There's a lot you can criticize about the MH devs and franchise, but you really can't deny how incredibly passionate and caring the devs are about the games and its community. I was of the mindset that very few things would change (weapon balancing wise) from the beta until release, as CAPCOM themselves said the final few months are dedicated to optimization, but these changes have truly blown me away. Its so refreshing seeing triple A devs with a successful franchise actually listen to their fans and feedback instead of milking the brand for a quick buck, and it cements MH as my favorite franchise of all time. Feb 28th cannot come soon enough!
@thefirsttrillionaire292522 күн бұрын
Wish they cared about DD2 as much, but luckily my favorite franchise is safe!
@NovaBushido21 күн бұрын
True that, glad they listen to what the community is saying.
@JiggyNegus27 күн бұрын
“LET THE BUG BOYS FLY” Lol
@LancerNobu27 күн бұрын
i liked that they changed lance a lot but ->Charged counter was extremly difficult to use to max effectivness and it felt like you had to use it, since nothing in the kit comes even close in terms of dps . ->A lot of lance's attack have higher animation commitments, with the most talked about being high thrust, wide sweep and leaping thrust. ->2 of lance's main mobility options were made super slow. Specifically the guard advance into leaping thrust loop and the charge run without the speed boost. ->perfect guard has less payoff than power guard -> some lance counters feel akward to use. Notable are payback thrust and espeacially follow up rush (last one forced you to reposition which usally meant you would miss the twin finishing thrust at the end) -> the shield wiggle animation from perfect guard sometimes messed with the fluidity of lance's other options that use the guard button like power guard and guard advance. -> Overall lack of damage. Lance in the Beta was slower, has more animation commitment and on average harder to use counters compared to iceborne Lance. Unlike many other weapons which got better/easier in each of these categories but still lance did very little damage. ->I kinda wanted new or returning "flashy" moves like clutch claw counter/a new version of it ....cough or corkscrew jab cough ->There was also the idea floating around to make lance's attacks feel more like drill attacks by giving them, similar to leaping thrust or the attack of areal lance in mhxx, multiple ticks of damage. This would also adress the whole damage problem and make elemental damage on lance better. I really like this idea
@NovaBushido21 күн бұрын
I agree with what you say, defo on the charged counter, it just seems awkward, yea maybe if we had more time to play with it, maybe it'd be more natural to us. Thanks for the comment.
@DDViking27 күн бұрын
Capcom please never lose touch with the community. This is the right way to do it!
@mr101aaa27 күн бұрын
Your polls are working!! I'm definitely curious about what kinds of changes they'll make to Lance and Sword and Shield -- will these be complete overhauls, adding moves like Insect Glaive (like the static counter being a move you can do without a combo preceding it), adjusting focus mode controls and button inputs, or just adjusting the speed and damage? I'm hoping we can hear more about Lance changes from the devs prior to release.
@TheDalisama27 күн бұрын
I'm really curious about these changes since they asked the playtesters to avoid using those weapons since the changes are apparently pretty big. I think the movesets were fine, but a lot of the attacks felt a little weak. For all we know the balance changes are for elemental and status, something we couldn't even test in the beta.
@kazetsune25 күн бұрын
Man, I’m afraid Capcom will revert the Lance back to its old stagnant state. I loved changes they made to the Lance. It added complexity to the Lance’s overly simplistic playstyle, without veering away from the identity. The biggest issue I had was the nerf of guard advance. The Lance is supposed to be more mobile than Gunlance, they took that away. It now covers less distance and clunky. The damage was also abysmal (surprise surprise). The charge counter was weird because it works like an offset attack. If they made it an offset attack, that would have been better. Lance in counter stance, once it lands, the monster gets knocked back and then the lance charges forward, dealing offset attack damage. Shield bash was also meant to be the replacement for the counter thrust. I get it why people don’t like it, but for me, I like it because it adds to the fantasy of using lance, using that big shield to punish monsters attacking you, not just blocking damage. But I guess it made things too easy and countering using guard didn’t feel rewarding.
