The partbreak modifier from Power Axe mode in Iceborne was not only really fun but gave Axe Mode so much identity. Really wish they had brought it back, seems perfect for the wound mechanic in Wilds (which I'd assume partbreak affects wounding a monster but I don't think that's confirmed, just would seem to make sense). But yeah, I hope Axe Mode maintains relevance in this game because I don't wanna go through another whole game/expansion where Axe Mode was COMPLETELY useless like in RiseBreak.
@shortsamurai1213 Oh, don't worry, i zsd all the time once it's ready, but i feel like i have more control with Axe mode than sword mode, then again, I am a lance main, and just a switch axe enjoyer
I feel like the biggest issue is that the one move that buffs axe mode combos into sword mode so well that you almost never use the buff once you get it. I feel like there should be a sword move that buffs axe mode and an axe move that buffs the sword so *switching* between modes is more incentivized.
After seeing the changes to Switch Axe, I feel like the changes they made missed the point & it still needs more work. Here are a few changes that I feel are reasonable given to what they have changed for other weapons (I can & will explain more in the comments if asked!) (listed from most likely to happen, to less likely) Being able to hold the offset attack Same "Amped state" buff on the "axe mode" as in the "sword mode" More Direction inputs on the fade slash 2 - staged Morph Slash Combo worked into base moveset Reworked Axe combos /new axe followups after "Spiral Burst Slash" for axe mode (Listed from most important changes, to less important) Same "Amped state" buff on the "axe mode" as in the "sword mode" Reworked Axe combos /new axe followups after "Spiral Burst Slash" for axe mode Being able to hold the offset attack 2 - staged Morph Slash Combo worked into base moveset More Direction inputs on the fade slash
The changes they made wasn’t on the most updated beta build of the game. That’s why they told players on the updated beta in game shows not to use lance, switch axe, and insect glaive.
What I'm worried about is that with these changes the issue of Full Release Slash being the most optimal move to do almost at all times was not dealt with, and in fact it looks like it will be even more optimal to only go for it since it has gained hyper armor as well. Personally I would prefer if FRS was made even a bit stronger but only possible to do after certain moves like the ground elemental discharge finisher or the heavenward flurry to lean more into it actually being a finisher type move on top of making the ground elemental discharge and heavenward flurry more useful outside of filling up the amped state.
That's another issue as well, though I am pretty sure they adressed it somehow and if it would actually be a chain finisher that would be optimal... but in the one clip they've already shown it will still be useable from neutral... maybe with skills like quickswitch the DPS chains will look different.
I think it would be perfect if power axe mode not only gave a damage buff but also the part break modifier in iceborne of course they will have to balance it so it won't be too easy to perma stun lock monsters with axe mode while doing really high damage but its something that was really fun to use to stagger monster with
what i really wished for is filling the amp gauge to also give axe mode its phial explosions after its attacks (like rise), and also for power axe mode to also give its buff to sword mode also i disagree with those who say axe mode will be "obsolete". sword mode has always been the big damage mode for switch axe, so axe mode kinda always felt like a "downtime" in that sense, with it being the more mobile mode. in wilds, i feel like axe mode still has its use for its offset attack (and filling switch gauge obviously) to shortcut into power axe mode and for occasional knockdowns. my ideal switch axe is, well, a constant switching between sword and axe mode, with an onslaught of sword attacks when a monster is downed for that big big damage and flashy moves. in the beta (i've been playing it past the open beta window), im actually feeling the mobility of axe mode much more than in world or rise, using forward overhead slash and overhead morph slash to reposition and weave thru monster attacks.
I really hope axe mode will be fun and rewarding again of course. Sword mode was always the big damage mode and should remain so, you're absolutely right there, I just hope that the balance of both modes will be somewhat like in Iceborne, I am just worried that axe mode even with its offset slash will be used less due to the counter in sword mode, you don't have to evade so much if you can access the counter anytime. But in the end we will need to wait for another demo or the full release.
im sure axe will be fine, I could trip rey in the demo w a bunch of morph combos.Power axe players really wanted to cause as many trips as possible, even if their dps is reduced, so their team can strike, and they like seeing the monster fall also. Even if you could constantly sword mode counter, a player who is willing to sacrifice dps for trips/flinches wont mind.
