I find it funny that it is meant to be a way for people with Arachnophobia to play the game. But honestly for me I find the blob monster that replaces them far creepier. But it does make me wonder something if that setting will effect the armor and weapons. That would be funny to see somebody wearing a blob armor because he can't see the Lala Barina elements of the gear.
@@Gep_05 Arachnophobia is a fear of spiders and in this game you can make it where the smaller bugs are replaced with blobs as an attempt to help them out. Ironically the large monsters like the new one Lala Barina won't be affected by this change. As for what @Ms5000Watts meant was the way the blob is attacking the hunter. It looks a little suspect of it doing something else is my guess.
It's very refreshing to see a dev team not only directly respond to feedback so quickly, but also actually agreeing and making changes to improve the game in such a timely fashion. Were blessed with this team being in charge of MH
Or that a lot of our requested changes were either already in the pipeline or already on the table. Felt really good to hear “yeah most of the bugs seen in beta we knew about and have already been worked on for the most recent version”
It is crazy how much information and gameplay is available months before a release nowadays. I remember looking at the back of the box to reat the 5 sentence description or the little booklet that came with games. Its cool tho
I always find it interesting when people say this. If you want to go in blind, maybe try avoiding videos about the game you want to go in blind on. It’s totally doable! I am doing it for some of the games I am looking forward too!😊 Not hating btw, just some advice
I know @tegridyfarms. The comment was for @fupplebupple but the reply system on youtube is weird. I am with you on the how far we have come, I remember looking at the back of the Metal Gear Solid 1 box for codec numbers.
Yeah I remember getting all my info from game informer id read it repeatedly just waiting for the game to come out and hope that the next month there would be new info 😂
Arekkz Gaming, it has been almost ten years ago since I discovered your channel for Monster Hunter content. I was playing MH4U at the time and I will never forget your kinsect guides! I had a relic insect glaive (the Gore Magala one) with your kinsect and the Star Knight armor set. Thank you for all the memories since then!
This is…incredible! I’ve played the PS5 beta and had a blast, but definitely noticed a number of jarring issues. But the fact that they’re not only changing and fixing a number of things but listening to feedback and being very transparent about is such a breath of fresh air. Big W for the devs!
Same, I mean the set up is still there. Gammoth would certainly mess up a food chain it moved to . And if the size is really an issue they could maybe make it a seige style quest.
I wasn't in a Walmart this time, but one of my coworkers just ran to the bathroom. I was confused for a bit, but again, got immediately distracted by the notification for this video.
while i understand people in world used to say IG was basically throwing when they did nothing but Aerial Glaive (which they were), the point of the Aerial IG was to attack monsters that other classes couldnt hit. Lets be real, how often would you be waiting for a Flying monster to get close to the ground or land because you already used all your Flash Pods or something? IG can still attack it, causing it to get knocked out of the sky more often than not. Because of that fact, IG has little to no Damage Downtime, which a lot of people seem to forget
Yeah, that is the good part. The bad part is that is the only thing that most people focus on and then they act like that's the entire identity of the weapon (which I find very insulting).
One of the fun things in world for me as an IG main was that Lunastra, a monster MOST other weapon types hated fighting, had giant weakspots on her wings. So aerial play was actually the best route to fight her. You avoid ground blob fire, you deal extra weak point damage. Win Win.
@@Krescentwolf I was really surprised to hear how some people really hated fighting Lunastra in World (I don't play online so I don't tend to hear these things), as an IG player I never had issue with her.
No, aerial glaive is not a thing. In World staying in the air for anything other than spamming Descending Thrust was effectively throwing the match. You do sub-Palico damage. I completely understand the community getting that kick button ready now that the pointless bouncing is back.
My 3 main weapons have been Lance, SWaxe, and IG since World started. So I'm happy to hear about the improvements coming. The addition of being able to bring a 2nd weapon has gotten me to add Hamma and Bow to the stable and now I feel like I have an answer for every monster type out there.
As an IG main… WE ARE BACK!!!!! WE ARE SO BACK!!!!!!!!!!! We were alsways gonna try your new ground combat dude. We love the glaive. The whole glaive. The ground combat, the air combat, the bug combat! Thanks for the objectively best weapon 🥰
You can parry to activate it too but I know it would be better to just do it yourself. But atleast it's way more powerfull now with the non consuming phials thing or half consuming!
Weakpoints are going to become a problem later in the games lifespan. If ranged hunters take all the wounds melee's are going to feel like they are griefing them. I see it happening especially with harder fights when melee's need their gauge refreshed. I see the same thing happening with luring pods. I wont be surprised if Wilds community becomes a toxic one.
@@SpecLeader101the timing for perfect guard is very generous. You can easily guard a roar, a tackle, projectile, or small barrel bomb every two minutes. That’s not even including mounts/ wounds. Activating Savage Axe shouldn’t be an issue if you’re moderately decent at the game.
The hit-stop being in the game is the difference in playing Monster Hunter and Dauntless/etc. It's like playing Insect Glaive without aerial combat. It's the identity of IG just like hit-stop is the identity of MH.
Yes, the identiy of IG is where it does the least damage and the result of many kicks from lobbies. The IG's identity is the Kinsect and Glaive. All else is tertiary at best.
@RicochetForce You say that like damage is the primary function of the weapon to begin with…? It’s the only weapon that can tackle aerial enemies at nearly all times and repeatedly trigger a mount from anywhere it wants. Insect Glaive is not GS- it’s not meant to be big damage. I can assure you any person who thinks of insect glaive isn’t gonna be thinking about the ground combat first.
As a Lance Main i’m hyped I hope the Suto Shield Bash stays and the Focus move Victory Thrust also stays. With the Mid Thrust Changes. I loved all three of them. I know this will probably not make it but I hope my idea of Guard Dash into Shield Charge is liked maybe DLC worth Guard Dash R2+L+▲ → Leaping Thrust ● or Shield Charge ▲. Then when you are performing Shield Charge you can perform Leaping Thrust ● or Shield Bash ▲
What Capcom does with MH is imo, the gold standard. Super transparent, amazing community support and feedback, genuine care for the game and attention to detail. Every other studio out there needs to sit down and take notes.
@RicochetForce I'm glad you enjoyed the changes. I didn't like that they made descending thrust a charge move, and that IG is so heavily reliant on focus mode. Also, locking the full moveset behind triple buff kinda sucks (often times you're better off just using the charge attack into rising spiral slash, getting your extracts and repeat). Getting Arial bounce back is cool, but that wasn't my issue with the weapon.
@@AdAce21 Descending Thrust is easier to spam then ever before. A 1/3 to 1/5 second charge that's ready to go before your vault's zenith is nuts. IG being in Focus Mode is godlike, peak fiction in realizing the weapon concept. Attacking in unison with the Kinsect is awesome. As is the fact that it retains its own unique properties (Blunt, Slash, Element/Status) and auto harvests extract. Moveset being locked behind triple buff would be bad... in previous gens. In Wilds triple buff is laughably easy, almost insultingly so. The weapon, objectively, is not in a bad place. There just seems to be an intense refusual to learn, change, adapt and drop the crutches. I believe this will continue even when Capcom fixes the button layout mess we currently have. People want nothing more than to turn their brain off and do ground infinite combo and/or aerial spam.
