Don't be mad. I know I'm no weapon balancing guru. I just wanted to throw my 2 cents in. Channels mentioned: Rurikhan - / @rurikhan Caoslayer - / @caoslayer
This is taking into acccount that Rise/Sunbreak Gunlance has been the best iteration of Gunlance in any MH game so far. Blast dash has to stay 100% agree but also the leveling up Shell levels as an endgame upgrade. I must say that Rise/Sunbreak Gunlance finally did click for me after many failed attempts to get into GL since Trii.
i mean, if we are talking in terms of power, comfort, versatility ans so on, rise/sunbreak weapons are the best version of every weapons... gs using a counter hit to dal big damage is cool and everything, but it's basically not gs anymore. predicting a tcs head snipe is not a thing anymore. gs is indeed stronger, more versatile than before, but it lost any identity, would rather go back to when charge wasn't even a thing. similarly, iceborne overdid it with katana mechanics. it went from a simple and accessible weapon that reward clean gameplay with a flow mechanic, to a weapon that dump resources to deal damage and use other moves to build back up ressources. problem is, chargeblade is already a thing and it works much better. i'll stop at that because i could go on for hours on the evolutions of different weapons. so far the two that i can't really think of a bad iteration for are sns and db.
Honestly, I think Title Update 3 really made gunlance amazing. And about movement, Reverse Blast Dash not only puts you far from danger, it also has i-frames at the start. And with qurious crafting, slotting in artillery and load shells isn't such a big deal anymore. Hell you can even roll for artillery if you really want to.
That is true, and I do agree. But it leaves problems related to the long staggers and lack of fluidity to be discussed. Reverse BD is great and the new end game system does save you some hassle, I agree. But the problem of the hassle being there with load shells is what gets me. Its like having skills that increase your total bowgun ammo rather than it just being dependent on the ammo type, you feel me?
@@ArcVTuber i think you got a point here, but a total weapon overhaul as proposed in the video will do more harm that good, at the end of the day a weapon that can use a shield so easily should no be doing tons of damage, unless is counter damage and that is a different weapon
@@wakyuubi A reminder that the heavy bowgun and Greatsword exist. As a CB user myself, you want to talk about shields being strong? Our default skill in Rise is a Free, Max level shield, that can interrupt any combo completely safely. If we use it correctly, it fills our phials, and can be immediately followed up by UAED. Shields in general aren't quite as good as they seem, especially if you don't use slots to bulk up. Mobility is king, especially in Rise.
@@wakyuubi You remember that you can literally block with a Greatsword right? It's a better block than sword and shield gets 😅 Not that it actually gets used, the counter is way better, but that's the point. The available counters in rise are all fantastic, and it's generally safer to use a counter, (or invulnerable skill like switch axe's spin), than it is to actually block. I'm not saying that shields aren't a benefit. My point is that currently, all the weapons have access good defensive options. If skillful game play equals damage output: shouldn't every weapon, if played well, be comparable? Not everyone is, or ever will be, good at games. Is it fair to make them suffer through tediously long hunts, because they chose a "safer" weapon? I don't believe so. Regardless... As long as people are enjoying themselves, that's what's most important.
As a Lancer, I feel your pain (they keep giving better weapons our guard counter, why do they hate us). It’s rough down in the under 3% play rate club.
At the very least it does make you feel pretty goat'ed when you play with some randoms and stomp a monster with lance or another rarely used weapon. I had that happen pre-sunbreak with fights like Apex Mitzu and people would legit stop to stare at me while I insta-guarded everything. The damage was never good, but I almost never had to sheathe to recover.
@@hennyzhi2261 That's the trade-off for (on paper) the strongest defense in the game. Granted, the other problem with Lance is that it's nowhere as flashy as other weapons, which leads a lot of people to consider it boring as a result.
@@TornaitSuperBird That's also true and it makes me really hate how stale it was presented in both it's base Rise trailer and Sunbreak trailer. And I get that's probably the last thing they do in development and they grab people quickly to get footage... but I think it would help the game more if they reached out to really good players for footage to help make their trailers because a big draw of the game is the 14 weapon types. I'm not even implying that would be me for lance but there are so many better, more consistent players like Techlancer who could showcase how cool the weapon can be if your good (rather than that lame crawling thing they do every time). Part of the reason why Hunting Horn was heavily shunned in World was because the tutorial videos told many new hunters it was a "support weapon" and it got pegged unfairly into a corner. Now lance is BiG sHiEld, slow poky stick that sometimes does a meme charge attack.
@@hennyzhi2261 The funny thing is that the fifteen-second ads/tv trailers they had for Sunbreak actually showcased someone dunking Rathalos with a Skyward Thrust. Wish they showcased the move against any monster other than Barroth (a monster with terrible hitzones on the head). Lance isn't going to be more popular unless the weapon gets a massive rework that basically guts it completely out. It's mainly the flashiness of the weapon- lancers trade super flashy flips and spins for precision and utility, especially with Insta-Block being the most versatile counter in the game with how many moves you can branch out into. You also don't even need to use a wirebug for it, like Iai Spirit Slash for Long Sword.
Allow me to draw a very brief comparison between two very fun to use weapon types to better draw the disadvantages and advantages of the Gunlance. Gunlance has: • Tons of prerequisite perks (limiting armor types for maximum perk-by-perk efficiency) • Great burst damage, but fairly precise windows, requiring a decent chunk of knowledge about monster movements and patterns/reactions to certain circumstances. A very steep learning curve that leaves noobs to the ways of the gunlance very scared to approach it. • Very good defensive capabilities, a tankiness and security in your blocks that no other weapon besides Lance can contest. • Sharpness getting destroyed faster than you can say "Great Whetstone Fish Farming" • Big funny Blast Dash. Sword and Shield has: • Freedom to pick whatever armor you'd like as a result of the weapon's extreme versatility in filling many different roles on the battlefield, allowing you to pick the perks and armors that fall into what you're comfortable with. • Consistentcy, more about sustainable damage output rather than DPS or burst damage. As such, it's not the greatest for speed-killing, but has a lot of leeway on your knowledge of monsters and how to best exploit their weaknesses and reactions. Veterans and noobs alike will get great mileage out of the weapon. • Great defensive capabilities, and access to plenty of counter-based moves with an extremely good block-frame/I-frame window. • Reliable sharpness that you'll always be able to keep in tip-top shape so long as you enter the fight prepared. If you're sweating about your sharpness, you might be using a weapon with less than preferable sharpness stats in exchange for great starting damage that quickly falls off after your Sharpness starts depleting. • Metsu Shoryugeki. Funny uppercut goes *SATISFYING HITSTUN* - This post was made by a Sword and Shield main empathizing with the Gunlance Bros. Association for buffing the boomstick.
While i agree that blast dash should be a permanent addition to GL, home consoles team didn't focus too much on fast paced combat that portable MH games have. Switch skills or silkbinds they are exclusive to portable games. I hope they implement blast dash into MH6 as it's so much fun and adds a mobility option to Gunlance that suffered the most compared to other weapons. I wouldn't call SunBreak GL the absolute best, but it's the best it has ever been and hopefully developers work to refine the weapon furthermore from here.
I'd add another wish in there: Make shells (Or at the very least, the wyrmsteak cannon) able to inflict elemental/status damage, even if in the next game you'd need Free Element for it.
I really think gunlance should have a guard point after the wide sweep. Animation wise, it already feels like the charge blade spin move, which also has a guard point. After the wide sweep is also one of the most vulnerable simulations while playing gunlance, so it makes sense to implement it. It would also feel amazing, if you could follow up the guard point with a fast and amped wyrmstake.
That sounds amazing, and probably moddable. Already a mod to edit moves. That said, would just be better if Capcom stopped having half their design team still work with stone age design philosophy
100% agree on the shield needing some love. It's a strong tool and I love guard reload, but it does just feel rather tacked on compared to the other shield weapons that incorporate it into their kits.
You know what I think gunlance needs? Guardpoints. Which can transition into either a quick reload or a wyrmstake, because hell wyrmstake is so underused right now it could be taken out of the moveset and most wouldn't care. Maybe its a horrible idea but gunlance shield really is just a lance shield but without all the bling so it just ends up being completely an afterthought. Or maybe they can make it into a gun as well? Honestly at this point I feel like gunlance would benefit from just not having a shield and just 2 handing the thing.
@@alephkasai9384 that's exactly what I was about to say. We need a spear in this game bro. Gunlance can easily do that, since the shield serves no purpose practically. And by removing the block, you can instead have an aim feature to have it be an ACTUAL gun, with just hard hitting big shells without any variation so it's not Bowgun with melee capability.
@@alephkasai9384 I got an idea Wyvernfire counter Enter counter stance, get hit, immediately counter with frame 1 wyvernfire that knocks you back away from the monster a good distance Further blocking and shelling reduces cooldown time for wyvernfire, but blocking and shelling while wyvernfire’s ready will increase its damage by a % amount up to 50% There, Gunlance is good now, as it always should have been.
I think GL and Lance should be good at blocking from the start...when I have to put guard +5 or guard up into it...i could block with any other weapon too. Lance and GL should have block +3 from the very beginning. You have to put so many skills into it that its harder to fit the "usual" damage skills as well.
@@ArcVTuberT H I S Honestly the way I play the gunlance as a defensive wall is fun and all. But I pretty much have to put ALL of my skills into guard and guard up, not to mention evade extender. And after ALL of that work… Longsword is still safer than gunlance cause you can pretty much just counter anytime.
Big mood GL has what feels like the largest number of "mandatory" skills you need to squeeze in, it's a good thing endgame armor has multiple lvl4 slots to accommodate but still a pain with how restrictive it can feel in experimenting with builds
The situation with the skill tax has improved but it is still ridiculous. That's why I think loads shells needs a remake of sorts. All of that trouble for 1 extra shel? Not worth it anymore
"Okay I only get to use this extremely damaging move once every two minutes so I best make it count." Charge Blade: UED's every few seconds Longsword: Spirit Helmbreaker spam
The complaint about the shield is for real. In 4U they gave a bunch of guard point options to CB while they forgot the supposed shield weapons aka Lance & Gunlance. In 5th gen they realized that, and made Lance a proper counterattack option. But they somehow forgot to give the same treatment to Gunlance
I really love the effort you put into this video. The voice acting, build-up, humor, and editing quality, all made me stick around to watch a video about a weapon I've never even touched. I'm new to your content. Is she a voice actor? I was really surprised first thinking you ripped the voicelines from some game to match what you're saying, until it got so responsive it even made me think you hired a voice actor for this. Awesome job!
Oh my, such high praise, thank you! Ao is a voice actress and she has worked with me on a few videos. I recommend you check out my video on the Handler if you want more of her voice acting haha 💜
I always describe watching my Coaslayer and Rurikhan videos as "doing my homework". Almost no other weapon has channels dedicated to them that way. Haha. Good video Arc!
every weapon has a channel dedicated to it...unfortunately, the channels "dedicated" to GL are run by the two biggest whiners in the entire MH community who take every chance they get to downplay and shit on their own main weapon!
Some ideas for Gunlance: - after a Wyvern Fire, your GL is heated up and all your shells are charged. You lose the ability to charge shells since they now are charged as long as the GL is cooling down. - while cooling down, your raw damage output is increased but your sharpness will wither faster. - Wyvern Fire doesn't require the heat gauge to be empty anymore. Instead, the gauge is split into segments similarly to Velkhana's skill and the segment at which you're positioned at determines your shelling bonus and Wyvern Fire's power. In other words, the more segments you have, the weaker your WF but the stronger your shelling. At max gauge, your shelling output is maximum and you can't WF but that segment is small so you have little time to fully exploit it. Note: The more heat segments you have, the faster you can unleash WF (even if it's damage will be bad). - No nerf to shelling power when the heat gauge is empty. Just regular damage as per normal gameplay. You can charge shells also. For shield options, a counter that unleashes a full burst upward or forward depending on your input. This counter is delivered quickly when triggered successfully. There's also the possibility of a downward bash shell propulsed but that sounds bad from a health perspective; the hunter would break their arm and body. It would have high stun value.
