Funnily enough, now gunlance has a kinda similar counter to the old lance, thanks to the guard point on reloads, tho you can't hold it like old lance. I didn't give too much time to new lance, because I wasn't enjoying the changes, and gunlance was too fun and I couldn't put it down, but on release I'll give it another try.
lance counter thrust is a staple for lance for 15 years now, most old lancer like very fast paced nature of lance combat when master to interweave guarding and attacking. i think that lance is not a counter weapon, but a parry weapon. exchanging counter thrust to parry stance that work like perfect guard is a good mixup. last for 2s revert to guard, after parry you can cross slash, upper thrust, dash attack, guard, and guard advance i dont like charge counter, with monster tells can be it will be as useful as silkbind teaher/twin vine during base rise too situational to use all im seeing of focus mode is clutch claw and wound 2.0, the dev team saying to play my way spam wound to get optimal damage or spend 20+mins and get CCed by monster new hyper wiggly move set perfect block having no down side is how you get hyper fast monster and true unblockable attack in sunbreak, its to strong. all counter should consume stamina in my opinion, for all weapon. i hope they fix the lance input jank, i dont mind recovery animation but dont eat my input in an action combat game capcom lance mobility come from it moveset, hope they buff the distance of some the mobility moves i dont like charge counter as a concept on a relatively safe weapon, why gamble on damage, give tools to say no to monster super moves. power guard has increased chip damage, moves like anchor rage even with no buff but scale with enemy attack damage sound more appealing someone in capcom is insisting on putting charging machanics in weapons, why?
I understand what you are saying with the true unblock able attack in Sunbreak comment. Insta-block had a fairly tight timing to it, so I felt like you were rewarded for playing it well. But then they countered that by having moves that hit twice simultaneously, like Seathing Bazel's face-plant, or Apex Arzuros' claw-swipe. And that annoyed me a lot. As long as a truly unblockable attack is realistic in its timing, I have no issue. For example, Valstrax's ambush has a huge wind up, so you can sheathe and dive like normal weapons. It gets really out of order when it's Savage deviljho's pin in Iceborne that has hardly any tell, and the lance's moveset isn't well equipped to dodge. Especially if you're on a slope. Yeah I agree that not all weapons need a charge move. It's a point I might note on a future video: That the weapons can start to feel homogenized because everything has a form of counter for example.
@amaninthewestmusic8389 true unblockable is not something i want capcom to implement, it fuqs with our trust with our tools/weapon, just knowing you need guard up is enough, it let decide on dps skill or utility skill that allow me to dps easily. Plus when you have a shield, you cant a block an attack that certain weapon can i-frame it, it just feel bad. As for multi hits attack im ok if the monster have limited range, no zig zaging like rise tobi, that thing is a manace. Yeah sunbreak monster if slowed down and lessen the distance they move cross the arena they be less hectic and fun to fight. If all of sunbreak slikbind move have normalize damage and no wire bugcost its a dam good combat system
The problem with the argument between High Thrust and Mid Thrust is that it guarding slower and being so slow makes you not want to use the High Thrust at all. Also some fights you are forced to use the High Thrust. I don't know why they doing the changes to Mid Thrust, but the changes to High Thrust aren't good and will kill the weapon for a lot of people. The Counter Thrust isn't worth it in my opinion. I be better off if you could do a press-and-hold mechanic to use counterthrust when you are using High Thrust. These changes will kill old players at least the High Thrust and Counter Thrust changes, and will make people drop the weapon, I feel like having a middle ground here would be better. Making the Counter Thrust a gamble doesn't make sense with the Lance. It's a counter you need to get it set up. When other weapons only take one attack to use their counters. This doesn't give more depth it gives more restrictions to the weapons and makes the weapons feel less fun. Overall, the Leaping thrust being slower and Gaurd dash also being slower lowers variety in movement. Dash attack needs to speed up quicker so we can have a chance to chase the monster a bit before it truly runs away. High Thrust being slower than Worlds doesn't make people want to use the move when mid thrust already has better reasons to use it. Counter thrust being at the end of the combo isn't a gamble or gives use more depth it's a restriction in options for the Lance when other weapons got more moves. There's an easy way to make old lance players like these weapons more and that's reverting the High Thrust speed back and Counter thrust a press and hold mechanic. I like the new Lance but it has a problem. I can't defend the changes and I see too many people talking about dropping the weapon.
Totally agree with you. Lance is already not strong. Making high thrust a lil faster won't break any balance, especially now that we have the repositioning perk to incentivize using mid thrust.
@ Agree, I just want the bare minimum back to World Speeds and World recovery time on moves. Leaping Thrust being back to Three Ticks instead of Two would be nice. Guard Dash and Lealing Thrust combo back to what they were in Rise or World. Counter Thrust I feel is the most important part that I see so many people not like. Even if the guard is better. I just hope Capcom has enough time.
@@Voxash It's a mixed bag, as I see people who like the changes the majority of the time are only using Mid Thrust with the new Guard mechanics. Which isn’t bad. But as a Lance player who uses the majority of the kit. Some major Flaws break how aggressiveyou could be. Compared to other weapons.
