Thank you Gaudium for the amazing thumbnail: / gaudium017 Rise had a MASSIVE change and nobody noticed.
Пікірлер: 656
@euniceunicelayne2 жыл бұрын
ive been into mh for years but rise is the first game ive played all the way through and i felt like i was just stupid for thinking the tracking was really extreme but based on the patch notes only saying "bug fixes" leads me to believe that the tracking scaling with frame rate wasnt intentional at all, even to the degree of frame rate on switch affecting it, just it wasnt noticed to be a problem or a solution wasnt available until recent, i dont think capcom was trying to hide the change i think it was just a fault of the format of the fairly bare bones patch notes that it wasnt communicated well, all in all i like the change as well, countering can be fun but when every attack boils down to "just counter it" things start to get stale
@boocethebooce8382 жыл бұрын
mechanics changing with framerate is usually never intended in any game or scenario
@Nrt2Pnt02 жыл бұрын
@@boocethebooce838 HOLDUP! Give me "Japanese game development" for 500 Alex.
@jo547632 жыл бұрын
@@Nrt2Pnt0 To be fair, you can find the same issue in Halo Reach on the dogfighting mission. Increased framerates = better enemy AI aim in ships.
@ahmadbugshan96032 жыл бұрын
Man ty i always felt something is wrong something doesnt feel right in rise its not as fun after a while and u said it countering makes game feel stale after a while
@LtSMASH3242 жыл бұрын
@@jo54763 that's not being fair that's being disingenuous. It's much more prominent in Japanese game development than in other places, and your exception to the rule isn't really being fair.
@alterreb47752 жыл бұрын
I think it definitely helps a ton by toning down moves that are genuinely egregious even at the switch framerate if only a little so their tracking doesn't feel as oppressive. The most notable culprit to me being that tracking head slam diablos has where he tokyo drifts to you like a killer magnet
@LyonOlivier692 жыл бұрын
Yea speaking of which I tried this one and the tracking is a lot less agressive on it, sometimes it misses you by quite a bit now
@MrCharly7802 жыл бұрын
I think the arm wave from scorned magna that tidus mentioned in the video was the worst, literally 1HKO if you didn't counter.
@garylai3632 жыл бұрын
That diablos head slam, not only does it pinpoint track you, it seems like there's no extent to how far it goes. Like it feels like it goes across the entire area to get you.
@monstacobra77742 жыл бұрын
From what i found w that forward leaping head slam is that you can dodge towards diablos and it will usually go over you compared to in GU w bloodbath diablos where it went directly for you so you would dodge away from him
@cruzerion2 жыл бұрын
@@monstacobra7774 I found the same, even when you're standing still the head slam occasionally overshoots (maybe size dependant) which is annoying when you're trying to counter it
@KoAkaiTengami2 жыл бұрын
I think I should clarify some things about the tracking and how the change has effected it. The game made tracking crazier at higher frame rates not because the monster's physical attack had better tracking, but because the way the hitbox vs. your hunters hurtbox position changed as the frame rate got higher. Think of it like this, the higher the frame rate, the farther back in time the game would look to see where your hunter's hurtbox was while you were moving. So at higher frame rates, attacks that missed your physical body still hit you because the game was looking at where your hurtbox used to be not where it currently is. So now instead of looking at a player's hurtbox from 2 seconds ago, its able to give the monster's attack a much more up to date location. So it looks like the phantom hits are gone.
@strunkhendrik19982 жыл бұрын
The monster knows where you are because it knows where you aren't kzbin.info/www/bejne/mIvIZn1uiLt2j7M
@gewy9822 жыл бұрын
Thank you for this clear and simple example!
@Bat05412 жыл бұрын
So would that also mean that counters were easier to time and land before as well, and are now subsequently more tight after the patch due to the same thing?
@KoAkaiTengami2 жыл бұрын
@@Bat0541 No, you're still timing the counter the same as before, the physical attack of the monster is just going to line up better with the counter's animation to not look like you countered something a foot away.
@JustSpag2 жыл бұрын
oh. that's pretty fantastic then.
@cheeseontoast92512 жыл бұрын
Yesterday I swore Magna's tail blast had changed somehow, as in nerf'd. I thought it was just me, but I'm glad to see this change, especially for PC players. Good vid.
@manusiabumi76732 жыл бұрын
Thanks for the info, i'm more of a 'classic'-style mh player who rely more on evasions and positioning than counters so this is definitely a good news, this super-precise tracker made the fight far more annoying than it should especially in places like citadel where it's harder to maneuver because there are too many narrow areas
@IDeVaste2 жыл бұрын
bro the casually walking away from Scorneds attacks got me. Scorned literally was hyper tracking you and now its like a playful kitty xD
@ArmoredNeko2 жыл бұрын
Haven't been playing recently so I totally missed this but I think it's the correct decision. I like bolt-evade but not getting insta-killed because I miss-timed a dodge is certainly a qol improvement.
@Mirranda0962 жыл бұрын
Same boat, I haven't had much reason to play recently so I haven't even noticed this yet. But definitely appreciated.
@blastmole2992 жыл бұрын
Rise's insane tracking is the whole reason why Evade Extender 2 is a must have for me
@DREADDWELLER2 жыл бұрын
@@blastmole299 My first thought as well, now I won't feel like I have to use my Extender 2/Window 2 talisman for every single build
@astartespete2 жыл бұрын
Can't believe they didn't mention this as it was definitely a big gripe of mine and imo it's a very good change to make. Other then the event quests I've not played this month and hadn't noticed the change so curious to see how it feels now. Thanks for the heads up.