I am fine with longer recovery animations as they added new skill called redirection,which lets you get out of attacks really fast plus recovers your wirebug but... the issue being 1. That's another 2 level of skills that you need to add to your build. 2. That it has activation window same as insta block for lance(which is difficult since you have to press 3 buttons to skill swap compared to 1 button for lance). 3. You get repositioned by the evade that redirection does after activating which ultimately forces you to use RBD to get back to monster and hit them and lastly... after all of this hassle you do such less damage. Weapons with longer recovery animation like GS and CB tend to also do massive amounts of damage, whereas with GL you can get tired of this playstyle physically as it requires soo many button inputs and still do the least amount of dps compared to other weapons,its really a shame that the weapon damage is so low and having to use ground splitter every few seconds which wastes even more time just to maintain some sort of damage is just pitiful. The weapon is still soo much fun to play with but I'll be honest,while doing anomaly investigations of higher level,when the hunts start taking 15-20 mins with GL compared to 8-10 mins with other weapons,its hard to find a reason to play GL
Agreed. Again, the weapon is fun and I don't really have a problem with the damage. My problem is the maintenance required. Gameplay wise it's incredibly fun but look at the breakdown you just gave. It proves a point.
u can use lv1 redirect to stay in one place. also u can use bottom right menu for 1 button redirect use (it will also actually use redirect instead of other swings/moves. with DBs it can start blade dance if u will press 3buttons mid combo for scroll swap... with menu trick it never happens)
@@Zamoxino the thing with redirection only one lvl is that you get stunned pretty fast(remember it hyper armors through attacks and you still take 30% of the damage compared to redirection lvl 2 which completely negates the damage)and for that you gotta invest in 3 levels of stun resist. Also about the menu skill swap,i don't use it because i swapped the how item bar and action bar work,so now i go through items same as world with just dpad and i'd have to press L1+Y for the menu skill swap to work now,which also won't allow me to move my camera because L1 also opens up radial menu. but either way i don't really find all of these things that tedious,its just going through soo much stuff and having to do that for 15+ mins perfectly in higher anomaly hunts does tire out. That's just how i enjoy the weapon though,it can be played in many different ways which is why i love it even more.
@@AshR0X u already have very good superarmor in bullet barrage if im not wrong, wont it get affected by stun as well? if yes then it just seems to be worth af to go for stun res anyway. also i have other main comment here somewhere and i know one very good GL player that did insane damage with GL even if i myself am speedrun tier player with DBs. i bet my %%% that most of you are missing some kind of critical information about GL playstyle just like ppl were sleeping on IG drill tech with slow kinsects in iceborne sadly im keyboard and mouse only player so no idea if i could find other tech for 1 button redirection. ah and there is food for healing with redirection anyway and it should be good enough even at last food slot. redirect counters absorb a lot of damage and of course u dont need to always use it anwyay... after all you have other defensive moves on GL
More moves that quickly and fluidly reload your shells. CH and bowguns have special moves outside of the default reload. Oh and bring back Wyrmstake Blast. I loved planting that on a monster and more shell damage.
The core problem with Gunlance is that shelling damage is designed to ignore hitzones. At first glance it may look like an advantage, and it actually is during the early and mid sections of most MH games, where Gunlance actually shines quite a bit. However, once you reach the endgame and start optimizing your sets, that's when Gunlance falls apart because shelling damage is very limited and there are very few ways to increase it, in comparison to most other weapons
I'm still waiting for a Gun-Hammer. like the one Hammer we got in MH3U but with an actual Shell mechanic with the option to fire all shells at once on hit for big damage.
I am a simple man. My blast dash into full burst is all I need. No Artillery. No Load Shells. Only me, my piece, and my armor set that I use for every other weapon I play.
Gunlance is my favorite weapon in Monster Hunter ever since I played MH Freedom Unite. My second favorite is the switch axe. I love the amount of mobility options the gunlance has now, like the Blast Dash, and the Full Burst move, I think the one that lets you rocket forward and unleash absolutely everything you have in your gunlance at once; all shells, stakes, and wyvern fire, all at once. I can deal with everything, even having to put on your own artillery and load shells skills, that's fine whatever, makes for more customization if you want. I think they just need to implement an easier way to upgrade the shell levels to increase damage, or, have load shells with extra levels so you can add more shells for more damage. The Qurious Crafting system is great for end game but it's just extremely time-consuming material grind for leveling up shells that can only be done once and isn't a huge damage increase to make the gunlance super-worth using.
They are addressing it in the end game but it takes ages to grind man and it beats the fun out of it...but yeah we can always hold out hope in the monster hunter team
If they keep the stagger at least they can give the i-frames back. When gunlance was introduced in MH2 you have i-frames after every shell and after Wyvern Fire. You were able to charge wyvern fire and use the i-frames of the knockback to dodge even a Plesioth hip check or if you have timing poke shell a rathian and use te shot s to dodge her fireballs
Arc - complaining about not having enough combos, following stuff in Sunbreak while having the potential of many playstyles Arksor - still in Iceborn with only melee dodge style, full burst, stab-boom, piou piou style That’s why I’m the better Ark 😎
The biggest issue is skill tax. Want decent damage? Artillery + Load Shells only buffs half your kit. Want to hit the monster EVER? Max Evade Extender or Blast Dash required. Want to use the shield for Guard Reload or Wyvernfire? Say hello to BOTH guard skills! Other weapons like GS function right out the gate and don't have any extra management. GL needs a dozen skill points just to have a half decent time (leaving less for comfort / DPS) and then you still have THREE different ammo types to manage on top of the usual sharpness and wirebugs. Hella fun but it just feels bad...
as a GL main, honestly, I don't think that's really a problem, maybe compared to other weapons, a slight increase in damage wouldn't hurt, that's maybe because I'm not really into speedrunning or something. I wouldn't complain about the current GL, the weapon has never been as strong/fun as it is now, I'm more scared if capcom decides to give the Gun Lance the Hunting Horn treatment, all about dps, and remove most things that make the weapon unique.
Fully agree. Mained gunlance all the way through World… until I got to Testa who has a 1 shot move the gunlance can’t outrun. That’s the first time I thought maybe it was the weapon instead of me and now in Rise I see it more than ever. The normal LANCE makes the gunlance useless to me… and I came here LOOKING for gunlance. Also the hammer feels really bad too but I can’t tell what they did to ruin it .
This iteration of Gunlance is so amazing, like I just started on Rise and I didn't struggle at all, just waiting on the Sunbreak update now. But yeah Blast dash I definitely want to be a permanent addition.
honestly i think gunlance instead of shells and their types should just fire bowgun ammo instead (which has different amounts in the ammo depending on the type and varying ranges) if there is any in the inventory and only switch to the defult shells when it runs out it wouldent eat your sharpness untill your out of ammo, add a use to the ammo for a weapon thats actually fun, and add more usefulness to the tower of a sheild thats just tacked on because now you can be a tank at farther range and still do some damage
That is very similar to an idea I had, where they change the gunlance shells to work like charge blade phials, and exclusively have the level system tie in to the amount of shells available. Less versatility than your changes, but more in-line with how the weapon currently plays.
One thing that kinda bothers me is that the wyrmstake is incredibly weak in Rise. In Iceborne, the late game wyrmstakes hit hard, they really mattered as a combo finisher that's hard to pull off unless you use them on a good opening, maybe after one or two full bursts in a combo. In Sunbreak I can just... hit the fullburst again, the damage is simply better. With sneak attack, it's actually not even close anymore. Use wyrmstake on the mecha tetranadon's head and you'll get roughly the same damage as you would from a full burst, and that thing has a hitzone of 100. That's with a 330 raw gunlance and attack boost 7. Level 8 shelling without sneak attack is just as strong since you can add the slam and still be around as quick if not faster that way. No way wyrmstake can be that weak, it's a move I rarely get to use anyway unless I utilize the wirebug counter. But then again, I can just use the i-frames on the reverse blast dash for a quicker slam into fullburst (minus one shell from the reverse blast dash) and actually do more damage in far less time plus reposition at the same time, AND SOMEHOW reverse blast dash has a far lower cooldown despite being both better AND less fun to use than actually throwing out a wyrmstake Dxxxxxx WHY
HIT THE NAIL ON THE FUCKING HEAD. I only use erupting cannon since it's fast and buffs you. Haven't used regular wyrmstake in ages cause it doesn't live up to Iceborne. Hard agree on the counter cause I would love to use it but it has higher cooldown, lower dmg and less utility.
If we wanna use the shield more, I'd bake a guardpoint bonus into Gunlance's kit. If you guardpoint or perfect block something, you get a boost to your shelling damage and maybe you can even cancel into a downward smash. Gunlance is, to my knowledge, the only shielded weapon that has no guardpoints, and if it does they don't seem to do anything besides negate damage. Charge Blade has them, SNS has them, hell even Insect Glaive has one now and it doesn't have a shield. It's something that works in favor of the Gunlance's defining feature without being as obvious as a counterattack like the Lance. Charge Blade has something similar already where if you guardpoint you get phial charge and can combo directly into SAED, I don't see how it'd be difficult to give Gunlance something similar to sort of even the playing field. It'd give Gunlance a bit more of a technical aspect to reward players for getting better with it, and it'd be a fairly simple approach to making the weapon better overall. Then again I'm a nooblet who's only played World and Rise, so my knowledge of the older games is nonexistant, and I'm certainly no expert in the two games I *have* played.
As a someone who spent over 1000 hours on gunlance, I can confidently tell you that gunlance sucks. Full burst locks you into a long ass recovery animation so if full burst doesn't at least flinch the monster then 9 times out of 10, you are eating an attack. So at least allow gunlance to dodge to cancel full burst recovery.
Oh man, lots of thoughts on this one. Good vid, fun stuff, always happy with more people talking about the Gunlance. First things first, whenever complaining about Gunlance which I will also do here since I'm a Gunlancer and that's just what we do, I do also think it's essential to mention that power-wise, Gunlance is probably in the best place it's ever been in Sunbreak, which is a feat since it was already in the best place it had ever been in Iceborne, and then it was absolutely terrible in Rise, so I do appreciate the Sunbreak team a lot for what they've given us overall. Having said that, Iceborne still has the best Shell-type identities and I hope to Gog they give good Charged Shells back to Long on future games. Also hoping against hope they make good Elemental Wides without having to sacrifice our Shell Levels and our firstborns. The weapon tree balance is usually one of the biggest problems Gunlance has. Anyway... most of the issues Gunlance still has are Rise Team issues that weren't touched by the Sunbreak Team, which honestly, fair enough, they can't overhaul the entire weapon, and they've given us enough to show that they understand our problems at least to some degree. There are a couple of Sunbreak Team-specific issues I'll wanna talk about later, but let's do Rise Team first. So yeah, what the fuck is Load Shells? It's not enough that we need 3 points in Artillery; that we basically need Guard Up and some Guard and even then that Shields are generally worse defensive tools than no-investment i-frame counters just evading stuff like DB or LS; that our goddamn signature food is stuck on a 90% activation rate; that we have split-damage types where building for shells doesn't help raw and building for raw doesn't help shelling; and on top of ALL OF THAT, for some reason they still thought we weren't paying enough on our budget and HAD to turn Magazine into a 2-level skill? Yeah, I don't get it. Again, this is here since Rise, and by Gog, did we not have any fucking budget in Rise, and our Shells were so gogdamn weak. Now, we do have enough budget to deal with it, and we don't lose THAT much from it, but it's still annoying. You skipped over Wyrmstake but Imma be honest, Wyrmstake is one of my big issues with current Gunlance. And it's compounded by decisions from both teams to make it absolutely terrible. Wyrmstake has been completely relegated to being BB ammo and it's such a shame. Rise gave us the fast Wyrmstake animation which is fantastic, and then locked it behind Charged Shells, which were bad in Rise and made unusable in Sunbreak, or Guard Edge which has just been completely overshadowed by Reverse Blast. The Sunbreak Team chose to not give any relevant buffs to both Charged Shells and Wyrmstake, which were already not particularly strong by the end of Rise, even though I still really liked StakeLancing, and then made them entirely irrelevant with the addition of Erupting Cannon (which I love but it's literally just "better Wyrmstake") and Reverse Blast. So yeah, it's a combination of them being not good in Rise, not improved like the rest of the kit in Sunbreak, and having been given better tools for the same job in Sunbreak. Speaking of Wyrmstake being just BB ammo, BB itself is kinda not particularly good right now in the endgame for Sunbreak and that's a real shame. BB currently has a glitch where you can use it even if you only have a single Wirebug and even with that it's still a loss of dps because it doesn't get any contribution from Raw, just Artillery. It's the problem of having split-damage builds, there's a point where giving up on one of them becomes more efficient, which is why historically our endgame has been mostly Raw-investment SlapLancing. Admittedly, that's not entirely the case in Sunbreak, Fullburst is the only thing still kinda keeping pace, and it's entirely because of Reverse Blast, but it's also a bit sad because that's all we do now. Our 3 Shell Types kinda play the same right now and that's a real fucking shame. Reverse Blast into Fullburst is so good that even Wide wants to do it, regardless of the -10% penalty it gets on Fullbursts. Everyone plays like Normal, and for some reason Long does it the best now. Which is why regardless of us having actually a decent amount of power, and being reasonably competitive with other weapons, specially below the speed-running level which is where most of us play, I'm still really annoyed with what they did to the Shell Type identities which is, again, a Rise Team problem that the Sunbreak Team was just not able to fix with what they were willing to change. As for you 3-point fixes at the end of the video. More Shield Stuff would be cool, Guard Edge could easily become a base kit move. I also think instead of Blast Dash, just having Reverse Blast be the default along with its Shield Bashing component would be entirely fine. And the last point of having Blast Dash not need to be chainable is also fair, a single one would be enough in a slower environment like Iceborne, which I'm still hoping will be the case for the next game. For New Follow-ups, I think keeping the fast Wyrmstake animation and maybe adding it to other combos besides Charged Shell spam would be cool. It's also kinda dumb how we can't do Aerial Fullburst out of neither Blast Dash nor Reverse Blast, nor how we can't do Hail Cutter out of Aerial Fullburst. Hoping to Gog Erupting Cannon stays in some manner, even if it's nerfed and more balanced with Wyrmstake (though Wyrmstake still needs buffs to either usability, damage, or both). I really like how Wide got a unique Wyrmstake, but it's not a well designed one, and I do wish all types had something unique about them if they're gonna go that route. So yeah, I got a lot of issues with current Gunlance, but I also have a lot of praise for the Sunbreak team, the fact we have maximum Shelling Level on the entire tree now is completely unprecedented, and I hope they consider this as reasonable and don't make us wait until the end-game of the end-game to get it like we have to do in Sunbreak with gogdamn lv161 anomalies or whatever. I've generally enjoyed my time with Gunlance in Elgado, I would very much like to bring a lot of the changes we got in Sunbreak with me into an Iceborne-like base for the next game.