@sleepingparappa27 күн бұрын
I can't tell u how ecstatic I was when I saw that they brought back dancing vault for IG, apparently it might be similar to sunbreak ( multipliers). They're also still working on it, so hopefully they address the issuees with ground combat and I really hope they stop over centralizing RSS so IG doesn't feel like a Spender weapon and fix the control scheme. Overall I'm looking forward to the final version of IG (´ ᴗ`✿)
@LonesomeSparrow727 күн бұрын
so happy about hitstop being increased again.
@honeychonav402727 күн бұрын
HAPPY BIRTHDAY NOVA!!! So sharing my thoughts while attempting. Hopefully to keep it concise. So bouncing and aerial tracking. One thing that struck while playing the beta is how monsters track you. Cuz I've noticed Rey Dau and Doshiguma having high reaching attacks that track the player while they're jumping, or using attacks that utilize jumping. Like SnS's combo loop, or Longsword's helmbreaker. Sides I don't have issues with some weapons being more inherently safer to use as it still requires the player to use the tool effectively to pull off. I don't know enough about Rise to speak on hitboxes, but monsters often could punish aerial bugstick users who don't use the s of their dancing vault correctly. I've had moments especially in harder fights where a monster vaporizes me when I utilize bounce at the wrong time. You then learn how to time it correctly and the hitbox isn't that different (In World) than it is ground wise. Our stamina drains by being in the air for too long. It's similar to utilizing DB's evasive dodges. It's a stamina heavy weapon especially when you're aerial, and the potential especially if it keeps the focus mode changes. Are juicy. Because having the kinsect fight with you while you're using aerial advancing slash, bouncing around and finally descending slash leaves for some interesting techs to consider with your bug. But some people like to utilize dodging tech cuz they don't want to get hit in the face. And that's fine. That leaves a niche there for Dual Blade users, Bow users, Insect Glaive users, and Longsword users with their more effective dodging techniques. But those techniques aren't for everyone. Aerial wouldn't be as controversial as they are if it was... So long as they don't change and keep the base guarding techniques as strong as they were in the beta. I'm currently more in love with how strong guarding potentially is in Wilds. But I'd be happy to have my familiar bugstick by my side.
@Brian-tf2li27 күн бұрын
This why i love this franchise
@Caebel147227 күн бұрын
There are two changes I would want Capcom to consider when it comes to changing the Sword and Shield. My first complaint has to do with Perfect Rush because, frankly, it was pretty useless in the beta. The Spinning Reaper into True Charged Chop combo not only did more damage, but was more reliable. While I don't think they should do what they did in World, where PR was all you needed to use, but it shouldn't be almost entirely pointless. And just as important, they should change the sound design for Perfect Rush. I haven't seen anyone talk about this but It sounded so much better in World and Rise. Secondly, and this is a smaller complaint than PR, but I think we should have a better reason to use our perfect guard move. Currently you don't have many options for a follow up after the parry, and the only real reason to use it is 'you don't get hit.' I would prefer something more along the lines of Metsu Shoryugeki from Rise, although not as strong. Even just a follow up of True Charged Chop would be a great tweak. In a more general sense I also kind of felt like S&S was just slightly underwhelming, in a way I can't quite put my finger on. Hopefully Capcom can find the reason and make the adjustments needed to make it truly great.
@BlackBeltGamers8823 күн бұрын
The simple thing for Lance in wilds was it felt slow, and a lot of tools we had in Rise were removed with seeming nothing to replace it. Leaping thrust nerf, removed brace counters, mandatory focus on instablock playstyle, loss of highest damage tool on monster knockdown and 3 poke combo being mandatory to use the dps tools. It puts extreme tunnel vision on optimizing play. I'm happy our niche little weapons group of voices was strong enough that Capcom heard us. We 8-10 of us had to yell pretty loud lol.
@anthonymorales748727 күн бұрын
happy birthday nova *gives mega potion*
@NovaBushido27 күн бұрын
Haha thanks Anthony.
