Monster Hunter Wilds

Monster Hunter Wilds

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The Tachi Iaido move has excessive input lag!!!!!!Fix it!!!!!!!
In Monster Hunter Wilds, both the dodge roll and Iai Slash when wielding the Long Sword suffer from unbearable input delay, completely robbing the weapon of that crisp, responsive feel it had during the World era. If you try to time your attacks reactively, you'll just get knocked back by monsters. Most of the time you're forced to input commands preemptively, which creates an absolutely terrible gameplay experience! I'm absolutely certain this isn't caused by lack of skill - in World I could defeat Fatalis under TA rules in around 9 minutes, and I've actually spent nearly a thousand hours practicing Long Sword in both World and Rise without ever touching other weapons! The input delay on Long Sword moves in Wilds is utterly disgusting and frustrating - fix this ASAP!!!:steamfacepalm::steamfacepalm::steamfacepalm:
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Showing 31-45 of 52 comments
Originally posted by The Debauchery:
Originally posted by ExcALiBur:
In Monster Hunter Wilds, both the dodge roll and Iai Slash when wielding the Long Sword suffer from unbearable input delay, completely robbing the weapon of that crisp, responsive feel it had during the World era.
Bowguns have been nerfed into near uselessness in the name of accessibility and simplification..... but you'd rather continue to buff the damned Longsword, which has ONLY been buffed and never nerfed in every single damned game for as long as the series has been going.

I'm inclined to posit the alternative: Longsword should be reverted to 3rd generation level. HBG should be reverted to Sunbreak form. LBG should be reverted to Iceborne form.
It’s very odd. If you think the Bowguns is too weak, you should ask Capcom to buff Bowguns instead of ranting in a thread meant for reporting Longsword bugs. This has nothing to do with whether the Longsword gets buffed or nerfed. Even if Capcom nerfs the Longsword into a plastic stick, it still won’t make your favorite weapon stronger. Is this logic really that hard to grasp?
Originally posted by StarExile:
Well, i dont think there input lag.
The buffer window is just too short for this skill, anyone who played fighting games knows what this is.
But yes that window needs to be widened a little bit :sunekosuri:
Or the Speacial Sheathe animation should be sped up a bit :VSnake:
Quite the opposite, bro. What I'm saying is that the RT+A input window is actually too long, and it's mistakenly active during the Special Sheathe state. This causes the game to unnecessarily check for RT+A combo inputs when players press RT to perform the Iai Slash from Special Sheathe — even though we all know RT should exclusively handle the Iai Slash in this stance. That said, maybe Capcom intentionally made it impossible to precisely time the Iai Slash. As obnoxious as that is, it could very well be the case.
But what about the roll delay? If you watch the video I posted in the thread, or try it yourself in-game, you'll notice the issue. The Longsword's roll has an approximately 0.1-second delay, while other weapons don't suffer from this—their rolls are instant. Notice how both the Iai Slash and the roll are tied to the RT and A buttons (on an Xbox controller)? This is precisely why I suspect the Longsword's delay stems from the overly long input buffer window for these button combinations, which erroneously activates when it shouldn't. I'm using translation software to communicate, so I'm unsure if my points are conveyed accurately, but I hope my explanation makes sense
The Debauchery (Banned) Mar 25 @ 8:17am 
Originally posted by ExcALiBur:
It’s very odd. If you think the Bowguns is too weak, you should ask Capcom to buff Bowguns instead of ranting in a thread meant for reporting Longsword bugs. This has nothing to do with whether the Longsword gets buffed or nerfed. Even if Capcom nerfs the Longsword into a plastic stick, it still won’t make your favorite weapon stronger. Is this logic really that hard to grasp?
And here I thought I could do multiple things. I didn't realise they were mutually exclusive and I was somehow being forced to do one and not the other. Quel surprise!

