Monster Hunter Wilds

Monster Hunter Wilds

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Switch Axe thoughts topic
so they gave it a useless counter.......great:steamfacepalm:.......amazing:steamfacepalm:

I'm not happy.

this new counter in axe mode is so unpractical it might as well not exist , meanwhile LS basically plays itself, has the best features and once again it's the best weapon in the game and puts the game in EZ mode

in Rise they actually fixed which was always the biggest problem with SA , LACK OF DEFENCE, and with the elemental burst counter you could stand your ground against incoming attacks and you weren't forced to run away every time a monster did anything

but now all that is gone, because they gave SA a useless counter so it's back to square one

it really shows to me that the Wilds team has no idea what they're doing with SA... they really don't.


as a SA main I'm NOT happy here.
Editat ultima dată de BeastKingSmash; 1 mart. la 0:00
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Se afișează 1-15 din 36 comentarii
I don't know of the counter is useless, but it seems to be pretty strict in terms of when to use it. But I'm pretty new to playing Wilds. Haven't experienced much trouble with the SA so far, I'm doing fine downing monsters and dealing major damage. Also SA did not get a counter in Rise until Sunbreak, I don't think any sensible SA player would think the insane counter from Sunbreak would make it over to Wilds.

That said, I went into this game somewhat blind, I have no idea where SA stands in relation to other weapons. All I know is that it feels pretty natural to play just like always.
Postat inițial de Nonexistinghero:
I don't know of the counter is useless, but it seems to be pretty strict in terms of when to use it. But I'm pretty new to playing Wilds. Haven't experienced much trouble with the SA so far, I'm doing fine downing monsters and dealing major damage. Also SA did not get a counter in Rise until Sunbreak, I don't think any sensible SA player would think the insane counter from Sunbreak would make it over to Wilds.

That said, I went into this game somewhat blind, I have no idea where SA stands in relation to other weapons. All I know is that it feels pretty natural to play just like always.

yes you can get by with the SA because it's still a high damage powerful weapon even without a counter... but the whole point of having a new game is to enjoy the new features

this axe mode counter is really garbage...it looks cool but it's really hard to land , which makes it unprctical, the timing is just too difficult
landing a successful counter it's more like a guess, it has a really slow start up animation and you have to time it exactly with the monster attack, do it too late or too early and you get smacked

in order to land a successful counter you have to start your animation before the monster's incoming attack so by the time the incoming attack happens it meets your upper swing ... it's really tricky.... like you have to anticipiate the timing perfectly

yeah.... good luck countering anything with this.
Editat ultima dată de BeastKingSmash; 1 mart. la 0:15
I actually really enjoy the Swaxe in Wilds. It feels like it did in world with some things here and there to make it flow better with Wild's combat system. The added offensive moves really shine for me. I always thought that more could be done with the phials the Swaxe uses. While this wasn't exactly what I had in mind, I am glad that the options are there.

I wouldn't call the counter useless or impractical. Once you get timings down, you can use it to flow from combo to combo. The Swaxe has always been about timing and commitment, so the addition of some more complexity while also giving you more room for error is pretty nice to see. I feel like I can use it without heavily relying on another game mechanic or comfort skills. Though this can fall apart in public hunts when you aren't holding aggro.

Getting the offset and counter timings down can be fairly tricky depending on the monster. I'd personally recommend giving it some time and adjusting into the more stationary combat style that Wilds built for the Swaxe. I also don't personally think that the counter should be able to react to everything. That just makes it a cure-all for anything the monster does which would make it no different than the overloaded kit you see with the longsword. I know that's not exactly what you said, I just wanted to throw that thought out there.
Editat ultima dată de Rat; 1 mart. la 0:16
whats the meta for early game axe builds? or builds u guys r running?

evade extender and power prolonger? or just the one where enrage gives u dmg? also is element > physical or physical is king early game like diablo sa back in mhw
Postat inițial de Khergit Horse Archer:
whats the meta for early game axe builds? or builds u guys r running?

evade extender and power prolonger? or just the one where enrage gives u dmg? also is element > physical or physical is king early game like diablo sa back in mhw
evade extender is the most important one.... but in low rank you don't have to worry about builds you can get by with anything

making builds only becomes a requirement in master rank
Might as well use GS for offset.
I wanted to learn the Swaxe but the design of it discouraged me from using the axe mode, which is what I want in a Switch "AXE" weapon, because I love Axes.
But no, they actively encourage you to switch to the sword mode instead for higher damage.

