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my "tactic" with AT nerg ws to run evasion 5 and to just roll trough is pepeaga slam.
i'm perssonaly liking that move. it punishes overcommitement really hard, keep you on your toes and force you to adapt your playstyle.
That Dive bomb was pretty easy to dodge and other than being stunned before he does it I rarely died to it.
key items: Farcaster, Farcaster & yup, you guessed it, Farcaster lol.
Many of the responses here fall into two categories: people who learned how to successfully farm AT Nerg, and people who didn't (for whatever reason). To anyone who could comfortably kill AT Nerg (both solo and with a group, the latter actually being more difficult due to his scaling), Ruiner Nerg doesn't hold a candle. His moveset is a little different, but he moves slower, is much easier to control, and doesn't hit nearly as hard. Ruiner Nerg spends most of his time on his back when you have a group of competent players on him. This isn't a dig at yours or anyone else's skill level: it's just about training. I carted to AT Nerg more times than I can count. He was incredibly unforgiving. But once I learned his moveset (and got better) and adapted to his insane pace of attacks, other variants of Nergigante just pale in comparison.
You may argue that AT Nerg and Ruiner Nerg are not the same monster, but Ruiner Nerg has *far more* in common with AT Nerg than any other monster in the base game. And frankly I'd argue that AT Nerg is probably the best overall training monster (due to his overwhelming difficulty) for Iceborne's endgame because Iceborne is simply more difficult than MHW was.
The monster that "feels" most like AT Nerg in the expansion (from a design perspective) is Rajang. I suspect that Furious Rajang is going to be a real wall for most players (myself included, frankly).
I will preface this by saying I do NOT expect Ruiner to be harder than AT Nergi, obviously, the fact that Ruiner was easier is not a problem with Ruiner. I also think Ruiner is definitely harder than base Nergi, his attacks have bigger ranges, he's more mechanically complex, parts like his wings are harder to hit, and so on.
I think the biggest area where Ruiner fell short is the new divebomb. I understand why Capcom replaced it, not only were people somewhat psyched out by the massive hitbox that meant that superman diving was well and truly the only solution (as opposed to moving under Nergi which you'd think you might be able to do) but it also shed all his spikes and was very easy to avoid once you got your diving reflexes down.
However the new divebomb being focused on one specific angle, AND being restricted by Ruiner's ironspikes? Honestly, I don't think this should've been Ruiner's ultimate attack.
I mean, compare Ruiner's ultimate attack to Rajang's. Rajang requires a specific state (rampage mode) to perform it and announces it with a non-stunning roar, and VERY quickly targets a specific player, if they haven't reacted and aren't on full health, they're just dead. Ruiner is nowhere near that ruthless.
A better replacement without changing too much IMO would be allowing Ruiner to explode multiple ironspike waves in sequence- Eg. First divebomb he shoots out headspikes, second divebomb if you still haven't destroyed the headspikes, he flashes them out again after, say, shooting out his right wingspikes. Then, if he dived again to shoot out his left foreleg spikes, he would then shoot out his right wingspikes then headspikes again rapidly, as a replacement for the usual recovery frames he has after a dive.
That way, his move gets more mechanically complex and actually PUNISHES you if you just mindlessly superman dive as a reaction, because you put yourself at risk of not dodging anything only to climb up to some spikes to the face, and if you neglect breaking ironspikes his divebomb would become massively harder to dodge. (and, if god forbid you don't break any of them, I hope you brought Farcasters)
That's just one specific example of how Ruiner could've been harder. My issue with Ruiner's difficulty isn't that "I wanted an Arch-Tempered experience and was denied it!", it's more that Ruiner just feels like "just" an Elder Dragon. Not QUITE as stompable as old Nergigante but Goldthian and Silverlos, even without their Tempered forms, feel WAY more intense than Ruiner Nergi.
Also our defense was really low compared to the AT damage output.
Now with ruiner we had more armor defense, we could fit a couple of defensive skills on our pure dps builds, we can even get health regen augment on some weapons before the fight and also because since its not a complete new fight, we just had to get used to some of the new moves but it wasnt that hard to keep up with Nerg.
Probably the AT version will put up a bigger challenge like the AT version from base game.
You should really take what someone says when describing the difficulty of the end game monsters with a grain of salt, gonna be honest.