See as an insect glaive user i have different uses for it. Smaller monsters need the ground moves. Like velocidromes, baggys. All the the large land based monsters need the ground moves. Its the aerial monsters like rathians, Khezus etc that need the flying moves. You take away the bounce that essentially cuts our mobility and power in half.
Nothing more satisfying with this game's release than the devs hearing criticism, saying "that's an old build, we'll fix that," and then actually fixing that mechanic a month later. I got used to Nintendo's "gameplay is not final" formality they have on every prerelease game teaser these days, so it's nice to see Capcom's devs follow through on their word. Can't wait to see how this game turns out in February!
Man...I am glad that the Aerial Glaive playstlye was restored. IG needed something if it wasn't going to have access to Wild's new mechanics in "offsets" and "power clashes". I can see the IG's new Rising Spiral Slash being a great ender after the full Vault Dance.
Or I can just do RSS while on the ground, go back into the ground combo, into another RSS or vault up into an immediate Descending Thrust. No need to flop around for 10+ seconds doing nothing.
@@RicochetForcelmao if being in the air is such a problem for you just don’t use it or play a different weapon. No need to hate on the way other people play
With all due respect to the development team the decision to make a grounded IG was insane. I admit I only joined the MH scene around 5 or 6 years but I never heard anyone say they wished they could have an IG without the bounce
I don't think the removal of the bounce was at the request of IG players, but rather everyone else. "Stop flying around and actually do damage". IG player: WEEEEEEEEEE! Sigh .......
Removing the bounce and changing the moveset was a net positive. The IG community has too many people that literally never learned how to play the game, to the point that IG got a really bad rep overall.
It was more that the people who play solely in the air can create a very negative experience for those who are playing normally since you many people wind up carting midair constantly and doing next to no damage because they're spamming one of their lowest damage moves the whole quest
@@starboypluto Again, why does it matter? If an IG main plays IG solo, it doesnt really matter what he spams, and usually players only spam this move when learning the monsters movest, or when they're new to the weapon itself. Instead of hating the weapon, try hating the player instead. You don't get mad at the greatsword user for using the sideswipe instead of TCS, you get mad at the player. In the end it's still just a tool. I really don't get why people are so butthurt about the aerial capabilities of IG.
So much fantastic news here. SO happy to see hitstop back and that some weapons are getting a look at AND that they have toned down the monsters running away. I am a switch axe main and I am a little concerned that they will make it so that you are simply spamming full release slash as I dont enjoy that playstyle. I really hope other playstyles are viable. Elemental discharge and attaching to the monster is fun too. I dont want to be constantly just building up to full release slash over and over to play optimally so heres hoping they dont turn it into full release slash spam. Overall delighted with most of what I am hearing here!
Do you want other playstyles to be viable? Or do you want other playstyles to be optimal? Because there's only ever going to be one optimal playstyle, by definition. To be fair, full release slash spam is a boring thing to be optimal. I think an easy fix is that if it takes up your whole gauge *and* the damage is to some degree based on how much gauge you have.
@@Sanctor95 I guess simply to have other playstyles not be far behind at least in terms of dps because as you said full release slash spam just aint all that interesting. I want to mix it up without TOO much of a dps loss. Time will tell. I really am delighted with most of these changes though. Hitstop being back is so good.
@Terron29 I can get behind that for sure. It's a reasonable expectation. But yeah it looks like we're eating good, hope they handle swaxe well, as well as lance.
So to sum up, my aerial IG is back baby??!!!! That’s all I needed to hear🤗. Oh, and we still gotta do something about the awkward “hold circle” to do the cool move setup while trying to do everything else.
Kind of hope they remove the charge move entirely, kills the flow of the weapon. Make it combo off of a diving wyvern instead of being charged, and remove the charge from diving wyvern.
That's not going away. The people that played the latest demo mentioned the weapon being more fluid (attacking faster) and the aerial bouncing being the only changes over the beta.
Ok I do worry about the SA full release statement, I hope its mistranslation. I strongly hope that they do NOT focus too much on full release slash. The move is fine and mostly needs a minor buff and restrictions on its execution. What the weapon needs is better gauge management, faster ZSD out of double slashes, higher damage for swordmode, DIRECTIONAL MORPHS and better damage absorption (or complete immunity) on counters. Also a lot of the morph attack from rise did not make it back, and I do hope they make a return.
Yep, you can't cheat out faster zsd, and holding to use it means you can potentially miss and get stuck in the slow animation. Making it a pointless move everyone will avoid until fixed.
I’m saying this as someone who has arachnophobia, something you might notice about Lala parina (pls correct spelling) is that it has only 4 legs. A major part of the arachnophobia trigger (at least for me) is the 8 legs, and if you look at all the spider monsters in past games (nerscylla and rakna) they haven’t got 8 legs, which helps prevent the trigger. You can tell their based on spiders, but they also miss that major trigger aspect that makes the arachnophobia alarms go mental
I really hope they fix/buff the two counters of the switch axe because the sword form one in its current state its not worth using at all and the axe one feels like you should only use it once per hunt sens the monster ignores any other counter i think if the monster grew a resistance to the counter were you could get at least 2 topples and have the monster instantly get up on the third time and then completely ignoring the further counters could make the counter useful at least 3 times instead of only once per hunt
Offset attack is for you to counter an attack, minimize damage and prevent knockbacks. The topple is just an added bonus. You can mount topple, focus attack topple and offset attack topple. What more do you want?
@heyimurchin6575 I said what I want the issue is that 1. the sword version doesn't minimize damage enough to be noticeable, the counter attack is so underwhelming that it doesn't feel rewarding to land over even try and preventing knockback is only useful if the damage reduced is enough to make a difference a example "if a attack is strong enough or combo is strong enough to destroy you through a rocksteady then the knock back prevention either doesn't do anything or becomes more of a hindrance than a asset" 2. Regarding the axe mode the topple being a bonus that only works once per fight makes it seem less reliable especially with what you said about mounts, attack topples and so forth because it's inconsistent and doesn't really encourage you to use it more than once sens you still take damage well doing it and the follow up can miss because it no longer topples the monster it's not worth using more than once that's why I suggest making it work at least twice and the third time it doesn't topple but staggers the monster interrupting there move but not knocking it down and any more attempts after that work as it does after the first offset in current game because that way it gives you more of a reason to try it at least 3 times in a hunt instead of only being worth using once Edit: I don't remember how to use the Punctuations sens English is not my first or main language so I don't use it often in writing
@shadowbolthaseo1861 how about weapons with no offset? Seems like a topple is a huge dps window for those who have access to it. And the sword counter does minimize damage. If paired with skills that reduce damage taken it seems like it's pretty useful don't you think? It's also pretty easy to access compared to other weapons like the hammer.
