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
Iceborne's gameplay flow has been shifted away from the flow that has been in place in every single other game including base World to be more MMO-ified, with an overemphasis on a debuffing mechanic in the form of clutch claw wounding
The carefully crafted ecology from base World has been upset by the careless inclusion of new/returning monsters. This creates common situations of monsters with the exact same habitats following each other around nonstop, spamming you with microroars that somehow hit you from half the map away
Small monster AI was tuned up to unnecessarily aggressive levels (Barnos can chase you through multiple zones now, Gastodon can aggro on you from half a zone away instead of only in close proximity as was the case in base World)
New attacks and moves added to weapons feel extremely clunky and rigid, as if you're beta testing something.
Clutch Claw same thing. It has inconsistent/illogical behavior and suffers from really bad hitboxes.
Connection and performance issues out of the ass, some that were already fixed before iceborne but magically made their return, reeks of incompetence from Capcom's part.
Outlandish "balance changes" that seem to treat the game as a competition rather than what it actually is: an SP/co-op game
Overall, Capcom seems to have approached Iceborne with a GaaS game design philosophy which the exact opposite of what dedicated, vocal Monster Hunter players are looking for (the kind who writes reviews), but is also exactly what no-questions-asked consumers like (big overlap with League of Legends, CS:GO, MMORPG and Overwatch playerbases)
All of this also sets a really bad precedent for future monster hunter installments, but time will tell if this GaaS trend is something Capcom will uphold and casualize their franchise with, and I fear it will be due to the vacant spot of a Monster Hunter MMO (MH Frontier and MH Online were killed off last year)
Personally, I haven't had problems with it. So to me, it's a problem with their pc, and they don't want to admit it. It could be either hardware, driver, or just user negligence.
piss poor performance on launch and ppl who are butthurt about the anti-piracy features (which penalise legit players performance horrendously)
but yea game is 10/10 if u can look past that.
They are probably waiting on the next consoles from sony and microsoft and then they will drop a MHW2, and probably won't ever even consider PC again.
i am pretty sure they're not tired of dealing with the millions of sales they've gotten from pc
You'd be surprised honestly. They may go all in big time on consoles and stay there.
Tenderized zones are nice, but upkeeping it isn't worth the trouble for some weapons. have to agree they went too far with it, but you can get by pretty easily in solo without spamming it.
Gonna have to disagree here. The main offender here is actually that unaggroed monsters will roar repeatedly, which was less of a problem. If you want this to stop, you either hit it to drag it into combat so it isn't roaring in an effort to scare stuff off or you dung pod it so it goes away. Additional creatures per map means there's simply more regions that share monsters. Once you realize that pulling any approaching monsters into combat shuts them up, the problem solves itself. Likewise, if you don't want to deal with that, you pull the monster you're fighting elsewhere, which is extremely easy with the new mechanics making enraging them free.
One word. Bullfango. Prior to iceborne, I just ignored small monsters. Now they actually play a role in the game.
LS player here and I vehemently disagree. What you're experiencing is that a lot of weapons that didn't have a True Charge Slash or SAED style endgoal for their movelist were given one. Because so many weapons were given slow but high damage options when they didn't have one before, it can be pretty jarring, but it makes sense when you realize that most of the weapons that got one ended up jumping massively in terms of speedrun viability. Other weapons such as Longsword that didn't need it instead got stuff that fixed existing issues. Charge Blade was given a non-SAED method of using axe mode. Switch Axe was given a buff to its own axe mode so that it wasn't basically locked to sword mode. Longsword got given easier access to regen state and better flow as well as new counters. Gunlance got its mine, which was added to discourage the whole blind shelling spam issue it had in base game because shelling ignores defense.
Claw hitboxes are really weird until you understand the internal logic, and could REALLY stand to be explained better and made more apparent. The game latches you to the latch point closest to wherever you are the first time your character's hitbox touches the monster's hitbox. This can result in really weird transitions when the monster does any attack that moves a body hitbox over another body hitbox. Could use some fixes to cause less cases of being pulled through the monster because of how hitboxes work.
Yep. My god yep.
Outside of the adamant refusal to make HBG less cancerous to the game balance, most of the changes make a lot of sense in my opinion. Aerial greatsword being butchered makes a lot of sense when you considered high level greatsword play was repeatedly rolling off a ledge to perform a single attack. Likewise, Perfect Rush was added so that the weapon had an actual damage source on downed monsters, and Insect Glaive's stomp was added because aerial glaive was outright useless in base game unless you wanted to mount stuff.