Monster Hunter Wilds - The Insect Glaive Situation
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- Опубликовано: 25 ноя 2024
- In this video, we'll dive into the whole situation around the Insect Glaive in Monster Hunter Wilds. From changes, to new moves, how it feels to play, the new combos, inputs and the missing bounce! We talk about it all. Stay tuned to learn all about how this weapon has changed in Wilds! Monster Hunter 6, which was officially announced at the Game Awards and now there's loads more for us to check out! It's set to release on February 28th 2025 on PlayStation 5, Xbox Series X and S and Steam on PC. Don't forget to subscribe to stay up to date with all the Monster Hunter Wild excitement!
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Hey guys, just as a note: The survey for the beta has unfortunately closed now. We hope people used it to voice opinions and feedback while it was open! 👏🏻
I think it's likely too late in the game to do major redesign of IG. Unless there is switch skills, it looks like I'll go back to rise for bounce.
Thx for the info. I did. I just hope they really hear us about this... I need my old weapon back.
I did not know there was a survey :((. I would've said my piece about insect glaive. Oh well.
@@the_clawing_chaos adding the bounce back wouldn't be a major redesign tho? at worst they'd have to code the bounce in, animate it and then tweak damage numbers of the aerial attack for balance, sure its some work, but its a far cry from even a minor redesign.
I didn't even know there was a survey, but unfortunately too late now to put my opinion in :(
I really believe that the Insectglaive was at its best in Rise/Sunbreak. You had so much possible playstyles, every single one of them was fun, rewarding and you just felt free to do whatever you wanted. In Wilds, you only have one playstyle and whether you like it or not, it's the only thing that you'll be doing with this weapon.
Personnally, I find it really annoying that focus mode is so mandatory that for the weapon to be playable, you are obligated to have the toggle option turned on. To me, the weapon feels slow, sluggish, and simply not fun enough to put some time into it.
I hope that they will change it but if they don't, then I'll simply choose another weapon, like Bow and/or Switchaxe, which are waaaay more fun and appealing to me now.
@RicochetForce Not at all what I said, I loved it in Rise/Sunbreak when you chose a kinsect assist type that allowed you to do it simply by having the triple up. However, as far as we know, it's not the case in Wilds and you are forced to constantly use focus mode. It's not an option, it's a requirement. Hope this helps understanding my point of view !
I have loved and played the Insectglaive since its introduction, and I don't think that having a different opinion on Wilds' iteration of it means that I have never loved this weapon.
@@RicochetForce Non-argument, kinsects helped aerial glaive just fine in Rise.
I wish the Kinsect Slash stayed, it's what made aerial glaive competitive to ground combos
I mained IG through all of World and Iceborn, and that whole time I was a ground-combo player. I used arial moves for mounting and positioning mostly. That said, I am also a bit skeptical about this new IG playstyle. When looked at individually, each of these new changes seem cool. The ease of gathering essence is cool! The charged circle slash is cool! The rising arial slash is cool! The focus strike is cool! BUT - all of them together create a system that results in a single optimal gameplay loop that actually renders BOTH of the previous IG playstyles effectively obsolete. No more attack helicopter, but also no more wailing on monsters with fast ground combos either. It's all about the gathering and spending essence loop. I dunno, it makes it feel like a different weapon tbh, and even if there are still fun elements to it, I'm skeptical that it'll be similarly engaging for the the veteran IG players.
Yeah they changed it into Rise Hammer but with way more buttons
same thoughts here !
That said, does the focus attacks (when the insect attack as you do) do as much or more damage than the spiral slash combo when the monster is down ?
That could be what is replacing the ground combo.
(Must say, I used the GS and LS the most during the beta.)
The question does come to how much damage you're "losing" doing the big essence eating combo vs spending that time just whacking the monster instead. It eats your essences so you're losing the damage buff, although with luck and/or good positioning you regain the buff during it.
If the controls weren't so bad, collecting the essences wouldn't be so painful, and this weapon would be more fun.
Still wouldn't be IG though, and I'm not playing it with things like GL and HH available. If they're replacing IG with some new weapon also called IG, I'll just learn a new weapon.
Filled in the survey. I really dislike that the optimal thing is to go for the one big finisher over and over simply because while it is flashy, it is a long and slow move. I'd love to have it as an optional burst that you could use when the timing is right, but not as the constant ending of a loop.
The fun I had with IG was always the mobility even if I was grounded most of the time. We're still very mobily but not as and it also just FEELS wrong. It's not in a slot shared with plenty of other weapons, in fact I felt more mobile with SnS and Bow. I also hate the new clunky controls with holding O which adds to the feeling of it not being as mobile even if it's just imaginary.
I main several weapons so I won't lose any sleep over it, but IG was my favorite of those so it feels a bit sad to let go of that friend.
Yeah, going for the finisher over and over is why I don't love Charge Blade, it just kinda pigeonholes your moment to moment decisions
Then again I play Hammer, which is kinda nothing but finishers lol
MH Wilds insect glaive button map is weird but that isn't the only thing
--losing aerial skillset. You'd attack on the ground if you could, but the only way you'd even think about "aerial spamming" is if you know the monster enough to not get hit out of the air in the first place, for less damage. It was a backpocket option that let the weapon threaten from nearly any range. It's also FUN
--needs all 3 buffs to have the improved moveset it gained before from only red buff. A faster kinsect is a bandaid solution to a problem that doesn't have to exist, because a slower kinsect doesn't register as a problem in World either
if I'm going to play a blademaster with no guards or special dodges, that's now more resource hungry than it was before, that backloads what it *was* to justify what it *is* , that lost something unique, then from a purely technical aspect, why would I not just play longsword instead of worse longsword?
because I don't play longsword, charge blade, or even dual blades because I don't find them FUN. MH World insect glaive was what flew me into the series and MH Wilds insect glaive has crashed into being just another weapon but you get to deal with a bug on your arm. Yay
it's just so weird they'd *expand* on the *base* weapon going from MHGU to MH World and then completely rework something that was practically introduced to the vast majority of players in the latter
I want to say I'm still excited for MH Wilds, but after getting used to how insect glaive wants to play, I'm not even disappointed. Just apathetic
Im true main of IG , i have 80% using rate of IG on MH GenU, wold, rise ( i closed fatalis of wold in 7 Min with IG and i litterally mastered that weapon ) and i fking AGREE with u . If someone disagree with u mean they litterally know nothing about IG or they are Classic IG random player Who put 20-15 Min to close 1 Monster
Actually IG on wilds is 1 of worst weapon of game .
The part about aerial engagement is incredibly accurate. Just about every comment I've seen dismissing or refuting the issue heavily relies on this idea that people are exclusively aerial spamming.
As someone spending extensive time on the weapon, spamming that would rapidly become dull, and isn't very effective either if you know your options. At the rate the weapon expends stamina in midair, it's essential to know your grounded moveset to keep up the offensive while letting it refill. Like you said, its value was its ability to close gaps in both distance and height.
Such a limited perspective of how the weapon is used suggests a lack of consistent use of the weapon-- not a lack of proficient use, mind, but a lack of frequent, day-to-day use.
@@childe5338 I mained IG in World/IB and GU. I hated the beta Wilds version of it. They just changed so much about the weapon that it... no longer feels like IG. It was like playing a completely different weapon. IG in the beta feels bad. It requires all buffs, aerial got gutted and you will be competing SOOOOO hard for the wounds if you get extracts out of them. IDK what mh team was thinking with this one. It completely dismantles what the weapon used to be in favour of getting us a: hold circle to spam that one good move. What the hell happened.
Playing on focus mode all the time ( which the IG main will do all the time to maximise their damage ) is just bad , just let the bloody insect attack with hunter without going to focus mode ,
For all Insect glaive OG out there , i feel you
the thing is ur gonna do that on every single weapon, there is no reason to NOT be able to turn 360 degrees at any point in any attack or be able to see wounds. there is legit 0 downsides only upsides to focus mode
As mentioned, this control scheme is indefensible. You shouldn't have to do anything special to feel comfortable with using the weapon. So many weapons don't have to deal with this shit. The hammer doesn't have to develop some bizarre ass thumb-jutsu to just get through its main combat loop for instance. When a weapon needs that, needs third party buttons or toggles, needs toggle mode, and sometimes finds its user resorting to aiming their kinsect with their fucking chin; we have to accept there is a problem.
Beyond that I am worried about the effect of RSS long term. It is a large portion of the damage for the IG combat loop, but it's so unfocused. You can't focus a part with it and at later stages of the games that is *really* important.
@@Ederick1936 are controller players not able to remap these controls?
Hammer may have been a bad choice as an example, as they also have controller issues (they basically need to use all trigger buttons at the same time to do their best combos, which means they cant use any of the thumb buttons comfortably)
@@wonton1510
1) not really
2) the problem is not only that we aren't able to remap, they also made some weird decisions with how they designed the controls. Every ranged weapon has focus mode and their usual aiming reticle unified as one. Why does the kinsect need an extra reticle on another button and make the controls even more complicated and use up space on the controller?
@wonton1510 they are not. I scoured the options for this, as did a bunch of other bugstickers. The real kick in the teeth is that PC can remap keys.
You could use a third party program like what 8bitdo has but even then some of the controls are linked in ways that wouldn't be too helpful even if you could change them. It's fundamentally fucked, sadly enough.
@@GolemRising oh shit really? I played hammer for a Ray Dau or two but didn't notice that, perhaps i was already thoroughly shellshocked by that point
Im so completely split, the only reason i became a MH fan was because of the World IG which had a good mix of grounded and air combat this new version is refreshing but kinda feels like im playing a nerfed long swrod
Yeah, same feeling as a switch axe main, and honestly its just very weird design choice. You're telling me between SA, IG and LS they all have to build something up to spend all in 1 'big damage' move and to top it all off, the big move all happen to be a whirlwind attack? Some crazy homogenisation going on here. I would've been less suspicious if they didn't all use the same move for their big moves.