Reading the other comments are really hilarious Now i do aggre its okay people being concerned considering Capcom has made.... MULTIPLE VERY questionable design choicest in 5th Gen *looks at Clutch claw and Tenderizing in Iceborne, Impact crater only Hammer in base MH Rise alongside Rise Hunting Horn in general* And even in Wilds we have weird things like Tracer Arrow However as much i also will see it coming Capcom will screw something up, of all the things they can screw up i honestly saw nothing wrong with Wilds changes even the most recent ones only made me more hopefull ESPECIALLY Bows Tracer Arrow and its multiplayer unfriendly Focus Attack getting nerfed so that while Bow will still be a strong weapon, it will no longer be over reliant on Tracer Arrow which was the main issue it had before, and the Focus Attack is just super toxic in Multiplayer
It all sounds awesome and I was gonna stay switch axe main anyway so hearing the buffs and return of hitstop and improved sound effects is all fantastic. I do worry a bit that it is designed for full release slash spam as I wouldnt personally find that playstlye very enjoyable. I have no issue mixing some FRS into my rotation but I dont want to lose a ton of dps if I decide not to use it all the time. What about my lovely zero sum discharge :D
I really wouldn't like that playstyle either and I just hope they adjusted everything to make the FRS an actual big finisher and not an ideal move for any situation. I really enjoyed the flow of the weapon in the beta, just the overall damage was lacking and some other minor issues.
The changes to Switch Axe in Monster Hunter Wilds feel unbalanced and take alot away from axe mode. While the new Sword mode attacks are fun and exciting, they dominate the playstyle, making Axe mode feel less important. Sword mode has become the focus, which hurts the variety and flexibility the weapon used to have. The new defensive moves, Counter Rising Slash and Offset Rising Slash, feel incomplete even with the recent changes. The loss of key Axe mode mechanics, like Power Axe buffs from MHWorld & MHRise, phial burst damage during amped state, is disappointing and a missed opportunity to make the weapon better. These mechanics were important to Axe mode’s strength, and their removal makes it feel weaker and less satisfying. Right now, Switch Axe relies too much on Sword mode, taking away the balance between the two modes. Axe mode’s new additions don’t make up for what it lost, leaving the weapon feeling less complete and less fun for players who liked using both modes. At this point, Axe mode feels less like an equal part of the weapon and more like a cooldown phase for Sword mode. Additionally, Morph Attack options in Monster Hunter Wilds are a big step back from Monster Hunter Rise. While Morph Attack chains weren’t completely removed, they were replaced with weaker alternatives that lack the fluidity and impact of the previous combos. In Wilds, these replacements feel disconnected and less rewarding. The changes break the synergy between the modes, reducing the options Switch Axe once had.
Tho swaxe might be a mixture of morph attacks assuming rapid morph comes back and full release instead of counter assuming we get some form of health regen. In total just a downgraded rise swax
I just don't want the playstyle to revolve around FRS which it seems to be going that way. and honestly just wait until after release for a full weapon guide. No point in doing it right now
it still suffers from a complete loss of identity. turning it from a "flow" or combo weapon into a "one big boom boom move" weapon is the worst decision they couldve made, and then they doubled down on it... why crapcom, why do you hate switchaxe users do much
I don't really know if they doubled down on it and I wouldn't say that it's a "complete loss of identity". I can still enjoy the weapon and play it in a way that isn't the perfect speedrunner level DPS because... why would I ruin my own experience just to deal maximum DPS? The weapon still felt great in the beta if you didn't just focus on getting every FRS off in every single situation. I actually really like the idea of using axe mode to gain the switch gauge to deal massive damage in sword mode but axe mode simply can't feel too weak or like a punishment to sword mode.
Just... either put Amp State into Axe again or remove it. World/Iceborne's Axe Mode was super cucked. Even with Power Axe, Sword just dealt way too much damage that it barely felt any different. I actually had to remove damage numbers when playing that game to block out the depression from seeing numbers lower than SnS per hit when in Axe lol Yes, Sword Mode is supposed to deal more damage. But that was absurd. The balance was good in 4th Gen. World completely destroyed any semblance of balance and Iceborne tried to fix it with a mushy band-aid that could fall off at any time. Rise/Sunbreak put some meat into Axe and Morph attacks and it "felt" more balanced, and although it was mostly one attack from Axe (the new forward Overhead), having Amped State was a bless. I love the movement in Wilds, but why? Just, why?
The partbreak modifier from Power Axe mode in Iceborne was not only really fun but gave Axe Mode so much identity. Really wish they had brought it back, seems perfect for the wound mechanic in Wilds (which I'd assume partbreak affects wounding a monster but I don't think that's confirmed, just would seem to make sense). But yeah, I hope Axe Mode maintains relevance in this game because I don't wanna go through another whole game/expansion where Axe Mode was COMPLETELY useless like in RiseBreak.