In my opinion, EC should just completely replace stakes. It meshes better with the rest of the kit overall. Wyvernfire also needs some love, maybe in a later game without the ability to refresh it so fast they can add in a buff where while it's on cooldown it boosts raw and shell damage?
@@Myrtneough I'd really like them to be complementary. With EC as an Artillery option fixed damage and the capacity for buffing, Wyrmstake could go back to benefitting from Raw and hopefully even the EC buff as well, and be THE damage option, rather than EC being everything at the same time. If we have to keep one or the other, yeah, EC is more interesting in general. But if that was the case, I guess I'd argue it could be the specific Wyrmstake to one of the Shell Types, like the Wide StunStake, it would need some balancing and heck, I probably would give it to Wide and move the StunStake to one of the others, but I do like the idea of 3 different Wyrmstakes on the types to help vary them. And it could even help with balancing, since at any point you can adjust the power of the move individually depending on how the specific Shelling type is faring. I do really like your idea of Wyvern's Fire cooldown taking over the place of Groundsplitter as an active Shelling buffer, not as fond of it also affecting Raw though. WF cooldown is already kinda of an "overheat" mechanic, and though the heat gauge itself should never ever not in a million years return, the idea of powering up our Shells with the excess heat from the Wyvern's Fire is really cool thematically, and it introduces an ebb and flow to our gameplay that can help avoid it getting too samey throughout a hunt.
Firstly, thank you very much for such a detailed comment! Really appreciate you taking the time to break down how you feel. I can't say much besides thanks and that I agree with every point you made. It's like charge blade, when you spend phials you usually get a pretty heavy-hitting move for raw damage. Whereas with GL is only full burst but then you lock yourself into that awful stagger. I am hoping for more mix up and just more fluidity in the weapon because it is such a fun weapon to play!
@@ArcVTuber Always glad to discuss Gunlance with peeps, it's really good to see the community grow, and it can only be attributed to content creators like Ruri and Caoslayer, and glad to have you now here too, the more the better, both to strengthen us, and to give a wider variety of opinions. I do have one extra tip to give regarding the recovery frames on Fullburst and Sweep, which yeah, are needlessly long and even Reverse Blast has to wait for them to finish before giving i-frames which compounds on them feeling clunky: Wyvern's Fire is an animation cancel for them and IMMEDIATELY puts up the Guard Point! I've been saying this on reddit for a while now but Wyvern's Fire is not a damage move right now, it's a loss of dps compared to RB>FB loop spam, but IT IS a fantastic defensive move that comes out faster than anything else out of our highest stagger moves, and the one reason I keep Hail Cutter on my second scroll, so WF is always available as a pinch save. (main scroll is Groundsplitter since it's the only thing that buffs the RB>FB loop). Doesn't fix variety of combos, which yeah, we do need, but it helps a bit with fluidity, gives us a different option at times.
As a gunlance player, what I loved about it is that it rewards patient gameplay. I love sitting my ass in front of the monster's face, unflinching, waiting for an opening to shove my firestick into its mouth. I haven't played Rise, but with every new mobility option and attacks they add in each new game, the monsters design must also evolve to balance it out, and I fear that the way they are "balancing" monsters designs lately is "the monsters don't have openings anymore" I am fine with the shield focusing on defensiveness, and I feel ading a bash attack would make it feel too much like other weapons with shields (I already second main SnS when I want shield bashes). However, some suggestions from other comments on faster ways to transition in and out of guarding from a combo would be amazing, and a "shield shove" move (I picture it with the hunter opening the arm with the shield, shoving the monster to one side) that would do little or no damage but would guarantee a monster stagger would be cool
You know the shield tackle the lance got? The little tackle forward that deals little damage but is great for resetting? Imagine if the GL got that, would have possibly been amazing!
GunLance inspiration: A rifle with a bayonet, with shield. Real life exaggerated. Transformer Long Sword and SnS. God Eater + Transformers... Wft. Jumping spamming stick: Men of culture will know about pole jumping female sports.
I personally think they should remove the shield entirely since its only purpose is to maybe sometimes block damage, instead give us a massive sword that swaps between a gs-style weapon that's slow to attack but deals hefty damage and the classic gunlance "stab 'n boom" on right trigger press that sacrifices some damage potential for consistency, attack speed, and the ability to use a "final" or "all out" attack, similar to switch axe but with more explosions and less limits on said explosions
Dear Capcom, there are only three possible solution. It's not defaulting full ammo capacity, it's not scaling shelling damage with attack, NO. You either give the damn shield better utility, or remove the shield completely so we can hold double gunlance, or slap another motherfucking gun onto that shield.
Honestly, If they were to do this, I'd actually pick the gun lance back up, but the state it's in now, I just can't bring myself to use it when there are other weapons that can do what it does, but a bit better, and without the very heavy comitment, like the charge blade or switch axe.
If theres one thing i love about GU gunlance is the heatgauge... Ok for real this time valor guard reload and rapid fire shells are so much fun i know the damage is kinda bad but so so enjoyable
Okay Arc, completely unrelated, but your sibling that likes to go by the name of Ceruledge Is currently in pokemon Violet and wants to check in on you. XD Honestly, good video. I hope it gets at least some of the attention it deserves.
Since gunlance is kind of like an offensive counterpart to the lance, it would be nice to see it get a guard stance that gives you offensive guard when hit (like how lance has its stance that gives guard up).
I really feel this as well. I main Insect Glaive and second Hammer and I feel disappointed everytime I hear about Rise because of how awful the weapon balancing is. Glaive and Hammer was really fun and enjoyable for me in World and Generations ultimate. I quit Rise early into sunbreak because spamming the same move to not make my hunt last an hour or having to learn a whole new weapon with mechanics I don't enjoy isn't at all fun or even worth dealing with. Overall, It just feels awful and unfair to see the hyped weapons get more and more while the other weapons get less and less.
my fav gl iteration is mh4u with the step in shell attack. you literally can do a followup after a block , press foward and a while guarding and you will stop blocking and move foward one step and immediately fire a shell. i loved that move.
@@ArcVTuber it is like a cancel shell on a advancing thrust but you can perform it from a guard position. after the shell (or charged shell) you can keep poking or quick reloading and slamming
I do agree with most of what you said... And if I had to pick only one : Yes, Blast Dash MUST stay. _truth be told, Rise is the opus that made me love Gunlance, I'm really looking forward to see the next generation at the very least retaining most of the "Fun" this weapon has in Rise_
As a longsword main, I would also like to see the vials full. I think it would be better to give yall a skill where you could either power up each vial, or power up the slots for "free shots" that don't use ammo. I had a gunlance recently come in and slap an apex zinogre around after fighting the bastard for a solid 25 minutes. Un nerf the gunlance. For my sake. I just want all the monster tails anyways.
But monsters die so fast either way. Yeah it's not as strong as other weapons but at this point monsters die so quick that i feel like it didn't matter.
It's more of an observation list for the game and such. Sunbreak has the best gunlance yet. My channel isn't "serious" but I just wanted to have a tiny rant with some comedy mixed in
@@ArcVTuber nah i feel you. I had a similar issue at first. I felt like why do I have to min max sooo much to get on par with the clear times with some of the more powerful weapons with sooo much less competency that i have with them to be comparable? But then it just clicked like boy these monsters die in 10 min or so. It's so fast already that I'm just going to swallow it. And you are right this is probably the most fun gunlance has ever been and that's good enough for me. But I will say Icebornes chill AF shelling only desperately needs to come back. Yeah charged shell only play style is too unoptimal that i wish they would address.
I feel like Gunlances biggest problem is that you’re so limited with your skills. You need Artillery, you need load up, you need guard, guard up, and so much more just to hit a decent level. It’s a little bit excessive when other weapons need less to do more. Still a freaking fun weapon though, plus Wilds has confirmed that Attack up affects shelling finally
Having a weapon type dedicated skill can only ever lead to two possibilities. Either 1) it's not a strong enough contender with other skills to warrant replacing something else, and is more of a convenience if you happen to have extra space.. or 2) it's so powerful/such good qol that it's basically required. Option 1) is obviously a bad thing but option 2) is generally a good thing since it is what allows for different weapon types to have different builds. The alternative is to have 1 singular set of armor and decos that not only works, but is optimal for every single weapon. The rest of your points I can't really speak on since I haven't touched GL yet.
i dont feel like something is wrong with it for now. both Lance and GL are my go to weapons currently. i might just miss them tho if they remove hunter arts system again in MH6
I just recently got into gublance which hurts me bc rise being my first game into the franchise and already max MR i felt bad for making excuses not to play the wepaon. Its been a good month or two hunting with gunlance and i really love it it just feels nice not worrying about dmg all the time and just use everything it has to offer the community i have to think also for giving me the courage and overalls the fundamentals for just trying out the weapon and opening my thoughts on it again amazing community cant thank yall enough
Welp the randomly scrolling through Sh1t and "recommended for you" landed me here along with the crying anime girl with the Gunlance symbol.. I play GL from time to time but w/e the intro made me laugh.
Now that I've turned the Volume up :D and listened to ya...Look Gunlance just goes Boom, Know your shells, Block, reload, have fun. I feel like with MH Rise/Sunbreak. You can make any build you want!! smh let your inner mad scientist shine, get creative and wild. To be honest and fair, making sure your "experiment" or whatever follows up and works with the rest of your Frankenstein weapon or armor. But my point being, just have fun
Well hey there, welcome to the madness haha. Gunlance is at its best right now but I have faith in the MH team that it will be even better in the next game!