@@kokujo5288 Yeah might as well be called SAED Glaive now lmao
@@BitterBlack Super amped full rising spiral element helmbreaker release discharge. Finally, the epitome of all charge weapon finishers.
@BitterBlack ive seen people dub it the "Charge Glaive".
Since it's just using the charge attack and not really anything else now.
@@kokujo5288 yea from my perspective the IG was always this symbotic weapon that worked side by side with the kinscet dealing consistent damage not all at once wither by arieal or ground while the kinsect is out attacking, weaving buff gathering and powder stacking
The big issues for me as a IG main is that the world and rise red extract ground combo moveset is GONE, not tied to all three, but removed completely, and instead all combos are reliant on holding buttons, your heavy and light attacks are the same move with red as without, you just can hold the O/B button now to perform a long animation, which is interruptable or lost if you dodge or hit by monster, and holding buttons is a bad design no matter the game, triggers not so much, but that's just my opinion
Edit: I played the beta on Xbox and aside from the bad button combos the only other issue i had was the kinsect would constantly shoot high when RT+Y (hold) was used, (shooting kinsect to collect all 3 in 1 go) it felt like it was because of the slower kinsect or a problem with the aiming reticle, and some times the kinsect would fly straight up if the monster was too close for the single extract RT+Y
the aiming reticle is a problem outside of the IG i think, because i saw the same behaviour when shooting slinger pods
I have a lot of trouble speaking about the IG since I can't be really rational about it tbh and I try to listen to the good changes that you point out... but I just can't get over the loss of the bounce and the addition of a charge attack. I've written about it a couple of times in other videos - This version of the IG feels shackled. Not just to the ground but the overall playstyle currently is a wonky mess, like they try to force a new identity to this weapon and aren't really sure how to go from there. In this state, even if I'd wanted to try to "wrap [my] head around it and kind of reposition [my] mentality around the actual weapon", I still don't see how it's going to be fun. The Aerial bounce was fun. Jumping over an attack instead of rolling, blocking or countering it from the ground, is the biggest fun to have with this weapon! It plays into the mentality of a fluid and mobile weapon. Unlike the charge attack. By the time the charge is complete and that follow-up twirl gets executed, the monster has repositioned itself three times. The charged up final strike of a great sword doesn't even need that long to execute (according to my observations that is). To charge up an attack with THIS kind of weapon is strictly speaking a failed design choice that belongs to another weapon.
If they reintroduce the bounce mechanic and get rid of that idiotic charge, I'm more than happy to join in this game... but if they ignore this or wait till a DLC to reintroduce something I already had... then good riddance.
If you're worried about making that case, just check the top comments from most videos on the subject. :) They're loaded with details that need fixing. The weapon's shift has made it kind of homogeneous with other weapons that already exist, making it feel redundant, plus the new loop is very lacking in variety, due to the conditions for unlocking other moves with the glaive and the conditions for Rising Spiral Slash being exactly the same. With how easy essence gathering is, you wind up with little point to doing anything but repeating the RSS loop. I think a future version with the charged attacks still being there has potential, but it needs variety, along with good reasons to use it.
It also lacks most of the new features introduced in Wilds, like perfect evades, which could actually counter the complaint of IG players not needing to engage with the monsters as much by giving them a reason to (occasionally) evade an attack with high risk instead of staying out of range.
(Be sure to select "Newest" then re-select "Top Comments" if you're on Mobile, because RUclips often displays comments wrong on mobile, arranging things by max likes, while ignoring dislikes completely, often leading to asinine comments being at the top.)
@@RicochetForce “A fictional weapon that does not exist” what? I don’t even play IG but that doesn’t even make any sense. In World being the aerial weapon was its whole gimmick, and if you somehow think World was a divergence and not the new definitive baseline of every weapon, idk what to tell you.
@@RicochetForce you are objectively wrong. it feels gutted and forced
@@gavo7911 Don't mind the guy, dude's just a troll for people who liked aerial IG.
Called him out several times and he never replied to me lol
@@RicochetForceYou don't work for Capcom, you haven't the faintest idea about their "intentions."
Been a Glaive main since Mh4u, my favourite weapon by far and it’s sad to say but it’s not the same weapon anymore in Wilds. It’s slow and sluggish, moves don’t feel as polished, airborne play style completely gone all in exchange for basically a new move? I liken it to Greatsword having the focus removed or the Duel Blades with demon mode gone, it completely changes it. I’m not happy with it but I will try my hardest to get the most out of it when the game finally drops.
Hammer guy here. Using a face button to constantly charge while doing other things is a laugh when hammer already uses R2 for the same thing.
I’m getting a controller with programmable paddles under so I can can still use my right thumb on the right stick.
Finally somebody talks about the IG problems.
1-The controls are bad for IG
2- We lost a lot of good and fun stuff when we should have only got new stuff (aerial bounce, ground combo loop, red buff being enough to unlock all the moves)
3- Descending slash (hold circle) completely destroy every other move/combo on the ground (and even in the air since descending thrust is basically the same thing). There is no point in doing anything else other than charging circle and releasing it over and over again, and maybe throwing a couple triangles in between the charge and of course if you do the finisher and it doesnt give all the buffs back you grab the buffs back (focus attack on wounds, good luck getting wounds in multi)
>> Because of Descending slash IG has now the most spammy gameplay of all the weapons I've played since I started the serie
"We lost stuff instead of gaining stuff"... do you know the meaning if "instead" because from the way you use it it doesn't seem like it. The only thing lost is aerial bounce, most unchanged, every other thing is either changed/re-balanced or new additions to the weapon.
">> IG has now the most spammy gameplay of all the weapons I've played since I started the serie" - at least it's less spammy than aerial IG
This exactly are the most important problems
I can live with losing the bounce if that doesn't fit their vision for the game (it was always a bit weird). And as @muhamedabdulaha8689 said it did not *only* lose stuff, there's actually a lot of additions too. The real problem for me is that the new stuff is so strangely designed.
Like, I think having the kinsect attack with you is super cool and really fits the original conceit of the weapons (it's "insect glaive", not "aerial glaive"). But why the hell does it only do that in focus mode? Literally no other weapon has their whole moveset change when going into focus mode like this, it's just for aiming and the focus mode attack. This should either be the new default behavior or there should be some sort of toggle for it that's separate from focus mode.
And of course there's the over-dependence of the new charge move to the point where the rest of its moveset feels pointless. And all the control issues. I really don't know what they were thinking...
@@muhamedabdulaha8689less spammy bro you could mix it up and use both like 99% of IG users.
Now we just spam saed over and over again
I think it feels that way especially because it's just the one move and it's honestly very easy to do. It's kind of just RSS--- and a few steps leading up to RSS.
The idea of charged attacks is interesting until you get there and find it's just that one move, and that move is pretty easy to land, which makes it seem a bit silly to do anything but use it as soon as you have a wound available to refresh it. With your typical buildup weapon cycle, most of your weapon's actions build up the meter for that ultimate. It takes time, and you'll often hold it until the best moment once it's available.
With this Glaive, those actions are very short and specific. You just go right for the essence, at which point you have just have the one option to use and go back to building it, with options that make it possible to almost immediately refresh that capability. Ultimates in games wouldn't be fun if you could just instantly refresh their meter+cooldown, and that's basically what this ends up feeling like.
--Also, this weapon didn't get any of the new offset/perfect evade moves prominently featured in MHWi. Seems like a case where they could very easily kill 2 or more birds with one crag shot. XD
You said it at 12:03 , it’s the combo that feels different. The old IG felt super polished. But they completely changed air and ground, so you’re learning completely new muscle memory on something that doesn’t really feel very polished.
It didnt feel polished to me. MH4 felt better 😂 probably not a popular opinion. I used to second IG now I main LS, second is switchaxe, third probably one of the bowguns.
@@charlesreed1188 You maining LS makes complete sense as to why you prefer MH4 IG
@Thepredatorrules75 lmfao yep what about it lol 😆 buffs arent hard to get tho they actually made it easier. I played every weapon in the beta. And it hurt to even delete it.
For my preference I would like an aerial style like wyvern dive or kinsect focus playstyle for IG, to me that’s what separates it from the other melee weapons. If I want to play a more grounded melee weapon I’ll just play LS
Yep. I feel like LS/DB/SnS really compete with it in terms of being mobile and good on the ground. SnS even lets you jump a bit too.
IG isn't horrible but it doesn't feel as refined as other weapons. I can't say I find it fun to do anything other than the new O attack. Meanwhile I instantly enjoyed the new LS, SnS and DB style. IG was only okay.
While the new moves are flashy and powerful, it felt like I was spamming them all the time in the beta. Since we didn't get a counter or a clash the removal of the bounce just left the IG feeling lacking. In previous titles we had the opinion to play in the air or ground, I don't like that they took that choice away from players. Regardless of the bounce the controls feel clunky, I shouldn't have to buy a controller with paddles nor should I have to use the claw grip to play optimally. IG is so dependent on Focus mode, another issue will be players fighting for wounds. Switching back and forth to pop wounds and using it to add the attacking kinsect takes away from the natural rhythm. I've mained IG for a couple of titles now and I really hope the feedback leads to Capcom putting the fun back into IG. Rurikhan has a great video going over IG control, it's a good watch for anyone looking for more discussion on this topic. Love to see how many people main Glaive and their passion for the series.