@heyimurchin6575 yes but I am not talking about those weapons the best thing added to the switch axe was the sunbreak counter sens it needed a proper defensive tool but they removed and gave it two that tho I appreciate it having they both need fixes/buffs because as they were before they need a bit if improvements
@@shadowbolthaseo1861 But that's the point. SA has access to both counter and offset attack(and they are very easy to pull off) but other weapons doesn't. Why do you need more? The only problem I had with it was the time to ramp up the sword takes a bit too long and sword gauge can be emptied rather fast.
Appreciate the willingness to give the Insect Glaive its identity back as THE arial weapon of the franchise. I still wish they would also look into the controller layout for Insect Glaive, because requiring a Klaw grip to use it just feels wrong...
Hitstops also has to do with timing your inputs. Humans cant compete with computers reaction time so the hitstop mechanic allows for the brain to catch up. Sure some of us are faster responsive than others but there also has to be a specific moment in a combo where you have to make the next input. The hitstop allows for those moments to be distinct and easy to notice, something capcom games are notorious for being good at.
I'm pretty sure the origami monsters are caused by slow disk speeds. During the beta, I was able to briefly induce them in my own game by playing while my SSD was also busy copying files to another disk, and it went away when that operation finished. When the system requirements say "SSD required," they're not kidding. I suspect at least some people with origami monsters are trying to run it off of HDDs. But I wonder what causes those cases where just one monster does it while nothing else is affected.
it will be difficult to relive the start of a new MH game without beardy bald man alex, but i am excited all the same. can't wait to see the content the channel posts
@@DakumunDahBat It's not about meta, it's about every hunter doing their part. If each player in a 4 player hunt does 25% of the monster's health that's everyone doing their part. If 1 is doing 0% and the other three are doing 33% that's really inconsiderate to them.
They can bring back the aerial bounce, but if its at the detrement to its ground gane power, I dont want it back. The new playstyle was hella fun and did a ton of damage. The only thing I want to be changed is the button layout. Its way too clunky.
This is exactly my sentiment. I don't want bounce if they nerf our damage. Based on the gameplay so far, it doesn't seem like our damage has been nerfed, but I'm still worried about the day 1 patch bringing the nerf with the balance changes. I hope they don't feel like a damage reduction is justified, because aerial glaive does so little damage, and we don't have offsets, guards, or perfect dodges. If anything, the bounce restores some balance.
Glad weapon skills aren't part of armors, Gunlance and Insect Glaive have an odd amount of skill overlap and with aerial returning I don't need a ranged weapon for flying monsters.
As much as I can respect the idea of Capcom wanting to give the IG a new feel to bring a sense of wonder and challenge to newer and older IG users, the aerial-focused combat was not something that needed to be messed with. I'm honestly very glad they fixed this and I will be buying this game on release based off that alone. Give people the tools and watch what they do with them. Restricting or removing options of combat should never ever be an idea that crosses the minds of a developer. Smash learned this the hard way.
I'm very glad to hear about all this. The Lance and the Sword and Shield are 2 of my favorite weapons, but I felt very underwhelmed with both in the Wilds beta. Glad to know they're getting buffed
It’s wonderful to hear the Wilds team has effectively confirmed that their game is in a finished state and is just being tweaked to fit certain parameters at this point. Way too often developers never settle on a “finished” state and constantly keep their communities in a state of suspension while they wait for what the final product should look like. Will say, I’m very much looking forwards to this.
I have very intense arachnophobia, to the point where I can barely use bug traps and repellent because there are images spiders and things printed on the wrapper/can. But luckily, *most* video game spiders trigger it. I love Lala Barina, shes so cool.
I can't believe that there are people now complaining that the IG bounce is back. What's wrong with more options? One of the greatest thing about IG is it's versatility and now people are complaining that it has more options in fighting. You can complain about the people that will just spam helicopter, but what about the times when it's actually useful(greater positioning, more aggressive playstyle with no downtime in damage, monster that stays in the air, etc.). Better yet what if they make aerial playstyle actually viable and deal more damage in the future. Just be glad that a part of your MH community is happy and don't be salty.
Who knows - maybe they show the trailer, revealing the ice area, with no Gammoth pictured in it … and just after it fades to black, you can hear a Gammoth's call (or something similar to that concept). I'd definitely be into such an idea … and such a “surprise” / bit of mystery definitely could uplift the excitement and hype even more for many people and fans of the series(, at least I guess it could 🙃).
Insect glaive is back at the top of my 2nd weapon list, and glad to see my beloved sns is getting some love. So nice to see devs actually listen to feedback. P.s. Only IGN would get carted by the training dummy...
I have a bad fear of spiders, but the spiders of monster hunter never triggered it. In fact, I'm sort of delighted in hunting these monsters. Also, those small monsters that turn into blobs in arachnophobia mode. They are far more similar to mosquitos if you ask me.
i just hope they change the controller button's maping for IG... bounce back is cool & fun, yes, but it is not the major problem of the Wilds's IG. They have to find a solution for charging kinsect or glaive while you can turn around the monster without be forced to do the claw or have a 3rd thumb. I’m hopeful but I’m still worried. ^^'
as for hitstop, it was never a part of what made weapons feel hefty to me, it was always the sound design and damage numbers that gave the feeling of a weapons weight. Imo hitstop is pretty weird but id understand boosting it a bit from what the beta had, but they may have gone a bit too far lol. either way its not a big deal, though i dont like the increased animation time, feels really bad. I was really confused that people had such a large issue with it being reduced. as for everything else, great things. in todays day and age where developers tend to make games worse rather than better, its great to see theyre just adding QoL, buffs, or bringing back things like the IGs bounce. Very happy to see no nerfs.
Glaive main, glad there's been a rework, but for me I'd rather leave the bounce out and change the charge attacks to combo buttons, I'd much rather press tri and circle at the same time than try to hold circle whilst midair to do downward strike
Really good to see them taking feedback about the weapons, but I'm still kind iffy about the change to offensive skills can only be slot into weapons since there is such a limited number of slots per weapon. Are we just gonna be limited in the amount of attack skills we can have now? That just seems kind of weird but I'll wait for the full release until I make any judgement.
I think IG was the one that most controversial during the beta for testing. I wont lie IG is my current main on my current rise playthrough and i will probably go SA IG on wilds
I find it weird how I’ve played monster hunter since the first psp release and I’ve never noticed anything about hit stop. But after trying this beta I felt the weapons felt meatier and more satisfying to play. And this was without hit stop. Maybe I’m crazy. But I loved how it felt in the beta. Now that they’re adding it I wonder if I’ll be as satisfied with it. The thought of delaying my ability to dodge stuff purely because of freeze framing hit stop seems like a no brainer. Remove it and enjoy faster paced action. But hey that’s just me. So far this game has been exciting me more and more. One customization option I’d love to see one day is a dominant hand swap. I love sword and shield but it feels weird playing a left handed swordsman and shield on right arm. If there was an option to switch hands that would be fantastic!
my educated guess is that the armour symbol with a red line is indeed a crit hit, just against an armoured part, such as the veil, or the mud on barroth
Speaking of your weapon tutorials; since the game is releasing on multiple platforms, would it be possible for you guys to put the controls on screen for all devices? Your tutorials for World/Iceborne were amazing, but it would be nice to not have to mentally translate from PlayStation to mouse and keyboard.
