Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Don't forget you also drop 2/3 slinger ammo doin this.
They just haven't put much thought into this system. Unfortunately it doesn't look like they want to improve it at all
Light weapon tenderize is inherently flawed, because the supply of slinger ammo will dry up super quick without you being able to take advantage of it except for at the start of the fight.
Please elaborate how wallbanging monsters for hilarious chunks of damage with zero risk (if so desired) is not an issue with game design.
Or how "Je suis monte" isn't cheap and even less skillfull to execute than in prior titles.
Or how mantles aren't essentially cheats on a cooldown.
I mean, look...idgaf if you enjoy using those tools but pretending like they are fine from a game design, much less a balance standpoint is just delusional.
Edit:
I don't use it at all and I still b1tch about it constantly. Checkmate ;-)
Like it's pretty nice to be able to wound parts with bad hit zones especially if you want to break them but I don't really see why we also need to be able to wound the weak points of the monsters into super weak points.
Usually when you implement a brand new gameplay mechanic/feature you want to balance it and make some changes to it.
Anyway, even with non-Gunlance weapons you can still reach cleartimes that are similar to base World (i.e. faster than average hunt times in older games at equivalent rank and equivalent tier of gear). People just want to spend as little time hunting the monster, so they use every trick in the book to make sure the monster can fight back as little as possible, even if they dislike using those tricks.
There has not been a single change to tenderize/clutchclaw mechanics.
But ye if you just recently started then for you is a fun new trick to learn. Bless you and have fun.
Lmao if you think mounting is bad rn you didn't play 4u. You could literally cheese every fight in 4u with 4 people constantly doing mount attacks - very few complained about it back then. You have no ground to stand on because essentially the first reply is right - it really only effects people who want to minmax.
Using the clutch claw wrong can lead to you taking huge swaths of damage. There isn't exactly no risk, especially if you're trying to get wallbangs as fast as possible and are using it outside of the drooling flinch animation.
Another issue is that the tenderizing animations vary between weapons. So if you're using a light weapon with a long tenderizing animation, it's a slog to keep parts wounded and feels like an unnecessary, overly-convoluted mechanic. On the flip-side, if you use a heavy weapon with a short tenderizing animation, it's not nearly as annoying to upkeep.
Get it? Because...it hooks. The claw.....
*cricket chirping*