MONSTER HUNTER RISE

MONSTER HUNTER RISE

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Udon Jan 29, 2022 @ 2:28am
wyvern riding is annoying
whos idea is this? seriously?
why replace mount with this ♥♥♥♥♥♥♥?
at least make silkbind didnt trigger this ♥♥♥♥, its annoying when u;re in the middle of combo and then the wyvern ♥♥♥♥♥♥♥ triggered, it ruins ur combo and then force u to wall slam or whatever, worst in multiplayer usually someone decide to take the monster for a ride looking for another monster who are 1 sextillion away from the current position just for some extra ♥♥♥♥♥♥♥ riding chance, AT LEAST WE CAN CHOOSE TO MOUNT OR NOT, BUT THIS FKIN RIDING MECH U CANT CHOOSE, IF IT TRIGGERED THEN IT FORCES YOU TO DO IT WHAT THE ♥♥♥♥♥♥♥ ♥♥♥♥ ASS CAPCOM APWHRP1988y3rhohf3g9273gfohaeopyt0f18h3f9jq[wjd;asoj[
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Showing 1-15 of 30 comments
chicken jockey Jan 29, 2022 @ 2:29am 
You good?
Udon Jan 29, 2022 @ 2:31am 
Originally posted by Eris Boreas Greyrat:
You good?
im not man im not, i need to cool down a bit
McFuzz Jan 29, 2022 @ 2:43am 
Most Monster Hunter games feel like, the design team throw a ♥♥♥♥♥♥♥♥ of ideas at the wall.
Sometimes, like from Four and World, a LOT of ideas stick. Mounting, more open areas of play - these are now monster hunter staples. However, they've never been sure what to do with mounting; it was new in 4, and slightly redesigned for world but less of a tug-of-war than it used to be.
Other times, like... Tri, for instance, they are little more than an experimentation, to see if something like that is viable for the series. Turns out, sluggish, poorly controlled water segments aren't gonna be mainstays.

The wyvern riding feels like an extension of their long running trend of not knowing wtf to do with monster mounting. Maybe they're testing the viability of player-controlled monsters. But I personally don't like it as is - removes the threat of having two huge monsters in the same zone, that the old games used to have (I haven't used a dung bomb all game)

They aren't a danger anymore; they're a tool. They hit the monster and peace out. It ain't great.
Viscule Jan 29, 2022 @ 2:49am 
Originally posted by Frank McFuzz:
Most Monster Hunter games feel like, the design team throw a ♥♥♥♥♥♥♥♥ of ideas at the wall.
Sometimes, like from Four and World, a LOT of ideas stick. Mounting, more open areas of play - these are now monster hunter staples. However, they've never been sure what to do with mounting; it was new in 4, and slightly redesigned for world but less of a tug-of-war than it used to be.
Other times, like... Tri, for instance, they are little more than an experimentation, to see if something like that is viable for the series. Turns out, sluggish, poorly controlled water segments aren't gonna be mainstays.

The wyvern riding feels like an extension of their long running trend of not knowing wtf to do with monster mounting. Maybe they're testing the viability of player-controlled monsters. But I personally don't like it as is - removes the threat of having two huge monsters in the same zone, that the old games used to have (I haven't used a dung bomb all game)

They aren't a danger anymore; they're a tool. They hit the monster and peace out. It ain't great.

I feel like it would make more sense that the monster gets even more aggressive after being used for wyvern riding. Because as it stands wyvern riding does need a downside to using it other than "my combo got ♥♥♥♥♥♥ up because it triggered".
Udon Jan 29, 2022 @ 2:49am 
Originally posted by Frank McFuzz:
Most Monster Hunter games feel like, the design team throw a ♥♥♥♥♥♥♥♥ of ideas at the wall.
Sometimes, like from Four and World, a LOT of ideas stick. Mounting, more open areas of play - these are now monster hunter staples. However, they've never been sure what to do with mounting; it was new in 4, and slightly redesigned for world but less of a tug-of-war than it used to be.
Other times, like... Tri, for instance, they are little more than an experimentation, to see if something like that is viable for the series. Turns out, sluggish, poorly controlled water segments aren't gonna be mainstays.

