Lance UPDATES from Community Pre-Launch Stream!! [Monster Hunter Wilds]

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  • Опубликовано: 26 дек 2024

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  • @0seraphic
    @0seraphic  7 дней назад +4

    first
    sauce: ruclips.net/video/tWqiYSA-t8E/видео.html

  • @PhunnyConflicts
    @PhunnyConflicts 6 дней назад +35

    That's crazy that Capcom are ACTUALLY using this beta test AS a beta test and not just some free trial passing off as a beta test. and its even crazier that they are updating and changing core mechanics just a couple of months away from release. you definitely do not see this kind of commitment from AAA studios anymore.

    • @CounterStrikeZer0
      @CounterStrikeZer0 6 дней назад +1

      they make $$$$$$$$ doing that why not

    • @ant_989
      @ant_989 6 дней назад +6

      @@CounterStrikeZer0 They could do the same as other devs and do nothing and get away with it. Be more humble and have a little respect for their commitment.

    • @matewerner5063
      @matewerner5063 6 дней назад +2

      Because they love the game

    • @Mizi08
      @Mizi08 5 дней назад +1

      ​@@CounterStrikeZer0 Ah a cs fan. No wonder

    • @accusation07
      @accusation07 4 дня назад

      Not the first time they did it tbh, they also adjust after beta of some other mh series

  • @analyticHeart
    @analyticHeart 12 часов назад +1

    For the streamline moveset, I can only really think of three things(besides the clutch claw stuff): 1. Power guard(pretty simple, sometimes you want to get to power guard but b/c you have to go through counter stance first you end up getting hit by multi-attack moves), 2. the delay after guard dash(I don't know if this was just me, but I often didn't want to do the shield bash for one reason or another, so I wait a little bit before trying to do a basic attack but end up doing one of the guard dash follow ups because of how large the window is), or 3. the limitations on being able to go into counter stance(this one is hard to articulate and is also partially a skill issue, but I often found myself holding down the block button mashing 'B' but only getting high thrusts).
    As for giving lance more options b/c the players were only doing the same stuff, I too am a little confused? Not only is that generally how people play weapons, they do the same optimal stuff over and over, but if the players are ignoring other options in favor of doing that then there clearly isn't a large enough incentive to use it(take the mid thrust from MHWB, completely eclipsed by high thrust in 99% of situations). And if that was their intention than tbh they didn't execute very well on it, if anything I felt during the beta that I was ignoring more of the lances moveset than normal to get optimal damage.
    Now onto the actual listed changes, I still have no idea why the charged counter exists. For quick counters meant to keep up the aggression, there was previously the counter stance(now replaced by the perfect guard system), and for heavy damage counters we have the power guard(not technically the main purpose of the power guard, that was the faster knockback recovery animations and the zero drain on stamina). It feels like the charged counter overlaps on the mechanics of other counters we already previously had, making it's introduction ultimately useless. Like it's great that we can use it in more situations, but I still don't get WHY I'd use it over the other two options. And if upon the full release there is a reason to use it over the other two, then that's just blatant power creep imo. If they want the charged counter to be the high risk high reward counter that does the most damage out of all the others, than why does the power guard still have the increases in damage system for blocking attacks? It just feels redundant.
    As for the new corkscrew attack, I personally still feel like it goes against the design of the lance. To me it falls firmly into the category of recent changes meant to homogenize the 14 weapons(i.e. every weapon being given various abilities that overstep their own personal playstyle niches that make other weapons no longer one of a kind, with the biggest examples being all the counters and large MV moves being given out, even if it goes against the entire weapon design (*cough *cough swaxe full release slash, longsword in it's entirety, most of the offsets, ect *cough *cough)). But I can defo understand why people would like it, it's a cool new flashy attack.

  • @Jwalko4
    @Jwalko4 6 дней назад +3

    I love that Capcom listens to us! When I filled out the survey I wrote about how the counter should be available at any time ( like it’s been since gen 3) and not just after the 3 hit combo. I mean I’m sure many others wrote to them about this but I feel heard and it’s a great feeling. Even if we can’t counter out of neutral, I’ll still be happy. I also really hope that the counter keeps the bonus damage mechanic (and the same or higher motion value) when you time it right and stab into the monsters attack. That was so satisfying in the beta.

