then your damage falls off and the hunt takes 30 minutes. Its hard to find a happy medium that combines the two, which is my main gripe with gun lance. I can deal with the high commitment moves and weird controls.
So the logic is like A does 1-1-1- combot and B does 2-2-2- combo but if you draw attack A does 2-2-2 combo and B does 1-1-3 combo but after jumping attack both A or B does 3-3-7 combo!
gunlance instantly gets more fun and consistent if you just poke-shell instead of trying to do full burst combos through everything
@hdouirgzz9m687 yea but this is only optimal dps for wide guidance so it is a less attractive option for normal gl users. Normal shelling is so low you might as well only poke with one shot at the end to reset.
@iixxion Great video. I think your observations are spot on, but let me expand on them a little, if I may.
I love hard games - I’ve 100 percented every souls game - and I heard Monster Hunter has high difficulty with deep gameplay mechanics, so I decided to give it a try. After spending ~100 hours in MHW, several things started to become clear to me:
Capcom makes MH unnecessarily obtuse, most likely on purpose.
First, the UI is atrocious and purposefully makes things more complicated than it needs to be. I mean, in what world do players need a separate NPC on the map to manage the visibility of investigations and a separate one to accept investigations? Why are deliveries and bounties a different NPC from investigations and optional quests? Why do they place critical NPCs so far from the entrance of town? Why is there no simple way to travel to the training area from town? The more you see the pattern, the more it stands out.
Second, is the same point you’re making in this video. Gunlance isn’t the only weapon to have inconsistent button combinations throughout their combos. With the Great Sword there are at least three different ways to do an upward slash or tackle depending on where you are in the combo. I can think of some for SNS and Hammer too. Even just the idea that when you run to an edge of a cliff, some cliffs require to press X and some require you to press O to jump off them. It’s ridiculous and the more I played the game, the more like I felt I was fighting the false complexity imposed by the developers rather than the learning the weapons and the monsters.
The addition of the Clutch Claw and tenderizing mechanics added on top of this, and it’s getting to be a bit too much. I want to like the game, but I don’t like it when developers artificially make things more complicated that they need to be because it adds “depth”, and that’s how it feels to me now.
this is why i stick to wide gunlance. poke shell in small openings, and heck, sometimes just do it more in the bigger ones. attempt to land an extra ko each battle, normally when the monster is already downed for easy charge shell -> stake combos. wyvernfire on anything that's unbroken to try to get the part breaks, and just be mobile and defensive and get damage in every little opening you find, which is many with that big shield and the irrelevence of hitzones for your shells. may not be optimal dps, but it works just fine.
huh, funny. I just picked up this game the other week. spend the entire low tier with dual blades because they seemed "simple and easy to use" tried the gunlance out as I made my way to high tier the other day because "ofcourse I'm gonna try the boomstick". haven't looked back since. such a fun weapon to use. I love being able to rp as rocketman and stand in front of a rathalos unmoving just to retaliate with "grandpa's ptsd" and get out of dodge before bro realized he's arived in the 21st century
Good point. Please let me see that flow chart.
3:25 I remember this problem. My advice is, after ground splitter, X is wyrmstake. After wide sweep, A is wyrmstake... You'll get used to it champ, it took me a good two days of hunting and experimenting to find out which button does wyrmstake when. Good luck
Huh, i guess the gunlance is so ingrained into my brain i didnt realize the buttons were so convoluted.
As someone who on their return to MHW has picked Gunlance and is now thinking of changing from switch axe to gunlance for RIse even tho I did charge blade/swaxe for MHW
I love my boom stick. I slam, smack, reload magazine like a CoD player with ADHD, and go right back into slamming and smacking. Sometimes I shell, sometimes I stake... I use the blast dash and ground splitter a lot though to get around and dodge through things... It's a cool weapon with cool gimmicks, and although it can get pretty complicated, i love it.