@RicochetForce My short answer is; Why not? Why does the GS need to turn while charging? Why does the LS need to be able to cancel its attack midair? Cuz it's FUN! Say it with me now.. FUUUN. If you read the 500+ comments you'll see the majority of players want the controls fixed AND the fun brought back to Glaive. So I say again why not?
@@RicochetForce is is just lies and falsehood. the big stick NEEDS its Air time.
I can’t even lie insect glaive is what made me really stick with monster hunter when I used it in rise. Being able to fly around the monster was so insanely fun and led to so many really cool moments. Then I jump into wilds trying to figure out how to get the improved move set or trying to do a downward slash or trying to combo only to find out it’s been turned into this weird dual blade and great sword fusion that can jump. And not only that, they made it completely inept at not only doing its main thing that it has been for like 7 years but they decided that fighting outside of focus mode is pointless and now if you’re not in focus mode you don’t do nearly as much damage after saying that it’s just to help out new players. Like literally every other weapon got something/ made its original gameplay better while insect glaive got nothing and only got stuff taken away like we don’t even get the buffed moveset from red we need all three and we don’t have an adept dodge or an offset attack the only other weapon like that LBG but they got a cool dash and they still play like LBG. I genuinely don’t understand why people are trying to defend this, this is genuinely the stupidest thing I’ve ever seen done to any weapon without reason or request
But like seriously though who the hell was like “you know what what if we give IG nothing and only nerf it’s main gameplay loop” or was like “you know what great sword is perfect so what if we made IG…wait for it, a Great Sword” like I don’t understand I’ve actually never had less fun with that weapon in all 4 years of playing it.
I also dislike what they did for CB they did the same thing and added more emphasis on focus chainsaw mode. In world chainsaw mode was good for big monsters but it didn’t add huge huge damage. In wilds it does more damage and has more damage ticks
The issue though is to get this result they made the total swing speed like 50% slower so if you are using chainsaw mode you aren’t getting good damage. They also made it so to do SAED you need to do a regular discharge so it’s basically like trying to hit a slower true charge slash
@@steamaccount2651 they fr just changed a bunch of stuff that didn’t need to be changed
Oh yeah and o didn’t mention it but don’t get me started on the kinsect. If they wanted an assist mechanic they should’ve made it just like rise. But now since you have to be in focus mode to do good damage your kinsect will be 30 meters away from you doing back flips because you’re fighting the monster and it basically takes it out of the fight. They also made it to wear you can charge the kinsect but that’s damn near useless since it’s not faster and you can’t charge when the kinsect isn’t on your arm. Speaking of arms now a little animation plays when the kinsect comes back which creates this second wear you can’t do anything and also messes up the timing of getting the buffs. Not many people talk about it but I can’t be the only one this happened to. They didn’t even add back the kinsect drill now you have to eliminate all of your extracts for this unoriginal(as in like 3 other weapons have a similar big twirly move) twirly attack that sends you into the air and you just have to pray that a wound opens up at the top of the monsters body cause otherwise you just lost all of your buffs for a move that probably missed. Like seriously the only good change was the reticle and actually having the kinsect slash as a focus attack.
And finally all I’ve got to talk about is how they literally had the plan there if they wanted to make IG more like dual blades. Have the regular combo and then have the little Mystic spear hand attack as a Y+B instead of holding B then have the regular input for the downward thrust. The twirly move in my opinion shouldn’t exist but if it had to I’d say pressing the launch button with Y+B should work but might be a little hard. It should at least be better than what we got now. Have the kinsect slash as the focus attack line they did and give us one less re-bounce then in world(basically rises bounce amount) and if we land a kinsect slash we get one more dodge and attack. Lastly fix the got damn buttons for the light and heavy aerial attacks. Why the hell did they even switch that made aerial glaive even more impossible then it already is.
Opening thoughts from me that I'm interested to see if you mention: The new IG feels like SAED 2.0. The whole gameplay loop is charge extracts (instead of phials), expend extracts with one big attack (while ignoring the other things they can do because that's a dps loss), and then repeat.
I think I said something similar to this on someone elses video but I'll put it here too; I'm new to MH (as in started at the start of october with the sales) and I'm disabled. Having to tweak my hands like that without a paddle controller (I'm not buying one just for IG when I have a perfectly fine one already) HURTS LIKE HELL. I do stretches n stuff daily that help alleviate it, but I've not had a weapon that legitimately hurt my hands to use before. Bearing in mind my go to in world at least is swaxe and IG. I'm considering swaxe and gunlance/HBG in wilds because they're just FUN. Hell, flying off a Seikret and vertical beyblading into Rey Dau using a hammer is peak unga bunga comedy and I love it.
But it really puts a bad taste in my mouth that a weapon I liked for both the mobility AND aerial repositioning + damage + fun factor feels awful. I can't be the only one who had their kinsect full sending it on a monster and then helicoptered at it to blow up all the dust clouds, THEN used the free jump to reposition. THAT WAS SATISFYING AS HELL.
Idk, hopefully we get button remapping and I can figure out something that works for me.
I'm disabled too (hypermobility) and my computer wasn't powerful enough for the demo but I'm so worried about this because I know holding anything for too long makes my fingers hurt bad
@@agapomis I second that it's just a painful playstyle for me. While I am disabled, my hands aren't really affected aside from the occasional carpal tunnel flare up, but it still just made my hands ache.
I've seen some people suggest they're gonna learn to play on keyboard and mouse, but I'm not gonna do all that. I'll just play a different weapon
They said it! ITS THE IDENTITY OF THE WEAPON. That’s another square on my wilds bingo card 👏
owh ya the longsword can get a 1000 different buffs but IG cant keep the aerial bounce??? make that make sense capcom
Yeah that shit is crazy weapons like the long sword get straight up buffs and only get things added to the move set but weapons like the insect glaive have to get a trade off for some reason. That’s bs
this is exactly what bothers me the most about all this. It makes no sense
Exactly like I'm not asking it to be a meta weapon, but can we get something??? If they wanna keep giving long sword new toys that's fine, but can they throw us a bone over here at least?
@@jaceybella1267yeah the LS basically is now the most brain dead weapon in the game now and the monster is just there to get countered. I’m not an IG main I’m a HH main and you guys lowkey got the same treatment I got in rise and that sucks the bug people are chill and deserve to have their weapon at its most fun state.
As a glaive main, im determined, but like... Damn, it's different.
It's Insect Glaive in name only, drop it and wait for it to return (that's what I've planned to do anyways).
That's how I've been feeling. I'm damned determined to make it work, but it's hella confusing
Hopefully they give glave its air combos back in the master rank.
This was me before the Beta. I gave up. I'm going Lance
@@Niskara why are you so adamant in making something that is bad and you don't enjoy work? Wouldn't it be better to play a weapon that you actually like?
The worst part about it is that now you are so much more vulnerable in the air. A huge pro before was that you could fall to the ground as fast as you were able to jump. Now a lot of times you are just awkwardly in the air without being able to redirect your movement. For example, if you miss an aerial focus strike, you’re just stuck in the air for 3* seconds. Why are you not allowed to do the downward spiral slash. They took out so much intuitiveness in this weapon and it makes no sense after Rise perfected both aerial, ground, and kinsect styles
U can dodge or go into wyvern dive attack if you hold O mid combo of aerial focus strike or do the focus attack on weak spot/body parts like at 2:26
Edit: never mind I see what you mean about doing the aerial focus strike your suspended in mid air without anything til the animation runs out
Since you need all three buffs for the weapon to even be usable rather than solo red, kinsect management is the same it has always been, even with the buffed attacks from the charged kinsect. When you combine that with the loss of the aerial combo, and the weapon being far slower than before in all instances, the glaive lost far too much. It's movement and fluidity are gone, and have been replaced by a sort of hybrid charge weapon that just doesn't feel like the glaive anymore. The feeling you get is like walking around with leaden shoes and having your wings clipped. New changes for weapons should feel like an evolution, not a costly tradeoff.
also the dumb spiral move removes all your buffs. what the hell were they thinking?
@@bryseisme2 it doesn't feel like IG anymore. It feels even better.
@@MasterPig11i mean if you didn't like insect glaive from mh4 to rise then I guess it's an improvement. But for people who fell in love with old insect glaive we expect the weapon to improve, not feel like an entirely new weapon
@@MasterPig11then you didn’t like the IG
@@mechazard9883 IG before World didn't even have a bounce, so for people who fell in love with the old Insect Glaive it feels perfectly fine. I played the weapon since it's introduction and I loved the IG in WIlds.
I miss the bounce. I'm on controller and I luckily have little issues with the new combo rotation but it's the fact that IG feels like a new weapon and I have to relearn it again after enjoying Sunbreak IG so much. I have a similar thought that I hope the bounce is either part a new move we don't have or maybe the jump master skill got reworked and the bounce is in there now. Glaive will still be one of the two weapons I'll use all through out Wilds but the relearning, lack of even a single bounce and disjointed feeling of the kit as a whole makes me hope that IG was one of the weapons that was still in heavy development when this beta demo was made for the conventions.
I just want my quick thrust back man...
I can live without the aerial bouncing but I don't like needing to get triple buff for the full moveset, I think the overall attack speed needs to increase a bit, and I would prefer not having descending thrust on a charge. I can appreciate that getting triple buff is a bit easier this time, but the buffs being so absolutely necessary makes it a chore regardless, rather than a fun incentive. Some kind of adept dodge would also be since, since there aren't counters/clashes/offets available.
