@@Texansfan59Some “meta” skills require you to do so if you want full use out of them. It also is just usually a straight up dmg increase and part break increase
As a Hammer main, the clutch claw is just a combo extender and all I’m really aiming for is the head anyways, so it just equates to the head being perpetually tenderized.
Yeah my first iceborne playthrough I was a hammer main so don't feel the issues, my recent playthrough with LS make me realize that clutch claw is such a chore and don't really like it until I get the tenderizing in 1 hit jewel
It's probably depended on weapons. The weapons which had cc related-movesets like DB that timing-flashclutch for more uptime it's very satisfied. But some weapons like IG that flyingclutch gave no wound points, so I rarely used that move. Many popular weapons like LS CB BOW LBG HBG don't have that kind of movesets, so that why they can be said that the majorities hate CC. For me I played SnS IG HH GL Lance Hammer, that's the reason I enjoyed using CC, except SA cuz it's change playstyle from coolaxe swing to discharge spammed.
The slinger burst was intended to give GS a way to re-align their attacks (you can 180 slinger to aim behind you). The rapid combo action is a byproduct.
@@Benri05 the augmented ammo effects are nuts. piercing can do solid dmg, thorn can help hyper flinch, etc. I think it was just them making a QoL tool that got buffed inadvertently by the underlying system. and then Sunbreak has rageblade stance for direction control which I felt is a solid change.
true. it was a real gamechanger for GS imo. never really used it much in the beginning, but when I did landed so much more TCS. the rapid combo and the realignment are both very huge buffs for GS dps
The clutch claw wasn't the problem (because sending monsters straight to a rock by shooting pebbles in his eyes is funny af), it's the tenderizing mechanic which was. A good idea on paper but is, in fact, a mechanic being forced down your throat because it was too much important to ignore.
The reason why was because they did not balance the game properly. In vanilla World, everybody in end game built the same... 3x Weakness exploit for an easy 50% affinity combined with even one crit Jewel (+30% damage) was super powerful. The clutch tenderize mechanic was an effort to change things, but people just kept building the same meta and using the claw to capitalize.
@@Virjunior01 How is the clutch claw meant to change any of that though? In every MH game people always build sets for maximum damage output. The clutch claw doesn't create an alternative build style, it just creates an annoying extra step to access it.
@@flashjamer6075 exactly. I wasn't saying it succeeded or failed... it just winds up acting as a slight punishment for building the universal meta. I'm of the opinion that Weakness Exploit should be significantly reduced or done away with in the future... it wasn't there UNTIL World, anyway. I'd say WE as a thing is the result of the devs finally caving and adding damage numbers, which we also didn't have til World (not counting Frontier).
@@Virjunior01 Ah, I get what you mean. I agree with you, weakness exploit is a weird skill. The most damage efficient skill in the game by a mile, but held back under the condition that you target weak spots... except every decent player ever will be hitting weak spots anyway. What could maybe be more interesting is a skill that gave a damage boost when you hit parts that aren't usually weak zones. Except maybe that would create stale gameplay where positioning would be less important. Also, the reason they added damage numbers was because the devs were worried that people would think turf wars did no damage. I usually turn them off though unless I'm comparing builds, for me they kind of clutter the screen.
"Monster hunter combat is very grounded" Insect glaive users helicoptering all over the place like coacained up grasshoppers: "What? Can't hear you from all the way down there!"
A combo of big hits with the last hit doing huge damage really isn't equivalent to a simple "pew pew" into a huge hit. It definitely feels cheesy even though it's an intended mechanic. I, myself, don't really care about it that much. A lot of things in MonHun are cheesy to a degree... I play IG and just fly over monsters like they're not even trying. Asmon is an "unga bunga" player which means oomph -> *oomph* -> *OOMPH* would be more fitting for the heavy sword. Edit: a letter
@@vazazell5967 neither does the shoulder tackle in that case. Or the Hunting Horn Spin. Or the Charge Blade Phial Discharge. Or the Wyrm Stake Cannon. Or Sticky Rounds with the HBG. Do you even play the game?
@@vazazell5967 it makes perfect sense its a tool to reposition your TCS,. The slinger burst allows you rotate in any direction to line up your TCS (which you cant do with tackle) and possibly flinch the monster to get it off. The greatsword relies on getting TCS off or your damage is worse than any other weapon in the game. It is also 100% intended cause its listed in combos in the weapons control section. Its ok not to like it for realism purposes even if i find that odd personally but to say its unintended or cheesy is just flat out wrong.
One thing I don't think is explained very well, is HOW MUCH the tenderizing via clutch claw actually changes your damage. Which is why people call it mandatory, for better or worse. Long story short, about 80% more damage, but I have the numbers for you. Generally speaking, the tenderize formula is (100-Hitzone) x 0.25, added to the hitzone. Example, take Rathalos tail hitzone of 45. (100-45)=55 x 0.25 = 13.75. 45 + 13.75 = 58.75 That's a 30.5% increase in damage. The formula was created in such a way, so that tenderization has more effect on parts with lower values, like armoured spots, and worse against established weakspots like heads. Buh wait, there's more. Tenderization prevents any weapon bouncing at any sharpness, not relevant for endgame but a perk nonetheless. Tenderization unlocks the full potential of Weakness Exploit, which reads: "Attacks that hit weak spots have 30% increased Affinity, with an extra 20% on wounded parts." Any part with a hitzone value of equal or over 45 is considered a weak spot. Wounded parts are tenderized parts. The formula above makes any hitzone of 27 base or higher an eligable weakspot after calculation. Tenderize is a free +50% crit chance for running a three rank max deco, which can be snowballed to 90% with max crit eye, and 110% with max agitator, more with affinity weapon augments to offset -% crit weapons. Without Weakness Exploit Tenderize, most people would be getting with fatalis weapons (-30% affinity) is 40-50% crit. Which leads us to the second three rank max deco, Critical Boost. Turning crit damage from 1.25x, into 1.4x, for a 15% damage increase. Throw that right on top of the 31% damage increase for 46% because almost everybody is running a 100% crit build. Without clutch claw people would only be getting 50% crit builds (40% if you want health augment) rather than 100% with negative affinity weapons so I'd say the damage increase rounds out to about 80% more damage since some people don't run negative affinity weapons, it'd half the bonus from Crit Boost since it'd only apply half the time without the WEX 50% affinity increase, and weakspot value variance. Not to mention that making a weakspot of the legs and easier to reach places makes for easier hits than going for the given weakspots, shortening hunt times especially for weapon classes without good vertical reach. If you've read this far, congratulations, you've learned something today! While my opinions are my opinions, the math is the math from which you can draw your own conclusions. Asmon, you've played this game on hard mode by not using the clutch claw, big dick energy.
I'm honestly glad I didn't bother with Iceborne, because I would have hated it rather than simply disliking World for how weapons felt among other things.
I found out about the slinger GS combo only after I have reached master rank/beaten base game and i can say it should be enabled only in Iceborne.. I am glad I found this out so late bcs if I wouldnt the fights would be way easier to get in the TCS... with the claw i tenderize legs... then I attack them and the slinger very often makes the monster get stagger for a second or two wich is enough for me to make the TCS hit in time... how ever I have noticed that when the monsters are somewhat beaten they tend to stay in the drooling state longer withou reseting them with claw so I didnt have much incentive to reset them.. I just kept pummeling them until they started to get staggered for longer and then I go for the head as thanos had suggested xD
The argument I'll make about the great sword slinger TCS combo is that with the increased movements and aggression of monsters, being able to reposition the direction of the tcs (as using the slinger and moving the movement keys/stick in a direction) will then aim the tcs in that direction. Also depending on what ammo you have in the slinger can cause a monster to flinch for an opening for the tcs to connect. In my mind who's played specifically great sword for a few thousand hours over multiple games, the tcs combo is made of 3 attacks so replacing the middle attack with either a tackle to tank a hit or the slinger to reposition the direction of the attack feel like both important tools and natural to the rule of three attacks. Even when. Going to rise and swapping the main charge combo to surge slash (replacing the charge hit for faster multiple hits) it still works In The rule of three attacks. (If you read this whole thing then thank you XD)
Fun fact: Capcom originally imagined for more of a fantasy-like monster battle game during development of the very first Monster Hunter, but they ended with a more grounded approach involving realistic fighting (hunting) style and treating monsters as animals living inside an ecosystem. In their second game (MH2dos), they added elder dragons as a fantastical juxtaposition to the rest of the game.
@@MetatronsCube23 not really? Agitator was one of, if not the most ussd skill in iceborne, speedrunning, casual and everything in between. Yeah, sure, weapons, amor, skills and the claw are optional if you are doing a Challenger run but we are talking about normal gameplay here, where the player tries to play the game the best they can.
@@MetatronsCube23 wow another MH elitist in the community, what a surprise. So only speedrunners are needed to be *optimal* in hunts? Do you not understand the meaning of meta?
I hate the tenderizing mechanic, not the clutch claw itself. It did not ruin the game to me, though, still had a blast with it. But in reality I would just prefer it to not exist at all, lol.
exactly... monster parts should be tenderized by attacking them only even with the weakest hits... it should have its own health bar and resistances to dmges... it could be its own mechanic of the skin of the monster.. like for example skin of this mosnter is resistent to fire but weak to water but once tenderized its weak to anything = no resist.. just saying
32:46 He wasn't saying the clutch claw is bad because you need it, he was saying clutch claw was bad because you need it to get THE SAME TIMES. The whole video points out how iceborned basicallyt tripled their hp to balance out the immense power that clutch claws added, which it did. Even if you're not a speedrunner, the thing people play monster hunter for is to hunt more efficiently and improve times. Killing the monsters themselves isn't hard, it's not a hard barrier and any fan of the series will have no problem against any of the monsters. The challenge isn't "can I beat this monster" it's "how well can I hunt this monster". If it takes you 30 minutes to do what can ber done in 5 minutes, that's something to improve upon. So if you want to hunt as well as you always did, you HAVE to use clutch claw, because monsters are otherwise just arbitrary HP sponges relative to the base game. Otherwise you're not just spending 3x as much time. He literally says it's a requirement if you want the same hunt times, which makes sense. If you triple the HP, the hunt time goes up. It's as simple as that.
@@IlluvatarPaladinIf you paid attention he brings this point up several times. Iceborne had to drastically change the health of monsters to accomodate the new system, and then retroactively go back and apply the same nerfs to previous monsters, making a confusing mess of the already easy base game being made easier, and the expansion being made even more difficult in comparison. With Rise/Sunbreak, the wirebug mechanic is built into the fabric of the game, you level up your weapon skills, you find the playstyle that fits you, you play with it how you want to play with it, you're not pidgeon holed into using a boring grab and slam attack for basically every weapon, which is why the health increase in Rise/Sunbreak is FINE, because it was much better planned
@@Tsukimi39 probably didn't pay attention. Asmongold himself missed that point because they immediately wanted to make a counterpoint. I always found it annoying how they made monsters HP sponges when it was never really the case for previous titles.
@@xCCflierx speedrunners aren't really relevant when talking about a casual game experience, the guy in the video even says he's not a speedrunner and neither is asmon
Clutch Claw added a bunch of issues that aren't apparent unless you were used to how the game worked without it. The main offender: the clutch claw stagger AKA the clagger, this animation (the drooling pause) has way too much priority and happens from damage thresholds, break a leg for a trip? Nope clagger. Break a tail for a long opening? Nope clagger! Stun or exhaust? Nope clagger. This animation overrides almost anything. The other issues are artificially low HZVs (looking at you safi) and changes to skills like Weakness expoit to force clutch use. Wallbangs and forced enrage is fine, but the tenderize attacks were badly added.
The big issue is that it makes tenderizing mandatory. You can play without wall-banging, as it drives the monster into rage earlier (though, agitator is highly enabled by this). But giving up on 50-80% damage, even more if you use the tenderizer talent, just isn't viable. It blows that it's mandatory, and I think every weapon should have some way of comboing into clutch claw. Some weapons gain SOOOO much more out of the clutch claw than others, hammer is made better with it, but IG felt way more clunky having to tenderize tons of spots.
