Monster Hunter Wilds

Monster Hunter Wilds

İstatistiklere Bak:
Hammer feels a little underpowered. I think it needs some balancing.
I've been playing hammer the entire game, with no idea how the other 13 weapons were doing. After watching some speedruns of other weapons, I've realized hammer, while not weak at all, got out-crept by all the other weapons evolving in this generation. I've got some ideas to balance things out so that it's not at the bottom of the leaderboards.

1. Mighty Charge needs more mobility and a faster charge. Right now it's mobility is so slow it might as well be stationary like a greatsword charge. Going from an offset upswing into mighty charge sometimes doesn't work out because the monster flinched backwards too far for you to reach. The mighty charge uppercut is a mostly useless attack with middling damage and sub-par stun damage, basically only used to cancel out of the move if you don't have enough time for the slam. Since mighty charge slam is mostly used as a finisher in your attack combo, it should charge up faster so you're not kept waiting.

2. Increase the stun damage of "strong attacks". Users with mods have confirmed the new stun values on some hammer attacks are lower than they were in iceborne. Specifically the charged upswing and spinning bludgeon upswing are weaker when they shouldn't be. Both mighty charge attacks deal way less stun than you'd expect for how long you have to build up to landing them. Mighty charge upswing should go from 25 stun to 55, and Mighty charge slam should go from 5+5+40 stun to 5+5+60. It's only fair that hammer's biggest attacks should inflict the most stun.

3. The Focus strike needs to deal more damage on its own. Focus strike: Earthquake is very weak compared to other weapon's focus strikes. The only benefit it has is that it can combo into a quick upswing for offset attacks, or combo into a mighty charge, which can't often be used because monsters recover from stagger too quickly. Considering how the attack consists of a strong spin and slam, its damage should be comparable to a big bang finisher, with a motion value of 100 instead of 40 (40 is absurdly low for a slam at the end of a combo attack!) It wouldn't hurt to buff the stun damage as well, in line with my statement that strong attacks should deal strong stun damage.

4. Basic combo drops inputs sometimes. With the ability to move between swings in the basic 3 hit combo, inputting more than one direction while moving causes the hunter to drop the combo entirely. During an actual hunt, with both focus mode and moving your camera, this can happen quite often and completely screw up offset attacks. For the overall flow of the weapon, this should get fixed.

5. Offset attacks don't do enough. Pretty simple. Landing one upswing doesn't deal a whole lot of damage, and there's no boost or special combo attack that you get after an offset. You can go into a mighty charge, but that's just a normal combo progression and doesn't even work half the time because you just knocked the monster across the room and it'll recover well before you close the distance holding a mighty charge.

These are my thoughts on how to reasonably buff hammer so its DPS isn't so low compared to other weapons. This would work a lot better than just some blanket buff to the damage of all its attacks as it should keep its distinct playstyle intact.
< >
66 yorumdan 46 ile 60 arası gösteriliyor
İlk olarak Hikarian tarafından gönderildi:
Imo all Hammer needs is to remove animation lock, I want to be able to stop whatever im doing with a dodge MH always felt clunky because of this weird controlls that you have to commit to attacks.

And what they also need to is to improve visuals when youre basically inside the monster and suddenly you dont see what it does anymore, this is especially a problem in tight spaces where moving the camera doesnt help alot.

Also they have to stop always forcing the camera towards the monster like I know its ahead I wanna GRAB THAT PLANT OVER THERE WHY DONT YOU LET MEassdafsadasdsa makes me foam from my mouth

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.
İlk olarak lolschrauber tarafından gönderildi:
İlk olarak Hammerlord tarafından gönderildi:
We can all agree its focus strike is so weak it borders on useless when compared to other weapons, right? Unless you want a tempered wound knockdown, you're better off just hitting the wound for extra damage.
But you can charge during the focus strike animation and then immediately follow with a charged slam or go into Mighty charge.

That should be better dps overall, no?
I was already doing that, but it feels like such a cope for hammer users that we have to go into another combo just to make the focus strike useful. It's like how the offset attack on upswing doesn't do any extra damage or bonus, buuuut we can do a mighty charge like every other attack combo in our moveset does!

