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If monster changed arena 3-4 times on HR - no wonder that they change arenas 12 times now, cos monsters HP jump drastically from HR to MR. For example, Teostra on HR had 8,686 HP while Coral Pukey is... 18,600 HP.
You jusn need to deal more damage.
You don't wallbang them either I think, if you don't use the claw, thus miss out on more free damage, you also try not to mount them, that is another free damage miss if one calculates it rightly.
Refreshing your HH buffs is good, but it takes time as you've noticed, so it's best to refresh them while also actively fighting the monster.
Dung pods force monsters to run, so if you are actively throwing them at the monsters, they will run away after a minute or two.
Another reason may be a big monster that makes them afraid, so they run away if it enters your region.
i dont want to use the claw and offensive consumables, its like parry/riposte in soulslikes, i just refuse the game mechanic and would rather quit then use them.
yeah i figured i should use a hunting horn with higher damage, instead of one with higher utility. i somewhat dont like to be forced into a playstyle like this. not the end of the world though.
Often, monsters flee if they're exhausted which also brings them closer to hunger.
Other reasons include the hesitation to fight in cramped spaces, how close the monster was to leaving the locale anyway, when you play too passively, or ironically when you're doing particularly well.
There's prolly a deep dive into monster behavior somewhere. After all, it's also rather apparent that different monsters become angry more or less easily or stay angry for more or less time.
i think my assessment is pretty accurate, i also didnt exactly suck at using the HH, although i was trying to keep up a buff, which caused downtimes.
In the fight against the pukie i got inflicted with that water debuff, which drained my stamina, making it even more annoying to catch up.
@plankbro: im a purist. it has nothing to do with skill. i also finished sekiro without parry, which is arguably the harder path.
its also not elitism, im not telling anybody to not use the claw.
---
my question essentially was:
-is it damage output (DPS)?
-is it damage frequency?
-is it damage downtime?
-is it damage dealt to the player?
-is it healing applied to the player?
-is it the amount of times the player gets hit?
-is it something else entirely?
flash the monster when it is about to run and set up traps. Use a cat that traps and flashes monsters, and give it a paralyze or poison weapon.
If that's also not your thing, the only option available is to get a raider ride, so you can constantly follow the monster, while also not losing a lot of time.
Y you are similar to me. I played the first Monster Hunter back in the day and started playing Worlds in the same way.
So no inventory shortcuts, no mantles, no wallbang and claws at an absolute minimum - only to tenderize because the extra damage is just an insane difference. Only now when Alatreon infuriated me i started to catch up with the tech.
I personally dont know the calculations for monsters running, as others pointed out it's probably mostly damage dependant. I play(ed) with hammer and on average the monster probably only ran around 4-5 times. If your mission time drops to <10mins the damage is lacking.
its probably a timer but the timer gets reset when the monster switches from normal state to raged state and from raged state to normal state. rage increases by physical attacks but critical attacks enduce overproportionally more rage. While my damage with the LBG was lower, i was almost constantly hitting a critical spot, which then enraged the monster faster and made it stay longer.
If the monster is angry, he will remain fighting and chasing you instead of fleeing.
You can hurt it so much, that you cancel its attempts to flee, like it gets into enraged state and changes its mind. Or its just so hurt and keeps flinching and falling over, it fails to escape. Big dps so it wont flee needs good build and good play.
You can make it stay with tools, like you know its going from area 8 to 9, you place a trap at the exit. Or you predict that it will decide to flee soon, you see its getting beaten up and you got a part break not too long ago. So you set traps early and hope the dps after that will enrage it or push a flinch/ topple. Have a flash pod ready and blind it. You can also use the claw to wall bang it or enrage it( circle on the head three times will force enrage).
Flinching it with special slinger ammo can buy you seconds and a few hits, but someone in the team should do somthing bigger to force it to stay.
I'd say the easiest and most effective is flash pods.
If you want to stay clear from clutch claw, at least make yourself a good DPS while at it. Exhausted, flinch, stumbling, and stunned (either from weapon or flash bomb) is the main factor for monsters stays around. However there's a set of time before it would flee anyway by default; even if its in enraged state or poisoned. If you were consistent in offensive (and had right weapon against the right monster), they wouldn't flee as much than 3-5 times before they went limp. If you did consistently on offensive yet they run more than it should, review your equipment once again.
Typically, they run away to give you a break so you can regroup and prepare yourself for the next round. Sharpen, buff up, restock, etc. In your case, you're not doing nearly enough damage and, therefore, the hunts drag on. Much as you'd probably not wanna hear this, you're gonna NEED to use the Clutch Claw AND run more offensive skills like Critical Eye, Critical Boost, Weakness Exploit, Attack Boost, etc. if you want to reduce the time of your hunts drastically. How drastic? You'll be going from 30-40 minute hunts, to 10-15 minute ones at least.