Right? It made me "only" use axe mode, it's extremely rare that i use sword mode
That's all I want as well
@@TheKisj you genuinely enjoy axe mode more then sword mode you’re missing the most fun part of the weapon😂
@shortsamurai1213 Oh, don't worry, i zsd all the time once it's ready, but i feel like i have more control with Axe mode than sword mode, then again, I am a lance main, and just a switch axe enjoyer
The highest damage combo in rise/sunbreak was switching between axe and sword 🤨
I feel like the biggest issue is that the one move that buffs axe mode combos into sword mode so well that you almost never use the buff once you get it. I feel like there should be a sword move that buffs axe mode and an axe move that buffs the sword so *switching* between modes is more incentivized.
After seeing the changes to Switch Axe, I feel like the changes they made missed the point & it still needs more work.
Here are a few changes that I feel are reasonable given to what they have changed for other weapons
(I can & will explain more in the comments if asked!)
(listed from most likely to happen, to less likely)
Being able to hold the offset attack
Same "Amped state" buff on the "axe mode" as in the "sword mode"
More Direction inputs on the fade slash
2 - staged Morph Slash Combo worked into base moveset
Reworked Axe combos /new axe followups after "Spiral Burst Slash" for axe mode
(Listed from most important changes, to less important)
Same "Amped state" buff on the "axe mode" as in the "sword mode"
Reworked Axe combos /new axe followups after "Spiral Burst Slash" for axe mode
Being able to hold the offset attack
2 - staged Morph Slash Combo worked into base moveset
More Direction inputs on the fade slash
The changes they made wasn’t on the most updated beta build of the game. That’s why they told players on the updated beta in game shows not to use lance, switch axe, and insect glaive.
What I'm worried about is that with these changes the issue of Full Release Slash being the most optimal move to do almost at all times was not dealt with, and in fact it looks like it will be even more optimal to only go for it since it has gained hyper armor as well.
Personally I would prefer if FRS was made even a bit stronger but only possible to do after certain moves like the ground elemental discharge finisher or the heavenward flurry to lean more into it actually being a finisher type move on top of making the ground elemental discharge and heavenward flurry more useful outside of filling up the amped state.
I like this idea honestly!
That's another issue as well, though I am pretty sure they adressed it somehow and if it would actually be a chain finisher that would be optimal... but in the one clip they've already shown it will still be useable from neutral... maybe with skills like quickswitch the DPS chains will look different.
I think it would be perfect if power axe mode not only gave a damage buff but also the part break modifier in iceborne
of course they will have to balance it so it won't be too easy to perma stun lock monsters with axe mode while doing really high damage but its something that was really fun to use to stagger monster with
what i really wished for is filling the amp gauge to also give axe mode its phial explosions after its attacks (like rise), and also for power axe mode to also give its buff to sword mode
also i disagree with those who say axe mode will be "obsolete". sword mode has always been the big damage mode for switch axe, so axe mode kinda always felt like a "downtime" in that sense, with it being the more mobile mode. in wilds, i feel like axe mode still has its use for its offset attack (and filling switch gauge obviously) to shortcut into power axe mode and for occasional knockdowns.
my ideal switch axe is, well, a constant switching between sword and axe mode, with an onslaught of sword attacks when a monster is downed for that big big damage and flashy moves. in the beta (i've been playing it past the open beta window), im actually feeling the mobility of axe mode much more than in world or rise, using forward overhead slash and overhead morph slash to reposition and weave thru monster attacks.
I really hope axe mode will be fun and rewarding again of course. Sword mode was always the big damage mode and should remain so, you're absolutely right there, I just hope that the balance of both modes will be somewhat like in Iceborne, I am just worried that axe mode even with its offset slash will be used less due to the counter in sword mode, you don't have to evade so much if you can access the counter anytime. But in the end we will need to wait for another demo or the full release.
im sure axe will be fine, I could trip rey in the demo w a bunch of morph combos.Power axe players really wanted to cause as many trips as possible, even if their dps is reduced, so their team can strike, and they like seeing the monster fall also. Even if you could constantly sword mode counter, a player who is willing to sacrifice dps for trips/flinches wont mind.
Reading the other comments are really hilarious
Now i do aggre its okay people being concerned considering Capcom has made.... MULTIPLE VERY questionable design choicest in 5th Gen *looks at Clutch claw and Tenderizing in Iceborne, Impact crater only Hammer in base MH Rise alongside Rise Hunting Horn in general*
And even in Wilds we have weird things like Tracer Arrow
However as much i also will see it coming Capcom will screw something up, of all the things they can screw up i honestly saw nothing wrong with Wilds changes even the most recent ones only made me more hopefull
ESPECIALLY Bows Tracer Arrow and its multiplayer unfriendly Focus Attack getting nerfed so that while Bow will still be a strong weapon, it will no longer be over reliant on Tracer Arrow which was the main issue it had before, and the Focus Attack is just super toxic in Multiplayer
My poor switch axe!
