thanks for including my previous comment in the video :) there is one more thing with hitstops in MH - in previous games biggest hitstops was on monster weakpoints, it was another indicator that says "this is good damage", and now in Wilds without hitstops im wondering "where are the weakopints of those monsters??" , and yeah i know DMG numbers shows if i hit weakopint but i dont FEEL like im hitting it... nevertheless i love the game and i will still gladly play it. but it would be nice to heve more hitstops
@ArekkzGamingКүн бұрын
Thanks for your thoughts! I totally get what you mean about hitstops and weak points. It can definitely feel less satisfying without that feedback, but I'm glad to hear you're still enjoying the game!
@devilmayclarify666Күн бұрын
Honestly, I want to at least play through the game to decide if the amount of hitstop is good or not. I noticed the Switch Axe felt much more fluid for me in the beta. And even though I usually play SnS, I might go with Switch Axe this time around.
@meatknife3243Күн бұрын
I agree. I think while hitstop is important for feeling the weight of your weapon, better hit/impact sounds and visual effects are being a bit underlooked in this hitstop conversation. Glad other people are mentioning it
@MaximusProxi23 сағат бұрын
As long as they don't replace hitstop with screen shake I'm good. Tbh I didn't even notice the reduced hitstops in beta (but I also only really played bow and db)
@MasutaMJ19 сағат бұрын
Capcom like "use focus mode bro" no man we need that feel good indicator
@iprfenixКүн бұрын
Hitstop doesn't just make your attacks feel more meaty it also makes your opponent feel more meaty. When you hit something IRL you feel resistance. The harder the object the harder the resistance. The softer the object the less resistance. If your sword swings through a monster like a hot knife through butter.. why does it take forever kill? Why can't you cut off body parts? Hitstop adds resistance which makes the monsters believably "tough".
@VoraciousHeartКүн бұрын
@@iprfenix it doesn’t really though. The outer scales wouldn’t be as tough as the inner bones (minus the insect monster) and after the initial hitstop there is no further hit stop for any other sections. You still swing through which should allocate the same damage as a clean slice with no resistance. I think we can all agree the realistic interpretation would be what you get with low sharpness where to deflect off every attack but few would want that to be the way it works so it makes little difference if the hitstop is there or not.
@Yano83Күн бұрын
yeah, exacly that! without hitstops it feels like fighting ghost without phisycal body
@kokujo5288Күн бұрын
@@VoraciousHeartI don't actually think hit stop has a lot to do with realism, but it sure as hell makes fights cinematic, makes for good action and is one of the best indicators of damage. I know Capcom is trying to make the ecology of MH as realistic as possible, and I'm fine with that, but I feel like it's slowly seeping into the combat of the game.
@MusicCometКүн бұрын
@@kokujo5288 Agreed on the realism part. This is partially why I despise games that focus too much of it in games. Sometimes devs will want to make something feel more realistic without thinking whether it feels good to actually play (like building games with realistic build time of 24+ hours). Then the game suffers from the decision and they won't know why!
@VoraciousHeartКүн бұрын
@ it really doesn’t indicate damage either as I could use an iron great sword with a triple charge in world and get massive hitstop, but use a alatreon great sword with a basic swing and deal far more damage. I’d argue hit stop makes far more sense on weaker attack as they would be less likely to “cleave through” with ease and the big heavy hits should have little to none as they would in theory cleave much easier with they greater force put behind them. I’m only saying this because people are making it out like there is some “reason” why it should be there other than because it makes you feel good and there really isn’t.
@spookyfrogs1874Күн бұрын
Switchaxe got hit HARD with this dude, the moves are awesome but it feels so much weaker than ever before :(
@muhc2931Күн бұрын
I'm with you. Those popcorn machine mini hit stops in world when you charge sword mode. Or the shaking uncontrollably with discharge. The rhythmic shudders of your axe swinging with the hard double crunch when you finish the B/O spam with a Y/triangle. Swaxe needs major hit stop boosts
@remyrmxrmxpinville5049Күн бұрын
i agree its disgusting bad, we are fighting air
@ColonCommanderКүн бұрын
Well it is worse
@pattaraborwornchork9785Күн бұрын
Missed rise sunbreak Counter
@KenMochii20 сағат бұрын
Axe mode felt so weightless, feels like I'm waving a piece of cardboard.