@Pokejon20002 жыл бұрын
Same I havent noticed either cause I havent played as much this month(been completing my backlog) but my last few sessions I have not complained as much about it in my head so I guess this is why. Gonna have to try crimson glow(the tracking god) again to really see if I can tell
@jyomi75062 жыл бұрын
I think my biggest problem with the counter-focused gameplay is that not every counter works for every attack. Even just single hit attacks, they might have a tremor or extra little 'tap' at the end, or a follow up that hits you anyway. This usually leads to some weapons spending most of the fight dodging everything very carefully, only to intentionally put themselves in danger to use the counter for the after effect rather than really 'countering' it normally. This is why I prefer Tackle over Counter Shot on HBG, (I know you don't have to choose between them but still) because one locks you in an animation for a (sometimes) big hit, while the other just gets you through the attack and back to the normal gameplay you planned on, with a chance for stuns.
@kerrrobertson36992 жыл бұрын
I've just been using free Silk glide on hbg because the counter locks you down so much
@white_cactus62582 жыл бұрын
yea, this makes counter peak performance almost unusable on cb
@Yoshihara722 жыл бұрын
Yeah, kinda why I don't like the counter on Switchaxe. Leaving aside the issue that I think it totally doesn't fit the spirit of the weapon (dancing around the monster, always getting out of the danger zone BEFORE it becomes dangerous), you only really need to use it to charge your Phial. After that, I happily throw it out again in favor of the recharge. But this means that the counter isn't used situational or as a playstyle, but is entirely forced (whenever your Phial charge run out). Paired with the clash of how the weapon normally plays, this leads to really off-putting moments that actively kill the flow. It's really a shame, because they also gave is the two-stage-morph attack, which charges a HUGE CHUNK of the Phial (AND sword mode). But because a counter is much faster, you will usually only use that one.
@sludgewave47862 жыл бұрын
@@white_cactus6258 Really? Cause I'm a main CB since MH4U and counter peak performance is the best tool I ever had. I mean you can go from Counter peak performance to SAED, or just AED when parrying an attack. For me it's even better than Valor and Bushido(adept) CB from GenU.
@spammerman75562 жыл бұрын
@@sludgewave4786 CPP only blocks one attack and goes into an extremely long animation on successful counter. And for some reason, Rise team loves putting double hits on monster attacks or just have them attack twice in succession to eat away CPP's one block.
@Aoenias2 жыл бұрын
Makes me feel like I'm actually good at this game, having never successfully countered a monster in my entire life.
@justsomejojo2 жыл бұрын
I noticed a change with Maggy's tail laser, which I was always only barely able to avoid and now it's much less strict. Didn't think it was a general tracking nerf though, that's fascinating. I definitely feel the counter focus though. I generally prefer dodging out of the way and did so in all of base Rise. In Sunbreak I now finally took the time to learn guard reload timings (I mostly play GL) and suddenly, the game feels much MUCH easier, because I see way more openings after guard reloading. I barely have to stop attacking, which is crazy.
@Mariofredx2 жыл бұрын
Ngl I loved dodging that thing, made his fight so much more fun. Ibushi’s body slam tracking was absolutely unholy too, took a while to get the hang of. Counters/parries should have been more creative and risk and reward, but also shouldn’t be so focused, have such large I-frames, just be big damage, or have such large openings for the monster to fall for it, it should be punishable if you whiff a counter but also maybe have strict timing to pull it off. I think Gunlance’s counter/parry is really neat one, since it doesn’t stay active for very long, and all it gives is your sharpness back, it’s a small reward that isn’t just damage but it helps a lot. Chargeblade’s first counter should stay as long as gunlance since it gives you full phials, but what I like about it is that you have many options to chose from, but of course ultra elemental discharge is an option here for big damage. I love hitting switch axe’s counter, but hitting it feels free. Why am I invincible for the entire attack? This is one that’s just damage, but I like the idea that it benefits you by giving you the amped state. Again landing the counter feels too easy though, doesn’t that you can stall with it for so long.
@Shincry2 жыл бұрын
Not only a great finding, but also a great analysis and showcase of the examples
@LyonOlivier692 жыл бұрын
Thank you my friend, and thanks for the tag on your videos, I don’t understand Spanish but I trust you to put out good content
@Post_624.2 жыл бұрын
Shincry, guapo. And yes, this change was massive. The difference is like night and day, the showcases are spot-on. I remember having nightmares with some attacks because of the tracking.
@Viovel2 жыл бұрын
If people start saying the game has become too easy because of this after complaining about the tracking then I don't think there will be anything that could satisfy them
@thenonexistinghero2 жыл бұрын
Well, they are right. You have crazy high mobility now and giving the monsters a huge buff to their tracking isn't gonna solve it. Capcom's trying with that and a few other things, but that doesn't change the fact that most of these monsters were initially designed for MH games with far less mobility and were then polished and changed up to work in this game... but their base was still meant for older mobility. Same for most new monsters as well I'd argue, since they often use the same skeletons and have many shared animations. To change this, Capcom would need to redesign the game from scratch pretty much.
@servantofcygnus2 жыл бұрын
have you ever considered that different people have different opinions i enjoyed the high tracking..