If you really want to fix your favourite chuuni daikatana of nippon steel folded 10000 times... there are mods for exactly that on the Nexus. It doesn't need to be patched though because it isn't broken. Most weapons are the same way as regards laggy moves.
Plumber Mar 25 @ 8:28am 
It also occurs with some of the vertical X attacks and other weapons. It’s not exclusive to Longsword/Tachi and It’s a clumsy implementation of buffering beyond reasonable doubt. To say “it isn’t broken so it doesn’t have to be fixed” is to say the same problems on unrelated weapons - like it being very fickle to get the notes you want out of Hunting Horn’s Echo Bubble dance - are also not broken and ought not be fixed, which would be a pretty colorful position to take. No weapon should have this issue.

I liked how a certain other game handled the problem of conflicting inputs; say you have a held input but also a tap input occupying the same button. You might expect this to cause the tap input to be slightly less responsive, since until you lift the input the game doesn’t know you want the tap version of the attack yet, but it does something very clever: there is a short window of time at the start of the charged move where releasing input causes you to perform the uncharged move at the frame that it should’ve been if you had never equipped the charge attack. Essentially, the game takes the responsibility of resolving the input conflict (skipping some startup fairly) instead of making it the player’s responsibility (hefty input delay). Surely something similar could be done with what I can only assume are Fade Slash and Special Sheathe conflicts?

for all of its rough edges, there is so much I appreciate about Nioh 2’s combat system
Last edited by Plumber; Mar 25 @ 8:30am
Originally posted by The Debauchery:
Originally posted by ExcALiBur:
It’s very odd. If you think the Bowguns is too weak, you should ask Capcom to buff Bowguns instead of ranting in a thread meant for reporting Longsword bugs. This has nothing to do with whether the Longsword gets buffed or nerfed. Even if Capcom nerfs the Longsword into a plastic stick, it still won’t make your favorite weapon stronger. Is this logic really that hard to grasp?
And here I thought I could do multiple things. I didn't realise they were mutually exclusive and I was somehow being forced to do one and not the other. Quel surprise!

If you really want to fix your favourite chuuni daikatana of nippon steel folded 10000 times... there are mods for exactly that on the Nexus. It doesn't need to be patched though because it isn't broken. Most weapons are the same way as regards laggy moves.
“ Most weapons are the same way as regards laggy moves.”So you didn’t watch the video or even bother to test the Longsword’s roll in-game compared to other weapons? If you had, you’d have noticed the Longsword has about a 0.1-second delay on its roll while other weapons don’t have this issue. But clearly you won’t investigate further, because you seem more interested in venting frustration than actual problem-solving.
The Debauchery (Banned) Mar 25 @ 8:43am 
Originally posted by ExcALiBur:
“ Most weapons are the same way as regards laggy moves.”So you didn’t watch the video or even bother to test the Longsword’s roll in-game compared to other weapons? If you had, you’d have noticed the Longsword has about a 0.1-second delay on its roll while other weapons don’t have this issue. But clearly you won’t investigate further, because you seem more interested in venting frustration than actual problem-solving.
I get similar issues with my Bow moves all the time. I have to keep hitting buttons multiple times to actually get animations to trigger sometimes. I hate it, but everyone has at least a few janky moves that take far too long to actually work right, or have janky input requirements and constantly trigger the wrong move. And the fact that all weapons have these problems strongly suggests they were intentional.... which means they won't officially be patched.
But knowing our luck, YOUR weapon will be patched and mine will be nerfed in future patches.... because that is what usually happens.
And FYI I won't investigate Longsword further because I don't like Longsword.
I favour Bow, HBG, LBG, IG, GS, CB and SA in that order. Half the weapons is enough for me. Last time I cared to bother with LS was MHGU.
Last edited by The Debauchery; Mar 25 @ 8:45am
Originally posted by Plumber:
It also occurs with some of the vertical X attacks and other weapons. It’s not exclusive to Longsword/Tachi and It’s a clumsy implementation of buffering beyond reasonable doubt. To say “it isn’t broken so it doesn’t have to be fixed” is to say the same problems on unrelated weapons - like it being very fickle to get the notes you want out of Hunting Horn’s Echo Bubble dance - are also not broken and ought not be fixed, which would be a pretty colorful position to take. No weapon should have this issue.