@HypnobongКүн бұрын
Big punchy hits; I didn’t notice as much in the beta, maining hammer, but dang that great sword comparison really shows the lack of oomph
@limeisgamingКүн бұрын
nah oomph/hitstop should only be as heavily pronounced as in the past titles when you drop down to yellow sharpness / when your blade becomes dull, other wise it doesnt really make sense especially with such a big weapon since it generates a really high momentum and when the blade is sharp enough it should pass though the monsters flesh like a butter knife through butter.
@Arri9707Күн бұрын
As a greatsword player, it made me want to go sit in a corner and cry
@pauloricardo-wn6psКүн бұрын
@@limeisgaming it's a fantasy game, it's priority it's being fun not make perfect logical sense
@kokujo5288Күн бұрын
@@limeisgamingMH combat priority isn't realism. It's player satisfaction. It's what you're doing throughout the entire game. On top of that, most of the weapon movesets aren't realistic in the slightest.
@benhawk4214Күн бұрын
@@limeisgamingexcept when you swing the greatsword you're still slamming it into the ground, so no matter how sharp it is you would still feel the impact
@andrewlopez7143Күн бұрын
Man that hit stop for a GS is everything to me makes it feel like I'm doin my part with the squad it's definitely a great feeling hopefully they fix it before release or a patch gets made down the line capcom we definitely need the meaty hitstops
@WizardRPGКүн бұрын
Game feel is the reason why I like MonHun more than any other game, plain and simple. I will go into world and play hammer just for the experience; i dont need anything in that game and choose to play it purely because of how good it feels. Wilds felt off in that regard so I am hoping something happens with it, it will be the difference between playing for 100 hours and 1200 like world.
@serenity3157Күн бұрын
The hitstop is probably one of reason how satisfying when interrupt and pin down a monster. Even old gen like GU/4U showcase is so satisfying to watch because of those.
@Akant0r9Күн бұрын
I def noticed this on the greatsword. Mhw GS has so much impact and was disappointed that things like TCS didn’t feel as good in wilds. I don’t even care about the damage nerf just the satisfaction of landing it.
@clanakahatiКүн бұрын
Hitstop is the only gripe I have with the game besides the obvious perfomance issue
@strovfКүн бұрын
the performance issue might be due to RTX being on for certain settings although it's being hidden.
@cerdi_99Күн бұрын
@@strovf wait what?
@reginaldfluffington5142Күн бұрын
So what does it actually do besides stop you for a second. It does nothing of value. The only argument is that it makes you feel like it does something.
@ama9385-w2gКүн бұрын
@@reginaldfluffington5142 Because it makes the combat feel much better
@sazo1stКүн бұрын
@@reginaldfluffington5142it makes the game more satisfying. Before coming in with "no value" please do remember you're playing videogames and they're for fun.
@RainOn2SunnyDayКүн бұрын
i think it takes very little effort to include some visual impact like screen shake, especially for saed, the recovery is long already, it doesn't cost anything to make it look impactful
@DashXeroКүн бұрын
Sword & Shield suffers from the lack of hit stop to an insane degree. The Sliding Slash down slopes without hit stop is a pain to actually land. The dismount strike - because of the lack of hit stop - is difficult to time the follow-up strike. The Roundslash and Spinning Reaper are also victims of the lack of hit stop.
@sazo1st10 сағат бұрын
Oh my godf yes, i said this in another comment but on some SnS attacks i swear it didnt even feel much different to completely miss and thats a big big problem for me
@blazingruin2975Күн бұрын
I'm very happy you are covering this. I do really enjoy the Hit-Stop of the older games. Can always reach out to the company and file a direct suggestion.
@DarkFoolJinКүн бұрын
SnS and Bowgun main here. Actually i did not realise this whilst playing myself. But now that I see it and compare it to fightings game I play, I am strongly against the removal of the HitStop. It adds so much more whoomp to every move. I hope its just a beta thing and it will come back with the full release.
@ShinDMitsukiКүн бұрын
Personally, I already felt world had way less effects on certain things, so the nerfing of hitstop is extremely sad. For example, charge in the old games was HUGE. Giant effect, super noticeable sound effect. In world its like "okay you charged buddy shine on." Wilds taking it further really is disheartening.
@KenMochii22 сағат бұрын
Hell, Valor LS counter in GU feels like it has more impact than anything I tried in Wilds, you got the screen shake, the flash when you counter, and the metal sound effect.