  • @tora6208
    @tora6208 6 дней назад +7

    I'm so hyped again, the beta lance was a bit off for me.
    the moveset changes are great and slightly unexpected to me i mostly just wanted the mobility back.
    lance being responsive again is exactly what it needed.
    haven't finished the video yet but they also mentioned that the recovery frames on the guard dash are less so we can chain those faster again.

  • @LancerNobu
    @LancerNobu 6 дней назад +5

    Oh and perfect guard does restart the conbo btw.

  • @LancerNobu
    @LancerNobu 6 дней назад +9

    First the things we saw in the video in the order that they were used
    perfect guard return thrust seems faster
    charge counter thrust: can be done after a normal thrust now, charges up faster, the double thrust is a lot faster and it seems to actlike the normal counter thrust unless you time the release of the counter with the monsters attack (wording unclear)
    counter thrust: It is back and it seems like it has been combined with the charged counter thrust
    power guard gets an instant lvl 3 boost after blocking stronger attacks (aka power guard is op now). So the boost you get now depends both on numbers of blocked hits and how powerfull the hits are
    New heavy drill thrust attack after power guard/perfect guard (LET'S F***CKING GOO!!). Kinda like a jumping forward corkscrew jab...kinda. It has 3 hits which seem to count all towards your 3 poke combo, since the hunter uses the triple poke combo finisher right afterwards. The "tornado/shockwave" particle effects also seem to count to the hit box of that move, giving it an extended range (the second tick of damage lands on the tail even though the lance isn't anywhere near the tail)
    side note they also said it had other changes too (from some stuff we have seen the high thrust are faster and they said something about refined moveset and guard advance being faster)
    Open questions
    ? Both the perfect guard and the charged counter are missing the blue glow for the perfect guard. Charged counter had one when releasing the cicle button.....No clue why though. Counter thrust (and by extension charged counter) have the blue glow at the beginning of the animation.
    ? Left for me is the speed of the none speed boosted charge run, which in the beta was so slow, i think an unsheathed hammer spam rolling forward might have been faster. But they did say they made lance overall faster, so maybe was included in that.
    ? Not sure what they did with follow up rush, they needed to make it so you can cancel it into finishing thrust directly. However now that we have our "leaping corkscrew jab" im wondering if they maybe just refunction follow up rush into a mobility tool (maybe remove the heavy thrust) or maybe it got replaced?
    ? Damage numbers are still unclear and now there is even less reason to use perfect guard. Power guard had more payoff already and now it's even better and charged counter thrust can now be used the same way perfect gaurd can (at any point). So maybe they increased the damage of perfect guard counters to make up for it?

    • @NoodlyArnel
      @NoodlyArnel 6 дней назад

      The thing is, Power Guard still has you take increased chip damage so perfect guard would be good if you're not willing to take extra damage while also blocking faster multi hit attacks. After all, the follow up attacks from power guard and perfect charge counter are quite lengthy.

    • @Swordphobic
      @Swordphobic 17 часов назад

      @@NoodlyArnel Power guard did not have increased chip damage in the open beta, I tested it. They might reintroduce it or not. Also you had multiple follow up attacks, the flashy one is optional.

    • @Swordphobic
      @Swordphobic 17 часов назад

      I think it makes sense for power guard to be a better guard than perfect guard, it sticks you in place, drains your stamina, has no low commitment move to get out of it. There's no punishment if the monster doesn't hit you when you perfect guard, if you power guard you're vulnerable.

    • @LancerNobu
      @LancerNobu 16 часов назад

      @Swordphobic nah, perfect guard also sticks you in place, is harder to time, costs stamina to block attacks (unlike power guard), doesnt block 360° degrees and cant block multi hit attacks. As for the "has no low commitment move to get out of it" perfect guard and power guard have the same follow up attacks ( return thrust, payback thrust, follow up rush and the new move)

    • @Swordphobic
      @Swordphobic 15 часов назад

      @@LancerNobu It works fine on multi hit attacks, your shield bash doesn't cancel the guard, it costs nothing if you don't get hit and you can just release your guard with minimal commitment or use a guard dash to reposition. Its not that much different than it was in world, a bit better in some aspects but still not the best guard in all scenarios, specially with counter stance back.

  • @hbayumy
    @hbayumy 6 дней назад +1

    I was waiting for your analysis and deep dive regarding the changes, awesome video, brother.