Then again, I also liked pre-rise hunting horn more than how it is now, so maybe I'm just addicted to things being way too complex.
I fell in love with Funlance the moment I tried it. I still suck at it but every time I've tried a more beginner-friendly weapon, I get bored and go back to GL
Coming back to this a couple years later to say that the button mapping when switching between melee / ranged are absolutely unforgivably atrocious. Even the sheathed wirebug and rodeo mappings change. Both here and World. It's absolute nonsense to the point that I have to swap between kbm and controller to make sense of it all!
I picked up gunlance for my playthrough of rise on the PC and stuck with it for the whole time. I'm now fighting elder dragons in master rank with gunlance and I have to say, it's my new favorite weapon. So glad I decided to try it and stick with it!
As a career gunlancer, I see your concern but its so ingrained in my muscle memory it doesnt trip me up either. Im happy to play a wepon few others do so that when they see me schwang by at mach stupid with blast dash the surprise is even betyer
Year later and this baby Gunlancer realized she sucks not the weapon. Thank you.
P.S. I'm learning Rise and Worlds Gunlances are different beasts. Similar, but very different.
Been trying Gunlance recently. Was probably about to to give it up, then i saw what you can do with the weapon. I am not now.
Honestly gunlance needs a moveset rework. It’d probably just be better removing wyrmstake.
In return bring back the old thrust and shelling infinite combo. Then add in inputs for combo finishers
Gun Lance could also use some new moves attached to the block button
As well as the shell dodge move from frontier (look it up it’s pretty cool)
And the lance has one of the biggest shields in the game, it wouldn’t hurt to give a Parry, as well as guard points (on moves that leave your shield in front of you during the animation like the charge blades morph slash).
Another note, instead of having all these different inputs/combos lead to wyrmstake. Removing wyrmstake and adding new moves and animations to those existing combos. It would make it feel fresh without confusing Lance mains too much with a completely new weapon.
I was thinking about how the gunlance is currently mapped out. I don’t think it has room for a parry without re-working things. Does anyone have ideas?
You don’t know me, you don’t know me like that! You don’t know my life! My aspirations! My goals! My dreams!
I mean I do suck at Gunlance but… yanno…
This is why I only really enjoyed long style, charged shelling in World when it was viable. It cuts out most of the move set and makes your options more reasonable.
Well, I disagree. It's not so hard to manage wyrmstake canon. You only need to remember that you do it after pressing attack+shell two times in a row, after side slash if you press shell, after overhead slash if you press any attack, after two shells, (though you should never do standard shelling on any other shelling type than wide, because only wide has enough one shell damage to justify it over unloading all shells at once, you can unload all shells at once after doing overhead slash, which you get to from either forward attack > attack+shell or attack+shell > attack or from air ground slam > slash, and after that you can continue combo up to wyrmstake). You just need to think of it as doing followup attacks and not whole combos, then it's easy to grasp.
Since I haven't seen it going through the comments, I'd like to provide you some more direct information on GL Shelling, and the specific problem there with. So, I'll provide you actual numbers.
The problem with shelling, is that it doesn't scale adequately. Any level of gunlance shelling will always be most effective the moment you can craft it, and only drop from there. Normal 1 shelling does 8 raw (plus some fire, but it scales even worse and is always Fire damage) Normal 5 shelling does 20 raw. This is a 2.5x increase in damage. Rathalos, in V5, has just under 5000 HP. AE Rathalos has just under 44000 HP. This is a 9x increase. Rathalos will have completely outscaled Gunlance shelling by H6, at 3x base HP. For greater context, Normal Shelling deals less damage in Rise than it did in MHGU, where there is far less HP bloat. Yes, Sunbreak will bring us Shelling 6 and 7 (we pray, looking at you World) however scaling as it is, we won't even reach parity with Rise base game with G rank shelling.
