I think y’all might forget that an easy way to do MASSIVE mounting damage is to ram one monster into another, this actually makes two mounts pretty consistent.
I guess the HH trips will really help to deter LS users from tripping at the head. At least now the weapon that trips at the head... is one that belongs at the head.
@@Kemzter Damn if I respond to this with my unfiltered opinion I'm gonna get flashbacks to arguing with mindless DPS slave LS mains who targeted the head no matter the circumstances. Long story short I'm on the side of fun.
@@tammywacha yeah i get where you're coming from.. back in gen, i get the head since i use CB and it has stun if you use impact so my LS friends know that i get to attack the head, plus their job is to cut tails.. we got teamwork back then.. however playing with randoms in GU.. randoms act as if we got flinch free there.. it's so annoying
If I get tripped at the head with my hammer I'm launching EVERYBODY. Unfortunately I don't think our uppercut works on other people anymore at least in the demo. Tried to launch some annoying Trip swords and insect glaives but it didn't work. I probably just missed idk. I hope it's not gone.
Just listened to the whole thing and loved every minute of it! Excellent content, and @Rurikhan you could’ve easily slipped a couple more ads in there without being intrusive. Only two ad breaks for 3.5 hours of content... you’re too good to us dude and you deserve to make that money!
The main reason I even use midroll ads is because youtube ranks videos that use them higher. And I think this video actually has like 6, but I group them 2 at a time, so you have less interruptions, but they are slightly longer.
As someone who learned Hunting Horn recently in Iceborne, my issue with Rise's Hunting Horn is not the song mechanic, but what they did with the normal attacks. In previous games, each input would always result in the same attack regardless of where you were in your combo (e.g. forward X+A is always the overhead smash regardless of what the last move you used was), but in Rise, they added combo paths to memorize and also made it so that you can no longer influence the next move in the combo with a directional input. They also removed the standalone hilt stab, which is absolutely unforgivable.
Completely agree. I learned HH in iceborne as well and it feels like they've stripped everything that made me play it in the first place. Like HH was calculating, knowing where the monster will be after an attack and figuring out where to strike and how. Now its like just press buttons and you can dominate. I get wanting to simplify it but damn, now it feels like I barely have to try.
Rurikhan!!!!! I have news in the demo. If you go to quest info you can find the Locale Information. It states the there are no outbreaks and no upsurges. This is very exciting information that the possible return of outbreak monsters are back and brings a lot of what if's for what's to come.
I was tinkering around with all the menues and stuff ( First mh game). and i saw that, wasnt sure what it was used for but it seems like it'll be useful. It reminded me of the news tho lol. Outbreaks of Covid...
@@jewmanji6266 This is my first ever monster hunter game & im loving it so far, its my kind of thing & i wouldnt know any better bc I've never played any MH game previously
These are by far my favorite videos in a loooong time. I hope you guys continue to do this once in a while ongoing. It's so great to hear you feed off of each other's passion for the game.
I thought I was the only one that noticed. When sheathed, most of the wirebug moves are fast cooldowns. And the weapon drawn wirebug moves seem to have longer cooldowns.
Listening to your guys' discussions and impressions of some of them weapons I haven't tried out in the demo yet really has me excited to try them out! As always thanks for a really entertaining and informative podcast!
Can semi-confirm the internal mounting timer. When I fought in the demo, Great Izuchi was slapped by another monster and was able to be mounted. I did and after that, left it alone to concentrate on the actual target. After a while, the Great Izuchi and my target meet again, Izuchi is immediately slapped again and was ready to be mounted another time.
I wonder if it's actually turf war related. When another monster comes into the area, the current monster you're fighting suddenly breaks away and confronts the new one, like it's a scripted thing. Maybe it's placeholder or "default" turf war, and the loser becomes mountable. I think the trailer kind of suggests it too, with the last bit with Magnamalo vs Rathalos, but who knows Because if it's a timer... why does it take too long to mount the monster you're fighting? And I actually had Great Izuchi mountable twice pretty quickly. First when I ran by Rathian, then just a few minutes after when I switched to Mizu.
@@azure4622 Yeah, like I said... I wonder if it's just a placeholder, and that it will be changed / implemented in the full game. Or maybe it's how turf war happens for monsters without the special animation.
Dudes ... the HBG silk bind block is amazing - you can use it on roars or even Mizu bubbles ... likewise, the SwitchAxe silk move goes thru roars. It’s nasty. Food for thought. Loving the new variety these moves add.
Before the demo I guessed that every weapon would have 3-4 moves based around specific templates, to match the two sheathed silkbind movements. A jump directly upwards, a pull forwards, some kind of returning move in the form of a silkbind, and a brand new move (usually a counter.) All of the missing moves seem to fall within this template too so we can have an idea of what to potentially expect. (I could be way off too but this seems to make a lot of sense)
The wirebug gap closer for the lance is insane. Basically gives full uptime especially in coop when the monster is running around like crazy and since it can be a block gap closer or an attack, its a lance charge but faster. The reason people dodge for lance is to reset the pokes faster and its less risky than starting a counter attack to reset since missing a counter leaves you more vulnerable longer if you dont actually counter a monster with it. Along with this, it puts you back into position since you move slightly with a triple poke.
One function of these demos is to see how these things work out in the wild where people are going to do things the devs never thought of and to have stress tests in the wild.
I'm really happy how long this is today, also I love hearing these discussions about the weapons you guys are having, I'm happy you guys are doing this podcast
@@AysarAburrub You can't expect Healthcare, Food Service, Delivery, Maintenance jobs to be done at home can you? They have to physically be at work dum dum.
