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With casual I mean skilled people who are not speedrunners. Speedrunners represent the 0,00001% of players, and what they do heavily depends on many other factors and personal decisions.
Like Urkikk said, the low dmg of some IG players, stems from people taking 1-3 minutes just collecting the bug extracts, not hitting the monster at all. Yes, there are noob IG players too, who don't use Aerial gems, don't land the last hit on a weakspot, don't hit weakspots and hit air, not the monster.
The myth of helicoptering having no combos and doing no damage still exists, but I'm actively fighting it:
https://www.youtube.com/watch?v=la8WiJFCiVE
I think the most stupid think about IG in MHW is the extracts system. The bug should be able to collect white and red at once, and that a bit more with autoaim or a special attack, that makes it more easil. Instead it often turns into a "clutch claw" like "can't hit the right spot" thing, especially for players who have under 300 hours with IG.
Insect Glaive in Iceborne is not as heavily rely on extract as much as other iteration did.
it still can pack a punch even without red and white due to descending thrust and kinsect drill.
In Iceborne, it's possible to still dish out a lot of damage without touching red extract at all in many match up to some degree with descending thrust and unenchanted aerial moveset, alone, due to unenchanted aerial moveset has less animation commitment, making it more mobile than enchanted counterpart, for more precise descending thrust attacks, etcs.
you can choose to do descending thrust while collecting extract along the way with kinsect drill, pair with a bit of other moves and now you know how to keep fighting without losing much momentum when collecting extract.
I just want Insect Glaive's extract mechanics to stay further from "charge the gauge and discharge all at once" kind of gimmick, and Iceborne has that thing going on with it, even if it's seem unintentional, there were reasons, advantage and disadvantage for have and not having certain extracts, and it was interesting.
But people are so into with " *monke noises* Triple buff good! otherwise bad! " and ignore the point of having 3 different extract to begin with.
if it keep going like this, they may as well just remove 3 extract thing and make it 1 color(not counting green extract) with fill the gauge mechanic, and sprinkle with Wild Switch Axe treatment instead. That's a funny idea actually.
Capcom: Movement and mounting
Bad players: NO! We are going to make it our main form of attack... actually, our ONLY form of attack!
Capcom: *removes it in Wilds*
Non-aerial IG users: LOL - good. Darn leeches who did zero DPS in multiplayer.
That's a dumb way to blame someone.
I saw an Aerial IG user contribute to 40% of overall damage on Fatalis, and not with low dps either. I can tell because I was using damage meter from multiple Fatalis hunt with other people to compare it, and that guy just appear like a sore thumb in it, that Fatalis hunt was only around 6 minutes too, so.
Aerial IG on MR Kulve is a good strat, feed your kinsect and kinsect drill in 1st phase, they can break the golden part before it even heated up.
Otherwise Kulve's entire body are still easy damage, so it's very unlikely for them to be burden unless they're bad at using IG at all.
Safi is not Aerial friendly to begin with anyway due to massive wings hitboxes and flinch, with maybe exception on final phase but it kinda pointless due to HZV are mostly for ranged weapon, and Safi wings cannot be tenderize in anyway, you can try break it back but that pretty much it.
However, my main disappointment is that some aerial attacks, like light attacks, feel disconnected, unsatisfying to land, or awkward to execute.
There should at least be a smooth transition after landing a light aerial attack, making it flow seamlessly into a follow-up ground attack.
Seems IG is bugging you. If flying thorugh the air = cheese, then stop eating chicken or using airplanes, "flying is evil"!
This all reminds me of using Dedede in Smash Wii U, I was learning him, and the one move I used the most was the Gordo throw. I got it down so well, that I could hit an oponnent miles away, some could never reach the stage again, and naturally those people complained the most "noob!", "learn to play!" and many other bad words and phrases, just for losing...
IG users were always outcasts, they were always looked down upon and it will always continue this way, because it has the word "insect" in it, and many people have fear of insects. Some people even use anti-IG slang: "bugstick", as if it's some form of garbage.
IG only seems like an easy weapon, the freedom and speed you gain mean nothing if you can't control it, and that's the hard part of the weapon.
Red extract gives more damage, white extract makes you faster + adds dmg combined with red, so this two are a must for me personally.
What I disilke: I understand that the buffs wane with time, but if you have 2 or 3 extracts blinking, and let's say your bug is carrying a red extract at that moment, and you call it back, but instead of recharing at least the red buff, it all blinks and vanishes together with your collected extract, this is bothersome.
It's also bothersome having to feed the bug slingershots every 3 minutes so it can carry two extracts at once and does more damage, this is too much work that is distracting from hitting the monster.
This are just 2 out of dozen other reasons why IG is such a hard weapon.
Ah so you mean that, this only is a thing with triple buff.
Triple buff is it own thing, once you enter the triple buff state, it will refresh all the extract duration but you can't refresh any of them during that state until it expire.
if you have 2 buffs, you still can refresh them as much as you wanted, which also mean you can refresh it duration when it blinking.
Also if you have 2 buffs are blinking but your next extract can lead to triple buff, it will also refresh the other 2 buff duration.
This rule still persist in Wild IG too when I play it in beta.
Red extract in Iceborne can be optional, it enchanted your combo but also slowed down aerial mobility by a good portion. yes red still lead to more damage, but there are some utility aspect in it non-red counterpart. Descending Thrust is always with you regardless in there, and experiment with all moveset even without red or white extract can be an interesting approach with enough understanding and proper matchup (which are plenty actually).
This is not the case in Rise Sunbreak due to unenchanted combo's MV got nerfed by roughly half and there are better way to move around like pairing with silkbind, making at least Red a must have in that iteration.
They reverted it MV back in Wild but locked Descending Thrust behind red extract in Wild, so, yeah Red is still necessary in there.
I like the slinger feeding one though, but I think it's a bit unbalanced because mostly I'll mostly just take a Glaive with Spirit & Strength bonus, with a rare occassion with Stamina & Healing