Hello everyone, thank you for watching and don't forget to take part in the survey for the Beta to give some feedback! event2.capcom.com/wilds_obt What do you guys think about Switch Axe and the game in general? I am very impressed and while I do have some minor problems with Switch Axe I am overall very happy with what we got and cannot wait for the full release!
Using falling rocks to outdps pure weapon dmg on speedruns should be enough to tell you that swaxe's motion values should be higher, and also needs better hitlag(just bring back world's hitlag feel), and zsd's ticks are not audible enough, and make other axe moves regen a little more gauge not just rely on SBS or heavy slam
The new moves are really fun and surprisingly feels natural to use, but ngl the overall dps feels a bit too low for me. The chip dmg taken from sword counter is also a bit too much sometimes lol. Hopefully all of it can be improved on launch
We always have to keep in mind we are playing a beta but I fully agree with you. I hope either this particular Switch Axe is just weak, or it will be a powerhouse with skills and so on on full release. But it is still super fun to use, the reward for that simply needs to be a bit higher.
Yeah that's the biggest issue for sure. I think if it wasn't accessible from neutral but would take no damage it would be perfect. By doing the counter and then sidestepping you can do really quickly and spam it so I'd see that as a good tradeoff
I think chip damage in general is on the higher side for all weapons. Using the GS/GL/Lance/CB, I often needed to sheathe and heal mid-combat simply from all the damage you take even with Perfect Guards on every attack (of course this will be reduced for shield weapons with Guard/Guard Up), but I worry a bit that Offset Attacks will not be super viable until we get health augments for this reason.
The moveset feels amazing. Only gripes i have is that ZSD isnt faster after the double slash like in World. It feels unresponsive. Forcing us to use axe mode is all well and good but the meter depletes SO FAST. The counter feels pretty useless too since you take so much chip damage. Wild swinging twice for power axe feels super clunky. Wish they stayed with 3 swings. Overall damage feels super low, and ive noticed the fade slashes dont move you very far. Hopefully capcom gives SA some love in the full game
Do you feel like the swaxe is underpowered in the beta? I fee the only reliable damage is from full release, which takes extremely long to charge and can wiff easily as well.
I do think so... there are some runners like kage who do AMAZING runs and get really good times on Rey Dau but damn, the effort it takes for that seems so great. And yeah, the only reliable way is full release and the counter taking chip damage is just... meh... I hope its a beta thing and we see some minor buffs. I will do a proper video for it!
If these runs are happening 3 years after the game's released I won't be bothered but if in 2 day's time I see a sub 5 minute run by randoms using different weapons when one of the best swax players barely gets a sub 7 is saying alot about the state of the weapon
@@BloodyWyverian Then you see longsword can now dodge out of helmbreaker, has 2 crazy counters which take 0 dmg, a follow up that has the same dmg as full release, AND hyper armor on helmbreaker. While swaxe take damage when counter :P Damn
Holy hell you are right.... I didn't know that... and I never saw it anywhere being documented, that is very interesting, thank you very much for that tip!
@@BloodyWyverian Someone recommended that to me after I complained early discharge cancel you couldn't morph attack after. But actually you can with R2 + circle although weirdly it does the side morph and R2 by itself does the non attacking morph.
I have some problems with the wild swing into heavy slam. You can do heavy slam after two swings but it feels so clunky I often just do the overhead slash
Oh god YES that is so annoying. I think the timing for it is just super weird. Like you are almost in your third swing when you have to press the prompt for heavy slam. I have the same issue.
I think Wilds Swaxe is great And Wilds in general is.... very interesting with how you NEED to use Focus Mode a lot But Focus Mode is not forcefull like say Clutch Claw and Wirebugs, it feels natural, Wounds also feel natural compared to Tenderizing I love the Counter and Offset attack, i love how Axe mode is more important to the Swaxe Combo, i love Compressed Slash, i love the new Energy system
great vid! love the new moves and the weapon FEELS great. only problem is the damage is rather pathetic in its current state. clearly im not the only one who feels this way 😂 so im glad we all agree it could use a damage buff for the full game. the only thing i would maybe change with the moveset is to make full release slash harder to get to, instead of just being a move you can spam at any time when amped. maybe make it like zsd used to be where it comes out and "charges" faster after the double slash. idk just spitballing. excited to hear your full thoughts!
that's understandable, I must say the moveset itself I really like, but the damage is too little and some minor things that add up like the counter damage, gauge management and so on are hopefully worked on.
@@BloodyWyverian I like the new flashy moves like full release, but the rotation in order to get to it plus receiving that much damage from doing counters feels off to me
Feel like I encountered a bug where hitting Y + B sometimes sheathes the weapon instead of doing offset attack. If I hold L2 it doesn’t happen. It was pretty annoying. Made sure autosheathe was disabled too.