@@RicochetForce The Insect Glaive WAS one of the most mobile weapons because it had Aerial combat but now that it got butchered the weapon is a lot less mobile. An adept dodge could be good for the Insect glaive because you need to be very close to the enemy at all times to do damage, like all the other blademaster weapons, the difference is that they all have defensive options to keep the aggresion while IG only has the Vault move which is neither fast nor as safe as some of the other moves to use
@@RicochetForce After reading the whole comment section, i don't think you're arguing in good faith so i'm not gonna post more replies after this one.
Yes, the Insect Glaive is still mobile but it's not the most mobile weapon by any means when you have stuff like the LBG that can move while shooting or the Bow that can dash around A LOT.
It makes sense you got barely hit by the monsters if you were spamming the Vault move, since not only you're fighting low rank monsters but also 3 of them are monsters that you're intended to fight in the first quests so they have fairly simple movesets.
The Aerial combat hasn't been very strong in the 2 games we had it (with the exception of Sunbreak) but it was something that made the IG more unique and it was flashy, which is something people really liked about it (myself included) so it's only natural people wanted to see the Aerial aspect of the weapon improved. The "removal" of the Aerial part of the weapon wouldn't be so bad if not were for the fact that the Grounded moveset of the weapon was also changed and feels extremely clunky. The Insect Glaive was always meant to be a lighter and faster weapon so i don't understand why even the improved moveset feels slower than before and added charged attacks to a weapon that didn't need them.
I don't think a Counter, Clash or Offset Attack would fit the weapon but i think an Adept Dodge would. You need to stay very close to the monster at all times to do damage and now that your attacks are slower you're also more in danger so an Adept Dodge could help incentivize the more Grounded playstyle of the weapon.
@@hunkiriiyeah, they’re not arguing in good faith.
Fun fact; only the backwards vault has any I-frames. Forwards, sideways, etc. all are just movement, no dodge.
The thing is bouncing seems totally compatible with the new combos, it would be silly of them to not give that option for those that want it, at least when you hit wounds for example.
@@RicochetForce "plenty of airtime" sure, about 2 seconds. On the aerial weapon...
@@RicochetForce See, here you are again dismissing every comment that wants aerial back lol.
Do you have an unhealthy obsession for people who likes aerial IG or sth?
@@w21aaaaa at this point, I'm convinced he's just a troll, doing nothing more than trying to get a rise out of people! 🙄
@@raychaos5194man's is in every IG discussion comment like at every channel
@@RicochetForce Not that I want to entertain this if you're a troll, but I agree that the bouncing should be worth doing. Maybe bouncing could generate wounds faster for example, or if it's only possible on wounds, it increases the next focus strike's damage on the one you bounced off of. There are plenty of ways to make it viable, but people like you seem to not want others to have fun with the weapon again and are using optimal damage as an excuse.
THANK YOU FOR MAKING THIS VIDEO hahaha much love brothers 🤙🏽 Insect Glaive Main here this was a NEEDED discussion
The biggest issue for me is undoubtedly the controls around the charged kinsect attack, not as much holding circle. Holding circle and hitting x or triangle on controller felt clunky but acceptable (for me, though others may understandably feel otherwise). However, there is no world in which you can defend the controls of the charged kinsect attack on controller. The entire purpose of the skill is to precisely aim it to get all three essences at once, so aiming is critical. Yet you cannot aim without either using claw controls, reaching your left thumb across to the right joystick, or using motion controls. All of these are indefensible to me. And the worst part is how easy this could have been avoided with a smarter control scheme. For example, if you start charging the kinsect perhaps you continue charging by continuing to hold R2 and shoot out the kinsect by releasing R2 or even tapping triangle again. There are so many simple options that would have been better.
But this concern feels like it's getting lost in the sea of complaints regarding the removal of the aerial playstyle (which I also lament, but is not the only thing worth discussing). Add on top of this how much OBVIOUS love some weapons got and it's no wonder that the IG community feels like they were left out. It feels like weapons such as dual blades, long sword, bow, and gunlance got a ton of attention, time, and love put into them while other weapons such as IG and lance got half a thought and poor design decisions.
Correct
Couple of things:
1. THANK YOU!!!! I've gotten so tired of trying to get people to see that there are some pretty substantial issues with the IG! The control scheme, the way the moves no longer chain together into a dance/ flow like it used to, AND yes, the lack of bounce ! The bounce was just plain fun! DPS be dammed! No TRUE glaive user was depending on the bounce for dps anyway! It was just fun to do! That and it's now mandatory to get all 3 extracts before you can even use your full move set..... which feels clunky and slow, even with the extracts! It's like the IG was punished, compared to the other weapons!
2. I'm sorry, you SHOULD NOT have to re map your buttons or have a special controller for just ONE weapon! I REFUSE! I honestly am not a fan of having to suddenly need to charge an attack anyway, which ALSO serves to interrupt the flow of the combat! No bounce on top of that is just an extra slap in the face! And while the RSS itself is.....fine, being downright encouraged to essentially spam that, is NOT a good enough alternative to the bounce now being gone! Which, LET'S BE REAL, they didn't need to take away in the first place!
3. I notice that a lot of people who either don't play or don't understand the IG or who like to hate on those of us who do, like to come into these comments sections and just don't get why we're so upset! Well try to imagine that your favorite weapon was reworked into something that no longer even feels like the same weapon you loved, and understand that THIS is what we're going through! LET US BITCH AND MOAN IN PEACE, PLEASE!!! Besides, you don't see us coming to other videos and shitting on you for having issues! (And if you do, well, SHAT! 😶)
4. Also, let me save people the trouble of "educating me" on the IG! I've been hunting since Tri, missed MH4/4U, but have been an IG enjoyer/main since Gen/Gen U, all the way through Rise/Break and World/Borne! I already know where the true damage comes from and I'm DEFINITELY NOT one of the ones who only spam areal bounces, that seem to annoy y'all so much! 🙄 In other words, I KNOW!!! The thing is, I'm not interested in a "more grounded" approach to the IG or returning it to its 4th gen roots, ESPECIALLY when you've got weapons like the hunting horn that can now leave physical echo bubbles on the ground that multiply damage, or the dual blades where you can go full on captain Levi on them hoes! So please SPARE ME!
5. The ENTIRE point of a game is to have fun! If the fun has been taken away or made more complicated, then what's the point??? I mean, if you like it, I love it, good for you! But I SINCERELY hope that Capcom does something about the IG issues, because I seriously see a LOT of long time glaive players putting this weapon away, this go around! 😒
I am one of those IG main who annoyed with how unfun IG in wilds. From the 3 buff requirement, button mapping, no fun aerial chain followed by buffed dive. I feel like a dragoon in iceborn and a dancer in sunbreak. But in rise, i dont find any attachment anymore with the weapon. Its kinda lost its identity to me. Now, Im already researching other melee weapon to main because i dont find IG is enjoyable to play in wilds.
@ekaagustini8727 I definitely feel you! The thing is, I didn't HATE it, but I definitely enjoyed it WAY less than I ever have before! I'm already planning on using the GS (my TRUE main) and the Bow anyway, but may end up using other weapons, depending on how the game progresses, but unless they fix the glaive from what it is, I'm likely not going to pick it back up either!
The bullies that are just weirdly salty about IG existing are so weird and obsessed with shooting us down, it's really strange.
The hunting horn mains got our back tho, they went through this with Rise so we can commiserate together lol
@@jaceybella1267 there's an odd trend of IG mains *also* playing HH for some reason so all the more to this lol
@@princetbug I'm not even gonna lie, HH in Wilds was AMAZING!!!! I'm likely going to add a few to my arsenal!
After playing IG in the beta, if nothing significant changes, I won't be playing IG in Wilds.
It's a different weapon with a different identity. Yea sure, some people will like it, good for them, but that doesn't mean it's not a different weapon with a different play style.
I've already started playing different weapons in Worlds just to be ready for switching main after more than 6 years.
That's kinda how I feel too, but in willing to give it a chance until I can test it with a faster kinsect, because the drill attack might feel much better and for the rising attack thing the insect might be fast enough to give you the essences mid air which will mean you might be able to do the aerial attack then descending thrust and loop back, but we will see
@@MadeinAbyssEnjoyer That's not really my problem with the weapon. A faster kinsect will help with extract acquisition yes, it always does, but it doesn't change the gameplay and flow of the weapon.
It's going to make what's there *feel* better to play, but it won't change what *is there* which is fundamentally a different weapon/ play style/ flow
Then don't? As sad as it may be for some people but weapons change with every new game and generation. Each game having its own identity. Sometimes the weapons get better, sometimes they get worse.
@@SeikopathPromotes So what's your point exactly? I should just mindlessly consume and not air my grievances or provide feedback?
What is it with people on the internet feeling the need to inject themselves in conversations and topics that have nothing to do with them?
@vtxshiva The experience of each weapon is typically unique with each and every game in the series. You'll end up having to go back and playing older games in the series to get a specific experience with a weapon. That's how it's always been. They try something new with every game. You can air your grievances sure but they can try to make some compromises but this is the natural way with every new installment.
Also you make a comment on the internet and someone replies? Shocker.
Also the fact that the weapon introduced to make mounts easier can barely get mounts now… I would literally play with friends in the beta and would have hunts where all 3 of them would get mounts but me the one using the insect glaive.
Because they literally just stole yours, mounting is a hp bar, once it reach 0 you mount the monster. Its not a personal stats, so it mean each time you lowered it enough to mount, your friends did a jump attack and got it. You could do 99% of the mounting bar for them but they literally just need to do the last 1%
@@metalventx3223 Exactly, the thing is that IG is great att cipping down that "hp bar" with multiple low dmg hits but then then big hitters will land a single attack deling 20% of that bar and getting the mount. With IG on the team a lot more mounts will happen but many other weapons are better att getting the finishing blow an therfore steal the mount.