@Viovel2 жыл бұрын
@@servantofcygnus I enjoy it as well but clearly there are those who didn't so here we are.
@Bat05412 жыл бұрын
@@servantofcygnus Well there could be a happy medium somewhere, as explained by someone else in the comments, the issue is that it was bug behavior, and caused issues like ghost hits apparently that I imagine could feel shitty (I only started playing rise in the last 4-5 days so I never experienced the game before this change) but the idea of better tracking given what the other person said in this thread about the extremely high level of mobility in this title could be a cool thing to do with an actual proper implementation, it's not that high tracking is bad, but when it's the result of a bug and not an intended behavior it can cause other issues. I actually imagine higher tracking could have it's benefits for the hunter in some situations, and make the game more interesting in general. especially if it was used variably for mix ups and stuff, and makes enough sense given all the tools and such that are available in this title. At the same time Rise is clearly a sort of B team experimental title, so who the fuck even knows what they will take and leave from it going forward to future games. but hopefully someone has taken note of some people liking the higher tracking, and think on how it could potentially be implemented in the future as a feature.
@pudding26752 жыл бұрын
@@thenonexistinghero Wholeheartedly agreed. overall the animation transitions over the course of 4, world and now rise became a lot more smoothened out. Still remember the good old rath-spinaton where they stared at nothing, then shuffle turned towards you. Super weird looking in the older games. Alas, that was where most of the "Monster R&D" for the monster templates went. What a new generation of monster hunter needs is a holistic review of how monsters act. By and large, monster hunter rise still feels like a turn based RPG, with a blurred line of when your move starts and ends. I'd argue that one of the still unexploited venues for monster movesets is reactions. Because these basically do not exist, other than the topple/flinch system. It would be interesting to see a system where a monster could block or evade your hunters incoming attack. Within reason obviously as to not make it feel unfair. Or Attack Blending, where a monster could do two moves at a faster interval right back to back or even at the same time (think breathing fire while smacking with its tail). Overall theres way too many safespots you can exploit all day long. Right now with Rise, hunters have such an incredible movement advantage over monsters even WITH the pre-fix tracking it always played out less like a dance with a ferocious foe and more like a kicking circle against a preschooler, and the hunters were the bullies here. And this will need to be adressed for a fun and rewarding challenge, rather than being basically a pinata smacking gallery.
@darksora321112 жыл бұрын
Im actually very glad for this. I hated the counter-focused gameplay. It was really stressful to see an attack from miles away, and still getting punished after dodging, and a lot of times even after countering due to a lot of monsters having follow-up attacks on these moves that already had massive tracking. It actually felt really frustrating as the game went from "learn patterns and be patient" which is usually the common MH mentality, to "Be on edge 120% of the time"
@williamthornton66262 жыл бұрын
I had no idea that tracking was what was making dodge rolling so much worse in the game. I can't tell you how frustrated I was with counters being the only good way to defend against attacks. I'm gonna try the game again tonight and see how it goes.
@danielnolan88482 жыл бұрын
I like some special moves having aggressive tracking, but if every move does it, it restricts defensive options making combat more repetitive
@slopeplemonsterhunterlimin11402 жыл бұрын
Thank god... I noticed that horrible tracking right away and it was just atrocious... and I even say that as a LS main lol. Kind of interesting that a higher framerate made it worse... I play at 90fps, so I guess there are people who had less problems but also some that had an even harder time. I really wonder how that works. Thanks for the nice video!
@sealedtugboat99652 жыл бұрын
I’ve always loved the sort of casual dodges you can do with certain attacks just side stepping them I’m glad that’s a little more possible now.
@garylai3632 жыл бұрын
have been playing less and less recently too, but i might've noticed it slightly. the monsters didn't feel as "cheap" in all cases. I remember fighting Valstrax before, and avoiding his huge double laser beams was either counter or die.
@user-hv6nl3cz1z2 жыл бұрын
Or get spiribirds and avoid the one shot....
@andrewsoto18612 жыл бұрын
@@user-hv6nl3cz1z my thoughts exactly lol I even have a sticker message in game that reads “grab Spirit birds for the love of Gog” that I spam at the beginning of every quest 😂
@andydouble072 жыл бұрын
@@andrewsoto1861 I would absolutely rather cart than collect birds.
@andrewsoto18612 жыл бұрын
@@andydouble07 lol to each their own I guess 🤣
@magolor1522 жыл бұрын
@@andrewsoto1861 I just simply got spiribirds call from qurious crafting so I don't need to manually collect every spiribird I see and I usually have both my health and stamina almost maxed from this skill around 5-15 minutes into the fight or so, even then I still try to collect a few before a fight
@Khandrake2 жыл бұрын
I think anything that treats 2 different players differently should be fixed
@leadonsynth65392 жыл бұрын
the differences is pretty huge,before they launched the change the game punished you really hard if you tryna panic healing,basically impossible to survive if you panic healing because the tracking is so accurate that they can always get you when u are at normal speed,i'm glad that they did change it otherwise all the afflicted monster will turn everything into nightmare
@LegengaryOak2 жыл бұрын
On the one hand, nerfing tracking like this allows for more varied gameplay and places higher value on pre-positioning, which is fundamentally good. On the other hand, I've gotten so accustomed to the old tracking that I worry about how much adrenaline these fights will give me in the future, especially because I haven't been running any Evade Extender. I think World hit the mark very well on this front, because even though the tracking wasn't as insane as Rise, World's gameplay and physics put a lot more emphasis on *weight* instead of speed. Rise's, by comparison, feels "weightless" so to speak. It's a stylistic choice baked into the physics engine - and I want to be clear I'm not complaining - but I also think it makes creating a realistically fair challenge a more difficult balancing act. The faster you and the monster are, in terms of general mobility and reduced action lag, the more every frame counts. Working with details so fine means that there's a tangible risk of creating blanket buffs and nerfs, as in this case. As an individual player, this change may very well make my personal experience much less exciting, especially since I'm the type who likes to fight Fatalis just for kicks. But as an amateur game designer, I also see the benefits, and I can't ignore the difficulty thresholds of the broader player base, whose growth I also value.
