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Bir çeviri sorunu bildirin
https://www.youtube.com/watch?v=pis5Xmi0SR4
wow this fight has so many "the game decides you'll take damage now" attacks right???
You gave me a lie as to why you won't prove me wrong.
I've never experienced this on gore, in fact, I take very little damage, cause you know, I've learned to read it, and when I do, I blame user error. That's how I got good. ;D
The fact that you even need proof that something is fun when it is subjective is the problem here. Proving this is irrelevant, cause you'll just disagree with whatever proof whoever puts out. :P
You're allowed to think it's not fun, but why in the ♥♥♥♥♥♥♥ five hells do you need other people to think it's not fun too ? This is a problem mate, your problem.
People are allowed to enjoy the fight rofl, wtf mate :D
the overused cart wheels
can you prove he's cheating there tho ? :P
regardless watching any speedrunner play against literally any monster should be more than enough to show you the openings in a fight
https://www.youtube.com/watch?v=ePPwnade7nI
here's another video that actively shows the player countering and only getting hit a few times
https://i.imgur.com/Y2I02Yg.png
Man, that sure is an amazingly fast upload speed right there.
Forgot I can just use artwork to put it on steam. This took about 20 seconds to finish uploading btw.
https://steamcommunity.com/sharedfiles/filedetails/?id=3442862172
Gore Magala is a monster that forces you to play aggressively against a moveset that can mess you up.
It punishes errors, but rewards aggression. As a counter to that, positioning becomes significantly more important. Most, if not all of its attacks, have significant telegraphs that I can literally point out to you right now.
360 claw, you can see it raising its claw far into the air to attempt to strike down.
Frenzy line attack, you can see it dragging its claw onto the ground as a windup to the blow, and you can also learn that while enraged, it will always follow it up with a delayed explosion and potentially a massive slam.
Massive slam is extremely telegraphed and is dodged by positioning behind it, meaning it incentivizes you to play close (aggression).
Charge attack is telegraphed because it spasms for a moment before running forward, giving more than enough time to position out of the way to dodge, or offset with certain weapons.
The side-to-side charge attack is telegraphed because you see it actively begin the motion for the first slide forward before the attack even begins, giving time to read the movement and position accordingly.
All of the orbs are telegraphed by its neck moving upward and then downward. If it isn't doing this, and you only see one orb fly straight, you can assume the attack is done after only one orb.
Its aerial attacks are more then telegraphed with the orb being the same as above, and the flying slam having it perform a twirl midair before slamming down.
The pin is more than telegraphed, with the hardest thing about it learning how to position inside of it to ensure that you're not being struck by the potential followups while enraged, and reading the difference between the pin and the 360 claw.
The tail swipe + bite combo is telegraphed by a brief moment of movement before a hitbox is created, letting you position away from the tail, and to its side if you can afford to. Also positioning to the side is important in this fight.
The massive horizontal line explosions are telegraphed by it raising its head into the air, and a long sound cue to give time to escape, not to mention the visual one on the ground, too. Moving under it is a great way to get out of the way of this one, too.
If we want to get into cold hard facts, that's a majority of, if not its entire moveset, with obvious tells for which attack its going to perform at any one time, with only some minor differences causing errors.
This is further compounded by a large majority of these attacks properly benefit good positioning, not only allowing for post-move punishment to be inflicted, but also even during the moves (such as the fireballs, explosions, slam, and others allowing you to stay close and be rewarded for knowing how to position around it).
You can counter nearly, if not every single, attack from Gore Magala by utilizing good positioning and reading its myriad tells. If anything, aside from Arkveld, it's probably one of the most telegraphed monsters in the game. The difference is that Arkveld lets you dodge through a majority of them and gives significant downtime between swings. Gore Magala will force you to play its game to position around it, making it an excellent MH fight.
This isn't a Dark Souls boss. This is a Monster Hunter hunt. And with everything else they're doing to make the game more accessible, I'm rather glad to see that one of my all-time favorites was done justice and feels like a proper MH monster.
Also, you saying that Tigrex and Rajang are "bad fights" is a massive self-report.
I asked if it's a GOOD fight. If so, WHY do you think it's a good fight?
Do you know what makes a boss fight GOOD?
Variety of attacks
Telegraphed attacks
Ratio of telegraph time vs damage
Counterplay of attacks
Variety of counterplay
So far, both of the most vocal voices counter to mine are Hammer mains. So the counterplay to a boss with 14 different weapons can't just be, "well just play hammer."
Also, do you have any photo or video proof of any of this, or are you just talking out of your ass?