monster hunter weapons are basically personalities at this point. Something could be objectively the best weapon in game and people would still play their favorites 80% of the time.
if only it was true, bow went from not as popular in world to most popular cause it was the strongest, people only use it cause its strong, I liked it in world cause it was fun but people didn't care about it cause it's damage was lacking, now that it's op everyone bandwagoning
@igotdropped3timesbyzykzs Bow was one of the strongest weapons in World though, especially for certain matchups. It just required a high skill because of how dangerous it was to use. I think he was spot on with his comment. The objectively highest damaging weapon in World is HBG, but a lot of people still didn't care or wasn't drawn to it because of its absurd damage
@igotdropped3timesbyzykzs then I'm sorry to say you suck as a bow user in world then. Bow is one of the strongest weapon in world. Like with the correct set up it has one of the fastest clears. The reason why everyone is hopping on to bow isn't because it's strong NOW. It's because homing missles are actually cool
@igotdropped3timesbyzykzs You're just talking about during the beta though. In the main game, lots of people will try it and then go back to their mains. I've done that countless times. Play a new weapon until G rank, then switch back to my main because it's what I know best.
Regarding friendly fire, Rurikhan made a great point regarding the ability of the lobby leader to set friendly fire on or off for the lobby. So players can choose whether they want to play in a lobby with FF in it or not. This, imo would strike the perfect balance between new players and old players choosing what kind of multiplayer experience they want. Just a thought
@@Thevikingninja117 Certainly better than his other idea; just bail on lobbies until you get one where people are careful not to flinch you. Unsubbed from him over that (well, that and his response that all his slippery slope fallacies are justified because what if Capcom decide that the monsters are too hard if they're allowed to move...)
When you're launched in Monster Hunter, you are susceptible to taking damage even though you have the chance of completing a mount (which happens most of the time in a random lobby), even at the very beginning of being launched. Idk if things have changed, but certain knockdowns in monster hunter gives s and the knockdown they showed looked like one. If you are stunned your teammate can literally save you with this new change if the hit is timed right.
I understand why they changed friendly fire, but it seems like they are overlooking the fact that the new system is arguably worse. When players were launched, it could potentially help them escape danger or initiate a mounting attack. Now, it just knocks them down. How is that an improvement?
@@lucalage3610How are new players supposed to know what flinch free is? If the argument is getting rid of launching for new players, they will be equally frustrated by getting flinched not realizing there is a skill to negate jt
@@nickyb45896 As much as I agree, the argument still remains that there is an available option to negate flinching, while launching simply doesn't. Monster hunter has never been about hand holding newer players into the game, it's always been about learning and looking to understand mechanics on your own time
@@lucalage3610 That's true. My question then would be is launching just bad? Or is it bad for new players? Because if someone thinks its just bad I think there can be constructive arguments both for and against. The new player argument is where I think it doesn't make any sense as I mentioned. Ultimately it's sorta trivial, it doesn't break the game. But I don't understand the philosophy behind it because friendly fire is still in the game for a reason. We all acknowledge it's an important part of the combat. Why doesn't the same hold true for launching? Also, you could easily have that new skill negate launching like flinch free negates flinching.
When you're launched in Monster Hunter, you are susceptible to taking damage even though you have the chance of completing a mount (which happens most of the time in a random lobby), even at the very beginning frames of being launched. Idk if things have changed, but certain knockdowns in monster hunter gives s and the knockdown they showed looked like one. If you are stunned your teammate can literally save you with this new change if the hit is timed right. There is alot of small combat details in monster hunter I think people don't realize, and I can appreciate the change.
Lance is Back!!!!! I feel like the changes for Lance from the community update look fantastic! I also love how theythr new move! It's the flashy move Lamce needed, I hope we still have Payback thrust but improved and not jumping forward much. I heard they are speeding up Guard Dash which is badass! The Lance speding up and more fluid will help with Lance making it feel much better. So I think that was the big problem of Lance in the beta. I heard them say more options which is good because Lance need to break up the flow sometimes from the normal Poke Poke Poke. I do hope they could add Shield Charge/Rush as a option as I love that move from Rise. Which I feel like Lance need more mobility options as it is the mobile Lance and more options to Shield Bash like during Dash Attack.
What if Knock Up / Launch only had occurs if the player on the receiving end is crouched? That would resolve the issue of new players getting annoyed (cuz crouching is pretty rare in the heat of a fight), and would make sense physically.
The Lance shield doesn't function like Charge Blade, bruh. It contributes to damage by allowing you to counter. Perfect guarding gives you a shield bash now too so it'll just stack over time especially now that Power Guard boosts your follow up attack.