Also, in world I think only the last hit of the helicopter dealt mounting dmg and i belive that was changed in wilds (from own experiance).
@@stiltmaster9413 I couldnt say for sure, I don't have an intensive knowledge on most weapon but I did feel like I saw more mounting happen in wilds IG than in world. World felt like a 1-2 maybe 3. Wild beta felt more like 2-3 maybe 4 but unsure if its IG itself or the wild making it easier to do jump attack with the chicken
used IG for most of beta and never had this issue, i was always getting mount, you have to be very persistent if you don't want others to steal it from you. it's a invisble gauage that builds up and you made it easy for them to get the mount.
@@metalventx3223 Im not sure how much of a “steal” it is when literally doing your first air attack on a Greatsword can give you a mount first try. It just feels bad cuz they remove IG aerial attack which gives it less mounting output and also make the aerial the weaker attacks which makes a mount from the Ig almost impossible when playing with heavy weapons specially now that everyone can just do a jump attack from the sekrit at any point any time. If they want to make the insect glaive a more grounded weapon I feel like that one cool charge attack finisher should at the very least do mounting damage. (Not sure if it does or not but I believe I never got a mount from that attack in the beta) as its pretty much the IG best “air” attack. I just wanna be able to mount monster with the weapon introduced as the mounting weapon and not have everyone say “everyone mounting but the insect glaive damn” I just wanna be able to mount man 🥲
Honest opinion Rise gave air combos value and their own space. Like a lot of damage can be done with correct set up and minimal effort. It was a progressive move from World I appreciated and dove into just to see them take the whole identity of glaive away. We have an unneeded charge attack that feels out of place and a rising slash that looks amazing but is too good not to use so gameplay is just spamming it. There's just nothing I like about the new glaive. If there is new moves that's the only saving grace for them it's nonsensical to remove Ariel and also change the core of the weapon so much after giving us such a great glaive in the prior game.
The thing with insect glaive and rising spiral slash is that now the weapon's actual moveset and playstyle is basically irrelevant. you can get your 3 extracts (or literally just red), do the charged attack (aerial or grounded) into RSS to get extracts back and literally just do that. I did a few hunts in the beta basically without doing any regular attacks, only getting extracts + then dumping them with the super move. what was before an incredibly fluid, versatile weapon has just been crunched down into a "get juice, spend juice ASAP with rising spiral slash for damage." There's no incentive to keeping your extracts up and maintaining the buff when it is so easy to get the juice (thru RSS or focus strike or charged kinsect shot). The charged attack / RSS should be for when you get all 3 extracts and used as a "i'm about to lose the buff, lemme dump it for extra damage."
Ok, i don't think people realize how big of a nerf, and how annoying it is to go from just the red extract to unlock all your moves, to needing all three. Please, change this!
I don't think you realize how it's several times easier to get all 3 essences now. Wait for the game before judging.
I think its to balance the sheer easiness it takes to get three buffs now
I think a fair compromise is at least red/white
@@Blaisem I'm making this comment because getting all three extracts in the beta was extremely annoying for chatucabra. Yes he's a early game monster, but he certainly will not be the only one in the game who will have that one colored extract that's a pain in the neck to get.
@@tielmaster7879 sorry, but it's just a skill issue. It's easy to get extacts on every monster in the beta as long as you know the full moveset.
New insect glaive is fun AF
I think they did this because they want people to get all the buffs. Previously people would just get the red buff and white buff and ignore the orange buff until those were about to run out. They want you to actually have all the buffs.
complete agree with the bois: I was a big fan when it was a pogostick, i guess now its a bugstick and tbh i still had a lot of fun with it in the beta.
However: it lacks having something special as right now its the only weapon lacking special s or counters now..
IG has generous s on it's backward vault now.
@@CrzyLion its called "insect" glaive,not flying glaive lol
tbf light bowgun also has no i-frames or counters
@@itsallinthepast2944 just a quick question, what do insects have that may or may not indicate flight.
if u guessed wings ud be correct almost all insects have wings and fly
I've been playing glaive since its debut and the changes make it feel comprehensively different than it had before. I will master it but its not totally user friendly to all players and im hoping there are QoL options within the skill trees or button layout that fascilitate easier play and accesorize the new style.
Im sure there will be. Also dont look at damage numbers rn. All the weapons seemed a bit weak. Damage felt fixed for the beta.
@charlesreed1188 I'm not talking damage at all, mostly the lack of hitstop, animations all together and a few other things. I know some things will be better in the full game and with skills yet revealed I'm just cautiously optimistic
@@charlesreed1188 bro, IG is doing crazy damage now...
My idea for a much improved control scheme would involve using R2 for the majority of the charge inputs, whether that's for descending slash or Kinsect launch:
Here's the outline of the control scheme modifications I'd suggest, that ties together the two awkward charge mechanics we have: Kinsect launch (R2 (RT)+Hold Triangle(Y)), and Strong Descending Slash (Hold Circle (B))
1. Hold R2 to charge, this begins to charge kinsect AND/OR strong descending slash.
2. If you Tap R2 without charging you will do the melee version of kinsect mark, if you tap R2 while in Focus Mode aiming, you will do the ranged version of kinsect mark (makes sense since you are already aiming), Kinsect Mark of either type initiates the Kinsect Auto-Attack which leaves dust.
3. Holding R2 if the kinsect is out causes it to return to your arm, ready to do either Kinsect charged launch, OR to do assisted attacks with you: this is now the button to hold for assisted attacks, not L2 (LT). It will still collect individual extracts and return them to you, as is done currently. (It's extra intuitive compared to L2, because R2 has become the "return kinsect" button). My opinion is also that these assisted attacks should create dust clouds, but that's a separate conversation from the control scheme.
4. Releasing R2 does Descending Slash, this move is no longer linked to red extract, because we can charge kinsect without any extracts, however it functions like the following: 0 extracts = Descending Slash, Red extract = Strong Descending Slash (charged to 1 of the 2 levels of power it currently has), all 3 extracts = you can charge until it is a Fully charged Strong Descending Slash, which is required to do Rising Spiral Slash. Releasing it in the air behaves the exact same way, and is even more intuitive because R2+X(A) is still vault, and if the R2 is held you can start charging from there, or continue a charge if you were already holding it.
5. Now we've opened up Circle (B) to be used to replace the current charged or uncharged kinsect launch method, which was an R2+Triangle(held for charge) input. With the new control scheme, regular uncharged Kinsect launches from neutral will be R2+Circle, however if you are charging and press Circle, you'll Kinsect Launch at the current charge level. Circle alone will be for Tornado Slash and Wide Sweep (it already does this if you're not holding circle to charge in the current implementation). Triangle with or without charging allows you to do the regular attacks like we have right now, so you can still attack while charging. Since Triangle + Circle has always done nothing on Glaive, it's now the regular Kinsect Recall, it has situational use, since starting a charge returns the kinsect to you for either a kinsect charged launch, or assisted attacks.
6. What happens if you continue to hold R2 after sending the kinsect out with Circle while R2 is pressed? Well, it will go and collect an extract, and immediately return to you. The next charge will only begin when it is back on your arm. We lose the current functionality of the Descending Slash charge being discrete from the Kinsect, but the Descending Slash damage can be buffed to compensate, as well as kinsect assist attacks if necessary.
These are some great ideas. You should submit this as beta feedback if you haven’t already.
As an insect glaive user since 4U, Ive noticed (and loved ) that aerial Insect glaive, especially in Rise, kinda is a completely different battlefield than every other weapon in the game. Theres a lot of monster moves that can be completely avoided, theres a lot of openings that you have that every other weapon doesnt (especially for flying wyverns), and honestly I can completely understand that its a balancing nightmare for capcom entirely. I especially noticed this during primal malzeno, where a lot of its beam attacks and ranged moves are just completely avoidable without much effort, so I understand their choice to make the weapon more grounded. BUT I feel their choice to change the entire weapons flow because of this just bad, especially with the red extract changes
@@RicochetForce Ranged weapons existing invalidates this "argument".
I hate hate hate the new insect glaive. I never really used aerial combat except to reposition so that part doesn’t bother me. Wilds beta left me speechless with how much worse the insect glaive is compared to all the other weapons now. Needing all 3 extracts for full combo is horrible. The damage is ok on the edge of bad. The kinsect is almost slower than the hunter running with his weapon out which means you basically need to stop for the kinsect to get to you sooner. Also anyone else feel the attack speed is much slower than rise and world? Like the infinite combo’s swings just feel slower. Everything just feels unnecessarily nerfed. Meanwhile I jump on hunting horn and it feels like I’m killing the monster in less than 5 minutes or get on the ls and the attacks are fast fluid and feel kind of overtuned. Why is it everything else seems buffed but insect glaive just feels regressed?
The Kinsect was probably the basic first Kinsect and they are always terribly slow and can be upgraded later down the line. I thought the Insect Glaive was alright, but I never properly played IG before to have a good comparison. I had fun with it though
@ beginning kinsects are slow, but not THAT slow. I should not be outrunning my kinsect with my weapon drawn
The World control scheme was so perfect!! Not being able to aim with left trigger and fire with right trigger has been so frustrating. Literally everything about the World controls were goated…
That's the one thing I'm glad they changed about World lol
The problem with the controller controls isn't Focus Mode (Focus Mode contributes due to forcing attacks to attack in the direction of the camera, but isn't the actual root issue), but the fact that both of the Insect Glaive's charge attacks require holding a button with the right thumb, which makes it difficult to use the right stick to adjust the camera while charging. On top of that, the red extract charge attack allows you to continue attacking using the other attack button while the charge attack is being charged, which, while not impossible, can be difficult to do. Your right thumb ends up tasked with holding the right face button, pressing the top face button, and adjusting the right stick, often simultaneously.
