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There should definitely be better usage of elemental on all weapons though, while still allowing raw and ailment weapons to be good too. Not gonna comment on how that can be done if there is even anything that should be changed since I tend to just stick to raw like a basic ♥♥♥♥♥ anyways because frankly I don't care for builds much unless I really need to min-max for a particular monster
Build checks? We talking about that now? I mean, if you wanna super armor through a Congalala, nastiness....but I was purporting additional status effects that don't have an effect unless you engage with them. Yeah, for Elder Dragons, but the Genies out of the Lamp, so Alatreon's Judgement really should be different.
Like, how many times have you ever looked at a water element weapon and gone "ah yes, this will be more useful than x weapon for fighting y monster"? Or basically any ailment weapon lol
There should be more monsters like legiana that have a special effect when you use their extreme weakness, like his special animation for poison, maybe a monster that sleeps like espinas, one so weak to thunder that it can be paralysed by it, water stopping a monster from breathing fire, etc etc
nothing that will ruin the game if you dont use it, but something that you can really clearly point at and be like "im going to farm this monster, he has a super weakness against this, might as well use it to make the farm faster", yknow?
I agree with this. Alatreon was a 10/10 fight aside from EJ.
If Capcom wants players to use element weapons just increase the element damage they take, but increase the HP pool. Was funny watching some speedrunners not give a ♥♥♥♥ and just eat a cart.
So what about the people that DID get through the monster with sub optimal gear, like me? You are missing the point and not listening to what I am saying, and that likely goes for anyone else that stopped to think about what it is that they don't like about the Elemental DPS Check. We did, and aside from differentiating opinions, I can guarantee we all had the same answer overall; nothing. It's just that with the right gear, it becomes no different from normal DPS Checks, with the only difference being which numbers are factored in. In other words, unless you already have the gear to stop Judgement, it is essentially padding, because again, you have to waste time not fighting monsters, but grinding for materials to play a mini-game for some specific materials, at least in something resembling a timely manner. There's a way to encourage players to change gear, but most (good) games don't kick your nuts in so hard they come out your eye socket if you don't play the way they want you to. Like the guy above me said, the Kushala Daora becomes easier to hit if you use poison, but there's even other games that did this. More and more Character Action games are powering you up for reaching high style ranks, which requires you to play well. Fight N Rage gives you Extends for pulling off large combos and over-killing enemies. The problem that people have with Alatreon is that he came out of left field and expected you to use a mechanic that for certain weapons, were useless up to this point, and once you got the gear, did nothing to change how you approached the fight because, once again, only numbers were being shuffled around, and if you ignored this system, you got screwed over. Frontier, which lots of people likely didn't have access to, might of had the mechanic, but anyone that says this was in the mainline series is lying. Again, if they want to have Elemental DPS checks, they need to have it throughout the entirety of the game, they probably should try to be a bit more creative than "topple the monster more often" like it is in Soul Sacrifice, heck, even provide benefits that don't even require hitting the monster themselves, it needs to be optional that brings back the inherent dynamic difficulty of a armor set that allows you to speed-run through the monster (hard), and a armor set that allows you to avoid certain aspects of a monster (normal). Alatreon is like if Dragon's Dogma had a boss fight that took away your pawns and specifically required you to deal damage, which for people that became Tricksters and never looked back, people would be piiiiiissed.
I would not mind if we had more things like poison vs Kushala rewarding players for preparation is a big win I would not be against some of the barriers to flash bombs used on the deviant monsters in generations be used to combat flash spam rather than just giving them resistance after a while as an example, I just dislike the idea anything would be required.
Why are you insulting my skill when I said that I got through with subpar gear, pulling my weight with dual blades, which I wasn't used to using in the first place? And please stop bringing up the specifics because the point is that nobody wants to do any grinding that doesn't involve killing monsters or involves killing a ridiculous amount. It's fairly obvious that you're an elitist that think that if players can't roman hunt they are getting carried, because what would gear check fights even entail? That's how I know you are an elitist, because forcing the player to have gear that only shifts around numbers when you already designed the fight to require aggression, then, again, what is there to complain about but an arbitrary requirement (which I will say for the LAST time, wouldn't faze anybody regardless of what they think about it, if we had an idea this was happening, either because of a warning months in advance or this existing in previous mainline games) Again, silly, if you HAVE the gear, then the fight becomes a matter of being aggressive and good with defense enough to prevent something from happening, which you'd still get if all you had to do was deal universal damage and I and plenty of other players banged their head against the wall and when we got a concussion, metaphorically speaking, we reinforced our armor and weapons bit by bit until we won, so we were going with gear that was worse than our preferred sets . This is bullcrap, because again, we basically gimped ourselves to kill this boss, when the requirement may as well required you to color your armor pink to not get immediately atomized.
Look, all I'm asking is that Capcom either puts elemental DPS checks that are designed in a way that makes the hunt harder for failing, but doesn't cart you, giving players options for how they want to approach the fight, and in the event they do decide to have an elemental attack that obliterates you for not having specific kinds of gear, make it easier to get that kind of gear so that players like me that don't want to grind for multiple armor sets and multiple elements of the same weapon for every monster can just work towards getting a raw set and grind to upgrade preexisting armors that had the cap raised in a update or craft and upgrade new armor and weapons.
You literally accused me of getting carried just because I don't see a reason to make the player specifically topple Alatreon with elemental weapons when even it's topple mechanics the same. You are insinuating that just because someone doesn't want to do any grinding in the guiding lands, which involves holding a button for what feels like hours, and going back to base to do the same, just to get gear that again, doesn't even change how you fight. Why are you acting like you can't understand why someone would be more than a little irritated when game series that always had an upgrade and crafting system that frankly encourages people that don't wanna spend all their time grinding to get a mathematically peak raw set with slight alterations for other weapons or updates, announces a monster that requires elemental dps months in advance, doesn't explain this, and drops all of this onto the community? If I wasn't good at the game, I wouldn't have killed AT Nergigante solo, and I definitely wouldn't have killed Alatreon with under-powered gear. All you coming out of nowhere saying that I'm bad at the game comes off as is you trying to gate keep people that don't want to go through a crap-ton of effort just to change what numbers pop up on your screen when you attack. And don't you dare say anything to the effect of "WeLl thAt'S WhAt MoNstER's aLL ABouT!" If we were given time, I'd still think it's bullcrap, but at least then you could prepare and grind in intervals until you think you are ready. I never actually said that I didn't like DPS checks in and of themselves, I just said that you should always be allowed to dodge the resulting attacks, but they should obviously be at their strongest and hardest to avoid, and succeeding these checks should make it easier as a reward for approaching fights with preparation and trying to utilize armor and weapons that's designed to specifically counter that monster instead of opting for Wiping All Out with your swordsmanship alone. Alatreon in World is the equivalent of GMGOW bumping health to a ridiculous levels, while the DPS check in Rise, is the equivalent of Infinite Climax in Bayo 1 removing your witch time, forcing you to use your entire moveset in a different way. One only changes numbers for the most part, while the other makes dramatic alterations to change the way you play, and I'll say this for the LAST time for REAL; making the player get different armor that doesn't really change how you fight the Alatreon is not a difficulty spike, nor is it even fake difficulty; it is padding. (and by the way, JPM岩, I just discovered that Rise had a demo, and playing the demo, I saw that there seems to be elemental blights you can inflict upon the monsters, and doing my research, there's a monster that can do an attack that weakens with Universal DPS, but isn't an instant kill if you don't. so I guess Capcoms agrees with my take to an extent.)[/u][/i]