I liked how a certain other game handled the problem of conflicting inputs; say you have a held input but also a tap input occupying the same button. You might expect this to cause the tap input to be slightly less responsive, since until you lift the input the game doesn’t know you want the tap version of the attack yet, but it does something very clever: there is a short window of time at the start of the charged move where releasing input causes you to perform the uncharged move at the frame that it should’ve been if you had never equipped the charge attack. Essentially, the game takes the responsibility of resolving the input conflict (skipping some startup fairly) instead of making it the player’s responsibility (hefty input delay). Surely something similar could be done with what I can only assume are Fade Slash and Special Sheathe conflicts?

for all of its rough edges, there is so much I appreciate about Nioh 2’s combat system
Exactly, friend. That’s precisely my point. Even if we ignore Team Ninja’s approach and focus solely on the Monster Hunter series itself, the input lag in Wilds is noticeably worse than in World and Rise. I almost exclusively play Longsword and Greatsword, so I can’t speak to issues with other weapons. But I can definitively confirm that the Longsword’s roll has abnormally higher latency compared to other weapons. The method you mentioned—truncating startup animations to compensate for input windows—is actually heavily utilized in Rise, and it works brilliantly there.
Originally posted by ExcALiBur:
Originally posted by StarExile:
Well, i dont think there input lag.
The buffer window is just too short for this skill, anyone who played fighting games knows what this is.
But yes that window needs to be widened a little bit :sunekosuri:
Or the Speacial Sheathe animation should be sped up a bit :VSnake:
Quite the opposite, bro. What I'm saying is that the RT+A input window is actually too long, and it's mistakenly active during the Special Sheathe state. This causes the game to unnecessarily check for RT+A combo inputs when players press RT to perform the Iai Slash from Special Sheathe — even though we all know RT should exclusively handle the Iai Slash in this stance. That said, maybe Capcom intentionally made it impossible to precisely time the Iai Slash. As obnoxious as that is, it could very well be the case.
But what about the roll delay? If you watch the video I posted in the thread, or try it yourself in-game, you'll notice the issue. The Longsword's roll has an approximately 0.1-second delay, while other weapons don't suffer from this—their rolls are instant. Notice how both the Iai Slash and the roll are tied to the RT and A buttons (on an Xbox controller)? This is precisely why I suspect the Longsword's delay stems from the overly long input buffer window for these button combinations, which erroneously activates when it shouldn't. I'm using translation software to communicate, so I'm unsure if my points are conveyed accurately, but I hope my explanation makes sense

Actually have no idea what are you describing :D
But i will try to guess )

I take it that you have a repeated RT+A command that prevents you from pressing RT to execute iai Spirit Slash? :sunekosuri:

And I watched your video, yeah with rolling theres a problem, but you used a keyboard, so i dunno, i never played MH game with a keboard and mouse.

Also regarding Xbox controller... I have one (XboxOne) and its terrible, RT buttons has very long travel distance before it connects, so input divice is also an important thing.

Iam using Playstation 4 controler, Dualshock 4, and the problem i feel with trhe Long Sword is that i kinda want Speacial Sheathe to be faster. Coz Magala almost always gets me in that animation. :mhwilds_grr:


