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번역 관련 문제 보고
I have the same issue.
- Ancient Forest Boulder
- Ancient Forest Vine Traps
- Flinching a monster on viney surfaces made them get stuck in it
- Rathalos nest
- Poison plants in ancient forest and wildspire waste forest
- Baiting Diablos sinkhole with screamer pods
- Whack-a-Toad
- Cactuar doing 2,000 damage lol
- Rotten Vale stalactites in Vaal and up above on the top layer
- different poison plants
- Elders recess crystals
- Lava geyser
- Hoarfrost landslide
- Falling icicles
- water geysers
- Falling cliffs
- Grimalkynes throwing bombs and ailment knives
I think I'm forgetting o e or two, but nah man, there were a LOT of them in World if you looked around.
Rise has more than I thought, but less than I'd hoped for.
I can only remember:
- Quicksand traps in desert
- Jungle Falling rocks
- Lava Caverns magma wall that explodes and deals 2,000 damage if you launch a monster into it
- The funny frog lake in the Citadel
- Poison tree in Citadel
Obviously (or maybe not so obvious based on comments like these), Rise can't have all that richness and interactivity largely due to the Switch's underpowered hardware.
Also, all those environmental traps you guys listed in World (aka free damage) were replaced by Wyvern Riding and other Rise mechanics. The trade-off was balanced nicely.
-those bugs on the walls for all slams (Starburst crabs)
-the ones located in Jungle, where if you slam a monster down/knock them down, they do 45 DPS (rockslicers is what they're called)
-the rock launchers in Sandy Plains
-spearsquids (pincercrabs)
-giganha (annoying ones that require a special meat)
-trick toads
-flash fly (like in World iirc)
-also the water ones as well, dont forget those
Was going to include the others, but they're mostly for buffs for hunters and not really interactive
same for me. A bit over 100 hours in base Rise, but loving Sunbreak in comparison. World had its faults, but I did enjoy it more overall I think. The maps actually made where you were fighting matter since you could do things like drop stalactites or break dams. Rise lets you carry sleeptoads to activate wherever and whenever you want.... I feel like that and a lot of the other tools cheapen the experience of hunting since it takes environment almost out of the equation altogether. The main thing Rise does well is monsters imo, and about half oif the weapons have fun switch skills.
Clutch claw and the mantles made World so boring, if it didnt have those it would've been more fun. Lets see we could weaken monster parts at ease whenever we wanted with clutch claw. and temporal mantle made you auto dodge like crazy til nerf
Plus you only got 17 hrs on rise
22 on world
You also had LESS than an hour on stories before you were ♥♥♥♥♥♥♥♥ on it. That game was amazing. I bought that twice, i has 200+ hours on switch, ima go back to it on pc. you have really bad taste in games OP
You have no room to talk
ive 200+ on world
almost 400 on rise on pc, i have another 200 on switch lol
maybe get further more into both games instead of getting a
both are great in their own ways, but rise is more fun with how fluid the weapon/silkbind abilities are and the mobility is fun lol
You most definitely are misremembering how it was. People who only played for 200hrs very rarely are good with the clutch claw.
People in general misremember and have an unwarranted hate b*ner for the clutch claw to almost comical degrees.
As an example: Almost always, they will claim how Clutch Claw was mandatory or else you did "close to 0 damage and hunts would take double or even triple the time to clear!".
The reality? The clutchclaw would speed up hunts by a max of 30%, as that was the max potential boost in DPS. Best case scenario, part tenderized 100% of the time and you hitting it 100% of the time, basically, if you had a literal perfect run, you would finish the quest between 1 and 3 minutes faster.
But the clutch claw was "mandatory or else your runs would be 40 minutes long!" am I right? /s
I'm thinking of going back to World and doing all the content solo next time after finishing Sunbreak.