@B52BoomStick27 күн бұрын
I'm not a lance main so my opinion doesn't have as much ground as I main gunlance but I've put in with lance in world only and enjoyed it. The changes were weird, mainly with the third high thrust counter since you have to really time it with your combo unlike before. The shield bash was a nice addition and the one thing that really was cool was the mount finisher. I think that a great addition to the weapon would be a mechanic that revolved around pulling off counters, kinda like a gauge you build up or something. This would keep the identity of the weapon being a counter weapon with something to look forward to. The weapon functionally would be the same but after filling up the gauge you get to spend it doing a cool move or spice up the moveset or something. My thought on this is to give the lance something exciting to use like literally every other weapon and not just thr triple poke. Feels good but it's nothing exciting and I always hear how the lance is just a simple weapon but giving it some love isn't wrong. The only thing I could think of it turning it into a drill and all pokes get extra ticks or something and maybe a cool drill into the monster big attack. Very out there I know but it's a cool thought of "the drill that pierces the heavens" kinda idea. He'll the longsword focus strike and helmsplitter follow ups are a bit fantastical and anime so why not give the lance something. The lance was known as the counter weapon exclusively but its not since ls can and now perfect blocks and offsets are here so the lance is really leaning on nothing to make it stick out.
@TornaitSuperBird27 күн бұрын
Lance is more of a weapon defined by agression and mobility, especially in the fifth generation. Lance is more about sustained damge and the ability to lock down a monster and keep attacking in spite of everything the monster attempts to do. It's a "heavy weapon", but it has a fast attack speed. As a Lance main since 4th Gen, I heavily disagree with the idea that Lance needs any extra mechanics. Lance has *always* been unpopular, and I don't think there's anything Capcom can do to make it more popular at this point- and that's fine.
@czairkolmoslink595227 күн бұрын
@@TornaitSuperBird I'm also a Lance Main I think Lance just needs extra options. Like more choices that support the poke poke poke fighting. Like Guard Dash into a Leaping Thrust or Shield Charge. Then during Shield Charge you can Leaping Thrust or Shield Bash See with that I just gave Lance more mobility with a move that people like. While keeping the Shield Bash. I don't think this is op but choice. Another thing would Be Shield Bash as a option when Dash attacking. I think you could do a build on Lance that shows the old and new styles of playing Lance pretty easily. But to be hones one way to make Lance look cool would be adding Spinning wind effects on the Lance for some of the moves. Like a drill. Screw Thrust being a shiny example.
@czairkolmoslink595227 күн бұрын
Personally I feel like there was a good amount of good ideas on the beta lance it just wasn't done right in my option. Also Drill effects would be cool. I think just adding drill effects to when the Lance Perfect Counters, Charges up a attack or attacks out of Power Gaurd after taking a hit. This would be cool. Keeps it simple but keeps a theme to the Lance "Spiral or Drill Force"
@anthonymorales748727 күн бұрын
I NEVER LOST FAIITH IG RULES THE SKY AERIAL HATERS MAD HAHAHHA
@DDViking27 күн бұрын
Yeah, never understood the hate for more aerial options for IG
@lonnessvalenna359527 күн бұрын
As a support glave I feel offended that people think going in the air to avoid a attack is cheating. We don't have blocks or counters. So what do we do when a monster does a big thing targeting us. It's the only defense tech we have and they took it away I'm so glad they put it back in
@CounterStrikeZer027 күн бұрын
@@lonnessvalenna3595 it does only little damage according to the haters
@lonnessvalenna359526 күн бұрын
@@CounterStrikeZer0 The bounce damage really never mattered. The bounce could do 0 damage and I could care less. It's the fact of the mobility that let you survive that I can Keep supporting my group With healing powders. And blue mushrooms from my Mushroomancer build. To me that'd what mattered. Living to stop other hunters from carting and ruining the hunt is what mattered to me.
@nappy680627 күн бұрын
Charge blade needs love too 🗣️🗣️
@NovaBushido27 күн бұрын
What would you change?
@nappy680627 күн бұрын
@ better SAED damage/length, and to not be so reliant on savage axe since that’s pretty much how they want u to play the weapon now, and to make over charge phials worth it more
@JeannieLove27 күн бұрын
For all we know, CB could be balanced around skills like Artillery.
@Nova-sama42027 күн бұрын
@@nappy6806 also make Guard points worth using. Better phials SFX and VFX. overcharge phials icon should NOT be yellow, SAED from neutral.
