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Zgłoś problem z tłumaczeniem
In general: Rajangs grab will clap you if you dont spam buttons to get off your feet to wirebug. My gunner friend gets carted on the initial slam, as Gunlance I survive the hit, but barely. But if I dont get off the ground I will die
Specifically HBG: Ibushis wind attack that yeets you straight into the air. Since they cannot wirebug away, the tail slams down and OHKOs you while you're helpless midair
Wirebugs letting you reposition and sheathe your weapon when knocked into the air or the ground in most cases makes your punishing mistakes easier to iron out. Youre not safe because any attack can then still hit you if youre doing the wirebug dash, but as a get out of jail free card in 9/10 cases, yeah it makes some encounters easier
I definitely don't want to see the "damage to 11" iceborne did with Alatreon or Raging Brachydios, but I think if Capcom is aware of how the wirebug is being used, they can adjust its use with Sunbreak like they did with Weakness exploit
However, I'm certain wirefall won't make every monster in Sunbreak rely on oneshots due to players being able to escape after every hit, but rather punish players who spam wirefall without paying attention to follow-up attacks. G-rank monsters are faster, have more attacks at their disposal and are able to execute longer combo strings, making wirefall at least require some thought hopefully.
I agree that Alatreon and Fatalis in IB were both better fights than their old versions and actually somewhat challenging, Fatalis is the only monster outside of Extremoth and ALeshen I didn't clear on my first blind attempt (well nobody beat Fatalis solo first try as it's impossible without having any knowledge of the fight), however he sadly turned into a boring AI manipulation fest hoping he'd do the cone attack.
Clutch Claw also ruined the flow of both of those fights more than Wirebugs and wirefall ruin the flow of Rise's fights imo. The only thing close to having to tenderize is when the monster gets put into the wyvern ride state and you can't do anything about it.
In and of itself, Wirefall either speeds up how fast you can get back to a monster when you (un)intentionally trade hits or allows you to run far away if a monster’s not doing a string of attacks. In the former case you’re still eating hits and it will catch up to you, and in the latter case you’re running away and not doing any damage. Both spend a bug, which may or may not be a big deal depending on how much your weapon relies on them. It’s another option at best and a deceptively efficient habit at worst. Generally speaking, you’re better off winning trades, not getting unnecessarily hit, and retaining your bugs - even with incredibly strong potions/maxes.
Try abstaining from any use of Wirefall outside of pins like Rajang’s throw and you’ll see what I mean. You might have to be a little smarter about when you wake up from a knockdown, but that’s about it.
Monsters being outdated and lacking punishing moves for World and Rise mobile gameplay is.
But we will see only more of it, because series hit mainstream and hitting mainstream means doing everything possible to appeal to casuals.
I don't know about you but about 90% of my deaths in every single monster hunter game happened when I was sheathing to heal or about to drink a potion/max potion after sheathing, you know, the animations you have to deal with when you get hit. Knowing when it's safe to heal was a huge part of the combat, now it's mostly gone. Most people playing this game have a real problem to understand this and how it affects the combat.
Devs know this quite well, hence the one-shots in the apex emergency quest, because there's no other solution.
Sure, wirefall is strong, but I'd say it's still not nearly as game breaking than Rocksteady Mantle+ Health Augment, or Temporal Mantle.
I also think the Rise team did a pretty good job at making monsters keep up with the hunter's mobillity, especially compared to World. IMO, Valstrax, Apexes or even Magnamalo are good exemple of this.
Although i'm guessing part of the difficulty for me comes from using ground DBs and never using restocking.
Some weapons got hyper armor similar to Rocksteady Mantle built in to some of their attacks now so I guess Capcom liked the idea. I do to, because Swaxes ZSD can now be done while the monster is still attacking at the expense of health and a possible cart. It's pretty great because it plays into the ultra-aggressive playstyle Swaxe wants to play as and combos wonderfully into Soaring Wyvern Blade. The spirit of Rocksteady lives on.
When used as an oki mechanic: Some monster moves are designed to punish bad wirebug "wakeups" or escapes; and there's also punishment for not having wirebugs when they connect certain moves. But this feels more like an infrequent oki mechanic, and not a fully fleshed out gameplay mechanic applicable to all fights and monsters. Wirebugs are almost always full especially when a third bug is found in most battlegrounds. I guess designing every single monster move to adhere to this was not practicable and would change too much the core "clunky" fights of MH,
Sunbreak difficulty could greatly be improved within this oki system, as many fighting games are balanced around, which is something Capcom is capable of doing.
Rise has potential to be harder, but not with how recovery and wirefall work now, that's the issue.
Temporal/rocksteady have a huge cooldown and it's kind of a choice to use it or use tool specialist and break the game while wirefall is fully implemented in the gameplay from the get go.
Even I take wirefall any day rather than easy mode mantles
Outside of the combat... well, yes, it's works, but not because is needed. Location designed around wirebugs and palamutes, but it's forced use. No one monster climb on the mount to chase you. Never. Thay just can't move into 50% of location space. And secret notes + stupid spiritbirds is only reasons to make wiredashes and palamutes useful and mandatory. If you remove that two things - reason to keep wirebugs and palamutes just dissapear.
To be specific: in World you have same level of basic mobility, but without forced use of specific mechanic. All location was designed around hunter and his speed of movement, not around palamute that move faster. And a lot of place in World have wedge beetles that works exactly as wiredashes in traversal terms.
I don't undertsand why so much players love wirebugs, because this is worst and more forced to use than clutch claw in Iceborne.
cheesing with high ground is no different than zoning in the old games or skittering away into cubbyholes in World
secret notes are completely optional
I don’t like spiribirds myself, but spiribirds are unnecessary outside of Bow/DB stamina management as most quests are balanced around you ignoring them or having a prism handed to you for free; only matters for event apexes
Wedge beetles are more comparable to great wirebugs
You don’t need to know anything about wiredashing to get around the map quickly with or without a palamute; just go to the nearest camp, use a great wirebug, and maybe do a couple of wiredashes and you’re immediately where you need to be
even if you set aside tenderizing and the gimmicks’ respective attacks, wiredash is free movement whereas clutch claw is clumsily restricted movement; the control and versatility is why people are more open to it
Wirebugs feel different, but offer more than just niche uses
Imagine if LS, GS, DB, Hammer, Horn, CB, Lance, Switch Axe and IG didn't have wirebug skills available and actually required player skill and positioning to perform well instead of spamming 100-300 mv moves on cooldown.
That's the main issue with Rise gameplay, the skill floor and skill ceiling for most weapons are way too close to each other. A specific weapon's veteran player who used said weapon over multiple games had a not too insignificant edge over players just "casually" playing the weapon in every game except Rise. But now anyone can pick up a weapon and perform not too worse than the best of the best because Rise doesn't reward player skill as much as previous games.
Once a weapon boils down to using x move on cooldown, optimal gameplay isn't something that requires player skill, just monster AI aligning so you can spam Helmbreaker or Impact Crater on cooldown. Sunbreak seriously needs to shift damage from wirebug skills to regular attacks, Hammer without Impact Crater does laughably miniscule damage sadly, and it's not the only weapon that suffers from this.
Wait, what? It does about half my hp. Have you upgraded your armour?