Calling a nerf on a weapon based on a beta is insane to me. Maybe the devs changed the weapons for a reason? It's obviously worked like that to compensate for the monster's moveset. Similar to Rise, the weapons are faster and stronger because the monsters in that game are also fast and strong. We can't just call for nerfs just because it seemed strong based on a beta.
@eml616665 сағат бұрын
@@ratatoskr6324 dork
@SpecLeader1015 сағат бұрын
Bringing Hit stops back is a start.
@moonrabbit23345 сағат бұрын
Nah it's smoothing out(it's true for all the weapons btw) the moveset as a goal to fight fairly against the monsters they're gonna throw at us later on
@emmanonn5 сағат бұрын
@@MultiRv90 But that's exactly the point of the beta? The devs had it tested early to receive feedback from the more general populace and not just QA testers. Is a weapon too strong? Is it too weak? Does this combo work well? Should we change how the combos are bound to the controller? What about the performance settings? That is literally what the beta testing is for, for the devs to get a general feel of what their players want and see how they can implement said feedback into their own vision of the game
@Minizor275 сағат бұрын
It's funny seeing this reaction to their design philosophy, when it's very in-tune to how others felt when jumping from 4th to 5th gen.
@rohan688425 сағат бұрын
Exactly, I think that's what a lot of people saw when World was announced. QoL and streamlining the game experience are very different than removing every inconvenience. People don't understand what I mean when I say that things like having no access to your storage items DURING a quest is a good thing, there's no commitment in MH games anymore.
@Minizor275 сағат бұрын
@rohan68842 It's a very tired conversation, and for better or worse, this is the accessible direction that's been chosen for the series. Wilds tripling down on the decisions which made MH surge in popularity shouldn't surprise anyone. Thank god emulation has netplay AND comes in 60 fps 😎
@drakeshotplays5 сағат бұрын
exactly LOL
@Alamand15 сағат бұрын
@@Minizor27 It truly is tired. There's little you can say to sway someone who views your critique of buffs and streamlining as thinly veiled elitism or a dislike of fun. Like from my perspective I just genuinely have less fun when the game pressures me less than it used to and would enjoy it more with higher tension. But It's super hard to convey that to someone who has an entirely different world view on what makes games fun.
@rohan688425 сағат бұрын
@@Minizor27 What I'd give to be able to run 4U in HD and 60 fps
@a_guy_in_orange72306 сағат бұрын
I wonder if he saw that LS gets a counter when dismount attacking off a Seikret well now you know
@Azimon4 сағат бұрын
So you are migrating to hunting horn. We welcome you with open arms Ratatoskr. Doot doot.
@ritten74522 сағат бұрын
Limitation breeds creativity.
@wyattschuldheiss21685 сағат бұрын
I'm sorry you feel this way, but it is supremely satisfying to see people who started with worlds coming up with the same complaints about Wilds that many who started before had about World after so many years of just being told we were wrong about our complaints.
@reikoshibata73545 сағат бұрын
I agree with you man the quality of life of every weapon since unite have been hugely improved and makes the game more fun to play
@tielmaster78795 сағат бұрын
Yeah when we were "gate keeping" and "overreacting".
@RIP_ZYZZ17384 сағат бұрын
I think the true take is that you’re all wrong and evolution is good for games to reach bigger audiences.
@Mr.House384 сағат бұрын
@@RIP_ZYZZ1738I think the true take is that you like to consume soulless slop.
@RIP_ZYZZ17384 сағат бұрын
@@Mr.House38 Soulless? Slop? Sounds like a whole bunch of rage and you’ll continue to buy the newest game. 😂
@ayanamisouls5 сағат бұрын
i droped the ls on rise , now i am a gunlancer
@_EXP626_3 сағат бұрын
Chad. 🗿
@sk8ermGs2 сағат бұрын
Sorry for your loss
@kuuhakudesu22 минут бұрын
GL do be looking nutty on Wilds with those new combos + Perfect Guard + guard points.
@ryean82123 минут бұрын
W
@RoaringTide5 сағат бұрын
I'm also an exclusive Longsword main, and while I'm not as upset as you, there are definitely things I don't think we needed. I don't mind the additional cancelling between moves, but Spirit Charge seems wholly unnecessary. We already had multiple ways to raise Spirit Level, and Spirit Charge feels like the biggest shortcut of them all. I also dislike getting more hyper armour. If Longsword is the counter weapon (which I love), then lean into the counters. In most games, counters are high risk, high reward, but they're also usually the one defensive trick that kind of playstyle/class has. Hyper armour undermines some of that specialisation (and satisfaction of timing) by letting us tank more stuff recklessly, like a berserker playstyle or something.
@drakeshotplays4 сағат бұрын
@@RoaringTide I don't mind spirit charge but I also see your side of it tbh thing I hated about LS was knocking down a monster and not even having 1 level of spirit charge so you couldn't take advantage of it I'll be interested to see what skills benefit our spirit gauge the directors have stated each weapon has skills that will benefit using different weapons for example lasting power/longing power
@Pyroxene-W7F4 сағат бұрын
I dont think LS should lean to heavily on counters as they can easily become repetitive and make the game kinda boring. And honestly some of the most fun I have had with the weapon is when seemlessly weaving combos and avoiding attacks without having to spam foresight slash to do it. P.S Also the whole counter weapon moteif is slowly turning my favorite weapon into a over the top and obnoxious anime weapon, I mean the mount finisher in wilds literally just makes you Virgil from DMC.
@TheCosmicAstro-3 сағат бұрын
We have no even experienced a quarter of the game. probably not even 10%. people need to stop making such hasty complaints especially when asking for nerfs instead of fixes because it is highly likely that monsters will be harder than they have been previously. which is why they have given us these tools like focus mode and adding a counter, clash, or adept dodge option to almost every single weapon in the game. In the past i may have agreed with Rat. But he is WAY too premature to be talking about anything regarding nerfs and honestly hes a bit of a clown to think this was a good thing to put out there.
@drakeshotplays3 сағат бұрын
@TheCosmicAstro- totally agree 💯 with that wait until the game is out for a month before asking for nerfs it doesn't make sense we haven't even faced Lala Borina who could punish us
@Choonsey3 сағат бұрын
@@Pyroxene-W7F It's crazy but my approach to and enjoyment of LS is literally 180 degrees from yours. I think combo management gameplay is way less engaging than learning a monster and being able to foresight/iai their moves with ease. Using both is critical to slaying, but once you have downloaded a monster 100%, the counter gameplay is so much more enjoyable to me than just papercutting it to death while I watch my spirit gauge change colors. Not saying your way is wrong, it's just cool to see someone who enjoys the other side of the coin.
@Sephiroth696 сағат бұрын
Oh you know its bad when the longsword main says "please nerf longsword" But i get it, to me the most bs thing is that you now have hyper armor on the helmsplitter thrust, hyper armor on spirit release and you can counter while on seikret as well as now being able to foresight cancel attacks.
@moonrabbit23346 сағат бұрын
Yeah loud minority
@KeiFlame5 сағат бұрын
Still having hyper armor is not necessary a good thing especially when monster do combo heavy hitter. If one hit knock you out then you won't take damage until you get back up but if you have hyper armor then you will eat next and next attacks as well
@TheCosmicAstro-3 сағат бұрын
you in fact do not have hyperarmor during the thrust. I PERSONALLY experienced this lie. You have hyperarmor during the spirit release after helmsplitter, you do NOT have hyperarmor during the thrust.
@kokujo52883 сағат бұрын
@@TheCosmicAstro-Brother, did you even WATCH THE VIDEO. He straight up gives evidence at 10:07. How are you so confident in your words but so wrong.
@IsraTheBlack3 сағат бұрын
Hold up. You can counter while on Sekiret???
@KazuYuuu3 сағат бұрын
I like the example Ratotoskr used on quick sheathing in MH Rise. ISS in MH Rise was absolutely busted, to the point where the longsword was significantly nerfed when Sunbreak came out. Capcom got rid of the traditional longsword playstyle of other games in exchange for a high octane sheathe counter playstyle, and there was a lot less variety despite having good variety in the moveset because of how optimal it was. That being said, when Sunbreak came out we got the sacred sheath combo and a whole new way to play LS that didn't involve as much counters to begin with! Rise was a very fast paced game and I have a feeling future MH games will be a lot faster pacer and less slow methodical like the old days. Either way, you have some valid points that there needs to be more punishes in the moveset otherwise it makes the gameplay feel a lot less meaningful if you can spam without a care in the world. I hope quick sheath is still beneficial to LS in wilds just maybe less impactful than it was in rise.