Damn I was pretty hyped that I did not have to do those IG jumps for better damage anymore since it felt so good but after hearing that they bring it back I might not main IG in wilds anymore 😢
World was (still is?) Capcom's most successful game. Kinda makes sense that it's successor would get this sort of treatment. Hopefully the content and title updates are as meaty as they were for the previous games because then OH BOY are we gonna have a lot of hunting to do boys and girls.
Made me happy they talked about the Switch Axe's new Release Slash cause it just looked and felt really lame compared to the animation that it was based from.
I saw the dogshaguma mocap video. However, I was more interested in the other guy doing the emotes. I wasn't sure if theu were doing mocap for those or he really wanted to be silly instead of just standing there.
Justice for lance. It really deserves a true overhaul of some kind. It's been the same for 20 years with now getting a shield bash and a triple poke. It's bland. Qol for adjusting while poking sure but all the other additions (mount finisher, clash and wound breaking) are just part of all weapon packages aside from clash but expected cause shield. Being the counter weapon has been gone and the addition of perfect blocks and offsets put it further away. It's not a weapon I've mained but want to. I've played it quite a bit in world though. It should have a mechanic that rewards counters like LS. Getting to be aggressive and countering the way it has is still nice but you know.
Used IG in World/Iceborne and Rise/Sunbreak, and sincerely I didn't like it so much because of the buff gathering and the aerial only focus, which dealt very low damage compared to other weapons and felt (at least, to my poor experience) like a way to sloooowly but safely kill a monster. Wilds Beta added a the focus strike to gather buffs without launching the kinsect and removed the bounce to FORCE hunters sticks on the ground, and sincerely I found it much better and waaaaaaaaaay more effective at taking down monsters, maybe less safe? But nothing I (and I'm not a speedrunner nor a "pro", more like a casual player) couldn't manage to handle. The rollback on the bounce thing surely is to tune down the anger of WORLD IG mains. And I specify WORLD because in the previous game (GenU) IG wasn't an aerial focused weapon (Ok we all agree aerial style was the funniest). IMHO Capcom decided to add back the bounce just because World had the greatest audience.
Didn’t even think of this until just now but if 100 player lobbies are gonna be a thing could we possibly get massive raid bosses that require whole lobbies ?
Ihope they can extend the distance the Kepping Sway like move with the hammer. It is a bit too short. Wish that it got a valor esq evade like the bow did.
I dont care about the bounce, i just want my red buff combo back. Hopefully they bring back some of the extract benefits (attack, earplugs, flinch free)
What do you mean full release slash didn't pay off in terms of damage? The only way to keep up good dps was to spam full release slash. Axe and sword mode are what need better motion values
Hit stop is great but i hope they will not have a too heavy hand on that part. I use most of the time ligth weapons but when monster are crazy fast Hit stop can be a real pain in the a**
My biggest concern is if the game will be optimized for steamdeck, because the first beta was as we all know not very kind to us. And yes i have seen the specs required but i want to have a better answer before buying at the least a console and on the high end a new pc
My biggest concern with the beta was switchaxe being so bad, and my second biggest concern was that SAED could no longer be instant cast, and I really don't understand the choice behind that. SAED already takes a lot of investment to build up, and is a big deal to miss, why put it behind another wall?
It kind of is. Your Kinsey can already collect 2 buffs without having to buff it up, but idk if there’s a way to make it stronger or increase its stamina like world
@@teibdavies242yeah I knew of that 😊 but no feeding slinger ammo to the bug though 😢 but I guess it’s traded off for the insect swirling around in your combos more, for me it’s selfish immersion RP silliness of feeding my bug rocks, just amused me and added a little interactivity 😁
I see you also found that horny blob mode video 🧐🤣
They are so creepy lmao
I find it funny that it is meant to be a way for people with Arachnophobia to play the game. But honestly for me I find the blob monster that replaces them far creepier. But it does make me wonder something if that setting will effect the armor and weapons. That would be funny to see somebody wearing a blob armor because he can't see the Lala Barina elements of the gear.
The *what???*
@@Gep_05 Its new name is definitely Hentai mode. You wont convince me otherwise.
@@Gep_05 Arachnophobia is a fear of spiders and in this game you can make it where the smaller bugs are replaced with blobs as an attempt to help them out. Ironically the large monsters like the new one Lala Barina won't be affected by this change. As for what @Ms5000Watts meant was the way the blob is attacking the hunter. It looks a little suspect of it doing something else is my guess.
It's very refreshing to see a dev team not only directly respond to feedback so quickly, but also actually agreeing and making changes to improve the game in such a timely fashion. Were blessed with this team being in charge of MH
Hope this inspired others AAA game studio to do the same
Or that a lot of our requested changes were either already in the pipeline or already on the table. Felt really good to hear “yeah most of the bugs seen in beta we knew about and have already been worked on for the most recent version”
We should indeed appreciate when devs are open and transparent. It's really cool the relationship MHW devs have with the fan community.
It is crazy how much information and gameplay is available months before a release nowadays. I remember looking at the back of the box to reat the 5 sentence description or the little booklet that came with games. Its cool tho
Yeah honestly Id much prefer to just fund everything out on my own.
I always find it interesting when people say this. If you want to go in blind, maybe try avoiding videos about the game you want to go in blind on. It’s totally doable! I am doing it for some of the games I am looking forward too!😊 Not hating btw, just some advice
@ it wasnt even mentioned in a negative way. Thats why i said still pretty cool in my last sentence. It was more of a “look how far weve come” comment
I know @tegridyfarms. The comment was for @fupplebupple but the reply system on youtube is weird. I am with you on the how far we have come, I remember looking at the back of the Metal Gear Solid 1 box for codec numbers.
Yeah I remember getting all my info from game informer id read it repeatedly just waiting for the game to come out and hope that the next month there would be new info 😂
Arekkz Gaming, it has been almost ten years ago since I discovered your channel for Monster Hunter content. I was playing MH4U at the time and I will never forget your kinsect guides! I had a relic insect glaive (the Gore Magala one) with your kinsect and the Star Knight armor set. Thank you for all the memories since then!
Thanks for the kind words buddy! love it when a channel OG drops a comment
This is…incredible! I’ve played the PS5 beta and had a blast, but definitely noticed a number of jarring issues. But the fact that they’re not only changing and fixing a number of things but listening to feedback and being very transparent about is such a breath of fresh air. Big W for the devs!
Praying for gammoths return
Gammoth is not in the game
gammoth would be cool af
Praying for Arkantor & Ukanlos
Keep hoping for G rank gammoth has had skeleton issues due to how large she is
Same, I mean the set up is still there. Gammoth would certainly mess up a food chain it moved to . And if the size is really an issue they could maybe make it a seige style quest.