Why not just do it so that when we perform the golfswing and uppercut, if we want to launch the player, we press up on the controller (that button is free when we attack). So more experienced players will be able to use launches with strategic gameplay and no one will be interrupted with these moves by accident. Edit: The real problems are Cluster Bombs, Wyvern Fire, GL explosions and some hard hitting moves. That's why most people will run Shock Absorber over Flinch Free, because SA makes you immune from knockbacks, flinching, tripping, or getting launched and you also cannot interrupt others. Unfortunately, because of that, the Launching moves will also be gone and the solution I mentioned no longer makes sense. The idea of lobbies with and without friendly fire will only separate the community and friends who play together but have different preferences. I respect whatever the developers decide,they have done a very good job so far.
20:44 - 20:58 , That sounds absolutely amazing, but why then does the CB seems to be especially about playing SAXE playstyle to be optimal, rather than the SAED playstyle which seems to be suboptimal? There's no speedrun done with the CB in the SAED unga-bunga style. I would really love to see those two playstyles being balanced before the game releases.
Because the S/AED counter playstyle has a high skill tax. Artillery, Focus/Load Shells, Off Guard, Guard, Guard up, etc. The beta has none of that. I guarantee you that S/AED will still remain the burst damage option while SavAxe is the consistent damage option. Idk why people are so worried honestly
24:40 I am so glad you brought some attention here as a Swaxe main I appreciate you confirming the changes and putting some focus on it as well as mentioning the spam fears. Really good podcast
There's still a few issues I'd like fixed but over all, the changes should really have mitigated a lot of switch axes issues. Hopefully in the future they do touch on some of the issues it still has like forced reloading when axe gauge runs out, counter chunking your health and axe modes flinching/part breaking ability which gave axe mode a ton of value in world.
I can't believe anyone ever wanted hitstop to go away. The lack of hitstop in Rise/Sunbreak was a big part of why I enjoyed it so much less than World. My only wish was that they added a bit more to dual blades. I get they are supposed to be simple but they could have used an extra move or 2 besides the perfect dodge mechanic (which is a fantastic addition so I'm not hard complaining just soft complaining).
Back in the time world came out, other than souls games, western players were more used to action games that were hyper responsive rather than jarring hitstop frames every single hit that makes your moves feel slower than they "should" in the mind of gamers. World hit a MUCH larger audience than the core playerbase, so a lot of that feedback was just from people who weren't used to it. Imagine a COD player switching over to monster hunter, and how that feels as your first experience. I don't agree with it; hitstop makes hits feel chunky and that's a very important part of making something feels strong, but i understand where that negativity can come from
Rise actually had more hitstop on average than World believe it or not. They increased the hitstop on less meaty moves, but slightly decreased the hitstop on meaty moves like GS' final Triple Charge Slash. That may be why Rise's hits feels like they lacked "oomph". I feel like the actual bigger culprit that made Rise hits feel less satisfying than World is actually the camera-work. It's lacking that dolly zoom + focus you get in World when landing meaty hits. Not to mention the camera is positioned further from the hunter so you feel smaller as the player.
Hey lads, can't wait to get into this Edit: Fantastic podcast and fantastic community managers, between this channel and the MH teams us fans are spoiled!
This is a big reason why Monster Hunter and Satisfactory are great games. They take the community into consideration and don't just assume what we want like a lot of other studios.
i dont understand how geting knocked on ur ass by a teammate and geting smacked by a monster feels more welcoming to new players then getting tossed in the air and actualy do an attack and maybe land a mount. its also feels like there evading the question like its feels like they know its a bad game design and will just be removed later in the game anyways
I don't really have a main in this game because I love so many of the weapons. For me it's Sword & Shield, Dual Blades, Insect Glaive, Heavy Bowgun, Light Bowgun, Bow that I love to use and will most likely focus on using if I ever get this game
Insect glaive went from the weapon nobody was going to play and turned into being the one I want to play the most. That essence using super move (that I was originally SUPER SKEPTICAL OF) fixes the weapon's notorious dps problem, AND they brought back aerial style. In addition to that they gave it an offset attack. Exciting stuff. This and gunlance might be my new mains
The damage boost was the Power guard and the new counter from Perfect Guard. They also mentioned making Lance faster and more smooth. There were still a lot of things they didn't mention in the interview. So I’m guessing we might get another update sometime later.
