Monster Hunter: World

Monster Hunter: World

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Ouen 2020 年 2 月 5 日 上午 9:23
What's the intended way we're supposed to use the clutch claw?
I'm a bit confused when it comes to some things.

Obviously, there's a tell when you should clutch them. However, in my experience you might get about four drooling stances per hunt.

If you have a weapon like Sword and Shield or Light Bowgun, it takes two openings to even get one soften, and some parts regenerate so fast the monster doesn't even give you an opening to hit it before it heals if you're melee (Lunastra's head, for instance, or tails on tall monsters). If you have a light weapon, you might only get one or two softens if you only do it during the drool stance. It almost doesn't seem worth it for those weapons unless you know you're going to have a massive opening. I often feel like it's better to get an extra five full attacks in than spend time wounding a part that'll last for thirty seconds that I'll only be able to hit a couple times for like 30% bonus damage.

Some monsters, like Odogaron and the metal Raths, are relentless and even when they're exhausted, it's still very hard to find a single opening where you won't get knocked off if you don't wait exclusively for the clutch stance.

And beyond those concerns, is it better to soften parts than to attack while the monster's knocked down (if there aren't any vulnerable parts to focus) since openings to claw are few and far between for many monsters?

I know the temporal mantle alleviates some of the problems but I'm not wild about being forced to bring it every single hunt, and burn through it in 20 seconds so I can get a soften.
最後修改者:Ouen; 2020 年 2 月 5 日 上午 9:26
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目前顯示第 16-30 則留言,共 44
Ouen 2020 年 2 月 5 日 上午 10:09 
引用自 Haggis
引用自 Washing Machine
Main irritation is when it hooks onto body parts you didn't aim for, like you had locked onto head, but the mons moves and you end up on the torso or wing or whatever. Then to add frustration, when you try to hit left to move to the head, the camera is spinning and decided "left? you meant right, right?" and you moved to the tail.
They should make it so that LEFT is always towards the tail, and RIGHT is always towards the head.

This might have something to do with your directional movement setting? I have this problem also but it might help to change that. One setting has your controls relative to the camera, while the other choice is relative to your character. If it's relative to your character I'd imagine pulling back would make you jump towards the tail regardless of camera. Worth a try at least
最後修改者:Ouen; 2020 年 2 月 5 日 上午 10:09
chefcook90 2020 年 2 月 5 日 上午 10:09 
Clutch Claw is great for Gunlance since it takes the weapon with the worst mobility in the game and makes it actually mobile.

It also fully-reloads your Gunlance, INCLUDING YOUR WYVERNSTAKE,as soon as you start the attack animation for the weapon attack, which is kinda busted.

Basically if I hit the monster with a really strong combo and we both go reeling away from each other, I clutch-claw to reload and close in the distance again.
最後修改者:chefcook90; 2020 年 2 月 5 日 上午 10:10
Lam Cake 2020 年 2 月 5 日 下午 12:14 
引用自 maelynx
引用自 Pard

That's huge! I'll be looking forward to that. Good to know :steamhappy:
FYI that buff is only effecting SnS and DBs, unless I've missed something.

Correct, from this thread:[gaming.stackexchange.com]

"As of Ver.12.01, some peculiar attacks ignore this "light weapon-heavy weapon" rules. Sword and Shield has Clutch Claw Uppercut which does half the tenderization despite not being a weaponskill, while Dual Blades' Spinning Rising Slash which is a followthrough from a special clutch action tenderizes the skin with only one attack despite being a light weapon attack. Aside from these peculiar attacks, however, most points given in this answer are still valid."
ShadyWizard 2020 年 2 月 6 日 上午 12:13 
This is how I use the claw.

Temporal mantle and rocksteady are claw mantles (careful with rocksteady it can get you killed), you can clutch and get soft attacks alot easier.

If you are using a light weapon, then two claw strikes (what you do to turn the monster) and one soften attack will soften the monster (claw attacks are not just for the head.)

When you do a traditional mount and topple the monster, you can clutch to the monster before you hit the ground. This is great for getting to the monster faster and easy soften damage.

Even with a wall bash you can still clutch to the monster rather than run over to it.

S&S, insect glaive, and hammer have attacks that clutch without aiming, these can open up new timings.

Finally, learning a monster will reveal parts that are easier to soften after or during common attacks, watch for openings.

Good luck and have fun.
最後修改者:ShadyWizard; 2020 年 2 月 6 日 上午 12:13
ffiazeli 2020 年 2 月 6 日 上午 12:33 
To soften the monster with ligther weapon you need to claw attack twice before weapon attack.

I don't know the exact soften build up value, maybe 25% on claw attack, 50% Light weaps, 100% Heavy weaps.
#imo #cmiiw
最後修改者:ffiazeli; 2020 年 2 月 6 日 上午 12:33
Master Bates 2020 年 2 月 6 日 上午 8:49 
Clutch Claw is the most OP weapon we have.