You know, I remember a manga for monster hunter that had a character that used the gunlance and it was like an actual gun if anyone remembers this please post it below i would LOVE to read it again. Something about a "Wind" element dragon that wasn't Kushala Daora
Arc: gunlance has never been a high tier weapon Mhwi gunlance which has a the fastest fatalis, alatreon, and shara ishvalda speedruns: am I a joke to you?
As a charge bald main. I gotta let you know theres actually a skill that lets you get 6 phials for your charge blade. Just like gunlance needing to get that 5th shell. I believe its called capacity. Each phial adds 30 seconds to the shield charge. Aswell as used in AED. Its not super required.. but 5 isn't the max
Im happy with what the gunlance is in TU3. Needs Load Shells and Artillery still, but if focusing on shelling then crit skills arent as needed, which is what ultimately balances it out... Somewhat. And it is one of the most fun movesets, which makes up for not being on top of speedrun tier lists.
As a GL main since WorldBorn, I don't think it matters that much that you have to 'sacrifice' 2 slots in the build to get one more bullet. for multiple reasons: GL (or at least Long) as you mentioned, purely get's it's DMG from shelling, the few times you do hit are just because you either are doing the full discharge combo or because you want to inject a 'Wyrmstake' into the enemy. As such, Raw weapon dmg is almost entirely negligible since Shelling does not benefit from it. Because Raw Weapon dmg is not a factor we also don't have to equip 7 levels of ATK+, 3 levels of Crit and 3 levels of 'Weakness Exploit' as neither (at least from what i remember) increase Shelling level. Meaning to get max (or rather Solid) Dmg we literately only have to equip 5 (maybe 8) skills, those being: Artilley lv 3, Magazin lv2 (and maybe Focus 3 back in world but charge shells in rise are kinda Sheit imo) as such we have SOO much more options to just be TANK and slot in QOL. (we have 13 more slots freedom then EVERY other weapon in the game) These 3 skills are not easy to find on good gear, but luckily both 'Artillery' and 'Magazine' are T2 gems and Qurio crafting let's you get the skills on much better gear anyway. Sure you might have to look for the other skills you want on other gear, but that's just how Qurio crafting goes for every gear, not just GL. Shelling also does not care about Hardness of enemy (so we never bonk), and deals constant dmg (with slight fluctuations of up to 15% depending on parts and enemies). Sharpness also does NOT influence Shelling dmg (until you hit Red, at which point you can't fire and frankly i wonder how you even ended up there, cause red is bad, whatever weapon you play). By the time you get in any 'bad' sharpness anyway the monster switches area and you can sharpen anyway. One downside of shelling (well one is, you always stagger Party-members if they don't have stun resistance lv1, but that does not matter for solo) is that Shells do not apply Status or Elemental Dmg. meaning again: Dmg Type also does not matter on a GL unless you play Slap-stick. The only MAIN dmg factor on a GL is the Shelling LV and Type, and i can't tell you how glad i am that we are able to upgrade GL Shelling level in Sunbreak, altho be it at such a late point in the game that it almost does not matter. Now: to the actual Magazin Skill... what else is it supposed to do for GL instead? Refill the mag to full once you reload like CB? oh wait, that's literally a move we can do. It could be like the 'Spare Shot' skill and we have a chance to not use a shell instead, but that kinda messes up too much with the combos. It could do it so that shells apply a small part of the status/elemental dmg? ehhh. still feels odd. In the end i think just giving us a extra shell is the safest and most logical option. Even if we have to get the lv 2 version of the skill just to activate it. (since lv.1 is kinda useless for GL) One thing i wished for GL is that the 'Wyvern Fire' or 'Bullet Barage' dealt all the dmg in one Big number so we have a wakeup-hit. I always found it odd that it's a multi-instance. And for the second to last note: why go for 'Evade extender'? (besides Personal play-style reasons) GL has a shield, use it. I literally never had a problem with survivability because i can block every attack in the game besides Fl.Espinas Big Fireball, Valstrack's Ambush and a few others. Yes, you have to equip 'Guard up' lv 3 and 'Ironwall' lv 5 but id like to remind you that we have the slot's most of the time. Use them. Feel free to correct me as i might have gotten one or two things wrong. Finally: Here my Gear, since some might wonder what the heck i am playing. Roar of the Canyne (Long, Shelling Lv 8, Enought sharpness to last, 30 Defence bonus) Astalos Helm (Stun Res 2, Artillery 1, Defiance 1, Guard 1 (Qurio) ) - 'Burst' 1 was on the gear and is whatever. Uroktor Torso X (Guard Up 2, Artillery 1, Defiance 1, Stun res 1, SpiriBirds call 1 (Qurio) ) - 'Special Ammo Boost' lv 2 which is whatever and 'Evade Window' 1 wich is somewhat neat but often disregarded Hermitaur Braces ( Guard 2, Guard up 1, Wirebug Wisperer 1, Razor Sharp 1 (Qurio) ) - 'Normal/Rapid up' 2 is whatever BazelGeuse Coil X (Load Shells 2, Guard 1 (+1 from Qurio), Razor Sharp 1, Artillery 1, Wirebug Wisperer 1) Golden Lunegreaves (Defianc 3, Defense Boost 5, Razor Sharp 1) - 'Peak Performance' 2 is whatever and 'Recovery up' 2 is kinda neat for when you do need healing Lastly and Talisman with 'Recovery up' 3, 'Divine Blessing' 2 and 'Wirebug Wispered' 1 I even have one T4 slot open in the helm which is free to switch to whatever resistance or immunity i need. This gear looks messy as heck so i am very happy for layered armors.
The best comes last. TU5 made Gunlance a complete weapon. Being able to carry 4 wirebugs and recover sharpness by switch skill swap, made burst barrage spam build so good.
Honestly, swapping from lance to gunlance immediately felt off when I realized how little the shield is used. I don't expect gunlance to be the exact same as lance, but for a shield that big, and the variety of ways its used on lance really makes me scratch my head.
It's funny that you mentioned charge blade having max phials for Rise because in MHW you need capacity boost to get your sixth phial. I haven't played enough Rise so this makes me think they removed the sixth phial from CB entirely which if that's true that sucks for CB
My favorite defective thing about Gunlance is how you have a weapon that consumes a fuckton of sharpness doesn't have the benefits of weapons that usually consume a lot of sharpness: number of (blade) hits in combos. Like yes SnS, DB, IG and even LS consumes a decent amount of sharpness, but that means that elemental and status are better on these weapons. Gunlance sucks ass at dealing elemental damage, and isn't particularly better than Lance at proccing status. You have a weapon that has true damage on its attacks but such attacks don't scale with raw, when Charge Blade does the same thing but actually scales and isn't a problem. You have several attacks that have very little purpose because of how slow and non rewarding they are.
Never touched the Gunlance, HH/HBG main here, but hearing the problems reminds me of the issues I have with HH in RISE to the point I just don't want to touch the horns. Seriously hope they give y'all some love later on.
1) if you evade a hit while blocking you VTOL with blast dash. If you did not but charge the input you get regular blast dash. 2) add a diving wyvern stake as the finisher of the air shelling combo 3) Change quick reload for a parry that would have different effects for each gunlance type: wide reloads shells, normal is a counter-shell, and long sheds time off wyrm fire. Quick reload can be the switch for this, and it will allow you to keep the input charged to reload your stake after the shells are loaded 4) when the stake is reloaded, your melee is temporarily buffed. When you shoot the stake, the shells become temporarily buffed 5) elemental shells? 🥺
As someone that plays gunlance sometimes I feel like the animation length for its attacks is too long for its dos A smaller issue that I have is how most gunlances shield look paper thin, I want a godamn dark souls tower shield And I feel like the only gunlance design that gives me that is gorangolm
Ayooo based. The designs are a bit hit or miss because I do lose some of the shield designs in Rise like the Chaotic Gore one. But yeah, very long recovery Animations with little to no follow ups...
His palms are sweaty
Shells weak
Armor's heavy
Your damage is nerfed already
Arc's upsetty
I laughed way too much, sick bars man
Mom spaghetti
Amazing
He wants to drop bombs, but it only shoots confetti
And he's so down, the ground ain't shaking now
He opens his stats but the build potential won't come out
This is taking into acccount that Rise/Sunbreak Gunlance has been the best iteration of Gunlance in any MH game so far. Blast dash has to stay 100% agree but also the leveling up Shell levels as an endgame upgrade. I must say that Rise/Sunbreak Gunlance finally did click for me after many failed attempts to get into GL since Trii.
It is the best GL by far. I have faith that the MH team will improve it moving forward.
World is the best GL
Rise is just crack
Frontier GL was also great
gunlance in tri... oh god.... the nightmares from that clunky ass weapon...
i mean, if we are talking in terms of power, comfort, versatility ans so on, rise/sunbreak weapons are the best version of every weapons...
gs using a counter hit to dal big damage is cool and everything, but it's basically not gs anymore. predicting a tcs head snipe is not a thing anymore. gs is indeed stronger, more versatile than before, but it lost any identity, would rather go back to when charge wasn't even a thing.
similarly, iceborne overdid it with katana mechanics. it went from a simple and accessible weapon that reward clean gameplay with a flow mechanic, to a weapon that dump resources to deal damage and use other moves to build back up ressources. problem is, chargeblade is already a thing and it works much better.
i'll stop at that because i could go on for hours on the evolutions of different weapons. so far the two that i can't really think of a bad iteration for are sns and db.
Honestly, I think Title Update 3 really made gunlance amazing. And about movement, Reverse Blast Dash not only puts you far from danger, it also has i-frames at the start. And with qurious crafting, slotting in artillery and load shells isn't such a big deal anymore. Hell you can even roll for artillery if you really want to.
That is true, and I do agree. But it leaves problems related to the long staggers and lack of fluidity to be discussed. Reverse BD is great and the new end game system does save you some hassle, I agree. But the problem of the hassle being there with load shells is what gets me. Its like having skills that increase your total bowgun ammo rather than it just being dependent on the ammo type, you feel me?
@@ArcVTuber i think you got a point here, but a total weapon overhaul as proposed in the video will do more harm that good, at the end of the day a weapon that can use a shield so easily should no be doing tons of damage, unless is counter damage and that is a different weapon
@@wakyuubi A reminder that the heavy bowgun and Greatsword exist.
As a CB user myself, you want to talk about shields being strong? Our default skill in Rise is a Free, Max level shield, that can interrupt any combo completely safely. If we use it correctly, it fills our phials, and can be immediately followed up by UAED.
Shields in general aren't quite as good as they seem, especially if you don't use slots to bulk up.
Mobility is king, especially in Rise.
@@stickinittotheman1 GS is counter and no mobility and HBG does not count
@@wakyuubi You remember that you can literally block with a Greatsword right? It's a better block than sword and shield gets 😅
Not that it actually gets used, the counter is way better, but that's the point. The available counters in rise are all fantastic, and it's generally safer to use a counter, (or invulnerable skill like switch axe's spin), than it is to actually block.
I'm not saying that shields aren't a benefit. My point is that currently, all the weapons have access good defensive options.
If skillful game play equals damage output: shouldn't every weapon, if played well, be comparable?
Not everyone is, or ever will be, good at games. Is it fair to make them suffer through tediously long hunts, because they chose a "safer" weapon?
I don't believe so.
Regardless... As long as people are enjoying themselves, that's what's most important.
As a Lancer, I feel your pain (they keep giving better weapons our guard counter, why do they hate us). It’s rough down in the under 3% play rate club.
I feel you brother...
At the very least it does make you feel pretty goat'ed when you play with some randoms and stomp a monster with lance or another rarely used weapon. I had that happen pre-sunbreak with fights like Apex Mitzu and people would legit stop to stare at me while I insta-guarded everything. The damage was never good, but I almost never had to sheathe to recover.
@@hennyzhi2261 That's the trade-off for (on paper) the strongest defense in the game.
Granted, the other problem with Lance is that it's nowhere as flashy as other weapons, which leads a lot of people to consider it boring as a result.
@@TornaitSuperBird That's also true and it makes me really hate how stale it was presented in both it's base Rise trailer and Sunbreak trailer. And I get that's probably the last thing they do in development and they grab people quickly to get footage... but I think it would help the game more if they reached out to really good players for footage to help make their trailers because a big draw of the game is the 14 weapon types. I'm not even implying that would be me for lance but there are so many better, more consistent players like Techlancer who could showcase how cool the weapon can be if your good (rather than that lame crawling thing they do every time). Part of the reason why Hunting Horn was heavily shunned in World was because the tutorial videos told many new hunters it was a "support weapon" and it got pegged unfairly into a corner. Now lance is BiG sHiEld, slow poky stick that sometimes does a meme charge attack.