I think the weapon you use can wildly affect your opinion of the clutch claw. For instance, I play Switch Axe so the clutch claw is really really good for ZSD spam + Rocksteady/Temporal mantle usage. Hammer and Lance are two other weapons where the clutch claw mechanic doesn't feel like "homework" but is actively fun to use. Beyond those obvious examples though, I think there's even other weapons where it can feel "neutral" versus "bad." For instance I think Greatsword is one where it feels neutral. Why? Because the flow of that weapon's combat is very staccato to begin with. It's running around, sheathing, punctuated by big hits. So incorporating the clutch claw into that isn't actually that big a change to the "flow" of the combat, you just insert it during your running around time between your hitting phase. On the otherhand, I feel like the maker of the video may be a Longsword main and/or was a Charge Blade main and the difference with those weapons is that they are designed so their attack pattern is very "flowy" in the case of Longsword or "flowcharty" in the case of Charge Blade. And in those instances, clutch claw breaks the flow of both weapons. You have to actively stop what you want to be doing to incorporate the clutch claw into it.
No it didn't, but it broke the flow and was pretty janky to use especially in world's tight corridors. Though as a hammer main I can definitely say I was spoiled lmao@@dasrieldealer7703
@@MmaMadman85 i mean the fact that the dude is fangirling over Rise already makes his entire opinion have 0 value, his HP argument from World - Iceborne is a joke since Rise to Sunbreak increased hp by like 15x on the later monsters, all Sunbreak did was to give a 10k hp monster 150k hp and put some weird purple shit aura on them that explodes from time to time.
clutch claw didnt ruin it...tenderizing did xD I'm fine with clutch claw returning to wilds but not the damn tenderizing mechanic also have every weapon have a unique action with it instead of just some weapons having it
Without the mechanic of tenderizing it makes clutch claw useless besides wall banging and that’s already dumb due to how easy damage that really is. I’m fine with slinger, that’s a fun mechanic that should have gotten a direct expansion instead of reworking the thing into the janky ass clutch claw. But I agree tenderizing is what really ruined it. Especially the rework to WEX and it causing us to forcibly tenderize. I for one hope clutch claw and tenderizing never returns, I’m fine with the slinger tho, that can come back
@@therandomsaiyajin I like the clutch claw having it combined with the slinger actually helps a lot on monsters that likes to fly around a lot *cough* rathalos + variants and kushala daora *cough*
Ruined is an overstatement. I has it issues for sure, but for me I only didn't enjoy it as much when using ranged weapons on solo play. Problems aside clutch claw is GOATED on Hammer & Lance.
TLDR Ruined is an overstatement indeed, and the explanation quite subjective... i agree the problem for clutch claw is tenderizing more or less, and the clutch claw its self true its really cool... why? its because ironically speaking, mechanic existence should be in line with the lore/story, and sadly there is no explanation for that... not just (why its bad gameplay) they say... BTW wirebug is likely the "villages" expertise like how MH3 "villages" capable of swimming, and clutch claw is invention from 5 generation to make new gadget so comparing claw with wirebug by lore, expertise vs invention actually wrong by its self... (ignore the fact/rumor bout the real capcom inventor of clutch claw is gone/fired/unknown now LOL) NB : Subjectively if you play MHW since D-1 until the iceborne DLC come out. actually, you gonna feel the existence of claw is only (by the story) the power of Master Rank Hunter.
Not really. If you've taken charge of keeping parts tenderized, and also extend claggers for hundreds of hours, you would start to think it's a chore too. You wish it was entirely optional, but you _have to do it._ Everyone's WEX relies on it. Everyone's Master's Touch too. I do wish the clutch claw moves specific to some weapons like the clutch claw counter of the Lance come back some how. It's not like that move shouldn't _look_ impossible to do with wirebugs.
Lightbowgun and Bow got kind of fixed when they added the jewel that lets you tenderize in 1 clutch instead of 2. But heavy bowgun is permanently screwed, because it lowers your damage by 30% unless you add the zoom-piss-filter scope. Or take Stickies.
37:03 ok now, I can say why you can't get this point so, basically when you watch the Hunter's Notes you'll see there are only 3 different mayor categories into classing the monsters: Wyvern, Elder Dragon and Fanged Beast. The later sub-class would then expand for the wyverns being Flying, Bird, Piscine, Brute and Fanged. But if you go to let's say Rise, the next franchise's installment, the variety changes a lot: Amphibians, Leviathans, Temnoceran, unknown these are categories added to the existing 3 in World Iceborne. And taking us back, in 4U there was another category called Neopteron (bugs non spider-like). In world, then again count how mamny monsters use the fire element and how many use the other elements and you'll see why the fire specific compared to the rest, tho Iceborne fixed this elemental approach.
the reason for that is simple: world didn't have that big of a monster variety, it had brute wyverns, fanged wyverns and some inbetween wyverns for the most part, then came elder dragon and fatalis counts as black dragon, but that is IB. why they kept it simple is most likely due to this being a first major move into getting a western audience.
@@aka1721Wyverns have consistently been the group with most difficult roster of monsters to fight through all monster hunter games that reasoning you’re giving makes no sense. The actual reason for the lack of variety probably had to do with the direction of game, seeking to create pseudo realistic environments and also the fact that a lot of monsters that were planned for World had to be removed because their physiology made them pretty awkward and bugged when testing the various irregular terrains that are present in locales like Ancient Forest and Coral Highlands.
@@aka1721when a game wants to expand their audience worldwide instead of just Japan, and they happen to be a difficult game. they make stuff easier overall, that's how you build an audience of both good and bad players (most players will be bad because they have lives outside of fighting pixels unlike you)
Well I mean he has but not fully lol, he only does the tenderize sometimes. So he basically half uses it/ sometimes or forgets completely 🤣. Which honestly is interesting bc he’s basically making the game harder while he probably doesn’t even know he’s made it harder on himself for not using it. Lol
16:02 I feel like the issue ain't the clutch claw, but rather the movability of the character. I they allow u to run with your weapon out, this would also partly solve this specific issue. The reset timer on the other hand, is just weird, but can be easily fixed.
My first time through this game, I didn't use the clutch claw once, and I beat all the bosses from the main game + base Icebourne. So you don't "need" to use it. About 700 hours with no clutch claw. I just didn't really like it and so I didn't use it. It did not affect my enjoyment of the game at all that other people used it.
I really liked the arm mounted crossbow in World. Causing accidents to happen by making stuff in the environment fall onto monsters was always majorly helpful and fun to do, and it also made using grenade items like the flash pods far more intuitive than clumsily throwing them like in prior games. Causing environmental mishaps to happen is especially something I want to come back since it was largely absent in Rise. As for the clutch claw, I like the ideas behind it, I liked bonking monsters into walls with it, but what ruins it is the tenderizer mechanic and the fact that it immediately makes every monster go into berserk mode every time you use it. It’s just not as well thought out as it should’ve been.
Those still exist in Rise though, you use throwing knives/kunai to trigger them now. Wallbangs are just part of Wyvern Rides, and certain walls are *also* hazards.
@@alexkogan9755 The game was originally made for Switch, that poor underpowered tablet would melt if it tried to do anything more drastic than a tree that drips poison.
@@maxspecs I love the Switch’s versatility but the underpowered hardware is its Achilles heel, and I really hope Nintendo figures out how to get more power out of its successor.
I really didn't mind the clutch claw after the fatalis update. They made it pretty balanced as they essentially doubled the tenderize duration for all weapons and made all weapons tenderize in 1 hit with the shaver jewel.
problem is the "after", the entirety of most title updates was a chore to playthrough for alot of light weapons. i would also say that i think that weakening deliberately hard points on the monster feels odd to me after thinking about it, like intentional parts of the monster are being overridden by a gimmick.
That's still a problem. You still need a jewel to tenderize parts in one hit for most weapons, which limits your build. Tenderizing is the problem, not the claw.
@thesea251 I think that is actually what should have been the only reason to tenderize. But with iceborne they literally made 90% of all monsters grey hit zones which is just dumb. Thus FORCING you to tenderize constantly. If they kept the design to base world of only specific parts of specific monsters have grey zones/bounce zones and you can use the clutch claw to tenderize them then that'd be perfectly fine. But needing to use it effectively everywhere on a monster is just annoying and unfun
I'd like Clutch Claw without the wall bang or tenderize mechanics. As an attack deals damage and made the monster drop slinger ammo and that's it, I'd love that.
@@SUCCUB0I The wallbang itself is a fun mechanic, my problem with it is the free damage. Anything that gives free damage is just... boring and makes the game too easy imo. Although I think stage hazards like falling boulders or vines are ok :P
@@cowbats I don't think there is anything wrong with the Clutch Claw but maybe there is, I can't say for sure as Monster Hunter 1 was the only other Monster Hunter game I've ever played and it was only maybe 30 - 50 hours. As someone who's really only played world I gotta say I love everything about the Clutch Claw. It's fun to zip onto a monsters head and send them flying and crashing into a wall for some good damage then go back to twirling my dual blades around their ankles like some kind of demented Beyblade.
I liked shooting shots into ice or stones that dropped on the monsters, that's was nice along with the qol some weapons got but I agree claw without wallbang or tender would be great.
I've purchased Iceborne yesterday as it is in sale, In my humble opinion on trying the clutch claw for 4 hours straight it does not kill the game. It's not a problem, it's actually neat. I would complain if the clutch weapon attacks can severe the monster parts, cause that would make the hunt very easy and not exciting, but it only softens the hides of the monsters, damage them, and give you slinger ammo which you can use to clutch then fire off in the Monsters head to drive them to a wall. Which is also neat. The new weapons move set is a game changer too. The thing that actually sucks is the tenderizing mechanics.
Iceborne introducing clutch claw is like getting a 10% raise because youre doing more work, but prices also go up 10%, while people who didnt get the raise still have to do more work.
The main issue is that Clutch Claw really varied in weapons how it was implemented to the game, as it varied from feeling natural to a chore: Improve Weapon: Hammer, Switch Axe, Lance, Dual Blades, Sword & Shield Weaken Weapon: Great Sword, Charge Blade(SA made up for it), Bowguns, Gunlance(WB was nice addition), Bow(TD was fun) Long Sword, Insect Glaive(More Mixed)
That video is a such a chode tho, bro shitting on clutch claw non stop but praise WIREBUGS of all things. Monster Hunter Rise bro, the worst balancing wise MH game to date where none of the weapons are nowhere near as powerful as LS. The game where everything is about either you counter with wirebug or you die. This guy also ok with wywern riding but hate wall bang lol. Definitely one of those "world's bad" people
Sorry but i don t see how GS get weaken by the clutch claw - We got a shortcut to tcs - a new mobility option And wallbang are god send for openning for tcs I mean it didn t receive the massive buff hammer has but GS didn t get worse
@@Legal_OwO Maybe I should have phrased it differently, I don’t mean weaken as in made the weapon literally worse, I mean it as in clutch claw felt like a chore with those weapons, but like I said, some of the weapons new editions(Charge Blade SA, Gunlance WB, etc) def made up for it
I swapped a lot during my run, but I was primarily a Charge Blade and a Bug Glaive. I didn't like the tenderize mechanic itself, but the actual clutch claw use I really liked. I started the game with it and found it useful through the entire game. I've seen some others agree so I know I am not alone in this, but I think the tenderize mechanic was the only real flaw in the clutch claw design. My only real gripes with the game are the in town stuff, like the menu's being a little awkward and such. Though, the fact they added a whole switch items into higher tier items thing with that one cat, but didn't do the full list pissed me off the most.
Everyone defending clutch claw only does it becuase the game has some absurdly overpowered tools to make it not fucking cancer to use. "it's easy" yeah becuase you are using the rocksteady and temportal mantles to remove the shitty part of the mechanic. Every fight you go into in Iceborne starts with either a wallbang or a rocksteady mantle to apply tenderize to head/legs/tail. Zero risk becuase you use something that prevents you being knocked off by the monster sneezing, but tedious and shit design. Then when your mantles are on CD and tenderize falls off, you do almost no damage while you pray for a clagger to be allowed to have fun again.
There was a game called Toukiden 2, it was a Japanese monster hunter against Onis, where the main mechanic of the game was the demonic hand, the same thing as the Clutch Claw. If I'm not mistaken, it was a Koei game
It's pretty fucking far away from being "the same thing". The only similarity is that it's a claw, it doesn't tenderize, it doesn't slam the enemies into a wall, it does help with reaching other parts of the enemies, and countering some attacks. You can deal the same amount of damage by playing without it, and it's more akin to the wirebug as in it helps traversal on the maps.