It is used in 2 ways depending on your class and have 1 universal use which makes it OP.

- if you're a heavy weapon class you use it to tenderize a spot for extra damage and more stun potential/break

- if you're a light weapon class you use it to get more slinger ammo to use your special slinger skills for added damage or breaks

Then the CC becomes OP

- you cling onto monster heads when they are in drooling state or when you have a safe opening and burst them into a wall. Not only do you get damage, it's a free stun state. Some enemies you can actually chain wall stuns if done fast enough before they have a chance to enrage.

mewlynx 2020 年 2 月 6 日 上午 8:50 
引用自 ffiazeli
To soften the monster with ligther weapon you need to claw attack twice before weapon attack.

I don't know the exact soften build up value, maybe 25% on claw attack, 50% Light weaps, 100% Heavy weaps.
#imo #cmiiw
It's 20% on a slap, 50% for standard light weapons, and 100% for heavy weapons for future reference.
blagsterh 2020 年 2 月 6 日 上午 10:00 
With light weapons, turn the Monster 3 times before attacking. Make sure you've got stamina though.
TrueArchery 2020 年 2 月 6 日 上午 10:59 
Not gonna lie the clutch claw was a terrible addition (ruins flow of combat with claggers, is super clunky with anything that doesn't have a fluid combo, frequently grapples onto the wrong parts) so I'm an explosive disciple now. Sticky, cluster, wyvern ammo, you name it (and magda gemitus fires it).
Shift 2020 年 2 月 6 日 上午 11:05 
There are many and many opennings during a fight other than drolling instances, but the CC main use is to soften parts in order to massively increase damage through WEX and second, creating more opennings and getting more out of agitator by making the monster rage more.
Ku 2020 年 2 月 6 日 上午 11:35 
The hammer can now clutch claw a monster from the level three charge. In multiplayer I run 1 lvl of flinch free and when the monster goes down I go to the head, stop do the level 3 charge swing into the clutch claw combo and then perform a wounding blow.

When I'm soloing the monsters are easier to knock out and the big bang combo is more efficient, however, in multiplayer keeing the monster's head tenderized for the rest of the party is better and the hammer clutch claw combo does a decent amount of damage, especially if the head is already wounded.
Sasha the Qwaser 2020 年 2 月 6 日 下午 2:17 
Don't know if anybody mentioned, but you can get 4 Claw Attacks to the head before a fifth will force an enrage;

You can also get up to 2 "Flinch Shots", the slinger ammo attacks that send monsters running, before a forced enrage.

Since someone mentioned Agitator letting you know when a monster isn't enraged, you can do so without the skill; The heart beat monitor at the bottom left of the screen blinks orange/red when it's angry, and just plain blue when it isn't.
Lostcauz 2020 年 2 月 6 日 下午 2:52 
The point is to almost set up an EZ mode for all players to make the game more enjoyable.

You can weaken spots to allow for areas that are usually not critical, to be made critical (Ie Anjanath feet to a DB user used to be nothing but white and you basically would sit on the ground waiting for the down and sharpen every minute)

You can get slinger ammo for wall bangs.

You can wall bang by pumping the slinger into a monsters head

You can make for an easy escape from an aoe attack. Or mitigate damage to just knockbock or fall instead of flat out carting.

Right now small weapons have to do multiple attacks to weaken while large weapons can weaken in one hit. Don't be shocked if you have to do it yourself in a group. As a DB main I usually see 2 LS users and a GS basically just go for the head the whole time and weaken nothing. You get posts on Reddit telling DB users to stop clutch spam -_-

Those are basically the reasons. It opens up MHW to a new audience for Capcom and the player base. My gf only carts half as much but the fights are twice as long, so she still carts about equal.

Sifer2 2020 年 2 月 6 日 下午 2:56 
Sadly it's mostly just abuse Temporal/Rocksteady mantles. As 99% of the rest of the time your not using them you will just get hit for trying it. Other than the obvious times when they are drooling or something. It's one of the reasons I hope this mechanic doesn't return in future MH. The whole game needs slowing down with more obvious windows to actually attack or defend really. To make up for how much healing, and how quickly people can do it in world capcom has just sped everything up to the point a lot of it is just attacking, and hoping for the best.
Tresh 2020 年 2 月 6 日 下午 3:04 
引用自 Washing Machine
Small weapons get buffed soon-ish so they soften in one hit, so that problem will be solved.
It lets you make your own weak points though, so monsters like Kirin that are a massive pain for some weapons are less ridiculous to fight against. Also, wallbang em for extra knockdowns.
Huh, interesting. We don't have that on concole yet.
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張貼日期: 2020 年 2 月 5 日 上午 9:23
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