@@hennyzhi2261 The funny thing is that the fifteen-second ads/tv trailers they had for Sunbreak actually showcased someone dunking Rathalos with a Skyward Thrust. Wish they showcased the move against any monster other than Barroth (a monster with terrible hitzones on the head).
Lance isn't going to be more popular unless the weapon gets a massive rework that basically guts it completely out. It's mainly the flashiness of the weapon- lancers trade super flashy flips and spins for precision and utility, especially with Insta-Block being the most versatile counter in the game with how many moves you can branch out into. You also don't even need to use a wirebug for it, like Iai Spirit Slash for Long Sword.
Allow me to draw a very brief comparison between two very fun to use weapon types to better draw the disadvantages and advantages of the Gunlance.
Gunlance has:
• Tons of prerequisite perks (limiting armor types for maximum perk-by-perk efficiency)
• Great burst damage, but fairly precise windows, requiring a decent chunk of knowledge about monster movements and patterns/reactions to certain circumstances. A very steep learning curve that leaves noobs to the ways of the gunlance very scared to approach it.
• Very good defensive capabilities, a tankiness and security in your blocks that no other weapon besides Lance can contest.
• Sharpness getting destroyed faster than you can say "Great Whetstone Fish Farming"
• Big funny Blast Dash.
Sword and Shield has:
• Freedom to pick whatever armor you'd like as a result of the weapon's extreme versatility in filling many different roles on the battlefield, allowing you to pick the perks and armors that fall into what you're comfortable with.
• Consistentcy, more about sustainable damage output rather than DPS or burst damage. As such, it's not the greatest for speed-killing, but has a lot of leeway on your knowledge of monsters and how to best exploit their weaknesses and reactions. Veterans and noobs alike will get great mileage out of the weapon.
• Great defensive capabilities, and access to plenty of counter-based moves with an extremely good block-frame/I-frame window.
• Reliable sharpness that you'll always be able to keep in tip-top shape so long as you enter the fight prepared. If you're sweating about your sharpness, you might be using a weapon with less than preferable sharpness stats in exchange for great starting damage that quickly falls off after your Sharpness starts depleting.
• Metsu Shoryugeki. Funny uppercut goes *SATISFYING HITSTUN*
- This post was made by a Sword and Shield main empathizing with the Gunlance Bros. Association for buffing the boomstick.
I also main SnS and I can say its such a breath of fresh air to go from GL to SnS. Your build opens up by A LOT
I agree. Blast Dash needs to be a permanent addition. It's just so fun zooming around. it's a shame that World didnt keep it.
They can nerd the distance you travel or something. As long as its there I'm all set
While i agree that blast dash should be a permanent addition to GL, home consoles team didn't focus too much on fast paced combat that portable MH games have. Switch skills or silkbinds they are exclusive to portable games. I hope they implement blast dash into MH6 as it's so much fun and adds a mobility option to Gunlance that suffered the most compared to other weapons. I wouldn't call SunBreak GL the absolute best, but it's the best it has ever been and hopefully developers work to refine the weapon furthermore from here.
Rise is before world , its not world didn't keep it , that movement wasn't there before world came out ?
@@bboyalanleung123 Generations have it as a hunter art if I remember correctly
@@bboyalanleung123 Blast Dash was added in MH Generations or Gen Ult, the previous game before World iirc
I'd add another wish in there:
Make shells (Or at the very least, the wyrmsteak cannon) able to inflict elemental/status damage, even if in the next game you'd need Free Element for it.
FRONTIER ELEMEMTAL SHELLS WHEN
fr thou why did it has to be fire damage. in frontier didn't have any problem with monster with fire immunity.
"omg it's not meta! It's lower dps!"
Me: *haha, pokey stick go boom*
Thats why it exists, to *poke-poke-boom-poke*
Pew pew pew
I really think gunlance should have a guard point after the wide sweep. Animation wise, it already feels like the charge blade spin move, which also has a guard point. After the wide sweep is also one of the most vulnerable simulations while playing gunlance, so it makes sense to implement it.
It would also feel amazing, if you could follow up the guard point with a fast and amped wyrmstake.
Great suggestion! Guard point would be great
@@ArcVTuber guard point like the one in mhgu valor gunlance, while quick reloading we have a guard point.
@@iantabornal9486 funny you say that because this is what I'm currently playing right now
That sounds amazing, and probably moddable. Already a mod to edit moves.
That said, would just be better if Capcom stopped having half their design team still work with stone age design philosophy
100% agree on the shield needing some love.
It's a strong tool and I love guard reload, but it does just feel rather tacked on compared to the other shield weapons that incorporate it into their kits.
Exactly. Shield usage on other weapons is unique. GL just feels like the most basic form for it.
You know what I think gunlance needs? Guardpoints. Which can transition into either a quick reload or a wyrmstake, because hell wyrmstake is so underused right now it could be taken out of the moveset and most wouldn't care.
Maybe its a horrible idea but gunlance shield really is just a lance shield but without all the bling so it just ends up being completely an afterthought.
Or maybe they can make it into a gun as well?
Honestly at this point I feel like gunlance would benefit from just not having a shield and just 2 handing the thing.
@@alephkasai9384 that's exactly what I was about to say. We need a spear in this game bro. Gunlance can easily do that, since the shield serves no purpose practically.
And by removing the block, you can instead have an aim feature to have it be an ACTUAL gun, with just hard hitting big shells without any variation so it's not Bowgun with melee capability.
1.
Shield counter into wyrmstake cannon
2.
Shield counter into slam.
Any of these two would make me happy.
@@alephkasai9384 I got an idea
Wyvernfire counter
Enter counter stance, get hit, immediately counter with frame 1 wyvernfire that knocks you back away from the monster a good distance
Further blocking and shelling reduces cooldown time for wyvernfire, but blocking and shelling while wyvernfire’s ready will increase its damage by a % amount up to 50%
There, Gunlance is good now, as it always should have been.
I think GL and Lance should be good at blocking from the start...when I have to put guard +5 or guard up into it...i could block with any other weapon too. Lance and GL should have block +3 from the very beginning. You have to put so many skills into it that its harder to fit the "usual" damage skills as well.
I'm okay with investing in guard. But man why is guard up yet another skill for a defensive build?!?!
@@ArcVTuberT H I S
Honestly the way I play the gunlance as a defensive wall is fun and all. But I pretty much have to put ALL of my skills into guard and guard up, not to mention evade extender. And after ALL of that work…
Longsword is still safer than gunlance cause you can pretty much just counter anytime.
@@ArcVTuber
I get it in the old games. Want to block dodgeable beam attacks or "get the fuck out" ones, you need the skill.
Big mood
GL has what feels like the largest number of "mandatory" skills you need to squeeze in, it's a good thing endgame armor has multiple lvl4 slots to accommodate but still a pain with how restrictive it can feel in experimenting with builds
The situation with the skill tax has improved but it is still ridiculous. That's why I think loads shells needs a remake of sorts. All of that trouble for 1 extra shel? Not worth it anymore
@@ArcVTuber it needs reverted back to how it used to be. It was a 1pt skill in World. Rise decided haha nerf time. It's dumb.
"Okay I only get to use this extremely damaging move once every two minutes so I best make it count."
Charge Blade: UED's every few seconds
Longsword: Spirit Helmbreaker spam
tell them dude, tell them the facts
YES TO ALL YES TO EVERYTHING THIS HIT THE SPOT UNLIKE MY LAST WYVERN STAKE
LMAO
"Fix the Gl PLEASE"
Capcom: *haha LS buffs go brrRRRRRrrrrrRRr*
Every time man...
nobody tell this man LS got nerfed HARD in Sunbreak
The complaint about the shield is for real. In 4U they gave a bunch of guard point options to CB while they forgot the supposed shield weapons aka Lance & Gunlance. In 5th gen they realized that, and made Lance a proper counterattack option. But they somehow forgot to give the same treatment to Gunlance
I really love the effort you put into this video.
The voice acting, build-up, humor, and editing quality, all made me stick around to watch a video about a weapon I've never even touched.
I'm new to your content. Is she a voice actor? I was really surprised first thinking you ripped the voicelines from some game to match what you're saying, until it got so responsive it even made me think you hired a voice actor for this.
Awesome job!
Oh my, such high praise, thank you! Ao is a voice actress and she has worked with me on a few videos. I recommend you check out my video on the Handler if you want more of her voice acting haha 💜
I always describe watching my Coaslayer and Rurikhan videos as "doing my homework". Almost no other weapon has channels dedicated to them that way. Haha. Good video Arc!
EXACTLY. It's fine for the weapon to be complex. It's not fine for it to be complex and clunky though
every weapon has a channel dedicated to it...unfortunately, the channels "dedicated" to GL are run by the two biggest whiners in the entire MH community who take every chance they get to downplay and shit on their own main weapon!
@@iixxion who are they..... exactly?
@@ZEDEX252 the other weapon channels?
@@iixxion yes
Some ideas for Gunlance:
- after a Wyvern Fire, your GL is heated up and all your shells are charged. You lose the ability to charge shells since they now are charged as long as the GL is cooling down.
- while cooling down, your raw damage output is increased but your sharpness will wither faster.
- Wyvern Fire doesn't require the heat gauge to be empty anymore. Instead, the gauge is split into segments similarly to Velkhana's skill and the segment at which you're positioned at determines your shelling bonus and Wyvern Fire's power. In other words, the more segments you have, the weaker your WF but the stronger your shelling.
At max gauge, your shelling output is maximum and you can't WF but that segment is small so you have little time to fully exploit it. Note: The more heat segments you have, the faster you can unleash WF (even if it's damage will be bad).
- No nerf to shelling power when the heat gauge is empty. Just regular damage as per normal gameplay. You can charge shells also.
For shield options, a counter that unleashes a full burst upward or forward depending on your input. This counter is delivered quickly when triggered successfully.
There's also the possibility of a downward bash shell propulsed but that sounds bad from a health perspective; the hunter would break their arm and body.
It would have high stun value.
Get this man a job at capcom stat
I am fine with longer recovery animations as they added new skill called redirection,which lets you get out of attacks really fast plus recovers your wirebug but... the issue being 1. That's another 2 level of skills that you need to add to your build. 2. That it has activation window same as insta block for lance(which is difficult since you have to press 3 buttons to skill swap compared to 1 button for lance). 3. You get repositioned by the evade that redirection does after activating which ultimately forces you to use RBD to get back to monster and hit them and lastly... after all of this hassle you do such less damage.
Weapons with longer recovery animation like GS and CB tend to also do massive amounts of damage, whereas with GL you can get tired of this playstyle physically as it requires soo many button inputs and still do the least amount of dps compared to other weapons,its really a shame that the weapon damage is so low and having to use ground splitter every few seconds which wastes even more time just to maintain some sort of damage is just pitiful.
The weapon is still soo much fun to play with but I'll be honest,while doing anomaly investigations of higher level,when the hunts start taking 15-20 mins with GL compared to 8-10 mins with other weapons,its hard to find a reason to play GL
Agreed. Again, the weapon is fun and I don't really have a problem with the damage. My problem is the maintenance required. Gameplay wise it's incredibly fun but look at the breakdown you just gave. It proves a point.
Try playing redirection with the dpad dude. It's so much easier it's sometimes hilarious.
u can use lv1 redirect to stay in one place. also u can use bottom right menu for 1 button redirect use (it will also actually use redirect instead of other swings/moves. with DBs it can start blade dance if u will press 3buttons mid combo for scroll swap... with menu trick it never happens)
@@Zamoxino the thing with redirection only one lvl is that you get stunned pretty fast(remember it hyper armors through attacks and you still take 30% of the damage compared to redirection lvl 2 which completely negates the damage)and for that you gotta invest in 3 levels of stun resist.
Also about the menu skill swap,i don't use it because i swapped the how item bar and action bar work,so now i go through items same as world with just dpad and i'd have to press L1+Y for the menu skill swap to work now,which also won't allow me to move my camera because L1 also opens up radial menu.
but either way i don't really find all of these things that tedious,its just going through soo much stuff and having to do that for 15+ mins perfectly in higher anomaly hunts does tire out.