2:09:00 It's not the only discrepancy between the hunter notes and gameplay. The longsword also mentions that Iai Spirit Slash will go down a level if you don't time it, but it doesn't. it just doesn't deal bonus damage.
They should not nerf palamute on calling it mid combat, that thing is not instant you have to wait for your dog to come at you and doggo should not be stunned/kockout or got hit while going at you. This is a good option IMO and this is the best thing for blast weapon/charge blade users as they’re weapon loosen their sharpness real fast, and when your in arena where it’s hard to get a safe spot to sharpen this is a good thing.
Servers dropped for emergency maintenance in the U.S. as well. I wasnt able to download the demo until like 3am the next day. Same thing happened when Joker released for Smash. Just waaaaaaay too many people trying to get into the eShop simultaneously.
So hammer is exactly that, the biggest change is that the Power hammer is now a permanent stance. The normal hammer does less damage and KO but is faster than the slower and stronger Power stance
the changes to hammer is really cool, it adds way more complexity to the hammer with being able to switch stances with tradeoffs. Before hammer in World was just basically always be in Hammer charge and hit the face and that was it.
I think the sharpening on the palamute won't be to overpowered. While playing solo my palamute disappeared a few times after taking enough damage so it's not always around.
Doesn't actually disappear, they just get stunned at times during fights so you can't call them. You can however manually go to them and ride them when they're stunned.
At 3:06:04 when Ruri mentions Magnamalo having acid reflux I laughed my ass off because I have acid reflux too and "hellfire" is the best term I can use to describe it.
I wish i could add multiple thumbs up on this video. You guys are so knowledgeable about monster hunter. I only put 275 hrs into MHGU and maybe 6hrs into Rise. To know what y'all know, must have been 5 digits or more of play time to truly understand the mechanics. Y'all are legends!
I think the issue with too much happening is partially due to the palimutes and palicoes but also people are used to having flinch res etc from end game of World. I still remember World, GU and 3U being like that alot, as a lance player getting knocked over alot haha, but maybe they can do more to fix that issue. Also my thoughts on the demo are 10/10, never had this much fun on a demo before, something about Rise makes me feel like I'm playing MH for the first time again back on Tri. Can't wait to get the full game.
I don’t know about y’all but I feel like weapons in Rise feel a lot more.. accessible. Like in ice borne trying out a new weapon for me made me real nervous especially slower weapons like great sword Lance and GL. To me it felt like I could never use them especially in later mid to end game hunts, but in Rise all of them feel really good and fluid and fun, and I feel like I could really end up using these weapons a lot more later on.
I love listening to these podcasts while playing the demo and iceborne. Looking forward to trying sns and charge blade in rise as never played them before! Keep up the good work on the podcasts!
Regarding the 4 players and Palamute + Palico I think a solution could be to either have the Pals be absent when in combat - Like, you engage with the Arzuros and the Pals back off, then once combat ends the Palicos come in to help heal you up or the Palamutes come in and you can ride them to chase down the monster. That way they'll be in the hunt (and you can show off your cool Pal armor!), but they won't clutter the screen in combat. A second option would be to have the Pals cycle during combat - Like the previous example, but one Pal at a time gets to "tag in", for say about 2 minutes, and then they tag out and another one enters for 2 minutes or so.
Was watching this and thank God Gaijin mentioned the hammer stance switch to impact crater trick when they were discussing the hammer. Whenever I have seen footage of people playing the hammer or talk about it on the r/MHRise or r/MonsterHunter subreddits everyone just seems to pop off impact crater right away. Even if people know about the charge mechanic increasing its damage they often times skip it because it is faster to just pop it off than to charge first (which means you have more windows to use it). However, the fact that you can swap from blue stance to yellow and instantly be at LVL 3 charge means that an attack that does around 80dmg for the last hit now does 168dmg(x2) instead and still use it in the same approx. time frame. Those numbers come from Mizu on the head if you are wondering. For those wondering why the damage is so different Impact Crater seems to only hit once on the way down uncharged but at LVL 3 hits twice and each hit of impact crater hits does nearly double of the damage it does uncharged (I am specifically talking about the hit when the hammer actually slams into the ground here). When you add that together it is anywhere from 3x-4x more damage on that final hit (the variance comes from the fact that one of the hits might not technically hit the head and doesn't even hit a weak point in general). If you are curious about the LVL 3 Blue Charge version. If you take the time to charge Impact Crater to LVL 3 in the blue charge stance it does 194dmg(x2) but this one is better used when you used it as a punisher when the monster cannot do anything. This is because charging to LVL 3 from scratch can take up a fair amount of time and when you add into that the animation of impact crater will take up even more time the monster could be recovering by the time you're coming down in a lot of scenarios. Essentially the difference between LVL 3 Impact Crater in Yellow and Blue is a maximum of 336dmg (Yellow) vs.384dmg (Blue). Once again that is only the final hits of the attack and if the hits on the way up connect they can go even higher than that. That being said 336 damage is a lot better than the approx. 80 damage that an uncharged variant of the same skill would do and takes only 2secs or so longer to pull off (if that). TLDR; if you are just trying to quickly get off an impact crater in a small window swap over to the yellow stance first since it can triple and potentially quadruple your damage if they make contact and is almost just as fast as just quickly using the silkbind uncharged.