I hope aerial is not gonna be a "must" with IG, when i heard the bounce is gone, since i thought we finally gonna have a real polearm weapon instead of our hunter turning into a helicopter (in rise aerial was kinda the optimal way, and in world everyone was bouncing around… even tho from what i heard grounded was way more effective there) but i know many people find that playstyle fun so bringing it back is undeniably a good change
Capcom does bad changes for upswing/friendly fire, they should make upswing weapon on a button combo that is not used in basic combo, just like GS upswing is a good example, since Triangle + Circle is not in any of GS basic combo, so GS used dont accidently upswing their friends when doing basic combo, and if GS user upswing you, then its mean thats an intended upswing you or theyre complete GS newbie, On the otherhand upswing move on Hammer is in their basic move, example the triple triangle combo could upswing your friend, the second lvl of charge also do upswing, and one of the most use 3rd charge spinning whirlwind if you click triangle on the 4th/5th hit you will release the biggest dmg, but it also upswing your friend. They should make it the only upswing is only triangle+circle combo which currently hammer dont have that button combo used on any of its move
Rather than removing challenge, it’s about giving more ways to push yourself to do more. If you can hyper armor through attacks you suddenly have reason to know where you can sneak those in, how much damage you can take by doing so, etc etc.
I can see that to a point. However, I feel its the opposite. Before, you had to look for openings to get your big move off and man did it feel good when you nailed it. Now you will always land it so theres no thrill and less skill. @Sojo214
I can see that to a point. However, I feel its the opposite. Before, you had to wait and look for openings to land your big moves and man did it feel good when you nailed it. Now you will always land it so theres no thrill and less skill. @Sojo214
@@Sojo214 I agree to a point. However, I feel the opposite. Before, you had to look and wait for openings to land your big moves and man did it feel good when you nailed it. Now you will always land it so there's no thrill and no skill.
@@johnhuddleston1986Yeah at some point why not give it to all the big moves, Wyvern Fire, Dragon Piercer, TCS, Big Bang, Blade Dance. It just feels kind of cheap to pull off.
Started with charged blade in worlds, then ended it with labce, gunlance, and sword&shield in iceborne. This time, I might stay with just the gunlance or the lance. Not too sure which one yet, even with having tried them both in the beta.
I think they should add a skill that allows friendly-fire hits that can launch players. However, it’s only effective if other players have the skill active as well.
Too bad that bow focus shot charged was nerfed. Probably so player wouldn't exploit it with arrow rain and trace shot with the wounded parts. Its like fireworks when it happened
What's going on with the longsword? Are changes happening to the weapon? It feels so floaty when you do your combos and every directional input is a little gapcloser or sidestep. It was really hard to predict the movement. I tried many different weapons in the beta and it was the only weapon i had this problem. And it feels weird because i mainly played longsword in world and rise and never had any problem like this. Is it just me? maybe i need more time to get used to it
I don't mean to be petty, but the hit stop actually a little too ramped up. Hit stop is used to emphasize collision of a hit, not visibly pause the image on screen for a full second. Generally when a franchise evolves the finer details and mechanics are tuned to make more sense or to be more ergonomic. I like hit stop, but a full second freeze looks like it belongs on the Nintendo DS.
They don't even know what the fuck changed in switch axe lol As swax main since tri here is my breakdown to what we feel about wilds swax compared to worldborne and risebreak 1. The damage you do in sword mode is lacking compared to other weapons, that's why we keep spamming FRS (you can check youtube speedrun for swax, almost all of them spam FRS for the entire hunt) 2. The counter is... dogsh*t, you were locked in long animation, you take too much chip damage from a successful parry along with low sword meter regen and low amp meter gain is not worth doing 3. Charging sword meter with spinning axe slash seems out of place and switching from axe to sword after doing this feel... not so swax... 4. It's sad that the soaring wyvern blade (silkbind move where you plunge attack after doing ZSD) is not coming back 5. Remember that extra explosion when your sword amped, it's disappointing that extra explosions don't carry into axe attack like risebreak does, made me feel that "2 switch axe modes having husband and wife fight" again 6. Offset attack should be chargeable like GS, the upswing wind up is so slow you probably miss/dead 70% of the time trying to do that
As for #2, they don't explain it in yesterday's stream but i think what they do is counter now have a time frame where if your counter is just in time you take less chip damage (look at pre-launch chatacabra clip where they show 2 instance of counter)
Ditching knockback from player attacks is the way to go. It's a trivial loss that only works to make the game more accessible. Nobody should have to be shouted at to be hyper mindful about positioning when they're already struggling just to survive and contribute, and nobody should be shouted at to include flinch free in their builds because of that. The enemy is the monster, not your fellow player. Be welcoming and open to improvements that help players mesh together.
@marktopman1487 ive been hunting for my whole life and never has someone knocked me down with a gs swing and I died for it like look out it's your fault
Gatekeepers gotta gatekeep. I'm annoyed that I have to give up a deco slot for Flinch Free, but for those of us that don't have a full friends list of fellow hunters and don't want to spend >50% of our 'play' time hopping lobbies (which was Rurikhan's last suggestion before I unsubbed from him), player flinch really is an impediment. I remember trying to get through full HP Alatreon a month ago (i.e. when there were F-all lobbies for Blazing Black Twilight), and constantly failing either the elemental damage gate or the horn break because someone was hogging the damage zones and spamming flinching moves (especially with low-element weapons...); that was rage-quit-inducing.