**
I tried it again, if i time my R2 input correctly, when the sword clikcs in into the sheath, then the iai Spirit Slash goes out instantly.
Last edited by StarExile; Mar 25 @ 9:01am
Originally posted by StarExile:
Originally posted by ExcALiBur:
Quite the opposite, bro. What I'm saying is that the RT+A input window is actually too long, and it's mistakenly active during the Special Sheathe state. This causes the game to unnecessarily check for RT+A combo inputs when players press RT to perform the Iai Slash from Special Sheathe — even though we all know RT should exclusively handle the Iai Slash in this stance. That said, maybe Capcom intentionally made it impossible to precisely time the Iai Slash. As obnoxious as that is, it could very well be the case.
But what about the roll delay? If you watch the video I posted in the thread, or try it yourself in-game, you'll notice the issue. The Longsword's roll has an approximately 0.1-second delay, while other weapons don't suffer from this—their rolls are instant. Notice how both the Iai Slash and the roll are tied to the RT and A buttons (on an Xbox controller)? This is precisely why I suspect the Longsword's delay stems from the overly long input buffer window for these button combinations, which erroneously activates when it shouldn't. I'm using translation software to communicate, so I'm unsure if my points are conveyed accurately, but I hope my explanation makes sense

Actually have no idea what are you describing :D
But i will try to guess )

I take it that you have a repeated RT+A command that prevents you from pressing RT to execute iai Spirit Slash? :sunekosuri:

And I watched your video, yeah with rolling theres a problem, but you used a keyboard, so i dunno, i never played MH game with a keboard and mouse.

Also regarding Xbox controller... I have one (XboxOne) and its terrible, RT buttons has very long travel distance before it connects, so input divice is also an important thing.

Iam using Playstation 4 controler, Dualshock 4, and the problem i feel with trhe Long Sword is that i kinda want Speacial Sheathe to be faster. Coz Magala almost always gets me in that animation. :mhwilds_grr:


Originally posted by StarExile:
Originally posted by ExcALiBur:
Quite the opposite, bro. What I'm saying is that the RT+A input window is actually too long, and it's mistakenly active during the Special Sheathe state. This causes the game to unnecessarily check for RT+A combo inputs when players press RT to perform the Iai Slash from Special Sheathe — even though we all know RT should exclusively handle the Iai Slash in this stance. That said, maybe Capcom intentionally made it impossible to precisely time the Iai Slash. As obnoxious as that is, it could very well be the case.
But what about the roll delay? If you watch the video I posted in the thread, or try it yourself in-game, you'll notice the issue. The Longsword's roll has an approximately 0.1-second delay, while other weapons don't suffer from this—their rolls are instant. Notice how both the Iai Slash and the roll are tied to the RT and A buttons (on an Xbox controller)? This is precisely why I suspect the Longsword's delay stems from the overly long input buffer window for these button combinations, which erroneously activates when it shouldn't. I'm using translation software to communicate, so I'm unsure if my points are conveyed accurately, but I hope my explanation makes sense

Actually have no idea what are you describing :D
But i will try to guess )

I take it that you have a repeated RT+A command that prevents you from pressing RT to execute iai Spirit Slash? :sunekosuri:

And I watched your video, yeah with rolling theres a problem, but you used a keyboard, so i dunno, i never played MH game with a keboard and mouse.

Also regarding Xbox controller... I have one (XboxOne) and its terrible, RT buttons has very long travel distance before it connects, so input divice is also an important thing.

Iam using Playstation 4 controler, Dualshock 4, and the problem i feel with trhe Long Sword is that i kinda want Speacial Sheathe to be faster. Coz Magala almost always gets me in that animation. :mhwilds_grr:
That video was uploaded by another content creator, primarily to demonstrate the latency issue. I’ve personally tested this in-game using controllers, and the results are identical. I used an Xbox Elite Series 2 controller (with trigger locks to eliminate input lag from trigger actuation distance), an NS Pro controller, and a DualSense via wired connection. I can conclusively confirm this has nothing to do with input devices. You can refer to the comment by the user named Plumber earlier in the thread — his points align exactly with what I’m explaining here.
Originally posted by ExcALiBur:
Originally posted by StarExile:

Actually have no idea what are you describing :D
But i will try to guess )

I take it that you have a repeated RT+A command that prevents you from pressing RT to execute iai Spirit Slash? :sunekosuri:

And I watched your video, yeah with rolling theres a problem, but you used a keyboard, so i dunno, i never played MH game with a keboard and mouse.