@sangheilicommander105626 күн бұрын
@@NovaBushido make overcharged phials give the full 40% boost on SAED. it only gets like 20% or something where the other phial attacks get 40% also give the SAED shortcut back. that's all it needs
@alvino09827 күн бұрын
I have a feeling capcom originally wanted to add IG vault in the ultimate version, but because of feedback they moved it up.
@NovaBushido27 күн бұрын
Hmm that is possible. but I fail to see why take it out in the first place if it was something you'd just add for the ultimate version.
@alvino09827 күн бұрын
@@NovaBushido The Ultimate version of the games since MHGU/MHXX have featured a new way to play every weapon: Hunter Arts, Styles, Switch Skills, Clutch claw moves etc. Wild speculation ~ I was hoping they had a new aerial IG moveset in mind for MH:WildsU and didnt want ppl to get to used to base Wilds. Idk.. I'm just trying to manifest a reason for them to not want aerial focused IG in the base game.
@DRAG0NSPIRIT1027 күн бұрын
@@alvino098 According to an interview, the reason they took out/reduced aerial IG was that they wanted players to give the new mechanics a chance (so I'm guessing things like the new charge attack and such). While I can understand wanting people to try out the new things they've added, I'm not a big fan of removing stuff to enforce that. Makes it feel like they're saying "It's either this new thing or nothing at all", which I don't think was the intention but it can sort of come across that way. As I'd like to think most players of the franchise would be willing to try out new moves added for their main weapons and judging for themselves if they'll use them or not (no need to force them).
@AntonioCunningham26 күн бұрын
@@DRAG0NSPIRIT10This confirm why I felt Capcom slowed down the combos and gave it such a terrible initial attack (the sidestep lunge) The charge attacks felt just as fast as Insect Glaive always moved, but I *hate* charging weapons! The reason I chose Insect glaive is became there *were no charging moves* I hope with these changes they're making, I can ignore the charge moves.
@Bringingmoneyback26 күн бұрын
Not only are they listening but they're actually making some of the best decision making on their own. I have ever seen a game company do when it comes to monster Hunter wilds
@kurokaz27 күн бұрын
Off topic but just wanted to ask, Alatreon stream when bro? Great news for all, I hope perfect rush's ender becomes the world version again. If I want the falling bash loop, I'll use the charged chop. Also hope the MV for PR are tweaked, as in the last build they were lower than other options, even on stationary targets. I don't want the world PR spam but the move needs a niche.
@NovaBushido27 күн бұрын
@@kurokaz when i get there bro
@SirBanana199227 күн бұрын
I think one thing I want to see adressed about lance being nerfed is that before, your stamina would be recovering if you were moving while holding your guard and stop if standing still. In the beta the stamina recovery was completely stopped while holding guard, moving or not. I want to be able to recover stamina again, even if it means it has to swap to only when not moving while guarding which would arguably make more sense.
@tom863627 күн бұрын
I just want the cross sweep back after perfect guard for lance
@NovaBushido27 күн бұрын
I'd love that, but I don't think we'll get it.
@czairkolmoslink595227 күн бұрын
I definitely think they’ll make the Charge Counter be more accessible. Letting your guard cancel with the move. Definitely speed up moves and give some better motion value. While probably some back to their older state. Maybe we’ll get quality-of-life combo layouts. I don't anything new added like Guard Dash R2+L+▲ → Leaping Thrust ● or Shield Charge ▲. Then when you are performing Shield Charge you can perform Leaping Thrust ● or Shield Bash ▲. Pretty much gives Guard Dash an option to use Shield Charge from Rise/Sunbreak. I’m looking forward to it. Hope we keep the Auto Bash Attacks and Victory Thrust
@kampfer9126 күн бұрын
Ground IG is just worse version of LS , if i want to to use a ground level fast weapon type i would have picked DS or LS . IG need to have aerial moveset to differentiate itself from other weapon , plus some monsters have weakspot that is not even on the ground level .