Real fire changes color depending on the chemical that initiates the burn. My chemistry professor introduced us to Purple fire, Green fire and even hot pink fire, my memory of the chemical names are gone but you can look it up.
was playing hunts with IG while listening to this and i agree with Gaijin SO mcuh. Its so god damn much fun to be dashing around in the air so much. IT EXCELS SO HARD in thin areas. I would get hit by mizu fling back into the air and grab to a wall and instantly start just going ham mid air. I cannot understand at all why people think this weapon is 'dead'
You guys nailed it that the longsword is TOO good, and I wish capcom would stop sucking that weapon off. It's so easy, there's no trade-off to it, there's no skills that it requires. I think I'm mostly frustrated because any other weapon that has a counter, uses shields, and more often then not they need to spec into guard to be able to even use counters. LS can just counter from the get-go without needing to spec into anything, with higher i-frames, no knockback, no stamina reduction, while a weapon that's literally build around countering, like the lance, has to spec points into guard to be able to even use counters towards mid-late game monsters. That's why 1/5th of the player base uses it, because it's so easy AND good in every possible way with no trade off or weakness and capcom won't stop adding to it, while every other weapon does have some sort of trade off.
I listen to Ruri rant about World Switch Axe and I wonder why I never felt that. And then it hit me - because I barely used Discharge or Zero Sum. My favorite attack of modern SA is by far the wide swing after wild swinge, so I used that for most of world into sword and switch back as needed. Felt like using Valor SA constantly and I loved it. And it staggered monsters like crazy. Now, in Rise, I'm kinda overwhelmed by the extra speed, but man, I'm SO certain I'll play tons of SA and love it again. My first weapon, I'm coming back.
I'm pretty sure that the kinsect in the demo is literally the basic bug that evolves into the other kinsects. Plus the kinsect when you use the recall has to be on the other side of the monster so it hits it on the way back in order to heal you. I was always able to heal myself with it if you throw the kinsect then recall toward the monster jumping over it. Or throwing it out leaving it alone then recalling when the monster starts attacking you.
With Insect glaive they removed the Iceborne descending strike and replaced it with a similar silkbind attack so in regards to charge blade I'm imagining theyve done a similar thing where savage axe mode will either be available via silkbind or some other mechanic. Perhaps more weapons are gonma get different playstyles depending upon the type of that weapon you've crafted too, similar to gunlance & HBG with its special ammo types.
I’m just glad that some tetsucabra survived my great tetsucabra massacre in gu I was an insect glaive main and the best map to get nectar was the ancient forests so I’d collect my nectar then annihilate a tetsu to end the quest then after a few runs id check the farm for specific ones I needed
Ruri makes so many good points about the Longsword and it's exactly how I feel. I also agree in regards to weapon advantages and disadvantages - I like knowing my weapon can't do everything. Once I know it can, that limitation is broken, and the barrier comes down - it almost invalidates every other weapon to me, and I end up moving away from it as a result.
Before World my main was the DB, which always left me at a disadvantage with monsters like rathalos or seregios due to the DB's pitiful reach. However that always made me adapt, by either using a limited move set that could actually hit it, using items and terrain to my advantage, or by focusing on low hanging parts like the tail.
I wonder if we'll still be able to eat at camp? I noticed you can't sharpen your weapon while climbing walls with your Palamute. Not a big deal though.
I think you're right about the internal mount cooldown. I mounted Rathian at the beginning of the hunt just to soften up Izuchi. After I killed Izuchi I picked up some buffs and then I went after Rathian and very quickly got a second mount, it caught me way off guard lol
Barioth is exactly where monsters should be going. Fast, highly learnable, challenging your own mobility, buy still fair. Also goddamn violent-looking.
As a longsword main, the fact that you can chain iai spirit slashes together even has me wondering if ls does need a nerf xD At the same time though... crit draw builds gonna look even funner xD Also for gunlance... what if the silkbind move that’s not in the demo follows up with a Wyvern’s Fire? It could mean each silkbind move can be followed up with a particular “big move” on the gunlance. The guardpoint for wyrmstake, the slam for full burst, the forward sweep for wyvern’s fire? Idk, just spitballing ideas.
2:47:30 to be fair, Kushala Daora is that one monster where it not being able to move makes the fight a lot better. Cheesing Kushala is the only good thing stickies allowed for. The less time we spend actually fighting Kushala, especially new world Kushala, the better.
The only thing that axe mode for sa has is that it has phial effects in amped state. Power axe doesnt do anything other than amping your sword faster. You cant even go into power axe while youre amped. You can do the move but you dont get the buff. I think the problem that everything pushes you to using sword mode is way stronger in rise.
I felt like in 3u gun Lance shells got better with better weapons, I mean I remember early ones had normal 1 and long 1, while end game gun lances had normal 5 and long 5. Did they remove the shelling levels since then? Cuz I haven't really tried gun Lance since 3U
If that's the case with Gunlance I would love it they did something similar for charge blade and give it the same access to phial types like Switchaxe does. I just want a blue flame Exhaust CB or or purple Lightning poison CB.
As an HH main who played it in both world and 4U I think that the HH changes are fine for Rise with its focus on wire bug combos and usability on a portable system. With that said I wouldn't want the Rise HH mechanics to return in the 6th Gen as we currently understand its mechanics.
Do an instant slingshot after the kunai with the dual blades and hit it. Doesnt even have to be blade dance. The regular x combo is hella strong too or you do your 2 uprising spins. Most I've hit for with the kunai was 229 so far (with a hh in party) and 201 solo
Edit: possible spoilers for Rise below so read at your own discretion As far as HH goes apparently you can switch styles. You can determine whether you want to play a more classic HH vs rise HH. Data miner on mh Reddit showed a bunch of stuff which I think would help people not liking the new HH. Also seemed like silk binds can be changed like hunting arts.
@gaijinhunter focus decreased the refresh time for wyvern blast, heart, and snipe for the bowguns but it wasn’t cost efficient (except for in the case of the horizon zero dawn lbg).