@AWanderingSwordsman2 сағат бұрын
I mean, they traded ISS+helmbreaker loop for braindead sakura spam beyblade longsword.
@abaque242 сағат бұрын
While i prefer risebreak over world, i dont think wilds should be as fast as risebreak-
@kuuhakudesu6 минут бұрын
I'm thorn between whether or not Quick Sheath should work for Special Sheath, the faster animation looks cool as hell, but it'd be too broken.
@FGMagala4 сағат бұрын
Here's a suggestion from a lance main that might not be popular for LS mains, but the point behind it needs to be brought up: how about all of LS's counters only reduces damage rather than making you invincible, maybe counting as a guard and taking that much damage? After all, while I'm happy that we gained perfect guard, we still take damage when doing it, yet it has like a quarter of the active frames compared to LS's counters. How come LS gets easier counters despite it being a fast moving evasion based weapon that gains full invincibility, when the counter specialist's counters are far harder to execute while taking damage doing them, while having almost zero mobility in comparison? Lance have a new counter attack that is only accessible after executing a three attack combo first, then you have to charge it to do decent damage. How come that insanely difficult to execute counter still has lance take damage when LS doesn't? Sorry for the griping, but it's just weird how insanely good and easy LS's counters are despite being a weapon at the highest tier of evasion, and yet the weapon is made even easier to show off with.
@michaelmcdonald20054 сағат бұрын
I agree conceptually, but the Charge Counter at the end of our poke string is fully invincible when timed correctly
@777Looper4 сағат бұрын
You are completely and utterly correct.
@yagopagliara88374 сағат бұрын
ikwym lmao but that's def a lance moveset problem and not a longsword one, it seemed stronger in wilds but idk I never played lance that much to be able to tell..
@10XSeiga3 сағат бұрын
i found ls to be super effective in wilds beta. i loved it. im sure the game gets harder and monsters will punish the counter flip attack thing at higher ranks. i trust the team at capcom. they know more about the full experience than we do currently. but it is fair to critique this part of the game.
@Boss-lp9ce3 сағат бұрын
I disagree that it should take damage on counters. I agree that the window is way more lenient than lance. Lance shouldn’t be as punished because of it’s block. It’s hard enough already to be effective with the weapon.
@NotSpoiledMilk6 сағат бұрын
Literally caught this at 1 minute. Legendary
@Tech_D3mon5 сағат бұрын
Ngl... I actually agree with everything here, especially your iss changes. I always wished it worked like you said where you gain on hit and lose on miss. I just feel like they overstepped with the weapon on a lot of points that just doesn't make it feel the same. Longsword is usually among my most played weapons but during the beta I think I actually use longsword the least out of all of them which is the complete opposite of what I would usually do. I mean I like the spirit release slash, the red gauge changes, and the directional Spirit combos. Other than that, it just doesn't feel as fun anymore...
@michaelmcdonald20054 сағат бұрын
This comment section is dumb as hell and missing the point of the video. Balance in PvE games exists to offer variety to all players. If one option outclasses many others (I'm not saying LS outclasses EVERY other weapon, but it certainly is objectively better than Lance, Insect Glaive, and I'm sure a few others right now), then what's the point in using anything else? I've never played Longsword, likely never will because I love Lance too much, but it would be nice to bring all options closer together in power level. Lance needs buffs, yes, but that won't change that THE counter weapon is worse at its niche than Longsword is, which is ridiculous.
@drakeshotplays4 сағат бұрын
@@michaelmcdonald2005 I disagree as a Main of all weapons each weapon is objectively better than the other IG feels like a return to 4 Ultimate Glaive which isn't a bad thing also lance can guard almost every move of Rey Dau so I would say in the right hands each weapon can be outclassing even a LS)
@r6guy3 сағат бұрын
well, to be fair the other weapons are easier to use.
@tombmie3 сағат бұрын
@@drakeshotplaysmy issue with IG is that it feels even slower than 4U and now despite some QOL to gain extracts the process actually feels more interruptive now because you’re incentivised to blow them all on the rising spiral slash. not to mention the absolutely awful controller button mapping. also the IG has no perfect dodge/counter and vaulting puts you at the mercy of poor aerial hitboxes. i don’t want longsword to be bad, i want all the other weapons to get cool and fluid stuff like it
@drakeshotplays3 сағат бұрын
@tombmie I felt that same way as well but I save the rising spinning slash for certain situations it might feel faster on launch but I doubt it will be getting more changes possibly some new skills could help IG and the Kinsect buffs lasting longer or not blow it at all if certain conditions are met the Executive director who plays all weapons confirmed balancing will happen to all weapons withing the weapon skill tree and more
@AWanderingSwordsman3 сағат бұрын
Lance is THE block weapon, not the counter weapon. Countering is just one thing it can do.
@MrLusterFury38 минут бұрын
100% agree. the issue is that with fame comes accessibility. Developers will make the game they want and have it be as hard and off putting as they want since it's made in their image. The problem is that when that game get huge all the "hard" and "off putting" things have to be more accessible so it doesn't feel like only the best players can do them. Dragons Dogma 2 simplified the amount of skills, Bioshock Infinite made you only hold 2 weapons and vigor's at a time, Elden ring removed attunement ect. All games that were once loved for their difficulty get main streamed in order for everyone to be able to do the "cool" thing with them. Even fighting games have like quick counters and push backs to reward players. The only thing I can think why they would do this is to circumvent the longsword feeling like its "tied" to the spirit slash. Bow lost its shot types, Dual blades aren't reliant on demon mode, Great sword isn't a stuck in place charge and sheath playstyle. The only other reason I can think of is the long sword is the games "Katana" which it was never designed like it so they made it one instead of adding a katana weapon. It was just a faster great sword with less commitment. With the popularity of the katana whether that's in Demon Slayer, Ghost of Tsushima and other games and media this is the role the long sword now has to play. All these moves make 100% sense when you see it through they lens of "just imagine its a katana and smaller" and you go "ohhhhh!!!!!!!!". They want everyone to feel cool doing something and have their sick animations and finishers front and center. The only thing we can hope for if no changes are made (not holding my breath) is that it's suppose to to be this agile and have these many outs and safe moves is because the game is going to be BRUTAL!. I remember thinking "man MH3U is was too fast pace and I cant keep up and do my cool things." Only for years later reflect and go "man that game was just as slow a MHFU and we needed those new moves". Love the way you think and agree that's just what happens when you mainstream.
@sentrycod2373Сағат бұрын
Always such an intelligent view. Love it. Was a long sword main in GU and World. But it got too easy to use. No risk, all reward. Never touched it after rise demo. Probably won't touch it in Wilds
@28Silent5 сағат бұрын
if they nerf LS as you described, non LS players will hate it anyway.
@Sephirothkingdom7825 сағат бұрын
Atleast less LS mains will hate it
@RIP_ZYZZ17384 сағат бұрын
Right. Might as well leave it powerful and let Longsword mains have fun
@cooperlittlehales62684 сағат бұрын
@@RIP_ZYZZ1738 but this whole video is saying he isn't having fun. And I can guarantee you there are other longsword mains out there who also aren't having fun either.
@RIP_ZYZZ17384 сағат бұрын
@ Very blanket statement. There’s people who would be dissatisfied with heaven. Some input is effectively worthless
@ranlygm14382 сағат бұрын
Thats not what we need, we need the weapon to be less cheap. Wilds LS is literally as cheap as free.
@thicphic77345 сағат бұрын
I agree with a good bit of this but this is not a long sword exclusive issue, all of the weapons have had many of their weaknesses smoothed out or removed, hopefully the monsters later on will be more complex to compensate for these changes
@Terron295 сағат бұрын
Also my thought process.
@ramontavaresdacruz22564 сағат бұрын
Saddly the monsters being more complex can't compensate for weapons being simpler.
@drakeshotplays4 сағат бұрын
@@thicphic7734 as a Main of all weapons I totally agree 💯 but tbh the Executive director already said in an interview that each weapon has skills that help refine each weapon and that balance is a major factor they already thought about I think 🐁 is putting the trap before the cheese lol
@drakeshotplays4 сағат бұрын
@@ramontavaresdacruz2256 it depends on each weapon certain monsters are designed to punish players especially in G-rank/Master Rank for example a Monster punishing you for mounting constantly or an IG that is always in the air!
@inanefabas44023 сағат бұрын
Increased difficulty in a monster hunter game? Fat chance.