They literally can’t even answer the friendly fire thing. They danced it like a fire. No new player is gonna be happier getting knocked to the floor. No one. Especially if they go find out in every other game you used it get hit in the air which would be funny. Grieving will be grieving, but now no one has a laugh but the bad person. Bad decision period.
I really hope the tracer nerfs arent bad because the tracer spam playstyle was some of the most fun i have had in any monster hunter game, and it would suck if it ended up weak in the full game. It did seem like a slight shift was needed to make regular shots not feel as weak, but i hope they didnt go too far, and tracer spam is still competitive in damage with more traditional bow setups.
as i said before, one of my 2 sets would be called "Knight", consisting of my main, the SnS, and Lance, one of the best weapons for a knight. (the other set's called "Archer") i'm not sure what SnS and Lance i'll have by the end of the game (and i'm very picky; i judge by design, not stats), but i do know that i'll be wearing Rathian's armour, which is a nice blend of metal and scale, and resembles actual knight armour. i say this because since Jonno likes shielded weapons, and my main is SnS while having Lance as my secondary, i now want to see his reaction to my planned set. for fun, if possible - and if you remember - do tell Jonno about this (and mention me by name; just call me Jack, for simplicity's sake). i repeat and underline: *for fun.* only do it if you want to.
Their feedback about the switch axe, with em not even knowing the changes was pretty disappointing. They gave counter rising slash I think a 90% damage reduction if you get the timing just right, in case anyone was wondering.
Be grateful we got anything. Most other game companies are nowhere near this transparent. You did get the information from somewhere didn’t you? Or else you wouldn’t have that damage reduction fact, so I don’t know what you’re complaining about. Seems you already knew what they changed so why do you need to hear them say it again?
How is that a bad change? Just get your timing on point. You could've mentioned like the 3 or 4 other issues that they didn't mention but you chose a example of a good change.
I have been playing SnS since the PS2 and bar none World Wilds and Rise are the only ones where it felt rewarding to play. I think Worlds was a bit better in terms of it's overall playstyle but I think Wilds is still really good from what I played in the beta and the updated changes are pretty welcomed.
@@walter0p Before Worlds this weapon was purely a status buildup weapon it was never great for like pure damage. in MHW the weapon was basically a minature greatsword with Perfect Rush it was absolutely insane they did nerf it quite a bit in Rise so it wasn't as great but it had other tools that made it really good too but I think they went back to the Worlds approach to it's overall kit while toning it down just a bit. If you didn't play it prior to Rise/Sunbreak your view on it will be a tad bit different though since it was quite different there.
I only changed to sns on worlds it was mindblowing and fits well with my pace But rise and sunbreak bring it to another level tbh It's definitely one of its peak moment (oil is of course its prime form)
You can do whatever you want capcom we trust u with this....but Please just dont make the game easy...its the only thing that a core and veteran cannot accept....
monster hunter weapons are basically personalities at this point. Something could be objectively the best weapon in game and people would still play their favorites 80% of the time.
if only it was true, bow went from not as popular in world to most popular cause it was the strongest, people only use it cause its strong, I liked it in world cause it was fun but people didn't care about it cause it's damage was lacking, now that it's op everyone bandwagoning
bonk
@igotdropped3timesbyzykzs Bow was one of the strongest weapons in World though, especially for certain matchups. It just required a high skill because of how dangerous it was to use. I think he was spot on with his comment. The objectively highest damaging weapon in World is HBG, but a lot of people still didn't care or wasn't drawn to it because of its absurd damage
@igotdropped3timesbyzykzs then I'm sorry to say you suck as a bow user in world then.
Bow is one of the strongest weapon in world. Like with the correct set up it has one of the fastest clears. The reason why everyone is hopping on to bow isn't because it's strong NOW.
It's because homing missles are actually cool
@igotdropped3timesbyzykzs You're just talking about during the beta though. In the main game, lots of people will try it and then go back to their mains. I've done that countless times. Play a new weapon until G rank, then switch back to my main because it's what I know best.
Regarding friendly fire, Rurikhan made a great point regarding the ability of the lobby leader to set friendly fire on or off for the lobby. So players can choose whether they want to play in a lobby with FF in it or not. This, imo would strike the perfect balance between new players and old players choosing what kind of multiplayer experience they want. Just a thought
Oh didn’t even realize he mentioned that! What a great idea!
@@Thevikingninja117 Certainly better than his other idea; just bail on lobbies until you get one where people are careful not to flinch you. Unsubbed from him over that (well, that and his response that all his slippery slope fallacies are justified because what if Capcom decide that the monsters are too hard if they're allowed to move...)