I don't like that you take damage when you use the counters because I just would prefer avoid damage all together, but it's probably good that it does have a drawback. Using it on smaller attacks to keep up aggression, but opting to avoid bigger hits to save health. I wonder, though, how it'll feel when you get to the point of being able to get health back on hits with augments.
Yeah I do get the idea behind the counter taking chip damage since it is VERY easy to access but man... just make only accessible inside a chain and let me actually survive. If you ever go for a heroics build (which I really like) the counter can probably be ignored unless there are skills for it to actually ignore all damge.
I think it already has somewhat of a drawback, which is consecutive attacks, which you really can't counter, since the recovery is quite long. So yeah, the damage is pretty stupid.
2:10 "my Gog" lol Loving how Switch Axe plays but I have an issue with how it feels. Sword mode is fine, and I actually really like the parry - it's just a double slash with an activation requirement that keeps you in control. Of course, the issue is with the heavier attacks of Axe mode. This is not a Switch Axe exclusive issue because I think Greatsword's TCS doesn't feel as impactful as it should. But it's also not a game-wide flaw, since Gunlance felt fine, off the top of my head. Also, Offset Slash working like a status annoys me. It's not something that just happens naturally over time, like poison or sleep. It's a timing game and they gave it diminishing returns. Why not tighten the window or something? Make it work/not work on specific attacks but don't universally nerf it. The weapon most punished by this is Hunting Horn which needs to spend time manually queuing up the song. It hasn't been easy to hit in my experience either. Great idea with an irritating execution.
It's the same for me, the weapon feels great most of the time but there are so many small things that add up. The offset slash is weird in its execution... the first one always successfully topples the monster and allows the follow up, but on Rey Dau I need like 4 more offset slashes until it topples again... sure I don't want it to be so spammable but man the increase in needed offset damage is a bit much I think.
I think the sword counter needs some improvements because now it doesn't feel worth using and underwhelming unlike the axe counter and send you still take damage well using the sword version there is no real reason to use it maybe make it so that you don't take damage if you get it right or something
It is ture, I am really hesitant to use it against Rey Dau and Doshaguma because these guys deal some serious damage, even through the damn counter. Obiously this will be better in the full game when we have proper armor and so on but still... at least in the beta it feels more like a last resort option when you know you can't dodge the attack.
the game is not encouraging me to use the counter unfortunately... i always TAKE TOO MUCH DEMAGE when i do it.. i don't do it with perfect timing, but not that bad either.. i think they need to increase the window in which you don't take damage in the counter
I got my counters, don't need anything else Also this is a beta, not even the demo for the final game. We don't have access to all the skills, damage buffs and whatnot, so people complaining of the damage while the game is still 3 months away is baffling, like yeah ofc some weapons will feel over or underpowered, your gear is trash and it's still a beta Seems people forgot how pierce was garbage in base world and lo and behold, it became the 2nd best damage dealer for bowguns
Absolutely true, this should always be mentioned of course, it is just a beta and an outdated build according to the developers but well, this is all we have to work with for now so that's the only thing we can give feedback on.
unfortunately I can't play the beta, but this new counter looks useless, just evade the attack is better in my opinion and this new gauge mechanic seems too punitive, if u cant hit the monster you are stuck in axe mode and cant get the gauge back quickly, u cant morph back to axe at 0 gauge as well
The gauge management isn't that bad actually, the spiral burst slash after a morph back to axe mode refills like 50% or so, but yeah... if you miss it, you have to do the entire basic chain which is a huge punishment... not being able to morph back to axe at 0 gauge is also way too harsh as a punishment since the gauge deplets so damn quickly even with just regular chains. The more I play, the more I think, well... the counter is pretty useless... you take way too much damage and I guess you could even be poisoned by Rathian if you counter her backflip for example, really unfortunate. The offset slash is really freaking cool but difficult to hit since it isn't instantly active after pressing the prompt.
Hello everyone,
thank you for watching and don't forget to take part in the survey for the Beta to give some feedback!
event2.capcom.com/wilds_obt
What do you guys think about Switch Axe and the game in general? I am very impressed and while I do have some minor problems with Switch Axe I am overall very happy with what we got and cannot wait for the full release!
Using falling rocks to outdps pure weapon dmg on speedruns should be enough to tell you that swaxe's motion values should be higher, and also needs better hitlag(just bring back world's hitlag feel), and zsd's ticks are not audible enough, and make other axe moves regen a little more gauge not just rely on SBS or heavy slam
Honestly feels fine to me my main issue is with the damage during counter
The new moves are really fun and surprisingly feels natural to use, but ngl the overall dps feels a bit too low for me.