@XmortoxX19902 жыл бұрын
As Gunlance players this such a good chance. Even with Evade Extender 3 there was attacks that would just hit no matter, and spending bugs on the counter or reverse blast dash would men less Bullet barrage. Evading and Guarding may get more use now for some monsters now
@williamtorres41402 жыл бұрын
As a Gunlance player to me it just makes the game easier. Between blocking and Hopping I barely got touched. If this affects the game for me in any way it would be the same as you but different. More Barrage but not because I can save the bugs, but because I Will be able to predict the moves better with less tracking
@qwas73652 жыл бұрын
A 100% original Bidus discovery *tm that in no way was influnced by china overlords!
@LyonOlivier692 жыл бұрын
👀
@HanDaimond2 жыл бұрын
I honestly haven't noticed the difference, even Tetranadon grabbed me in an awkward way when he was looking away but its body teleported towards me; gotta check again if Zinogre's tracking is still ridiculous.
@Hydraclone2 жыл бұрын
So the reason I thought tracking was so disgusting was because of my 144 framerate? Bruh. This explains why I'm missing some counters now. They're just not tracking as hard. Thanks for this info. This is a huge positive.
@sxyKYx4Ko7CBWTv2 жыл бұрын
Positioning is very important for the entertainment of the game. It's actually more skillful than spamming evades, rewarding the player for fully understanding the attack and its hitboxes. Dodging will be easier, which is mostly a good thing. Too much precision is frustrating. As long as you make the right decision in a reasonable window, you shouldn't be punished.
@kwagmeijer262 жыл бұрын
Earlier today, I was like "huh, I don't remember dodging lagmobi THIS easily" and this explains why.
@demohidu59462 жыл бұрын
As someone who had been playing without counters for a long time in MHrise, I can say I never had this problem. To me it just felt like you had to identify a certain timing with your dodge or the track hits dead on. As opposed to waiting for the track animation to happen first and then move.
@MadArtistParadise2 жыл бұрын
Ditto. I just learned to read the monster's behaviors to predict the attacks and react according...been able to dodge and roll lots of time so I didn't even noticed this change in the game
@arshadzaidi46672 жыл бұрын
Yeah but it was overwhelmingly more tedious and less rewarding than just countering, which was the problem. Especially since some monsters didn't really have a limit to how far they could track. I think they made the tracking a bit too weak, but I'm more than happy for some more options during hunts. On a side note, were you playing on Switch or PC? The tracking was noticeably more manageable on Switch in my experience.
@demohidu59462 жыл бұрын
@@arshadzaidi4667 I play on PC with high frame rate.
@MadArtistParadise2 жыл бұрын
@@arshadzaidi4667 I play on PC with controller for better control of my bow. Boyfriend play on PC lots and Monster Hunters was one of the few games we've debated about playing together, mainly cause he would have to grind lots of hours to catch up to where I'm at in game and he much rather play WoW with that free time he have...
@gregorymckenzie75112 жыл бұрын
I've been able to do that with every monster up to my Ibushi urgent, except for Zinogre and Apex Arzuros. I don't need to explain Apex A., but Zinogre's charged stomp attack seemed to have been buffed from previous games in terms of reach and the hit area. In 4U I could roll by one of its back legs and come out completely fine, but in Rise it didn't matter where I rolled; I was getting hit. I could roll to its tail as it was coming down and get hit. Like it doesn't even have to be facing me to send me rolling on the floor. I'm a GS user, so I don't exactly have a lot of time to start running when it starts telegraphing that attack if my weapon isn't sheathed. Not sure if this update changed that. I'll have to test it out.
@johnathonbrewer38402 жыл бұрын
Yeah I like dodging it’s kinda frustrating how hard they nerfed it in this game…. I’m glad they toned it down a little. It kinda felt like they were ignoring a huge part of the game mechanics. And I agree with the depth lost in forcing counter based build
@summoner00052 жыл бұрын
I always suspected monsters in Rise had crazy tracking.
@SutasSjet2 жыл бұрын
I have to agree with you. I hate that they seem to focus on counter-based gameplay with the switch-skills. It feels like all weapons have counter moves which makes zero sense to me. Countering with a LS? Makes sense. They're more nimble and agile. Feeds into the anime swordsman fantasy. Countering with a GS? Not so much. Countering with a bowgun? Riiiight. Maybe a light bowgun. But a heavy bowgun? Come on now.