@TheDorianTubeКүн бұрын
Hitstop on CB was what made me feel like a butcher. I need it back LOL
@serenity315723 сағат бұрын
Those crunchy savage axe hits along with crit sounds tho. 🔥
@ViniciusDutraКүн бұрын
Thanks for addressing this problem. I couldn't get around the fact that no big content creator was bothered by the lack of, not only hit stops, but the lack of visual effects while hitting the monsters. One thing that made me fall in love with Monster Hunter (World was my first) is how good it feels to land attacks on the monsters. I've played Wilds beta, tried all the weapons, but none of them felt good. I've felt like i was passing a knife through butter most of the time, it made me extremely frustrated. I hope the increase the hitstop until the release of the game
@gumpthegreat1Күн бұрын
As a Charge Blade main, this means nothing to me as the Savage Axe mode has its own version of hitstop built into it.
@VectorLogicКүн бұрын
Funny enough, I've noticed the lack of hitstop whenever I land a Super AED on a monster, or at least a reduced amount of it. It didn't feel as impactful (HAA!!!!) like it did in prior MH games. Its not a dealbreaker for me however, since being able to land it is still satisfying as hell. I look forward to when Wilds comes out.
@ShadowABCXYZКүн бұрын
Personally, I think even the faster weapons having some measure of hitstop, especially on their most powerful attacks, is a good thing. In the small clip of World's Dual Blades you showed, the first two hits of Demon dance just feel great with the hitstop, it's a great way of making it feel like you're confirming that your combo is going to hit hard. Another angle that hasn't been covered is the screen shaking effects, which seem turned down in Wilds a lot, hopefully that's something that just wasn't ready yet in the beta build. The SFX not being as meaty in Wilds seems like it might not actually change that much, because they wouldn't really be re-recording all those effects at this stage of development I think, which is sad. The last point is also something that could enhance the feel of the game, that we weren't able to experience at all in the demo and beta: critical hits! Without knowing what those look and feel like, we're missing some part of the picture.
@megabyte_101Күн бұрын
Actually when they showed the scarlet forest gameplay a while back, they were using charge blade and u can see the crits it sounds and feels pretty satisfying ngl
@justsomeguywithatophat6248Күн бұрын
i dislike hitstop, but i like the idea it tries to convey. The new god of war games actually improved on the concept making the weapon heads "stick" to the enemy and changing the animation on the fly. Hitstop is just a cheap way of getting the same effect, that creates unintended gameplay consequences. Game companies should stop trying to make stupidly detailed textures nobody notices or has hardware to handle, and start putting more work into these neat tricks that make movement feel much more impactfull.
@JEASOUA13 сағат бұрын
kindalike the GS focus strike? where the hunter drags it along the monster
@HemphempmindКүн бұрын
I didn't notice it much with hammer. The golf swing offset is soooo satisfying. 😅
@thehat8006Күн бұрын
If they do increase the hitspot I hope they make it a toggle. Its one of those extra detaild in monster hunter that I just never really cared for
@BVCasperКүн бұрын
I don't mind hitstops even tho I'm used to it, however I think weapon hitting sounds should be adjusted ie. Hammer doesn't get that loud heavy bonk sound. Sounds of the explosives are actually really good.
@perigoloКүн бұрын
I didn't know the name of the technique used by the devs, but that's probably the reason why a felt the hammer less rewarding in wilds
@GlerpidyGlarsonКүн бұрын
I think the funniest part is this is the only issue I've seen. Other than that I have no problems with this game and I can't wait until it comes out. Also we cannot refer to monster Hunter worlds as MHW anymore because wilds. So we should always use ice-born as a reference instead of world. Honestly I think they took the heft out of the weapon to optimize the game more and to remove that moment between having the sword in the monster and on the floor.
@federaider3847Күн бұрын
I personally am afriad for the maps. World had that epic megafuana vibe like in the ancient forest, and furthermore there was also more vertical to the map. From the small section of a single map in wilds, that was practically nonexistent.
@DemonboydesКүн бұрын
I just use MHWilds/World
@GlerpidyGlarsonКүн бұрын
@@Demonboydes no don't tell me how to live Carl
@DemonboydesКүн бұрын
@@GlerpidyGlarson I’m not I’m just stating how I do it you can do it however you want
@brutaljk5997Күн бұрын
Nobody has a problem with the names mhw and mhwilds.
@czairkolmoslink5952Күн бұрын
Hopefully they add this back to the game, I feel like removing this is a bug or a bad idea by the devs Edit: I remember talking to Lance players and one of them talked about this when they were playing the game. So I guess for the more meaty attacks from the Lance it's the same problems as well.
@serenity3157Күн бұрын
Not only the hitstop but I really want those crunchy hits sound in world. PS: And effects also, SAED feels like need more phial effects.
