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I blame the game for training me to act one way, then requiring me to act a different way for a specific boss.
Cheers
Agreed, For several games I am meant to use the environmental attacks and now I am meant to save them for defense against a move I didn't even know existed. Since then I have learned to count them falling boulders and leave 2 behind for when he uses those attacks. I rarely need the second but I now know to never trust the boulders to respawn as needed. My first fight I had no idea what to do and died to the move twice. The story could have done with a short cinematic upon entering the combat zone when it stops you jumping in showing off that move, saying, "Yikes that's a scary attacks, we're going to need some cover before it manages to pull that off again." and when you enter the boulder area pipe up again with something like, "Look! There's some boulders we can drop. I know we usually use those for some fast bonus damage but we should keep pulling on of those down in case we see that big move we saw earlier. I doubt they'll hold up during the fight so wait to pull them down until we see it building up its ice pressure."
Even another freeze and tutorial window that quickly explains at the beginning of the first nova would be helpful but the cinematic of a nova would have really built up the apprehension that you're going to fight a major enemy and the story would have felt more flow and fear. They missed a chance to really grab you and pull you in even more with a very simple hint for how to overcome the OHKO attack.
There is very, very little about this game I have to criticize, most of it just bad mechanics like auto-running not-chocobos and confusing menus to turn it off, camera hijacking and a pain to turn that off, system requirements and pixel detonations... In the end I can happily overlook most of it, including the nova being poorly explained. I am kind of sad that the post-main story follow up story isn't as well made.
Pretty much the only thing I find pretty unforgivable is the lack of Diablos (so far at least, in my experience) when the ENTIRE first area could have had a couple other small zones and it was a prime zone for Diablos, Abberants Diablos, and even, maybe, an Alpha Diablos. Diablos and Rathalos are a staple of the game and had they changed it up a little early on I could forgive it but they didn't and so I can't. I wouldn't mind a reappearance of a high end Monoblos either. He was a pretty serious appearance in the first game. I also miss Lao Shen Lung, honestly. I also really wish that underwater combat could have made a come back and we see more enemies like Lagiacrus and Plesioth. That all said though, Diablos is a major let down.
I have been playing since the first game and I remember those fights. All I had to do was a dive-dodge. You cannot do that with Jin Dahad because the attack outlasts the i-window. This is the first time I have seen a gimmick defense in Monster Hunter that wasn't warned about early that has spent 11 games and over 20 years establishing that environmental objects like the boulders are damage tools only. In fact, in every single one of those games the only attacks that have had a non-dodge defense void have been the chain combos that are essentially one-hit KO combos because you can't escape the chain unless you have a friend that staggers the wyvern.
In addition, there's no warning that Jin Dahad even HAS a OHKO until he's winding it up and you may or may not even have a boulder left to use, like my first fight with him. I restate, there should have been some kind of warning if there was going to be a gimmick defense.
There was a tutorial the first time you encounter Jin Dahaad.
Then I got a pop-up tutorial telling me to hide behind the ice block.
I got it without carting. Though it was also pretty obvious what to do at that moment. And even if getting hit, the attack can be survived with superman-dive.