@analyticHeart27 күн бұрын
Ok I have a lot of hopes for the lance now that I know they're changing it, so I'm just gonna centralize them here. To start with, the basic combo. On the topic of high thrust being slower and mid thrust 3 having the highest mv out of all the basic attacks, I do not like it. I've always been of the opinion that high & mid thrust should have the exact same mv's, because trying to differentiate them in any other way would inevitably result in either one of the two being objectively better in all/almost all situations(like high thrust in MHWB) or them being completely different attacks, losing their original purpose of attacking at different heights for precision. This simplicity is the core of the lance's basic combo, and as I just said, why I believe trying to make the thrusts different will always be a losing battle, as it makes the weapon needlessly complicated in a way that isn't beneficial to the weapon fantasy/gameplay. Now onto the more controversial opinion regarding the lance's basic combo. I do not like the new triple thrust finisher. Let me explain. The lance's basic combo works on a loop of attacks & positioning. 3 thrusts into hop into 3 thrusts again. This is perfect(like I have no idea how they got this perfect game design on the first try), as the lance is designed to be aggressive and precise, always attacking exactly where you want to. By having the hop move you back the exact amount you moved forward while doing your 3 thrusts is what allows the lance to have such high precision. You set yourself up next to the monsters weak point, and you literally never move from that spot, allowing you to always hit its weak spot. If the lance's optimal combo was instead designed to reset w/o resetting its position, the weapon would be a lot harder to precisely hit weak points with, as is evident with the charge reset that while it has higher dps is so cumbersome to use it is relegated to exclusively knockdown combos. Now, compare this to the wilds basic combo, where the new comfort optimal dps combo is 3 thrusts into the triple thrust finisher. This does not reset your positioning, and in my opinion is a downgrade to the flow of the weapon. Now you have to break you combo flow to get back into position as the basic combo no longer does so for you. They somewhat tried to fix this by allowing you to move backwards with your mid thrusts while in focus mode, however not only is this exclusive to mid thrusts, but doing so on mid thrust 3 actually lowers the mv, for some dumb reason, making it suboptimal. So, since I'm under no delusion that they'll remove the triple thrust finisher, all I ask is that they allow both mid & high thrusts to move the character when in focus mode, and for there to be no penalty for doing so. I believe that concludes my thoughts on the basic combo, however I have one more thing to say. Change for the sake of change is a VERY delicate thing, and while in some cases can be reasonable, in others it is nonsensical. Onto the new guarding and removal of the counter stance. First and foremost I BEG OF THEE to remove the automatic shield bash on perfect guard. I like the idea of having it there, but to force it onto the player sucks, as it not only removes their agency for what they want to do next but it also slows down their next move by forcing them to go through the animation first. I would prefer if they got rid of the mid thrust option after perfect guard and replaced it with this shield bash, that could then lead into the basic combo similar to how the shield bash out of guard dash did. Of course this change would have to go with my second change/complain, and that's payback thrust. It's too much commitment. All they need to do is make it's animation similar to the old counter thrust. If they fix those two things, and maybe add some more dmg/benefit to perfect guards, the new guard/perfect guard system will be a worthy successor to the counter stance. As for the charge counter, I've got no clue girl *shrug*. I kinda hate it, as it adds literally nothing to the base lance kit. It isn't used to keep up the offense, that's what perfect guard is good for. It's not useful as a more powerful counter attack, as both getting to it is conditional and we already have the power guard counter thrust to fill that niche. Frankly, to me it just feels like a needless addition that I will probably forget about most of the time. But then again I might be missing some angle or some mechanics about it so I could be wrong on this. Next, wide sweep sucks and Capcom needs to stop making it viable/take it out of the kit entirely. It feels bad to use, so it's mostly kept suboptimal to use, making it's only purpose to clear out swarms of small monsters. Except it's not even good at that. Thank you for coming to my TED talk, please remove the wide sweep. And lastly, guard dash, leaping thrust, and charge. These three moves have been the focus of most of my online discussions about the wilds lance, and for good reason. They suck now and for no reason. Guard dash and leaping thrust now cover significantly less distance in a slower amount of time, and the charges running speed was horribly gutted. If they could revert those changes it should be fine. Honestly a buff would actually be rather appreciated, as the new monsters seem to be even more mobile than previous generations, so I don't think it's completely unreasonable to make them faster/travel farther than in MHWB. That concludes my thoughts for the lance! Honestly, although the MHWs lance probably won't be fully to my taste(as my ideal lance is all of these changes and more), the fact that they're listening to feedback and are open to change does make me somewhat optimistic.