This has been a known problem for a long time, but has reared it's ugly head quite spectacularly in the last few generations. From 4U to G, we gained the Heat Gauge. 20% shelling buff in Red. From World to Rise, we gained Ground Splitter, another 20% buff. However both times we got this 'buff' the values of our shelling have dropped equal amounts, meaning we must maintain our buff just to stay where we used to be.
I also suggest that you look into TA runs and the leaderboards there for. GL in Rise is currently last place in average times. TA runs also represent the 1% of players who have mastered both the weapon, and the fight, far better than any of us mortals.
Gunlance is an amazing and fun weapon, and I love it. I agree that the controls are incredibly convoluted. But the rest of the weapon needs some TLC too. Especially in the context of Rise in general, where some weapons have been getting incredible kits. It's an old world weapon out of place in the new world hunts.
Edit: Of course, now I see that your other video sort of covers this.
Gunlance main here, and you're spot on with the issues with wyrmsteak. The fact its triggered by 'x' after a ground splitter and 'a' after a counter is just dumb, especially since ground splitter acts as a dodge with hyper armour, a direct alternative to a guard counter that trades full damage immunity and sharpness recovery for repositioning.
There also the issue that theres a 'fast wymsteak' that you trigger after charged shelling or the aformentioned wirebug moves and a 'normal wyrmsteak' that comes out as a combo finisher after a wide swing or instead of a third consecutive shell. The damage is the same, but the start up to the 'normal wyrmsteak' animation is so slow compared to the fast one that any use of it is always a missplay. You're always better off either reloading and going for a charged shot to 'fast wyrmsteak' (because you can abort the attack to dodge or block at any earlier point), or pulling some other combo and saving it as a groundsplitter/guard counter (fast animation) finisher.
Wyrmsteak was a nice add on in world, but its been power crept (by its own faster varient) into pretty much nothing more than a way of keeping dps uptime while the monster repositions, instead of the powerful full burst finisher it could be. Outside of wyrmsteak (fast animation only) focused wide or long playstyles, wyrmsteak is almost purely a trap for new players to kill their combos, and it comes out when you would least expect it.
Yummy Wyrmsteak.
It's pretty much only viable on a Bullet Barrage scroll, not actually using the damn thing by itself lol. I'd take EC over it any day.
I agree, I'm trying to use the gunlance and the button combinations are awful compared to every other weapon. The fact that every time you missinput a wyrmstake you suffer a massive amount of endlag and you can only watch how you thrust the air for 5 seconds to then get grounded by the monster... it feels bad, really bad.
There definitely should be a way to cancel out of a wyrmstake you know is going to miss and it is really annoying that there isn't. Just let us Hit the shell button again during wyrmstake to have the hunter pull back sooner, so you still get punished for whiffing but not as badly.
I'm a little late to this video, but I have maybe 50 quests TOTAL with GL (across ALL games, just never really thought it was a fun weapon to use) but 99% of those quests were done in Sunbreak. I am able to take on most high level anomaly quests (~160lv), and can complete them in 10-20 min depending on if there are multiple monsters or not. It takes maybe an hour or two to "grasp" the button layout. the hardest thing to master imo is the i-frames for blast dash as well as not being too greedy with your combos. Learning how long it takes to preform a full burst, into slap, into quick reload is key, as it seems like there is small recovery time before you can input your next move after the quick reload.
All in all it's a fun weapon, and I'm sure the more times I go hunt with it the easier it will get. But to me, if you can take a weapon into high anomaly level quests after a few hours of practice, it isn't the hardest thing in the world.
definitely! i made this video prior to sunbreak, and GL got a ton of new stuff with the expansion.
@@iixxion Oh I didn't realize that! I did like the video regardless, and you earned a new sub! Keep it up man!
This. I fucking hate accidentaly going into wyrmstake and just being stuck for 5 seconds on the ground because i missed it. God I straight up wish i could totally disable it.