Would complicate things and fundamentally change the combat. Way too obtuse imo
When you're launched in Monster Hunter, you are susceptible to taking damage even though you have the chance of completing a mount (which happens most of the time in a random lobby), even at the very beginning of being launched. Idk if things have changed, but certain knockdowns in monster hunter gives s and the knockdown they showed looked like one. If you are stunned your teammate can literally save you with this new change if the hit is timed right.
@ oh interesting! I wander if most people will catch on to this though.
I understand why they changed friendly fire, but it seems like they are overlooking the fact that the new system is arguably worse. When players were launched, it could potentially help them escape danger or initiate a mounting attack. Now, it just knocks them down. How is that an improvement?
Flinch free will completely negate them now, I'm assuming that's the logic behind the change
@@lucalage3610How are new players supposed to know what flinch free is? If the argument is getting rid of launching for new players, they will be equally frustrated by getting flinched not realizing there is a skill to negate jt
@@nickyb45896 As much as I agree, the argument still remains that there is an available option to negate flinching, while launching simply doesn't. Monster hunter has never been about hand holding newer players into the game, it's always been about learning and looking to understand mechanics on your own time
@@lucalage3610 That's true. My question then would be is launching just bad? Or is it bad for new players?
Because if someone thinks its just bad I think there can be constructive arguments both for and against.
The new player argument is where I think it doesn't make any sense as I mentioned.
Ultimately it's sorta trivial, it doesn't break the game. But I don't understand the philosophy behind it because friendly fire is still in the game for a reason. We all acknowledge it's an important part of the combat. Why doesn't the same hold true for launching?
Also, you could easily have that new skill negate launching like flinch free negates flinching.
When you're launched in Monster Hunter, you are susceptible to taking damage even though you have the chance of completing a mount (which happens most of the time in a random lobby), even at the very beginning frames of being launched. Idk if things have changed, but certain knockdowns in monster hunter gives s and the knockdown they showed looked like one. If you are stunned your teammate can literally save you with this new change if the hit is timed right. There is alot of small combat details in monster hunter I think people don't realize, and I can appreciate the change.
So players complained about Switch Axe only spaming one move in the Beta and the change Capcom made was give more reasons to only spam Full Release?
Really interesting to kinda see inside Capcom in some way.
Thanks guys
Tokuda san is truly the GOAT
Lance is Back!!!!!
I feel like the changes for Lance from the community update look fantastic! I also love how theythr new move! It's the flashy move Lamce needed, I hope we still have Payback thrust but improved and not jumping forward much.
I heard they are speeding up Guard Dash which is badass! The Lance speding up and more fluid will help with Lance making it feel much better. So I think that was the big problem of Lance in the beta.
I heard them say more options which is good because Lance need to break up the flow sometimes from the normal Poke Poke Poke. I do hope they could add Shield Charge/Rush as a option as I love that move from Rise. Which I feel like Lance need more mobility options as it is the mobile Lance and more options to Shield Bash like during Dash Attack.
What if Knock Up / Launch only had occurs if the player on the receiving end is crouched?
That would resolve the issue of new players getting annoyed (cuz crouching is pretty rare in the heat of a fight), and would make sense physically.
Tripping others is alot worse then a surprise launch and mount
edit: i still wish blocking on lance contributed more dps
Blocking has a large contribution to dps on lance. Every counter lance needs to block.
The Lance shield doesn't function like Charge Blade, bruh. It contributes to damage by allowing you to counter. Perfect guarding gives you a shield bash now too so it'll just stack over time especially now that Power Guard boosts your follow up attack.
Why not just do it so that when we perform the golfswing and uppercut, if we want to launch the player, we press up on the controller (that button is free when we attack). So more experienced players will be able to use launches with strategic gameplay and no one will be interrupted with these moves by accident.
Edit: The real problems are Cluster Bombs, Wyvern Fire, GL explosions and some hard hitting moves. That's why most people will run Shock Absorber over Flinch Free, because SA makes you immune from knockbacks, flinching, tripping, or getting launched and you also cannot interrupt others.
Unfortunately, because of that, the Launching moves will also be gone and the solution I mentioned no longer makes sense.
The idea of lobbies with and without friendly fire will only separate the community and friends who play together but have different preferences.
I respect whatever the developers decide,they have done a very good job so far.
20:44 - 20:58 , That sounds absolutely amazing, but why then does the CB seems to be especially about playing SAXE playstyle to be optimal, rather than the SAED playstyle which seems to be suboptimal? There's no speedrun done with the CB in the SAED unga-bunga style.
I would really love to see those two playstyles being balanced before the game releases.
Add to this, why are they making switch axe all about full release slash spam...
