I wonder if paintballs can be used to tag monsters since there can be multiple of the same, and they've said broken parts and damage persist after finishing a quest. so throw it at a monster you wanna remember for when your current hunt is finished?
For me, if they are giving out more monster materials from collecting tracks and destroying wounds then I hope they up the amount you need overall when creating weapons and armour pieces.
@@sakamotoshinonome I'd just like to have every bit of gear feel earned & have a reason to fight monsters more than a handful of times, anyhow, let's hope they can strike a good balance overall.
The low amount of parts needed is a nice change in theory, but in practice it led to me playing the game less and hunting Monsters maybe twice until endgame
That might be true but in all those clips, in every monster hunter until now, we never really saw a comparison in damage numbers between with and without decimals. So it might be right that rounding could be the answer, but do you really thing that DB only do 2 damage on a wounded part? I honestly don't think so. And it also wouldn't explain the barrel bombs. So even if that clip might be wrong, my point still stands.
@@Vycery true 2 damage would very low. It would be weird if they would remove the wake up modifier completely. Maybe it wasn't implemented in the demo for some reason?
@@TheLloydLightning no, flinch free still has use against monsters even in a solo setting, shockproof tho only works against and specifically for other players flinching you, it's literally hard-coded that way and it's super lame
Something I saw in the demo videos that I did not really like (specifically with the lance, idk about other weapons) is that they seem to have simplified the gameplay. I the upper right corner they had the hints for the moves available, it seems that, after you do your third poke, you can directly press circle to do a counter. If I remember correctly, in World you had to press R2+circle to do the same thing. I might be wrong but if it is the case idk how I feel about it. On one hand I like that is more appealing to casuals but, on the other hand, I feel like they are taking away what little execution was needed to play the Lance (which was not that high to begin with). Another factor is that the "perfect" block the lance seems to have is quite generous on its timing, I would like it to be more precise and more rewarding, rather than lenient and not that exciting to do. Then again, this is still a demo, some mechanics might change on the full release and what I said are nothing more than nitpicks to be honest.
Wake up attack is probably a bug. The version was relatively early and I dont see much sense in having only some attacks cause wake up damage. It would be one thing if they completely removed it but that doesnt seem to be tha case and also why would they.
Cant wait to see them decimal numbers to make me feel like im dealing more damage
I like the flinch, the inconvenience is intended. We as hunters have to be aware of the other player
i like the weird multiplayer shit except for when im on bow and the three people at the one good hitzone eat all my arrows
@@aidan8232 As a bow main myself, i do understand your struggle
Really nice in theory but community been getting worse and more toxic with each entry, it's no longer 3rd gen unfortunately.
@@noctisgaming2939 more people means more toxicity the percentage of toxic people is probably about the same
Me and my Pierce hbg flinching all my friends continuesly
I wonder if paintballs can be used to tag monsters since there can be multiple of the same, and they've said broken parts and damage persist after finishing a quest. so throw it at a monster you wanna remember for when your current hunt is finished?
For me, if they are giving out more monster materials from collecting tracks and destroying wounds then I hope they up the amount you need overall when creating weapons and armour pieces.
I rather prefer if the materials were easy to get (except for mantles and gems) but money was more spare
@@sakamotoshinonome I'd just like to have every bit of gear feel earned & have a reason to fight monsters more than a handful of times, anyhow, let's hope they can strike a good balance overall.
The low amount of parts needed is a nice change in theory, but in practice it led to me playing the game less and hunting Monsters maybe twice until endgame
I really hope we get flinch free early. Pray 🙏
4:48 with decimals for damage numbers being a thing this isn't true and could be due to rounding
That might be true but in all those clips, in every monster hunter until now, we never really saw a comparison in damage numbers between with and without decimals. So it might be right that rounding could be the answer, but do you really thing that DB only do 2 damage on a wounded part? I honestly don't think so. And it also wouldn't explain the barrel bombs. So even if that clip might be wrong, my point still stands.
@@Vycery true 2 damage would very low. It would be weird if they would remove the wake up modifier completely. Maybe it wasn't implemented in the demo for some reason?
Very very good news: bloated damage values on weapons when viewing them on your menu is no longer a thing in Wilds
Say what you will but hunters flinching each other should always stay, and shockproof shouldn't exist either imo...
either what ? Tell me!! i want to ear (read) it !!
@@sakamotoshinonome "imo" means "in my opinion"... my thought was finished there.
So flinch free shouldn't exist too right? Because with it in the game it's just a multiplayer skill tax
@@TheLloydLightning no, flinch free still has use against monsters even in a solo setting, shockproof tho only works against and specifically for other players flinching you, it's literally hard-coded that way and it's super lame
@@TheLloydLightning kind of
Timer is probably the time left in the quest
Yea it might be !! Now i'm sure it is
I caught that true raw values are back aswell, which is a nice surprise given its a main team game
Something I saw in the demo videos that I did not really like (specifically with the lance, idk about other weapons) is that they seem to have simplified the gameplay. I the upper right corner they had the hints for the moves available, it seems that, after you do your third poke, you can directly press circle to do a counter. If I remember correctly, in World you had to press R2+circle to do the same thing. I might be wrong but if it is the case idk how I feel about it. On one hand I like that is more appealing to casuals but, on the other hand, I feel like they are taking away what little execution was needed to play the Lance (which was not that high to begin with). Another factor is that the "perfect" block the lance seems to have is quite generous on its timing, I would like it to be more precise and more rewarding, rather than lenient and not that exciting to do. Then again, this is still a demo, some mechanics might change on the full release and what I said are nothing more than nitpicks to be honest.
That timer must be how much time you have to complete the quest.
I'd assume Palico abilities are just unlocked for the Demo
Wake up attack is probably a bug. The version was relatively early and I dont see much sense in having only some attacks cause wake up damage. It would be one thing if they completely removed it but that doesnt seem to be tha case and also why would they.
Do a lance breakdown👀