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I kinda prefer the safi fight for actually being totally possible single-run without tons of speedrunner tricks.
I also think Kulve's laserfire is just the scariest attack in the game. Not bad, but I've been hit too many times by it to enjoy it.
(Then again safi jiva has some extremely stupid attacks too, like that groundfist attack that he spams if you get anywhere near him with emnity, and it heals the wound...)
As for rewards I STRONGLY prefer Safi's system since you can guarantee a weapon type drop. And the Awakening system allows for more customization for those who don't particularly care for meta chasing.
But in terms of their respective reward systems (which is the real reason why we fight these monsters in the first place), Safi wins hands down.
I had to actually prep and p1 clearing with a group was a blast (pun intended). The fact is, the fight against KT was more systematic. 1st phase: Know cannon placements, place bombs, drop boulders, I loved it always, especially the cannons. 2nd phase: Bombs, Bombs, Bombs and breaking everything. 3rd phase: drop rocks, dps her. 4th phase. Sleep, bomb, SMACK THAT FACE. The copious amounts of bombs and coordination of the squad was awesome.
Safi on the other hand: 1st phace: hit his arms 2nd phase: hit his arms/legs 3rd phase: same thing, but maybe tail too. Some even sleep bombed and smashed the chest. Safi felt like speedrunning Jyarodotus...
EDIT: Also some of her attacks are cooler, especially the wide fire breath
Something tells me you've never actually fought the original KT before.
Really? You'll listen to their tracks a few times then mute them.
Design:
KT is just an oversized great jagras.
Safi is your average mythical dragon but still quite impressive, can't wait for the black ver.
Fight:
Seems like your forgot the part where most ppl did 14-16 mins of nothing but gather tracks, it was mind-numbing. You get to fight Safi since the start and can do p1 fairly easily.
Reward system:
I did so many KT runs yet only managed to get one kjarr ice cb and never managed to get a full collection of meta wps. I literally made millions by just selling the dupes.
Conclusion.
Safi is better in every single aspect and it's not even close.
I specifically crank up my BGM for KT and I would be very surprised to hear that it is common for people to go out of their way to turn it off. The music is probably the least important point to talk about though.
I don't know what to say to your comment about Kulve's design. Just...No? Safi being an utterly unremarkable and generic looking dragon isn't really a problem, but the alien nature of Xeno's design and ethos was honestly really cool to me. I'm sure I'm not alone in saying it was a genuine disappointment to see that it's adult version tossed aside Xeno's design instead of iterating upon it. It's a huge improvement you can fight him from the beginning, but it's also a fact that Safi is embarrassingly slow and clunky. In my opinion the replayability of MR Kulve absolutely smokes this iteration of Safi.
Totally grant you that most of the siege version of Kulve was complete naff and the way it rewarded you was basically designed to induce frustration. Making her a soloable and straightforward quest without the absolute waste of time that was pursuit levels and track gathering has improved her greatly. They definitley didn't need to do the half assed measure of trying to encourage people back to HR to farm the weapons for who knows how many runs or be forced to meld them 3 crappy rolls at a time.
It's easy to say that Safi rewards are better because it let you do anything you wanted to make super insanely powerful weapons. The problem with this is it creates some pretty nasty power creep, and had the very damaging side effect of making the entire games roster of armor and weapons completely useless. I genuinely feel for console players who went such a ridiculous amount of time doing hunts with 4 people running masters touch, safi awakening, and safi weapons and never anything different.
Good design iterates on current playstyles in a tangible way, or creates new avenues for players to invest in the kind of skills they want to play. Safi ended up just boosting the way people were already playing. MR Kulve has finally given us desireable elemental options with flexible gearing. So I simply can't agree that Safi could be considered better in every way.