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Bir çeviri sorunu bildirin
The last one you can turn off in option. sorry you could not bother to look this one up.
Second animation locks stay, this is a staple of monster hunter game. You should never just be able to roll when you want. This is part of commitment identity of monster hunter.
Camera is a overall issue that could be work out sure.
Damage could be bumped up but that is about it.
I just wish attacks could be more useful without relying on mighty charge. And even mighty charge is too slow.
Err yes?
who the hell would just naturally think, as yes im in mid animation, this is the perfect time to simultaneously perform a second action!
Hammer only has dodge, attack, offset, really. It has some hyperarmor on some attacks now but that's not the same, it can't reposition well. Ironically I would say hammer actually has worse mobility than greatsword now, especially with how greatsword gets a closing finisher that pulls you to the monster after you offset. Whereas with hammer you have to walk all the way up, slowly with your mighty charge that you went directly into after offset. It's obvious that they should put in a similar move to greatsword there, and make your hunter chain grab to pull himself closer after an offset.
Its offset has basically no advantages (though it is satisfying to hit) compared to other offsets.
If you watch footage you can see this stuff in action, greatsword hunts are short, and incessantly paced, clearly by the hunter almost more than the monster, even at the middling skill levels. While only the best hammer mains can keep a steady damage stream going and even then there's plenty of times where they just have to sit there and wait for an opening or a monster taunt to do anything, it's monster paced. Now that wouldn't be such an issue, being monster paced, in fact that's part of what makes hammer fun, is the interplay and the dance, but then comes your issue, which is valid; low damage. You get very little reward for a huge move that takes time to set up and locks you in place after using it. It just winds up looking clownish compared to other weapons, doing mighty charge after mighty charge and the monster won't die.
Damage is a secondary thing. It wouldn't be such an issue that all these MVs and stun values are bad if you could at least be constantly hitting the monster and have the mobility that hammer is supposed to have, but instead they tied the biggest damage the hammer has to its most stationary move and made every combo a revolving door into it. Just... Weak design. Probably unfinished, feels like the second or third iteration of their idea of how it would all work. Hunting horn, greatsword, longsword and even lance but especially gunlance all feel much more matured in their movesets than hammer does, mainly I think because a lot of their moves lead into some unique other move.
I bet if you stacked the actual 'move count' as in all the unique possible moves of each weapon, hammer would be right at the bottom (not counting bowguns and maybe bow as well).
I think the solution is three-fold; better numbers on golf swings, and make that the 'go-to', even better numbers on mighty charge and give it some mobility for when the monster gets knocked away | another move that does offset; make that offset lead into a slightly weaker finisher, and you have to do the full golfswing combo offset to get a SUPER-charged mighty swing | more moves (maybe not all of these at once lol because it would turn out overpowered and overcomplicated, pick 2 basically); water strike into golfswing again (initiates vacuum strike), a move where the hunter pounds the hammer into the ground to fling themselves in the air for an aerial attack like spinning bludgeon, all three charge levels get different follow ups; level one into water strike, level two into the backhand slap, level three insta into a fast golfswing that offsets (this one should just be default tbh, level three is basically useless atm).
capcom said they were reviewing game balance and that first weapon they were gonna review and take a look at is hammer. the devs said so in an interview or on twitter i don't remember which, but yeah, they probably are gonna rework a bunch of weapons in future updates. There was no specific date given, but they are gonna take a look and possibly nerf/buff some of the weapons.
... But I think Hammer probably did best in Rise, since the enhanced mobility and aerial momentum of the wirebugs likely perfectly counterbalanced the incredibly short range of the weapon.
As it stands now, I can imagine Hammer wielders probably being the ones most likely to call the Seikret mid-combat just to compensate for lower mobility. I mean it definitely needs something. It is entirely too easy for Hammer to get shafted, so to speak.
For closing the distance, putting my weapon away is enough because once you're on the seikret you have to dismount before you can start attacking again. A single charged jumping attack is not really that strong, and doing a spinning bludgeon dismount is almost entirely useless. Aerial spinning bludgeon hasn't even been good since world, if you ask me. Doesn't land enough spinning hits and is horrendously inaccurate for a weapon that specializes in aiming for the head. Huge animation commitment too, so you may just eat an attack for trying a dismounting attack.
Sometimes feel too prideful to give water strike another chance. It's probably stupid, but I'm thinking "We're better than longsword, we don't need instant counters and full hit nullification". An alternative offset on the charge uppercut would be a good idea, I think. It has a slight charge up time, and on top of that you can't hold it too long or it reaches a full charge instead.
In my opinion, hammer was never meant to be a constant damage uptime weapon unlike weapons like SnS, DB, or Lance. But its intermediate hits are definitely too weak to compensate for being a weapon tied to playing around the monster. The charge uppercut is one of its most ideal hit-and-run moves, with a decent forward lunge, and a high forward hitbox. The issue is that it's actually ♥♥♥♥♥♥ a rather substantial nerf to Stun buildup compared to when it was first shown in monster hunter world, from 58 stun to 45. This puts it as weaker than the standard combo's upswing. Once you've ♥♥♥♥♥♥ the first or second KO on a monster, it gets much harder to trigger further KOs unless you deliberately go for your strongest KO attacks which sacrifices DPS, and requires that you search up the motion value spreadsheets because those still aren't included in game. By comparing to previous games, a lot of combo attacks got blanket nerfs to stun output, like spinning bludgeon. In iceborne, landing all hits (Starting hit + 4 spins + upswing) would do 113 stun. With very precise timing spinning bludgeon in Wilds lands a starting hit, 5 spins, then an upswing, but only does 95 stun. Then, there's the issue that the mighty charge slam does 5+5+40 stun. Your biggest commitment move with the highest damage does less stun than just running up and doing side smash>overhead smash 2>upswing (20+25+50 stun).
So they need to buff raw damage of the weaker attacks, and buff the stun damage of the stronger attacks.
For example no offsets in game give you huge damage, and they really shouldn't. Whoever, hammer needs an follow up, even if the follow up let you go straight to mighty charge, better yet if it put you on the last charge if the offset was performed correctly. This could be a simple solution that would make the weapon be like 30% better than use, both in gameplay and satisfaction.
I'm not in the mood to write much, but there's absolute no doubt hammer is kinda bad in wilds. Hammer was always an chill easy way to go through the game, it can be an easy slow weapon to learn monsters pattern and then either apply what you learned with other weapons or get even better with hammer. But now, hammer seems to be almost the last position in popularity, which is a shame really.
I wouldn't expect changes until expansion if i was you guys tho. Just don't let the copium hit you strong enough to get bored at the game.
It's just a downgrade everywhere. And we can't even upswing people for fun anymore as some extra salt on the wound.
I wish the offsets were easier to pull off; it always feels completely luck based when they happen to me.
I only played the campaign of rise as HH, but I spent hundreds of hours in World and Iceborne as a Hammerbro, and this hammer feels better, if anything.
The developers really thought it would be too confusing to have other players launch you during a chaotic fight yet decided it was fine for hammer users to get stunlocked the moment a monster goes down because they can't even start a combo to get flinch free.