Recall Kinsect's not bad IMHO. It's a bit situational, maybe can be called a novelty. But I think it's a much faster way to go aerial, especially when you're up close and personal with the monster. Normal Vault puts you too high up and can waste a lot of time. Silkbind Vault's much better, but I usually overshoot when I'm too close to the monster. For Recall Kinsect, it's like activating aerial attacks at (almost) ground level. And you get s too, so you can make it into something like an "evade-counter into aerial" type of thing. The healing is just icing.
love the demo solo, but disappointed with multiplayer since its still kind of a monster mugging rather than playing off your teams strengths and the monsters weaknesses. I want it to be a dance between my teammates and the monster :(
Really depends on your team's weapon composition and determing what role you'll fill with said weapons. Unfortunately with the Switch, you can't just join a match and coherently play as a unit due to a lack of voice chat either. Bow, Hunting Horn, and Lance definitely showcase as truly supportive weapons especially with the Bow's Arc Shots and coating, Hunting Horn's buffs and debilitating effects, and then the Lance's ability to tank. Other weapons can fulfill more supportive roles too but those three in particular definitely speak to that position. Anyway! tl;dr basically play what weapons can fill each niche out of four hunters. A support, a tank, and two DPS for the most effective teams.
As a CB main coming from MH4U I can charge my sword now?? What does that mean?? Also I agree Rurikhan the advancing swap of the CB is weird because attacks directly out of it doesn't deal mount damage, if your in sword mode you'll switch into axe unless you attack right away as that just puts you back into sword mode.
Only 2 hours in, but really enjoying this while at work. I do want to point out another thing for Hunting Horns that make it very good and is almost never given attention to: The Heal. Other weapons may opt to move away to drink a potion, Hunting Horn can still just go on offensive and adjust the type of moves to pull off. And for those who love doing the zR+X a lot, wont even notice some damage they took. It's insanely good.
I don’t know if anyone experienced it, but if you do the wild swing combo end, I think your Hunter has rock stead stance, because Mitzu hit me so much after these instances and somehow I didn’t flinch.
@@laxuspoldish6165 no, not the dash, I genuinely mean that small flinches and attacks after the savage axe combo finisher (the axe slam down that makes the outer sides glow yellow, not the dash charge) makes you invulnerable to small hits that would flinch you. Don’t know if it covers bigger hits.
I was able to mount twice pretty easily using LBG with wyvern mines attached to monsters. First happens pretty much instantly and the 2nd one happens about midway.
one thing i loved to do in iceborne with dual blades was to see how long i could keep my combos and damage up, staying in demon mode with 0 stamina. I can still do that in Rise as long as i be careful with wirebug usage. try it
When I hear Gaijin and say he was good with the bow in generations all I can think about is that 1 stream of his where he fought bloodbath Diablos and got chapped with the bow the first round.
13:15 listened to this in public. Regrets. 0
Ok thats fuckin funny out of context xD
You actually made me laugh. Thank you sir.
all fun and games until the police shows up your door tomorrow...
Uh oh
Can’t forget about 1:05:30
3 and a half hours? I'm in for a treat
We all are.
I know
@@g.a.4978 oo
I’ve been waiting for this podcast. Hearing about MH:Rise from content creators I enjoy listening to is a highlight to my day! Thanks
I think y’all might forget that an easy way to do MASSIVE mounting damage is to ram one monster into another, this actually makes two mounts pretty consistent.
I miss the gigginox coffin hh from 3u, it was just atmospheric bells iirc
Also just give us bagpipes, please give us bagpipes
Wasn't it people screaming? Or I'm confusing it and thinking both Baleful and normal had people screaming. I loved the agony screaming sounds.
@@MalevolentJoe I mean
Aren’t the screams of agony from a coffin the perfect atmospheric sound for hunting
@@greenhillmario Ye got me there!
Haha they had bagpipes in MHGU as a hunting horn weapon. Is that what you mean?
I guess the HH trips will really help to deter LS users from tripping at the head. At least now the weapon that trips at the head... is one that belongs at the head.
I still hope we get flinch free back since 1 hunter only attacking the weakspot is a huge dps loss
@@Kemzter Damn if I respond to this with my unfiltered opinion I'm gonna get flashbacks to arguing with mindless DPS slave LS mains who targeted the head no matter the circumstances. Long story short I'm on the side of fun.
@@tammywacha yeah i get where you're coming from.. back in gen, i get the head since i use CB and it has stun if you use impact so my LS friends know that i get to attack the head, plus their job is to cut tails.. we got teamwork back then.. however playing with randoms in GU.. randoms act as if we got flinch free there.. it's so annoying
If I get tripped at the head with my hammer I'm launching EVERYBODY. Unfortunately I don't think our uppercut works on other people anymore at least in the demo. Tried to launch some annoying Trip swords and insect glaives but it didn't work. I probably just missed idk. I hope it's not gone.
@@TaqSoto Yeah I haven't played Hammer online so I don't have that experience, but HH used to be able to launch people before World.
Just listened to the whole thing and loved every minute of it! Excellent content, and @Rurikhan you could’ve easily slipped a couple more ads in there without being intrusive. Only two ad breaks for 3.5 hours of content... you’re too good to us dude and you deserve to make that money!
The main reason I even use midroll ads is because youtube ranks videos that use them higher. And I think this video actually has like 6, but I group them 2 at a time, so you have less interruptions, but they are slightly longer.
As someone who learned Hunting Horn recently in Iceborne, my issue with Rise's Hunting Horn is not the song mechanic, but what they did with the normal attacks. In previous games, each input would always result in the same attack regardless of where you were in your combo (e.g. forward X+A is always the overhead smash regardless of what the last move you used was), but in Rise, they added combo paths to memorize and also made it so that you can no longer influence the next move in the combo with a directional input.