@attacpowdergaming7098Сағат бұрын
I’m pretty on the fence about my main weapon these days too. The devs are doing wonderful things with the ip in terms of atmosphere and presentation but I’m starting to wish I knew a bit about how they craft the identity of each weapon specifically so I can understand why they’ve done certain things. There are instances of brilliance where weapon move set design is concerned and largely it comes off deliberate in the design but for the first time, in wilds, I think I came across what seems like indecisiveness followed by what looks like having never resolved that indecisiveness but rather just kind of swept it under the rug. I still need to get my hands on the actual game and literally spend around 10 or even 20 hours of muscle memory building to be absolutely sure of anything but ultimately, I’m happy to see this kind of video! Respectful and productive discourse like this video should have a good effect if the devs see it. Really hope they do
@MultiRv905 сағат бұрын
You should watch "In defense of Longsword" by Git Crunked. It shows how people would end up destroying it by crying for nerfs even though other weapons were even stronger. Its an eye opener.
@TruePeaceSeeker5 сағат бұрын
It misses the point that LS problem is about excessive invulnerability and not damage
@MultiRv905 сағат бұрын
@TruePeaceSeeker The weapon's identity is literally counter based. This is like complaining about ranged weapons being too safe because the monsters can't touch them or lance/GL is too safe because it can block high damaging attacks like Rey Dau's railgun attack. Calling for nerfs this early is too dumb. As someone who mains LS, GS and CB I think the GS and CB gets the most benefit in Wilds because of the focus mode. CB where savage axe mode is even more insane and drain less phials than before. GS where you can pretty much land TCS nonstop is a huge step up. Yet, people look at LS direction anyways. Don't get me started on the ranged weapons.
@jaydensimpson35 сағат бұрын
@@MultiRv90 i’m looking forward to the expansion where longsword finally gets the long awaited and much needed “auto counter” that allows a counter from neutral. Anyway heavy bowgun is nuts, you can block over your autoblock for perfect blocks with an extra layer of block, plus a ranged counter offset attack and the ability to powerclash and also rapid fire. It sounds like i’m complaining but honestly it’s fun as hell so i get where both sides of each coin come from
@yagopagliara88375 сағат бұрын
@@TruePeaceSeeker that's literally like complaining lance shield blocks too much
@yagopagliara88375 сағат бұрын
@@MultiRv90 literally people just like to hate on the longsword for 0 reason
@synysterdawn89133 сағат бұрын
Removing "pain points" from the moveset that leave players vulnerable is something that they've been doing with every weapon, not just Longsword. Like I'm not the biggest fan of some of the changes either, particularly the hyper armor and damage reduction on Spirit Thrust and Spirit Release, but these are universal design philosophy decisions, not Longsword specific decisions. If we don't like it, then we don't like the current direction of the series, not just a specific weapon. Greatsword has how many ways to instantly transition into TTS now? Bow doesn't even need to aim now. Dual Blades has three separate cancel windows out of Blade Dance. Pretty sure Lance got some hyper armor despite already having a shield that lets them block anything and everything. The list just goes on. The changes they made to ISS from Iceborne to Rise were because its original implementation discouraged people from even using the move in the first place, on top of the move just being unreliable. It was less damage than Helm Breaker, messing it up would cost you the resource needed to perform Helm Breaker, and setting it up was just too slow in many cases, so it was almost always a bad option. Rise made the move more reliable, more rewarding, and more cohesive with the rest of Longsword's kit. In terms of punishment, doing pitiful damage on an early counter and being left wide open, or eating shit on a late counter are punishment enough and perfectly in line with how similar options are treated. The cost is your HP bar, in a series of games where monsters can easily chunk players for 80% of their HP, and since Longsword is the counter weapon assigning more cost to its counters is antithetical to the design goals of the weapon.
@xTiddi3 сағат бұрын
100% I agree with this.
@dinocharlie13 сағат бұрын
Most of the pain points removed weren't weaknesses with the weapon, just QoL buffs. Like horn getting more input bypasses (it had two before, now it has others which have their own advantages and disadvantages) and Insect Glaive got focus melee attacks giving easier aimed extracts, but at the cost of the buffs meaning less and now having the gameplay loop of SAED instead of old IG, Hammer had charge level 3 changed to one big hit making damage frontloaded for your main poke damage, and great sword has focus mode aiming, but you still need to time it right. CB even got its savage axe mode limited to focus strikes and now has a longer time to get to SAED, but it seems phials are just naturally focus 3 levels now, and they can charge higher than 5. SWAXE can now roll out of wild swing, but is still requires hyper-aggression and charging the weapon. I didn't play enough of the other weapons in either the beta or previous games to talk about them, but 6 out of the remaining 13 is pretty close to a majority
@epicazeroth6 сағат бұрын
God same, it's basically the no-consequences weapon at this point
@Momoka74 сағат бұрын
For Nerfing in singleplayer games. In a game, with 10+ weapons... you want to make somewhat sure all weapons are roughly equal. If there is one weapon that is way ahead of everything else... gamers will find out about that and that weapon will become the "meta" with everyone using it. Also, in Monster Hunter most weapons have something special about them that you have to play around with. If the only thing making the Long Blade special is kinda gone... at that point you're pushing random buttons on your keyboard or controller while winning. All the skill required will be gone, and that is not a good thing.
@TheCosmicAstro-3 сағат бұрын
Good thing its a very skillful weapon with upsides and downsides.
@r6guy3 сағат бұрын
I agree, nerf bow HBG and LBG.
@AWanderingSwordsman2 сағат бұрын
I mean, bowgun has been the most OP weapon in the last...all of the games. It's never been meta outside of gimmick farming things like sleep bomb or HAME. Likewise longsword has always been the most played weapon since it was added, even in the games where it was terrible. People just like picking the cool giant katana.
@malikphillips47945 сағат бұрын
Damn, I should have been using the long sword the whole time in the beta! Here I was getting knocked out of the air all day with my insect glaive.
@minichief3073 сағат бұрын
I love it i hope they make it even stronger.
@telerobotic6 сағат бұрын
Silly squirrel, PvE balance is for Godefroy
@gagegrogan43525 сағат бұрын
Haha best comment 🤌
@Roe7775 сағат бұрын
Wait for the full game and compare with other weapons using actual builds... Capcom knows this will be the biggest Monster Hunter yet and that means making it accessible, many things will be busted for newcomers and casuals to feel strong so don't single out Longsword to be nerfed just yet
@kozako22535 сағат бұрын
Now is the best time to give feedback to capcom what are you on about. This isn't about damage numbers it's about how the weapon fundamentally works.
@CaptainFynx5 сағат бұрын
@@kozako2253 It fundamentally works great, love it. Capcom, don't nerf anything, optimize your models instead.
@Mr.T-c7kМинут бұрын
They sold 25 mln copies of MHWorld, we all know the game, there's no reason of making the game 'more accessible'.
@PedroHenrique-fi7zz54 минут бұрын
I approve of every change you stated in the solutions part of the vid. And i think that people are not understanding that every other weapon has a vulnerable state, where as LS stands in the beta version of the game, the weapon does not. Every other weapon feels like they have been improved, while still retaining some kind of move that is made to let you exposed at the end of it. My biggest example is my main weapon, the switch axe. The weapon gained counters and a new sword move, but that last one has you go back to axe mode and it leaves you in a vulnerable state that has you wait for the animation to end to finally be able to go into the next action, be it sheath, continue attacking or move away/dodge. But yeah, i think that, as stands, LS is the one weapon i am seeing as the most likely to get a nerf, if not, at least it should, mainly because it makes all the rest of the roster be kinda lacking in comparison.