Gunlance main here. I can't say I agree as I love how complicated it can be. It is a 'technical' type weapon for a reason. Mastering this weapon is part of the rewarding gameplay.
I agree with you! After a couple weeks playing it, I love it, and it flows really nice for me now. My original point was that the complexity turns off a lot of new users due to its (initially) unforgiving handling. The GL community is very small as a result, and there's a lot of technique that goes unexplored.
@@iixxion on the flipside when I join a lobby people are fascinated that I'm playing gunlance, it's like being a unicorn lol
My personal problem with GL, as someone who's mained it for ages is the following:
The internal balance is often kinda whack. In Rise, Charged Shots and the standard Wyrmstake are really underwhelming, especially Charged Shots. Which is a huge shame since the different shell types and playstyles are a strenthg of the weapon.
Another issue is the way shell damage works. The fact that almost nothing except for 3~4 skills affects shells can be pretty annoying since a lot of skills essentially only affect half of your kit, which just feels bad sometimes. Additionally, a bunch of Gunlances immediately fall off due to not having access to higher shell levels.
I'd personally love to see some kind of raw-scaling implemented, have GL be the weapon that really likes stacking raw and doesn't get that much from crits.
What I also really miss are the stagger values we had in Iceborne, being really good at toppling monsters made the weapon feel more meaty and gave it an additional niche in a team apart from breaking hard parts.
And lastly, there's one thing that I think is often overlooked in terms of GL being unappealing to newer players and imo even more important than buttons: skill bloat and resources.
GL wants a ton of skills you may not see often on other weapons you play or at least not pay much attention to. Guard Skills. Evade Extender. Artillery. Load Up. Skills to combat the rapid sharpness consumption (which is also something newbies often stumble over). Wirebug Whisperer in Rise specifically, it's popular on many weapons but GL really, *REALLY* wants it.
And then you have all the stuff you manage. GL demands a lot of Wirebug use, you have Wyrmstake and reloading, Erupting Cannons buff, Ground Splitters buff and the Wyvernfire cooldown.
Now, what comes next will probably be an unpopular stance... but I want the heat gauge back. Capcom really fumbled it in Gen/GU by completely overnerfing the weapon, making the punishment suoer harsh and only having it affect the lance attacks. But I adore the idea, and it would allow them to tie together multiple things in one mechanic and one UI element.
Have it affect shells. Have Ground Splitter and EC interact with the bar. Give WF back the ability to lock it. *And remove overheating locking you at minimum heat.*
Damage is an issue, leveling gunlance is fine in line with other weapons but at the peak others are better as you can no longer boost gunlance's fixed damage. That has always been an issue as capcom refuse to raise the fixed damage at the peak.
However the main issue with gunlance is the switch skills are bad or simply compensation upkeeps. For ground splitter gunlance was nerfed for it to return the user back to what was already their established damage. Hail cutter is garbage and needed buffs for an extremely long time. Guard edge sucks vs multi-hit(long sword is the only weapon with a good counter vs multihit since the payoff is instant and it gets free invincibility without silkbug which I don't agree with) and only returns sharpness instead of being a mini protective polish. Charged shelling is garbage and it's a shame it isn't getting buffed as its damage sucks, Charged shell+WSB doesn't do as much as full burst+melee damage/speed even with guard reload speed increase. Blast dash is our MHGU precious baby and fine where it's at. Quick reload is also fine and guard reload needed a slight buff to be in line with quick.
Sunbreak may address most of that as with g rank weapons ground splitter may hopefully be a buff. Hail cutter got some of the change it needed but sadly still 2 wirebug cost. There's a new evasive technique which will take some pressure off guard edge for quite a few monsters multihit/chip damage. Guard reload gets a speed buff and since it helps cancel new silkbind lag it'll be in a good spot. Charge shelling is still garbage sadly even if guard reload and stake are great charge shelling is still not worth it for losing mobility, damage, and endangering yourself so survivability but at least there's a new way to stake and but capcom needs to make make hail cutter 1 wirebug.