They also removed the standalone hilt stab, which is absolutely unforgivable.
Completely agree. I learned HH in iceborne as well and it feels like they've stripped everything that made me play it in the first place. Like HH was calculating, knowing where the monster will be after an attack and figuring out where to strike and how. Now its like just press buttons and you can dominate. I get wanting to simplify it but damn, now it feels like I barely have to try.
No more cutting of tails 😭
Rurikhan!!!!! I have news in the demo. If you go to quest info you can find the Locale Information. It states the there are no outbreaks and no upsurges. This is very exciting information that the possible return of outbreak monsters are back and brings a lot of what if's for what's to come.
I believe the outbreaks are referring to small monsters like in moga woods in tri
Maybe it has something to do with the rampage
definitely the rampage
I was tinkering around with all the menues and stuff ( First mh game). and i saw that, wasnt sure what it was used for but it seems like it'll be useful. It reminded me of the news tho lol. Outbreaks of Covid...
@@jewmanji6266 This is my first ever monster hunter game & im loving it so far, its my kind of thing & i wouldnt know any better bc I've never played any MH game previously
Listening to these two talk monster hunter is just so chill you can tell they are so passionate about the topic. Really enjoy these podcasts so much 👍
These are by far my favorite videos in a loooong time. I hope you guys continue to do this once in a while ongoing. It's so great to hear you feed off of each other's passion for the game.
59:46 The silkbind moves all have different cooldowns. Some have short, medium and long cooldown, DBs counter has short cooldown for example..
I thought I was the only one that noticed. When sheathed, most of the wirebug moves are fast cooldowns. And the weapon drawn wirebug moves seem to have longer cooldowns.
The Fight Club 🧼 reference was pure gold
Listening to your guys' discussions and impressions of some of them weapons I haven't tried out in the demo yet really has me excited to try them out! As always thanks for a really entertaining and informative podcast!
Ruri and Gaiji: the monsters in the trailer look really cool
Great Baggi: Am I a joke to you
Can semi-confirm the internal mounting timer. When I fought in the demo, Great Izuchi was slapped by another monster and was able to be mounted. I did and after that, left it alone to concentrate on the actual target. After a while, the Great Izuchi and my target meet again, Izuchi is immediately slapped again and was ready to be mounted another time.
So i was not the only one who noticed that.
I wonder if it's actually turf war related. When another monster comes into the area, the current monster you're fighting suddenly breaks away and confronts the new one, like it's a scripted thing. Maybe it's placeholder or "default" turf war, and the loser becomes mountable. I think the trailer kind of suggests it too, with the last bit with Magnamalo vs Rathalos, but who knows
Because if it's a timer... why does it take too long to mount the monster you're fighting? And I actually had Great Izuchi mountable twice pretty quickly. First when I ran by Rathian, then just a few minutes after when I switched to Mizu.
@@clockwork204 I'm not sure but i think the little fight they do is a turf war
@@azure4622 Yeah, like I said... I wonder if it's just a placeholder, and that it will be changed / implemented in the full game. Or maybe it's how turf war happens for monsters without the special animation.
@@clockwork204 according to the trailers so far, it's definitely a system for monsters with no special interactions.
Dudes ... the HBG silk bind block is amazing - you can use it on roars or even Mizu bubbles ... likewise, the SwitchAxe silk move goes thru roars. It’s nasty. Food for thought. Loving the new variety these moves add.
Hehehe been waiting for this. Thanks rurikhan. Sheilds up!
Before the demo I guessed that every weapon would have 3-4 moves based around specific templates, to match the two sheathed silkbind movements. A jump directly upwards, a pull forwards, some kind of returning move in the form of a silkbind, and a brand new move (usually a counter.) All of the missing moves seem to fall within this template too so we can have an idea of what to potentially expect. (I could be way off too but this seems to make a lot of sense)
Great one! Still feels unreal to have a podcast with those two. Please keep it up!
The wirebug gap closer for the lance is insane. Basically gives full uptime especially in coop when the monster is running around like crazy and since it can be a block gap closer or an attack, its a lance charge but faster.
The reason people dodge for lance is to reset the pokes faster and its less risky than starting a counter attack to reset since missing a counter leaves you more vulnerable longer if you dont actually counter a monster with it. Along with this, it puts you back into position since you move slightly with a triple poke.
One function of these demos is to see how these things work out in the wild where people are going to do things the devs never thought of and to have stress tests in the wild.
I'm really happy how long this is today, also I love hearing these discussions about the weapons you guys are having, I'm happy you guys are doing this podcast
Leaving a comment to show support. I absolutely love this podcast
"I can swear in this podcast, right?" Savage Gaijin was born.
This is probably my favorite podcast atm, keep it up guys i love listening to both of you
I just started watching this but if you had mentioned you guys should do a co-op hunt together.
one of em aint getting sleep and they have families too , they live on the opposite sides of the world
@@TheShootingstarhero Well if they can do podcasts they can do coop. Just gotta time it well so they're both ok with it
Whatever way we all decide to hunt, the wire bug feels so damn good for weapon and positioning movement.
The one time I forgot to bring my earbuds to work today...
Just blast it, your coworkers will like the conversation
F
Forgot to charge mine for work today dammit
you dont work from home?
@@AysarAburrub You can't expect Healthcare, Food Service, Delivery, Maintenance jobs to be done at home can you? They have to physically be at work dum dum.
I really feel like timestamps would help here if you wanna jump to your main wep
2:09:00 It's not the only discrepancy between the hunter notes and gameplay. The longsword also mentions that Iai Spirit Slash will go down a level if you don't time it, but it doesn't. it just doesn't deal bonus damage.