So anyways, I'm sticking to SnS.
Certain monsters within the game have guaranteed follow attacks. As in after x nove they'll always do y, this counter shines there. I'm having more fun with CB as you are rewarded for been on "Pizza cutter" mode for long.

Most of them are punishes for recovering players yes, can save them carting, but you also got:

SPOILERS






- Rathalos land after fireball/tail swipe is slow enough to be countered
- Rathalos second "step" counts as an attack that can be offset, just begin charging after dodging the first.
- Rey Dau fly wing strikes
- Rey Dau enraged wing, 50/50 on using railgun or it, easy to recognize and reactable for SA.
-Ajava whatever, fire monkey, you can bait the ranged attack, then step a bit forward and as he throws the second start the offset to hit their charge
- Doshauma big slam/digging slam slow, very risky, satisfying to land, worth carting trying it
- Arkveld Guardian chain enraged strike, easy to confuse with energy wave which you CANNOT offset, 50/50 on eating a lot of damage

Probably many more, just ones I've done.
Editat ultima dată de BigJ; 1 mart. la 0:57
Postat inițial de TeaVice:
I wanted to learn the Swaxe but the design of it discouraged me from using the axe mode, which is what I want in a Switch "AXE" weapon, because I love Axes.
But no, they actively encourage you to switch to the sword mode instead for higher damage.

So anyways, I'm sticking to SnS.

You constantly have to Switch between the 2 to get high damage. Sword mode seems to degrade very quickly in this game, though using the right combos you can also charge it very quickly. The manual reload sadly seems somewhat useless this time around. In most other games it reloads very quickly, but the recovery takes a while. This means you can just do a manual reload and tank a hit to skip the recovery frames, but in this game the reload doesn't happen until late in the animation.

I'm fine with the axe being more about mobility. That said, I also wouldn't mind seeing another game where solo axe mode can still be a great option to hunt with. They made it a fun way to play in Generations (and Gen Ultimate), but sadly that's the only game where axe mode really shines. It can do pretty decent damage in World, Rise and even this game though but it pales in comparison to a good mix-up or sword-mode focus.
Not as bad as it was in base World, but its pretty sad, nowhere near as good as it was in Rise

Your ability to turn even with focus mode is incredibly limited, exacerbated by the pitiful range in sword mode. I've had better luck hitting tails with SNS than with this thing. Laughably long focus attack with its meter system butchered for next to no gains. The counter is nice and the damage reduction is pretty solid, but considering any other weapon can just press block and get similar or better returns with no meter loss and less animation lock, its suffering from the same issues it had in world: unsafe, slow, and clumsy with low damage; every other blade master weapon does its job better
ls was never the best weapon you complete idiot
Well, after making my way through low rank I do feel that there is 1 major issue with the weapon so far. And that is its severe lack of range. I don't think I've felt as deprived of range with SA in any other game. You also seem to gain less distance when doing attacks such as forward + vertical attack and fade slash (of course not counting evade extender), but even that aside range just feels shorter. Especially the new finisher after the elemental discharge's lack or range makes no sense because 50% of the time an enemy will be out of range from knockback.
Postat inițial de Nonexistinghero:
You also seem to gain less distance when doing attacks such as forward + vertical attack
Glad I'm not the only person who noticed that, feels like the lunge you did was cut in half, distances I could close in on from World/Rise are a step too far in Wilds, trying to adjust to this by dodging forward prior causes you to overshoot your target

Can't say I'm surprised though, A team has no idea how to design switch axe and its been mediocre for the past 3 of their base games
Sounds like you're just talking about the Offset upswing?, the Sword mode does have a counter being RT+Y (for Xbox controller)

Having both the offset in Axe, and counter in Sword I find really fun

Offset can be used to get the boosted axe/gap close, and Counter for sword helps stay in combat and do damage while not taking damage yourself

Aswell as that the discharge now has super armor during the second part

I chose SA as my main in Wilds, but other games I didn't main it, just occasionally played it, but the weapon feels great to me
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