@seatbeltpillows884427 күн бұрын
i want the lance charge sidestep to have i frames and be affected by evade distance that would be cool, the lance already has a philosophy around it and i think if they are going to make changes they should build on that.
@ajt100220 күн бұрын
Insect glaive is about fluidity its about balancing you and your kinsect it's about mobility it's about moving around the monster and maintaining attack Insect glaive is water. It's not about charging your bug phials and discharging them in a big attack repeat...it's not charge glaive
@xzrtrain718127 күн бұрын
Sns is very underwhelming, it doesn't feel good to use compared to world and sunbreak. Hopefully they'll make some changes to how it plays. Crossing fingers and hoping for the best but prepared for the worst. Sns main may be going lance as main o brother 😢
@NovaBushido27 күн бұрын
We welcome you to the lance army! Although I'm a big SnS player myself, so I hope they do us well.
@user-pn4px5lr8w27 күн бұрын
World SnS was really disappointing, as there's very little to do outside of perfect rush that is beneficial. Sunbreak SnS had lots of good options, and even optimal play can be incredibly expressive. Wilds SnS was fine for what it was, but I hope it isn't going in like with what it was in Iceborne. It would be incredibly disappointing.
@MrJayza8926 күн бұрын
@@user-pn4px5lr8wThe thing is the messed up the balance in iceborne but it’s move set was actually fine. Wilds feels extremely confused on what it wants to do. Here’s an example, the new charged chop seems to be a combo finisher but that’s literally what spinning reapers purpose was. So it’s eaten into spinning reapers niche and being able to do a charged chop after spinning reaper is just too strong and conceptually flawed. They are putting themselves into a corner where I suspect it’ll be hard to balance between combo sns and combo end spam sns. Throw in perfect rush and it gets even worse. There’s other stuff too, like how sns can no longer perform turn around back hops mid roll (despite the fact they where made easier to do seemingly on purpose in rise) and how guard and back hop now have to compete as defensive options. If guard doesn’t hold up well we effectively lose out on clash so there’s incentive to guard instead of back hop. The weapon feels very strange imo, it can’t decide what kind of an sns it wants to be whilst at the same time eliminating some of the fun sns tech we used to be able to do. One other thing most people don’t understand about perfect rush either is even if they buff it it’ll be worse anyway because the best thing of iceborne pr is the latch on finish did all it’s damage all in one go that could stagger or topple monsters. The rise finish is terrible in comparison with none of that utility.
@berni3232326 күн бұрын
I disagree, I had more fun with Wilds sns because of the improved mobility on the triangle combo
@user-pn4px5lr8w26 күн бұрын
@@MrJayza89 the good thing about IB PR was not the finisher. That's for stagger, but most of the time you're doing the first two inputs, the "half rush" as it's called. You can effectively spam it and have incredibly high motion values practically on demand, able to outpace greatsword of all things. Frostcraft fed into this further. It doesn't matter if the rest of the moveset is fine if it's ultimately irrelevant. The end of perfect rush in IB was used for its backloaded stagger value, not its damage, as if you wanted damage, you half rushed over and over, then did the finish when you knew the threshold would be met with it. Wilds SnS is in a strange spot, but I hope it isn't going down route IB if they're gonna change it up.
@vallenshield423627 күн бұрын
I hate the full release combo as it is the reason the blade no longer sticks to the enemy when charged. If it will not stick to the monster then I will be switching my main weapon.
@micahfurlow262427 күн бұрын
You mean Swaxe yeah? Apparently you can still stick onto the monster, you just needed to hold down the button while charging.
@spark918927 күн бұрын
you can still stick to monsters, just hold down the buttons
@EduardoTyrannyth26 күн бұрын
That's nice! What about CB SAED style? Feels like it's useless as Savage Axe is overpower. And what is it for when talking about overcharged energy. Doesn't looks worth at all.