@rath8028Күн бұрын
Yeah ngl the phials are very not dramatic like they are in world. Made me sad as a CB main. Otherwise the game is peak.
@Chasingmang0Күн бұрын
I feel like this is my most unpopular opinion out of everything TBH.. I like the reduced hitstop. To me it makes the combat feel smoother and quicker. I completely understand that people feel less "oompf" and that it takes away the feeling of big chunky attacks for them, but you can see really well in the side-by-side that the wilds combat is a bit faster as a result of the reduced hitstop, and that's a trade I'll take any day personally. I wouldn't be opposed to the hitstop staying reduced on most of a weapons attacks, but adding extra hitstop back on a weapons biggest chunkiest hits. TCS combo having reduced hitstop on it's first 2 hits, but big hitstop on it's last hit for example. But hey that's just me Edit: I think the main thing I don't like about hitstop in a game like MH is that it only stuns you, not the monster you're fighting. It would look really strange if you're fighting a monster with 4 people and it keeps stuttering cause of all the hits it's taking. Fighting games it feels better to me cause hitstop affects both players. When hitstop only affects me it just feels like it slows down the combat.
@shannonconnor3697Күн бұрын
I hope they bring some hit stop back for most weapons, even in a reduced capacity. The feeling of playing is why I love world, and if that changes in a negative way I might not play wilds as much
@CypherCMКүн бұрын
Finally! someone noticed. I really felt like something is wrong with Wilds combat system like it doesn't feel that I'm doing damage to the monster at all. This is exactly what I was looking for. As a MH fan for almost all my life and a GS main. This is really a big thing since this adds impact to how good of a feeling you get when you hit a monster. Plus having hitstops on smaller weapons means that you are able to know when you hit a monster's hitbox. When playing DS in wilds. I always felt like I'm just wailing down nonsense on thin air.
@brutaljk5997Күн бұрын
I miss how in the old games the way to know how youbwere hitting a weak was via hit stop and blood quantity.
@Robzi_1000Күн бұрын
I noticed something was off straight away and I can’t lie I’m not going to cry about it, I’m still going play wilds but when I went back to world after the beta it felt so much better and that’s when I realised how much the hit stop actually does. And without a doubt I think wilds will be a better game if they have hit stop or atleast add a option for it. (Ima a great sword main so I swear we have it the worst)
@Hellana777Күн бұрын
I can never unsee this now...
@ShikaLancerКүн бұрын
I would definitely like there to be some more hitstop to the animations. The biggest issue for me as a lance main is sometimes I feel like my pokes are missing even though I can hear the sound of them landing. Although the lack of hitstop is only part of the cause of that. Another reason is because I like to play zoomed in which can cause the damage numbers to appear offscreen. (Which I feel like should maybe be addressed as well) But then that's further impacted by a general lack of hit effects for the lighter attacks. I was looking at a section of my gameplay where I felt like my hits weren't landing, and I saw literally zero hit effects on my pokes. But on top of that, the damage numbers were appearing slightly offscreen instead of at the exact point of contact. And then the lack of hitstop also makes the awesome mount finisher they gave us feel a lot less impactful since there's literally zero hitstop when you land it on Rey Dau. Which also brings up a consistency issue because I did a frame by frame analysis of some of my gameplay, and I noticed that the mount finisher DOES actually have hitstop when you land it against Chatacabra. (once when it connects with Chatacabra, and once when it connects with the ground) So I wonder if having zero hitstop when landing it on Rey Dau is unintentional. But then again, I can understand the frustration of having the hitstop interrupt your combo flow if small monsters happen to get in the way and add some extra hitstop. One time in Rise while I was using great sword, three Ludroths getting in the way actually caused me to miss out on landing the final hit of TCS during a knockdown due to all of the extra hitstop throwing off the timing. So I feel like they could probably add a slider to customize the intensity of the hitstop. I saw intensity sliders in the settings for things like "camera shake" and "ambient camera sway". The only issue with that would be how that might affect speedrunning. (it might just introduce a "meta" of turning it off completely to have maximum dps) But I think for casual play there should be no issue in having that be a customizable setting.
@donk3ypunchzeroКүн бұрын
Hammer felt like it hits harder than ever. Think it's becasue the monsters seems to react more. So less hit stop but more reactivness?