Essentially sunbreak will address GL's damage, survivability since we'll get our own evade lance instead of people still thinking shielding is good with how high chip damage is, speed/recovery times, ignoring WSC after non-specific combos, and that'll also add to survivability. Just again wish they helped charged shelling as there's no reason to give up mobility meaning survivability and a better damage accessing option for some damage which doesn't even match.
Outside of switch skills I don't agree with control flowchart being an issue, I do wish stake in general was at its fastest speed at any combo use instead of only certain moves but otherwise it controls easily for pickup as long as you aren't mouse and keyboard which capcom still don't understand how to make default controls for, which hampers user experience in general.
Hail Cutter is a fast recharge skill that gives you access to fast Bullet Barrage and a powerful aerial attack for those two bugs, which will hardly get in the way considering the new skill Redirection makes Wirebugs cooldown even faster. Wide's Wyrmstake is also likely going to end up stronger than Normal and Long's given theirs do not scale to Attack or Erupting Cannon, meaning the tick damage will remain static while Wide's explosive, stunning Wyrmstake will keep scaling to both Artillery and Shelling level (basically the opposite dynamic of Gunlance as a whole). Charged Shelling and Supercharged Shelling are definitely getting buffed for Wide given they are weaker on Normal and Long; I just wonder if Wide will use Charged/Supercharged Shells in its Bullet Barrage or if they will give Wide something flashy and powerful that actually befits it supposedly having the stronger shells (Charged/Supercharged Wyvernfire is right there from Frontier, just saying)
@@Slendysis And hail cutter is not worth it over just learning the monster and using bullet barrage repeatedly instead. If it were 1 bug I'd agree but ground splitter+omega to swap into bullet barrage is better upkeep than hail cutter just for an instant bullet barrage then no bonus in between. However it is a game of preference so some may try new hail cutter but it just doesn't feel valuable to me in usage so far without knowing the upcoming gunlance changes on release.
If charged shelling is just a wide thing that'll suck as it should be a strong option for all gunlances rather than giving up so much value in not just damage access, but survivability, utility and engage for obviously less. I guess a better way to word it is I do want charge shelling vs blast dash to be an actual choice rather than how easily picking blast dash is with how much it gives vs just damage that shelling does for everything but wide's stunstake. Charged shelling in general should've been buffed accross the board instead of only wide. That being said due to low charged shell popularity not everyone knows you get an extremely fast backhop cancel tech with charged shell so hopefully when we can have our EE and official evasive silkbind it doesn't feel as terrible of a choice. Additionally gunlance in general is long overdue for focus to actually affect charged shells.(I think it was focus might be wrong about the charge speed increase skill)
Charged shell I don't think at least are used in demo barrage because it's instant explosion however if it is used it'd make charged good for everyone so I do hope in the final game people test if it's being used.
Additionally guard edge, I hope they buff guard so at least chip damage won't kill the move as I'll be fine with it being a worse protective polish and sucking vs multihit if they just combat the chip damage taken using it somehow.
I mained all of Rise with GL. And let me tell you it was DEFINITELY underpowered. Now with sneak attack is the strongest I've seen it. Personally I prefer taking something head-on (even running diversion) so it's just not doing it for me anymore. In all fariness though its damage does kinda have to suck because of ignoring hitzones...
I do agree that Rise's combos can be a bit iffy at times, they try and do alot with the weapons that at times can be very hard to pull off properly unless you main that weapon all the time. GL is a weapon I do main alot and I not sure they feel that complex? I just not sure having extra button inputs to an attack that does extra dmg at a combo end is a huge problem and you can pretty much chain into any attack to not do Wyrmstake but I feel it takes too long to actually do the attack on the fly, more often missing the target.