The best solution I've seen is to have the option of using R1 to perform both charge attacks, replacing its usual function of sheathing your weapon. This moves the held button to the right index finger, which opens up the right thumb to do other things. You'd end up with these controls (PS notation for L/R buttons, Switch notation for face buttons):
If R2 (aim Kinsect) is being held, R1 has the same effect as X:
• R2 + R1: Shoot Kinsect (same as R2 + X)
• R2 + hold R1: Charge Kinsect (same as R2 + hold X)
Otherwise, pressing R1 is unchanged, but holding R1 has the same effect as holding A:
• R1: Sheathe weapon (unchanged)
• Hold R1: Charge attack (same as hold A)
• L2 + R1: Focus attack (unchanged)
• L2 + hold R1: Charge attack (same as L2 + hold A)
• L2 + hold R1 + A: Focus attack (same as L2 + hold A + R1)
MH fans who enjoyed MH world Insect Glaive: "Look how they massacred my boy!"
One of the things that have barely been mentioned (apart from moveset changes that I don't enjoy) is that there is this black and white thinking of either having to be aerial or having to be grounded. In scripted speedruns you stay on the ground for almost the entire hunt, but in "real" hunts you are chasing after the monster and following them, doding attacks etc. If you're playing without a speedrun mindset, there are so many situations where going aerial is optimal, it's a way to stall being off the ground, it's a gap closer, it can get you mounts, descending thrust/diving wyvern are strong options to get back on the ground. There is this strange notion that if you click the vault button once you're immediately an "aerial" player and are not being optimal (which other weapons don't get any complaints about, for some reason)
And what's worse? It is the only weapon (i think) that doesnt have parry ,clash and offset attack.
The gameplay loop of the Wilds glaive is definitely way more linear, which makes the weapon feel less expressive.
All kinsect QOL changes are amazing but even the "dragoon dive" attack, which is the last remnant of the aerial IG style, is linked to thew new spiral rising slash...
Yeah... It's not just the aerial style. I went back to World to play IG, and it felt much better having OPTIONS. in Wilds, it feels like there's one combo: get extracts, descending slash, RSS. No variety, no situationals. It's like a worse SAED spam. I liked aerial since it let me situationally be in the air, especially for flying monsters which I couldn't reach. I ALSO liked the grounded combos, giving me swift moves I could dodge out of, and a rewarding Tornado Slash that all did damage.
in the Wilds beta it's all outclassed by RSS. Meaning if you want to be relevant damage wise, you HAVE to spam RSS, which isn't fun after 50 loops of the same combo.
I play charge blade, and really liked SAED spam, but that actually required charging phials and guard pointing, instead of a 3 move combo with current IG.
I dunno. I voiced my opinions in the survey. We should have the options to change how we play, like switching moves in Rise. It isn't that hard to do, I don't think? These changes will shun previous insect glaive players, which is sad.
Honestly, the new system looks cool, and looks like it could be fun, but it makes me hope/wish for a Stance/Style System. where each weapon could have different move sets/play rotations, helping to bring new life to the weapons, while still allowing people to keep what they love, while giving others new things to play with. I understand that's a lot of extra work, but it would be so nice...
Unfortunately this is probably too much work. But generations made it happen, and I really liked how generations played, i loved how i was able to customize each weapon to my specific playstyle and i was hoping for something similar in the next mainline game. At the very least theyve incorporated a lot from generations, like dual blades still kinda having its adept dodge.
Just as they said, maintaining air time and performing aerial attacks may not be optimal, but it is fun. All of the new things we can do with the IG in Wilds can still be done without removing the aerial bounce to keep you airborne. Whenever you want to land you can just use the downward plunge attack and get back on the ground. Having those aerial attacks is what sets IG apart from other melee weapons. We have 13 other weapon types for players who prefer to stay on the ground. But the control scheme definitely needs to be fine tuned.
I feel like the aerial bounce is gonna be a weapon skill that you have to equip.
As a hunting horn player, it's refreshing to be the ones not upset over weapon changes for once.
I actually quite like the new insect glaive but it shouldn’t have come at the cost of aerial glaive
@@RicochetForce When I saw people flying around the whole time I got mad in World, they did a quarter of the damage of anyone else, even other IG users, so happy that can't be done anymore.
@@DaveDarkoTV You got mad that people were having fun in the video game they paid for? Interesting.
I also find it strange they allow the kinsect to attack with you while aerial, yet took the bounce away. We could probably do decent damage once we get better bugs.
@RicochetForce Funny how my aerial glaive consistently gets hunts done in under 20 minutes, exactly the same as _every other weapon_ in the game.
@@DaveDarkoTV Imagine getting mad at people having fun at a video game.
Rising spiral slash - "this is brilliant,"
Aerial bounce - "but I like this."
Why not combine them and make descending thrust into a big hit move with lots of setup *and* a strict skill-based damage buildup? I'm saying like RSS -> SJAS and bounces however many times, while avoiding attacks, picking up remaining extracts (since the kinsect follows the weapon now), and landing the last hit every time -> fully charged Descending Thrust / Diving Wyvern.
I mean it makes so much sense. And the bounces are even locked behind spending extracts. Come onnnnn, MH devs
my biggest problem with it is that it just feels like slightly better version of 4u glaive... in a game where every weapon feels a lot more significant. even g/gu glaive feels better to me.
I personally prefer the aerial fling from gu to the world aerial dashes. but the dashes still felt like a good movement option because you had multiple in the air.
then rise comes along and gives me gu aerial fling, world dashes, and a new back flip vault with I frames.
now we dont have basically ANY of that
The thing that gets me is that they removed aerial to encourage you to be more involved on the ground but then made it so you need all 3 buffs to get the good move set. So they kind of nerfed both aerial and ground game because it takes longer to get involved, and you lost the aerial bounce which was just fun
My main issue with the new playstyle as an IG main is that the whole loop contradicts itself. You need all 3 essence to have your weapon feel good to even swing instead of just red, except the instant you have all 3 your best option is to throw them away with RSS for big damage. If I have to have all 3 just to have my expanded moveset, but you incentivize spending the triple buff at my earliest convenience then it doesn't really feel like you care about the weapon as a whole, it just feels like you really want us to do the flashy new thing, rest of the moveset be damned. If I want to use the full buffed moveset the optimal thing would be to hold triple buff until it's just about to run out, THEN use RSS, but because RSS does more damage than the rest of my moveset anyway there's no logical point. On top of all that the weapon itself is just slower than it used to be, the attacks feel slow, the movement feels slow, and every other melee weapon(and even bow) got either an offset, a counter, or a perfect dodge, sometimes more than one, but we get nothing. It truly feels to me like IG was just an afterthought and it's upsetting.
14:50
Imagine if this loop could've been further enhanced by the bounce stacks in Rise though. Then it becomes a repositioning tool to find the right time/stack count to descend and go into rising slash. Even with this potentially fun loop, keeping the mechanics of Rise in addition to it could've made it even more satisfying and fun, ESPECIALLY because now Rising Slash could loop you straight back into bounce stacks.
Given how so many weapons have very clean flow charts now, you'd think this just makes perfect sense since they gave you a grounded and aerial charge option for IG.
YES. all the yes.
It's more demanding / strict since you'll typically have to grab that last extract or two as well, ideally before you run out of bounces / miss / need to dive.
Then if you want to try again, you'd still have to spend the extracts. No easy bounce chains / charged dives, you have to set up for them more.
I only have two gripes with new IG in wilds:
1. The controls need to be looked at. It's mad annoying how everything is on the right side of the controller and how you need to press/hold all of it with just your right hand. Custom keybinds/rebinding keys and a controller with paddles help alleviate this a lot.
2. You should never just be falling down after doing a rising slash combo or focus strike from the air. We should be launched slighthly higher into the air after these attacks to allow us to do the descending dive as a follow-up, allowing the cycle to keep flowing.
I glaive mained since 4u, this is def bad, i feel it should be changed because I played it for a couple hours then dropped it entirely, and thats not right
Wait so the game play is now : Get 3 colors, do super move, get 3 colors, do super move ? That's it ?
That feels really dry, what are the other buttons useful for then ?
Ok so a few things. 1. They are not gonna change any fundamental game play of weapons this late in the game. 2. No weapon should require paddles or claw grip to play that is horrible design. And 3. They should not be completely changing a weapon, but be adding to it.
💯
Agreed, but I do think there's a possibility that it'll see some improvement down the line when we get G rank, but for the time being I've accepted I'm moving on
pretty much this it makes me sad but im basically dropping half my aresenal when i move into wilds. and to be quite honest if i could refund the game i absolute would
they gutted saed charge blade ruined insect glaive and lance. legit the only weapon i have left is bow that i find reasonably enjoyable the rest just suck
IG went from a fast sustained dps weapon with a small maintenance aspect to a builder spender weapon. That completely changes its identity, so no wonder ppl dislike it.
Funny thing is, the OG builder spender weapon, charge blade, got its playstyle changed to sustained dps weapon with a small maintenance aspect, since your phials in savage axe mode are spent at a drastically reduced rate and SAED is locked behind so many attacks that you will never get to it.
Not a fan of builder spender playstyle in MH in general. Maybe because im a vet from times where weapons were alot simpler, but builder spender just feels wrong in MH. MH should be about positioning and timing, not about having a fixed rotation that you have to do in that specifc order.
Loss of the bounce is the one thing I would request for! Please give us at leasssst one more vault. I’d compromise on that
As another comment said, you dont have styles of gameplay, you dont have really choice if you wanna play the weapon properly,
It is now just a spam of "hold Circle"
Imagine doing that for hundreds of hours
I feel like this is one of the weakest arguments because "playing the weapon as optimally as possible" is also a playstyle, and we already know how that impacts the MH community as a whole.