What Asmon is missing with the Slinger Burst vs Tackle Skip discussion is that Tackle not only allows you to skip into TCS, it gives you Hyperarmor; Slinger Burst just lets you get to TCS faster. It's a literal trade-off. You have to be able to know and decide which move you want to use for the given moment. You can't Slinger Burst through enemy attacks, but you can Tackle through them.
True charge slash gives GS a redirection + small reposition on top of the stagger and charge skip. It can play a crucial role in optimizing solutions to specific monster attacks. To disregard it is to intentionally handicap yourself.
If you could cancel drinking the potion into a TCS, people would bring lots of potions to cancel into a TCS. They dont use the potion for its innate use, they just want to cheese TCS. In Rise, you could counter a self-placed small bomb to instant-charge a TCS. Some people don't like it and it feels like too much of a cheese. Chatters spamming git gud just don't share the same opinion like Asmon.
playing without the clutch claw is just playing with less dmg, it's the same thing as saying you can play without upgrading your weapons, sure it's true, but at that point you are no longer playing the designed experience and you are now playing a challenge version of the game. The clutch claw function the same way as upgrading gear, while not technically mandatory, it is mandatory to play the game in the designed dificulty bracket, at which point you have to make the choice, either play hard mode or use something you don't want. Either option are most of the time and for most players 2 bad choices, and why the tenderizer mechanic didn't survive rise.
try playing rise without using rising bug and skills associated... would be completly under optimal too.... nonetheless rise/sunbreak is a good game. but if you want the old school monster hunter vibe , iceborne with clutch claw will be far more tolerable than rise and his wirebugs....
I wasn't planning on using the slinger, I hate analog stick aiming in games, but eventually I wandered into Diablos and remembered I was gonna need sonic bombs but there was nothing to craft. Then I started thinking, damn I need flash bombs for flying monsters too, what is going on here? Obviously I figured it out, and I got used to it so I decided to try using the clutch claw as well. It's a risk-reward mechanic and I've actually had a lot of fun using it, it's led to some pretty hilarious bloopers and badass moments. World is probably my second favorite game in the series, it's so much fun and for me the claw doesn't detract from it one bit.
With the barioth example, if youre clutched onto him youre there for the whole motion and acceleration, whereas if you standing there, youre hit with the full velocity. the extreme example would be, its like if youre inside a car and you floor it, yea youre gonna be pushed into your seat, but if youre standing in front of it somewhere, youre gonna be obliterated by the bumper.
The people who have a problem with this take is that they got into the game after Iceborne came out, or just haven't played any other Monster Hunter games to compare the two. The video creator is correct in his opinions of the Clutch Claw. It was a stark addition that drastically changed the flow of the game for anyone who played the game BEFORE the expansion came out.
Tenderize would have been cool if there was some type of upkeep mechanic with your real weapon. Like if you keep hitting the same spot past a threshold then it refreshes the timer so its pretty much perma the entire fight. At the same time, you greatly increase the threshold for flinches/knockdowns and nerf wallbangs that way it isn't easy to keep the perma tenderize and its dependent on you learning the monster move set.
Tbh the only problem of MHW was the frequency you could wallbang the monsters + controlling their enrage with that (making the agitator skill pretty much a must have). Also I didn't even consider playing Rise because of the wire bug. That combat is not for me.. I enjoyed the "grounded" and more weighty combat MHW offered. I really hope Wilds will be more like World in that regard.
I thought the same about Rise and many other things relating to its "Switch" visual quality, but I picked it up last week during sale and honestly I'm having a blast. Sure you can use the wirebugs to jump around, but on Longsword for example, I just use all the charges on ground based attacks anyways, so the whole argument of the combat not being grounded is invalidated... Honestly, try it before you bash it, its not better than world, but its not a bad monster hunter game by any means.
@@AdulAhmad68 I didn't "bash it" I just said it's not for me.. yes of course you can disregard one of the core gameplay mechanics, but the game is built around it. Also combat is sped up in Rise and again I like the slower and weighty feel of MHW...
@@Proxi_Ex But you haven't tried it, how can you form a realistic opinion without having experienced it? I had the same prejudice against it and it was disproven by trying it. You can refund games with less than 2 hours played on Steam, I'd really recommend trying it before forming such a strong opinion...
@@Proxi_Ex What a leap of logic, I recommend trying a game within the same franchise, with 90% of the exact same combat that you've written off without trying. Somehow you equate that to me saying you should try every game under the sun. It's just sad to see someone go down the same route as me with some random prejudice without giving it a shot, but hey, you do you, I hope you like Wilds.
I disliked how when the monster topples down and the tenderizing has ran out, you are presented with 2 bad options. Either attack and do suboptimal damage, or tenderize and lose the whole topple time, since monsters seem to rise up as soon as you do tenderize. It just broke the flow.
@@Selnathorn nah, i think the parkour is here to stay. and the ninja "theme" is just a traditional japanese themeing that existed from the first and every other game except world.
@@CCmeta50 Nah, I don't think so. Looking at one of the MH wilds images makes it seem that it's you being able to ride a mount like a palamute is the mechanic being carried over.
i feel that if they wanted a cool grapple attack they should make its a powerful attack that can be combod into and combo out to different attacks while removing the clagger and removing the tenderize mechanic so that its difficult to do the clutch claw attack but also rewarding when added into a weapon combo
If anything i think the fact the dev team made the guardian armor a+ available at the start was what really runed the game never used it myself but seen countless people quit the game before the game actually kicked off and them saying this game is dumb and too easy because of that armor.
The mechanic was a blast and added a lot of dynamic to each weapon. As a long-time fan. It was one of the best things added. People cry about change. Welcome to reality. Sucks they took it out.
The title of that video should actually be "How Clutch Claw ruined MH World:Iceborne FOR ME".... game was super great and the vast majority of players enjoyed it till they couldn't get more....
I played insect glaive and used a mounting build which made me less interested in joining back into the game when the specialization I focused on pre clutch claw was then given very easily to everyone
Watching Asmon talk about how tenderizing doesn’t add DPS just goes to show how little he knows about this game after playing it for so long. This video is spot on and one of the few things that Rise did well was get rid of tenderizing.
The clutch claws caused the hyper inflation of Monster HP values as compared to every pervious games (except probably the MMO) to push you to latch on, soften, and wall bang. This had a huge knock on effect and was not very fun or enjoyable. Even with it technically being optional to use it felt HIGHLY discouraged to not do so.
Honestly Wallbanging and wyvernriding has both the same issues, Most end up overreliant to them but in order to use them effectively you end up moving away from what makes the combat satisfying.
32:26 basically saying "I liked Wirebugs from the beginning so them being mandatory wasn't an issue because I liked them. With MHW I don't like the Claw because it's mandatory." Also, has this guy seen how other genres do addons? E.g. take a look at some Paradox Games titles which completely redo their whole gameplay loops with expansions over the life cycle of a game, in some cases multiple times even.
Double is an understatement. At endgame you are basically required to use Weakness Exploit to reach 100% crit or you would do no damage. And Weakness Exploit doesn't work if the parts are not softened. This means you do little to no damage if you don't use the clutch claw. There is no option here. Clutch claw is mandatory. It says a lot that there was a full rebalance mod ICE (Iceborn Community Edition) which specifically removes the tenderizing requirements. And that's not made because 10 people didn't like it. It was made because the majority of the players don't like it. Clutch claw cripples the battle flow. Playing ICE was 100 times more enjoyable than normal Iceborn
Tenderizing was cringe. Find monster > clutch claw its head > get knocked down (failed tenderized) > clutch claw head (failed tenderize) > clutch claw leg > tenderize > hit the legs (instead of the better hitzones on the head) > deal less dmg > monster lives longer > parts not tenderize > repeat. You can say failing to tenderize the head is a skillissue but we've all been there before right?
Tenderizing still cringe. And the fact people keep scoffing and saying "skill issue" (when they're either lying thru their teeth about failing to tenderize or couldn't claw to save their runs) only brings up a more spiteful attitude towards them and the rest of the community, which just puts more toxicity in it.
Just run tool specialist, temp/rock mantle, and it's a great counter to getting knocked off constantly, especially if you're using a 2x tender weapon. But I agree, very annoying machanic. I like the wall bang system, though
Find monster > fire random pod > clutch claw its head > wall bang > clutch claw its head > tenderizing > only hitting the the head > deal more dmg > monster dies average time > parts not tenderize anymore > trap/flinch pod/flinch dmg/not enraged mode > wall bang > repeat. There's no issue here. I play IG I have to press R3 to use clutch claw I don't even complain any shit -_-
I am often the dedicated tenderizer of the party. I run full wide-range and utility tools and my only job is to tenderize every single part of the monster at all times and keep my team buffs up. Monster Hunter World clearly tried to experiment with the tenderizing role and it's going to return in Wilds.
I also could not finish ice borne because using the wallbangs felt so mandatory , like you were really playing sub optimally if you didn't wallbang at every opportunity.
My problem with the clutch claw is that is mandatory to tenderize the enemy to start doing damage. Iceborne monsters where very unfun to hit because they were too tough until you tenderized 1 or 2 parts. Also, I hate the sound that an attack do when you hit a tough point.
I feel like the thing that really makes the slinger burst true charge feel 'wrong' for some people is that the mechanic is a large benefit to the weapon, but is external to the weapon itself; tackle is more woven into the moveset and still has more of the time and positioning investment that's part of the GS's whole fantasy as a weapon, but the slinger, even if noted in the weapon's combos, is an interruption of 'doing greatsword stuff'. Appealing to the fantasy of using all your tools to maximize your effectiveness in a hunt, unappealing to the fantasy of wanting to use the greatsword for its own sake.
The only reason I feel it got changed by the clutch claw was, that it was suddenly mandatory to use it to tenderize parts, since everything was Hardened at some point.
Im a bowgunner and with the early game guides for master rank I just went straight pierce HBG and did just fine without needing claw, only did it if the monster was annoying to fight. Claw is fine, wirebugs suck.
Just another example of people crying about something that really didn't affect the game that much at all. The guy just sounds like he didn't have that much skill playing the game and he's just looking for something to hate like the clutch claw
The only people who disagree with this are either newer players who started post IB release... or just dont know shit xD The CC with its tenderize mechanics ABSOLUTELY made the gameplay worse. If you wanted to play optimally, you HAVE to to tenderize.
you need to take into considertion tht the Clutch claw was tacked into MHWorld because of MHRise. They got the inspiration for the clutch claw while MHRise was still in development and Wirebugs was being implemented... which is why wirebugs are so cohesive in MHRise's gameply but the clutch claw felt so tacked on
The stupidest thing with CC is that you have to hold left trigger, aim with the right stick, and press B/Circle. Who TF designed this man? And who decided that you can’t change the input for it?!
What he saying they nerf the game around clutch claw Other games such as rise/sunbreak The hunt time doesnt change much as long you have M rank weapon But in world/iceborne The hunt time will increase so much an less you keep tenderize and bang the monster in every opportunity
The reason the heavier weapons take longer to do the animation is because they tenderize on the first go, while duel blades and smaller faster weapons take 2 to 3 times. The weakness exploit jewels are OP for tenderized monsters so It's perfectly balanced this guy is just dgoshit at the game. You are also able to equip temporal or rocksteady mantles to guarantee a clutch claw and attacks will not knock you off however you may take damage or just go through your mantle. This argument is about as valid as calling elden ring a bad game because they gave up at erdtree sentinel or Margit. The reason the health pool is so large in iceborn is probably due to the fact alot of players had already maxed out HR and had builds and insane builds ready by the time it released. It would be a worthless DLC if the monsters weren't challenging at all. I played the game from launch way before the clutch claw was added and all of my friends that also started at launch all agree the game is far more fun and epic having clutch claw and reverting back to not having it on a new character feels awful. I have to also address rise added a system that made the entire game so fucking boring DLC or base game, running around the map to gather little birds to get the health and stamina and defence/damage the food you ate should have given you is extremely tedious and boring and honestly makes me dread every quest.
The slinger and clutch claw are two of my favorite tools, as a sword and board medic, it's saved me and my team countless times. Sure in some fights it's hard to use due to chaotic movements and clunky use, but that's the realism of it.
Honestly I feel like the clutch claw was intended and should have been given for end game with the bigger dragons. Like xino or safi, or even kulve. So big u can’t hit their head from the floor so you need the clutch claw. Or even just bigger elders in general like a black diablos
I think that only impactfull point is the flinch that "forces" you to claw, i never knew this cuz i bought the game way later but it is annoying, i never knew it was related to the claw.