@theunknown64122 жыл бұрын
I started feeling bored with the game right now... Capcom just kill my hype when they add only a few monster to hunt with the expansion... Wish they add 50+ (new/retuning) monster in the game... maybe i just skip TU2 or TU3 and just waiting for new gen 6
@spilleraaron47482 жыл бұрын
The tracking has various issues such as NEEDING to use the counters which don’t work on multi-hit attacks or combos. But one thing that makes my blood boil is it makes the base dodge roll useless!!! I have to use EE to have any chance to getting out of the way!! That’s bullshit!! I don’t like the counter focused gameplay especially when silkbind moves need to be used, which is very egregious when you don’t have wire bugs!
@mhbarney84992 жыл бұрын
Yes finally. I was so annoyed how you could never just walk away from anything. Counters are stupid...they take less skill than dodgeing. It's the opposite of MH sould be.
@failegion78282 жыл бұрын
Hopefully they didn't nerf tracking too much on the switch. Everything was already dodgeable as is. Laughably so -even- with evade extender 2. I'd even argue it should have been between switch and pc's level of tracking instead of below switch's level. The hunters already have a vastly superior mobility advantage over the monsters. We definitely didn't need more.
@nicopootato23302 жыл бұрын
As lance main I want there to be more tracking tbh, the amount of times a monster gave me blue balls by whiffing cannot be counted using int at this point,
@doomdoot67312 жыл бұрын
Huh, and I thought I had just lost my ability to dodge stuff, especially things like Narga tailbeyblade. In older games you could just dodge through without evade extender or evade window, but in Rise it felt harder for some reason. Also phantom hits used to be way less prevalent than now, I feel.
@tsukiortu2 жыл бұрын
It may not affect this game but they clearly know how to fix this now so it very much could effect future games quite a bit. I was tired of monsters 360 hitting me at high frames on PC. Always felt like PC was hard mode compared to when I played on switch.
@amatoyoichi84682 жыл бұрын
Lots of comment in here i see people just comung back to rise. How tthis game changes really. From world people dont really stop playing. But now people really have stopped playing even with TU release
@Dergeick2 жыл бұрын
That's an insane change that I would have missed completely since I play Lance almost exclusively. Especially for someone who's played a lot of Rise, the clips you chose made it very obvious and clear! Great convincing video.
@stehlik2 жыл бұрын
Same here, something felt a little different post patch but I couldn’t name it.
@Suirioujin2 жыл бұрын
I've been grabbed by monster like 10 times in 300h, so I don't see many differences I've been grabbed so few times I feel like only Lunagaron is able to grab me
@andydouble072 жыл бұрын
I went back to playing World about a month ago, and absolutely loved how it rewarded good positioning. Almost every attack could be avoided by standing in just the right spot. Will be interesting to go back to Rise after TU2 and see if it feels similar.
@emosgowoof2 жыл бұрын
This is precisely why hunting horn still worked effectively in iceborne, despite the huge animation commitments of the attacks. Because if you knew the monster's movesets, you can pre-emptively position away from the attack, while then countering with 1 or 2 of your own big attacks. In rise however, it felt like i needed evade extender 2 on every weapon, just to be able to dodge anything on pc.
@solomon96552 жыл бұрын
I’ve also been replaying World and I’d say both games are noticeably different when it comes to combat tactics. I think both games are good and bad in different areas of combat but both balance out to being great for different reasons. I enjoy the “heft” of World but I also like the snappier Sunbreak combat.
@Solidwake2 жыл бұрын
I do understand the counter argument (lol puns) and it can get repetitive. I do find this information helpful as I didn't know the tracking was increased or was that aggressive. It's very noticeable in the gameplay considering I came from generations and world. However, my play style was with the bow and I tried my best to simply dodge attack (alternate Bow Dodge) into the attacks. This made me less aware of the tracking unless I use the wire bug to escape or running to move out of the way. I'll still be playing the same way but at this point I'll know that I have a little bit more room to breathe and maybe won't be taking as many hits that I feel like I shouldn't be taken.
@brodofraggins Жыл бұрын
I hadn't played in awhile, but I thought I was crazy. I remembered spacing and movement being way more effective in previous games, but noticed that the monsters tracked so aggressively that it was pointless to even try in base Rise. Very glad they made this change.
@CyanDreams13122 жыл бұрын
I havent played Rise and didnt know about that extreme tracking, Im really glad they pulled back on it! I would have been so upset I cant space out a monster
@Kysen102 жыл бұрын
I really hate how much of this game relies on counters. I have been playing rise at 144fps and yea the tracking was brutal.
@hardatk272 жыл бұрын
I always thought the tracking was too aggressive in sunbreak. I'm guessing this was a bug, something capcom didn't take the time to fix until now. The biggest problem with this is that not every weapon has a counter. Some weapons don't have a defensive option at all outside of basic evasion.
@paz87232 жыл бұрын
this is lame, honestly. Hunter movesets are already so extreme, nerfing monster movesets across the board just makes the game more of a snoozefest that ignores the resource management gameplay introduced in Rise
@Kaiyuni2 жыл бұрын
As someone who played through the game on stream on PC version, I had quite a few moments of "no fucking way" with the hyper-aggressive tracking. Can't wait to see how different it feels when I pick it up again soon!
@ivanbenavides83022 жыл бұрын
I think what this Is a good change.
