thanks man haha i really disliked the fighting style rise had compared to world/gu. but appreciate the comment :)
@BadEnd983 ай бұрын
Too much rant, this look fun to me
@projectphyrexia3 ай бұрын
it wasnt. wouldn't suggest trying them over any other MH title, but it sounds like u're not speaking based on experience. either way, it feels like a fair thing to say to me that this specific iteration of MH didn't feel as much fun as the others and the vast majority of opinions i've heard agreed on this. of course there are some that liked the sunbreak combat, but certainly not the majority. also, wdym "too much rant"? xD i'm criticising 1 single thing that i suggest changing - counters(and equivalent). almost everything else about the game seems amazing :D
@projectphyrexia3 ай бұрын
well, i was really hoping MHW would be the foundation for wilds, but it seems like it was rise, sadly. aside from the mecha-looking HP bars, which are cool looking individually, but just don't fit the game's aesthetics, the graphics do look better than worlds, but the impact of hits and animations like SAED and elemental discharge is so terribly less visually pleasing than it was in world...(the new bloodborne style spider monster does look insane, to be fair) that however isn't impacting gameplay too much at least. giving every friggin weapon a counter/s, is. world's rather basic approach of weapons and combat felt so much better, always having to be aware of openings rather than just spamming damage and pulling a counter, if the monster should happen to connect. it felt like they wanted to compensate the people that played weapons other than LS for what longsword had for so long. but giving every weapon a counter certainly isn't the solution that makes LS feel less busted or the overall gameplay/combat more satisfying. look at my latest MHGU video for example - are the 3 successive longsword counters more satisfying to watch than the opening scene with hammer or the greatsword scene against valstrax? no, not in the slightest. same as that one world video with hammer vs tiggy in super slowmo. that scene looks crazy good, cause it's so much harder to time and pull off and with weapons not having counters, u just have to be more mindful when fighting something that can almost or entirely 1shot you. managing to time a hit that takes seconds to wind up, starting before the monster even starts it's next attack is so much more satisfying and hype than hitting a counter. and yes, for many of the weapons showcased here, i have no idea what i'm doing and randomly press buttons for dps, but it doesn't matter, 'cause we got counters/guardpoints/s on everything, so u can get away with playing shitty x'd