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If monsters oneshot you and are hard to avoid it just ping pongs the other way and you have everyone running the required defensive skills (like health boost 3 in iceborne). People WILL stack attack if they can get away with it and if they can't it's basically not a choice anyway.
Both games settle for the same kind of solution by giving you slots that can only take defensive/utility skills. This game does it with double sigils only taking one type and damage cap whereas monster hunter does it with unique slot type.
Not to mention, this game does have monsters that will oneshot you and you can manage without defensive sigils there anyway.
Monster hunter also has the whole idea of armor having stats and balanced around that. Damage is this game is clearly more problematic than monster hunter snd that's because they decided to not try snd balance anything and just throw q cap on.
Right now if a cap didn't exist monster's would die in seconds, monster hunter has no cap and monsters do not die in seconds. They needed to attempt to balance damage but they chose th worst merged to balance it.
Also there is always a choice, just dodge or block and don't get hit, this game doesn't let you choose to die in one hit because tou just take defense automatically because damage cap.
Most characters basically use the same 4 skills because 3 to 4 of them are largely useless because of my aforementioned problems of defense down is useless attack up useless etc.
Most people are going to get really salty when their favorite main is going to have a tough time against a boss of the opposing element.
I just checked it is Y when you go to select them.
https://youtu.be/PpZdfwWMtjI
Eventually monsters would survive a single strike, but only because their health is high enough, not because the player's damage was capped. And similar results would be met with other weapons. Take your Master Rank weapons into low or high rank hunts and monsters die in seconds.
Monhun lets you get as powerful as you want and actually wield it, but they steadily increase monster health according to their intended difficulty. Relink gives you 20 different ways to get stronger, then tells you that you can't use any of it because you hit the cap as soon as you equip one or two of them. Like why use Break Assassin to triple my damage if my normal damage is already at cap? Why use enmity and live dangerously if my base attack at full health is at cap? Why attack weak points/backstab if my normal attacks are already at cap?
I guess it's fine if the intent is to encourage more defensive/utility build diversity, but I think the requirement of the damage cap skill, and how limiting it is, is what's worst about the whole system. A fair chunk of your build is forced to be this one skill, or else everything else is literally pointless.
Think I saw that video a long while back, I am pretty sure he was killing low rank monsters but I might be wrong. I mean, of course if you go master rank to low rank it dies in seconds, we do the same here, take your lvl 100 dmg cap into very hard quest and the thing dies in 1 hit basically. That's not what we are arguing, and you seem to agree that damage cap is largely pointless anyways.
I simply was stating that if damage cap didn't exist, in the current state, you could in theory kill monsters even faster than fast, and they still need to remove it, just make monsters tankier or nerf damage across the board.
I also think that the irony of damage cap is you say it might try to promote build variety, but I think it does the opposite and pigeonholes everyone into doing the same thing on every character even not using many utility skills like defense down and stuff.
Appreciate the knowledge drop.
I don't think Damage caps are bad ideas overall, I just think it's a really poor execution on this game's part. Remove the cap sigils, remove the cap, let the players find ways to get higher and higher damage, make the bosses tougher, or maybe throw in some actual variety in the bosses, tweak the systems so you can't just stunlock bosses to kingdom come. Damage cap isn't the problem inherently, it just exacerbates and pigeonholes certain builds and playstyles.
Even with Damage Cap sigils I still can't find use for that ability, you will never benefit from the 80% atk up.
Improved Dodge and Potion Hoarder will be your best friends till you learn the fights. If you get luck to get them on a V+ that you need, max that to 15!