I wasn't in a Walmart this time, but one of my coworkers just ran to the bathroom. I was confused for a bit, but again, got immediately distracted by the notification for this video.
I saw your first comment so this made me chuckle
*Finally Insect Glaive is going back to glory*
I can finally be a Master of the skies again
Preach brother
Master of doing no dmg
@@LilFloof50 Hush little one... you still have your bonk bonk weapon to make big ouch ouch ♥
There is literally a damage multiplier tf you talking about@@LilFloof50
@@LilFloof50 *Skill issue*
Don't blame others for your weakness
Everyone is good using their favorite weapon
while i understand people in world used to say IG was basically throwing when they did nothing but Aerial Glaive (which they were), the point of the Aerial IG was to attack monsters that other classes couldnt hit. Lets be real, how often would you be waiting for a Flying monster to get close to the ground or land because you already used all your Flash Pods or something? IG can still attack it, causing it to get knocked out of the sky more often than not. Because of that fact, IG has little to no Damage Downtime, which a lot of people seem to forget
Yeah, that is the good part. The bad part is that is the only thing that most people focus on and then they act like that's the entire identity of the weapon (which I find very insulting).
One of the fun things in world for me as an IG main was that Lunastra, a monster MOST other weapon types hated fighting, had giant weakspots on her wings. So aerial play was actually the best route to fight her. You avoid ground blob fire, you deal extra weak point damage. Win Win.
I HATE flying monsters. Kushala triggers a special kind of anger in me.
@@Krescentwolf I was really surprised to hear how some people really hated fighting Lunastra in World (I don't play online so I don't tend to hear these things), as an IG player I never had issue with her.
No, aerial glaive is not a thing. In World staying in the air for anything other than spamming Descending Thrust was effectively throwing the match. You do sub-Palico damage.
I completely understand the community getting that kick button ready now that the pointless bouncing is back.
IG main and this change is great 🎉. I loved the weapon in the beta but missed the bounce.
The switch axe outfit seen in the weapon trailer is from a new ice leviathan.
My 3 main weapons have been Lance, SWaxe, and IG since World started. So I'm happy to hear about the improvements coming. The addition of being able to bring a 2nd weapon has gotten me to add Hamma and Bow to the stable and now I feel like I have an answer for every monster type out there.
As an IG main… WE ARE BACK!!!!! WE ARE SO BACK!!!!!!!!!!!
We were alsways gonna try your new ground combat dude. We love the glaive. The whole glaive. The ground combat, the air combat, the bug combat! Thanks for the objectively best weapon 🥰
0:30 thats all i needed to hear thank you
I want to manually activate savage axe. Loved the beta but that’s an adjustment to get used to for sure!
You can parry to activate it too but I know it would be better to just do it yourself. But atleast it's way more powerfull now with the non consuming phials thing or half consuming!
To be fair doing a weakpoint attack is so easily achievable it's pretty much the same as manually activating it
Thats true but u dont really wanna haveto fight people over wounds@ShikiRyougi05
Weakpoints are going to become a problem later in the games lifespan. If ranged hunters take all the wounds melee's are going to feel like they are griefing them. I see it happening especially with harder fights when melee's need their gauge refreshed. I see the same thing happening with luring pods. I wont be surprised if Wilds community becomes a toxic one.
@@SpecLeader101the timing for perfect guard is very generous. You can easily guard a roar, a tackle, projectile, or small barrel bomb every two minutes. That’s not even including mounts/ wounds.
Activating Savage Axe shouldn’t be an issue if you’re moderately decent at the game.
The hit-stop being in the game is the difference in playing Monster Hunter and Dauntless/etc. It's like playing Insect Glaive without aerial combat. It's the identity of IG just like hit-stop is the identity of MH.
Big crunchy GS hits causing that massive hitstop was just 🤌🏽
Yes, the identiy of IG is where it does the least damage and the result of many kicks from lobbies. The IG's identity is the Kinsect and Glaive. All else is tertiary at best.
@@RicochetForcesomeone get this guy a snicker
@RicochetForce You say that like damage is the primary function of the weapon to begin with…? It’s the only weapon that can tackle aerial enemies at nearly all times and repeatedly trigger a mount from anywhere it wants.
Insect Glaive is not GS- it’s not meant to be big damage. I can assure you any person who thinks of insect glaive isn’t gonna be thinking about the ground combat first.
@@GoobieTheGoobyeah this guy is still stuck in 4u and thinks everyone should be stuck with him it’s kinda weird
As a Lance Main i’m hyped I hope the Suto Shield Bash stays and the Focus move Victory Thrust also stays. With the Mid Thrust Changes. I loved all three of them.
I know this will probably not make it but I hope my idea of Guard Dash into Shield Charge is liked maybe DLC worth
Guard Dash R2+L+▲ → Leaping Thrust ● or Shield Charge ▲. Then when you are performing Shield Charge you can perform Leaping Thrust ● or Shield Bash ▲
What Capcom does with MH is imo, the gold standard. Super transparent, amazing community support and feedback, genuine care for the game and attention to detail. Every other studio out there needs to sit down and take notes.
the insect glaive had a huge controversy everyone heard about…. wonder why it was the most played here.
everyone wanted to see how it played with all the changes. It was strong, but wasn't nearly as fun. And the controls were TERRIBLE
@@AdAce21 No, it was strong and fun.
Just a lot of people never learned to play Monster Hunter and used one part of the weapon as a crutch.
@RicochetForce I'm glad you enjoyed the changes. I didn't like that they made descending thrust a charge move, and that IG is so heavily reliant on focus mode. Also, locking the full moveset behind triple buff kinda sucks (often times you're better off just using the charge attack into rising spiral slash, getting your extracts and repeat). Getting Arial bounce back is cool, but that wasn't my issue with the weapon.
@@AdAce21 Descending Thrust is easier to spam then ever before. A 1/3 to 1/5 second charge that's ready to go before your vault's zenith is nuts.
IG being in Focus Mode is godlike, peak fiction in realizing the weapon concept. Attacking in unison with the Kinsect is awesome. As is the fact that it retains its own unique properties (Blunt, Slash, Element/Status) and auto harvests extract.
Moveset being locked behind triple buff would be bad... in previous gens. In Wilds triple buff is laughably easy, almost insultingly so.
The weapon, objectively, is not in a bad place. There just seems to be an intense refusual to learn, change, adapt and drop the crutches. I believe this will continue even when Capcom fixes the button layout mess we currently have. People want nothing more than to turn their brain off and do ground infinite combo and/or aerial spam.
See as an insect glaive user i have different uses for it. Smaller monsters need the ground moves. Like velocidromes, baggys. All the the large land based monsters need the ground moves. Its the aerial monsters like rathians, Khezus etc that need the flying moves.
You take away the bounce that essentially cuts our mobility and power in half.
You have no idea how many times i've cut rathian tails mid air.
Nothing more satisfying with this game's release than the devs hearing criticism, saying "that's an old build, we'll fix that," and then actually fixing that mechanic a month later. I got used to Nintendo's "gameplay is not final" formality they have on every prerelease game teaser these days, so it's nice to see Capcom's devs follow through on their word. Can't wait to see how this game turns out in February!