People will still continue to play the weapon in a way that feels fun for them, whether it's good or not, and I think that reality truly defeats the whole argument that "hold circle is the new playstyle."
I think TwoSix put it perfectly actually, IG just feels extremely disjointed. Switching between basic ground combos, aerial, and charge moves feels very clunky. Ground moves feel drastically slower with less hits. Including the removal of the bounce, the cohesion is just not there anymore. And i know this is probably just my preference thing but why the heck is there a charge move when its very close to tetraseal slash from rise. Feels like there was too much emphasis put on the new big damage move and everything else was lost in translation
It’s not even about the air moves
It’s just lacking flow
Buttons don’t lead into each other
There’s a stop after every strike
It’s so annoying and clunky and slow even with all buffs
It's a bit like being given a weapon with a buildup meter and then having an action that just lets you refill the meter+cooldown instantly with basically no other options worth using. The flair of the ultimate attack is quickly lost when you can do it over and over, and don't even have any other options worth messing with. I mostly want attack variety in my weapon choice, and while this specific attack feels nice on its own, the problem is that it's... on its own.
(Also I wish Capcom would do better with introducing players to their move options IN GAME, because I never even knew about that awakened kinsect throw in Rise. :/ They're way too reliant on outside presentations/sources to teach players, while their in-game instructions tend to be extremely disjointed and bare-bones.)
The combat flow and the momentum of the new Insect Glaive just feels horrible compared to all the other weapons.
Like why would i ever pick this over the new dual blades that have non-stop combat momentum and have cooler air combat with their new Attack on Titan focus strike?
genuinely, I have always disliked dual blades since I started playing MonHun, but the new iteration feels amazing and they might be my 3rd favorite weapon in the game now (behind GL and CB). it is crazy how good some of the new iterations of weapons are while IG fumbled in execution
Meanwhile longsword gets all the bells and whistles like the favorite child
@@mistersandman5811 Well MH is a long-running Japanese franchise, and the longsword is based on the Japanese katana. So it makes sense.
@@danny3120 no it really doesn't. If you're going to be giving one weapon all this stuff you need to do the same for every other weapon. Playing favoritism is bs in any game.
@@mistersandman5811 Gunlance and Dual Blades got just us much cool stuff.
So it's not like they singled it out.
What I don't get is why Capcom "reinvented" the IG. Weapons like LS, SnS, DB, and GL got changes that feel fresh without changing the identity of the weapon. Who at Capcom was so offended about the old IG that they changed it so much
As someone who introduced someone to the franchise through the beta via the Insect Glaive, they had greatly enjoyed it. however as someone who has played it since world, tried in GU and Rise, the new gameplay loop feels a bit too stale. Yes the new move is flashy and dmgs like crazy, but now the loop is just do these moves specifically and thats it, you could air to reposition sure but you just dont have anything else thats special. Compare to charge balde that while yes has a "optimal" way you could do things differently you could stay in sword mode if you didnt wanan deal with perfect guard or saed. Insect Glaive doesnt seem to have it anymore and its kinda disheartening.
It’s hilarious how people that don’t even use the weapon are claiming it wasn’t nerfed and IG users are “overreacting” when their knowledge of the weapon is very limited. I’m a switch axe main and only use it but I tried IG in wilds and didn’t like it and out of curiosity I tried it in sunbreak….yeah, IG mains are NOT overreacting, it was nerfed!
They could really solve the "hold Heavy = Rising Spiral Slash/Wyvern Dive" by replacing the command with simply "Light + Heavy" or "RTrigger + Light + Heavy." Those button combos are unutilized for insect glaive and are accessible, plus it simply replaces the "dust explosion" command from Rise, which is no longer a thing.
They could also reintroduce the bounce by allowing the player to hold Jump while in the air, giving them the option to remain in the air if an aerial glaive attack connects while the Jump button is pressed in the air.
I would like to see them add in that bounce back in. If they want to make it not as frequent of use, they can give only one bounce or earn a bounce qhwn doing a combo.
Maybe this could also mean that tonfa's are the 15th weapon, and it will be the new aerial king.
I've been an IG main since I started playing Monster Hunter games, and due to the changes in Wilds, I'll be switching my main to the Bow (which felt amazing and very fun in the beta).
Am thinking the same thing, currently.
I am pissed IG got no adept dodge, offset attack or clash - I want cinematic scenes with the monster too
Two big things that I genuinely hate about this whole situation, 1 if you're playing in multi-player, this whole new playstyle of gather the extracts off the wounds is completely out of the window which completely negates any supposed buff they gave it based on that. 2 the new flashy attack just feels bad, it's not fun, and reducing the weapon to just a singular move is really damn sad.
Additionally them not adding any defensive options to cover up for the loss of our mobility is really shitty. Almost all of the other weapons have these new counters or perfect block systems, but IG has nothing now.
If they added an extra bounce after the aerial focus strike that moves you closer to the monster, allowing you to transition smoothly into a rising spinning attack and then back into another aerial focus strike, the playstyle would feel more aerial. It would also reward players for creating wounds once they’re mounted, without being overpowered, as your ability to stay in the air would depend on the quantity of wounds you've inflicted 🤔
I think you bring up an important point in that the current IG lacks... advancing moves, let alone reasons to use them. I mean being able to advance right back after leaping back with the focus strike would feel so much cooler.
the irony us they want us to do more ground glaive but they remove all red extract strong move like the strong thrust and strong rising slash combo. risebreak still have it but why they remove these moves in wilds?
Arial IG in world wasn't as bad as people make it out to be. It wasn't great, but it was pretty safe, and it was great for breaking some specific parts (teostra wings!).
That said, in Rise/Sunbreak it was literally optimal. It was neat.
I actually really like the air game in wilds. The backward vault covers a LOT of ground AND has iFrames. It's neat.
That said, I hate the controls and the entire movset is essentially dead due to spiral slash. I like it, but I wish it charged up by having your insect collect extracts while you already have the triple buff! Make it something you earn with the normal play style rather than completely replacing it.
Collecting extracts via wounds isn’t difficult… unless you’re playing multiplayer where everyone was popping them.
While I eventually got the hang of the Insect Glaive’s new mechanics, I can’t say I’m satisfied with learning them. Controlling the Glaive feels bizarre now, since you have that charge attack to holding circle. Trying to weave the charge attack into combos feels bizarre, as I now have to make sure I hold circle instead of tapping. Descending Thrust also requires pressing circle in the air, which doesn’t feel right especially after doing the helicopter move and going into the charge attack. The weapon doesn’t feel as fluid as previously, which should be one of the weapon’s strongest points. Also, I get they had to move different moves around to different buttons for fitting this new scheme. But going from Gen 5 to Wilds, it feels awkward now using the helicoptor move to triangle and Jumping Slash & Descending Thrust to circle. Couldn’t we just delegate the charge attack to holding R2 mid combo or something?
I have no issue replacing the bouncing with a new scheme, so long as it’s just as if not more worthy. As it stands, I think Insect Glaive needs some improvements to really make this new version work.
P.S. I started with 3U, so you can keep the world-baby comments to yourself
@@RicochetForce Bro, with all due respect, I’m seeing you replying to ppl who don’t agree with the weapon like an officer desperately handing out speeding tickets. If someone is having trouble with a weapon, at least explain how you’d properly answer your question without gatekeeping and telling people “This is what the weapon was always meant to be!”.
Now, to answer your question, popping wounds gives you all three extracts. It’s clear that the game wants you to use wounds as a way of getting all three and re-using the Rising Spiral Slash. In the beta, it was the most efficient way to get it. Especially because of how slow and innacurate your kinsect’s trajectory was, and for how bloody hard it is to get orange extracts. Even while attacking in focus mode. If ppl r actually having fun with this new moveset that’s awesome. But if there r players who are vocal about these changes, it wouldn’t hurt to consider what can be improved.
@@RicochetForce I appreciate you willing to have a civil discussion with me.
What I can gather is that there is one side who prefers this new moveset and another that enjoys the aerial combat. How I see it, I feel like Capcom should’ve kept both the bouncing and new moves, because it feels weird tipping the scale to one side rather than both. Having options for different players is never a bad thing, unless it requires expensive resources. But it’s clear for this game Capcom wants to push for this new scheme. So I *am* critical because it needs to justify how this will be just as fun if not better than the last version. I’m someone who admittedly prefers the bouncing. And imo, while this new Ig has great ideas that need a lot of refinement.
I don’t buy this belief that the “Insect Glaive has always been this or that”. Because in Gen 5, Capcom clearly wanted to introduce aerial moves for repositioning, mounting, etc. and in Rise they added moves like Kinsect Slash and Diving Wyvern. Is Aerial combat better than ground combos? No, but that’s not my point. It *was* however an option players could use to their discretion. If the IG was a ground focused weapon since 4U, that move wouldn’t have been added.
Whether they want to make it ground focused, aerial focused, insect focused or whatever, they decide what direction the weapon should go per game. And I *am* including Rise because regardless if it’s a mainline game or not, the developers wanted the weapon to go in that direction. They could have done it like Wilds, but they didn’t. What I’m saying is that a weapon’s direction may never be consistent. Like how the Hunting Horn was slower and impactful in World, but fast and streamlined in Rise.