9:00 Ha! There's a famous quote with a million variations in physics and engineering: "It's not the fall or the speeding car that kills you, but the Δt." "Δ" = delta (change) and "t" = time, meaning "Δt" = "some change in time" or "some change over time". For example: If you're falling off a building, you'll build kinetic energy as you're accelerated downwards by gravity. Whether or not that kinetic energy is lethal to you is based on the amount of time over which it is applied to you. If you hit concrete, the Δt is very small, virtually instantaneous. If you land in an inflatable emergency cushion that the fire department has set out, the Δt will be however long it takes for your mass to force the air out of the cushion. By spreading the kinetic force out over a second or two, it can be reduced below lethal amounts. So, in the example of a car accelerating with you holding onto it vs a car that has already accelerated tapping you and immediately stopping, the latter case will be more harmful to you because the Δt will be virtually instantaneous as the full speed car impacts you, even if it stops immediately.
The idea of some sort of grapple is amazing, but i agree that it is slightly op to just knock a monster to the ground almost whenever you want. Maybe they should have made it with a cooldown so that you cant spam it, but from there on saying it "ruined the game", thats just over-exaggerated
I really don't understand chat's seeming hatred of Rise. I thought it was better than MHW in basically everyway, including the DLC. I can understand preferring MHW's more grounded and slower paced combat, but if you look at it objectively - Rise just felt like a better experience to me.
People who started with MHW and fell in love with it because of its soulslike combat think that anything that's not slow and deliberate is bad, as they seemingly hate hacknslash/beatemup style gameplay, basically just terrible takes all around.
@@Dice-Z I think the wirebugs in Rise feel really good outside of combat, but i was a little annoyed with how much you are sort of pushed into using them for some weapons, to the point that some weapons base kits were massively nerfed just so they could put in powerful wirebug moves that you are forced to lean into. It wasn't an optional mechanic. It's sort of the same argument the guy is saying about the Claw. Its not bad inherently, its bad because they balanced the entire game around it to the point that you kind of have to do it even if you don't enjoy using it. For example, in Rise the entire Longsword moveset basically revolves around wirebugs now. If you took wirebugs out of Rise, the Longsword would literally have no kit left at all. It doesn't feel like i am playing "Longsword" it feels like i am playing "Wirebug" instead. For me, the reason i like World better is less because of the combat, however, and more because it just feels like a deeper more complete game. Rise basically just gives you a list of monsters and lets you go fight them without any real meaning behind 80% of the fights, and only a handful of story-focused fights. While World really felt like it was doing world-building and introducing each monster as if it was important, no matter what monster it was. Rise just kind of felt like an Arcade game, while World felt like a full game experience. Sunbreak helps fix some of the problems i had with Rise, but i still feel like i can only play Rise in like 2~ hour batches before i sort of want to take a break because i am just working through a list of random fights that feel more like sidequests, while in World, i could play for 6-8 hours because it was constantly throwing new and interesting things at me all the way through to the end. And even after beating the game, it still kept throwing new stuff at you and things to work towards way way way past beating the game.
The greatsword slinger burst does make sense. just like the tackle is intended to give you superarmor and advances your charge level to the next one, if you have special slinger ammo equiped, the slinger literally staggers the monster to create an opening for you. It works as intended and it is intended to be used in that way. They do not limit you in using special slinger ammo for it to give you the option, but it works suboptimally and is ultimately a dps loss without the stagger.
I would say imagine the slinger burst as a 2nd attack, so you go attack 1 to attack 2 to attack 3 (TCS) tackle gives you hype armor and slinger burst flinches the monster, both are amazing when you pick the correct time to use them
35:54 it’s the fact that claw affected your entire team’s DPS vs monster parts, in rise you can select different attacks, but you still have to hunt them well.
9:50 I would seriously be mad if they removed the clutch claw. I find this tool by far the best in the entire game. I do not want to be stuck grounded while fighting huge monsters. Because they are so big, it makes sense that there is a vertical element.
I feel like anyone saying the Clutch Claw or even the Wire Bug was a mistake for either World or Rise is ridiculous. Without either of them in the game it would honestly just be copy and paste of Monster Hunter 4 Ultimate. The only weapon that had an actual gimmick was the Insect Glaive. The Clutch Claw and Wire Bugs gave other weapons things that they were lacking and made some of them pointless to play with like hammer, greatsword, and etc. These weapons needed the extra mobility and ways to close gaps between monsters. Both do that as well as giving the weapons an extra extender combo you could possibly do. The Clutch Claw specifically is amazing, allows you to play stealth and make monsters move or to shoot something and stun them. Its a utility item. Also the clutch claw is not optional. because there are many endgame monsters that without the clutch claw will make them almost impossible to beat. I get some questions are, "Why make things that require the clutch claw when I dont wanna use it?" and its because at the end of the day, you should be using it and finding out what insane combos and scenarios you can create by using it and slinger pods.
The tenderizing mechanic is the bad part about the clutch claw, because of this monsters like Furious Rajang need to be obligatory tenderized to be able to actually do good damage. Because of the addition of the tenderize mechanic they made the hitzones for most of the monsters added in iceborne horrible. Making some monsters fights incredibly annoying and not fun to fight against (looking at you furious rajang)
I enjoyed world base game much more than iceborn. Fights did feel too long so i had less fun. Figured out that i need to use the clutch claw if i want the fights to be shorter. Which i had to learn first. That took some time but fights were fun again. It made the game harder because it needed me to press even more diffrent keys on pc. It was fun to wallbang monsters in the beginning but that was just novelty that quickly faded it felt expected to hit a wallbang. It feels very bad to miss one due the monster sometimes slinding along the wall very clunky or being in an arena with limited walls to wallbang like alatreon.
@@countphil1 If you are on PC or Steamdeck, there are mods to remove tenderisation mechanics. Rebalanced hitzones and monster health pools, and "claggers" are replaced with normal topples once again
he didn't mention that the base damage we do between both games (MHW and MHR) are different, take the Rank 5 Rathalos Greatsword from MHW you do 672 physical and 120 fire, while in MHR the Rank 5 Rathalos Greatsword does 180 physical and 36 fire, so yes MHWIB will have monsters with alot more health because our weapons are doing a shit ton more damage than in MHR even before you even use the Clutch claw
You didn't pay attention to the sheets. Iceborne monsters have LESS health than in Sunbreak, NOT more. It's not about the difference between world and rise, it's about the difference between rise and sunkbreak VS world and iceborne.
part of the issue with the clutch claw is that the master rank health multipliers were insane because being able to slam monsters every time they arent enraged completely fucked the balance
I like the clutch claw, i think this is fun. I mostly play weapons that he said were bad with clutch claw, but i just use it to stay close to a monster mostly, whats the problem? Not like we duel other players, balance is really not that important in monster hunter, as long as it feels good to play, it's about the experience. If you don't like the clutch claw, don't use it, the game is not unplayable without it.
41:50 In short, you think Tackle is a natural part of Great Sword where by which your are trading a slash for the tackle, but, both are moves that exist under the mechanic Charge and therefore the combo is the same because it revolves around charging your next attack untiil you reach the final form that is True Charge Slash. Meanwhile, Slinger Burst is just a side mechanic that isn't necessarily a part of the Great Sword Skeleton and just takes over your preconceived notion of the Weapon's very Core. Shot in the dark, but, I'm guessing if the Slinger Burst had to be Charged than you'd be less disturbes because it's at least following the Great Sword Formula.
21:45 He specifically said times, not clears. Also, another way the clutch claw ruined World was in nerfing WEX if you don't tenderize. WEX didn't use to need that and it had mostly the same value. It's like 10% more at rank 3 now with tenderize. But look at WEX now without tenderize and realize it used to be only 10% less of the tenderized extra.
I think the best point he made for it feeling “mandatory” is the amount that monsters HP scales into MR. Unless you wanna do 25-30 minute hunts all the time you at the very least have to be tenderizing
Clutch Claws tenderizing mechanic is the biggest game design sin having the Raths charge animation look almost exactly like the walking animation is the biggest animation sin and the decanonization of every previous Fatalis-related thing(and by extension the scarlet mystery man/guild founder/poet clad in red because of his connection to Fatalis) was the biggest writing sin(what stupid fuckhead came up with that idea?) so what is the biggest graphic design sin?
I don't hate it, with the clutch claw boost skill, I tenderize everything with 1 hit, + using the temporal mantle beforehand no monsters can knock me down. I can easily tenderize every part of a monster for the whole team, it's so good 😂
The actual use of clutch claw is to kill the giant mosquitoes
Facts
Bnahabra, yup 😅
Faxx
*vespoid
100%😂
The clutch claw itself did not ruin Iceborne, it was the tenderizing mechanic and the monster clagger animation state that did.
"ruin" c'mon man its still a 10/10 game
It's definitely the worst part but the wall bang ruined the flow and balance of the game as well.
@@Texansfan59Some “meta” skills require you to do so if you want full use out of them. It also is just usually a straight up dmg increase and part break increase
I am forced to use the claw its either use it or i deal 1 dmg to the montr with my lbg. Its not optional.
@@Texansfan59 The game is balanced around it and makes memorising weakspots redundant. Terrible take.
As a Hammer main, the clutch claw is just a combo extender and all I’m really aiming for is the head anyways, so it just equates to the head being perpetually tenderized.
Agreed. As a hammer main as well I never saw an issue with the clutch claw.
Yeah my first iceborne playthrough I was a hammer main so don't feel the issues, my recent playthrough with LS make me realize that clutch claw is such a chore and don't really like it until I get the tenderizing in 1 hit jewel
Same for lance. A few weapons got very well integrated clutch claw while for others you have to complately stop what you’re doind just to tenderize.
Greatsword users cries in shambles
It's probably depended on weapons. The weapons which had cc related-movesets like DB that timing-flashclutch for more uptime it's very satisfied. But some weapons like IG that flyingclutch gave no wound points, so I rarely used that move. Many popular weapons like LS CB BOW LBG HBG don't have that kind of movesets, so that why they can be said that the majorities hate CC.
For me I played SnS IG HH GL Lance Hammer, that's the reason I enjoyed using CC, except SA cuz it's change playstyle from coolaxe swing to discharge spammed.
The slinger burst was intended to give GS a way to re-align their attacks (you can 180 slinger to aim behind you). The rapid combo action is a byproduct.
your answer is too complicated for asmon and his debate bro fans, it has to be an unintended cheese mechanic.
Or using thornpods as ammo so that the TCS hit has tons of stun effect
@@Benri05 the augmented ammo effects are nuts. piercing can do solid dmg, thorn can help hyper flinch, etc. I think it was just them making a QoL tool that got buffed inadvertently by the underlying system. and then Sunbreak has rageblade stance for direction control which I felt is a solid change.
true. it was a real gamechanger for GS imo. never really used it much in the beginning, but when I did landed so much more TCS. the rapid combo and the realignment are both very huge buffs for GS dps
Side effects can be main effects too. It all depends on your use.
The clutch claw wasn't the problem (because sending monsters straight to a rock by shooting pebbles in his eyes is funny af), it's the tenderizing mechanic which was.
A good idea on paper but is, in fact, a mechanic being forced down your throat because it was too much important to ignore.
The reason why was because they did not balance the game properly. In vanilla World, everybody in end game built the same... 3x Weakness exploit for an easy 50% affinity combined with even one crit Jewel (+30% damage) was super powerful.
The clutch tenderize mechanic was an effort to change things, but people just kept building the same meta and using the claw to capitalize.
@@Virjunior01 How is the clutch claw meant to change any of that though? In every MH game people always build sets for maximum damage output. The clutch claw doesn't create an alternative build style, it just creates an annoying extra step to access it.
@@flashjamer6075 exactly. I wasn't saying it succeeded or failed... it just winds up acting as a slight punishment for building the universal meta.
I'm of the opinion that Weakness Exploit should be significantly reduced or done away with in the future... it wasn't there UNTIL World, anyway.
I'd say WE as a thing is the result of the devs finally caving and adding damage numbers, which we also didn't have til World (not counting Frontier).
@@Virjunior01 Ah, I get what you mean. I agree with you, weakness exploit is a weird skill. The most damage efficient skill in the game by a mile, but held back under the condition that you target weak spots... except every decent player ever will be hitting weak spots anyway.