That's just how i enjoy the weapon though,it can be played in many different ways which is why i love it even more.
@@AshR0X u already have very good superarmor in bullet barrage if im not wrong, wont it get affected by stun as well? if yes then it just seems to be worth af to go for stun res anyway.
also i have other main comment here somewhere and i know one very good GL player that did insane damage with GL even if i myself am speedrun tier player with DBs. i bet my %%% that most of you are missing some kind of critical information about GL playstyle just like ppl were sleeping on IG drill tech with slow kinsects in iceborne
sadly im keyboard and mouse only player so no idea if i could find other tech for 1 button redirection.
ah and there is food for healing with redirection anyway and it should be good enough even at last food slot. redirect counters absorb a lot of damage and of course u dont need to always use it anwyay... after all you have other defensive moves on GL
More moves that quickly and fluidly reload your shells. CH and bowguns have special moves outside of the default reload.
Oh and bring back Wyrmstake Blast. I loved planting that on a monster and more shell damage.
You are dangerously based my friend
The core problem with Gunlance is that shelling damage is designed to ignore hitzones. At first glance it may look like an advantage, and it actually is during the early and mid sections of most MH games, where Gunlance actually shines quite a bit. However, once you reach the endgame and start optimizing your sets, that's when Gunlance falls apart because shelling damage is very limited and there are very few ways to increase it, in comparison to most other weapons
Based comment. Bring back elemental shells and give them raw scaling
Cries in terrible button buffering while using GS... (oh you wanted to dodge? nahh... how about another slow ass attack?)
Pain, suffering, punishment even
Thats why we have SHOULDERS kid!
I'm still waiting for a Gun-Hammer. like the one Hammer we got in MH3U but with an actual Shell mechanic with the option to fire all shells at once on hit for big damage.
Like the boom hammer in blood borne. It would be sick
We’ll technically Dauntless has one of those
I am a simple man. My blast dash into full burst is all I need. No Artillery. No Load Shells. Only me, my piece, and my armor set that I use for every other weapon I play.
Based
Gunlance is my favorite weapon in Monster Hunter ever since I played MH Freedom Unite. My second favorite is the switch axe. I love the amount of mobility options the gunlance has now, like the Blast Dash, and the Full Burst move, I think the one that lets you rocket forward and unleash absolutely everything you have in your gunlance at once; all shells, stakes, and wyvern fire, all at once. I can deal with everything, even having to put on your own artillery and load shells skills, that's fine whatever, makes for more customization if you want. I think they just need to implement an easier way to upgrade the shell levels to increase damage, or, have load shells with extra levels so you can add more shells for more damage. The Qurious Crafting system is great for end game but it's just extremely time-consuming material grind for leveling up shells that can only be done once and isn't a huge damage increase to make the gunlance super-worth using.
They are addressing it in the end game but it takes ages to grind man and it beats the fun out of it...but yeah we can always hold out hope in the monster hunter team
If they keep the stagger at least they can give the i-frames back. When gunlance was introduced in MH2 you have i-frames after every shell and after Wyvern Fire. You were able to charge wyvern fire and use the i-frames of the knockback to dodge even a Plesioth hip check or if you have timing poke shell a rathian and use te shot s to dodge her fireballs
In a game as gast as Sunbreak, this would be needed
Arc - complaining about not having enough combos, following stuff in Sunbreak while having the potential of many playstyles
Arksor - still in Iceborn with only melee dodge style, full burst, stab-boom, piou piou style
That’s why I’m the better Ark 😎
Brachy- still playing 3 Ultimate
*Whos superior now huh*
OBJECTION
The biggest issue is skill tax.
Want decent damage? Artillery + Load Shells only buffs half your kit.
Want to hit the monster EVER? Max Evade Extender or Blast Dash required.
Want to use the shield for Guard Reload or Wyvernfire? Say hello to BOTH guard skills!
Other weapons like GS function right out the gate and don't have any extra management. GL needs a dozen skill points just to have a half decent time (leaving less for comfort / DPS) and then you still have THREE different ammo types to manage on top of the usual sharpness and wirebugs. Hella fun but it just feels bad...
Yup. My biggest problem with is defo the skill tax. 6 different skills for an okay build that doesn't address your raw damage at all. Needs a change
"Yearly gunlance documentary.....!!!"🤣🤣 No shit!!!!
I never really used the Gunlance. But I fervently believe it deserves mega-buffs even as a Long-sword boy.
as a GL main, honestly, I don't think that's really a problem, maybe compared to other weapons, a slight increase in damage wouldn't hurt, that's maybe because I'm not really into speedrunning or something.
I wouldn't complain about the current GL, the weapon has never been as strong/fun as it is now, I'm more scared if capcom decides to give the Gun Lance the Hunting Horn treatment, all about dps, and remove most things that make the weapon unique.
Just got this video in my recommendation, and I must say you really deserve more sub man.
You're too kind! Thank you very much and I'm glad you enjoyed it 💜
Capcom: "so what you're saying is that long sword needs shells too? bet"
As a gunlance enjoyer, I approve of this message.
Gunlance bros
Fully agree. Mained gunlance all the way through World… until I got to Testa who has a 1 shot move the gunlance can’t outrun. That’s the first time I thought maybe it was the weapon instead of me and now in Rise I see it more than ever. The normal LANCE makes the gunlance useless to me… and I came here LOOKING for gunlance. Also the hammer feels really bad too but I can’t tell what they did to ruin it .
This iteration of Gunlance is so amazing, like I just started on Rise and I didn't struggle at all, just waiting on the Sunbreak update now. But yeah Blast dash I definitely want to be a permanent addition.
Greatsword main: alright imma click ou- DONT LEAVE. Huh
YOU AIN'T GOING NOWHERE, STAY RIGHT THERE GL MAIN
@@ArcVTuber Wait what, am no gl mai-
honestly i think gunlance instead of shells and their types should just fire bowgun ammo instead (which has different amounts in the ammo depending on the type and varying ranges) if there is any in the inventory and only switch to the defult shells when it runs out
it wouldent eat your sharpness untill your out of ammo, add a use to the ammo for a weapon thats actually fun, and add more usefulness to the tower of a sheild thats just tacked on because now you can be a tank at farther range and still do some damage
You know what...this actually doesn't sound half bad. Sounds pretty interesting to have different shells in that sense
That is very similar to an idea I had, where they change the gunlance shells to work like charge blade phials, and exclusively have the level system tie in to the amount of shells available. Less versatility than your changes, but more in-line with how the weapon currently plays.
3:34 Top right, top corner of the table
One thing that kinda bothers me is that the wyrmstake is incredibly weak in Rise. In Iceborne, the late game wyrmstakes hit hard, they really mattered as a combo finisher that's hard to pull off unless you use them on a good opening, maybe after one or two full bursts in a combo. In Sunbreak I can just... hit the fullburst again, the damage is simply better. With sneak attack, it's actually not even close anymore. Use wyrmstake on the mecha tetranadon's head and you'll get roughly the same damage as you would from a full burst, and that thing has a hitzone of 100. That's with a 330 raw gunlance and attack boost 7. Level 8 shelling without sneak attack is just as strong since you can add the slam and still be around as quick if not faster that way.
No way wyrmstake can be that weak, it's a move I rarely get to use anyway unless I utilize the wirebug counter. But then again, I can just use the i-frames on the reverse blast dash for a quicker slam into fullburst (minus one shell from the reverse blast dash) and actually do more damage in far less time plus reposition at the same time, AND SOMEHOW reverse blast dash has a far lower cooldown despite being both better AND less fun to use than actually throwing out a wyrmstake Dxxxxxx WHY
HIT THE NAIL ON THE FUCKING HEAD. I only use erupting cannon since it's fast and buffs you. Haven't used regular wyrmstake in ages cause it doesn't live up to Iceborne. Hard agree on the counter cause I would love to use it but it has higher cooldown, lower dmg and less utility.
@@ArcVTuber wyrmstakes best use at the moment is making your bullet barrage a little bit stronger than erupting cannon does :(
@@valhalla_1129 even then that's not really worth though...
@@ArcVTuber definitely not, considering the EC buff also activates on bullet barrage lmao
If we wanna use the shield more, I'd bake a guardpoint bonus into Gunlance's kit. If you guardpoint or perfect block something, you get a boost to your shelling damage and maybe you can even cancel into a downward smash. Gunlance is, to my knowledge, the only shielded weapon that has no guardpoints, and if it does they don't seem to do anything besides negate damage. Charge Blade has them, SNS has them, hell even Insect Glaive has one now and it doesn't have a shield. It's something that works in favor of the Gunlance's defining feature without being as obvious as a counterattack like the Lance. Charge Blade has something similar already where if you guardpoint you get phial charge and can combo directly into SAED, I don't see how it'd be difficult to give Gunlance something similar to sort of even the playing field. It'd give Gunlance a bit more of a technical aspect to reward players for getting better with it, and it'd be a fairly simple approach to making the weapon better overall.
Then again I'm a nooblet who's only played World and Rise, so my knowledge of the older games is nonexistant, and I'm certainly no expert in the two games I *have* played.
You're not a nooblet, you're dangerously based. It used to have guardpoints in GU believe it or not
As a someone who spent over 1000 hours on gunlance, I can confidently tell you that gunlance sucks.
Full burst locks you into a long ass recovery animation so if full burst doesn't at least flinch the monster then 9 times out of 10, you are eating an attack.
So at least allow gunlance to dodge to cancel full burst recovery.
If this doesn't sum up the GL experience, nothing does
Funny titbit:the Chinese character(which is used across eastern Asia including Japan)of gun and lance is the same word😂 combining them makes sence
Me with LBG, SnS, Bow, and Longsword: damn that's tough
Oh man, lots of thoughts on this one. Good vid, fun stuff, always happy with more people talking about the Gunlance.
First things first, whenever complaining about Gunlance which I will also do here since I'm a Gunlancer and that's just what we do, I do also think it's essential to mention that power-wise, Gunlance is probably in the best place it's ever been in Sunbreak, which is a feat since it was already in the best place it had ever been in Iceborne, and then it was absolutely terrible in Rise, so I do appreciate the Sunbreak team a lot for what they've given us overall.
Having said that, Iceborne still has the best Shell-type identities and I hope to Gog they give good Charged Shells back to Long on future games. Also hoping against hope they make good Elemental Wides without having to sacrifice our Shell Levels and our firstborns. The weapon tree balance is usually one of the biggest problems Gunlance has.
Anyway... most of the issues Gunlance still has are Rise Team issues that weren't touched by the Sunbreak Team, which honestly, fair enough, they can't overhaul the entire weapon, and they've given us enough to show that they understand our problems at least to some degree. There are a couple of Sunbreak Team-specific issues I'll wanna talk about later, but let's do Rise Team first.
So yeah, what the fuck is Load Shells? It's not enough that we need 3 points in Artillery; that we basically need Guard Up and some Guard and even then that Shields are generally worse defensive tools than no-investment i-frame counters just evading stuff like DB or LS; that our goddamn signature food is stuck on a 90% activation rate; that we have split-damage types where building for shells doesn't help raw and building for raw doesn't help shelling; and on top of ALL OF THAT, for some reason they still thought we weren't paying enough on our budget and HAD to turn Magazine into a 2-level skill? Yeah, I don't get it. Again, this is here since Rise, and by Gog, did we not have any fucking budget in Rise, and our Shells were so gogdamn weak. Now, we do have enough budget to deal with it, and we don't lose THAT much from it, but it's still annoying.
You skipped over Wyrmstake but Imma be honest, Wyrmstake is one of my big issues with current Gunlance. And it's compounded by decisions from both teams to make it absolutely terrible. Wyrmstake has been completely relegated to being BB ammo and it's such a shame. Rise gave us the fast Wyrmstake animation which is fantastic, and then locked it behind Charged Shells, which were bad in Rise and made unusable in Sunbreak, or Guard Edge which has just been completely overshadowed by Reverse Blast. The Sunbreak Team chose to not give any relevant buffs to both Charged Shells and Wyrmstake, which were already not particularly strong by the end of Rise, even though I still really liked StakeLancing, and then made them entirely irrelevant with the addition of Erupting Cannon (which I love but it's literally just "better Wyrmstake") and Reverse Blast. So yeah, it's a combination of them being not good in Rise, not improved like the rest of the kit in Sunbreak, and having been given better tools for the same job in Sunbreak.