I’m sorry but the questioning if “ppl enjoyed the IG at all” because bouncing is gone sounds one-sided. Remember that many of these players are coming from World, so they’re used to the IG being an aerial-focused weapon. Some folks who started before World may like this new Glaive. Ppl like Paradise who have been playing MH for a while enjoyed Aerial more. What I’m saying is to have an open mind about these things. If you want to explain why you think this is the better direction, I’d love to hear it. But be careful you don’t push too hard, otherwise ppl from what I saw won’t take you seriously and just clown on you. Until Capcom confirms themselves this is the “absolute direction” for IG, all you and I can really go off of is preferences. I saw your long comment and think you brought up interesting points. I don’t know if I can enjoy the weapon as much currently, but I’m glad others are enjoying it.
I want the bounce back so very much. It was the funnest part. Tactile and useful.
All I can say is that the removal of the aerial playstyle made Wilds go from my most hyped game, to the wayside without a second thought. If you enjoy the game for any other merit, then please continue to do so without issue, but I fell in love with this weapon solely because of that system, and now it's not even suboptimal, it's just gone.
Other than the awkward controls, I love the new IG. That being said, they've essentially given us the requirement of holding circle at all times to be optimal, and it just doesn't seem necessary when there can be another input
yeah tapping triangle to attack with circle held down is annoying, so much button juggling now as opposed to just making a two button input for that charge attack.
@@RicochetForce Its doable but it feels like shit honestly, the new moveset destroys the whole flow of the weapon for me.
Having focused on IG in GU, MHW, and Rise, the arial moves were always just there for mounting and evasion for me. Base Rise was my least favorite experience specifically because I had a hard time getting in the air to to power up the downward thrust attack. Sunbreak helped things a ton by making air attacks faster and more precise, but it also kind of made it boring and repetitive. I won't judge the new IG until I play it, but they would have to mess up really hard to make it unfun. IG is always my favorite weapon, even when they add or remove stuff I don't like. Iceborne's IG was my favorite since it gave you crazy mobility and precision in the air, good part breaking, and essence gathering that was fast but not braindead. As long as IG stays mobile and responsive, I'll like it. Its funny I first picked IG up in World because of arial, but the only reason I kept it was because I loved kinsect canceling so much. Style matters, even it you don't end up using it.
I do like the new IG moves, I'm just annoyed that they locked the more powerful moves behind the triple buff and how they removed most of the ariel combat
I actually like the button charging and find it super satisfying when you release it after doing other attack combos simultaneously. The option for triggering a kinsect assist with whatever move you want, even mid-combo (I think), felt like it opened up another fun mini-game which might add a layer of player expression - selecting which kinsect move you want it flying out and which one you want it flying back while the IG does another attack, etc. IIRC, previously, to attack, you'd either have to manually use a command 'move' or mark it and it'd just auto-pilot for you.
However, the focus finisher move loop, which seems to be what this IG 'wants' you to do due to the high damage and new three buff requirement for buffed attacks (which compounds the attractiveness of the finisher's buff collecting property), mismatches my idea of IG. I think it feels less like I'm managing a kinsect while upkeeping buffs (one of the main draws of IG for me), but more so just collecting a resource with the aim to spend it all for one big move, and doing it again. Lots of the aerial identity, ground/aerial dodging and feel-good, steady combos which also draw me to IG are still there, so I'm still gonna use it, but it's mainly the emphasis on that finisher as a 'main loop' that feels a little non-IG to me, personally.
Small side-question... Anyone else still missing World's massive hitstop on tornado slash? That thing gave me a hit of dopamine every time I hit with it, haha.
My biggest issue with Glaive is the fact that you dont use the weapon without getting all extracts
It's like paying tax before you can actually use the weapon.
The weapon should have the same moveset even without the extracts. The extracts should just enhance the moveset more
I dont miss the bounce all that much. I think the aerial combat right now is still enough and mad fun
Also, why dont we have an offset attack or perfect dodge mechanic? It feels like every weapon got that except IG.
Ill still main IG but that Switch Axe is looking mad tempting
You're stuck in the old world "can't use the weapon without enhanced moveset" mentality. You don't have to run around the monster for 30s doing nothing because you're trying to get tripple buff for enhanced moveset, just shoot a charged kinsect. If you get all extracts you're ready to smack the monster, if not then go smack the monster so you can get all extracts.
Being able to do some dmg while trying to get all buffs is much better than doing no dmg like in world, even if the trade of is that it takes a bit more time (but that should be fine with wounds).
@stiltmaster9413 But why give the weapon a move set that nobody ever uses? What's the point exactly?
Mained the wep in MH4 and one of the few who didn't like the world playstyle for the wep, but I do think they should've kept some of the aerial feel to the weapon. I dont main the same wep per MH game and also felt the weapon was cheesing most bosses with its safest dmg playstyle. Didn't even give the weapon a try in the demo either, but I do think the weapon should have at least one additional helicopter attack.
In my opinion, I'd prefer a more danger-close play for the weapon while being able to mid-air dodge attacks while shredding wings and monster backs. A closer style to dual blades but while maintaining myself in the air. There was no other weapon in World for me that felt safer to play than insect glaive. I'm going for Hammer and Hunting Horn this time around anyway since they're the only weps I have with less than 500 uses in World.
@@RicochetForce Wrong.
Will always be an IG main. Every entry has always changed something about the weapon that makes it different, and I'll learn it every time.
@markos50100 Exactly what I've been saying. Was an OG Insect glaive main back in 4U and GenU and was crushed at how they made it feel in World. Aerial Insect glaive had its time in the last two games. Let the more fleshed out grounded style have a chance in the spotlight in this new era.
@@SeikopathPromotes Except the ground combat in Wilds also feels bad.
@@Mare_Man Only because they need to speed it up and give red extract its original function.
@@SeikopathPromotes World and Rise both had very prominent grounded styles. Aerial was an option.
nothing *forced* you into aerial moves, you could play using nothing but the same old ground combos even without vaults.
I like the changes, not the controls
I think they should bring back the bounces, but only two. The two bounces should charge your insect glaive so then you can do the aerial descending thrust into the rising spiral slash as an alternative to holding it. To add, now with the insect glaive being a charge weapon, it should benefit from charge plus like the bow so you can get three bounces through a skill and get more charges. Then you can loop into that original aerial gameplay and end with that new move as a finisher when you come to the ground. After you do that and happen to get all three extracts or pop a wound; if your kinsect is fast enough to come back before you hit the ground, you’ll be able to loop back into it. Walla aerial glaive is back. Hopefully 🙏🏾
They could also just not allow aerial dodges in between bounces and / or make the bounces only available if you use SJAS right after RSS.
There's plenty of options for sure
@ agreed! Even though the weapon is cool and flashy now it doesn’t feel complete especially after losing majority of the aerial aspect. The distance for the Aerial focus attack is atrocious!
I cant believe they've
done this
World kinsect glaive was fun and Rise: SunBreak Bug Stick was actually peak, RiseBreak is inarguably when the weapon was at its best. Aerial has always been the Bug Stick identity and it’s insane to see all these “Kinsect Glaive mains” who have to had been paid by CAPCOM themselves to try to say that this is a good change!
We need at least 1 bounce to reposition for Wyvern Dive, it just feels so awful to go into the air at all, because there is no more payoff. It's just a sluggish way to go after the monster or dodge something and then you fall down and just stand there and feel like an idiot
For real, though. It's especially underwhelming when RSS puts you into the air all the time, but you have nothing to do after
@@princetbug I have noticed a few skills that seem like they should have a follow-up. We MIGHT be getting some extra moveset customization.
Like, RSS is clearly a setup for an empowered Wyvern Dive follow-up, the other very obvious one I noticed is the new empowered Elemental Discharge from Switch Axe, which ends you in Axe mode in a pose that clearly indicates an empowered overhead swing follow-up.
It felt like they traded juggling in the air for burst damage cycles.
Dang man the bouncing off the monsters and flying around was my steezz , this is gonna be s learning curve for sure
Descending Slash and Rising Spiral Slash 🗿
I really really REALLY hope the bounce comes back in the full game.
I just don’t get why they completely removed it, like for longsword they gave you a reason to stay in red gauge and not immediately helm splitter. For IG they absolutely gave us reasons to prioritize grounded gameplay more, but removed the aerial aspect of the weapon. Most weapons have counters now so I personally fail the see the point in taking the bounce away and not giving IG a counter, since the bounce almost works as a pseudo counter (you can get away and reposition better). And you can still get hit while up in the air, it can happen often depending on the monster. If they made the aerial move-set do really low damage that’d balance it out so that you’d want to be grounded more and only use the aerial move-set when repositioning. Hell, make it less bounces or make the bounces go less distance after each bounce idc. I will still main it tho tbh😅
-You missing the Point as Glaive............... Interactiveness with the boss isn't a thing for Glaive is one of many Def not Aerial and the controller lol
-LT Extract Tornado (explode on boss no skill) repeat can be cool but not great gameplay. (waaaaaay more repetitive than Aerial).
-You can't tell me a MMO reviewer doesn't know everyone this day and age almost everyone will be researching BiS armor/Rotations etc and I'd give it a month or 2 and everyone will be doing nothing but Tornados. (Yes it's a beta but we got less than 4 months to fix it.)
Glaive main since World here, while i do have to echo the sentiment of most of my fellows that i miss the bounce and aerial playstyle i do think this new moveset has a lot of potential. My main comment though is to say that more than anything i really disagree with how they have implemented the great piercing dive attack which once was one of the glaive's best tools for breaking through armor. While i do like it can now lead directly into the charge combo i just really wish you could go right into it after performing a true spiral slash finisher. Like i have seen so many of my fellow glaives pull off that crazy move only to then awkwardly fall from the sky just stuck in that final pose, just really wish you could cancel that into a pierce to keep the flow going and at least kind of retain that movement that used to make this weapon so special.