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Btw, the clutch claw 'slaps' you'd normally use to turn the monster also partially soften the part. Though It's not super efficient, but can probably be done in shorter openings. Takes 1 light attack + 3 slaps to soften a part this way
The Claw is fine. It gives slinger ammo more to do in fights.
I think its mostly the MAX DPS ONLY crowd thats upset that an extra step has been added to reach OPTIMAL MAX DPS. It's the the same crowd that screams "It's not viable because it's not optimal."
People get weirdly competitive about cooperative games.
They did the same thing when mounting and other mechanics were introduced, they were wrong every time.
Like someone previously stated before, I think being one of the older players, and having played all the games in the series, I don't really enjoy quests that "Should not" be over 10 minutes, to be over 10 minutes, simply because in the back of my mind, I know certain monsters shouldn't take that long to kill, however, I can understand why these changes are happening now.
My biggest complaint with the Clutch Claw, is it feels like some battles are being dragged out now, due to the fact you're not able to flash monsters constantly out of the air. While yes Tempered/Arch Tempered monsters become immune to such effects after a while, you really only get to flash a flying monster such as a Legiana (Shrieking), Nightshade Palumou, or Rathalos every so often, and as mainly a Melee user, I end up having to chase the monsters around for far longer than the quest would actually take. It wouldn't be so bad, if you could use the Clutch Claw to knock monsters out of the air, but this can rarely happen to my understanding, as I've been told multiple times that the Claw can't be used to smash a monster into walls while they're enraged.
Beat Iceborne, and in end game content now, but the monsters that fly non-stop, I try to avoid as much as possible now, because it's just far too big of a chore to want to do them for fun, knowing I can go as prepared as I want to be, but forced to use a Clutch Claw as soon as the monsters take Flight, knowing it's going to take forever to bring them down to the ground without flashing them out of the sky.
I may still need to get better used to the Claw still, but, It would be better (if it's not already a thing I don't know about), to clip, and or weaken the wings of monsters so they can't fly as long as they do, or become tired out quicker while flying. That would greatly increase the usage of the Clutch Claw against flying enemies, VS using flashes, as I would be more tempted to aim for the wings, opposed to spam flashing.
My opinion of course.
same stuff happens when you aim for a wing of a knocked out monster
You don't hit what you aim at, you hit the first monster part you collide with. If you shoot the head and hit the wing, you're on the wing now.
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People are honestly pretty dumb about it. You don't need to soften all monsters all the time. That's actually a damage loss, not a damage gain unless you're running very specific setups, then yes, yes you do.
Clutch Claw softening increases the weakness of the area based on how durable the area was before you softened it up. If it's a sturdy part you're trying to break, clutch claw it first and soften it. If it's squishy soft goodness, you're probably better not bothering unless you're running weakness exploit 3 and need that extra 20% affinity to hit 100% affinity with Master's Touch. While this is the top DPS setup, it's also an unholy pain in the neck to maintain and demands constant clawspam. Also that DPS is merely theoretical and other sets have more practical DPS unless you're basically a speedrunner.
It's particularly bad for people using lighter weapons like S&S, LS, LBG, or similar because it takes two passes to soften. Longsword actually gets it the worst because LS hits like 8 times and you had better believe the game is going to apply full sharpness damage to every hit. People with heavy weapons take longer to carry out the animation, but only need to do it once, so throw on rocksteady, grab the monster's head, and open it up.
Also, claw spamming gets you hit a lot, like, a LOT. Don't do it. Claw intelligently when you have an opening. One of the best times to shoot the claw is when the monster is going to do either a tail or a head attack that involves the creature spinning and you aren't currently in optimal smashing range. Aim for the part that isn't a hitbox, fire, and soften for free when otherwise you wouldn't have even been hitting it. Bonus points in that you're now right on top of the monster when you weren't before.
I uh... might be a little salty. Watching someone get horribly horribly murdered because of claw spam does that to a person.
There's also how inconsistant it can be. You're attached to a monster but some attacks will kick you from the monster for no reason when you can sometimes stay attached when you really shouldn't.
You can be kicked from a Diablos tail while it charges but can stay attached to a rolling Uragaan...