Because the S/AED counter playstyle has a high skill tax. Artillery, Focus/Load Shells, Off Guard, Guard, Guard up, etc. The beta has none of that. I guarantee you that S/AED will still remain the burst damage option while SavAxe is the consistent damage option. Idk why people are so worried honestly
24:40 I am so glad you brought some attention here as a Swaxe main I appreciate you confirming the changes and putting some focus on it as well as mentioning the spam fears. Really good podcast
There's still a few issues I'd like fixed but over all, the changes should really have mitigated a lot of switch axes issues. Hopefully in the future they do touch on some of the issues it still has like forced reloading when axe gauge runs out, counter chunking your health and axe modes flinching/part breaking ability which gave axe mode a ton of value in world.
I can't believe anyone ever wanted hitstop to go away. The lack of hitstop in Rise/Sunbreak was a big part of why I enjoyed it so much less than World. My only wish was that they added a bit more to dual blades. I get they are supposed to be simple but they could have used an extra move or 2 besides the perfect dodge mechanic (which is a fantastic addition so I'm not hard complaining just soft complaining).
Back in the time world came out, other than souls games, western players were more used to action games that were hyper responsive rather than jarring hitstop frames every single hit that makes your moves feel slower than they "should" in the mind of gamers. World hit a MUCH larger audience than the core playerbase, so a lot of that feedback was just from people who weren't used to it. Imagine a COD player switching over to monster hunter, and how that feels as your first experience. I don't agree with it; hitstop makes hits feel chunky and that's a very important part of making something feels strong, but i understand where that negativity can come from
Rise had hitstop fun fact. In fact it has about as many frames of hitstop as mhgu. Which was I believe 4 frames vs worlds 6? Don’t quote me on that.
Rise actually had more hitstop on average than World believe it or not.
They increased the hitstop on less meaty moves, but slightly decreased the hitstop on meaty moves like GS' final Triple Charge Slash. That may be why Rise's hits feels like they lacked "oomph".
I feel like the actual bigger culprit that made Rise hits feel less satisfying than World is actually the camera-work. It's lacking that dolly zoom + focus you get in World when landing meaty hits. Not to mention the camera is positioned further from the hunter so you feel smaller as the player.
Could the hammer knockup argument just be as simple as adding it as a toggle on/off in the settings if you want it or not?
The hunting horn buff and nerf they made are fantastic. I wanted that change for so long now.
As a fellow SnS main, I feel you Jonno! I can't wait either lol
Hey lads, can't wait to get into this
Edit: Fantastic podcast and fantastic community managers, between this channel and the MH teams us fans are spoiled!
This is a big reason why Monster Hunter and Satisfactory are great games. They take the community into consideration and don't just assume what we want like a lot of other studios.
i dont understand how geting knocked on ur ass by a teammate and geting smacked by a monster feels more welcoming to new players then getting tossed in the air and actualy do an attack and maybe land a mount. its also feels like there evading the question like its feels like they know its a bad game design and will just be removed later in the game anyways
I don't really have a main in this game because I love so many of the weapons. For me it's Sword & Shield, Dual Blades, Insect Glaive, Heavy Bowgun, Light Bowgun, Bow that I love to use and will most likely focus on using if I ever get this game
Insect glaive went from the weapon nobody was going to play and turned into being the one I want to play the most.
That essence using super move (that I was originally SUPER SKEPTICAL OF) fixes the weapon's notorious dps problem, AND they brought back aerial style.
In addition to that they gave it an offset attack.
Exciting stuff. This and gunlance might be my new mains
Any news of the Lance getting a straight up damage boost as well? I’m all for counters and fluidity, but I want the pokes to mean something!
The damage boost was the Power guard and the new counter from Perfect Guard. They also mentioned making Lance faster and more smooth. There were still a lot of things they didn't mention in the interview. So I’m guessing we might get another update sometime later.
Im still confused on what they meant by toning down bow tracer shots. Do they mean the damage of the final explosion or normal shot after tracer?
I hope aerial is not gonna be a "must" with IG, when i heard the bounce is gone, since i thought we finally gonna have a real polearm weapon instead of our hunter turning into a helicopter (in rise aerial was kinda the optimal way, and in world everyone was bouncing around… even tho from what i heard grounded was way more effective there) but i know many people find that playstyle fun so bringing it back is undeniably a good change
in options, just give player the choice of being affected by friendly fire.
Capcom does bad changes for upswing/friendly fire, they should make upswing weapon on a button combo that is not used in basic combo, just like GS upswing is a good example, since Triangle + Circle is not in any of GS basic combo, so GS used dont accidently upswing their friends when doing basic combo, and if GS user upswing you, then its mean thats an intended upswing you or theyre complete GS newbie, On the otherhand upswing move on Hammer is in their basic move, example the triple triangle combo could upswing your friend, the second lvl of charge also do upswing, and one of the most use 3rd charge spinning whirlwind if you click triangle on the 4th/5th hit you will release the biggest dmg, but it also upswing your friend. They should make it the only upswing is only triangle+circle combo which currently hammer dont have that button combo used on any of its move
Just implement launching into the Airborne or Master Mounter deco. If you slot it, you can be launched.