@abuthur85827 күн бұрын
I've given my thoughts on the lance we got access to during the beta before so I won't talk a whole lot about it. I think it needs to feel a bit juicier to use. More substantial hits as well as a bit more damage with its attacks or more weight towards how much damage the counters do compared to normal thrusts but I think it's in a pretty good spot. I hope they don't change it too much from how they've made it already they just need to fine tune it to make the moves themselves feel good. The idea of the moveset is great imo. But dropped inputs, the speed of the attacks, and the recovery frames of them do not feel amazing. I think the charged counter should be a single hit offset attack though tbh. It's weird how it is right now as a 2 hit counter cause it makes it really hard to hit both hits unless you know you're not going to stagger the monster or you know it's an attack that they don't have any follow up for. I do like the sentiment that lance needs a more damaging single hit move too for wake ups but a slap is not it. I HATED wide sweep in rise. That's just my personal opinion tho I get some people liked it. Atm I just use focus mode to do a charged counter as the wake up hit. Lastly, the focus mode thing where you turn is a feature that you can turn off in the settings. It's there so you don't have to claw grip to be able to use your counter and focus mode at the same time but it's slow and makes it way harder to use lance if you're already using claw grip cause it makes you over correct.
@RedHornSSS27 күн бұрын
Personally I just want it to be as responsive as 5th gen
@analyticHeart27 күн бұрын
The lance already has a high mv sleep wakeup hit in the reverse attack while charging. Just go to monsters face, turn around, charge, and do the reverse attack and you hit it with the highest mv move the lance has.
@RedHornSSS27 күн бұрын
@analyticHeart that. But it is a bit awkward to use. I think having an big DMG move is fine. But just don't make it the meta dps move. That would forces the identity of Lance to change like it did in base rise
@abuthur85827 күн бұрын
@analyticHeart Does that do more damage than the charged counter? I remember the reverse sweep not being as good as it was in 5th gen but I didn't test it very much so idk. Do you have the numbers for it by chance?
@abuthur85827 күн бұрын
@RedHornSSS Well tbf reverse sweep was one of the highest dps you could put at the end of a combo in world. It was meta in the past already.
@JeannieLove27 күн бұрын
I got nothing, my favorite weapons are all fine. Though I am curioud if the changes actually make me like the weapons better than I did in the beta. Especially lance which is the one I disliked most.
@Cirkle227 күн бұрын
Bro all these changes and nothing to CB?? Bring back SAED spam play style along with the new and improved SavAxe gameplay!!
@RedHornSSS27 күн бұрын
See I SAID they had to fix the Lance lol!
@NovaBushido27 күн бұрын
Bro we winning.
@DookieMeister5127 күн бұрын
sns changes 😊
@marktopman148727 күн бұрын
Now we just need a charge blade rework
@AntonioCunningham26 күн бұрын
Both the Sword and Shield and Regular Insect Glaive combo was too slow! For some reason they slowed down the weapons and it dosen't feel right. One of my friends whos a SnS mainis is considering moving to another weapon because it didn't feel right to him. I think they purposely slow down the insect glaive combo speed to try to encourage people using the charge moves because those move just as fast as Insect glaive normally moves. As far as the terrible argument that jumping in the air the game monsters moves, this makes no since when to think about it. Capcom has given us multiple ways to do this. For example, if you don't want to deal with the monster consulate putting you to sleep, gem in sleep reaistance. Same for virtually all status in the game. Aren't these very things bypass and monster mechanics? Counters and blocks do the exact same thing, yet people for some reason think Insect Glaive vaulting is special. I think people use this argument because they don't like seeing insect glaive use arieal moves. To these people DPS to valuble to them. I think they forgot that the point is to have fun, Not everyone whats to play the meta or care for DPS. I personally find DPS playing boring. I don't like when hunts end too quickly... And yes, I will remove offensive skills when I feel a hunt ended too quickly.
@Lormingo1626 күн бұрын
Please let’s complain about the auto tracking . Once they remove that the game will be perfect .
