Monster Hunter Wilds

Monster Hunter Wilds

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At this rate... Monster Hunter 7th gen will become a Hack n' Slash.
Just do it Capcom. I know you want to. You know that's the sauce.

At this point, why can't we just attack and move at the same time? Give us dodges with no startup, endlag or cooldown too.
最近の変更はRetsubtyが行いました; 3月19日 9時34分
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Frostea の投稿を引用:
Eirawyn の投稿を引用:

Lol this is such a bad take.

Many of us play everything from Bayonetta to MH to souls and can recognize the purpose of each style of gameplay.

True sign of a casual. Having to put down one style for another.
Nah bro dark souls/sekiro/bloodborne/Elden ring are all definitive proof that you can have a game like this with smooth combat and good controls and still have it be hard as hell.
souls does not have near the combat depth of this game though? i think wilds combat is already solid, you still need good positioning to punish monsters, and there's a skill ceiling to each weapon. the playstyle will naturally become more strategic as montsers get harder. hell, tempered gore is already a challenging fight that requires some strategy to beat, i don't know what yall are on about.
最近の変更はAndiが行いました; 3月19日 12時35分
Im excited for the next update iun April and when the next drop in Summer is coming, I bet the whole "its to easy peasy" dudes then are crying: "its too hard my man, its too hard" :D
Yeah, Monster Hunter has lost a lot of it's charm and mechanical nature. It was always going to be the case once Capcom decided to chase the money and casual audience.
Eirawyn の投稿を引用:
Makingwaffles の投稿を引用:


This is not one of the hardest games ever. I'm almost certain that every paradox game disagrees, and even other soulslike games

These days it is. Soulslike games are just like what I would call trial-and-error difficulty which was very common back in the Arcade/NES/SNES days
Sekiro very much not trial and error. Everything is choreographed before it happens. There is a loud thunk sound that plays right before every unblockable attack. The enemy will always deflect your attacks to give you the clue that it’s time to go on the defensive. Just about every death in the game is entirely the player’s fault and lack of skill.
最近の変更はFrosteaが行いました; 3月19日 12時55分
Frostea の投稿を引用:
Eirawyn の投稿を引用:

These days it is. Soulslike games are just like what I would call trial-and-error difficulty which was very common back in the Arcade/NES/SNES days
Sekiro very much not trial and error. Everything is choreographed before it happens. There is a loud clank sound that plays right before every unblockable attack. The enemy will always deflect your attacks to give you the clue that it’s time to go on the defensive. Just about every death in the game is entirely the player’s fault and lack of skill.

That's semantics.

I just mean you have to learn all the cues and patterns.

Yeah it's a choreographed dance you have to learn. Trial and error pattern learning.

Unlike Wilds where you can facetank.
最近の変更はRetsubtyが行いました; 3月19日 12時54分
Eirawyn の投稿を引用:
Frostea の投稿を引用:
Sekiro very much not trial and error. Everything is choreographed before it happens. There is a loud clank sound that plays right before every unblockable attack. The enemy will always deflect your attacks to give you the clue that it’s time to go on the defensive. Just about every death in the game is entirely the player’s fault and lack of skill.

That's semantics.

I just mean you have to learn all the cues and patterns.

Yeah it's a choreographed dance you have to learn. Trial and error pattern learning.

Unlike Wilds where you can facetank.
I’m saying that sekiro has a lot of very well designed visual and auditory cues that if you stripped it to its bare minimum you could almost call it a rhythm game. There’s nothing trial and error about it.

You also cannot face tank tempered gore. I welcome you to post a video proving me wrong because I know you won’t.
Eirawyn の投稿を引用:
Frostea の投稿を引用:
Sekiro very much not trial and error. Everything is choreographed before it happens. There is a loud clank sound that plays right before every unblockable attack. The enemy will always deflect your attacks to give you the clue that it’s time to go on the defensive. Just about every death in the game is entirely the player’s fault and lack of skill.

That's semantics.

I just mean you have to learn all the cues and patterns.