@nichompolasКүн бұрын
Doesn't bother me too much but they could have reduced hitstop as a way to speed up the encounters a bit and make the game more accessible. Same reason almost every weapon has a counter now
@SoulessGinger-fz7lhКүн бұрын
I definitely prefer how it is in Wilds. The first time going through World/Iceborne with the GS is felt pretty cool, but slowly hitstop is what eventually turned me away from the weapon. There are too many times I had large amounts of hitstop cause delays that ended up causing an attack to miss (on top of the usual GS shenanigans) and it being the reason that a monster had enough time to get up causing a TCS to miss. Some monsters seemed like they had the time there were toppled perfectly set so a GS couldn't get a TCS. Overall it felt more invasive to me by the end than fun. That all said I don't want it totally gone. Just reduced.
@CaptainOtepКүн бұрын
it does look better and feels better. however its kind of a disadvantage sometimes as it makes you pause but does not apply to the monster making you recover late and possibly receive a hit.
@zovzeКүн бұрын
It’s also not just the hitstop hurting the feel of wilds, it’s also the lack of more screen vibration and blur when swinging the weapons
@tinaedwards4873Күн бұрын
as the mainiest GS main to ever main, Wilds beta felt like I was dishing out carboard cuts instead of bone crushing blows. They need to bring this back.
@sppd100Күн бұрын
I hated the hit stops on CB sword mode after the shield was powered with phials in World. I’m fine with slow attacks and combo finishers having hit stop, but rapid attacks and quick attacks used to charge-up/maintain a weapon power is not fun imo, it’s jarring and makes maintenance a slog.
@JGuy97Күн бұрын
The level of hitstop in the Wilds beta didn’t really bother me much, mostly because I adjusted fine to Rise’s reduced hitstop, and I’ll get used to Wilds’ as well. They seemed to reserve large hitstop pauses for the truly devastating attacks and offsets. I agree that this is likely an artistic decision and if it’s not changed by release, I doubt it will be changed at all later on.
@SejikanКүн бұрын
I KNEW THERE WAS SOMETHING WRONG BUT I JUST COULDENT PUT MY FINGER ON IT!!! I thought this was just how newworld felt (i never played world and not much of rise)
@deficient8711Күн бұрын
I wonder if it's a balance thing on Capcom's part. Like maybe the margin for error is so thin in later parts of the game that being slowed down by hitstop would be enough to get you hit on certain weapons. I hope it gets brought back of course (CB main here), but if not I can at least assume they have their reasons.
@HunterwootКүн бұрын
Hitstop is a big factor but so are the sound effects. Zero Sum Discharge in World: Sounds like a diesel powered death machine Zero Sum Discharge in Wilds: Barely makes any sound at all???
@RylTheValstraxКүн бұрын
Interesting to learn about! I mainly have played lighter weapons and ranged weapons so hitstop in MH was never that impactful of a thing for me.
@Nanaki86Күн бұрын
I knew something was missing and now i know what it was the Hitstop, Attacks felt much less meaty in Wilds and i couldn' explain to my self what the reason was.... until now. Thx for that Video
@JPStartoКүн бұрын
So this is why something was missing when I was trying out the beta. I can't put a finger on it and this makes it all clear.
@baconx6476Күн бұрын
Hitstop is very important in a game like this to convey weight, and there's a sense of dopamine that it gives the player. This is very important that Capcom fixes before the game's release as right now, a lot of weapon feels like they're cutting through butter with barely any resistance. Just doesn't feel as good to hit.
@seanshell823Күн бұрын
It should return! It makes the heavy weapons' heavy weight feel more powerful and, in a way, slightly immersive as you can TRULY feel the weight of cutting a monster through with a greatsword for an example. I've never noticed the presence of it in MH before, thanks for warning about it! Our community must continue sharing informations and opinions between each other like this for further discussions :)
@luigiongaming3959Күн бұрын
Hit stop is needed. My greatsword doesn't feel the same without it, but also I think the sound needs to be tweaked on it cuz the sound of landing a true charge is not right either.
@DRAEK05Күн бұрын
The downside to Hitstop is essentially making it harder to dodge. Though they could solve it by adding a little invun frame during hitstop.
@DDVikingКүн бұрын
As a GS main it was very noticeable how little to no hit stop there was on especially the Charged Slashes, it is the sole reason i play GS to begin with. It now feels like patting the monster instead of hitting it with a huge chunky weapon now!