The chip dmg taken from sword counter is also a bit too much sometimes lol. Hopefully all of it can be improved on launch
We always have to keep in mind we are playing a beta but I fully agree with you. I hope either this particular Switch Axe is just weak, or it will be a powerhouse with skills and so on on full release.
But it is still super fun to use, the reward for that simply needs to be a bit higher.
The new toys are cool but i dunno, something about switch axe just feels clunky in the beta. If things dont change i might be switching weapons
Agreed
Trippin
The counter in Sword Mode really is awesome. My only problem with it is that i feel like you take wayyy too much damage.
Yeah that's the biggest issue for sure. I think if it wasn't accessible from neutral but would take no damage it would be perfect. By doing the counter and then sidestepping you can do really quickly and spam it so I'd see that as a good tradeoff
I think chip damage in general is on the higher side for all weapons.
Using the GS/GL/Lance/CB, I often needed to sheathe and heal mid-combat simply from all the damage you take even with Perfect Guards on every attack (of course this will be reduced for shield weapons with Guard/Guard Up), but I worry a bit that Offset Attacks will not be super viable until we get health augments for this reason.
Nice vid, took me a few hours to actually implement the new stuff into my moveset.
The moveset feels amazing. Only gripes i have is that ZSD isnt faster after the double slash like in World. It feels unresponsive.
Forcing us to use axe mode is all well and good but the meter depletes SO FAST. The counter feels pretty useless too since you take so much chip damage.
Wild swinging twice for power axe feels super clunky. Wish they stayed with 3 swings.
Overall damage feels super low, and ive noticed the fade slashes dont move you very far. Hopefully capcom gives SA some love in the full game
Some follow-ups are 3 swings, some are 2, this really bugged me
Do you feel like the swaxe is underpowered in the beta? I fee the only reliable damage is from full release, which takes extremely long to charge and can wiff easily as well.
I do think so... there are some runners like kage who do AMAZING runs and get really good times on Rey Dau but damn, the effort it takes for that seems so great.
And yeah, the only reliable way is full release and the counter taking chip damage is just... meh...
I hope its a beta thing and we see some minor buffs.
I will do a proper video for it!
If these runs are happening 3 years after the game's released I won't be bothered but if in 2 day's time I see a sub 5 minute run by randoms using different weapons when one of the best swax players barely gets a sub 7 is saying alot about the state of the weapon
@@BloodyWyverian Then you see longsword can now dodge out of helmbreaker, has 2 crazy counters which take 0 dmg, a follow up that has the same dmg as full release, AND hyper armor on helmbreaker. While swaxe take damage when counter :P Damn
Yeah, i noticed this too. Better wait for the final release, or worse case scenario is wait for the expansion to see if we boys are gonna get buffed 😢
bring back zsd
R2 + circle in sword mode does morph overhead slash now
Holy hell you are right.... I didn't know that... and I never saw it anywhere being documented, that is very interesting, thank you very much for that tip!
@@BloodyWyverian Someone recommended that to me after I complained early discharge cancel you couldn't morph attack after. But actually you can with R2 + circle although weirdly it does the side morph and R2 by itself does the non attacking morph.
I have some problems with the wild swing into heavy slam. You can do heavy slam after two swings but it feels so clunky I often just do the overhead slash
Im pretty sure in my experience it doesnt always activate after 2 hits of wild swings
Oh god YES that is so annoying. I think the timing for it is just super weird. Like you are almost in your third swing when you have to press the prompt for heavy slam. I have the same issue.
You can also do a heavy slam for power axe after a successful offset that does NOT stagger the monster by pressing B/circle
I think Wilds Swaxe is great
And Wilds in general is.... very interesting with how you NEED to use Focus Mode a lot
But Focus Mode is not forcefull like say Clutch Claw and Wirebugs, it feels natural, Wounds also feel natural compared to Tenderizing
I love the Counter and Offset attack, i love how Axe mode is more important to the Swaxe Combo, i love Compressed Slash, i love the new Energy system
great vid! love the new moves and the weapon FEELS great. only problem is the damage is rather pathetic in its current state. clearly im not the only one who feels this way 😂 so im glad we all agree it could use a damage buff for the full game. the only thing i would maybe change with the moveset is to make full release slash harder to get to, instead of just being a move you can spam at any time when amped. maybe make it like zsd used to be where it comes out and "charges" faster after the double slash. idk just spitballing. excited to hear your full thoughts!
This is the weapon I expected to like the most and it ended up being the biggest dissapointment sadly
that's understandable, I must say the moveset itself I really like, but the damage is too little and some minor things that add up like the counter damage, gauge management and so on are hopefully worked on.