  • @jockpackage1770
    @jockpackage1770 4 дня назад +1

    The team stole all the hit stop and used lance as their patsy, planting all the evidence. Now lance is, like Santa, giving it back to everyone for Christmas. Unless high thrust is keeping it.
    Lance does not have guard points, it has guarding and a long point. I do love that the flow between thrusts and blocks looks more akin to 5th gen, as opposed to the slowed version in the beta. That was my biggest issue with the beta's lance.
    The counter being at the end of a combo was also just a really weird flow, you had your 3 medium to faster stabs and then this charge attack to finish the combo, instead of it being this thing you could just do in 3s forever. He's also right, defend on release is backwards. The window being short was also a problem in Rise, anchor rage was one of the shortest counter windows of any silk bind and it felt required to maintain the damage buff. Said damage buff even, for most of the Rise's life/updates, punished you with a weaker buff if you had guard.
    It's not a new attack, it's a slightly altered animation, but hey I'll take anything over that stupid shield bash. The move where the lance's reach is wasted so you have to kiss the monster to hit with it. It's the same triple thrust you get by doing a light attack after a guard dash in World and Rise. The only difference is you do a little back hop and hop forwards again into this. Unless it's stronger from power guard, you would pick on or the other based on the guard you want for that situation. Using guard dash into this move costs a set amount of stamina but does less chip damage. You can copy this with a guard dash backwards and triple thrust forwards anyway. This is for if you want power guard specifically. Say, if you are low on stamina and then you want to do this move. If you do guard dash instead, with too little stamina, you would not block successfully. Power guard only has a timer based system, stamina draining at a fixed rate as you hold it, so the strength of the attack doesn't matter. But you get a bit more chip damage with power guard. Both of these blocks have their niche and now both can be followed up by the triple thrust.

  • @Kopa_Malphas
    @Kopa_Malphas 6 дней назад +2

    Just going to say, if the big new attack enters into a combo finisher, and if Charged counter is STILL a combo finisher? We have a possible combo route, because Charged Counter enters into your chain again.
    You could feasibly do as follows against aggressive monsters:
    Perfect Block(Or power guard) > Big Counter attack > Combo finisher(Charged Counter) > Re-enter the chain > Thrust > Perfect Guard > Big Counter Attack > Charged Counter > Repeat.
    If timing works out, and charged counter remains a combo finisher as well? You could feasibly chain counters against the monster.
    Big note, this looks to have the same effects as an offset attack, so it may be possible to get a knockdown on the monster, charge him down with that counter thrust, and follow up with a combo finisher while the monster is down.

  • @amaninthewest8389
    @amaninthewest8389 6 дней назад +4

    See I thought that finisher was just a Guard Dash into a Leaping Thrust. But the lancer glows red during the leap so I guess it is different.
    It definitely looks snappier. The main thing that showed that for me was how quickly they countered that quick head-butt.

  • @czairkolmoslink5952
    @czairkolmoslink5952 6 дней назад +2

    The only time I didn't mean to make a move would be Guard Dash and performing the Shield Bash instead of the Leaping Thrust. But for me I rather have the ability to Shield Charge/Rush by holding down the Shield Bash button and then letting go performs the Shield Bash.
    I think the stance is a guard state. I think it's like a guard but like in old games. Hitting guard and circle. Then you can go into a power stance if needed.
    Power Guard takes the damage that hits you and gives it back to the monster. They are stronger. I didn't notice it in beta but people pointed it out after. It was interesting.
    I really like the new move it looks badass, I think it's three hits. Does this move to replace returning Thrust? Maybe we keep Payback thrust? I be a bit sad if we loved payback thrust it just needed to not push you forward too much.
    I just noticed that High Thrust wasn't used either, I hope they speed up the moves as well. I they did mention Guard Dash is faster and other moves as well. I think they said giving us more options and changing moves that weren't used. So I hope they change up Guard Dash into Shield Bash giving us something that makes it feel better.
    Yeah I hope Guard is easier to get to letting Lance having a better time.
    Thanks for the video and have a good day ^^

  • @joselocombi6127
    @joselocombi6127 6 дней назад +2

    The Hunter Knight is returning ❤️‍🔥

  • @JeannieLove
    @JeannieLove 6 дней назад +1

    The Day 1 Patch is SPECIFICALLY for PS5 Pro Enhancements, you're welcome.

  • @kyril98741
    @kyril98741 6 дней назад +1

    During my playthrough, the input for guard dash kinda hard to do compare during rise/sunbreak. I remember that I cart to rey dau when I intend to do backdash guard advance but the only the the thrust coming out.

  • @thepear6684
    @thepear6684 5 дней назад +1

    Great Video