@corynorgrove9794Күн бұрын
Dragons Dogma Dark Arisen was the first RPG game i noticed hitstop and it stood out immediately making the weapons feel like they had real weight to them and the enemy you were facing actually had mass you had to "breakthrough" the feel of it in any weapon makes a huge difference
@andresinishКүн бұрын
I actually liked the reduction of hitstop and keeping it only for the actual BIG attacks, instead of just putting it in every little scratch we make to the monster
@RotGoblin15 сағат бұрын
I so much prefer it in Wilds. Hitstop just looks like microstutter to me and it's so noticeable. Wilds was so much smoother because of the hitstop reduction. Going to be very disappointed if it's brought back in. As you say, if it's added only to the heaviest of hits, fine enough. But if they add it back, make it optional.. please
@TheRagingnorsemanКүн бұрын
I wonder how much of this is also due to the performance issues people experienced. Given how much hitstop can be affected by frame rate, it's possible that's making the issue worse than it is.
@mrcrowe1848Күн бұрын
this is one of the few legitimate complaints i can get behind. i didn't realize this is what it was at the time, but looking back i definitely noticed it felt a little too smooth and floaty.
@TheHeartThatRunsColdКүн бұрын
The only time I hate hit stop is when cleaving through multiple enemies. And in my headcannon I think people on the MH team agree, and as Wilds does have you cleaving through packs more often. I could see why they would make the choice from that perspective. I thankfully don't hate how TCS looks and feels in wilds, and my secondary are DBs so I'm chillin.
@Kara_PabucКүн бұрын
I didn't event notice this while playing the beta... Beta was fun. I don't care if there's hit stop or not. If watch the comparison of GS, Wilds also faster. Maybe they wanted faster weapon with faster feeling.
@pensologohesitoКүн бұрын
I actually believe they might have QA this into a bigger and more casual audience to know if they should remove a bit of hitstop. Many casual players don’t like the games to feel sluggish and “slower”. So in a sense, this change might be catered more to a broader audience, than the ones that watch most of these videos and a more vocal minority.
@OttowoschКүн бұрын
Before playing the Beta I was indeed bothered by the lack of impact I was seeing in some videos. It was very noticeable in lance videos where the lance kinda floats through the monster and you couldn't see any impact vfx for some reason (although I can confirm they exist, maybe it was a performance issue.) Playing it felt completely different though, I wasn't bothered at all, everything felt good. I actually like that the vfx for hits are more restrained overall. With Wilds' camera being further back than in World it makes the action clearer. You can actually see the monster in its entirety and are a lot less likely to miss important cues because your screen is covered by 4 players' weapon vfx. Of course I wouldn't mind just a little more polish on weapon impacts (vfx, hit stop, sound, etc.) but it's interesting that you mention the 13 frames long hit stops in World as that is also the duration for the dodge roll s so it's not negligible! I've seen talk of how older games sometimes went overboard with hit stops to the point where you'd be penalized by your own attacks (because the monster can still move while you're stopped). It makes sense with Wilds aiming for fluidity that they would be careful of not adding too much hit stop everywhere. I'm willing to try out how it feels and I'm particularily interested in how all the new changes to combat are going to impact monster design. I'm guessing the existence of offset attacks, power clashes and the cc from focus strikes mean there's less opportunity for staggering the monster mid-attack with regular attacks, thus the need for shorter/no hitstop. I expect that in turn will mean monsters with shorter recovery on their attacks and a focus on big special attacks that are meant to be offset/perfect-blocked/etc.
@AroKTVVКүн бұрын
Hit stop is litteraly THE things that i notice first when watching gameplay of mh wilds. It was so obvious to me
@twoeyedbill1337Күн бұрын
I def noticed it and just thought it was because its been a while since i played worlds. Its not gonna stop me from buying wilds but it would def would be appreciated if they decide to put it back
@theoaremevano3227Күн бұрын
Capcom: "Okay, we've increased the hitstop dramatically! Here's a demonstration." (Hunter winds up True Charged Slash and right as it hits, everything stops and we hear narration from the dragon.) "Yeah, that's me. You're probably wondering how I got into this situation. Well, it all started way back when...."
@AzaelaКүн бұрын
Hit-stop should also be on the quicker weapons maybe a very small amount for regular hits but more for the stronger attacks to give that oomph to it.
@melee918323 сағат бұрын
I think the hitstop should scale off of damage. With dual blades, it would be way less annoying to have little to no hitstop because its a bunch of smaller hits but with bigger weapons with higher damage a high hitstop would make it feel way better than none
@JEASOUA13 сағат бұрын
they could tie it down to MV or just the impact of the move.. even DB has some moves that could have little hitstop, like the beginning/end of the Blade dance
@matimprovesКүн бұрын
I don't care for me it's fine and I like that the counter moves feels more impactful because of that
@Tancreed35Күн бұрын
honestly i kinda like having no hitstop i went back to world after wilds and felt as thought i was way slower with my chargeblade.