Funnily enough, now gunlance has a kinda similar counter to the old lance, thanks to the guard point on reloads, tho you can't hold it like old lance. I didn't give too much time to new lance, because I wasn't enjoying the changes, and gunlance was too fun and I couldn't put it down, but on release I'll give it another try.
lance counter thrust is a staple for lance for 15 years now, most old lancer like very fast paced nature of lance combat when master to interweave guarding and attacking.
i think that lance is not a counter weapon, but a parry weapon.
exchanging counter thrust to parry stance that work like perfect guard is a good mixup. last for 2s revert to guard, after parry you can cross slash, upper thrust, dash attack, guard, and guard advance
i dont like charge counter, with monster tells can be it will be as useful as silkbind teaher/twin vine during base rise too situational to use
all im seeing of focus mode is clutch claw and wound 2.0, the dev team saying to play my way spam wound to get optimal damage or spend 20+mins and get CCed by monster new hyper wiggly move set
perfect block having no down side is how you get hyper fast monster and true unblockable attack in sunbreak, its to strong.
all counter should consume stamina in my opinion, for all weapon.
i hope they fix the lance input jank, i dont mind recovery animation but dont eat my input in an action combat game capcom
lance mobility come from it moveset, hope they buff the distance of some the mobility moves
i dont like charge counter as a concept on a relatively safe weapon, why gamble on damage, give tools to say no to monster super moves. power guard has increased chip damage, moves like anchor rage even with no buff but scale with enemy attack damage sound more appealing
someone in capcom is insisting on putting charging machanics in weapons, why?
I understand what you are saying with the true unblock able attack in Sunbreak comment. Insta-block had a fairly tight timing to it, so I felt like you were rewarded for playing it well. But then they countered that by having moves that hit twice simultaneously, like Seathing Bazel's face-plant, or Apex Arzuros' claw-swipe. And that annoyed me a lot. As long as a truly unblockable attack is realistic in its timing, I have no issue. For example, Valstrax's ambush has a huge wind up, so you can sheathe and dive like normal weapons. It gets really out of order when it's Savage deviljho's pin in Iceborne that has hardly any tell, and the lance's moveset isn't well equipped to dodge. Especially if you're on a slope.
Yeah I agree that not all weapons need a charge move. It's a point I might note on a future video: That the weapons can start to feel homogenized because everything has a form of counter for example.
@amaninthewestmusic8389 true unblockable is not something i want capcom to implement, it fuqs with our trust with our tools/weapon, just knowing you need guard up is enough, it let decide on dps skill or utility skill that allow me to dps easily.
Plus when you have a shield, you cant a block an attack that certain weapon can i-frame it, it just feel bad.
As for multi hits attack im ok if the monster have limited range, no zig zaging like rise tobi, that thing is a manace. Yeah sunbreak monster if slowed down and lessen the distance they move cross the arena they be less hectic and fun to fight.
If all of sunbreak slikbind move have normalize damage and no wire bugcost its a dam good combat system
The problem with the argument between High Thrust and Mid Thrust is that it guarding slower and being so slow makes you not want to use the High Thrust at all. Also some fights you are forced to use the High Thrust. I don't know why they doing the changes to Mid Thrust, but the changes to High Thrust aren't good and will kill the weapon for a lot of people. The Counter Thrust isn't worth it in my opinion. I be better off if you could do a press-and-hold mechanic to use counterthrust when you are using High Thrust.
These changes will kill old players at least the High Thrust and Counter Thrust changes, and will make people drop the weapon, I feel like having a middle ground here would be better. Making the Counter Thrust a gamble doesn't make sense with the Lance. It's a counter you need to get it set up. When other weapons only take one attack to use their counters. This doesn't give more depth it gives more restrictions to the weapons and makes the weapons feel less fun.
Overall, the Leaping thrust being slower and Gaurd dash also being slower lowers variety in movement. Dash attack needs to speed up quicker so we can have a chance to chase the monster a bit before it truly runs away. High Thrust being slower than Worlds doesn't make people want to use the move when mid thrust already has better reasons to use it. Counter thrust being at the end of the combo isn't a gamble or gives use more depth it's a restriction in options for the Lance when other weapons got more moves. There's an easy way to make old lance players like these weapons more and that's reverting the High Thrust speed back and Counter thrust a press and hold mechanic. I like the new Lance but it has a problem. I can't defend the changes and I see too many people talking about dropping the weapon.
Totally agree with you. Lance is already not strong. Making high thrust a lil faster won't break any balance, especially now that we have the repositioning perk to incentivize using mid thrust.
@ Agree, I just want the bare minimum back to World Speeds and World recovery time on moves. Leaping Thrust being back to Three Ticks instead of Two would be nice. Guard Dash and Lealing Thrust combo back to what they were in Rise or World.
Counter Thrust I feel is the most important part that I see so many people not like. Even if the guard is better. I just hope Capcom has enough time.
I've never really used the lance but watching your video and the new changes in wilds are making me want to actually try it
I just know my buddy who has always disliked lance. Picked it up and played just lance the whole time. So it must be good. 😂
No that just means they changed lance to something that it's not before.
@@Voxash It's a mixed bag, as I see people who like the changes the majority of the time are only using Mid Thrust with the new Guard mechanics. Which isn’t bad. But as a Lance player who uses the majority of the kit. Some major Flaws break how aggressiveyou could be. Compared to other weapons.
Let's talk lance. Yeah! I don't care what people say. It felt great to me in the demo. I am going to use it....A LOT.
@rechelieu you might say "Lance A LOT!" hehe ... OK I'll see myself out.