Also regarding Xbox controller... I have one (XboxOne) and its terrible, RT buttons has very long travel distance before it connects, so input divice is also an important thing.

Iam using Playstation 4 controler, Dualshock 4, and the problem i feel with trhe Long Sword is that i kinda want Speacial Sheathe to be faster. Coz Magala almost always gets me in that animation. :mhwilds_grr:


Originally posted by StarExile:

Actually have no idea what are you describing :D
But i will try to guess )

I take it that you have a repeated RT+A command that prevents you from pressing RT to execute iai Spirit Slash? :sunekosuri:

And I watched your video, yeah with rolling theres a problem, but you used a keyboard, so i dunno, i never played MH game with a keboard and mouse.

Also regarding Xbox controller... I have one (XboxOne) and its terrible, RT buttons has very long travel distance before it connects, so input divice is also an important thing.

Iam using Playstation 4 controler, Dualshock 4, and the problem i feel with trhe Long Sword is that i kinda want Speacial Sheathe to be faster. Coz Magala almost always gets me in that animation. :mhwilds_grr:
That video was uploaded by another content creator, primarily to demonstrate the latency issue. I’ve personally tested this in-game using controllers, and the results are identical. I used an Xbox Elite Series 2 controller (with trigger locks to eliminate input lag from trigger actuation distance), an NS Pro controller, and a DualSense via wired connection. I can conclusively confirm this has nothing to do with input devices. You can refer to the comment by the user named Plumber earlier in the thread — his points align exactly with what I’m explaining here.

Lol i have him blocked. :MHRISE_Felyne:

But I read what he says. It must be something on another level of perception, because I don't have that problem. All I can do is wish you good luck and that the developers pay attention to it. :mhwilds_OK:
ExcALiBur Mar 25 @ 10:58am 
Originally posted by StarExile:
Originally posted by ExcALiBur:



That video was uploaded by another content creator, primarily to demonstrate the latency issue. I’ve personally tested this in-game using controllers, and the results are identical. I used an Xbox Elite Series 2 controller (with trigger locks to eliminate input lag from trigger actuation distance), an NS Pro controller, and a DualSense via wired connection. I can conclusively confirm this has nothing to do with input devices. You can refer to the comment by the user named Plumber earlier in the thread — his points align exactly with what I’m explaining here.

Lol i have him blocked. :MHRISE_Felyne:

But I read what he says. It must be something on another level of perception, because I don't have that problem. All I can do is wish you good luck and that the developers pay attention to it. :mhwilds_OK:
Check this!
https://www.bilibili.com/opus/1048337758197645336?spm_id_from=333.1387.0.0
I recorded a short video and performed frame-by-frame analysis in editing software to visually demonstrate my point. The first two images focus on the overhead slash (executed by pressing Y on the controller/Triangle on PlayStation while sheathed). I captured the exact frame where the controller button is pressed (indicated by the Y button lighting up, signaling input) and the frame where the move registers in the training area (note the move list below the health bar — its appearance confirms signal processing completion). The timestamps in the bottom-left corner show 11.06 and 11.16 respectively, a 10-frame gap. Since the video is recorded at 30 FPS, this translates to ~0.3 seconds of raw footage. However, I reviewed this at 0.1x playback speed, meaning the actual input delay for the overhead slash is 0.03 seconds (30ms), which feels perfectly responsive and smooth.
The latter two images analyze the Iai Slash. Similarly, these frames represent button press (RT lighting up at 32.11) and move activation (33.21). The 30-frame gap equals 1 second in raw footage, translating to 0.1 seconds (100ms) of real-world delay — a clearly unacceptable latency issue.
As demonstrated by the comparisons above, the Iai Slash suffers from three times the latency of standard moves, confirming this is a signal processing issue rather than intentional gameplay design. Crucially, this experiment can be replicated on any player’s setup.You mentioned not experiencing the issue — perhaps you haven’t noticed it or have adapted exceptionally well as a seasoned player:steamthumbsup:. While these delays haven’t rendered the game unplayable for me (I can comfortably defeat Arkveld‌‌ in under three minutes), that doesn’t justify the existence of these latency issues. Notably, I’ve heard the Hunting Horn has similar problems. The more players document these inconsistencies, the better our chances for acknowledgment.