They should not nerf palamute on calling it mid combat, that thing is not instant you have to wait for your dog to come at you and doggo should not be stunned/kockout or got hit while going at you. This is a good option IMO and this is the best thing for blast weapon/charge blade users as they’re weapon loosen their sharpness real fast, and when your in arena where it’s hard to get a safe spot to sharpen this is a good thing.
It's also great for DB, IG, other melee weapons. Long story short, it's amazing and should not go away.
@@mhk6943 yes all melee weapons benefits with this feature.
Servers dropped for emergency maintenance in the U.S. as well. I wasnt able to download the demo until like 3am the next day. Same thing happened when Joker released for Smash. Just waaaaaaay too many people trying to get into the eShop simultaneously.
Easily my favourite podcast from my 2 favourite youtubers . Keep it going guys
So hammer is exactly that, the biggest change is that the Power hammer is now a permanent stance. The normal hammer does less damage and KO but is faster than the slower and stronger Power stance
the changes to hammer is really cool, it adds way more complexity to the hammer with being able to switch stances with tradeoffs. Before hammer in World was just basically always be in Hammer charge and hit the face and that was it.
Can't believe there's still so long to wait... My hype levels are overflowing! Thanks for the awesome episode 👍
When do they talk about CB? Can somebody help me?
Been waiting for this ever since the demo dropped 🎉
I think the sharpening on the palamute won't be to overpowered. While playing solo my palamute disappeared a few times after taking enough damage so it's not always around.
Doesn't actually disappear, they just get stunned at times during fights so you can't call them. You can however manually go to them and ride them when they're stunned.
At 3:06:04 when Ruri mentions Magnamalo having acid reflux I laughed my ass off because I have acid reflux too and "hellfire" is the best term I can use to describe it.
I wish i could add multiple thumbs up on this video.
You guys are so knowledgeable about monster hunter. I only put 275 hrs into MHGU and maybe 6hrs into Rise.
To know what y'all know, must have been 5 digits or more of play time to truly understand the mechanics.
Y'all are legends!
I think the issue with too much happening is partially due to the palimutes and
palicoes but also people are used to having flinch res etc from end game of World. I still remember World, GU and 3U being like that alot, as a lance player getting knocked over alot haha, but maybe they can do more to fix that issue.
Also my thoughts on the demo are 10/10, never had this much fun on a demo before, something about Rise makes me feel like I'm playing MH for the first time again back on Tri. Can't wait to get the full game.
I don’t know about y’all but I feel like weapons in Rise feel a lot more.. accessible. Like in ice borne trying out a new weapon for me made me real nervous especially slower weapons like great sword Lance and GL. To me it felt like I could never use them especially in later mid to end game hunts, but in Rise all of them feel really good and fluid and fun, and I feel like I could really end up using these weapons a lot more later on.
The perfect length. Thanks guys 👌🏾
I love listening to these podcasts while playing the demo and iceborne. Looking forward to trying sns and charge blade in rise as never played them before! Keep up the good work on the podcasts!
Regarding the 4 players and Palamute + Palico
I think a solution could be to either have the Pals be absent when in combat - Like, you engage with the Arzuros and the Pals back off, then once combat ends the Palicos come in to help heal you up or the Palamutes come in and you can ride them to chase down the monster. That way they'll be in the hunt (and you can show off your cool Pal armor!), but they won't clutter the screen in combat.
A second option would be to have the Pals cycle during combat - Like the previous example, but one Pal at a time gets to "tag in", for say about 2 minutes, and then they tag out and another one enters for 2 minutes or so.
Man I love these so much can’t wait for the next one
Thanks rurikhan for all the work you do
Happy hunting!
Extra long episodes are always welcome!!
HBG is much improved if you ask me. I dig the charge shot
Oh man that MH3 victory music at the end, what a way to end off a great podcast. That theme is nostalgia overload!
It is the third fleet podcast :p
Was watching this and thank God Gaijin mentioned the hammer stance switch to impact crater trick when they were discussing the hammer. Whenever I have seen footage of people playing the hammer or talk about it on the r/MHRise or r/MonsterHunter subreddits everyone just seems to pop off impact crater right away. Even if people know about the charge mechanic increasing its damage they often times skip it because it is faster to just pop it off than to charge first (which means you have more windows to use it).
However, the fact that you can swap from blue stance to yellow and instantly be at LVL 3 charge means that an attack that does around 80dmg for the last hit now does 168dmg(x2) instead and still use it in the same approx. time frame. Those numbers come from Mizu on the head if you are wondering. For those wondering why the damage is so different Impact Crater seems to only hit once on the way down uncharged but at LVL 3 hits twice and each hit of impact crater hits does nearly double of the damage it does uncharged (I am specifically talking about the hit when the hammer actually slams into the ground here). When you add that together it is anywhere from 3x-4x more damage on that final hit (the variance comes from the fact that one of the hits might not technically hit the head and doesn't even hit a weak point in general).
If you are curious about the LVL 3 Blue Charge version. If you take the time to charge Impact Crater to LVL 3 in the blue charge stance it does 194dmg(x2) but this one is better used when you used it as a punisher when the monster cannot do anything. This is because charging to LVL 3 from scratch can take up a fair amount of time and when you add into that the animation of impact crater will take up even more time the monster could be recovering by the time you're coming down in a lot of scenarios.
Essentially the difference between LVL 3 Impact Crater in Yellow and Blue is a maximum of 336dmg (Yellow) vs.384dmg (Blue). Once again that is only the final hits of the attack and if the hits on the way up connect they can go even higher than that. That being said 336 damage is a lot better than the approx. 80 damage that an uncharged variant of the same skill would do and takes only 2secs or so longer to pull off (if that).