So half agree! But still happy to see a vid defending part of this weapon! :)
I respectfuly disagree .. i have no issues with the controls at all .. the main issue for me is the shelling and ground splitter buff .. the Long sword retain the spirite gauge even after carting .. and its free you dont need to waste a wirebuge for this buff .. am not askin too much ..at least keep the buff on while sheathing the weapon ..
I have the exact same complaint with GL and Lance, I get smacked after and anchor rage? Guess what, you loose all your buff after timing that monsters attack. But then again we all know Capcom just favors anime LS over everything. In fact look at the new moves for lance and GL, they seem to get more and more anime as games progress
It is the mobility no matter how you look at it, at least in older games unlike world and rise. Even with arts it feels like you are just waiting for the monster to stop running so you can get to it, without arts you don't cover much distance.
*Me who just blast dashes towards monsters, swings down and explodes twice, only to hop back and do a bullet barrage, rinse and repeat:* man I suck
Nothing wrong with that tactic!
This honestly can be said for any weapon. All weapons suck in the wrong hands, but are only good in hands that can control them.
I do agree though, Gunlance's only major deterrent and drawback is the combo flow. I can't understand why a ton of its combos lead to do the same stuff but with different button presses. Look at weapons like Switchaxe and Chargeblade (especially CB). Both of these weapons have widely complicated combos, and several of them, but *none* of those combos lead into the same attack with a different button press. All button presses always do the same attacks.
I feel like Gunlance's combo flow should be slightly reworked to be more intuitive. The weapon is good - beyond good - but even in the hands of veterans it can be a huge PITA to play with. It takes way more effort and mental flexibility to learn it as is, and the complication is probably why we end up seeing 90% of players using them just trying to spam the wyvern fire instead of actually trying to learn the weapon itself.
Love Funlance and have since 3U, but i think GenU had the beat tier for it as i found they made it too gimmicky afferwards.
I can go crazy with it and destroy my sharpness in about 2mins of fighting when i switch from tank to attack. But i find we're at a disadvantage due to the number of skills we have to use to play.
It's a canon with pointy/slashy bits strapped at the end that can be recycled into a rocket engine, of course it's going to have some whacky stuff going on
Honestly my issue with gunlance is the shield. I wish it at least had half the utility the lance had. The lance, charge blade, and sns, all have ways to integrate their shield into combat. The fact that HBG can have a better shield saddens me.
Certified gunlance main here. Wholeheartedly disagree. I never thought the button mapping was messy. I personally like being able to do my prefered attacks from different combo options. I find that when fighting monsters, different combos are more suitable for different attack windows and positions. I can't imagine being locked to one specific attack combo to pull off a full burst. Sometimes I wanna do a quick full burst from some shelling, sometimes I wanna slap lance and full burst. Sometimes, I dont have enough opening for any of it and would just rather poke and wide shell. Soooooo many options. I like the flexibility. No other weapon feels as adaptable to a monster as the gunlance. For the rest of ya'll, some monsters are easier with some weapons and harder with other weapons. For the gunlace, all monsters are the same. Leave my versatile button mapping alone. Me and many other gunlance mains out there like our options.
Sometimes I have complete ignored mele attacks and purely shelled and bursted because the monsters was a bounce house (kirin) and I just didnt want to deal with it. What other weapon lets you do that?
You're right, the controls for this weapon are not intuitive at all. The same action can be different depending on what action you did before that, among other things, and that's just confusing.
I love Gunlance in Rise! Flying around like a rocket and causing mayhem with explosions, it is such a cool weapon!
But yea, the button mapping was crazy. Took my a while to get used to it. So worth it though!
Yeah, the button mapping is convoluted but it feel natural for me.
What do I really think about Gunlance?! I think this video AND Wilds have fired me up to LEARN IT!
as a great sword main i love gunlance and think its very fun. the one i cant get good times with for some reason is insect glaive. i feel like im doing everything right but hunts just take 5 min longer compared to the other weapons i use.