@nicomorales1644Күн бұрын
Me literally only playing light weapons and then hammer on occasion. Didn’t play hammer at all in the beta so I didn’t notice this at all.
@pauloricardo-wn6psКүн бұрын
some light weapons got hit pretty hard with this issue, some IG hits didn't even feel like they were landing because they had 0 hitspot, the strong attack combo was specially easy to notice the difference
@MusicCometКүн бұрын
I play glaive and the B combo felt way less heavy ngl. I struggled to use diving wyvern so I can't even tell if that one suffered as well, but most likely even more so.
@TororobasКүн бұрын
while i was playing lance i was noticing that on some of my attacks like upwards thrust after power guard had no hitstop, it did feel weird but i thought nothing of it, now i realize that it kinda takes away the heavy feel of the weapons and i wish they would add most of it back. i am 100 sure that capcom removed hitstop from most things to make the combat less "clunky" without outright removing the feel on the bigger moves, its also to cather more to the ppl in japan who play mobile games and MHR.
@TheEldenCheeseКүн бұрын
I think it would be nice to have more hitstop across the board, but at the same time, I do agree that the existing amount in the beta, did very heavily emphasize the hitstop on the new attacks such as clashes and the focus mode attacks. So, if they did just want to emphasize those they could give a TON of hitstop to those and a normal amount to the rest, instead of just reducing all the other attacks' hitstop.
@SlenderzzКүн бұрын
old games also didn't have it or do i just not remember it? i don't realy see the problem
@mike_v02Күн бұрын
I thought i was the only one so i never address this as an issue, but yes it's less satisfying when hitting the monsters. Especially when using the CB, the feel is just not as impactful as i want like in world.
@Snowfreak357Күн бұрын
I don’t expect the insect glaive to fly around like in world, but one more vault would be nice.
@ShimahouКүн бұрын
I'm grateful for this change. I HATED hitstop. It added unnecessary frames to the end of so many attack animations, and ended up punishing you for landing well-placed hits. It made playing World unbelievably frustrating ESPECIALLY when you were playing WELL. That, on top of monsters incessantly YELLING at you every six seconds. It felt like World was designed specifically to prevent you from playing it.
@poorlovell16Күн бұрын
Yes! Especially as a great sword main. I noticed this immediately.
@carlosmondragon15Күн бұрын
I noticed this when playing the beta, but didn’t say anything bcuz everyone seemed to be loving the beta
@alexandersogo8130Күн бұрын
I definitely was disappointed that the weapons did not feel as heavy and meaty as MHW. I fell in love with World partially because the physical feeling of the weapons was so incredibly satisfying. Thanks for pointing out the technical reasons for the change in feel!
@augenhautКүн бұрын
People are always talking about hitstop but I feel like there is much more to that. The sound, VFX and camera movements are just waaay tuned down and less epic than World.
@valltrax4076Күн бұрын
i aktully like not having hitstop the fights felt smoother and tcs still has it so personally i like it this way better
@itsyaboiguzmaКүн бұрын
Exactly why Ive been saying Greatsword FEELS awful to play this time around. While TCS damage wise has been nerfed to compensate for being able to pivot the lack of hitstop makes the weapon feel substantially less impactful than it should. I feel like im slashing at air rather than a huge monster.
@kylekearney2338Күн бұрын
LBG looks, feels and sounds like it shoots pellets
@eprot6170Күн бұрын
One comment on reddit mentioned it somewhere, but here is what I hope: the hit-stops are corelated to the sharpness Level. So with yellow or green sharpness, there isn't that much, but it increases with blue and violet sharpness
@TheXavierfullКүн бұрын
Is there proof?
@handohansolo8866Күн бұрын
I still feel like weapon impacts are heavy and removing hitstop smoothens combos and speeds up overall fights as well. I love how wilds combat felt. Edit: there definitely still is hitstop in this game just not as long lasting as before.
@federaider3847Күн бұрын
Except the sword didnt swing any faster. Watch the greatsword side by side. The attacks come out at the same speed, it simply looked better in world.
@bastiancole3565Күн бұрын
Right? I honestly think this hitstop discourse is kind of meh, you dont need to slow every hit down and slow combat. I thought worlds combat felt very clunky compared to wilds.