What could maybe be more interesting is a skill that gave a damage boost when you hit parts that aren't usually weak zones. Except maybe that would create stale gameplay where positioning would be less important.
Also, the reason they added damage numbers was because the devs were worried that people would think turf wars did no damage. I usually turn them off though unless I'm comparing builds, for me they kind of clutter the screen.
Solution to this problem is just remove the tenderizing mechanic and its just for slingers and wall bang left, solved. Just like in older games.
"Monster hunter combat is very grounded"
Insect glaive users helicoptering all over the place like coacained up grasshoppers:
"What? Can't hear you from all the way down there!"
If you're primarily playing IG in the air though your playing IG wrong, or at least massively inefficiently
@@foghetaNot the point he's making.
@@foghetathese are facts.
@@fogheta you must be so fun at parties.
@@fogheta if you're playing insect glaive on the ground, why are you playing insect glaive.
Asmon doing mental gymnastics about not doing the slinger combo instead of just admitting he didn't understand that's how it worked
what is there to understand?
It is cheese and stupid and doesn't make sense.
A combo of big hits with the last hit doing huge damage really isn't equivalent to a simple "pew pew" into a huge hit.
It definitely feels cheesy even though it's an intended mechanic. I, myself, don't really care about it that much. A lot of things in MonHun are cheesy to a degree... I play IG and just fly over monsters like they're not even trying.
Asmon is an "unga bunga" player which means oomph -> *oomph* -> *OOMPH* would be more fitting for the heavy sword.
Edit: a letter
@@vazazell5967 neither does the shoulder tackle in that case. Or the Hunting Horn Spin. Or the Charge Blade Phial Discharge. Or the Wyrm Stake Cannon. Or Sticky Rounds with the HBG. Do you even play the game?
@@vazazell5967 it makes perfect sense its a tool to reposition your TCS,. The slinger burst allows you rotate in any direction to line up your TCS (which you cant do with tackle) and possibly flinch the monster to get it off. The greatsword relies on getting TCS off or your damage is worse than any other weapon in the game. It is also 100% intended cause its listed in combos in the weapons control section. Its ok not to like it for realism purposes even if i find that odd personally but to say its unintended or cheesy is just flat out wrong.
One thing I don't think is explained very well, is HOW MUCH the tenderizing via clutch claw actually changes your damage. Which is why people call it mandatory, for better or worse. Long story short, about 80% more damage, but I have the numbers for you.
Generally speaking, the tenderize formula is (100-Hitzone) x 0.25, added to the hitzone.
Example, take Rathalos tail hitzone of 45. (100-45)=55 x 0.25 = 13.75. 45 + 13.75 = 58.75
That's a 30.5% increase in damage.
The formula was created in such a way, so that tenderization has more effect on parts with lower values, like armoured spots, and worse against established weakspots like heads.
Buh wait, there's more.
Tenderization prevents any weapon bouncing at any sharpness, not relevant for endgame but a perk nonetheless.
Tenderization unlocks the full potential of Weakness Exploit, which reads:
"Attacks that hit weak spots have 30% increased Affinity, with an extra 20% on wounded parts."
Any part with a hitzone value of equal or over 45 is considered a weak spot. Wounded parts are tenderized parts. The formula above makes any hitzone of 27 base or higher an eligable weakspot after calculation.
Tenderize is a free +50% crit chance for running a three rank max deco, which can be snowballed to 90% with max crit eye, and 110% with max agitator, more with affinity weapon augments to offset -% crit weapons.
Without Weakness Exploit Tenderize, most people would be getting with fatalis weapons (-30% affinity) is 40-50% crit.
Which leads us to the second three rank max deco, Critical Boost. Turning crit damage from 1.25x, into 1.4x, for a 15% damage increase.
Throw that right on top of the 31% damage increase for 46% because almost everybody is running a 100% crit build.
Without clutch claw people would only be getting 50% crit builds (40% if you want health augment) rather than 100% with negative affinity weapons so I'd say the damage increase rounds out to about 80% more damage since some people don't run negative affinity weapons, it'd half the bonus from Crit Boost since it'd only apply half the time without the WEX 50% affinity increase, and weakspot value variance.
Not to mention that making a weakspot of the legs and easier to reach places makes for easier hits than going for the given weakspots, shortening hunt times especially for weapon classes without good vertical reach.
If you've read this far, congratulations, you've learned something today! While my opinions are my opinions, the math is the math from which you can draw your own conclusions. Asmon, you've played this game on hard mode by not using the clutch claw, big dick energy.
I knew all this just wish players would consider it more when they get into the game wound monster you will deal more damage simple as that.
I'm honestly glad I didn't bother with Iceborne, because I would have hated it rather than simply disliking World for how weapons felt among other things.
I found out about the slinger GS combo only after I have reached master rank/beaten base game and i can say it should be enabled only in Iceborne.. I am glad I found this out so late bcs if I wouldnt the fights would be way easier to get in the TCS... with the claw i tenderize legs... then I attack them and the slinger very often makes the monster get stagger for a second or two wich is enough for me to make the TCS hit in time... how ever I have noticed that when the monsters are somewhat beaten they tend to stay in the drooling state longer withou reseting them with claw so I didnt have much incentive to reset them.. I just kept pummeling them until they started to get staggered for longer and then I go for the head as thanos had suggested xD
This, basically my damage from 21x7 per hits from my HBG, suddenly become 32x7 per hit (Crit boost BTW).
If that's not huge increase idk what it is.
Thanks for the writeup, very informational.
The argument I'll make about the great sword slinger TCS combo is that with the increased movements and aggression of monsters, being able to reposition the direction of the tcs (as using the slinger and moving the movement keys/stick in a direction) will then aim the tcs in that direction. Also depending on what ammo you have in the slinger can cause a monster to flinch for an opening for the tcs to connect. In my mind who's played specifically great sword for a few thousand hours over multiple games, the tcs combo is made of 3 attacks so replacing the middle attack with either a tackle to tank a hit or the slinger to reposition the direction of the attack feel like both important tools and natural to the rule of three attacks. Even when. Going to rise and swapping the main charge combo to surge slash (replacing the charge hit for faster multiple hits) it still works In The rule of three attacks. (If you read this whole thing then thank you XD)
Fun fact: Capcom originally imagined for more of a fantasy-like monster battle game during development of the very first Monster Hunter, but they ended with a more grounded approach involving realistic fighting (hunting) style and treating monsters as animals living inside an ecosystem. In their second game (MH2dos), they added elder dragons as a fantastical juxtaposition to the rest of the game.
the only thing clutch claw did was introduce tenderising, which is awful. the clutch claw itself is a cool tool
Hammer and Lance have it the best imo.
The clutch claw and wallbangs made the skills agigator so mucho stronger that It felt nearly mandatory, It was meta defining.
@@MetatronsCube23 not really? Agitator was one of, if not the most ussd skill in iceborne, speedrunning, casual and everything in between.
Yeah, sure, weapons, amor, skills and the claw are optional if you are doing a Challenger run but we are talking about normal gameplay here, where the player tries to play the game the best they can.
@@MetatronsCube23 wow another MH elitist in the community, what a surprise. So only speedrunners are needed to be *optimal* in hunts? Do you not understand the meaning of meta?
@@MetatronsCube23I can smell you through this comment 🤢
I hate the tenderizing mechanic, not the clutch claw itself. It did not ruin the game to me, though, still had a blast with it. But in reality I would just prefer it to not exist at all, lol.
Precisely.
Tenderize as a mechanic is also fine but they FORCED you to use it constantly. Which isn't fine.
Agreed awful mechanic
exactly... monster parts should be tenderized by attacking them only even with the weakest hits... it should have its own health bar and resistances to dmges... it could be its own mechanic of the skin of the monster.. like for example skin of this mosnter is resistent to fire but weak to water but once tenderized its weak to anything = no resist.. just saying
The only boss I remember actually needing it was Ishvalda in the first phase.
@@The_Random_Bastard Loved that concept and Idea!
32:46 He wasn't saying the clutch claw is bad because you need it, he was saying clutch claw was bad because you need it to get THE SAME TIMES. The whole video points out how iceborned basicallyt tripled their hp to balance out the immense power that clutch claws added, which it did.
Even if you're not a speedrunner, the thing people play monster hunter for is to hunt more efficiently and improve times. Killing the monsters themselves isn't hard, it's not a hard barrier and any fan of the series will have no problem against any of the monsters. The challenge isn't "can I beat this monster" it's "how well can I hunt this monster". If it takes you 30 minutes to do what can ber done in 5 minutes, that's something to improve upon.
So if you want to hunt as well as you always did, you HAVE to use clutch claw, because monsters are otherwise just arbitrary HP sponges relative to the base game. Otherwise you're not just spending 3x as much time. He literally says it's a requirement if you want the same hunt times, which makes sense. If you triple the HP, the hunt time goes up. It's as simple as that.
He's praisins MH Rise which did the same thing with Sunbreak monster HP...
@@IlluvatarPaladinIf you paid attention he brings this point up several times. Iceborne had to drastically change the health of monsters to accomodate the new system, and then retroactively go back and apply the same nerfs to previous monsters, making a confusing mess of the already easy base game being made easier, and the expansion being made even more difficult in comparison.
With Rise/Sunbreak, the wirebug mechanic is built into the fabric of the game, you level up your weapon skills, you find the playstyle that fits you, you play with it how you want to play with it, you're not pidgeon holed into using a boring grab and slam attack for basically every weapon, which is why the health increase in Rise/Sunbreak is FINE, because it was much better planned
@@Tsukimi39 probably didn't pay attention. Asmongold himself missed that point because they immediately wanted to make a counterpoint. I always found it annoying how they made monsters HP sponges when it was never really the case for previous titles.
Welcome to G rank... Most speed runners don't use clutch claw or slinger ammo anyway
@@xCCflierx speedrunners aren't really relevant when talking about a casual game experience, the guy in the video even says he's not a speedrunner and neither is asmon
Clutch Claw added a bunch of issues that aren't apparent unless you were used to how the game worked without it.
The main offender: the clutch claw stagger AKA the clagger, this animation (the drooling pause) has way too much priority and happens from damage thresholds, break a leg for a trip? Nope clagger. Break a tail for a long opening? Nope clagger! Stun or exhaust? Nope clagger. This animation overrides almost anything.
The other issues are artificially low HZVs (looking at you safi) and changes to skills like Weakness expoit to force clutch use.
Wallbangs and forced enrage is fine, but the tenderize attacks were badly added.
The big issue is that it makes tenderizing mandatory.
You can play without wall-banging, as it drives the monster into rage earlier (though, agitator is highly enabled by this).
But giving up on 50-80% damage, even more if you use the tenderizer talent, just isn't viable. It blows that it's mandatory, and I think every weapon should have some way of comboing into clutch claw. Some weapons gain SOOOO much more out of the clutch claw than others, hammer is made better with it, but IG felt way more clunky having to tenderize tons of spots.
I think the weapon you use can wildly affect your opinion of the clutch claw. For instance, I play Switch Axe so the clutch claw is really really good for ZSD spam + Rocksteady/Temporal mantle usage. Hammer and Lance are two other weapons where the clutch claw mechanic doesn't feel like "homework" but is actively fun to use. Beyond those obvious examples though, I think there's even other weapons where it can feel "neutral" versus "bad." For instance I think Greatsword is one where it feels neutral. Why? Because the flow of that weapon's combat is very staccato to begin with. It's running around, sheathing, punctuated by big hits. So incorporating the clutch claw into that isn't actually that big a change to the "flow" of the combat, you just insert it during your running around time between your hitting phase. On the otherhand, I feel like the maker of the video may be a Longsword main and/or was a Charge Blade main and the difference with those weapons is that they are designed so their attack pattern is very "flowy" in the case of Longsword or "flowcharty" in the case of Charge Blade. And in those instances, clutch claw breaks the flow of both weapons. You have to actively stop what you want to be doing to incorporate the clutch claw into it.
yeah, if every weapon had a claw-integrated combo that tenderizes in one go, I'd be more inclined to use it more often
I don't tender shit n I'm great at the game lol
@@d3m3nt3d_t3acup_ Just use clutch claw boost? Takes a single level 3 gem slot.
I hated it but still played the game for 850+ hours. It is what it is.