Speaking of Wyrmstake being just BB ammo, BB itself is kinda not particularly good right now in the endgame for Sunbreak and that's a real shame. BB currently has a glitch where you can use it even if you only have a single Wirebug and even with that it's still a loss of dps because it doesn't get any contribution from Raw, just Artillery. It's the problem of having split-damage builds, there's a point where giving up on one of them becomes more efficient, which is why historically our endgame has been mostly Raw-investment SlapLancing. Admittedly, that's not entirely the case in Sunbreak, Fullburst is the only thing still kinda keeping pace, and it's entirely because of Reverse Blast, but it's also a bit sad because that's all we do now.
Our 3 Shell Types kinda play the same right now and that's a real fucking shame. Reverse Blast into Fullburst is so good that even Wide wants to do it, regardless of the -10% penalty it gets on Fullbursts. Everyone plays like Normal, and for some reason Long does it the best now. Which is why regardless of us having actually a decent amount of power, and being reasonably competitive with other weapons, specially below the speed-running level which is where most of us play, I'm still really annoyed with what they did to the Shell Type identities which is, again, a Rise Team problem that the Sunbreak Team was just not able to fix with what they were willing to change.
As for you 3-point fixes at the end of the video.
More Shield Stuff would be cool, Guard Edge could easily become a base kit move. I also think instead of Blast Dash, just having Reverse Blast be the default along with its Shield Bashing component would be entirely fine. And the last point of having Blast Dash not need to be chainable is also fair, a single one would be enough in a slower environment like Iceborne, which I'm still hoping will be the case for the next game.
For New Follow-ups, I think keeping the fast Wyrmstake animation and maybe adding it to other combos besides Charged Shell spam would be cool. It's also kinda dumb how we can't do Aerial Fullburst out of neither Blast Dash nor Reverse Blast, nor how we can't do Hail Cutter out of Aerial Fullburst. Hoping to Gog Erupting Cannon stays in some manner, even if it's nerfed and more balanced with Wyrmstake (though Wyrmstake still needs buffs to either usability, damage, or both). I really like how Wide got a unique Wyrmstake, but it's not a well designed one, and I do wish all types had something unique about them if they're gonna go that route.
So yeah, I got a lot of issues with current Gunlance, but I also have a lot of praise for the Sunbreak team, the fact we have maximum Shelling Level on the entire tree now is completely unprecedented, and I hope they consider this as reasonable and don't make us wait until the end-game of the end-game to get it like we have to do in Sunbreak with gogdamn lv161 anomalies or whatever. I've generally enjoyed my time with Gunlance in Elgado, I would very much like to bring a lot of the changes we got in Sunbreak with me into an Iceborne-like base for the next game.
In my opinion, EC should just completely replace stakes. It meshes better with the rest of the kit overall.
Wyvernfire also needs some love, maybe in a later game without the ability to refresh it so fast they can add in a buff where while it's on cooldown it boosts raw and shell damage?
@@Myrtneough I'd really like them to be complementary. With EC as an Artillery option fixed damage and the capacity for buffing, Wyrmstake could go back to benefitting from Raw and hopefully even the EC buff as well, and be THE damage option, rather than EC being everything at the same time. If we have to keep one or the other, yeah, EC is more interesting in general. But if that was the case, I guess I'd argue it could be the specific Wyrmstake to one of the Shell Types, like the Wide StunStake, it would need some balancing and heck, I probably would give it to Wide and move the StunStake to one of the others, but I do like the idea of 3 different Wyrmstakes on the types to help vary them. And it could even help with balancing, since at any point you can adjust the power of the move individually depending on how the specific Shelling type is faring.
I do really like your idea of Wyvern's Fire cooldown taking over the place of Groundsplitter as an active Shelling buffer, not as fond of it also affecting Raw though. WF cooldown is already kinda of an "overheat" mechanic, and though the heat gauge itself should never ever not in a million years return, the idea of powering up our Shells with the excess heat from the Wyvern's Fire is really cool thematically, and it introduces an ebb and flow to our gameplay that can help avoid it getting too samey throughout a hunt.
Firstly, thank you very much for such a detailed comment! Really appreciate you taking the time to break down how you feel. I can't say much besides thanks and that I agree with every point you made. It's like charge blade, when you spend phials you usually get a pretty heavy-hitting move for raw damage. Whereas with GL is only full burst but then you lock yourself into that awful stagger. I am hoping for more mix up and just more fluidity in the weapon because it is such a fun weapon to play!
@@ArcVTuber Always glad to discuss Gunlance with peeps, it's really good to see the community grow, and it can only be attributed to content creators like Ruri and Caoslayer, and glad to have you now here too, the more the better, both to strengthen us, and to give a wider variety of opinions.
I do have one extra tip to give regarding the recovery frames on Fullburst and Sweep, which yeah, are needlessly long and even Reverse Blast has to wait for them to finish before giving i-frames which compounds on them feeling clunky: Wyvern's Fire is an animation cancel for them and IMMEDIATELY puts up the Guard Point!
I've been saying this on reddit for a while now but Wyvern's Fire is not a damage move right now, it's a loss of dps compared to RB>FB loop spam, but IT IS a fantastic defensive move that comes out faster than anything else out of our highest stagger moves, and the one reason I keep Hail Cutter on my second scroll, so WF is always available as a pinch save. (main scroll is Groundsplitter since it's the only thing that buffs the RB>FB loop).
Doesn't fix variety of combos, which yeah, we do need, but it helps a bit with fluidity, gives us a different option at times.
As a gunlance player, what I loved about it is that it rewards patient gameplay. I love sitting my ass in front of the monster's face, unflinching, waiting for an opening to shove my firestick into its mouth. I haven't played Rise, but with every new mobility option and attacks they add in each new game, the monsters design must also evolve to balance it out, and I fear that the way they are "balancing" monsters designs lately is "the monsters don't have openings anymore"
I am fine with the shield focusing on defensiveness, and I feel ading a bash attack would make it feel too much like other weapons with shields (I already second main SnS when I want shield bashes). However, some suggestions from other comments on faster ways to transition in and out of guarding from a combo would be amazing, and a "shield shove" move (I picture it with the hunter opening the arm with the shield, shoving the monster to one side) that would do little or no damage but would guarantee a monster stagger would be cool
You know the shield tackle the lance got? The little tackle forward that deals little damage but is great for resetting? Imagine if the GL got that, would have possibly been amazing!
Btw I mean the new one in Sunbreak, not the regular guard dash from lance
0:49 You're right, but me not knowing anything ABOUT GLance is WHY i clicked on the video so JOKES ON YOU!
I can't tell if this is a W or if I'm a clown
@@ArcVTuber the answer is yes.
GunLance inspiration: A rifle with a bayonet, with shield. Real life exaggerated.
Transformer Long Sword and SnS. God Eater + Transformers... Wft.
Jumping spamming stick: Men of culture will know about pole jumping female sports.
2:00
You know things have gone wrong when even the person making the video forgets about the gunlance while talking about it
Literally though 💀
I dunno. Bullet barrage made my day.
I do love BB, but GL can be better tho
I personally think they should remove the shield entirely since its only purpose is to maybe sometimes block damage, instead give us a massive sword that swaps between a gs-style weapon that's slow to attack but deals hefty damage and the classic gunlance "stab 'n boom" on right trigger press that sacrifices some damage potential for consistency, attack speed, and the ability to use a "final" or "all out" attack, similar to switch axe but with more explosions and less limits on said explosions
That would be an entirely new weapon imo. Not a bad thought but hard to believe they would add a new weapon soon
The only i need is having the choice of the character holding the lance with his right hand. I'm pretty sure my DPS would rise at least 10%
Oh my God 💀 same here bro
Gunlance always gets the short end of the boomstick sadly
Ba dum ts. Good one
Dear Capcom, there are only three possible solution. It's not defaulting full ammo capacity, it's not scaling shelling damage with attack, NO. You either give the damn shield better utility, or remove the shield completely so we can hold double gunlance, or slap another motherfucking gun onto that shield.
This comment is dangerously based tbh
Honestly, If they were to do this, I'd actually pick the gun lance back up, but the state it's in now, I just can't bring myself to use it when there are other weapons that can do what it does, but a bit better, and without the very heavy comitment, like the charge blade or switch axe.
No one blames you bro. Honestly you have a good point.
If theres one thing i love about GU gunlance is the heatgauge...
Ok for real this time valor guard reload and rapid fire shells are so much fun i know the damage is kinda bad but so so enjoyable
Literally playing GU rn and valor reload needs to come back man
Okay Arc, completely unrelated, but your sibling that likes to go by the name of Ceruledge Is currently in pokemon Violet and wants to check in on you. XD
Honestly, good video. I hope it gets at least some of the attention it deserves.
Your comment is proof it's getting the attention it deserves mate 💜
Y'know,giving the GL more shield related moves would be nice...BRUH SHIELD BASH ON GUN LANCE!
AYOOOOO FACTS
Since gunlance is kind of like an offensive counterpart to the lance, it would be nice to see it get a guard stance that gives you offensive guard when hit (like how lance has its stance that gives guard up).
Sounds like a skill issue. Gunchadcers don't complain we get shit done. Even if it takes 48 minutes of the hunt timer
So the 48 minutes ain't an issue? 😂
Waldo's in the upper left at the corner of the table.
Gottem
4:19 As a hammer main i've been saying the same thing for several games
Yep hammer did not get a lot of love in Sunbreak...I fee you brother
I really feel this as well. I main Insect Glaive and second Hammer and I feel disappointed everytime I hear about Rise because of how awful the weapon balancing is. Glaive and Hammer was really fun and enjoyable for me in World and Generations ultimate. I quit Rise early into sunbreak because spamming the same move to not make my hunt last an hour or having to learn a whole new weapon with mechanics I don't enjoy isn't at all fun or even worth dealing with. Overall, It just feels awful and unfair to see the hyped weapons get more and more while the other weapons get less and less.
uhuh yep uhuh
yup you make some good points but uh
there is only one question.
EXPLOSIONS?
LET'S GOOOOO
The shield really needs to get, literally any tools, or just go and let the weapon be its own thing...
Lmao "the yearly rurikan documentary". So true.
Sponsored by Nat Geo
"My recent trip to the US has really inspired me..." I can't with you. I'm dying🤣
Tried saying it like 8 times and couldn't do it without laughing 😂
“GUNLANCE IS SO BROKEN!”
“NO GUNLANCE IS BAD!”
Me a swaxer: hehe, swaxe go slash switch slash BOOM!
A man of culture indeed
All fun and games until Capcom says "We'll fix the GL." and the only thing they do is adding Extreme Behemoth in FFXVI Collab.
FOR REAL THO 💀
No, my tab can't wait.
Then again, this is a video of a long, hard object getting abused. So I suppose I can stick around
God dayum
Load shells really is a redundant skill. We should just HAVE those shells
EXACTLY BRO
Basicly how it felt going into Iceborn from base world as bow user
Preach...
my fav gl iteration is mh4u with the step in shell attack. you literally can do a followup after a block , press foward and a while guarding and you will stop blocking and move foward one step and immediately fire a shell. i loved that move.
Never played 4u but this sounds awesome!
@@ArcVTuber it is like a cancel shell on a advancing thrust but you can perform it from a guard position. after the shell (or charged shell) you can keep poking or quick reloading and slamming
@Gabriele Squaratti sounds like an incredible way to mix up your combos. I want this!
@@ArcVTuber you need guard+2 tho. you can also do it in mhgu with guild and i think also alchemy style but NOBODY use it.
@@ArcVTuber ua-cam.com/video/PcOKIvrWUL0/v-deo.html&ab_channel=gaijinhunter i hate this guy but at 6:41 it explain it.
I do agree with most of what you said... And if I had to pick only one : Yes, Blast Dash MUST stay.
_truth be told, Rise is the opus that made me love Gunlance, I'm really looking forward to see the next generation at the very least retaining most of the "Fun" this weapon has in Rise_
YES MY GUY, LETS GO. Super fun weapon, just needs to be tweaked properly
As a longsword main,
I would also like to see the vials full.
