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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
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.
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.
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
making builds only becomes a requirement in master rank
But no, they actively encourage you to switch to the sword mode instead for higher damage.
So anyways, I'm sticking to SnS.
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.
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.
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
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
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