I just wish attacks could be more useful without relying on mighty charge. And even mighty charge is too slow.
İlk olarak lolschrauber tarafından gönderildi:
İlk olarak Mrrshan68 tarafından gönderildi:
Wait you can what now?
You mean i could have been charging my hammer during the focus strike this whole time?!?!
Yes. Is that some sort of forbidden knowledge? lol

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!
We need water strike back, so many cool things on other weapons after perfect guarding, hammers are big enough to have some time of guarding, bring water strike back.
Hammer has no options. That is its first and foremost issue. There's too many situations where the only option you have is to just wait for an opening, meanwhile other weapons get to do more damage or increase their damage in some way. Greatsword has a variety of options it can use in practically any situation to answer a monster's attack or reposition or anything, it can offset, guard, tackle, kick to reposition... It can do anything. The monster cannot really escape it.

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).
En son COP KILLER tarafından düzenlendi; 17 Nis @ 12:49
İlk olarak Hammerlord tarafından gönderildi:
I've been playing hammer the entire game, with no idea how the other 13 weapons were doing. After watching some speedruns of other weapons, I've realized hammer, while not weak at all, got out-crept by all the other weapons evolving in this generation. I've got some ideas to balance things out so that it's not at the bottom of the leaderboards.

1. Mighty Charge needs more mobility and a faster charge. Right now it's mobility is so slow it might as well be stationary like a greatsword charge. Going from an offset upswing into mighty charge sometimes doesn't work out because the monster flinched backwards too far for you to reach. The mighty charge uppercut is a mostly useless attack with middling damage and sub-par stun damage, basically only used to cancel out of the move if you don't have enough time for the slam. Since mighty charge slam is mostly used as a finisher in your attack combo, it should charge up faster so you're not kept waiting.

2. Increase the stun damage of "strong attacks". Users with mods have confirmed the new stun values on some hammer attacks are lower than they were in iceborne. Specifically the charged upswing and spinning bludgeon upswing are weaker when they shouldn't be. Both mighty charge attacks deal way less stun than you'd expect for how long you have to build up to landing them. Mighty charge upswing should go from 25 stun to 55, and Mighty charge slam should go from 5+5+40 stun to 5+5+60. It's only fair that hammer's biggest attacks should inflict the most stun.

3. The Focus strike needs to deal more damage on its own. Focus strike: Earthquake is very weak compared to other weapon's focus strikes. The only benefit it has is that it can combo into a quick upswing for offset attacks, or combo into a mighty charge, which can't often be used because monsters recover from stagger too quickly. Considering how the attack consists of a strong spin and slam, its damage should be comparable to a big bang finisher, with a motion value of 100 instead of 40 (40 is absurdly low for a slam at the end of a combo attack!) It wouldn't hurt to buff the stun damage as well, in line with my statement that strong attacks should deal strong stun damage.

4. Basic combo drops inputs sometimes. With the ability to move between swings in the basic 3 hit combo, inputting more than one direction while moving causes the hunter to drop the combo entirely. During an actual hunt, with both focus mode and moving your camera, this can happen quite often and completely screw up offset attacks. For the overall flow of the weapon, this should get fixed.

5. Offset attacks don't do enough. Pretty simple. Landing one upswing doesn't deal a whole lot of damage, and there's no boost or special combo attack that you get after an offset. You can go into a mighty charge, but that's just a normal combo progression and doesn't even work half the time because you just knocked the monster across the room and it'll recover well before you close the distance holding a mighty charge.

These are my thoughts on how to reasonably buff hammer so its DPS isn't so low compared to other weapons. This would work a lot better than just some blanket buff to the damage of all its attacks as it should keep its distinct playstyle intact.