@gitcrunked3 сағат бұрын
Here we go again. Jokes aside, I think I can agree that canceling spirit blade III with foresight slash is a bit much, but I don't really see the problem with the other changes. I'm not sure how practically useful its going to be to infinitely delay your spirit combo with normal attacks because the monster will usually start moving before long. It's an option on downs if you misjudge your spirit gauge I suppose but there are certainly better attacks the player could be doing on downs. Spirit charge has great utility but you're incredibly slow while you charge it, meaning you can't really charge it safely from a distance if your goal is landing the roundslash unless you're waiting for the monster to come to you, but usually that'll entail an incoming attack. It's better suited for larger openings or multiplayer when the monster has less heat on you, or if you want to utilize the downtime of the monster chasing somebody else to charge your gauge if you're not interested in landing the roundslash. It is an exaggeration to say that the gauge doesn't matter because several of the longswords options are contingent on having gauge. Your best defensive utility in foresight slash requires you to have some meter and drains all of it regardless if you exceed the minimum cost of using it. Your spirit combo still drains the meter, helmbreaker needs a minimum of white to even use it. Meter is still important, what's changed is that you have more options on how to build that meter depending on the situation. To put it in a true Jakob-esque analogy, you're still threading the needle, you just have the option on whether you're sewing a sweater or a hat. I'm sure you're against having access to those kinds of options because you like limitations, but at that point we're just talking about preference. If we're going to talk about the new tools and interactions longsword got in Wilds in the context of weapon balance, I think it's important to discuss the practicality and weaknesses of those options as well as their strengths, but this video only focuses on the latter. On that note, I'm not sure if I would call hyperarmoring through Rey Dau's strongest attack with helmbreaker for half of your health to be "safe". You are trading with the monster, for example at 14:40 you play the same clip 4 times of you hyperarmoring Rey Dau's big railgun attack. You spend your gauge on spirit release, miss the attack, and end up eating the railgun for half your health, as opposed to just going for helmbreaker and rolling to the side to conserve your meter and avoid getting hit. In this case you made a trade and lost more than you gained since now you're down two levels of gauge and are at half health. I don't see anything wrong with this interaction, you made a bad trade and got punished for it while gaining nothing when safer and more resource conservative options were available to you. There are certainly situations where the hyperarmor is strong like using helmbreaker on a roar, but it's up to the player to figure out which situations are appropriate to trade with since hyperarmor has its own weaknesses too (multihits come to mind). The quick sheathe argument is very misplaced in this video. This is a video about nerfing the longsword in Wilds, yet you're bringing up how a skill functioned in Rise as part of why longsword should be nerfed in Wilds when we have no idea of the degree special sheathe is affected by quick sheathe in Wilds. It could function to the degree it did in Rise where it was very substantial, it could also function to the degree it did in World where it wasn't very substantial. It's strange to me because your critiques before this point were all at least grounded within Wilds, but here you're just grumbling about a skill interaction in a completely different game instead of how it behaves in Wilds. All that said, I think it's far too early to suggest weapon balance changes when the monster and build selections are as limited as they are in the demo. I don't think its really appropriate to suggest balance changes based on performance against early game monsters in low rank where most options are going to be more applicable and inconsequential due to the numbers and speed of the monsters deliberately being tuned down, as well as their kits being more straightforward and easy to understand in the case of monsters like Chatacabra, Balahara, and Doshaguma since they are designed for the early game.
@theredcomet56702 сағат бұрын
That's a keen observation you make regarding the hyper armor, especially given the interaction he shows in the video would probably get him carted on late game hunts, or even mid game hunts if he isn't at full health when it happens. It seems so obvious when you point it out, that I'm surprised it didn't occur to him while looking at that footage when he was editing the video.
@yagopagliara88372 сағат бұрын
based take
@VTRcomicsСағат бұрын
I think one of the main things about this video though is that it's about weapon design based on other weapons. Longsword, despite being about counters, is originally designed around awareness and momentum. The Longsword was ALWAYS about managing your resources and combo structure since the second generation where it was introduced. Similarly, the Sword and Shield is versatile, Greatsword requires patience, etc. To make my counter-tangent short, what's being suggested here to to reintroduce awareness by forcing the player to actually care about their resources. The reason for the Rise example, like he said, was because it overshadowed the foresight counter, which matters. Invalidating the purpose of prior options to make a weapon easier isn't proper balance. And so far, Wilds seems to only invalidate the commitment other tools had in previous games. I think it's a finely place concern given how it relates to the video, he mentioned an example and said "here's hoping the developers don't do that again." Without losing the identity of the weapon, improvements and adjustments can be made to help strengthen the purpose of a weapon. Gunlance is unwieldy but sturdy, CHOOSING between offense or defense especially now that shelling can act as a sidestep which leads into more combos meanwhile Lance is still about precion and safe pressure by *combining* defense and offense. I wish I had more examples but besides the Horn, I did not get enough hours with Wilds other weapons to strictly say that they retained faithful design or improved the "schtick" of the weapon. Also Rey Dau's strongest move only dealing half your health in that clip is a godsend, notice how he could heal immediately after. Just needed to point out how that would happen if you got hit or even tackled through with the greatsword, bro got hit and healed in the same second. A small aside, but the damage reduction should ABSOLUTELY be adjusted.
@JeronymKuceraСағат бұрын
1-"I'm not sure if I would call hyperarmoring through Rey Dau's strongest attack with helmbreaker for half of your health to be "safe" It is more safe then others weapon strongest attack + it does not matter he got hit he can just heal he has near infinite healing potions + Rey Dau dont attack after his big attack. 2-"The quick sheathe argument is very misplaced in this video." No its not . This video is for capcom about what he dont want to see in Wilds or what he wants to change and why. It does not matter evev if he sayd something from MH 2 . 3- "I think it's far too early to suggest weapon balance changes " Aganin no its not. Camcom them salfe sayd that beta is here fore feedback. Yes balance is different in beta yes ths were low rank monster and should he made this video absolutly.
@JeronymKuceraСағат бұрын
@@theredcomet5670 Demo Ray Dau is probobly harder then most base game monsters so no. And diffivulty and balance is importat thrue full game not just endgame. You may have the opposite view but lickily your minority.
@M0du5Pwn3n524 минут бұрын
This was exactly how I felt! (Well, except for adding the gauge penalty to sheathe counter again. The opportunity cost is already very high. You maybe get hit, but more importantly you wasted time that you could have been playing more aggressively. The old penalty just made it into a move that most players never used. They didn't want to try it because they would probably miss and get heavily punished, so they never used it and never learned how to get better at it. During IB, you constantly heard LS mains saying they didn't ever really use it.) I think the demo was extra frustrating because you see little bits of things that clearly fix some of the issues with Iceborne's LS. They do a lot to discourage yolo helmbreaker spam, or at least give you an alternative. The extra hit on the Spirit Combo while in red gauge makes it less punishing to wait for a slightly clearer opening for helmbreaker. And the dodge change in red gauge helps get rid of the feeling like you "wasted" a counter if you didn't manage to spend your gauge beforehand with a helmbreaker. In theory, Spirit Release helps with this too: you're rewarded for finding a larger opening. But in practice the hyperarmor actually makes yolo helmbreakers even stronger and less risky. People on reddit were talking about using Spirit Release to purposefully TANK hits. It should be exactly the opposite - extra risk with extra reward in order to bring yolo helmbreaking and more careful helmbreaking closer together in DPS. And all it needs is to get rid of the hyperarmor (...the animation's also a little wonky if you look too close). You put it perfectly: this *actually* feels as braindead as the memes about LS in Rise made it sound. I'm not really holding my breath, but I definitely still hope they change it.
@OnionknightMH2 сағат бұрын
All these points don't matter because I carted to Rey Dau.
@Itsikemn2 сағат бұрын
To be fair, these changes are not bad in a vacuum. Could be problematic, but I need to see how the new Long Sword interacts with the updated mid-to-late game monsters before I fully judge it.
@drxavier18706 сағат бұрын
Everyone is overhyping up Longsword meanwhile Bow and Dual Blades can be near invincible, Sword and Sheild has full 360 mobility during attacks, every weapon has a Perfect Block or Counter. And i cant imaging how powerful things like Charge Blade can become with actual builds or Bow amd Dual Blades again when they get Elemental damage There are far more powerful weapons, but Longsword's rep sheet is obscuring those
@Nayeem85466 сағат бұрын
People love to criticise the LS when no one complains about how powerful the Biw guns are in these games.
@annguyenhoang17206 сағат бұрын
IG have no perfect block or perfect counter, as far as I know.
@zawarudo2135 сағат бұрын
@@Nayeem8546 never made sense why people hate on LS so much when the bowguns and bow straight up dominate speedruns and DPS.
@AlaiasAlias5 сағат бұрын
@@annguyenhoang1720Yep, IG is a big letdown…
@tobiclarence52365 сағат бұрын
@@czarnylfernando17 it still requires skill to foresight slash All counters or perfect dodges require skill
@Elmaku923 сағат бұрын
All of these points are preference. It's been clear since world that the franchise is moving to a faster pace, more reactive style.
@AngRyGohan12 минут бұрын
Tell that to Lance players who are also counter based and are slower and dont have i frames.
@jvmango30572 сағат бұрын
great assesment as always, when i was playing i was taking it easy but wondered why i wasn't getting hit or knocked back as much as i should. Hope they listen and tone down the training wheels on my fav weapon.