Capcom is truly legendary for how they make games FOR their players.
Thank you Capcom.
Man...I am glad that the Aerial Glaive playstlye was restored. IG needed something if it wasn't going to have access to Wild's new mechanics in "offsets" and "power clashes".
I can see the IG's new Rising Spiral Slash being a great ender after the full Vault Dance.
Or I can just do RSS while on the ground, go back into the ground combo, into another RSS or vault up into an immediate Descending Thrust. No need to flop around for 10+ seconds doing nothing.
@@RicochetForcelmao if being in the air is such a problem for you just don’t use it or play a different weapon. No need to hate on the way other people play
The red dot/line above a number indicates a critical hit. You can see it well with gameplay showing critical draw
Awesome thanks! Thought it was but wasn't sure
Really appreciate your work, guys. Really puts a smile on my face seeing the newest information being presented so well.
No! We really appreciate youuuuu! Thanks for sticking with us😊
Insect glaive is back! Thank you for listening MH team 😭
it never went away lol
With all due respect to the development team the decision to make a grounded IG was insane. I admit I only joined the MH scene around 5 or 6 years but I never heard anyone say they wished they could have an IG without the bounce
I don't think the removal of the bounce was at the request of IG players, but rather everyone else.
"Stop flying around and actually do damage".
IG player: WEEEEEEEEEE!
Sigh .......
Removing the bounce and changing the moveset was a net positive. The IG community has too many people that literally never learned how to play the game, to the point that IG got a really bad rep overall.
It was more that the people who play solely in the air can create a very negative experience for those who are playing normally since you many people wind up carting midair constantly and doing next to no damage because they're spamming one of their lowest damage moves the whole quest
@@RicochetForce Why does it matter?
@@starboypluto Again, why does it matter? If an IG main plays IG solo, it doesnt really matter what he spams, and usually players only spam this move when learning the monsters movest, or when they're new to the weapon itself. Instead of hating the weapon, try hating the player instead. You don't get mad at the greatsword user for using the sideswipe instead of TCS, you get mad at the player. In the end it's still just a tool. I really don't get why people are so butthurt about the aerial capabilities of IG.
Technically we already knew bout fortify needing leather pieces since the demo dropped in November and we were able to choose the limited armor choice
So much fantastic news here. SO happy to see hitstop back and that some weapons are getting a look at AND that they have toned down the monsters running away. I am a switch axe main and I am a little concerned that they will make it so that you are simply spamming full release slash as I dont enjoy that playstyle. I really hope other playstyles are viable. Elemental discharge and attaching to the monster is fun too. I dont want to be constantly just building up to full release slash over and over to play optimally so heres hoping they dont turn it into full release slash spam. Overall delighted with most of what I am hearing here!
Do you want other playstyles to be viable? Or do you want other playstyles to be optimal? Because there's only ever going to be one optimal playstyle, by definition.
To be fair, full release slash spam is a boring thing to be optimal. I think an easy fix is that if it takes up your whole gauge *and* the damage is to some degree based on how much gauge you have.
@@Sanctor95 I guess simply to have other playstyles not be far behind at least in terms of dps because as you said full release slash spam just aint all that interesting. I want to mix it up without TOO much of a dps loss. Time will tell. I really am delighted with most of these changes though. Hitstop being back is so good.
@Terron29 I can get behind that for sure. It's a reasonable expectation. But yeah it looks like we're eating good, hope they handle swaxe well, as well as lance.
I'm at work right now, but I had to watch this video, so I'm pretending to go to the bathroom.
i just put my phone within my line of sight while working
Thanks for going in depth by finding all these videos and blog posts of the demo players feedback and info from the devs as well. Great stuff.
So to sum up, my aerial IG is back baby??!!!! That’s all I needed to hear🤗.
Oh, and we still gotta do something about the awkward “hold circle” to do the cool move setup while trying to do everything else.
Idk I like the gold circle, it leads to a cool buildup to the big move, like negative edge in fighting games
Kind of hope they remove the charge move entirely, kills the flow of the weapon. Make it combo off of a diving wyvern instead of being charged, and remove the charge from diving wyvern.
We need 3 extract =free Earplug and Tremor resist. too
@@linkitude7432I think you just changed my mind on it. I didn’t think it was a negative edge.
That's not going away. The people that played the latest demo mentioned the weapon being more fluid (attacking faster) and the aerial bouncing being the only changes over the beta.
INSECT GLAIVE MAINS TAKE TO THE SKIES
Ok I do worry about the SA full release statement, I hope its mistranslation. I strongly hope that they do NOT focus too much on full release slash. The move is fine and mostly needs a minor buff and restrictions on its execution. What the weapon needs is better gauge management, faster ZSD out of double slashes, higher damage for swordmode, DIRECTIONAL MORPHS and better damage absorption (or complete immunity) on counters. Also a lot of the morph attack from rise did not make it back, and I do hope they make a return.
Yep, you can't cheat out faster zsd, and holding to use it means you can potentially miss and get stuck in the slow animation. Making it a pointless move everyone will avoid until fixed.
I’m saying this as someone who has arachnophobia, something you might notice about Lala parina (pls correct spelling) is that it has only 4 legs. A major part of the arachnophobia trigger (at least for me) is the 8 legs, and if you look at all the spider monsters in past games (nerscylla and rakna) they haven’t got 8 legs, which helps prevent the trigger. You can tell their based on spiders, but they also miss that major trigger aspect that makes the arachnophobia alarms go mental
For me its the face.
I can say this bc i like Octopi and Squids.
I like those.
I dont like eight fucking eyes staring back at me.
I really hope they fix/buff the two counters of the switch axe because the sword form one in its current state its not worth using at all and the axe one feels like you should only use it once per hunt sens the monster ignores any other counter i think if the monster grew a resistance to the counter were you could get at least 2 topples and have the monster instantly get up on the third time and then completely ignoring the further counters could make the counter useful at least 3 times instead of only once per hunt
Offset attack is for you to counter an attack, minimize damage and prevent knockbacks. The topple is just an added bonus. You can mount topple, focus attack topple and offset attack topple. What more do you want?
@heyimurchin6575 I said what I want the issue is that 1. the sword version doesn't minimize damage enough to be noticeable, the counter attack is so underwhelming that it doesn't feel rewarding to land over even try and preventing knockback is only useful if the damage reduced is enough to make a difference a example "if a attack is strong enough or combo is strong enough to destroy you through a rocksteady then the knock back prevention either doesn't do anything or becomes more of a hindrance than a asset"
2. Regarding the axe mode the topple being a bonus that only works once per fight makes it seem less reliable especially with what you said about mounts, attack topples and so forth because it's inconsistent and doesn't really encourage you to use it more than once sens you still take damage well doing it and the follow up can miss because it no longer topples the monster it's not worth using more than once that's why I suggest making it work at least twice and the third time it doesn't topple but staggers the monster interrupting there move but not knocking it down and any more attempts after that work as it does after the first offset in current game because that way it gives you more of a reason to try it at least 3 times in a hunt instead of only being worth using once
Edit: I don't remember how to use the Punctuations sens English is not my first or main language so I don't use it often in writing
@shadowbolthaseo1861 how about weapons with no offset? Seems like a topple is a huge dps window for those who have access to it. And the sword counter does minimize damage. If paired with skills that reduce damage taken it seems like it's pretty useful don't you think? It's also pretty easy to access compared to other weapons like the hammer.
