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【【怪猎荒野/问题反馈】卡婊因为太刀玩家太多所以加了点料进去以便减少太刀玩家数量】https://www.bilibili.com/video/BV1Kn9hYuEP2?vd_source=8d97b1179f4c921617dac42700cd1b5f
This?
i actually was suspecting and mentioned it yesterday in another topic. btw im using 5ms delay monitor with 2ms low input lag activated.
idk, that isnt like modding graphics, it might be actually bannable offense. not gonna risk it.
However, Monster Hunter Wilds' Long Sword delay appears to originate from Capcom extending the input recognition window for the Special Sheathe combo (RT+A). When players press either of these buttons, the game creates an excessively long input buffer to determine whether the player intends to dodge, perform a Spirit Slash, enter Special Sheathe, or execute an Iai Counter. The critical flaw is that once already in Special Sheathe stance, the RT button should exclusively trigger Iai techniques without any combo ambiguity. Capcom completely missed this crucial point, maintaining this redundant input buffer even when it serves no functional purpose.
This design choice might be addressing complaints from World/Rise where players occasionally failed to input RT+A quickly enough, resulting in unintended dodges instead of Special Sheathe. While Wilds has indeed eliminated those accidental inputs, this 'solution' has backfired spectacularly. Between occasional player misinputs and persistent system-induced delay, the latter is objectively more detrimental and infuriating in core combat mechanics.
The Iai Counter's responsiveness in Wilds has become utterly unbearable. Having reached endgame content, I'm now returning to Iceborne to face Fatalis again - at least there my inputs translate to precise swordplay rather than delayed frustration.
I heard that aside from the new monster(which,of course,we all know is Mizutsune) in Capcom's April update,there will be various adjustments.Hopefully,they'll fix LONG SWORD DELAY as well.