TLDR; if you are just trying to quickly get off an impact crater in a small window swap over to the yellow stance first since it can triple and potentially quadruple your damage if they make contact and is almost just as fast as just quickly using the silkbind uncharged.
For Lbg, focus reduces cool down on moves, and special ammo boost increases their damage
Shepard did the math on the hammer combos btw :)
I believe the input buffer is shorter this game.
Real fire changes color depending on the chemical that initiates the burn. My chemistry professor introduced us to Purple fire, Green fire and even hot pink fire, my memory of the chemical names are gone but you can look it up.
was playing hunts with IG while listening to this and i agree with Gaijin SO mcuh. Its so god damn much fun to be dashing around in the air so much. IT EXCELS SO HARD in thin areas. I would get hit by mizu fling back into the air and grab to a wall and instantly start just going ham mid air. I cannot understand at all why people think this weapon is 'dead'
You guys nailed it that the longsword is TOO good, and I wish capcom would stop sucking that weapon off. It's so easy, there's no trade-off to it, there's no skills that it requires. I think I'm mostly frustrated because any other weapon that has a counter, uses shields, and more often then not they need to spec into guard to be able to even use counters. LS can just counter from the get-go without needing to spec into anything, with higher i-frames, no knockback, no stamina reduction, while a weapon that's literally build around countering, like the lance, has to spec points into guard to be able to even use counters towards mid-late game monsters. That's why 1/5th of the player base uses it, because it's so easy AND good in every possible way with no trade off or weakness and capcom won't stop adding to it, while every other weapon does have some sort of trade off.
I love how Rurikhan smiles when Gaijin does the intro
I’m coming from P3 to Rise. There’s so much changed that everything is so difficult. So far the Gunlance is feeling good for me.
I listen to Ruri rant about World Switch Axe and I wonder why I never felt that. And then it hit me - because I barely used Discharge or Zero Sum. My favorite attack of modern SA is by far the wide swing after wild swinge, so I used that for most of world into sword and switch back as needed. Felt like using Valor SA constantly and I loved it. And it staggered monsters like crazy.
Now, in Rise, I'm kinda overwhelmed by the extra speed, but man, I'm SO certain I'll play tons of SA and love it again. My first weapon, I'm coming back.
I'm pretty sure that the kinsect in the demo is literally the basic bug that evolves into the other kinsects. Plus the kinsect when you use the recall has to be on the other side of the monster so it hits it on the way back in order to heal you. I was always able to heal myself with it if you throw the kinsect then recall toward the monster jumping over it. Or throwing it out leaving it alone then recalling when the monster starts attacking you.
With Insect glaive they removed the Iceborne descending strike and replaced it with a similar silkbind attack so in regards to charge blade I'm imagining theyve done a similar thing where savage axe mode will either be available via silkbind or some other mechanic. Perhaps more weapons are gonma get different playstyles depending upon the type of that weapon you've crafted too, similar to gunlance & HBG with its special ammo types.
The Great Sword in the demo is actually Gos Harag's arm.
I’m just glad that some tetsucabra survived my great tetsucabra massacre in gu
I was an insect glaive main and the best map to get nectar was the ancient forests so I’d collect my nectar then annihilate a tetsu to end the quest then after a few runs id check the farm for specific ones I needed
You monster
Im just hoping some nargacuga's survived my genocide in iceborne. I have almost 200 narga KILLS
Ruri makes so many good points about the Longsword and it's exactly how I feel. I also agree in regards to weapon advantages and disadvantages - I like knowing my weapon can't do everything. Once I know it can, that limitation is broken, and the barrier comes down - it almost invalidates every other weapon to me, and I end up moving away from it as a result.
Before World my main was the DB, which always left me at a disadvantage with monsters like rathalos or seregios due to the DB's pitiful reach. However that always made me adapt, by either using a limited move set that could actually hit it, using items and terrain to my advantage, or by focusing on low hanging parts like the tail.
I wonder if we'll still be able to eat at camp? I noticed you can't sharpen your weapon while climbing walls with your Palamute. Not a big deal though.
I think you're right about the internal mount cooldown. I mounted Rathian at the beginning of the hunt just to soften up Izuchi. After I killed Izuchi I picked up some buffs and then I went after Rathian and very quickly got a second mount, it caught me way off guard lol
Can't get over how cute gaijin's avatar looks
Always awesome when both of you come together, makes the long day of work pass a little faster. Thanks for this guys! \[T]/
Barioth is exactly where monsters should be going. Fast, highly learnable, challenging your own mobility, buy still fair. Also goddamn violent-looking.
As a longsword main, the fact that you can chain iai spirit slashes together even has me wondering if ls does need a nerf xD
At the same time though... crit draw builds gonna look even funner xD
Also for gunlance... what if the silkbind move that’s not in the demo follows up with a Wyvern’s Fire? It could mean each silkbind move can be followed up with a particular “big move” on the gunlance.
The guardpoint for wyrmstake, the slam for full burst, the forward sweep for wyvern’s fire? Idk, just spitballing ideas.
I'm pretty sure they're just doing the thing they did in Generations, where you have a selection of silkbind moves to choose from before a quest.
A cool taunt for Lance could be to bang your shield like a gong and it has a GP like you said.
One thing I noticed on mounting is I got 3 ish mounts on a monster, by using wire bug attacks, spider bug and ramming into it with 2 other monsters
Why do you say 3 ish? Did you get 3 or not?
@@illogik I'm pretty sure I got 3, but I'm not confident in my counting.
@@Wynonyn neither am I.
I'm so glad I never stopped manually inputting the backhop. I knew they'd take away the auto-combo-backhop at some point.