I wouldn't say it ruined the game tho
No it didn't, but it broke the flow and was pretty janky to use especially in world's tight corridors. Though as a hammer main I can definitely say I was spoiled lmao@@dasrieldealer7703
@@dasrieldealer7703 Thats because it didn't. Some players just don't like new things because it makes them change.
@@MmaMadman85 No it IS bad. It just interrupts the flow of combat for a damage boost and it's a useless addition.
@@MmaMadman85 i mean the fact that the dude is fangirling over Rise already makes his entire opinion have 0 value, his HP argument from World - Iceborne is a joke since Rise to Sunbreak increased hp by like 15x on the later monsters, all Sunbreak did was to give a 10k hp monster 150k hp and put some weird purple shit aura on them that explodes from time to time.
clutch claw didnt ruin it...tenderizing did xD I'm fine with clutch claw returning to wilds but not the damn tenderizing mechanic also have every weapon have a unique action with it instead of just some weapons having it
Without the mechanic of tenderizing it makes clutch claw useless besides wall banging and that’s already dumb due to how easy damage that really is. I’m fine with slinger, that’s a fun mechanic that should have gotten a direct expansion instead of reworking the thing into the janky ass clutch claw. But I agree tenderizing is what really ruined it. Especially the rework to WEX and it causing us to forcibly tenderize. I for one hope clutch claw and tenderizing never returns, I’m fine with the slinger tho, that can come back
@@therandomsaiyajin
The clutch claw added to some weapons movesets greatly
Useless my ass
@@therandomsaiyajin I like the clutch claw having it combined with the slinger actually helps a lot on monsters that likes to fly around a lot *cough* rathalos + variants and kushala daora *cough*
I had no issues with tenderizing, i always saw it as " fuck yes now im gonna do BIG damage to the (tenderized) head"
Why not tenderize?
As a gunlance main the clutch law really didn’t change much gameplay other than ramming monsters into walls for setups
4:30 He's playing GS and still doesn't use the slinger where its literally one of the most important moves to get out a TCS quicker. ICANT
Ruined is an overstatement. I has it issues for sure, but for me I only didn't enjoy it as much when using ranged weapons on solo play. Problems aside clutch claw is GOATED on Hammer & Lance.
And SwAxe, imo. The combo to quickly get into amped mode is incredible and looks cool af.
TLDR Ruined is an overstatement indeed, and the explanation quite subjective... i agree the problem for clutch claw is tenderizing more or less, and the clutch claw its self true its really cool... why? its because ironically speaking, mechanic existence should be in line with the lore/story, and sadly there is no explanation for that... not just (why its bad gameplay) they say...
BTW wirebug is likely the "villages" expertise like how MH3 "villages" capable of swimming, and clutch claw is invention from 5 generation to make new gadget so comparing claw with wirebug by lore, expertise vs invention actually wrong by its self... (ignore the fact/rumor bout the real capcom inventor of clutch claw is gone/fired/unknown now LOL)
NB : Subjectively if you play MHW since D-1 until the iceborne DLC come out. actually, you gonna feel the existence of claw is only (by the story) the power of Master Rank Hunter.
Clutch Claw was made for Sword and Shield, but Capcom decided to shoehorn it on every other weapon.
Not really. If you've taken charge of keeping parts tenderized, and also extend claggers for hundreds of hours, you would start to think it's a chore too.
You wish it was entirely optional, but you _have to do it._
Everyone's WEX relies on it. Everyone's Master's Touch too.
I do wish the clutch claw moves specific to some weapons like the clutch claw counter of the Lance come back some how. It's not like that move shouldn't _look_ impossible to do with wirebugs.
Lightbowgun and Bow got kind of fixed when they added the jewel that lets you tenderize in 1 clutch instead of 2.
But heavy bowgun is permanently screwed, because it lowers your damage by 30% unless you add the zoom-piss-filter scope. Or take Stickies.
37:03 ok now, I can say why you can't get this point so, basically when you watch the Hunter's Notes you'll see there are only 3 different mayor categories into classing the monsters: Wyvern, Elder Dragon and Fanged Beast.
The later sub-class would then expand for the wyverns being Flying, Bird, Piscine, Brute and Fanged. But if you go to let's say Rise, the next franchise's installment, the variety changes a lot: Amphibians, Leviathans, Temnoceran, unknown these are categories added to the existing 3 in World Iceborne. And taking us back, in 4U there was another category called Neopteron (bugs non spider-like). In world, then again count how mamny monsters use the fire element and how many use the other elements and you'll see why the fire specific compared to the rest, tho Iceborne fixed this elemental approach.
the reason for that is simple:
world didn't have that big of a monster variety, it had brute wyverns, fanged wyverns and some inbetween wyverns for the most part,
then came elder dragon and fatalis counts as black dragon, but that is IB.
why they kept it simple is most likely due to this being a first major move into getting a western audience.
@@shadowsketch926 more like audience for the USA. It's funny how majority of US players need their hand held at basically everything.
@@aka1721Wyverns have consistently been the group with most difficult roster of monsters to fight through all monster hunter games that reasoning you’re giving makes no sense.
The actual reason for the lack of variety probably had to do with the direction of game, seeking to create pseudo realistic environments and also the fact that a lot of monsters that were planned for World had to be removed because their physiology made them pretty awkward and bugged when testing the various irregular terrains that are present in locales like Ancient Forest and Coral Highlands.
That chip can be seen from space bud.
@@aka1721when a game wants to expand their audience worldwide instead of just Japan, and they happen to be a difficult game. they make stuff easier overall, that's how you build an audience of both good and bad players (most players will be bad because they have lives outside of fighting pixels unlike you)
He never used it xD
Well I mean he has but not fully lol, he only does the tenderize sometimes. So he basically half uses it/ sometimes or forgets completely 🤣. Which honestly is interesting bc he’s basically making the game harder while he probably doesn’t even know he’s made it harder on himself for not using it. Lol
W8ing for him to react to "Wirebugs ruined monster hunter! I hope they never return!" BWAAHAHA
Me neither lmao
I just refused to use it.
he did twice. lol.
16:02 I feel like the issue ain't the clutch claw, but rather the movability of the character. I they allow u to run with your weapon out, this would also partly solve this specific issue. The reset timer on the other hand, is just weird, but can be easily fixed.
My first time through this game, I didn't use the clutch claw once, and I beat all the bosses from the main game + base Icebourne. So you don't "need" to use it. About 700 hours with no clutch claw. I just didn't really like it and so I didn't use it. It did not affect my enjoyment of the game at all that other people used it.
I really liked the arm mounted crossbow in World. Causing accidents to happen by making stuff in the environment fall onto monsters was always majorly helpful and fun to do, and it also made using grenade items like the flash pods far more intuitive than clumsily throwing them like in prior games. Causing environmental mishaps to happen is especially something I want to come back since it was largely absent in Rise. As for the clutch claw, I like the ideas behind it, I liked bonking monsters into walls with it, but what ruins it is the tenderizer mechanic and the fact that it immediately makes every monster go into berserk mode every time you use it. It’s just not as well thought out as it should’ve been.
Those still exist in Rise though, you use throwing knives/kunai to trigger them now. Wallbangs are just part of Wyvern Rides, and certain walls are *also* hazards.
@@maxspecs yeh but to a very, very small extent by comparison. Certainly nothing on the level of waterfalls and avalanches.
@@alexkogan9755 The game was originally made for Switch, that poor underpowered tablet would melt if it tried to do anything more drastic than a tree that drips poison.
@@maxspecs I love the Switch’s versatility but the underpowered hardware is its Achilles heel, and I really hope Nintendo figures out how to get more power out of its successor.
@@alexkogan9755 That's not happening, Nintendo is always several generations behind in hardware
I really didn't mind the clutch claw after the fatalis update. They made it pretty balanced as they essentially doubled the tenderize duration for all weapons and made all weapons tenderize in 1 hit with the shaver jewel.
problem is the "after", the entirety of most title updates was a chore to playthrough for alot of light weapons. i would also say that i think that weakening deliberately hard points on the monster feels odd to me after thinking about it, like intentional parts of the monster are being overridden by a gimmick.
sns uppercut go brrrrrrrrrrrrr
That's still a problem. You still need a jewel to tenderize parts in one hit for most weapons, which limits your build. Tenderizing is the problem, not the claw.
@thesea251 I think that is actually what should have been the only reason to tenderize.
But with iceborne they literally made 90% of all monsters grey hit zones which is just dumb. Thus FORCING you to tenderize constantly.
If they kept the design to base world of only specific parts of specific monsters have grey zones/bounce zones and you can use the clutch claw to tenderize them then that'd be perfectly fine.
But needing to use it effectively everywhere on a monster is just annoying and unfun
i dont know about other light weapons. but you can tenderize with sns 'shoryuken' in one shot w/o jewel
I'd like Clutch Claw without the wall bang or tenderize mechanics. As an attack deals damage and made the monster drop slinger ammo and that's it, I'd love that.
Wow, finally a reasonable comment. I agree with this guy
Smashing monsters off of walls is my favorite part of it though, it's just so much fun to do!
@@SUCCUB0I The wallbang itself is a fun mechanic, my problem with it is the free damage. Anything that gives free damage is just... boring and makes the game too easy imo. Although I think stage hazards like falling boulders or vines are ok :P
@@cowbats I don't think there is anything wrong with the Clutch Claw but maybe there is, I can't say for sure as Monster Hunter 1 was the only other Monster Hunter game I've ever played and it was only maybe 30 - 50 hours. As someone who's really only played world I gotta say I love everything about the Clutch Claw. It's fun to zip onto a monsters head and send them flying and crashing into a wall for some good damage then go back to twirling my dual blades around their ankles like some kind of demented Beyblade.
I liked shooting shots into ice or stones that dropped on the monsters, that's was nice along with the qol some weapons got but I agree claw without wallbang or tender would be great.
I've purchased Iceborne yesterday as it is in sale, In my humble opinion on trying the clutch claw for 4 hours straight it does not kill the game. It's not a problem, it's actually neat. I would complain if the clutch weapon attacks can severe the monster parts, cause that would make the hunt very easy and not exciting, but it only softens the hides of the monsters, damage them, and give you slinger ammo which you can use to clutch then fire off in the Monsters head to drive them to a wall. Which is also neat. The new weapons move set is a game changer too. The thing that actually sucks is the tenderizing mechanics.
Iceborne introducing clutch claw is like getting a 10% raise because youre doing more work, but prices also go up 10%, while people who didnt get the raise still have to do more work.
as a Switch axe main i absolutely LOVE THE CLUTCH CLAW
Swax goes dakkadakkadakka
@@VDViktor exactly 😩👌
My swax brother ❤
Bro any main can enjoy the clutch claw. It literally is a cool as hell tool lol
uh nuh@@Fxyoprobably3
The main issue is that Clutch Claw really varied in weapons how it was implemented to the game, as it varied from feeling natural to a chore:
Improve Weapon: Hammer, Switch Axe, Lance, Dual Blades, Sword & Shield
Weaken Weapon: Great Sword, Charge Blade(SA made up for it), Bowguns, Gunlance(WB was nice addition), Bow(TD was fun) Long Sword, Insect Glaive(More Mixed)
To me light weapon clutch claw was to get slinger ammo for versatility
@@Someone-lg6diYeah like with DBs where I just spam continuous slinger ammo drops by doing clutch claw attacks lol
That video is a such a chode tho, bro shitting on clutch claw non stop but praise WIREBUGS of all things. Monster Hunter Rise bro, the worst balancing wise MH game to date where none of the weapons are nowhere near as powerful as LS. The game where everything is about either you counter with wirebug or you die.
This guy also ok with wywern riding but hate wall bang lol. Definitely one of those "world's bad" people
Sorry but i don t see how GS get weaken by the clutch claw
- We got a shortcut to tcs
- a new mobility option
And wallbang are god send for openning for tcs
I mean it didn t receive the massive buff hammer has but GS didn t get worse
@@Legal_OwO Maybe I should have phrased it differently, I don’t mean weaken as in made the weapon literally worse, I mean it as in clutch claw felt like a chore with those weapons, but like I said, some of the weapons new editions(Charge Blade SA, Gunlance WB, etc) def made up for it
I swapped a lot during my run, but I was primarily a Charge Blade and a Bug Glaive. I didn't like the tenderize mechanic itself, but the actual clutch claw use I really liked. I started the game with it and found it useful through the entire game. I've seen some others agree so I know I am not alone in this, but I think the tenderize mechanic was the only real flaw in the clutch claw design. My only real gripes with the game are the in town stuff, like the menu's being a little awkward and such. Though, the fact they added a whole switch items into higher tier items thing with that one cat, but didn't do the full list pissed me off the most.