Happy hunting!
StarExile Mar 25 @ 11:27am 
Originally posted by ExcALiBur:
Originally posted by StarExile:

Lol i have him blocked. :MHRISE_Felyne:

But I read what he says. It must be something on another level of perception, because I don't have that problem. All I can do is wish you good luck and that the developers pay attention to it. :mhwilds_OK:
Check this!
https://www.bilibili.com/opus/1048337758197645336?spm_id_from=333.1387.0.0
I recorded a short video and performed frame-by-frame analysis in editing software to visually demonstrate my point. The first two images focus on the overhead slash (executed by pressing Y on the controller/Triangle on PlayStation while sheathed). I captured the exact frame where the controller button is pressed (indicated by the Y button lighting up, signaling input) and the frame where the move registers in the training area (note the move list below the health bar — its appearance confirms signal processing completion). The timestamps in the bottom-left corner show 11.06 and 11.16 respectively, a 10-frame gap. Since the video is recorded at 30 FPS, this translates to ~0.3 seconds of raw footage. However, I reviewed this at 0.1x playback speed, meaning the actual input delay for the overhead slash is 0.03 seconds (30ms), which feels perfectly responsive and smooth.
The latter two images analyze the Iai Slash. Similarly, these frames represent button press (RT lighting up at 32.11) and move activation (33.21). The 30-frame gap equals 1 second in raw footage, translating to 0.1 seconds (100ms) of real-world delay — a clearly unacceptable latency issue.
As demonstrated by the comparisons above, the Iai Slash suffers from three times the latency of standard moves, confirming this is a signal processing issue rather than intentional gameplay design. Crucially, this experiment can be replicated on any player’s setup.You mentioned not experiencing the issue — perhaps you haven’t noticed it or have adapted exceptionally well as a seasoned player:steamthumbsup:. While these delays haven’t rendered the game unplayable for me (I can comfortably defeat Arkveld‌‌ in under three minutes), that doesn’t justify the existence of these latency issues. Notably, I’ve heard the Hunting Horn has similar problems. The more players document these inconsistencies, the better our chances for acknowledgment.

Happy hunting!

Well I don't even know, I don't feel any lag if I press the button at the right moment.
If I press it correctly, the sword is drawn instantly.
There could be a lot of factors, maybe if I had a $10,000 computer, I'd see a delay lol :MHRISE_Felyne:

So back to the moment when you have to press the button to draw the sword from the sheath is animated by a blue flash. :kodama:

https://steamcommunity.com/sharedfiles/filedetails/?id=3451960226

But as I said my problem is that Special Sheathe could be faster.

So if there is a delay, I don't see it, or it just doesn't bother me.
It all comes down to individual perception, I guess.
But if the delay on a technical level is really present, then either it must be there and it is done on purpose, and if it is a bug, then of course it must be fixed. :MHRISE_OK:
Plumber Mar 25 @ 11:27am 
Here's a different video corroborating this topic and demonstrating the issue very well, both technically and visually: https://www.youtube.com/watch?v=_oAXKnBEXUE

He shows it affecting Overhead Slash at 2m04s. It's important to point out that it's commonly the unsheathed or tapped versions of the moves. Draw attacks or Spirit Charge do not seem to be affected, likely because they are excluded from whatever Fade Slash or Special Sheathe buffering antics are afoot, but there's no good explanation for whatever is going on with evades or ISS.
Last edited by Plumber; Mar 25 @ 11:28am
This PC Mar 25 @ 11:39am 
ls problems not my problems :D
ls can flop over limp~
Frostea Mar 25 @ 11:45am 
Common longsword L.
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Date Posted: Mar 9 @ 7:59am
Posts: 52