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The real purposes of shield in SnS are more like emergency defense equipment if you can't evade it and to bonk the monster's head to trip them over. It's not used for damage trading, never was..
Also the weapon itself is always about hit, run, and evade timing because that's how the playstyle for the weapon works, every weapons have their own trait and so does SnS, that's why it's also the best weapon used for people who want to be the support of the team..
Is it really that weak? No not at all, in fact the damage output is somewhat broken IMO, if you use it in correct way.
it's possible that people you've encountered using it basically didn't have better idea how to use it properly, either that or they applied incorrect skills..
You used SOS results as an example of SnS having very bad damage output, I said that SOS is a bad benchmarking tool for a good reason while also providing similar example at the end with a result that every experienced player knows is wrong (HBG has 2nd lowest skill ceiling with highest damage output potential, unlike result that I got from SOS).
Plus SnS doesn't rely on scripting (just like other weapons outside of speedrunning). What it relies on is how you can adapt to different situations - and your knowledge about monster attacks. PR has the priviledge of being low-commitment, high-damage move that you can also cancel midway through on practically any step - and also really easy to set up. Either backhop (distance to get out of attack or i-frame through) out of most moves or slinger burst (Distracted monster or attack that doesn't need to be avoided - like Alatreon's lightning storm).
There are only two things that you actually HAVE to learn with SnS ... When to actually press attack button during PR (If you time it right you get a massive damage increase) and not commiting to 3rd hit unless you are 100% sure that monster's not going to throw you off or move in a way that you'll just hit air. And, as others said, other moves are fine while waiting for an opportunity. Way lower damage, but perfectly viable. That "60 damage on HR monsters" is enough to kill most of them in ~100 hits - and if similar 60 on MR monsters - ~400 in singleplayer.
And if you compare your SnS' damage output to other players' with melee weapons and it's consistently lower, even in SOS... Yeah. The only reason why is that it doesn't suit you , so try different weapons instead sticking with the one that doesn't fit your playstyle. After all, there are other 10 melee\3 ranged weapons to chose from.
Granted I'm away from home right now, and when I come back I'm going to be a bit swamped, but still, hopefully my schedule frees up soon. We can hunt fatalis together and compare our DPS if you think that'll be a decent benchmark, I'll reinstall hunterpie when I get back from vacation.
Cheating is not the answer. I have a challenge for any SNS user: try to cut off the tail of Safjiva with the Sword and Shield. If you can't do it, you have to agree that the weapon is bad. If you can't consistently cut the tail of any monster with SNS, then it's a trash weapon and I'm quite sure it is.
I'm sure you can't respond, as you've never cut the tail of Safjiva with a small paring knife and a cardboard pot lid. (Not once in your life).
Hunterpie is cheating, and if SNS is so bad that people have to resort to cheating it just shows how bad it is.
Low reach weapons or characters like Wario are simply garbage. Even a short weapon like Hammer has a better reach than SNS and the damage output is like 2 times higher without having to jump around like a frog. Funny thing is it's the very same story with Wario, you have to jump and jump and jump.
Why even use the "sword", if the Clutch Claw has more reach? Just spam Clutch Claw.
TL:DR : It was just as easy (And annoying) as with other melee weapons, considering that I don't have a lot of experience with SnS.
Edit: Also forgot about 33% damage reduction on parts that aren't broken, so there's another annoying thing about Safi part breaks in general.
Ugh I gave out an award, but then it dawned on me that it could all be a lie.
Well, "congrats" on doing the impossible, but I'm sure you have over 2000 hours in MH, are a mod user, or extremely talented, and also have a great set to do so. All of that combined sort elongated the abilities of the SnS. Still I guess you had to jump very often and it was an utmost awful experience.
Fun fact: Safi is a siege monster developed for multiplayer specifically.
Cutting tail in full party is not a big deal, even with all bad things that StanislavN mentioned for you. Safi also does not heal specific HP bar what game use for severing tail, only global tail HP bar what used to calculate flinches or broke, if tail can't be severed.
Cutting tail solo is extremely unfun and not easy even for 'good' weapons :'D
(1) 0.3x part break (Except for part 3 - hit after latching onto the monster does 2.5x part break, but another two issues - you have to land first hit and latch on - and not get latched to another body part). And that 0.3x and (2) pretty much puts PR close to normal slashes when it comes to cutting tails.
(2) First hit in first part and second part are... Shield bashes, i.e. blunt, not sever.
And about total hunts with SnS? 126.
Exactly. In MP - if someone knows how to lead Safi around during aggro - tail cut is a freebie. In Solo - you have to deal with turning around and constant swinging, making it a lot harder for weapons like GS to land a good hit (Mostly resulting in draw slash) while weapons like DB and SnS don't have the same issues with their quick attacks.
In MP during phase 1 Safi has 4 different targets to choose from - and depending on where players are tail can be in one place for a long while, allowing easy hits with high commitment attacks. In solo - 2 targets (or 1 without palico), plus with how palico likes to run around safi it's also way more likely to turn around and\or attack with tail multiple times.
The only thing SnS is known to be bad is, "Guard Slash". If your damage fall behind, its skill issue.