Everyone defending clutch claw only does it becuase the game has some absurdly overpowered tools to make it not fucking cancer to use. "it's easy" yeah becuase you are using the rocksteady and temportal mantles to remove the shitty part of the mechanic.
Every fight you go into in Iceborne starts with either a wallbang or a rocksteady mantle to apply tenderize to head/legs/tail. Zero risk becuase you use something that prevents you being knocked off by the monster sneezing, but tedious and shit design.
Then when your mantles are on CD and tenderize falls off, you do almost no damage while you pray for a clagger to be allowed to have fun again.
*laughs in heavybowgun pierce mindseye build*
There was a game called Toukiden 2, it was a Japanese monster hunter against Onis, where the main mechanic of the game was the demonic hand, the same thing as the Clutch Claw. If I'm not mistaken, it was a Koei game
It's pretty fucking far away from being "the same thing". The only similarity is that it's a claw, it doesn't tenderize, it doesn't slam the enemies into a wall, it does help with reaching other parts of the enemies, and countering some attacks. You can deal the same amount of damage by playing without it, and it's more akin to the wirebug as in it helps traversal on the maps.
It was also a full open world game unlike World. T2 was great.
What Asmon is missing with the Slinger Burst vs Tackle Skip discussion is that Tackle not only allows you to skip into TCS, it gives you Hyperarmor; Slinger Burst just lets you get to TCS faster. It's a literal trade-off. You have to be able to know and decide which move you want to use for the given moment. You can't Slinger Burst through enemy attacks, but you can Tackle through them.
True charge slash gives GS a redirection + small reposition on top of the stagger and charge skip. It can play a crucial role in optimizing solutions to specific monster attacks. To disregard it is to intentionally handicap yourself.
Tbf, shooting is barely faster than tackling. And sometimes the shot might make the monster flinch, which might make you miss the TCS.
If you could cancel drinking the potion into a TCS, people would bring lots of potions to cancel into a TCS. They dont use the potion for its innate use, they just want to cheese TCS.
In Rise, you could counter a self-placed small bomb to instant-charge a TCS. Some people don't like it and it feels like too much of a cheese.
Chatters spamming git gud just don't share the same opinion like Asmon.
playing without the clutch claw is just playing with less dmg, it's the same thing as saying you can play without upgrading your weapons, sure it's true, but at that point you are no longer playing the designed experience and you are now playing a challenge version of the game.
The clutch claw function the same way as upgrading gear, while not technically mandatory, it is mandatory to play the game in the designed dificulty bracket, at which point you have to make the choice, either play hard mode or use something you don't want. Either option are most of the time and for most players 2 bad choices, and why the tenderizer mechanic didn't survive rise.
It didn't come to rise because they want to make each game a bit different it seems. I doubt the wirebug gimmick will be in wilds also.
What if you play without the claw, *and* without upgrading your weapon, aka the Asmongold way?
try playing rise without using rising bug and skills associated... would be completly under optimal too.... nonetheless rise/sunbreak is a good game. but if you want the old school monster hunter vibe , iceborne with clutch claw will be far more tolerable than rise and his wirebugs....
I wasn't planning on using the slinger, I hate analog stick aiming in games, but eventually I wandered into Diablos and remembered I was gonna need sonic bombs but there was nothing to craft. Then I started thinking, damn I need flash bombs for flying monsters too, what is going on here? Obviously I figured it out, and I got used to it so I decided to try using the clutch claw as well. It's a risk-reward mechanic and I've actually had a lot of fun using it, it's led to some pretty hilarious bloopers and badass moments. World is probably my second favorite game in the series, it's so much fun and for me the claw doesn't detract from it one bit.
With the barioth example, if youre clutched onto him youre there for the whole motion and acceleration, whereas if you standing there, youre hit with the full velocity. the extreme example would be, its like if youre inside a car and you floor it, yea youre gonna be pushed into your seat, but if youre standing in front of it somewhere, youre gonna be obliterated by the bumper.
The people who have a problem with this take is that they got into the game after Iceborne came out, or just haven't played any other Monster Hunter games to compare the two. The video creator is correct in his opinions of the Clutch Claw. It was a stark addition that drastically changed the flow of the game for anyone who played the game BEFORE the expansion came out.
Tenderize would have been cool if there was some type of upkeep mechanic with your real weapon. Like if you keep hitting the same spot past a threshold then it refreshes the timer so its pretty much perma the entire fight. At the same time, you greatly increase the threshold for flinches/knockdowns and nerf wallbangs that way it isn't easy to keep the perma tenderize and its dependent on you learning the monster move set.
Launching a Monster into a wall or another Monster is sooooo satisfying.
I love the Wirebugs in Rise, the mobility is a lot of fun and becomes a part of your fighting style.
Tbh the only problem of MHW was the frequency you could wallbang the monsters + controlling their enrage with that (making the agitator skill pretty much a must have).
Also I didn't even consider playing Rise because of the wire bug. That combat is not for me.. I enjoyed the "grounded" and more weighty combat MHW offered. I really hope Wilds will be more like World in that regard.
I thought the same about Rise and many other things relating to its "Switch" visual quality, but I picked it up last week during sale and honestly I'm having a blast. Sure you can use the wirebugs to jump around, but on Longsword for example, I just use all the charges on ground based attacks anyways, so the whole argument of the combat not being grounded is invalidated...
Honestly, try it before you bash it, its not better than world, but its not a bad monster hunter game by any means.
@@AdulAhmad68 I didn't "bash it" I just said it's not for me.. yes of course you can disregard one of the core gameplay mechanics, but the game is built around it. Also combat is sped up in Rise and again I like the slower and weighty feel of MHW...
@@Proxi_Ex But you haven't tried it, how can you form a realistic opinion without having experienced it? I had the same prejudice against it and it was disproven by trying it.
You can refund games with less than 2 hours played on Steam, I'd really recommend trying it before forming such a strong opinion...
@@AdulAhmad68 So you saying I have to try every game first before I can say it's not for me?.. Man that's a lot of games on my agenda...
@@Proxi_Ex What a leap of logic, I recommend trying a game within the same franchise, with 90% of the exact same combat that you've written off without trying. Somehow you equate that to me saying you should try every game under the sun.
It's just sad to see someone go down the same route as me with some random prejudice without giving it a shot, but hey, you do you, I hope you like Wilds.
I disliked how when the monster topples down and the tenderizing has ran out, you are presented with 2 bad options. Either attack and do suboptimal damage, or tenderize and lose the whole topple time, since monsters seem to rise up as soon as you do tenderize. It just broke the flow.
24:16 Asmon: "I really like MOnster Hunter because it makes sense"
Me: Running up walls in rise
And it will most likely stay in rise. As it only really aligns with the ninja theme.
@@Selnathorn nah, i think the parkour is here to stay. and the ninja "theme" is just a traditional japanese themeing that existed from the first and every other game except world.
@@CCmeta50 Nah, I don't think so. Looking at one of the MH wilds images makes it seem that it's you being able to ride a mount like a palamute is the mechanic being carried over.
You cannot convince me that the clutch claw is worse than the handler
i feel that if they wanted a cool grapple attack they should make its a powerful attack that can be combod into and combo out to different attacks while removing the clagger and removing the tenderize mechanic so that its difficult to do the clutch claw attack but also rewarding when added into a weapon combo
If anything i think the fact the dev team made the guardian armor a+ available at the start was what really runed the game never used it myself but seen countless people quit the game before the game actually kicked off and them saying this game is dumb and too easy because of that armor.
The mechanic was a blast and added a lot of dynamic to each weapon. As a long-time fan. It was one of the best things added. People cry about change. Welcome to reality. Sucks they took it out.
The title of that video should actually be "How Clutch Claw ruined MH World:Iceborne FOR ME".... game was super great and the vast majority of players enjoyed it till they couldn't get more....
I played insect glaive and used a mounting build which made me less interested in joining back into the game when the specialization I focused on pre clutch claw was then given very easily to everyone
Watching Asmon talk about how tenderizing doesn’t add DPS just goes to show how little he knows about this game after playing it for so long. This video is spot on and one of the few things that Rise did well was get rid of tenderizing.
L take
@@PlatyPlat123 How so? You don't have a counter argument
The clutch claws caused the hyper inflation of Monster HP values as compared to every pervious games (except probably the MMO) to push you to latch on, soften, and wall bang. This had a huge knock on effect and was not very fun or enjoyable. Even with it technically being optional to use it felt HIGHLY discouraged to not do so.
Honestly Wallbanging and wyvernriding has both the same issues, Most end up overreliant to them but in order to use them effectively you end up moving away from what makes the combat satisfying.
32:26 basically saying "I liked Wirebugs from the beginning so them being mandatory wasn't an issue because I liked them. With MHW I don't like the Claw because it's mandatory." Also, has this guy seen how other genres do addons? E.g. take a look at some Paradox Games titles which completely redo their whole gameplay loops with expansions over the life cycle of a game, in some cases multiple times even.
The clutch claw itself is cool, the problem is the tenderizing mechanic and how it literally doubles your damage sometimes
Double is an understatement.
At endgame you are basically required to use Weakness Exploit to reach 100% crit or you would do no damage. And Weakness Exploit doesn't work if the parts are not softened. This means you do little to no damage if you don't use the clutch claw. There is no option here. Clutch claw is mandatory.
It says a lot that there was a full rebalance mod ICE (Iceborn Community Edition) which specifically removes the tenderizing requirements. And that's not made because 10 people didn't like it. It was made because the majority of the players don't like it.
Clutch claw cripples the battle flow. Playing ICE was 100 times more enjoyable than normal Iceborn
It's to balance out the giant health pools of the monsters in the dlc
@@aijint wrong, the giant health pool is to balance out the clutch claw.
Tenderizing was cringe. Find monster > clutch claw its head > get knocked down (failed tenderized) > clutch claw head (failed tenderize) > clutch claw leg > tenderize > hit the legs (instead of the better hitzones on the head) > deal less dmg > monster lives longer > parts not tenderize > repeat. You can say failing to tenderize the head is a skillissue but we've all been there before right?
Tenderizing still cringe. And the fact people keep scoffing and saying "skill issue" (when they're either lying thru their teeth about failing to tenderize or couldn't claw to save their runs) only brings up a more spiteful attitude towards them and the rest of the community, which just puts more toxicity in it.
Just run tool specialist, temp/rock mantle, and it's a great counter to getting knocked off constantly, especially if you're using a 2x tender weapon. But I agree, very annoying machanic. I like the wall bang system, though
Find monster > fire random pod > clutch claw its head > wall bang > clutch claw its head > tenderizing > only hitting the the head > deal more dmg > monster dies average time > parts not tenderize anymore > trap/flinch pod/flinch dmg/not enraged mode > wall bang > repeat. There's no issue here. I play IG I have to press R3 to use clutch claw I don't even complain any shit -_-
I am often the dedicated tenderizer of the party. I run full wide-range and utility tools and my only job is to tenderize every single part of the monster at all times and keep my team buffs up. Monster Hunter World clearly tried to experiment with the tenderizing role and it's going to return in Wilds.
I also could not finish ice borne because using the wallbangs felt so mandatory , like you were really playing sub optimally if you didn't wallbang at every opportunity.
My problem with the clutch claw is that is mandatory to tenderize the enemy to start doing damage. Iceborne monsters where very unfun to hit because they were too tough until you tenderized 1 or 2 parts. Also, I hate the sound that an attack do when you hit a tough point.
Wirebugs turned MH into a Spider Man game imo, and I hated that… I don’t want to play Spider Man, I want to hunt monsters in Monster Hunter.
Idk man. With the mid to endgame monster move really fast, I think i like wirebug better.
I despise the clutch claw in Iceborne. I pray they never bring this filthy shit back ever again.
Love the clutch claw
I feel like the thing that really makes the slinger burst true charge feel 'wrong' for some people is that the mechanic is a large benefit to the weapon, but is external to the weapon itself; tackle is more woven into the moveset and still has more of the time and positioning investment that's part of the GS's whole fantasy as a weapon, but the slinger, even if noted in the weapon's combos, is an interruption of 'doing greatsword stuff'. Appealing to the fantasy of using all your tools to maximize your effectiveness in a hunt, unappealing to the fantasy of wanting to use the greatsword for its own sake.