Unlike Wilds where you can facetank.
you don't, though? unless you're playing a lance or whatever and just turtling behind a shield. when you reach HR for the first time wearing LR gear, HR rathian, rathalos, even yian can one shot you.
Eirawyn の投稿を引用:
Frostea の投稿を引用:
Sekiro very much not trial and error. Everything is choreographed before it happens. There is a loud clank sound that plays right before every unblockable attack. The enemy will always deflect your attacks to give you the clue that it’s time to go on the defensive. Just about every death in the game is entirely the player’s fault and lack of skill.

That's semantics.

I just mean you have to learn all the cues and patterns.

Yeah it's a choreographed dance you have to learn. Trial and error pattern learning.

Unlike Wilds where you can facetank.
souls is akin to a turn-based game, it does not have dynamic combat.
Andi の投稿を引用:
Eirawyn の投稿を引用:

That's semantics.

I just mean you have to learn all the cues and patterns.

Yeah it's a choreographed dance you have to learn. Trial and error pattern learning.

Unlike Wilds where you can facetank.
souls is akin to a turn-based game, it does not have dynamic combat.
This is why sekiro is their best game. Both you and the enemy dynamically push each other back and forth with a dance of offense and defense. Sekiro is their only game where you don’t have to wait on the enemy to do something before you make a move. The enemy WILL deflect you and force you on the defensive while you are attacking. You then punish the enemy after an opening. It’s a lot like how fighting games are played, without all of the crazy inputs.

Like I said the best way to play sekiro is to play extremely aggressively and put pressure on the enemy until you get deflected. Allowing them to move around like you would in a normal souls game actually makes the game harder.
最近の変更はFrosteaが行いました; 3月19日 13時27分
You do not have to wait for bosses to attack in souls games.

Dear lord.

You attack whenever you want and dodge, block or parry when you have to.

Souls games are more lenient than Sekiro which forces you to take advantage of specific mechanics.
最近の変更はRetsubtyが行いました; 3月19日 13時38分
Eirawyn の投稿を引用:
You do not have to wait for bosses to attack in souls games.

Dear lord.

You attack whenever you want and dodge, block or parry when you have to.

"you can attack whenever you want except for when you have to wait for them to attack"
ZexxCrine の投稿を引用:
Eirawyn の投稿を引用:
You do not have to wait for bosses to attack in souls games.

Dear lord.

You attack whenever you want and dodge, block or parry when you have to.

"you can attack whenever you want except for when you have to wait for them to attack"

That's not "waiting" for them to attack. You don't sit there and "wait" for them attack for you to make a move. You play the game as normal until they telegraph an attack, and then you make a choice. Or perhaps your positioning was already good enough to where you don't even need to worry about the attack.

Bro like 90% of the time in souls you are just rushing up to a boss and slapping them and then dodging the sequence of attacks they do.

There's no "waiting"
最近の変更はRetsubtyが行いました; 3月19日 13時41分
Eirawyn の投稿を引用:
You do not have to wait for bosses to attack in souls games XD.

Dear lord.

You attack whenever you want and dodge when you have to.
You don’t make a move in dark souls when the enemy is moving around like a lunatic. You just deflect dance in the enemies face when they do the same in sekiro. The difference is that defense in sekiro is also offensive due to the stance gauge.
Frostea の投稿を引用:
Andi の投稿を引用:
souls is akin to a turn-based game, it does not have dynamic combat.
This is why sekiro is their best game. Both you and the enemy dynamically push each other back and forth with a dance of offense and defense. Sekiro is their only game where you don’t have to wait on the enemy to do something before you make a move. The enemy WILL deflect you and force you on the defensive while you are attacking. You then punish the enemy after an opening. It’s a lot like how fighting games are played, without all of the crazy inputs.

Like I said the best way to play sekiro is to play extremely aggressively and put pressure on the enemy until you get deflected. Allowing them to move around like you would in a normal souls game actually makes the game harder.
i never played sekiro, so i don't have a good frame of reference, but that makes sense.
Eirawyn の投稿を引用:
Just do it Capcom. I know you want to. You know that's the sauce.

At this point, why can't we just attack and move at the same time? Give us dodges with no startup, endlag or cooldown too.

G-rank will come and players like you will be the first ones to whine about how difficult the monsters are past introductory lineup.
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投稿日: 3月19日 9時32分
投稿数: 101