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.
En son CBonduMiel2 tarafından düzenlendi; 17 Nis @ 12:54
Rise hammer stances were much more engaging than Wild's stupid giga-charge. The hammer is a one-note weapon now because of that stupid move. Just get rid of it entirely, bring back the two charge stances, and buff damage for big bang and the upswing combo.
En son Toyosatomimi no Miko tarafından düzenlendi; 17 Nis @ 13:23
İlk olarak Hammerlord tarafından gönderildi:
I've been playing hammer the entire game, with no idea how the other 13 weapons were doing. After watching some speedruns of other weapons, I've realized hammer, while not weak at all, got out-crept by all the other weapons evolving in this generation. I've got some ideas to balance things out so that it's not at the bottom of the leaderboards.
I'm not much of one for melee in general, let alone Hammer...
... 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.
I can't speak for others but I do not use the seikret mid combat much at all. It arrives on a delay, so I can't start sharpening until it picks me up, same goes for healing. It can sometimes get you to recover faster from a huge hit, but that's been especially bad on Zoh Shia for example because you can't roll on a seikret so with fireblight you lose a ton of health.

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.
Yes, hammer is probably the worst weapon so far. There's much more problems that you mentioned but whatever.
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.
En son L:D tarafından düzenlendi; 17 Nis @ 14:30
Does fun count for anything? EVERY TIME I knock a dinosaur over with a huge hammer, it is hilarious. I wish hammer was WEAKER, just so I could get more than 2 stuns per hunt.
if it had a faster way to get to the offset attack i think it would be perfect. as it stands it just kinda lacks good defensive options while playing aggressive. damage is fine between big bang combo and mighty charge.
İlk olarak clemons75 tarafından gönderildi:
Does fun count for anything? EVERY TIME I knock a dinosaur over with a huge hammer, it is hilarious. I wish hammer was WEAKER, just so I could get more than 2 stuns per hunt.
That's the thing. Compared to every other hammer version I've played this one is easily the least fun. You're encouraged far too much to spam mighty charge, not encouraged enough to use the rest of the kit, it lost the cool charge switch from Rise, I don't like how they decoupled spinning bludgeon from the charge so you can't go straight into it anymore AND they nerfed its stun and damage to emphasize it being the offset gimmick move. GU hammer had more going on and was far more fun with the hunter art system and general base kits with various styles, and that thing doesn't even have big bang.
It's just a downgrade everywhere. And we can't even upswing people for fun anymore as some extra salt on the wound.
En son Toyosatomimi no Miko tarafından düzenlendi; 18 Nis @ 9:34
İlk olarak Toyosatomimi no Miko tarafından gönderildi:
İlk olarak clemons75 tarafından gönderildi:
Does fun count for anything? EVERY TIME I knock a dinosaur over with a huge hammer, it is hilarious. I wish hammer was WEAKER, just so I could get more than 2 stuns per hunt.
That's the thing. Compared to every other hammer version I've played this one is easily the least fun. You're encouraged far too much to spam mighty charge, not encouraged enough to use the rest of the kit, it lost the cool charge switch from Rise, I don't like how they decoupled spinning bludgeon from the charge so you can't go straight into it anymore AND they nerfed its stun and damage to emphasize it being the offset gimmick move. GU hammer had more going on and was far more fun with the hunter art system and general base kits with various styles, and that thing doesn't even have big bang.
It's just a downgrade everywhere. And we can't even upswing people for fun anymore as some extra salt on the wound.
I definitely miss the post-hunt launches from W/IB, but I think the hammer moves are pretty fluid as far as chaining together is concerned. Triangle combo/big bang combo (minus finisher) > mighty charge > Spinning Bludgeon > mighty charge is pretty easy to pull off.

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.
Most of my hunts I use brace or shockproof jewels but I took some off for a Zoh Shia hunt because I wanted more fire res. Turns out hammer is severely lacking in flinch free states. Side smash used to give you flinch free all the way through the upswing combo, now it doesnt. You can't even start a combo if you're in between 2 braindead longsworders. And the transition into mighty charge after an upswing isn't protected either. It's like if you could slap a GS out of its true charge, it's absolutely stupid. I had no idea it was this bad on top of removing launching teammates which was usually how hammer asserted dominance when people crowded the head.

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.
< >
66 yorumdan 46 ile 60 arası gösteriliyor
Sayfa başına: 1530 50