@heyimurchin6575 yes but I am not talking about those weapons the best thing added to the switch axe was the sunbreak counter sens it needed a proper defensive tool but they removed and gave it two that tho I appreciate it having they both need fixes/buffs because as they were before they need a bit if improvements
@@shadowbolthaseo1861 But that's the point. SA has access to both counter and offset attack(and they are very easy to pull off) but other weapons doesn't. Why do you need more? The only problem I had with it was the time to ramp up the sword takes a bit too long and sword gauge can be emptied rather fast.
Appreciate the willingness to give the Insect Glaive its identity back as THE arial weapon of the franchise. I still wish they would also look into the controller layout for Insect Glaive, because requiring a Klaw grip to use it just feels wrong...
I hope gammoth is as cool as everyone is saying. At least it will be a big target for me to release my TCS.
Hitstops also has to do with timing your inputs. Humans cant compete with computers reaction time so the hitstop mechanic allows for the brain to catch up. Sure some of us are faster responsive than others but there also has to be a specific moment in a combo where you have to make the next input. The hitstop allows for those moments to be distinct and easy to notice, something capcom games are notorious for being good at.
I'm pretty sure the origami monsters are caused by slow disk speeds. During the beta, I was able to briefly induce them in my own game by playing while my SSD was also busy copying files to another disk, and it went away when that operation finished.
When the system requirements say "SSD required," they're not kidding. I suspect at least some people with origami monsters are trying to run it off of HDDs. But I wonder what causes those cases where just one monster does it while nothing else is affected.
No mention of changes to Charge Blade huh? Well this'll be interesting...
it will be difficult to relive the start of a new MH game without beardy bald man alex, but i am excited all the same. can't wait to see the content the channel posts
IG MAINS REJOICE
Back to doing 0 dmg and kicking ig players for doing heli only
@@D-Dova nah ur mad others don't play meta. You hate the fact others have fun without ya.
Such joy seeing those people jump attack for the whole fight
10/10 would solo land glaive like always
@@DakumunDahBat 🤣
@@DakumunDahBat It's not about meta, it's about every hunter doing their part. If each player in a 4 player hunt does 25% of the monster's health that's everyone doing their part. If 1 is doing 0% and the other three are doing 33% that's really inconsiderate to them.
They can bring back the aerial bounce, but if its at the detrement to its ground gane power, I dont want it back. The new playstyle was hella fun and did a ton of damage.
The only thing I want to be changed is the button layout. Its way too clunky.
This is exactly my sentiment. I don't want bounce if they nerf our damage. Based on the gameplay so far, it doesn't seem like our damage has been nerfed, but I'm still worried about the day 1 patch bringing the nerf with the balance changes. I hope they don't feel like a damage reduction is justified, because aerial glaive does so little damage, and we don't have offsets, guards, or perfect dodges. If anything, the bounce restores some balance.
@@srbaranbut but my insect glauve aerial is the only move possible :( /s
The red line above the dmg number is the crit indicator
Glad weapon skills aren't part of armors, Gunlance and Insect Glaive have an odd amount of skill overlap and with aerial returning I don't need a ranged weapon for flying monsters.
As much as I can respect the idea of Capcom wanting to give the IG a new feel to bring a sense of wonder and challenge to newer and older IG users, the aerial-focused combat was not something that needed to be messed with. I'm honestly very glad they fixed this and I will be buying this game on release based off that alone.
Give people the tools and watch what they do with them. Restricting or removing options of combat should never ever be an idea that crosses the minds of a developer. Smash learned this the hard way.
I'm very glad to hear about all this. The Lance and the Sword and Shield are 2 of my favorite weapons, but I felt very underwhelmed with both in the Wilds beta. Glad to know they're getting buffed
I'm just so, so happy that they listen ♥ That really made my day.
I have arachnophobia and no, the big spider monster does not freak me out as much as the small ones.
I really hope they don't dissappoint with SNS and Lance buffs. :|
It’s wonderful to hear the Wilds team has effectively confirmed that their game is in a finished state and is just being tweaked to fit certain parameters at this point. Way too often developers never settle on a “finished” state and constantly keep their communities in a state of suspension while they wait for what the final product should look like. Will say, I’m very much looking forwards to this.
I have very intense arachnophobia, to the point where I can barely use bug traps and repellent because there are images spiders and things printed on the wrapper/can. But luckily, *most* video game spiders trigger it. I love Lala Barina, shes so cool.
I can't believe that there are people now complaining that the IG bounce is back. What's wrong with more options? One of the greatest thing about IG is it's versatility and now people are complaining that it has more options in fighting. You can complain about the people that will just spam helicopter, but what about the times when it's actually useful(greater positioning, more aggressive playstyle with no downtime in damage, monster that stays in the air, etc.). Better yet what if they make aerial playstyle actually viable and deal more damage in the future. Just be glad that a part of your MH community is happy and don't be salty.
Who knows - maybe they show the trailer, revealing the ice area, with no Gammoth pictured in it … and just after it fades to black, you can hear a Gammoth's call (or something similar to that concept).
I'd definitely be into such an idea … and such a “surprise” / bit of mystery definitely could uplift the excitement and hype even more for many people and fans of the series(, at least I guess it could 🙃).
Insect glaive is back at the top of my 2nd weapon list, and glad to see my beloved sns is getting some love. So nice to see devs actually listen to feedback.
P.s. Only IGN would get carted by the training dummy...
I have a bad fear of spiders, but the spiders of monster hunter never triggered it. In fact, I'm sort of delighted in hunting these monsters.
Also, those small monsters that turn into blobs in arachnophobia mode. They are far more similar to mosquitos if you ask me.
i just hope they change the controller button's maping for IG... bounce back is cool & fun, yes, but it is not the major problem of the Wilds's IG.
They have to find a solution for charging kinsect or glaive while you can turn around the monster without be forced to do the claw or have a 3rd thumb. I’m hopeful but I’m still worried. ^^'
as for hitstop, it was never a part of what made weapons feel hefty to me, it was always the sound design and damage numbers that gave the feeling of a weapons weight. Imo hitstop is pretty weird but id understand boosting it a bit from what the beta had, but they may have gone a bit too far lol. either way its not a big deal, though i dont like the increased animation time, feels really bad. I was really confused that people had such a large issue with it being reduced.
as for everything else, great things. in todays day and age where developers tend to make games worse rather than better, its great to see theyre just adding QoL, buffs, or bringing back things like the IGs bounce. Very happy to see no nerfs.
