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Báo cáo lỗi dịch thuật
I do like the counter we got for Rise, which originated from MHGen's Adept Style, the one with the double slash.
Instablock was crazy fun, but I felt they increased the chip damage in Rise to almost make instablock mandatory.
Its actually tied with gunlance and charge blade with the shield charged.
Its only advantage over both is power guard which allows you to block 360 degrees and is better for multi hit attacks that might deplete your stamina. People who are good with lance use this to reposition their thrust attack too.
I think lance just needs one or two moves that take care of the weakness you mentioned. Making guard hopping take significantly less knockback during its startup, so you can reposition yourself with good timing and can keep up your momentum sounds good, since for some reason you lose all momentum in world and rise if you block something during a guard hop.
Knowing which moves to guard hop would require some decent monster knowledge and positioning to take advantage of IMO. It doesn't dumb the weapon down or give it a fancy gimmick meter which might turn away veteran lance players that played the weapon to avoid that sort of playstyle like myself, it just gives it a new tool that adds a level of complexity.
I don't use DPS calculators super often, but the few times I have, lance hunters almost consistently are 2nd or 1st place in DPS on hunts.
Lance gave me around 4-5min hunts when I was doing tempered Vaals in base World, about the same as my LS runs, 3-5min (slow, I know)
Dont call it weak when you havent even played it.
Hopefully Wilds doesn't have impact mantle cheese, special scope, or setting sun wirebug skill.
But I did like the separation of pierce and standard elemental ammo tho from Rise, keep that.
Joke aside have you not played rise? They added that kind of stuff to all weapons and skills to block attacks. Im sure theres gonna be something in wilds.