Jonno: "More people should play SnS"
PREACH BROTHER
insect glaive controls
I am once again demanding the return of wyvernsnipe for heavy bowguns.
But why give hyper armor to some of the biggest moves? I really hope they dont take all the challenge out of Monster Hunter.
Rather than removing challenge, it’s about giving more ways to push yourself to do more.
If you can hyper armor through attacks you suddenly have reason to know where you can sneak those in, how much damage you can take by doing so, etc etc.
I can see that to a point. However, I feel its the opposite. Before, you had to look for openings to get your big move off and man did it feel good when you nailed it. Now you will always land it so theres no thrill and less skill. @Sojo214
I can see that to a point. However, I feel its the opposite. Before, you had to wait and look for openings to land your big moves and man did it feel good when you nailed it. Now you will always land it so theres no thrill and less skill. @Sojo214
@@Sojo214 I agree to a point. However, I feel the opposite. Before, you had to look and wait for openings to land your big moves and man did it feel good when you nailed it. Now you will always land it so there's no thrill and no skill.
@@johnhuddleston1986Yeah at some point why not give it to all the big moves, Wyvern Fire, Dragon Piercer, TCS, Big Bang, Blade Dance. It just feels kind of cheap to pull off.
Started with charged blade in worlds, then ended it with labce, gunlance, and sword&shield in iceborne.
This time, I might stay with just the gunlance or the lance. Not too sure which one yet, even with having tried them both in the beta.
My community conversation about friendly fire: bring it back
I think they should add a skill that allows friendly-fire hits that can launch players. However, it’s only effective if other players have the skill active as well.
I don't know how they managed to summoned both Joes but good on them.
Too bad that bow focus shot charged was nerfed. Probably so player wouldn't exploit it with arrow rain and trace shot with the wounded parts. Its like fireworks when it happened
What's going on with the longsword? Are changes happening to the weapon? It feels so floaty when you do your combos and every directional input is a little gapcloser or sidestep. It was really hard to predict the movement. I tried many different weapons in the beta and it was the only weapon i had this problem. And it feels weird because i mainly played longsword in world and rise and never had any problem like this. Is it just me? maybe i need more time to get used to it
I don't mean to be petty, but the hit stop actually a little too ramped up. Hit stop is used to emphasize collision of a hit, not visibly pause the image on screen for a full second. Generally when a franchise evolves the finer details and mechanics are tuned to make more sense or to be more ergonomic. I like hit stop, but a full second freeze looks like it belongs on the Nintendo DS.
They don't even know what the fuck changed in switch axe lol
As swax main since tri here is my breakdown to what we feel about wilds swax compared to worldborne and risebreak
1. The damage you do in sword mode is lacking compared to other weapons, that's why we keep spamming FRS (you can check youtube speedrun for swax, almost all of them spam FRS for the entire hunt)
2. The counter is... dogsh*t, you were locked in long animation, you take too much chip damage from a successful parry along with low sword meter regen and low amp meter gain is not worth doing
3. Charging sword meter with spinning axe slash seems out of place and switching from axe to sword after doing this feel... not so swax...
4. It's sad that the soaring wyvern blade (silkbind move where you plunge attack after doing ZSD) is not coming back
5. Remember that extra explosion when your sword amped, it's disappointing that extra explosions don't carry into axe attack like risebreak does, made me feel that "2 switch axe modes having husband and wife fight" again
6. Offset attack should be chargeable like GS, the upswing wind up is so slow you probably miss/dead 70% of the time trying to do that
As for #2, they don't explain it in yesterday's stream but i think what they do is counter now have a time frame where if your counter is just in time you take less chip damage (look at pre-launch chatacabra clip where they show 2 instance of counter)
You know, I really liked this video. Looking forward the playing monster hunter wilds in 2025!
I love monster Hunter and Iv only played rise lmao can’t wait for this
Im a vet and yes the knock up was important to my crews success make it an on off switch put that in the hunters hands
Literally 1 minute of Insect Glaive content.
Another Monhun, another series of buffs for the longsword
Hello, can you tell these lot to bring my saed spam back please! 😭😭😭😭
Lande main here am beyond ecstatic
Ditching knockback from player attacks is the way to go. It's a trivial loss that only works to make the game more accessible. Nobody should have to be shouted at to be hyper mindful about positioning when they're already struggling just to survive and contribute, and nobody should be shouted at to include flinch free in their builds because of that. The enemy is the monster, not your fellow player. Be welcoming and open to improvements that help players mesh together.