@theangeless4080Сағат бұрын
(for prospective sake, im a lance main) i was with some friends and i talked about the longsword in wilds and how it felt it was too easy to start being effective with it (due to being able to access foresight at any moment). Afther a bit i was thinking that for atleast the foresight slash the hunter would simply still get damage, but for it to be all in recoverable health (red health), which is similar to the valor sheat in generations if i do recall correctly, which would make it similar to lance getting chip damage but still give an option to keep going if the player is good enough trought other means of evasion and allow the player to have to choose wether or not its worth to bring skills that take advantage of the red health (as example recovery speed to let you go into counters more ofthen and strife as in getting power from it) allowing the player to customize and adapt basing on their adversary.
@effthree72275 сағат бұрын
we've only fought four early game monsters, new move-sets on weapon are likely balanced around future tougher enemies. long sword was very strong in the beta but maybe not so much in the full game. time will tell, cant wait to find out. too soon to call for nerfs or buffs though 😁
@PowerfulSkeleton5 сағат бұрын
Is the right time when the game is out, and nothing about the core movesets is going to be subject to change any more?
@gagegrogan43525 сағат бұрын
I agree, I think the monsters will be pretty difficult if they’re giving us all the advantages. At least that’s what I’m hoping 😅
@JoyTuub5 сағат бұрын
Contrarian content creator gets clicks by complaining about fun.
@jaydensimpson35 сағат бұрын
@@effthree7227 its perfectly fine to feedback for nerfs. That’s the whole point of the bloody beta. Why even have 14 weapons in the game when one weapon can do literally everything sans fire projectiles Not every weapon has gained the same degree of buffs, hell some are a lot worse than what they were only a generation ago
@Birbucifer5 сағат бұрын
@@PowerfulSkeleton Nothing is about the core moveset is subject to change this late into development. Right now they're probably polishing the very end of the game and working on performance
@benedict69623 минут бұрын
What I would do is enable sheath after roundslash, but this benefits from quick sheath to really go zooming after the combo. It's very safe, but you definitely feel the damage loss. Spirit Charge can stay, but it burns sharpness to apply a mind's eye buff. This makes it more relevant at lower spirit levels, and discourages spamming it when your spirit is already up. And what that lance guy was saying where its counters still need something to be less than objectively better than the dedicated counter weapon lmao.
@jojodelacroix2 сағат бұрын
I really look forward to your video about why game balance is important even in PvE content. As a game designer, I've always found it really dumb when people act like that doesn't matter. If we push their argument to its limit, a gun that can shoot infinitely far, is homing, and kills everything in one hit is as valid a weapon as they longsword is here. In fact, why not use my god-gun? It is, after all, more efficient! I could write out an entire essay and then some about the topic, which I will spare everyone (mostly because I am too tired) but you get my point.
@piranha_gaming71542 сағат бұрын
I would agree with those points if they were made about world. But it’s wilds. CB doesn’t need the shield charge to perform a UAED, great sword can aim its TCS while performing it, gunlance has two whyvern fires, bow has tracers and so on. This is just the new direction of the game. I’m not that big a fan of it either but I’d rather have this then just world 2.0.
@ticklemonster7956Сағат бұрын
I feel like these complaint ain't vailed until we see what the end game is like, all of the weapons have had massive buffs and we dont know what the max skill of the game is going to be, we have gotten stronger yes, but we don't know how much stronger the end game has gotten
@Maadscientist013 сағат бұрын
I'm a pretty casual MH player. Longsword user. I've played World and Rise and loved them. I played the beta test for Wilds and loved that too. I honestly preferred Wilds new longsword style of gameplay over World and Rises. But, this is just my opinion as a casual player and thank you for telling me yours. :3
@xTiddi3 сағат бұрын
And here are big content creators ruining the fun for everyone....
@elalexsantos31502 сағат бұрын
just ignore the vocal minority who love to bitch whenever LS gets new additions while they openly ignore that other weapons get qol changes too.
@abaque242 сағат бұрын
I prefer the spirit reckoning combo over the guild spirit slash combo- but i dont like the new combos added in wilds too much.
@sk8ermGs2 сағат бұрын
@@xTiddiExactly
@HamburgExpress4 сағат бұрын
Limitations are good. But I think limitations that make sense need to be specified. For me, Longsword is like DMC 5. Where you have so much freedom, that true skill comes from looking as cool as possible. Each weapon makes the game a different experience. So I always thought that each weapon followed a different theme. Gunlance is now like a more mobile Lance. Similar to the Hammer being more mobile than the Greatsword. Before, Gunlance was like a burst damge weapon, like the Switchaxe.
@777Looper3 сағат бұрын
"Being from a different genre where you're way cooler and more powerful than the bad guys or your friends" is not a good weapon concept for a Monster Hunter game.
@wolfiewoo33713 сағат бұрын
Intrinsic motivation vs extrinsic motivation. As much as I think it is good for players to be intrinsically motivated it is also the duty of the developers to provide enough extrinsic motivation. Most players will naturally choose the path of least resistance so it's important to add enough hurdles for them to overcome to achieve the desired level of gameplay. It's not like making the weapon more difficult to use would stop players from playing it like DmC 5.
@shiroemon42903 сағат бұрын
Nah, not having to mandatory doing special sheath after a round slash feels so good compared to both World and Rise, it's bloody amazing 😂
@lamhuynh7201Сағат бұрын
minor detail for Wild LS that i think the video didn't mention: - the invul window for foresight in Wild is significantly shorten compare to world, world and rise foresight has invul almost until until the moment your return attack hit where as wild is half that or less and will result in you take damage against continuous attack . also it's a PvE game after all, if the player has access to stronger tool it also unlock design option for the dev without making it unfair and samey in previous generation like damage check, unavoidable attack, spamming AoE, out-of sight attack and out-damage the defence of your armor like fatalis in world.
@Zen-h4qСағат бұрын
I have to disagree and say that I think the weapon is in a great place. May be too easy to an experienced player but I think now it's more accessible and hope to see people not cart with it.
@MHrrs783 сағат бұрын
I just want an oversized, aerial boomerang
@MultiRv906 сағат бұрын
Wait till he finds out that Longsword isn't the only weapon that got buffed.
@Alamand15 сағат бұрын
even if every weapon got buffed it changes nothing in this video. His point is based on how the changes alter your decision making abilities and how that changes the way the weapon feels. He's not saying it's OP and he dislikes it getting everything. He's saying that the heightened level of freedom they've given it in wilds makes it less interesting to use properly to him.
@rebirthofgodrics9075 сағат бұрын
He only truly plays long sword he doesn’t really care about the other weapons as much as
@yagopagliara88375 сағат бұрын
@@Alamand1 moveset on weapons always change and get upgrades in new monster hunter games, it always has been like this bro... all the weapons got upgrades and many feel different than before, if you don't like the weapon anymore, there are 13 other weapons to choose from
@Alamand14 сағат бұрын
@@yagopagliara8837 Weapons can get upgrades while retaining balance or gameplay principles. Almost every critique in this video isn't saying to remove new skills but rather to just keep them subject to the weapon design that stayed consistent in previous games.
@xTiddi4 сағат бұрын
@@Alamand1 Have you used the bow and DB? Bow dodge is so insane that it feels like it has Evade Window 5.
@thisisMYname223Сағат бұрын
I could get up and take a leak in 40 s. And now that Capcom has added away to repeat the foresight slash in less than 40 frames I can finally achieve the dream of becoming mostly s! Play longsword. Become temporal mantle. Become ungovernable!
@linkkicksu16 минут бұрын
"Swaxe too fast, slow it down" "IG too aerial, ground it" "LS [???🍔????👽???🗿??👹???], give it more counters"
@jackculpa38812 сағат бұрын
All the way with you on this. Played the longsword in MHW and MHR and already felt that it got way out of hand with Sunbreak. In the beta I quickly felt way too strong using it so I tried all the other weapons and has it stands, I'm making the switch to the switch axe.
@HondaKizane5 сағат бұрын
1:02 "It's counter don't activate on the fly" I heard this while I play GU with Valor LS and I have to pause the game to stop laughing. XD
@gearsoftime93754 сағат бұрын
Tbf that counter had way more strict timing
@gearsoftime93754 сағат бұрын
But yea, it is basically instant
@LêĐoànBáLongСағат бұрын
Totally agree! I'm not main LS but I play all the weapon and the flaw in each of them are the beauty of the game.
@walkerpierce54465 сағат бұрын
WHOA!!!! Rata complaining that LS is TOO Strong?!? I never thought I would see the day!