I think it would be better to give yall a skill where you could either power up each vial, or power up the slots for "free shots" that don't use ammo.
I had a gunlance recently come in and slap an apex zinogre around after fighting the bastard for a solid 25 minutes.
Un nerf the gunlance. For my sake. I just want all the monster tails anyways.
The damage isn't the biggest problem in my opinion. It's just weird that we need so many skills for so little you know?
But monsters die so fast either way. Yeah it's not as strong as other weapons but at this point monsters die so quick that i feel like it didn't matter.
It's more of an observation list for the game and such. Sunbreak has the best gunlance yet. My channel isn't "serious" but I just wanted to have a tiny rant with some comedy mixed in
@@ArcVTuber nah i feel you. I had a similar issue at first. I felt like why do I have to min max sooo much to get on par with the clear times with some of the more powerful weapons with sooo much less competency that i have with them to be comparable? But then it just clicked like boy these monsters die in 10 min or so. It's so fast already that I'm just going to swallow it. And you are right this is probably the most fun gunlance has ever been and that's good enough for me. But I will say Icebornes chill AF shelling only desperately needs to come back. Yeah charged shell only play style is too unoptimal that i wish they would address.
I feel like Gunlances biggest problem is that you’re so limited with your skills.
You need Artillery, you need load up, you need guard, guard up, and so much more just to hit a decent level. It’s a little bit excessive when other weapons need less to do more.
Still a freaking fun weapon though, plus Wilds has confirmed that Attack up affects shelling finally
Having a weapon type dedicated skill can only ever lead to two possibilities. Either 1) it's not a strong enough contender with other skills to warrant replacing something else, and is more of a convenience if you happen to have extra space.. or 2) it's so powerful/such good qol that it's basically required.
Option 1) is obviously a bad thing but option 2) is generally a good thing since it is what allows for different weapon types to have different builds.
The alternative is to have 1 singular set of armor and decos that not only works, but is optimal for every single weapon.
The rest of your points I can't really speak on since I haven't touched GL yet.
i dont feel like something is wrong with it for now. both Lance and GL are my go to weapons currently. i might just miss them tho if they remove hunter arts system again in MH6
That's fair. I just want Load Shells to be a little better haha
I just recently got into gublance which hurts me bc rise being my first game into the franchise and already max MR i felt bad for making excuses not to play the wepaon. Its been a good month or two hunting with gunlance and i really love it it just feels nice not worrying about dmg all the time and just use everything it has to offer the community i have to think also for giving me the courage and overalls the fundamentals for just trying out the weapon and opening my thoughts on it again amazing community cant thank yall enough
Haha the seething LS dependent listening to "Nice to see the LS CUTTING THE TAIL"
Emphasis on THE TAIL
rise gunlance by far the most fun and the best one, went back to world and i miss rocket jump into full burst
Hammer player feels sorry for boom stick player, ooga booga praying for you
Brothers of ooga booga 💜
Welp the randomly scrolling through Sh1t and "recommended for you" landed me here along with the crying anime girl with the Gunlance symbol.. I play GL from time to time but w/e the intro made me laugh.
Now that I've turned the Volume up :D and listened to ya...Look Gunlance just goes Boom, Know your shells, Block, reload, have fun. I feel like with MH Rise/Sunbreak. You can make any build you want!! smh let your inner mad scientist shine, get creative and wild. To be honest and fair, making sure your "experiment" or whatever follows up and works with the rest of your Frankenstein weapon or armor. But my point being, just have fun
Well hey there, welcome to the madness haha. Gunlance is at its best right now but I have faith in the MH team that it will be even better in the next game!
You know, I remember a manga for monster hunter that had a character that used the gunlance and it was like an actual gun
if anyone remembers this please post it below i would LOVE to read it again. Something about a "Wind" element dragon that wasn't Kushala Daora
Flash hunter?
Arc: gunlance has never been a high tier weapon
Mhwi gunlance which has a the fastest fatalis, alatreon, and shara ishvalda speedruns: am I a joke to you?
But...but they're speedrunners Q-Q
As a charge bald main.
I gotta let you know theres actually a skill that lets you get 6 phials for your charge blade. Just like gunlance needing to get that 5th shell. I believe its called capacity.
Each phial adds 30 seconds to the shield charge. Aswell as used in AED. Its not super required.. but 5 isn't the max
Im happy with what the gunlance is in TU3. Needs Load Shells and Artillery still, but if focusing on shelling then crit skills arent as needed, which is what ultimately balances it out... Somewhat. And it is one of the most fun movesets, which makes up for not being on top of speedrun tier lists.
FACTS
As a GL main since WorldBorn, I don't think it matters that much that you have to 'sacrifice' 2 slots in the build to get one more bullet. for multiple reasons:
GL (or at least Long) as you mentioned, purely get's it's DMG from shelling, the few times you do hit are just because you either are doing the full discharge combo or because you want to inject a 'Wyrmstake' into the enemy. As such, Raw weapon dmg is almost entirely negligible since Shelling does not benefit from it. Because Raw Weapon dmg is not a factor we also don't have to equip 7 levels of ATK+, 3 levels of Crit and 3 levels of 'Weakness Exploit' as neither (at least from what i remember) increase Shelling level. Meaning to get max (or rather Solid) Dmg we literately only have to equip 5 (maybe 8) skills, those being: Artilley lv 3, Magazin lv2 (and maybe Focus 3 back in world but charge shells in rise are kinda Sheit imo) as such we have SOO much more options to just be TANK and slot in QOL. (we have 13 more slots freedom then EVERY other weapon in the game)
These 3 skills are not easy to find on good gear, but luckily both 'Artillery' and 'Magazine' are T2 gems and Qurio crafting let's you get the skills on much better gear anyway. Sure you might have to look for the other skills you want on other gear, but that's just how Qurio crafting goes for every gear, not just GL.
Shelling also does not care about Hardness of enemy (so we never bonk), and deals constant dmg (with slight fluctuations of up to 15% depending on parts and enemies).
Sharpness also does NOT influence Shelling dmg (until you hit Red, at which point you can't fire and frankly i wonder how you even ended up there, cause red is bad, whatever weapon you play). By the time you get in any 'bad' sharpness anyway the monster switches area and you can sharpen anyway.
One downside of shelling (well one is, you always stagger Party-members if they don't have stun resistance lv1, but that does not matter for solo) is that Shells do not apply Status or Elemental Dmg. meaning again: Dmg Type also does not matter on a GL unless you play Slap-stick. The only MAIN dmg factor on a GL is the Shelling LV and Type, and i can't tell you how glad i am that we are able to upgrade GL Shelling level in Sunbreak, altho be it at such a late point in the game that it almost does not matter.
Now: to the actual Magazin Skill... what else is it supposed to do for GL instead? Refill the mag to full once you reload like CB? oh wait, that's literally a move we can do.
It could be like the 'Spare Shot' skill and we have a chance to not use a shell instead, but that kinda messes up too much with the combos. It could do it so that shells apply a small part of the status/elemental dmg? ehhh. still feels odd.
In the end i think just giving us a extra shell is the safest and most logical option. Even if we have to get the lv 2 version of the skill just to activate it. (since lv.1 is kinda useless for GL)
One thing i wished for GL is that the 'Wyvern Fire' or 'Bullet Barage' dealt all the dmg in one Big number so we have a wakeup-hit.
I always found it odd that it's a multi-instance.
And for the second to last note: why go for 'Evade extender'? (besides Personal play-style reasons) GL has a shield, use it.
I literally never had a problem with survivability because i can block every attack in the game besides Fl.Espinas Big Fireball, Valstrack's Ambush and a few others. Yes, you have to equip 'Guard up' lv 3 and 'Ironwall' lv 5 but id like to remind you that we have the slot's most of the time. Use them.
Feel free to correct me as i might have gotten one or two things wrong.
Finally: Here my Gear, since some might wonder what the heck i am playing.
Roar of the Canyne (Long, Shelling Lv 8, Enought sharpness to last, 30 Defence bonus)
Astalos Helm (Stun Res 2, Artillery 1, Defiance 1, Guard 1 (Qurio) ) - 'Burst' 1 was on the gear and is whatever.
Uroktor Torso X (Guard Up 2, Artillery 1, Defiance 1, Stun res 1, SpiriBirds call 1 (Qurio) ) - 'Special Ammo Boost' lv 2 which is whatever and 'Evade Window' 1 wich is somewhat neat but often disregarded
Hermitaur Braces ( Guard 2, Guard up 1, Wirebug Wisperer 1, Razor Sharp 1 (Qurio) ) - 'Normal/Rapid up' 2 is whatever
BazelGeuse Coil X (Load Shells 2, Guard 1 (+1 from Qurio), Razor Sharp 1, Artillery 1, Wirebug Wisperer 1)
Golden Lunegreaves (Defianc 3, Defense Boost 5, Razor Sharp 1) - 'Peak Performance' 2 is whatever and 'Recovery up' 2 is kinda neat for when you do need healing
Lastly and Talisman with 'Recovery up' 3, 'Divine Blessing' 2 and 'Wirebug Wispered' 1
I even have one T4 slot open in the helm which is free to switch to whatever resistance or immunity i need.
This gear looks messy as heck so i am very happy for layered armors.
Whoever you had voicing Hinoa actualy sounded realy good. Like, profesional VA good.
Ao is a fantastic VA
The best comes last. TU5 made Gunlance a complete weapon. Being able to carry 4 wirebugs and recover sharpness by switch skill swap, made burst barrage spam build so good.
FACTS MY BROTHER
Honestly, swapping from lance to gunlance immediately felt off when I realized how little the shield is used. I don't expect gunlance to be the exact same as lance, but for a shield that big, and the variety of ways its used on lance really makes me scratch my head.
This does sound upsetting for the 38 gunlance players
It's 37 actually? Get your facts right
I would love they bring back the heat gauge mechanic the gunlace had in MH Generations
Nah. You don't need certain core skills as gunlance, you go for evasion and utility instead.
It's funny that you mentioned charge blade having max phials for Rise because in MHW you need capacity boost to get your sixth phial. I haven't played enough Rise so this makes me think they removed the sixth phial from CB entirely which if that's true that sucks for CB
I'm afraid so my friend...
My favorite defective thing about Gunlance is how you have a weapon that consumes a fuckton of sharpness doesn't have the benefits of weapons that usually consume a lot of sharpness: number of (blade) hits in combos. Like yes SnS, DB, IG and even LS consumes a decent amount of sharpness, but that means that elemental and status are better on these weapons. Gunlance sucks ass at dealing elemental damage, and isn't particularly better than Lance at proccing status. You have a weapon that has true damage on its attacks but such attacks don't scale with raw, when Charge Blade does the same thing but actually scales and isn't a problem. You have several attacks that have very little purpose because of how slow and non rewarding they are.
Fucking preach. Elemental shells when bro
Never touched the Gunlance, HH/HBG main here, but hearing the problems reminds me of the issues I have with HH in RISE to the point I just don't want to touch the horns. Seriously hope they give y'all some love later on.
Ngl recently found this channel and im loving it keep up the content my dude🫶🏽
Aaww dude! Thank you! Like this honestly made my day 💜
1) if you evade a hit while blocking you VTOL with blast dash. If you did not but charge the input you get regular blast dash.
2) add a diving wyvern stake as the finisher of the air shelling combo
3) Change quick reload for a parry that would have different effects for each gunlance type: wide reloads shells, normal is a counter-shell, and long sheds time off wyrm fire. Quick reload can be the switch for this, and it will allow you to keep the input charged to reload your stake after the shells are loaded
4) when the stake is reloaded, your melee is temporarily buffed. When you shoot the stake, the shells become temporarily buffed
5) elemental shells? 🥺
As someone that plays gunlance sometimes I feel like the animation length for its attacks is too long for its dos
A smaller issue that I have is how most gunlances shield look paper thin, I want a godamn dark souls tower shield
And I feel like the only gunlance design that gives me that is gorangolm
Ayooo based. The designs are a bit hit or miss because I do lose some of the shield designs in Rise like the Chaotic Gore one. But yeah, very long recovery Animations with little to no follow ups...