@Puperuny2 жыл бұрын
noooo it was sool cool the game was so hard und the fact that you almost get killed by most attacks as range make it even more fun for me. com on i want hard games :(
@kupo54302 жыл бұрын
There might have also been a change to palimute ai. Pre-patch the dogs would attack very slowly when I played wyvern HBG (slow charge attacks). Normally the monster would die before a sleep proc from 2 sleep doggos. Now I have been getting 2 sleeps in 1-2 mins hunting
@flashjamer60752 жыл бұрын
Yep there was a big change. So originally, they’d made it so the palamutes would fire whenever you attacked. That meant that they were insane for weapons like SNS or DB (where you could get the dogs to fire 5 times in a single combo), but terrible for something like GS where it’s like 1 attack every 10 seconds. Now they’ve just balanced it out among weapons as it should have been from the start.
@Keith5262 жыл бұрын
I was always wondering why it felt like I spent more time dodging attacks then in world
@Carlisho2 жыл бұрын
While this is a good change… you shouldnt be able to just walk away from attacks lol Edit: typo
@LyonOlivier692 жыл бұрын
You could in every single previous MH
@Carlisho2 жыл бұрын
@@LyonOlivier69 true true, I should had mentioned that i meant in this game specifically, we never had such defensive capabilities before, the game should be balanced accordingly, I personally was fine with the tracking how it was because it made sense, but like you said thats what capcom decided now so it is what it is. Good video man
@StyleshStorm2 жыл бұрын
So Sunrise is easier now. I'm dropping the score down to 8 from 10.
@PackOfWolves9282 жыл бұрын
aw man why would they want the game to be easier? master rank should feel like its the master rank
@timidchandelure2 жыл бұрын
I'm glad they did this personally, I have awful reflexes, the heavy focus on counters didn't do me any favors. I mostly got through my hunts by positioning out of the attacks. Which was unviable against several monsters, like Scorned Magna's fire shockwave that you showcased.
@joshplaysdrums21432 жыл бұрын
this is the best hammer buff I could have asked for
@ongzijun39102 жыл бұрын
I feel like this is soooo good for HH because we dont have any counters
@Holo_wallenstein2 жыл бұрын
I actually loved the aggressive tracking and hate counters, therefor I never used them. Personally it feels too easy for me now but it's a good change for those who were forced to counter. I have mixed feelings about the change. I wouldn't call it a bad change, I was just a fan of tracking which made fights even more spicy
@baal89382 жыл бұрын
I didn’t notice this at all. Maybe I should put the para buddy weapons and my para switch axe into the chest and try something else xD
@raidchaser4432 жыл бұрын
I ran sleep buddy setup with Baggi SNS with Bomb lv3. Some monsters lost 1200 hp 3 times (Felyne fireworks on alfflicted mons + sleep...OVER 2000 damage with buddy rally in 1 rampage slot weapons.) Poison buddy setup with Gold Rath SA test run soon. Para buddy setup with Khezu DB and para atk lv3 is cutting hunt times 6+ minutes(trying to clear quests under 10 mins. Just need more power...) Monster STALKER Rise : Sunbreak (...Tetra and Arzuros SPAM grabs cause NEITHER can make me cart at Master rank while afflicted...).
@MrCharly7802 жыл бұрын
Us 144fps players that were playing at extreme difficulty will be monsters in the new patch
@Rhythmier2 жыл бұрын
So some of us are not completely crazy after all
@silverzelricc80832 жыл бұрын
seems like you've never played any other older titles? world and rise are way too easy compared to older titles. and this tracking is really useless anyway.. with how many invuls, dodge mobilities and counters there are in rise , it's almost too easy.
@LyonOlivier692 жыл бұрын
I’ve played every single MH except 3u and 4u. Again it’s not a difficulty issue, just a design one imo. None of the older titles had this tracking
@carljones96402 жыл бұрын
As someone who got all the way to investigation level 100 without using a counter move, on PC consistently playing 120fps+, and could successfully dodge virtually everything in the game with just dodges and evading, this 100% is way better. So much of my gameplay was just running away from stuff because I wasn't using counters. So much of my time was spent not taking opportunities to damage because I knew if I took a second swing, I wouldn't have time to dodge the incoming attack - on EVERY monster. The only weapon I ever had consistent uptime with was lbg - my SnS and SA time was mostly spent running away from monsters. It was so bad that it felt like I couldn't do anything unless I was keeping the monsters stunned or status locked the whole fight (and that's exactly what my SnS and SA sets turned into). Heck, even a lot of lbg time was spent just running and evading because of the ridiculous tracking. This is such a healthy change for the game to keep it feeling fresh and allow more playstyles to be introduced.
@LyonOlivier692 жыл бұрын
Completely agree, also one thing that cracked me up is when people complained about counters, many people first reaction was « just don’t use them lol ». But it was such an handicap when almost all attacks had insane tracking. I’m personally burnt out of rise way too much, so it’s too little too late for me, but it’s a very nice change I’ll say that
@karafuru76662 жыл бұрын
Play at 100FPS and just logged in to run some solo test. Can confirm that tracking was nerfed on many attacks at these frame rates such as zinogre's double paw slam where the 2nd hit comes out really fast after the first, valstrax double laser beam being easier to avoid, and scorned can indeed be spaced better overall. I like the change overall but it's still very counter heavy.
@t3thethird2 жыл бұрын
I haven't played since the small patch but this is interesting. For some monsters like Magno and Tigrex I abused the heavy tracking to my advantage since I knew the dodgebolt timings. Will need to pick the game back up with TU2. Great vid!