@ZeroRulz04 сағат бұрын
He's not the only one. Most LS mains are, even the speed runners like Peppo lol
@TheCosmicAstro-3 сағат бұрын
Hes in the minority and apparently isnt saying its too strong, just that the extra freedom you now have with the weapon makes it less interesting to use to him. but most people are happy for all of the weapon buffs. Except for the 1 weapon that actually got mostly nerfed lol. Wilds is going to almost certainly have much harder monsters this time around so the buffs are most likely in line with this new difficulty. adding a longsword style counter attack to SWAXE is insanely strong. can be activated from neutral as well. Its awesome. its the best swaxe has ever felt. But if these people had their way theyd delete that too. Thankfully capcom listens to almost no-one so we dont have much to worry about.
@kokujo52882 сағат бұрын
@@TheCosmicAstro-Wow SA counter is so strong that it takes chip damage! Just like the LS... wait
@TheCosmicAstro-2 сағат бұрын
@@kokujo5288 nice try but no lol. Welcome back. Longsword has had the counters for a long time and is balanced around that. Is a quick weapon, good rolls, Sheathes quickly. Sword mode in swaxe is super slow, bad rolls, sheathes slowly. The counter GREATLY makes up for these downsides. Youre comparing nerfing something a weapon has basically always had vs something brand new that makes up for a weapons previous downside. These are not comparable. Try again. I already gave you a nice, simple reply even commending the idea IF I agreed Longsword was too strong. Which logically, it isnt, until we can actually play the full game to know for sure. This goes for all weapons. For now let's just be happy the majority of weapons got fun additions and QoL and instead of being foolishly premature with nerfs, let's talk about things like performance and hoping they don't make end-game an RNG grindfest of nightmares again.
@kokujo5288Сағат бұрын
@@TheCosmicAstro- Do you hear yourself right now. You are advocating the downside of a weapon because "it needed it" yet will defend LS when it didn't need alot of what it got.
@JeanKP143 сағат бұрын
Totally fair! I do think though that a lot of the commenters are right that your views are how a lot of us oldheads felt going into World coming from 4U, especially with weapons like Long Sword. Now it bothers me less because it was just the natural progression of the main series, and if you enjoy how a weapon played before, that game will always be there. Even as a GS main, it's still so easy to see HOW much the tackle changed the weapon and altered it's commitment-based big slow hits so much. I love it! But when I go back to an older game, I realize just how absurd a buff it was to give us a hyper-armour, charge-level-skipping tackle. It's very, very fun though. While I do agree that some of these changes are kind of crazy, every single weapon obtained the same treatment (perhaps on varying levels, as usual) in cutting down risk and allowing you to cancel moves you previously couldn't, or allowing them to cancel sooner. I'm hoping this says something about the difficulty for the later game/expansion, at the very least.
@Vaughnaldinho4 сағат бұрын
Rata I like your content because I can always count on you to show me the the flip side of the same coin. Thank you sir 🫶🏽
@ArtorioVideojogos2 сағат бұрын
Yeah it's OP, when I started out in MHWI I used to play LS as my first weapon and, in the OBT for Wilds, I decided to leave it in the Seikret as a secondary, as soon as I switched to LS, it outperformed every other weapon I tried before in terms of damage and consistently opening up wounds
@blazefang49-isgamer21Сағат бұрын
I cant believe I'm saying this, but you've always been able to foresight after the 2nd hit in Spirit Blade III. The only change they've made to it is that the window is more lenient on when you can do it within the attack. Didn't think I'd know more about Ls than Rata.
@ratatoskr632446 минут бұрын
In MHWorld you cannot foresight until Spirit Blade 3 is finished. I just tried it to make sure.
@manuelferrari66855 сағат бұрын
I wasn't able to try out all the weapons in the beta, but from what I saw, almost all of them received substantial buffs. Both directly and indirectly (thanks to focus mode). It probably means that the monster balance will be pretty aggressive, and I don't mind that at all.
@Terron295 сағат бұрын
Thats the big if right there. I am right with you. IF the monsters are buffed up to help mitigate the big increase in player power (especially with regard movement with focus and offset attacks and wound bursts etc) then this game could be the best MH yet. My only gripe is the lack of hit stop in some weapons and some weak sounding weapon hit effects that I hope they improve before release. My switch axe aint feeling nearly meaty enough for me other than that one big new move it has. lol.
@meathir49215 сағат бұрын
This isn't even remotely true. Switch Axe and Charge Blade arguably got nerfed compared to World and Rise; Hammer is mostly a side grade imo and have you see what Lance players have been saying?
@manuelferrari66855 сағат бұрын
@@meathir4921 as I said, I only had time to briefly try out my favorite weapons, SA and CB are not among them. Personally I think this version of the lance is very smooth and fun to use (and is indirectly buffed by the existence of clashes and lure pods). Unfortunately, the new hammer combos didn't convince me much.
@manuelferrari66854 сағат бұрын
@@Terron29 No MH has ever been a walk in the park, I want to trust that they know what they are doing.
@Terron294 сағат бұрын
@manuelferrari6685 agreed. Lets hope 🙂
@nbkhnzzr6 сағат бұрын
I'm still waiting to see what the mid and late game enemies are like. It's possible that these pain points in the weapon were removed because the enemies are harder or have been made harder in a way that requires more reliable weapons. However, personally I don't like that they're removing a lot of inconvenience that makes monster hunter interesting.
@marclenraymagdaraog6916 сағат бұрын
Well if that's the case other weapons are completely fcked then. Specially Switch Axe, the counter for that weapon is bloody slow and it's strongest move can be interrupted by a breeze. Meanwhile Longsword can spam foresight making even a noob basically in uninterruptable.
@tako_ro6 сағат бұрын
I have a big concern with this. If monsters will become faster to compensate for counters of a weapon, what happens to other weapons? Other weapons don't have as much freedom/counters as longsword. Case in point, insect glaive. We can vault yes, but if the enemy is large enough or flying, we're cooked.
@Logicalleaping5 сағат бұрын
@@marclenraymagdaraog691 Good. As a SWAXE main I like the feeling of beating monsters with my slow movements and planned attack points. As long as its not monster like Tigrex that just run around constantly because constantly sheathing isn't a fun monster fight.
@rebirthofgodrics9075 сағат бұрын
@@Logicalleapingit barely does any damage though
@KhangNguyen-ij4xh5 сағат бұрын
Agree. I play GL a bit and holy shit, is it safe in Wilds. Historically you need to open yourself up to do damage, but being able to cancel the recovery into a guard just defeats all of that. There’s a reason why AGGL was so busted in MHP3rd and they basically reimplemented half of that back into Wilds. I like it, it’s smooth and fun, but at the same time I feel conflicted, it’s too powerful and, frankly, goes against the “fuck it we ball” nature of the series whenever you make an attack and I feel like we shouldn’t even be in this territory in the first place I feel like MonHun has started reaching the difficulty/creativity saturation point and the only way to go up is to disregard parts of what the series has been known for, like what happened to Elden Ring
@grantsamson23842 сағат бұрын
Obligatory comment: You could always switch to a weapon that requires actual skill?
@KenMochii2 сағат бұрын
You can actually special sheath with spirit blade 3 after the 2 slashes in World, but other than that, agreed on most points.
@the90thhunter925 сағат бұрын
I don't feel like longswords motion values are entirely overpowered so damage wise, I don't think it requires a nerf imo
@GranzGamingСағат бұрын
I do agree with your points to some degree, but then there’s other weapons got buffed so much more i.e. Bows, Dual Blades. So to be fair I think these changes are still acceptable.
@Joaopedro-gp5wx8 минут бұрын
Hopefully we get some insane monsters that makes all the streamlining and buffing be borderline necessary, instead of nerfing the weapons, the amout of stuff you can pull of with the LS is crzy, hope to God and Capcom that we get Rise quicksheath lvl 3, that would be nasty!
@RaposaMah5 сағат бұрын
First, I think every weapon gained a lot of features in the direction of safety in Wilds, so asking for nerfs at this moment may be a shot at our own feet. Once we see what other monsters can do and a general gameplay, maybe this super safe gameplay can be justified . Still I do think it was overturned, and I would take some nerfs for the fun. It’s not as rewarding to do a lot of things in wilds since the risk is very low. Canceled helmbreaker should stay, I’ve barely used in solo hunts, but in multiplayer with people popping wounds I often would had to cancel to consider for the monster flinching. I also do prefer iai in the style of world, although the biggest problem with iai in world was that you were very vulnerable even after hitting, so, I suggest that we still lose gauge after missing it, but that in a correct one, we maintain it, and still be able to sheath after for a subsequent iai in case we are attacked after iai hyper armor has ended. Hyper armor during spirit thrust should stay. Hyper armor during spirit release should go. You’re still vulnerable after thrust, so having the armor during thrust makes so you can time it for hits during monster attacks, cashing on its recovery. You still have to judge that attack, since you can be hit while on air. The problem with armor in spirit release, is that it takes away all the judgment of doing it or not. It is always the best option after an helmbreaker. It’s more rewarding to have to judge a monster opening to consider if spirit release is the optimal follow up, and if it’s safe. I don’t remember not doing spirit release after HB a single time during the beta. If you cart you should still lose all your gauge. For me it’s a core gameplay element of the LS that you’re putting your safety at risk at all times. And having to grind all your gauge is part of it. It’s so easy to obtain gauge in wilds that losing it may be aswell irrelevant, but I think you should have to go through it. That’s all from a very selfish and personal point of view of how I like to play and what I consider fun. Wilds is clearly trying to be more welcoming experience for new players, and I know those changes would be awful for that.
