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These two are equal in the terms I was talking about above: unnatural occurrences that throws everything off.
I could give less of a damn about monster interactions when most people ive seen on the World forums always whine about monsters roaring at one another for several minutes.
I mean that's fine if you don't care but this is the reality of the situation we currently find ourselves in. A bunch of systems were messed with due to wirebugs and wyvern riding. In comparison CC and clagger has effected far less and is therefor easier to ignore. That's the entire point I'm making. But again, they're both still flawed systems.
Edit: Small breakdown-
CC:
Recoil Anim
Clagger
Weakness exploit Nerf
Tenderizing
Shaver deco
Free pods
Specific CC attacks on certain weps
And I'll even add the beetles you use to traverse in here
Wirebugs/silkbinds:
Traversal
Silkbind attacks adding counters, hyper armor, i-frames, etc
Wirefall
Wiredash
Wyvern riding
Wyvern riding recoil anim
Multi-monster AI encounters
Increased rarity of turfwars (again due to silk buildup often causing instant mounts)
Great Wirebugs
Amatsu's gimmick
Combo escape
Pin escape
Mag's gimmick (yes you can just roll it as well, but you get an entire free knockdown for wirebugging it ONE time.)
There's more, too. The meta was completely changed due to wirebugs. Wirebug whisperer is a sought-after skill, for example, because most of your huge amounts of damage on about 1/2 the weapons are silkbind attacks.
One of these is far less intrusive then the other, but they BOTH have issues. It's fine for people to criticize BOTH, but I really hate the argument of "just ignore wirebugs" when they're arguably more intrinsic in regards to survivability, movement AND damage then CC is in a game with monsters designed around having these extra options.
Guard Reload changes a fairly core part of my moveset, it's a simple change completely flipping how I use what'd otherwise be Quick Reload.
That's ignoring the fact it reloads my Wyrmstake too.
Gunlance really did get a huge boost here in rise, big fan of the changes as much as I hate wirebugs - but I'll be real they really need to just scale it's shelling with raw like they did in frontier.
They're neat to have but feel less unique because the game is built around you having them anyway.
Do I thoroughly enjoy parrying a monster attack, recovering sharpness and getting a free stake off? Yes.
But is it as much of a difference as switching out core moves, such as Quick into Guard Reload, or Charged Shelling (which I never use anyway) into insane horizontal mobility? Nowhere close. Switch axe is the same deal imo.
I'm more talking about gunlance damage in general being hard to make "good" because you constantly have to have your buffs up to really do good damage with it.
Agree on the actual moveset changes, those are great.
The weapon as a whole is in need of either new skills to buff shelling or a revamp in terms of how it's damage is calculated. It doesn't need to be CRAZY buffed, but it needs a bit of a bump to keep up with other weapons.
Unfortunately with World being my first game and not really having looked into the damage calcs, I'm lowkey clueless in this department.
One thing I think I can add is that I do consider the fact shelling ignores hard points as something in favour of its damage. Albeit the cost is no weakpoint bonus damage either.
Yup! The problem is compared to other damage shelling really doesn't get buffed from much. You only have a few skills that actually do anything with it, and that's been the case for I believe every game outside of frontier where they scaled the damage with your raw value. A lot of stuff effects blunt/slash damage, but shelling is really neglected.
That being said it's still a great weapon and I'm really excited to see what wilds does. My big concern every time there's a generational leap is they'll pull a tri and remove 1/2 the weapons again LMAO
Granted I'd love to see underwater return revamped. I'd actually rather see underwater return then switch skills.
And now you want to go back to multiple moves, it's really not worth answering.
This is what I said.
Interchangeable moves are less tedious/distracting/intrusive compared to the forced visuals of the fights.
My original debacle was that being able to change moves would be nice, yours was always talking about "unlocking special moves" or "special mechanics".
If they're interchangeable, you don't have to use any of the other moves if you don't want to.
They're not special moves like Silkbind Moves, that is flashy.
We weren't even on the same page from the beginning.
So much, you forgot the wall slams and creating exploits that your attacks would normally bounce off of...
Also, that's where you're getting your heads stuck up your asses, "muh meta".
Bruh, just play the ♥♥♥♥♥♥♥ game.
Yep, that is you doing exactly what I said you did. Unfortunately you mentioning FORCED clagger out of nowhere backfired hard.
I'm not talking about using the claw, just the animation.
Still unnatural unless you mod it out
I mentioned it to see if you can see that OPTIONAL moves, like the Switch Skills, NOT the Silkbind Moves, is NOT forced and unnatural, which, i can see your blind to not see it
So yeah, i can see switch skills or something similar coming back with a (random bs number in my head) 80% chance!