The wyvern riding feels like an extension of their long running trend of not knowing wtf to do with monster mounting. Maybe they're testing the viability of player-controlled monsters. But I personally don't like it as is - removes the threat of having two huge monsters in the same zone, that the old games used to have (I haven't used a dung bomb all game)

They aren't a danger anymore; they're a tool. They hit the monster and peace out. It ain't great.

exactly what i feel, but u know what, im okay with wyvern riding, but at least PLEASE ALLOW ME to choose between riding and not riding, the idea of attacking monster = auto riding is fking dumb.
Diabolical Jan 29, 2022 @ 4:25am 
I mean mounts before were triggered by the slightest hint of an aerial attack. Just knock them into the wall and get it over quick and it's no issue. It's at least more interactive and flexible than old mounts.
アンジェル Jan 29, 2022 @ 4:45am 
Is this a pattern or something like that?

https://ibb.co/P9RYPGb
https://ibb.co/Gcggz4k
chicken jockey Jan 29, 2022 @ 4:47am 
Originally posted by アンジェル:
Is this a pattern or something like that?

https://ibb.co/P9RYPGb
https://ibb.co/Gcggz4k
Legendary
Greb Jan 29, 2022 @ 5:03am 
It's a cool mechanic although the control scheme is a little weird, it's definitely useful for abusing the emergency dodge to end attacks early so you can spam them, without using the finishing move until you've got like 1 second left on the bar which puts out a huge amount of damage when fighting your main target + lots of shiny drops, but when a monster is mounted nowhere near another monster it just sucks. I don't wanna ride a monster across the map and the wall ramming stuff is just kinda busywork in general.

My only issue with it is kinda how forced it is. Your "best" attacks eventually cause a wyvern riding section, and you're forced to do it if you so much as attack it in any way after, and the monster is stuck in that stance for like 10+ seconds easily.

The radius for triggering a mount without your weapon out is HUGE, so if you wanted to use that time to carve a tail or nearby fallen monsters, collect some shiny drops, grab some natural materials, basically anything that requires pressing B (or your equivalent) means you're automatically pulled on top of the monster, even if you're not looking at it.

Sure you could just immediately launch the monster into a nearby wall and then fail the control prompt so the mount ends instantly, but that's annoying lol. Add in to the fact they mostly (some turf wars still exist) removed turf wars from the game in favour of this mechanic where monsters practically instantly slap each other into mount mode and it's just ugh. Fairly obnoxious when playing solo but bearable in multiplayer because I can just let someone else do it, lol.

I guess it's another +1 to Apex monsters not being able to be mounted or capped, lol. If only there were more of them..

Feel like it would have been a solid mechanic if monsters only built up wirebug damage from other monster attacks and not from your silkbug moves or whatever.
DLOZanma Jan 29, 2022 @ 6:15am 
And the "combo" getting "screwed" is somehow an issue because? You get a freaking knockdown where you can ACTUALLY do a combo uninterrupted. Just launch the monster to a wall. Thread makes no sense.
Last edited by DLOZanma; Jan 29, 2022 @ 7:22am
Udon Jan 29, 2022 @ 8:11am 
Originally posted by アンジェル:
Is this a pattern or something like that?

https://ibb.co/P9RYPGb
https://ibb.co/Gcggz4k
its not me man i swear
Udon Jan 29, 2022 @ 8:19am 
Originally posted by DLOZanma:
And the "combo" getting "screwed" is somehow an issue because? You get a freaking knockdown where you can ACTUALLY do a combo uninterrupted. Just launch the monster to a wall. Thread makes no sense.
bro, imagine u're hitting monster, and u got a perfect position for a true charged slash, then suddenly ur team trigger the wyvern riding, and u're not even get the ride, then ur teammate slam it to the wall far away from u, then by the time u're there u try to do the TCS again, but because u're so far away, u miss the TCS or didnt hit the sweet spot, that is what im trying to say.
Catpocalypse Jan 29, 2022 @ 8:23am 
Originally posted by Me and 7 noob players:
Originally posted by DLOZanma:
And the "combo" getting "screwed" is somehow an issue because? You get a freaking knockdown where you can ACTUALLY do a combo uninterrupted. Just launch the monster to a wall. Thread makes no sense.
bro, imagine u're hitting monster, and u got a perfect position for a true charged slash, then suddenly ur team trigger the wyvern riding, and u're not even get the ride, then ur teammate slam it to the wall far away from u, then by the time u're there u try to do the TCS again, but because u're so far away, u miss the TCS or didnt hit the sweet spot, that is what im trying to say.

Imagine learning how to actually play GS though, so things like this aren't a problem. Wow!
Kashra Fall Jan 29, 2022 @ 8:51am 
Didn't know there was such thing as a combo in this game. All attacks can be cancelled on a moment's notice, aside from leaping attacks and charge moves. The wyvern riding will likely also do more than you would, so maybe you should thank capcom? Mounting was just as annoying btw, but you learned to live with it.
Greb Jan 29, 2022 @ 8:59am 
Originally posted by Kashra Fall:
Mounting was just as annoying btw, but you learned to live with it.
Mounting could be cancelled with a simple press of a button though, and didn't have an animation involving you grappling them for a second with your wirebugs, you just magically teleported onto the monsters back.

It also didn't reduce the rest of the teams damage while you were mounted.
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Date Posted: Jan 29, 2022 @ 2:28am
Posts: 30