Glaive main, glad there's been a rework, but for me I'd rather leave the bounce out and change the charge attacks to combo buttons, I'd much rather press tri and circle at the same time than try to hold circle whilst midair to do downward strike
Really good to see them taking feedback about the weapons, but I'm still kind iffy about the change to offensive skills can only be slot into weapons since there is such a limited number of slots per weapon. Are we just gonna be limited in the amount of attack skills we can have now? That just seems kind of weird but I'll wait for the full release until I make any judgement.
I think IG was the one that most controversial during the beta for testing. I wont lie IG is my current main on my current rise playthrough and i will probably go SA IG on wilds
I find it weird how I’ve played monster hunter since the first psp release and I’ve never noticed anything about hit stop.
But after trying this beta I felt the weapons felt meatier and more satisfying to play. And this was without hit stop. Maybe I’m crazy. But I loved how it felt in the beta. Now that they’re adding it I wonder if I’ll be as satisfied with it. The thought of delaying my ability to dodge stuff purely because of freeze framing hit stop seems like a no brainer. Remove it and enjoy faster paced action. But hey that’s just me.
So far this game has been exciting me more and more.
One customization option I’d love to see one day is a dominant hand swap. I love sword and shield but it feels weird playing a left handed swordsman and shield on right arm. If there was an option to switch hands that would be fantastic!
my educated guess is that the armour symbol with a red line is indeed a crit hit, just against an armoured part, such as the veil, or the mud on barroth
I am really excited about this release. I just hope that hammer is not getting much talk because it's already pure destructive awesomeness.
Don’t know for sure, but my guess for the red line above the damage number is that it’s a negative affinity hit
Speaking of your weapon tutorials; since the game is releasing on multiple platforms, would it be possible for you guys to put the controls on screen for all devices? Your tutorials for World/Iceborne were amazing, but it would be nice to not have to mentally translate from PlayStation to mouse and keyboard.
4:32 nope, that's punishing draw skill. the next screen (with the gunlance shown) shows the actual offensive guard
Okay, hear me out, we make the origami Rey Dau an event quest and as a reward you unlock origami weapons such as the origami axe from Rise
I'm so happy about the skill separation change, even if we weren't getting two weapons.
Damn I was pretty hyped that I did not have to do those IG jumps for better damage anymore since it felt so good but after hearing that they bring it back I might not main IG in wilds anymore 😢
World was (still is?) Capcom's most successful game. Kinda makes sense that it's successor would get this sort of treatment. Hopefully the content and title updates are as meaty as they were for the previous games because then OH BOY are we gonna have a lot of hunting to do boys and girls.
Made me happy they talked about the Switch Axe's new Release Slash cause it just looked and felt really lame compared to the animation that it was based from.
I’m hoping the skill changes incentivize players to try all the armor sets. Rather than just the “meta” ones
After DD2 I'll believe the performance improvements when I see them
Man two days till PoE2...time will fly with this game and then...ultimate monster hunter!!
I saw the dogshaguma mocap video. However, I was more interested in the other guy doing the emotes. I wasn't sure if theu were doing mocap for those or he really wanted to be silly instead of just standing there.
Justice for lance. It really deserves a true overhaul of some kind. It's been the same for 20 years with now getting a shield bash and a triple poke. It's bland. Qol for adjusting while poking sure but all the other additions (mount finisher, clash and wound breaking) are just part of all weapon packages aside from clash but expected cause shield. Being the counter weapon has been gone and the addition of perfect blocks and offsets put it further away. It's not a weapon I've mained but want to. I've played it quite a bit in world though. It should have a mechanic that rewards counters like LS. Getting to be aggressive and countering the way it has is still nice but you know.
My problem was only the weird invite system but i see the intention and it will be fine when you get used to it...
I still want to be able to SAED whenever I want. I would rather have an CB that consumes the shield buff than a CB that cant SAED whenever.
Used IG in World/Iceborne and Rise/Sunbreak, and sincerely I didn't like it so much because of the buff gathering and the aerial only focus, which dealt very low damage compared to other weapons and felt (at least, to my poor experience) like a way to sloooowly but safely kill a monster.
Wilds Beta added a the focus strike to gather buffs without launching the kinsect and removed the bounce to FORCE hunters sticks on the ground, and sincerely I found it much better and waaaaaaaaaay more effective at taking down monsters, maybe less safe? But nothing I (and I'm not a speedrunner nor a "pro", more like a casual player) couldn't manage to handle.
The rollback on the bounce thing surely is to tune down the anger of WORLD IG mains. And I specify WORLD because in the previous game (GenU) IG wasn't an aerial focused weapon (Ok we all agree aerial style was the funniest). IMHO Capcom decided to add back the bounce just because World had the greatest audience.
Glad that they're planning on improving the performance, that's my biggest worry.
That "Uthduna" monster reminds me of Calvin from "Life".
The icon with the red line had a broken shield next to it. Maybe it's showing that the water veil was broken?
Didn’t even think of this until just now but if 100 player lobbies are gonna be a thing could we possibly get massive raid bosses that require whole lobbies ?
Ihope they can extend the distance the Kepping Sway like move with the hammer. It is a bit too short. Wish that it got a valor esq evade like the bow did.
I dont care about the bounce, i just want my red buff combo back. Hopefully they bring back some of the extract benefits (attack, earplugs, flinch free)
What do you mean full release slash didn't pay off in terms of damage? The only way to keep up good dps was to spam full release slash. Axe and sword mode are what need better motion values
Hit stop is great but i hope they will not have a too heavy hand on that part.
I use most of the time ligth weapons but when monster are crazy fast Hit stop can be a real pain in the a**
Hilarious how the arachnophobia accessibility setting doesn’t apply to large monsters, so there’s no building up to face that fear lol
with hitreg tcs takes even longer to use . hope they buff the damage to compensate
My biggest concern is if the game will be optimized for steamdeck, because the first beta was as we all know not very kind to us. And yes i have seen the specs required but i want to have a better answer before buying at the least a console and on the high end a new pc
15:15 if they wanted us to focus on new moves, they should have made new moves that had to do with aerial combat 😅
I really want hammer step-smash from rise 😢
I want to play it on steamdeck so much.
I remember the days I played mh2g on psp with my friends, hunting monster in Mcdonalds
Any idea on what crossovers we will be getting?
My biggest concern with the beta was switchaxe being so bad, and my second biggest concern was that SAED could no longer be instant cast, and I really don't understand the choice behind that. SAED already takes a lot of investment to build up, and is a big deal to miss, why put it behind another wall?
ice trailer will include blangolala, gammoth and the other octopus monster i bet.
Love that glaive air time is back
It kind of is. Your Kinsey can already collect 2 buffs without having to buff it up, but idk if there’s a way to make it stronger or increase its stamina like world
@@teibdavies242yeah I knew of that 😊 but no feeding slinger ammo to the bug though 😢 but I guess it’s traded off for the insect swirling around in your combos more, for me it’s selfish immersion RP silliness of feeding my bug rocks, just amused me and added a little interactivity 😁