I don't personally think that the Funlance is all that complicated. For me, the buttons are intuitive. It only begins to get annoying for me in Rise/Break with the addition of Wirebug shit. Most of the time, until I started messing around with Bullet Barrage builds, I rarely even touched Wirebug moves except for traveling and Wirefall. Nearely every other weapon feels janky af to me. The exceptions are Dual Blades, Bow, and Hammer (Well, WorldBorne Hammer, at least... They changed it in Rise/Break, and I don't care to learn it again)... and, of course, Gunlance. Gunlance is a weapon about rythym. Your flow will change with shelling type, but generally, your gameplan is the same. Turtle through the monster's biggest attacks until an opening and unleash big damage.
TL;DR - I struggle with learning the other weapons or completing their "chores". Gunlance is the only one that just kind of clicked for me.
Here's how I combo gun lance. Full burst combo is my bread and butter on ground but no matter what I'm doing I know that pressing A repeatedly when my window is ending will always result in something cool and damaging. Guard and dodge are more important than damage greed, but when you can be pressing buttons you can throw a lot of x and/or a and you'll do pretty good. Pretty unga but it works well
Guard poke + shell during monster attacks is hilarious
Edit: rewatched the video and wanted to add; most people forget you can dodge at the end of any attack and that's another big barrier is forgetting or underestimating the dodge. I have a lot to say about this apparently
Really, its got great spaghetti combos if you just get the basics, OR you can learn real combos to throw in the mix. I'm rambling but I've been using this weapon today and it's the best, but maybe not for newcomers idk it took me years to get it
It doesn't seem that complex until I remember that I play way too much Devil May Cry
i beat the whole mhw with gunlance and that iteration felt way less clunky to input, this gunlance in rise makes my head short when i need to slam>fullburst>wide sweep>quick reload, constantly
You hit the nail right on the head. This weapon is my son's main and my 2nd favorite weapon. But it took me a year to even like the weapon. I feel it is the most overly complicated weapon in the game. But once you get it down (or even just 2 solid combos) it is a literal blast.
I only recently picked up Rise, after having taken a break from MH.
Felt like I should change it up a bit, since I had used bow all throughout World, and I thought GL looked like a lot of fun.
In my (re)learning phase of how to play, I touched LS, but quickly shelved it because I had no idea what I was doing.
But then I stuck with GL for a while, and up to just beating Magnamalo, I was still learning how to do things, and do them well.
100% it takes a bit to get used to, but after you figure out the controls, even a little, it can flow quite well, imo.
Even just using one/two basic shot/burst combos can carry you pretty well, before learning to time the more fun(imo) Blast Dash-Slam-Burst-Stake
To be fair tho, I am absolutely still learning and progressing
I'm just a charge blade main realizing that the real most complicated weapon in the game has been the gunlance all along.
Maybe the godawful button placement is a way to make it less op lmao. Imagine if you all you have to do is press a single button to dish out great damages, no need for insane timing and positioning, no need for crazy sharpness management, it even relies on Artillery so no more focus on Crit Eye and Crit Boosts
My favorite thing about gunlance is the variety of ways to play. Full burst spam is not bullet barrage spam is not poke shell wide blast but all are fun and satisfying. I thought for sure the problem you would say was that there's only 4 gunlances that can compete at all for top damage among the class because so few get shelling level 8.
Every other weapon but bowguns gets tons of variety now when all weapons go to rarity 10 but gunlance gets shafted it feels like
I made this video prior to sunbreak release. I have heard that complaint already from people on the discord server, but I haven't been able to evaluate GL since the update, so I can't really comment on it, other than to say that there might be more to the story than some would have you believe. When I take a look at the new GLs, I'll definitely make a video about it!
@@iixxion oh my bad I didn't notice the upload date I was binging videos all night that night lmao looking forward to it though!
Been a gunlance main since Mhp3rd and I just love how it's a shotgun attached to a lance