The only reason I feel it got changed by the clutch claw was, that it was suddenly mandatory to use it to tenderize parts, since everything was Hardened at some point.
I dont mind it
I love the claw, is my favorite thing in MH. People are just salty, don't use it if u don't want
Im a bowgunner and with the early game guides for master rank I just went straight pierce HBG and did just fine without needing claw, only did it if the monster was annoying to fight. Claw is fine, wirebugs suck.
Just another example of people crying about something that really didn't affect the game that much at all. The guy just sounds like he didn't have that much skill playing the game and he's just looking for something to hate like the clutch claw
The only people who disagree with this are either newer players who started post IB release... or just dont know shit xD The CC with its tenderize mechanics ABSOLUTELY made the gameplay worse. If you wanted to play optimally, you HAVE to to tenderize.
you need to take into considertion tht the Clutch claw was tacked into MHWorld because of MHRise. They got the inspiration for the clutch claw while MHRise was still in development and Wirebugs was being implemented... which is why wirebugs are so cohesive in MHRise's gameply but the clutch claw felt so tacked on
The stupidest thing with CC is that you have to hold left trigger, aim with the right stick, and press B/Circle.
Who TF designed this man?
And who decided that you can’t change the input for it?!
I miss how in pre clutch claw monster hunter world, normal attacks will wound the monster, showing visibly how much you're weakening them.
What he saying they nerf the game around clutch claw
Other games such as rise/sunbreak
The hunt time doesnt change much as long you have M rank weapon
But in world/iceborne
The hunt time will increase so much an less you keep tenderize and bang the monster in every opportunity
The reason the heavier weapons take longer to do the animation is because they tenderize on the first go, while duel blades and smaller faster weapons take 2 to 3 times. The weakness exploit jewels are OP for tenderized monsters so It's perfectly balanced this guy is just dgoshit at the game. You are also able to equip temporal or rocksteady mantles to guarantee a clutch claw and attacks will not knock you off however you may take damage or just go through your mantle. This argument is about as valid as calling elden ring a bad game because they gave up at erdtree sentinel or Margit.
The reason the health pool is so large in iceborn is probably due to the fact alot of players had already maxed out HR and had builds and insane builds ready by the time it released. It would be a worthless DLC if the monsters weren't challenging at all. I played the game from launch way before the clutch claw was added and all of my friends that also started at launch all agree the game is far more fun and epic having clutch claw and reverting back to not having it on a new character feels awful. I have to also address rise added a system that made the entire game so fucking boring DLC or base game, running around the map to gather little birds to get the health and stamina and defence/damage the food you ate should have given you is extremely tedious and boring and honestly makes me dread every quest.
The slinger and clutch claw are two of my favorite tools, as a sword and board medic, it's saved me and my team countless times. Sure in some fights it's hard to use due to chaotic movements and clunky use, but that's the realism of it.
Honestly I feel like the clutch claw was intended and should have been given for end game with the bigger dragons. Like xino or safi, or even kulve. So big u can’t hit their head from the floor so you need the clutch claw. Or even just bigger elders in general like a black diablos
I think that only impactfull point is the flinch that "forces" you to claw, i never knew this cuz i bought the game way later but it is annoying, i never knew it was related to the claw.
9:00 Ha! There's a famous quote with a million variations in physics and engineering: "It's not the fall or the speeding car that kills you, but the Δt."
"Δ" = delta (change) and "t" = time, meaning "Δt" = "some change in time" or "some change over time".
For example: If you're falling off a building, you'll build kinetic energy as you're accelerated downwards by gravity. Whether or not that kinetic energy is lethal to you is based on the amount of time over which it is applied to you. If you hit concrete, the Δt is very small, virtually instantaneous. If you land in an inflatable emergency cushion that the fire department has set out, the Δt will be however long it takes for your mass to force the air out of the cushion. By spreading the kinetic force out over a second or two, it can be reduced below lethal amounts.
So, in the example of a car accelerating with you holding onto it vs a car that has already accelerated tapping you and immediately stopping, the latter case will be more harmful to you because the Δt will be virtually instantaneous as the full speed car impacts you, even if it stops immediately.
The idea of some sort of grapple is amazing, but i agree that it is slightly op to just knock a monster to the ground almost whenever you want. Maybe they should have made it with a cooldown so that you cant spam it, but from there on saying it "ruined the game", thats just over-exaggerated
I really don't understand chat's seeming hatred of Rise. I thought it was better than MHW in basically everyway, including the DLC. I can understand preferring MHW's more grounded and slower paced combat, but if you look at it objectively - Rise just felt like a better experience to me.
People who started with MHW and fell in love with it because of its soulslike combat think that anything that's not slow and deliberate is bad, as they seemingly hate hacknslash/beatemup style gameplay, basically just terrible takes all around.
@@Dice-Z I think the wirebugs in Rise feel really good outside of combat, but i was a little annoyed with how much you are sort of pushed into using them for some weapons, to the point that some weapons base kits were massively nerfed just so they could put in powerful wirebug moves that you are forced to lean into. It wasn't an optional mechanic. It's sort of the same argument the guy is saying about the Claw. Its not bad inherently, its bad because they balanced the entire game around it to the point that you kind of have to do it even if you don't enjoy using it. For example, in Rise the entire Longsword moveset basically revolves around wirebugs now. If you took wirebugs out of Rise, the Longsword would literally have no kit left at all. It doesn't feel like i am playing "Longsword" it feels like i am playing "Wirebug" instead.
For me, the reason i like World better is less because of the combat, however, and more because it just feels like a deeper more complete game. Rise basically just gives you a list of monsters and lets you go fight them without any real meaning behind 80% of the fights, and only a handful of story-focused fights. While World really felt like it was doing world-building and introducing each monster as if it was important, no matter what monster it was. Rise just kind of felt like an Arcade game, while World felt like a full game experience. Sunbreak helps fix some of the problems i had with Rise, but i still feel like i can only play Rise in like 2~ hour batches before i sort of want to take a break because i am just working through a list of random fights that feel more like sidequests, while in World, i could play for 6-8 hours because it was constantly throwing new and interesting things at me all the way through to the end. And even after beating the game, it still kept throwing new stuff at you and things to work towards way way way past beating the game.
The greatsword slinger burst does make sense. just like the tackle is intended to give you superarmor and advances your charge level to the next one, if you have special slinger ammo equiped, the slinger literally staggers the monster to create an opening for you. It works as intended and it is intended to be used in that way. They do not limit you in using special slinger ammo for it to give you the option, but it works suboptimally and is ultimately a dps loss without the stagger.
I would say imagine the slinger burst as a 2nd attack, so you go attack 1 to attack 2 to attack 3 (TCS)
tackle gives you hype armor and slinger burst flinches the monster, both are amazing when you pick the correct time to use them
tackle doesnt fill the same role as slinger burst on GS because it takes you directly into TCS. Burst is also not a guaranteed flinch.
35:54 it’s the fact that claw affected your entire team’s DPS vs monster parts, in rise you can select different attacks, but you still have to hunt them well.
The slinger burst was intended to interrupt the monster while you are charging. A more offensive option to the tackle.
That video aged like milk. I personally think Clutch Claw is a great addition.
Did he also make a video about Wirebugs? That would be on brand
9:50 I would seriously be mad if they removed the clutch claw. I find this tool by far the best in the entire game. I do not want to be stuck grounded while fighting huge monsters. Because they are so big, it makes sense that there is a vertical element.
I feel like anyone saying the Clutch Claw or even the Wire Bug was a mistake for either World or Rise is ridiculous. Without either of them in the game it would honestly just be copy and paste of Monster Hunter 4 Ultimate. The only weapon that had an actual gimmick was the Insect Glaive. The Clutch Claw and Wire Bugs gave other weapons things that they were lacking and made some of them pointless to play with like hammer, greatsword, and etc. These weapons needed the extra mobility and ways to close gaps between monsters. Both do that as well as giving the weapons an extra extender combo you could possibly do. The Clutch Claw specifically is amazing, allows you to play stealth and make monsters move or to shoot something and stun them. Its a utility item. Also the clutch claw is not optional. because there are many endgame monsters that without the clutch claw will make them almost impossible to beat. I get some questions are, "Why make things that require the clutch claw when I dont wanna use it?" and its because at the end of the day, you should be using it and finding out what insane combos and scenarios you can create by using it and slinger pods.
The tenderizing mechanic is the bad part about the clutch claw, because of this monsters like Furious Rajang need to be obligatory tenderized to be able to actually do good damage. Because of the addition of the tenderize mechanic they made the hitzones for most of the monsters added in iceborne horrible. Making some monsters fights incredibly annoying and not fun to fight against (looking at you furious rajang)
dont forget you can clutch claw to puah them into other monsters or wall
I enjoyed world base game much more than iceborn. Fights did feel too long so i had less fun. Figured out that i need to use the clutch claw if i want the fights to be shorter. Which i had to learn first. That took some time but fights were fun again. It made the game harder because it needed me to press even more diffrent keys on pc. It was fun to wallbang monsters in the beginning but that was just novelty that quickly faded it felt expected to hit a wallbang. It feels very bad to miss one due the monster sometimes slinding along the wall very clunky or being in an arena with limited walls to wallbang like alatreon.
The saddest thing for me is that I can never play the world I fell in love with.
@@countphil1 If you are on PC or Steamdeck, there are mods to remove tenderisation mechanics. Rebalanced hitzones and monster health pools, and "claggers" are replaced with normal topples once again
Idk why ppl don't like the clutch claw, it's way better than the zip wire bugs in rise
he didn't mention that the base damage we do between both games (MHW and MHR) are different, take the Rank 5 Rathalos Greatsword from MHW you do 672 physical and 120 fire, while in MHR the Rank 5 Rathalos Greatsword does 180 physical and 36 fire, so yes MHWIB will have monsters with alot more health because our weapons are doing a shit ton more damage than in MHR even before you even use the Clutch claw
thats actually not true its just that they changed how they show greatsword dmg in rise
You didn't pay attention to the sheets. Iceborne monsters have LESS health than in Sunbreak, NOT more. It's not about the difference between world and rise, it's about the difference between rise and sunkbreak VS world and iceborne.
part of the issue with the clutch claw is that the master rank health multipliers were insane because being able to slam monsters every time they arent enraged completely fucked the balance
I like the clutch claw, i think this is fun. I mostly play weapons that he said were bad with clutch claw, but i just use it to stay close to a monster mostly, whats the problem? Not like we duel other players, balance is really not that important in monster hunter, as long as it feels good to play, it's about the experience. If you don't like the clutch claw, don't use it, the game is not unplayable without it.
41:50 In short, you think Tackle is a natural part of Great Sword where by which your are trading a slash for the tackle, but, both are moves that exist under the mechanic Charge and therefore the combo is the same because it revolves around charging your next attack untiil you reach the final form that is True Charge Slash.
Meanwhile, Slinger Burst is just a side mechanic that isn't necessarily a part of the Great Sword Skeleton and just takes over your preconceived notion of the Weapon's very Core. Shot in the dark, but, I'm guessing if the Slinger Burst had to be Charged than you'd be less disturbes because it's at least following the Great Sword Formula.
21:45 He specifically said times, not clears. Also, another way the clutch claw ruined World was in nerfing WEX if you don't tenderize. WEX didn't use to need that and it had mostly the same value. It's like 10% more at rank 3 now with tenderize. But look at WEX now without tenderize and realize it used to be only 10% less of the tenderized extra.
I think the best point he made for it feeling “mandatory” is the amount that monsters HP scales into MR. Unless you wanna do 25-30 minute hunts all the time you at the very least have to be tenderizing
Clutch Claws tenderizing mechanic is the biggest game design sin having the Raths charge animation look almost exactly like the walking animation is the biggest animation sin and the decanonization of every previous Fatalis-related thing(and by extension the scarlet mystery man/guild founder/poet clad in red because of his connection to Fatalis) was the biggest writing sin(what stupid fuckhead came up with that idea?) so what is the biggest graphic design sin?
I don't hate it, with the clutch claw boost skill, I tenderize everything with 1 hit, + using the temporal mantle beforehand no monsters can knock me down. I can easily tenderize every part of a monster for the whole team, it's so good 😂
I actually really enjoy the clutch claw mechanics, but MHW was my introduction into Monster Hunter.