@zakwancu324 күн бұрын
lance need to change???? bcause its the same for years???? have you seen the sns minimal change only addition, 90% of them are very good dev dont know how to put good type of risk for lance. frostcraft like meter for lance is needed. full meter strong guard and attack boost, empty weaker guard no attack boost. guard too much you become weak incentivize attack than turtling strong combo finisher/reset, anchor rage style counter no buffs dev need to larp a bit with spartan foam spear and shield to get their creative juice's flowing thyy like have no imagination how to use the weapon
@user-pn4px5lr8w27 күн бұрын
My only problem with glaive was the centralization of rising spiral slash, and I was hoping they'd address this, but instead they backed down from a change, in order to appease people. Weapons generally change every game, so to capitulate like this is strange. The people clamoring for glaive identity are funny cuz I heard so little about long sword going from a combo weapon to a counter weapon, or World SnS becoming a different flavor of GS with the perfect rush buff around the time Safi'jiiva releaseed. Idk, they say change is good, but reverting a change is literally the opposite of change.
@JJGateway0127 күн бұрын
The change is still there, the issue is that it was one of the only weapons who lost more than what they gained. IG doesn’t have access to the new offset or clash and,in the beta, IG optimal gameplay was just spamming rising spiral. IG is similar to Lance where you never give the monster space. Aerial attacks let you hit the monster when others couldn’t. Removing that stole a lot of the agency the weapon had.
@AntonioCunningham26 күн бұрын
Change is *Not* good. Change can also be bad too. For example, Capcom adding loot boxes would be a change, but I don't know anyone who thinks that would be a good thing. There needs to be a balance. Change some things, but keep what works.
@Nodnarb5927 күн бұрын
Yeah, you never played IG, stamina draining while in the air has been thing, you can't mindlessly do aerial style because there are attacks that hit you out of the sky. Every concern you brought up has been stuff they already accounted for in the previous titles. Build a IG in World and Rise and you'll see every concern you have was addressed in those games too. Nice job on deleting my comment earlier too because I called you out on your lack of knowledge.
@Massakre8492nd27 күн бұрын
yt automod deletes comments by itself
@hitothelivingdrawing103527 күн бұрын
As someone who practices swordplay in real life I can firmly say I want the sweep on Lance to be powerful. One handing a spear in general isn’t the best thing to do in real life, but you can definitely put more force into a sweep then a thrust with one hand and it’s really fun to do. I don’t like in the older games where you have no reason to use it, but you have a point that it shouldn’t be the best move on the weapon. I also just wish you could do counter thrust from neutral that has no bearing on realism tho lol
@RedHornSSS27 күн бұрын
You can definitely generate more force with it. In a HEMA setting it's valuable in techniques like Zornhau. But should it really does more damage than thrusting does to armored targets tho, I think it shouldn't. If they want to do anything to signify the force we can generate from it, make it a topple attack lol. That's a bit too high hope tho.
@hitothelivingdrawing103527 күн бұрын
@@RedHornSSSthat’s a good point. It definitely doesn’t feel like the sweep should be a move with minds eye and high damage on tough skin. Against a monster like Basarios for instance it should definitely lose effectiveness
@TornaitSuperBird27 күн бұрын
The real answer would be giving Lance the Piercing damage type that it had in 1st gen, allowing the primary damage calculation to change depending on the hitzone and do consistent strong damage even against armored hitzones. ...However, Gunlance has shelling, which is basically superior to that mechanic because it does "true" damage that doesn't adhere to the damage calcs of the hitzones.
@RedHornSSS27 күн бұрын
@TornaitSuperBird amen
@Sammaroth27 күн бұрын
to be sure i feel like game would be better without IG bounce as otherwise mosnters possibly will ahve hitboxes changes to have easyer to hit someone in air or its gonna be easy mode on monsters if you dont care about time but if is changes, good for IG mains but would prefer to see controls being changed over just bounce added :p
@Brian-tf2li27 күн бұрын
makes it easier to counter for me with ls so idc either way
@michaelshipp498227 күн бұрын
Don't understand this logic considering every other weapon has a gimmick to counter monsters, even more so then IG bounce