@WakkiauСағат бұрын
Pretty sure the goal is to broaden even more audience for wilds by making every weapon much more simple to pull off the combo and shiz. As a charge blade main in worlds, seeing how every combo is now pigeon-holed to AED instead of being able to choose if i want to AED manually or SAED makes me feels like they are dumbing down the weapon. But i don't know, in the end i still have to see what kind of monster they're gonna throw at us, and worst case scenario i can always switch up my main for Wilds. And as a matter of fact, using the new LS in beta made me have SO MUCH more fun with the weapon compared to using it in worlds :3
@solokyou3932Сағат бұрын
I dont understand the narrative that LS is "safe". ive played every weapon and any counters using shields are easier to hit(compared to iai sheath) and safer on fail(you can just hold early if you rly want). Everyone calls LS easy but where is this energy for a weapon like the lance(especially in gen 5). Resident sleeper imo but i enjoyed it in rise(due to wirebug skills and advancing guard) when i didnt feel like paying attention or was sleepy. Now in gen 6 even harder hitting weapons like the GS/GL/SnS have a perfect guard. Dont get me wrong i love all 3 and plan to keep them in my rotation but my performance with those 3 is way more consistent than with the LS. LS also has never topped the charts for speedruns so i dont get the OP argument. I do think differentiating iai sheath and foresight is healthy for dynamic gameplay and hyperarmor on release is nutty but I'm lowkey tired of the LS hate the past few years that seems to continue this next gen too, especially when tons of weapons in this new game are nutty in general.
@shinnasuka24665 сағат бұрын
My impression is that the LS went from "too limited in what to do next" into "too many options to choose from"... But be able to keep attacking after last spirit slash is pretty fun ngl.
@joereed88722 сағат бұрын
Haven't watched video yet. My before take is "don't nerf longsword otherwise I can't call them carried"
@joereed8872Сағат бұрын
My After watching the video take. "Very reasonable, but I still want to complain, so don't do it."
@einsdistribut7408Сағат бұрын
Love the video, agree with how and why you stated your opinion. I do have to propose some ideas since I think in helps a bit understanding. I have played Monster Hunter since i was 7 years old since MH Dos. Now 13 years later, I have played the Beta with my wife who has never touched MH before, and to see the casual gamer Weapon Controls struggle is something else... which is why my opinion on LS is, that it is supposed to be a little op. It is flashy, it is strong, therefore luring many new players exactly to this weapon, and to keep them entertained and so that those have fun in the longterm, i think it is purposefuly a little overtuned. It is easy to learn, and possibly simple to make effective, while when mastered being extremely strong in offense only playstlyes. I don't think they should bring back Gauge loss on IA spirit Slash miss, for one reason only, counters like spirit slash are jank, and not by the games fault but because of code, and I think you shouldnt be punished for potentially not having done something wrong. I agree about the hyper armor on helmbreaker and release, it is very over the top and I also dont think it should be a thing. And about the "unbalanced" part, I also agree, but I dont think neccesarily that I will have a worse experience since i for my part hunt for the fun of using my weapon to kill, and not killing effectivly. So your critique is fair, but not 100% the fact for most people, and again i have to bring up that it is seemingly a "beginner" weapon, purposefully made to be a little more effective. I hope i was able to bring across my points rather well.
@anvb5a128 минут бұрын
It must be hilarious when you are a game developer or designer at capcom and watch a video in which a gamer tells you what to do to not make a weapon too good!
@TheShadow77715 сағат бұрын
I appreciate the desire for complex decision making, but don't you think the whole game is moving in a more high speed reaction based direction from past entries? More aggressive monsters with quicker attacks, aim mode allowing players to redirect moves they'd have to plan seconds in advance to land in the past, no need for monster tracking- feels like they want the game overall to feel a bit less deliberate.
@Terron295 сағат бұрын
Your hitting some nails on some heads here my friend. Its that very direction that is dividing people. Its a bit like older souls games vs newer ones. Compare elden ring to dark souls 1 in terms of combat pacing or even dark souls 3 to 1.
@JF-vz1ju3 сағат бұрын
That's exactly the problem. Players get buffed for "convenience", monsters get stronger to compensate so the game can still have challenge, and the whole flow of combat becomes sped up and less deliberate. Which is not a good thing in Monster Hunter's case.
@10XSeiga3 сағат бұрын
@@JF-vz1ju i still feel it was very deliberate personally. its just a faster pace which i also enjoy. its a sweet spot between world and rise. i just played some master rank espinas in rise and was realizing how much FASTER EVERY ANIMATION is in rise compared to wilds beta. we will see as time progresses.
@yagopagliara88373 сағат бұрын
yes!! the whole series is leaning towards a more fast paced reaction based playstyle, while in old games sometimes it felt like you were playing a turn based rpg. It's not good or bad, it's just different and fits the flow of the game better
@yagopagliara88373 сағат бұрын
@@JF-vz1ju why do you think it's not a good thing? I'd like to know your opinion.
@shadow116365 сағат бұрын
what if we just made the other weapons feel as cohesive as LS? Not that i think LS doesnt have too much stuff, but i like that the kit feel cohesive with lots of options, while other weapons IMO feel like they dont have a solid direction
@__KeZzz5 сағат бұрын
Real
@drakeshotplays4 сағат бұрын
@@shadow11636 they are all very cohesive in the right hands alot of people were shocked by the Beta only being so long alot of people didn't get to master their main weapons skill I play tested all of them and as a Main of all of them( yes I've been playing Monster Hunter for Twenty years of course I main each weapon just to have fun also Tri really made switch weapons alot due to bad multiplayer community back then who would boot you for not using the same weapon) as a Main of all weapons they all feel just as OP as LS in the right hands of course
@abomberg1Сағат бұрын
Insect glaive was the sore spot for me in the beta. I really only got into monster hunter when world came out. I've played limited amounts of other mh games (not rise) so take this as you will but many seem to agree from what I've seen online. Insect glaive is much more grounded now, and requires very difficult inputs to play optimally, encouraging you to hold the focus button very often and also charge attacks while pushing other buttons for the combos. The focus is much more on gaining and spending extracts through charged attacks, rather than staying airborne, mounting monsters, and dashing in and out. It's still a very mobile weapon compared to others, but long air combos are gone, allowing only for a single string of attacks in the air. The infinite combo is gone as well, making even grounded play feel a bit strange. The weapon is still valid but feels like a different weapon and is difficult to play optimally due to all the button holding. Hunting horn, my secondary choice, is even more fun now though. I hope we get L2 spin combos on better horns. It's fun to input melodies fast when making a bubble or breaking a wound, but the multi input 8th note often doubles one of the inputs during the bubble or wound breaking, resulting in an extra note, ruining your combo effect. I'm excited for full release and I hope they consider community concerns about their favorite weapons. Someone not able to enjoy their preferred playstyle could mean that they skip this game.
@kylekermgard4 сағат бұрын
I wonder if they will change any gameplay this close to release. I would expect mostly bug fixes until release comes
@MrGray5612 минут бұрын
Dont touch my quicksheath, Capcom.
@Blaze-ds1fn5 сағат бұрын
Man I love the way longsword is I hope they don't nerf it tbh
@moonrabbit23345 сағат бұрын
Same he's just asking changes for his enjoyment without a single consideration for anyone's enjoyment. It became very clear if you watch the end part where he talks about "why should you nerf in pve" part
@Blaze-ds1fn5 сағат бұрын
@@moonrabbit2334 it just feels so satisfying compared to other weapons imo
@Sephirothkingdom7825 сағат бұрын
@@Blaze-ds1fnit could be even more satisfying if they actually made most of its broken moves harder to hit.
@Pyroxene-W7F4 сағат бұрын
I really agree with him, limitation breeds invovation and its a developer job to make things non abusable. And to force players to think about what they are doing, thats what makes games fun they like mini brain puzzles. So while conveinience may sound nice on paper in practice it de-tracks from the experience. And anyway MH is all about thought and commitment to action so it only fits for the series.
