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That's what I figured. But do regular use of hammer any value? Even a limited one? I'm confused about developers adding a new charge with Iceborne expansion and leaving original moveset obsolate yet present.
and the other time was when i saw a stunned teammate right next to me, just whack and then continue on my way. that only happened once i think
also, i dont think power charging was added in iceborne? i remember doing it in base game, i only noticed it endgame though so idk
as you say in op, its faster to react. not much more than that
you might want to delay power charging too if you see the monster coming at you, the animation isnt super long but it is long enough that you can still get hit if you aren't careful (happens to me embarrassingly often lol)
there's no dps-related reason or whatever not to powercharge every time. its just overall better
I'm referring to B on xbox controller or circle on pc. It makes your hammer glow bright. Not the RT or R2 which you are describing. Can you please check it and advise again?
While holding RT/R2, press B/O: Power Charge (Self buff, gives slight increase to damage/stun power and a Flinch Free effect while attacking. Lasts until weapon sheathed or hunter is staggered.)
Pressing B/O without holding RT/R2 is the Big Bang Combo. Power Charge is a slight damage and KO increase, there's no reason not to use it as it doesn't change the rest of your kit.
Edit: double checked, Power Charge is also in base World. The only changes in Iceborne is the ability to slinger burst while charging.
That part is my mistake then. But what does basic charged attacks have in favor of them? Why not always power charge using B/O? Isn't it always an upgrade with slight speed lost? That was my question.
Effectively it's like Insect Glaives Red Buff. You want it active, but you can still attack without it, you're just not doing full damage.
Edit: also you only need to Power Charge once and you have the buff forever until you sheathe or get flinched/sent flying. So with perfect play you will never power charge more than once.
Scipo0419, differences of some attacks took my attention too. But I didn't mentioned it to keep it simple. So is it really a redundant mechanic? I'm new to Monster Hunter but I'm startled by one mode being almost entirely redundant.
We can use Insect Glaive as an example. Without Red Extract, your attacks are slow and relatively weak, but you're able to attack until you get that Red Extract. Upon getting Red Extract, your animations speed up, gain more hits, and deal more damage. Optimal play would keep Red Extract up as close to 100% of the time as possible. The unbuffed form isn't redundant, as it's there for players who can't keep Red Extract's effects on as efficiently, but it does punish you for not having Red Extract active.
For Hammer, Power Charge gives you a small damage/KO buff and a weak Flinch-Free that lasts until you sheathe the weapon or get flinched through that Flinch-Free effect. The effect should be kept up as close to 100% of the fight as possible, and the loss of overall damage and attacks on Charge 3 serve as a "punishment" while not making it so you just can't attack without Power Charge.
Another Example is Great Sword. You can play Great Sword without ever charging your swings, but you're losing a lot of damage by doing so, that doesn't make those faster uncharged moves redundant as getting any damage in is better than only being able to do fully charged attacks.
Weapon kits are designed around supporting players who REALLY understand the weapon while not making it impossible for players who are learning the weapon to use it.
FAT WANZER, I don't know about the jewel but I heard free flinch it provides is not very strong. It is for small attacks they say. Nergigante's quick jab attack was show as an example by somebody.
Even against downed monsters, unless you know you can loose the extra downtime activating and using it, which require intimate knowledge for stun/down times due to the poor hammer angles and range, you're gambling and loosing lots of damage opportunities if you misjudge what you can do in that window, including having time to chain knock down as it's recovering.
Rise really cleaned up this problem and added more functionality, which is the best state Hammer has ever been in. If you're adamant about using the power mode, you should get use to unpowered first and get a feel for when you can fit in a delay to use power.
Rise did hammer dirty, it made you spam impact crater 24/7.
Sunbreak turned it into a fast attacking element weapon, which I don't like, it simply doesn't fit hammer.
In world it's slower but also more impactful in it's sound design, which fits hammer the most.
And while the clutch claw is mostly hated, hammer is one of the exceptions, because it adds a pretty cool attack.