2:47:30 to be fair, Kushala Daora is that one monster where it not being able to move makes the fight a lot better. Cheesing Kushala is the only good thing stickies allowed for. The less time we spend actually fighting Kushala, especially new world Kushala, the better.
So Wyvern Riding in Rise can be PvP?
Oh shit! My kinsect guy missing comment got a shout out 😂
The only thing that axe mode for sa has is that it has phial effects in amped state. Power axe doesnt do anything other than amping your sword faster. You cant even go into power axe while youre amped. You can do the move but you dont get the buff. I think the problem that everything pushes you to using sword mode is way stronger in rise.
I felt like in 3u gun Lance shells got better with better weapons, I mean I remember early ones had normal 1 and long 1, while end game gun lances had normal 5 and long 5. Did they remove the shelling levels since then? Cuz I haven't really tried gun Lance since 3U
No, shelling levels are a thing, but in world, most of the Gunlances don't reach max shelling level.
If that's the case with Gunlance I would love it they did something similar for charge blade and give it the same access to phial types like Switchaxe does. I just want a blue flame Exhaust CB or or purple Lightning poison CB.
As an HH main who played it in both world and 4U I think that the HH changes are fine for Rise with its focus on wire bug combos and usability on a portable system. With that said I wouldn't want the Rise HH mechanics to return in the 6th Gen as we currently understand its mechanics.
Do an instant slingshot after the kunai with the dual blades and hit it. Doesnt even have to be blade dance. The regular x combo is hella strong too or you do your 2 uprising spins.
Most I've hit for with the kunai was 229 so far (with a hh in party) and 201 solo
Quick question for both of you, do you think subquests make a return in Rise? Or will it stick to investigations?
Edit: possible spoilers for Rise below so read at your own discretion
As far as HH goes apparently you can switch styles. You can determine whether you want to play a more classic HH vs rise HH. Data miner on mh Reddit showed a bunch of stuff which I think would help people not liking the new HH. Also seemed like silk binds can be changed like hunting arts.
@The Great Cosmic Axolotl sorry I’ll fix it
Combining 2 passions for me while I work. Monster Hunter and podcasts!
@gaijinhunter focus decreased the refresh time for wyvern blast, heart, and snipe for the bowguns but it wasn’t cost efficient (except for in the case of the horizon zero dawn lbg).
For HBG multiplayer Charge shot will be the way to go but Single player just spam you regular shots till you're low on ammo
Recall Kinsect's not bad IMHO. It's a bit situational, maybe can be called a novelty. But I think it's a much faster way to go aerial, especially when you're up close and personal with the monster. Normal Vault puts you too high up and can waste a lot of time. Silkbind Vault's much better, but I usually overshoot when I'm too close to the monster. For Recall Kinsect, it's like activating aerial attacks at (almost) ground level. And you get s too, so you can make it into something like an "evade-counter into aerial" type of thing. The healing is just icing.
love the demo solo, but disappointed with multiplayer since its still kind of a monster mugging rather than playing off your teams strengths and the monsters weaknesses.
I want it to be a dance between my teammates and the monster :(
how would they accomplish this, curious to hear your ideas
Really depends on your team's weapon composition and determing what role you'll fill with said weapons. Unfortunately with the Switch, you can't just join a match and coherently play as a unit due to a lack of voice chat either. Bow, Hunting Horn, and Lance definitely showcase as truly supportive weapons especially with the Bow's Arc Shots and coating, Hunting Horn's buffs and debilitating effects, and then the Lance's ability to tank. Other weapons can fulfill more supportive roles too but those three in particular definitely speak to that position.
Anyway! tl;dr basically play what weapons can fill each niche out of four hunters. A support, a tank, and two DPS for the most effective teams.
I will be happy if they sneak in the "to kill a monster, you need a monster" line into the game.
As a CB main coming from MH4U I can charge my sword now?? What does that mean?? Also I agree Rurikhan the advancing swap of the CB is weird because attacks directly out of it doesn't deal mount damage, if your in sword mode you'll switch into axe unless you attack right away as that just puts you back into sword mode.
I dont remember did the bow always have double power shots ? Dont remember it being in generations and definitely not in world so that suprised me
It was something you could do in the bows valor state in MHGU
Only 2 hours in, but really enjoying this while at work. I do want to point out another thing for Hunting Horns that make it very good and is almost never given attention to: The Heal.
Other weapons may opt to move away to drink a potion, Hunting Horn can still just go on offensive and adjust the type of moves to pull off. And for those who love doing the zR+X a lot, wont even notice some damage they took. It's insanely good.
Just listening to this in school is the best
2:02:10 that’s me I skipped world because I didn’t have anything to play it on at the time
I don’t know if anyone experienced it, but if you do the wild swing combo end, I think your Hunter has rock stead stance, because Mitzu hit me so much after these instances and somehow I didn’t flinch.
It has s
@@laxuspoldish6165 no, not the dash, I genuinely mean that small flinches and attacks after the savage axe combo finisher (the axe slam down that makes the outer sides glow yellow, not the dash charge) makes you invulnerable to small hits that would flinch you. Don’t know if it covers bigger hits.
I was able to mount twice pretty easily using LBG with wyvern mines attached to monsters. First happens pretty much instantly and the 2nd one happens about midway.
one thing i loved to do in iceborne with dual blades was to see how long i could keep my combos and damage up, staying in demon mode with 0 stamina. I can still do that in Rise as long as i be careful with wirebug usage. try it
Good stuff, I like the longer podcasts
Hey dude I love your videos! Can`t wait to watch your gameplay videos when the game releases!
When I hear Gaijin and say he was good with the bow in generations all I can think about is that 1 stream of his where he fought bloodbath Diablos and got chapped with the bow the first round.