Man, i hope the MR expansion fixes it or some other things that come in the release will help it. 😭
It all sounds awesome and I was gonna stay switch axe main anyway so hearing the buffs and return of hitstop and improved sound effects is all fantastic. I do worry a bit that it is designed for full release slash spam as I wouldnt personally find that playstlye very enjoyable. I have no issue mixing some FRS into my rotation but I dont want to lose a ton of dps if I decide not to use it all the time. What about my lovely zero sum discharge :D
I really wouldn't like that playstyle either and I just hope they adjusted everything to make the FRS an actual big finisher and not an ideal move for any situation. I really enjoyed the flow of the weapon in the beta, just the overall damage was lacking and some other minor issues.
@@BloodyWyverian 100 percent.
The changes to Switch Axe in Monster Hunter Wilds feel unbalanced and take alot away from axe mode. While the new Sword mode attacks are fun and exciting, they dominate the playstyle, making Axe mode feel less important. Sword mode has become the focus, which hurts the variety and flexibility the weapon used to have.
The new defensive moves, Counter Rising Slash and Offset Rising Slash, feel incomplete even with the recent changes. The loss of key Axe mode mechanics, like Power Axe buffs from MHWorld & MHRise, phial burst damage during amped state, is disappointing and a missed opportunity to make the weapon better. These mechanics were important to Axe mode’s strength, and their removal makes it feel weaker and less satisfying.
Right now, Switch Axe relies too much on Sword mode, taking away the balance between the two modes. Axe mode’s new additions don’t make up for what it lost, leaving the weapon feeling less complete and less fun for players who liked using both modes. At this point, Axe mode feels less like an equal part of the weapon and more like a cooldown phase for Sword mode.
Additionally, Morph Attack options in Monster Hunter Wilds are a big step back from Monster Hunter Rise. While Morph Attack chains weren’t completely removed, they were replaced with weaker alternatives that lack the fluidity and impact of the previous combos. In Wilds, these replacements feel disconnected and less rewarding. The changes break the synergy between the modes, reducing the options Switch Axe once had.
We need phial damage in axe mode a la Rise style.
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We will no longer have the switch axe we once had, they buffed full release so now spamming it will be meta in every run
I will most likely be a glaive main in wilds bc of this
Tho swaxe might be a mixture of morph attacks assuming rapid morph comes back and full release instead of counter assuming we get some form of health regen. In total just a downgraded rise swax
I really hope it doesn't end up like that and I do hope they do another beta or demo on an updated build...
Im betting they just tweaked some numbers and called it a day
From the Community Update it really looks like it... a shame we didn't get more details or at least some more footage.
I just don't want the playstyle to revolve around FRS which it seems to be going that way.
and honestly just wait until after release for a full weapon guide. No point in doing it right now
it still suffers from a complete loss of identity. turning it from a "flow" or combo weapon into a "one big boom boom move" weapon is the worst decision they couldve made, and then they doubled down on it... why crapcom, why do you hate switchaxe users do much
I don't really know if they doubled down on it and I wouldn't say that it's a "complete loss of identity". I can still enjoy the weapon and play it in a way that isn't the perfect speedrunner level DPS because... why would I ruin my own experience just to deal maximum DPS? The weapon still felt great in the beta if you didn't just focus on getting every FRS off in every single situation.
I actually really like the idea of using axe mode to gain the switch gauge to deal massive damage in sword mode but axe mode simply can't feel too weak or like a punishment to sword mode.
Just... either put Amp State into Axe again or remove it. World/Iceborne's Axe Mode was super cucked. Even with Power Axe, Sword just dealt way too much damage that it barely felt any different. I actually had to remove damage numbers when playing that game to block out the depression from seeing numbers lower than SnS per hit when in Axe lol
Yes, Sword Mode is supposed to deal more damage. But that was absurd. The balance was good in 4th Gen. World completely destroyed any semblance of balance and Iceborne tried to fix it with a mushy band-aid that could fall off at any time. Rise/Sunbreak put some meat into Axe and Morph attacks and it "felt" more balanced, and although it was mostly one attack from Axe (the new forward Overhead), having Amped State was a bless.
I love the movement in Wilds, but why? Just, why?