@shakeelrahman62092 жыл бұрын
You said u were burnt out but can we expect to see you next week for TU2? Enjoying the content 👍
@LyonOlivier692 жыл бұрын
Thanks! And I’m not sure yet. I really don’t feel like playing the game right now, we’ll see next week 😁
@urkeksi44902 жыл бұрын
I am not trying to discredit you or anything I haven´t played Rise in quite some time and I am really glad to hear that the tracking has been nerfed a bit because it felt oppresive at times.I just wanted to point out that the Attack at 2:40 has always been strafable (running with sheathed weapon tho) for me on PC while playing at 144 FPS. It´s funny because I was legit confused at how tiny its hitbox seemed to be compared to other Monsters Attacks. Same goes for the Wing-Stomps of Malzeno my buddy and I actually thought Capcom forgot to put a hitbox in because we never got hit by them even while nearly standing still. Thank you very much for this informative video tho :)
@soulses45492 жыл бұрын
I didn't know about the tracking at all, the only thing I thought about is that normal rolling isn't good at dodging anything and evade extender was a must to make attacks actually dodgeable so I had to include it to every set
@marlonese2 жыл бұрын
I didn't like the crazy tracking from rise/Sunbreak but your clip seems a bit concerning to me. Like it looks too weak now IMO
@LyonOlivier692 жыл бұрын
In every single MH prior to rise you are able to do that also. It’s just that no one’s walks around like that in a real hunt, so nobody realizes
@mr.nergigante4402 жыл бұрын
You're never going to walk like that, you won't Dodge Monster like that anyways
@Jacksontruman922 жыл бұрын
That would explain why even with base SnS evade roll I felt I wasn’t getting away from attacks, always felt like I needed evaded extended and jumping extender to get out of attacks, or like you said counter. I was getting annoying.
@crowzet02 жыл бұрын
No one play this game anymore that's why 😂
@LyonOlivier692 жыл бұрын
Fair point lol
@sabershiro57072 жыл бұрын
I haven’t played for the whole August since I decided to go back to Iceborne. No wonder I was able to just roll out of attacks after coming back and trying out Rise again, I thought World just made me a better dodge roller lmao.
@matheuspimentel58282 жыл бұрын
I dont know if it my imagination but I also thinks the agro system changed a little too, in sunbreak I manly GS and while playing with a friend I lost count how many times after I got strongarm TCS the monster would switch agro and the final hit would miss or land in a total different hitzone, it was very frustating to the point that I started playing another weapon in multiplayer but now I get to land most of my counters
@LyonOlivier692 жыл бұрын
I wondered the same thing as well cause monsters seemed to go more for my buddies more during my testings but I don’t have any evidence of that
@maggie61522 жыл бұрын
@@LyonOlivier69 It's definitely a thing I've noticed. Dual blades, bowguns/bows, hunting horns attract the highest amount of aggro; switchaxe, SnS are mid level; and good freaking luck getting anything to target you as a Lance or gunlancer. These are the only weapons I have experience with in my circle but it's very frustrating because I'll put provoker on my lance set, be in it's face breaking parts, and it STILL turns straight around to go for my dual blade friend. It sucks because I don't like constantly chasing the monster and I like protecting my friends with my big ol shield.
@DeathWish-DJ2 жыл бұрын
@@maggie6152 Huh, I main HH and I stopped playing multiplayer recently with it because during 15 minute hunts the monster would attack me maybe a grand total of 10 times and most of it being by convenience (I'm close to the player it's actually attacking) Was super fking frustrating chasing the head 95% of the hunt...instead of actually hunting, now I just use LBG in multi but it sucked coz I'm not that great of a gunner and I love my wide range HH build...maybe now I can give it another shot
@robertoromero80532 жыл бұрын
I always thought the tracking was just part of the challenge. As a sword and shield main my counter has a long cool down so I just used evade extender to dodge attacks and it worked perfectly.
@ArctheLadder Жыл бұрын
Evidently, they decided this kind of tracking would just be a feature of Risen Valstrax.
@drowningin2 жыл бұрын
Oh I played 500hrs on switch then was getting whooped on PC for fights I could sleep through before. Had no idea it was tied to fps
@neho-kun73212 жыл бұрын
I see!!! Now I know why Diablos feels weird. Before, I always know where he will jump from burrowing, and where his tail slam with stone toss will land etc, so I just ready myself to insta-block it for counter. Recently, he often miss his attacks and I was wondering why. Now that you mention it, I just realized that it's because I move. And yeah it's easier to position now, I thought it's just placebo effect XD
@Mr8Shinobi2 жыл бұрын
I'd rather keep the tracking its just getting easier now. I actually think rise tracking is mild compared to older titles, Rathalos was a menace with his talon attacks. I'm sorry if this gets ppl mad but i find it hard to believe ppl are struggling or find it hard to dodge, or even find the game counter focused Especially when we have WB skills thats zip us around the map.
@JuwanBuchanan2 жыл бұрын
Yep. Unfortunately this makes Sunbreak too easy and difficulty was already something people complained about World and Rise. Unfortunately the games are just getting way too easy.
@SolusEmsu2 жыл бұрын
I had noticed a pretty big difference from World to Rise, but I could never really put it into words what it was. Hopefully now this will help me stop dying to Tobi. I do not know why it is specifically that monster but in Rise, Tobi has killed me more often than any other monster. I suppose it is because I underestimate him, but still.
@orion73112 жыл бұрын
Haven't played recently, but it is a good change. It gives reward to people who understand the monster to evade the attack instead of just counter. Thanks for the video.