@limeisgamingКүн бұрын
nah oomph/hitstop should only be as heavily pronounced as in the past titles when you drop down to yellow sharpness / when your blade becomes dull, other wise it doesnt really make sense especially with such a big weapon since it generates a really high momentum and when the blade is sharp enough it should pass though the monsters flesh like a butter knife through butter.
@nesterjudkins4722Күн бұрын
Hard agree
@anormalhumanhopefully8570Күн бұрын
@@federaider3847 you literally can see the GS in the left finish its combo quicker in the comparison lol
@chizuromorgan2942Күн бұрын
Idk i like the lower hitstop on the great sword at least, makes the game feel more fluid to me and it still has a bit so it does have the impact, and we getting some very satisfying off sets and clashes as well so i did enjoyed it a lot
@louismartin7608Күн бұрын
Imo, the only reason why they would reduce hit stop is to speed up gameplay.
@TheXavierfullКүн бұрын
Hope this is just something they were still working on and the final ver. Has more polish, without hitstop makes the game look cheap
@somnolentslothКүн бұрын
This is why I no longer love charge blade as much as I used too, they've removed so many hit-stops from the charge blade, especially with the chainsaw attacks
@VuldariКүн бұрын
I noticed this right away, even in early gameplay footage. I think it is surprising that you suggest it will be LESS noticable on light weapons like Dual Blades, because that is where I noticed it First. The first time I saw gameplay of DB combat, I commented right away that I hope they tune that before release, because it looked like the hunter was Whiffing through thin air, with no impact at all, and it just looked and felt Terrible. Fighting a massless hologram is not the Monhun experience I am signing up for. That doesn't sound Fun. I used SnS and LBG in the Demo, so I didn't notice it as much. Shield bash felt okay at least, and there is no feeback from bullet hits. Sword slashes did feel a bit puny though.
@SauerbratenRulesКүн бұрын
The reason should be obvious with the comparison video. As hitstop only affects the player, it only extends the time to finish a combo which in return limits the frequency and pace of enemy attacks. They sacrificed "impact" for fluidity anbd speed.
@JustAFishBeingAFishКүн бұрын
I despise hitstop. When I hit a monster in world, I feel like my game is stuttering and its just wrong. I like this change.
@atwitchyferretКүн бұрын
In my first game 4U, the IG had tons of hitstop when you got onto a weak point. It helps you know when you are carving into the monster by the game telling you to slow tf down.
@kanakanakaКүн бұрын
It's clear they did not watch Masahiro Sakurai's video about design mechanics
@kaeseheldКүн бұрын
the lack of it ruined the switch axe for me. but the insect glaive felt so good that it probably doesnt matter to me anyway.
@GoinSageКүн бұрын
I miss the flashy hits when you get a critical hit the red one, in this game it doesnt have it
@misterpeekzКүн бұрын
As a lance main, the new lance had a lot to like but it just didn’t feel as satisfying as it does in world. A huge part of the appeal for me is feeling like I’m tanking huge hits but it just didn’t have the same effect with the shielding animation and sound effect. Also the poking felt more muted too.
@KlyosXAКүн бұрын
Hopefully they will add Offset properties in the attacks to make them "meaty" Imagine pulling a true charge slash, perfect release, and you sent the monster sprawling. Heck add it to High risk aspects of various weapons. Like HBG's/Gunlance's Wyvernblasts, Charge Blades SAEDs (full phials and Overcharged)...just the heavy weapons to make them worthy of being heavy.
@w00timusprimeКүн бұрын
More hit stop please, MH World/Iceborne was perfect, I love how grounded the combat felt in World. I really missed that feeling in the Wilds Beta.
@JahyoinkКүн бұрын
I may be the only person that does not mind this at all, especially since the attacks that I want hitstop on have it. Reduced or not doesn’t matter at all to me, wilds felt significantly better than any other mh I’ve played. I also wouldn’t mind if they increased it after this feedback, it’s just that focus mode is like the greatest thing of all time for me so I can’t ever say in good conscience that any other game felt better.
@RAIO4ZULКүн бұрын
As a game dev, I can already tell why... 90% of chance of the enemies (specially the smaller ones) are faster in wilds version, so you need a faster attacking player. Also, the game could also be done in another engine that the devs had to put new values on the hit stop. When programming, time needs to be calculated in a very weird way, so maybe it has something to do with that, but I bet that the reason is because the monsters are faster
@CraxipstКүн бұрын
i didn't even realize, until people started to pointing it out