@wolfiewoo33714 сағат бұрын
It's not a nerf. I don't think he's saying the weapon should be weaker. He just wants it to be harder to use. There is a difference.
@AcetonArc4 сағат бұрын
I genuinely didn’t notice any of these changes bc I’m so set on what the LS limitations were😭
@LizdardKing864 сағат бұрын
Reasonable complaints, nevertheless the game will go gold in 2 months so nothing will change :( If the team wanted limitations, then they would have disabled chaining another special sheath after an ISS. Kept it like in Iceborne where after an ISS you were the most vulnerable, you couldn't do anything until the animation ended. Its all because they made Spirit Release Slash your strongest move now so you need to get back 2 levels to red insted of one. That inevitably alters the weapons loop. Thats why they made the focus strike gain a spirit level, which is in itself questionable. Every hunt opening is gonna be: sneak attack, hold R2 charge to get to white- ISS the roar 2 yellow -ISS to red- HB-SRS-ISS chain until back to red and repeat. They better not mess up Quick sheath.
@TheCosmicAstro-3 сағат бұрын
you wont be able to sneak attack into charged spirit slash if you want to ISS the roar. you'll have to sneak attack and then time ISS or foresight slash with the roar, the charge takes too long. aside from that. Nothing will change but thats GOOD. nothing should change and nothing needs to change especially with how LITTLE we know about the game right now. Calling for nerfs this early before experiencing even 10% of the game and what it has to offers with gear, monsters and who knows what else is nothing but foolish. They have always given the player more fun things, buffs, QoL, etc, in every new main monster hunter game, but the monsters have always come up to meet the hunter. Theres no reason to believe this game will be any different. the changes on the majority of the weapons feel amazing, if people dont like weapons feeling good to play then they can go back to world or play insect glaive or gimp themselves however they want. You can make the game as hard as you want it to be by yourself. People cant make the devs give them back their QoL that was taken away because some guy on youtube complained.
@LizdardKing863 сағат бұрын
@@TheCosmicAstro- "you wont be able to sneak attack into charged spirit slash if you want to ISS the roar. you'll have to sneak attack and then time ISS or foresight slash with the roar, the charge takes too long” Did you actually play the weapon in the beta? You can absolutely charge to white before the roar. Go watch some speedruns.
@TheCosmicAstro-2 сағат бұрын
@LizdardKing86 i played the weapon quite a lot actually. The roar comes out fast. Maybe it's super tight timing. I could be wrong but from my experience it did not feel long enough between sneak attack and roar to get all 3 of those attacks in. Nonetheless the rest of my comment was the more important part anyway.
@spacecowboy71932 сағат бұрын
God this game is so complicated. That was absolutely all Greek to me. Beta was amazing. I had no idea what was about to happen as I hit a button.
@gchompm823Сағат бұрын
It’s perfect I hope they don’t change it, balance doesn’t matter it’s monster hunter, hope this helps 👍
@deadcaptainjames60456 сағат бұрын
It is painfully obvious that it's the favorite child at this point.
@Bam_Bizzler6 сағат бұрын
Yall didn't know this?
@drxavier18706 сағат бұрын
Its actually Bow, Longsword is just the distraction
@Novatius6 сағат бұрын
nah, hunting horn, that thing goes crazy in wilds
@Asriel_Cypher6 сағат бұрын
It's a Katana... MH was initially from Japan... "At this point"?
@BalianBlue_6 сағат бұрын
Always has been
@lucasrodriguez89575 сағат бұрын
Rurikhan would agreed with the thumbnail 😂
@lemonsquishy197Сағат бұрын
I didn't have enough time to pay more than 2 hunts during the obt and I just played LS like I used to, never realised all these buffs exist haha
@anthonyweston5588Сағат бұрын
There is a certain art to mastering the longsword. A lot of people main longsword without ever knowing what it can do. I like the limitations and the parry timing on it. I can see the issue here. I main CB now and sometimes Glaive but the longsword will always be my favorite for skill ceiling.
@Dorrovian4 сағат бұрын
Balance in single player games is interesting topic, because on the other hand to what you said - many games are more interesting because they are less balanced, as it leaves you with surprisingly a lot more fun options and ways to interact with the game. Probably best example here are Baldur's Gate II, which was extremely unbalanced, but with tons of fun things you could do, an Pillars of Eternity I&II, which are so much balanced that everything feels unimpactful to use and samey.
@daytech21612 сағат бұрын
[tl;dr, i mastered this weapon in a prevous gen and if i can't have fun my way in the new gen, no one else is allowed to have fun.] monster hunter weapons change in some way in every game, let alone every gen, and let me remind you, theres 14 of them, if u don't like the wilds LS then pick something else, because all the things u like about long sword, i honestly hate, it feels annoying trying to learn all the i frames and when to counter with it in gen 5, and because of that i didn't use it, i mained charge blade in world and hammer in most of rise, but for wilds i hope they keep it where it is, it rewards strategic and agressive play styles along with being somewhat easy to understand, it can be as complex as charge blade for more experienced players or as simple as "monster bonking stick" like great sword or hammer for newer players, the weapon gets enough hate from the fans of every other weapon and as a long sword main you have kinda stabbed in the back metaphorically speaking, i mean honestly why is the long sword not able to get any love from anyone even its own fans and mains
@TheUbberman2 сағат бұрын
Well I mean, Long Sword bias has been growing stronger with each installment. It being flawless in Wilds is just natural progression at this point.
@lunarshadow5584Сағат бұрын
The longsword in its current form has very little drawbacks, especially when compared to every previous version. Even if it had every drawback the world version had, it would still be overpowered because of the focus models ability to gain stacks with every broken part. And while it is satisfying to get max stacks from a single focus strike, only one stack per successful focus strike would be more balanced. Alternatively, make foresight slash cost all your stacks if you fail to counter an attack would be much more risk reward, especially if you can't infinite combo. It only needed the ability to cancel helmbreaker to be better than every other version, yet it gained more than it ever needed.
@thatlonzoguy5 сағат бұрын
I hope they really get this game optimized on or shortly after release
@vhex613 минут бұрын
GS mains here. Focus mode aiming removes one major layer of GS intricacy and dumbed it down. sad but unlikely to be removed. but not as sad as how tcs feels weak in animation without the hit stop animation and special effects from world.
@QuangNguyen-lj7ff3 сағат бұрын
If you dont have fun, dont ruin the others!
@jaydensimpson36 сағат бұрын
I really do wonder why i play lance sometimes
@Tech_D3mon5 сағат бұрын
I'm going to say this as someone who's number one weapon has always been Longsword, Lance is fucking sick, that's why
@TheUltimateRey5 сағат бұрын
I love the lance in wilds! Time to joust like a real knight of the guild!
@jaydensimpson35 сағат бұрын
Don’t get me wrong pimps, lance rocks. It still rocks in wilds, but it’s received several significant changes and outright nerfs that really hamper the weapon for no reason when already strong weapons exclusively GAIN both in convenience and in variety.
@Tech_D3mon5 сағат бұрын
@@TheUltimateRey fr, also the jousting was surprisingly effective lol
@jaydensimpson35 сағат бұрын
@@Tech_D3mon wont be jousting for long when every individual hit of the weapon now drops sharpness even more than it used to for some reason
@gaffgarion4 сағат бұрын
World sold 25 million+ and longsword is top 3 most popular weapon, it's not going to get nerfed. I don't even mind it, these games are 300 hour+ investments, I'll take anything that makes the game more fun to play and they aren't scared to add insanely strong monsters anyway. Longsword has always been broken as shit. Skill claimers can cope however they want and yeah optimal longsword play where you counter everything takes skill but its a speedrun weapon for a reason.
@lyricMNH14 минут бұрын
Please don't nerf the Long Sword in Monster Hunter Wilds
@gedhewicaksono12144 сағат бұрын
nerf it? what do you mean longsword are so weak, we need to add phial and add oil so it became viable weapon again, right now in wild its definitely tier f, only master god gamer can use it properly oh and maybe add new stance, turning back the sword(like in samurai X) using blunt side, so it cant deal impact damage
@Pyroxene-W7F5 сағат бұрын
Literally what I wanted to say about Longsword, so happy you made this video!
@Hype_Incarnate5 сағат бұрын
Sorry you feel that way. I had a blast playing it in the beta.
@ZeroRulz04 сағат бұрын
Am i the only one that noticed your special sheathe would get faster the higher your spirit gauge got? It at least felt like it was for me