@@BloodyWyverian I like the new flashy moves like full release, but the rotation in order to get to it plus receiving that much damage from doing counters feels off to me
Feel like I encountered a bug where hitting Y + B sometimes sheathes the weapon instead of doing offset attack. If I hold L2 it doesn’t happen. It was pretty annoying. Made sure autosheathe was disabled too.
you might have accidentally clicked L3?
I wish I don’t take damage when I counter 😂. Swaxe counter is more satisfying than Ls imo, and I’m maining both.
I don't like that you take damage when you use the counters because I just would prefer avoid damage all together, but it's probably good that it does have a drawback. Using it on smaller attacks to keep up aggression, but opting to avoid bigger hits to save health. I wonder, though, how it'll feel when you get to the point of being able to get health back on hits with augments.
Yeah I do get the idea behind the counter taking chip damage since it is VERY easy to access but man... just make only accessible inside a chain and let me actually survive. If you ever go for a heroics build (which I really like) the counter can probably be ignored unless there are skills for it to actually ignore all damge.
I think it already has somewhat of a drawback, which is consecutive attacks, which you really can't counter, since the recovery is quite long. So yeah, the damage is pretty stupid.
2:10 "my Gog" lol
Loving how Switch Axe plays but I have an issue with how it feels. Sword mode is fine, and I actually really like the parry - it's just a double slash with an activation requirement that keeps you in control. Of course, the issue is with the heavier attacks of Axe mode. This is not a Switch Axe exclusive issue because I think Greatsword's TCS doesn't feel as impactful as it should. But it's also not a game-wide flaw, since Gunlance felt fine, off the top of my head.
Also, Offset Slash working like a status annoys me. It's not something that just happens naturally over time, like poison or sleep. It's a timing game and they gave it diminishing returns. Why not tighten the window or something? Make it work/not work on specific attacks but don't universally nerf it. The weapon most punished by this is Hunting Horn which needs to spend time manually queuing up the song. It hasn't been easy to hit in my experience either. Great idea with an irritating execution.
It's the same for me, the weapon feels great most of the time but there are so many small things that add up. The offset slash is weird in its execution... the first one always successfully topples the monster and allows the follow up, but on Rey Dau I need like 4 more offset slashes until it topples again... sure I don't want it to be so spammable but man the increase in needed offset damage is a bit much I think.
No more phial explosions during axe mode 😢 They gave cb phial overcharge so they can go on forever but SA amped state feels short lived 😢
I think the sword counter needs some improvements because now it doesn't feel worth using and underwhelming unlike the axe counter and send you still take damage well using the sword version there is no real reason to use it maybe make it so that you don't take damage if you get it right or something
It is ture, I am really hesitant to use it against Rey Dau and Doshaguma because these guys deal some serious damage, even through the damn counter. Obiously this will be better in the full game when we have proper armor and so on but still... at least in the beta it feels more like a last resort option when you know you can't dodge the attack.
the game is not encouraging me to use the counter unfortunately... i always TAKE TOO MUCH DEMAGE when i do it.. i don't do it with perfect timing, but not that bad either.. i think they need to increase the window in which you don't take damage in the counter
Honestly, at them moment I don't think there even is a window where you are invincible, but it would be good if that was the case actually.
I got my counters, don't need anything else
Also this is a beta, not even the demo for the final game. We don't have access to all the skills, damage buffs and whatnot, so people complaining of the damage while the game is still 3 months away is baffling, like yeah ofc some weapons will feel over or underpowered, your gear is trash and it's still a beta
Seems people forgot how pierce was garbage in base world and lo and behold, it became the 2nd best damage dealer for bowguns
Absolutely true, this should always be mentioned of course, it is just a beta and an outdated build according to the developers but well, this is all we have to work with for now so that's the only thing we can give feedback on.
The moveset is not bad, but feels super clunky and lacks the payoff it
What du you think about the improvements? Can the SWAXE finnaly get to the top with wilds? 🔥🔥🔥
unfortunately I can't play the beta, but this new counter looks useless, just evade the attack is better in my opinion and this new gauge mechanic seems too punitive, if u cant hit the monster you are stuck in axe mode and cant get the gauge back quickly, u cant morph back to axe at 0 gauge as well
The gauge management isn't that bad actually, the spiral burst slash after a morph back to axe mode refills like 50% or so, but yeah... if you miss it, you have to do the entire basic chain which is a huge punishment... not being able to morph back to axe at 0 gauge is also way too harsh as a punishment since the gauge deplets so damn quickly even with just regular chains.
The more I play, the more I think, well... the counter is pretty useless... you take way too much damage and I guess you could even be poisoned by Rathian if you counter her backflip for example, really unfortunate. The offset slash is really freaking cool but difficult to hit since it isn't instantly active after pressing the prompt.