Such babies.
You guys are so babied its not even funny how about watch where you are in relation to the fight and you won't gwt knocked down
We're going to make the next monster hunter less accessible
@marktopman1487 ive been hunting for my whole life and never has someone knocked me down with a gs swing and I died for it like look out it's your fault
Gatekeepers gotta gatekeep. I'm annoyed that I have to give up a deco slot for Flinch Free, but for those of us that don't have a full friends list of fellow hunters and don't want to spend >50% of our 'play' time hopping lobbies (which was Rurikhan's last suggestion before I unsubbed from him), player flinch really is an impediment. I remember trying to get through full HP Alatreon a month ago (i.e. when there were F-all lobbies for Blazing Black Twilight), and constantly failing either the elemental damage gate or the horn break because someone was hogging the damage zones and spamming flinching moves (especially with low-element weapons...); that was rage-quit-inducing.
They literally can’t even answer the friendly fire thing. They danced it like a fire. No new player is gonna be happier getting knocked to the floor. No one. Especially if they go find out in every other game you used it get hit in the air which would be funny.
Grieving will be grieving, but now no one has a laugh but the bad person.
Bad decision period.
I really hope the tracer nerfs arent bad because the tracer spam playstyle was some of the most fun i have had in any monster hunter game, and it would suck if it ended up weak in the full game. It did seem like a slight shift was needed to make regular shots not feel as weak, but i hope they didnt go too far, and tracer spam is still competitive in damage with more traditional bow setups.
Even if the damage was halved it's still powerful. The tracers were beyond busted
yeeeaah
first
as i said before, one of my 2 sets would be called "Knight", consisting of my main, the SnS, and Lance, one of the best weapons for a knight. (the other set's called "Archer")
i'm not sure what SnS and Lance i'll have by the end of the game (and i'm very picky; i judge by design, not stats), but i do know that i'll be wearing Rathian's armour, which is a nice blend of metal and scale, and resembles actual knight armour.
i say this because since Jonno likes shielded weapons, and my main is SnS while having Lance as my secondary, i now want to see his reaction to my planned set.
for fun, if possible - and if you remember - do tell Jonno about this (and mention me by name; just call me Jack, for simplicity's sake).
i repeat and underline: *for fun.* only do it if you want to.
thanks
Dual pistols
CB needs an offset!
The monster hunter team is the best! U can really tell they actually care
Nothing on light and heavy bow guns 😢
Ya know
Joe
mama
Maybe im judging too early but this looks visually worse than world
ADD BODY TATTOOS😍
Their feedback about the switch axe, with em not even knowing the changes was pretty disappointing. They gave counter rising slash I think a 90% damage reduction if you get the timing just right, in case anyone was wondering.
Don’t be an ass cheek.
Be grateful we got anything. Most other game companies are nowhere near this transparent. You did get the information from somewhere didn’t you? Or else you wouldn’t have that damage reduction fact, so I don’t know what you’re complaining about. Seems you already knew what they changed so why do you need to hear them say it again?
How is that a bad change? Just get your timing on point. You could've mentioned like the 3 or 4 other issues that they didn't mention but you chose a example of a good change.
@kokujo5288 Where did I say that it was a bad change?
Hate that they nerfed bow. That focus targeting is too slow now... :(
Targeting all wounds at once is busted
It was insanely overpowered, it is balanced now. It was completely unfair to everyone else in the lobby trying to get focus strikes
Aw man my weapon doesn't insta steal all the wounds to deal big damage anymore 😢
I think the s&s is ass tell them to add more to it please
I have been playing SnS since the PS2 and bar none World Wilds and Rise are the only ones where it felt rewarding to play.
I think Worlds was a bit better in terms of it's overall playstyle but I think Wilds is still really good from what I played in the beta and the updated changes are pretty welcomed.
@ see I started to play it in rise so view on SnS is skewed. With the shoriyuken stuff and flying so I feel as it lost some umfh.
@@walter0p Before Worlds this weapon was purely a status buildup weapon it was never great for like pure damage.
in MHW the weapon was basically a minature greatsword with Perfect Rush it was absolutely insane they did nerf it quite a bit in Rise so it wasn't as great but it had other tools that made it really good too but I think they went back to the Worlds approach to it's overall kit while toning it down just a bit.
If you didn't play it prior to Rise/Sunbreak your view on it will be a tad bit different though since it was quite different there.
I only changed to sns on worlds it was mindblowing and fits well with my pace
But rise and sunbreak bring it to another level tbh
It's definitely one of its peak moment (oil is of course its prime form)
GU sns was very good
You can do whatever you want capcom we trust u with this....but Please just dont make the game easy...its the only thing that a core and veteran cannot accept....