@Nasha8422 жыл бұрын
Huh, so I wasn't going crazy whenever I thought that monsters were literally drifting to try and hit me with attacks. It got pretty bad on Switch, so I can only imagine the sort of Hell that PC players were experiencing. Still, good to know that's been fixed now.
@bladechild24492 жыл бұрын
I feel like nobody is talking about Rise tbh. I'm all but done with it and don't think I'll be back until MH6
@mechanosword16282 жыл бұрын
As a dual blades main on the switch this may make the game a little less intense and fun but I have not played on this patch yet so I will have to see
@GoToBedSheeva2 жыл бұрын
I’m glad it was lowered! I guess they only did it to push the wirebug moves.
@devxved2 жыл бұрын
Made lance even harder to play, they sometimes track you if you dodge and try to block as the monster will just hit your flank.
@dunderhead89982 жыл бұрын
honestly playing normally i didn’t notice this change maybe because it was introduced about a month ago but i didn’t particularly notice any changes…until i actually tested this out for myself with scorned magna the difference from me looking at it seem so minuscule just playing normally will probably have almost no change at all since the tracking is still aggressive you can just BARELY avoid a selection of attacks by the skin of your teeth not from just dodging or running rather than being forced to counter or wire bug away. though this isn’t foolproof because a lot of attacks are more or less the same and won’t let you avoid from just trying to run or dodge normally and some attacks are hit or miss like you CAN avoid scorned magma’s double beam or his hellfire uppercut from just running or dodging but at the same time sometimes you might still get hit by it as if the ai is learning your patterns honestly if you ask me personally i don’t think it makes the game any easier or harder if anything it makes it so you’re able to outpace or dodge some monsters attacks rather than just countering them which i don’t think makes it any easier just more tolerable and giving you more options in a situation really
@LyonOlivier692 жыл бұрын
Thanks for the comment! Do you play on switch or pc?
@dunderhead89982 жыл бұрын
@@LyonOlivier69 np :)) i play on pc my homie
@LyonOlivier692 жыл бұрын
@@dunderhead8998 interesting, I thought the change were pretty visible, but yes at the end of the day we’ll still play largely the same
@dunderhead89982 жыл бұрын
@@LyonOlivier69 i might’ve not done as an extensive investigation as much as most people lol i did one hunt playing normally and another rarely attacking and seeing what attacks i can walk or run out of which is a large amount of them which you might not have been able to do before i can’t exactly remember which i don’t mind because it gives you more options than just counter everything all the time on repeat
@dunderhead89982 жыл бұрын
but playing normally i didn’t notice a change at all personally i think hand to hand how it normally is it’s very close to how it used to be but i’d need a lot more research to be sure
@johnbanez24122 жыл бұрын
Translated: other people beating my speed runs mean theyre not better, its just that the game is getting easier 😂
@lumivyre2 жыл бұрын
I've always thought sidestep was more fun than dodgebolt. ty for the buff capcom
@Gamerrelm1.0_relm Жыл бұрын
They messed up CB in Base rise and try to fix it with a bunch of stupid moves
@yourdemiseishere2 жыл бұрын
I just said 'i need evade extender 2' and was using DB, i guess i can play another run with another weapon soon enough then.
@MH_MostWanted2 жыл бұрын
I'm insulted and here I thought I was doing well all by my lonesome. ...Oh well.
@meathir49212 жыл бұрын
This may make the game easier but I’m so happy with this change. I play Hammer; my counter is difficult to access and I get higher DPS out of dodging attacks by not being forced to roll; in Rise some monsters have such aggressive tracking that Hammer feels awkward to use. And some of the tracking just is so stupid.
@42ndguardian2 жыл бұрын
Like any multi-stage attack where the monster would just casually rotate 180 in less than a second to slam their hand down on you mid-dodge from the first one
@meathir49212 жыл бұрын
@@42ndguardian Rathian teleporting 180 degrees for her backflip was mad depressing
@ElGatoMatador2 жыл бұрын
didn't notice until magna did his tail shot attack it is way easier to notice cause that always landed unless you i-frame rolled in base game
@The_Big_Jay2 жыл бұрын
Is this why Magnamalo was such a pain in the ass? His completely undodgeable spinny flip trick move always hit me because it didn't matter where I thought he was aiming, he would just track onto my ass like a smart bullet? Also, LS player here, I adore counters in this game, I find them very satisfying, that being said, they should 100% not be necessary. Some weapons just don't have good counters, and other weapons would do much better swapping out their counter for a different combo piece. There should be a few counter focused weapons, instead of every weapon having a counter.
@DigitalinDaniel2 жыл бұрын
I don't mind more tracking when the creature in a game is grounded, there's a bit more believability to that. What I really dislike is when an aerial attack, especially aerial-melee from a non-flying creature, basically becomes a heat-seeking missile... "How are you correcting your position in mid-air?" is a real verisimilitude breaker for me. I don't like tacked on double jumps in games, I don't like any of the movement based wirebug stuff, and wirefall recovery is the dumbest thing in Rise.
@lynardskynard28952 жыл бұрын
Counter-centric playstyle was the thing that made me quit the game. It doesn't feel like playing Monster Hunter anymore, I feel like playing God Eater-like game.
@mr_sn4k3s2 жыл бұрын
Wonderful video mate. Question I know you were playing MHGU at some point do you think overall it's a better product? And what are you hoping Capcom will change in the leadup to the release of the next MH title?