Crybabies are saying HH is nerfed. Its not, its just to make players focus on playing their weapons correctly instead of abusing buffs from HH then switching to another weapon. That's not a nerf. that's a balance
also, not mentioned here is that im pretty sure bubble radius has been increased a bit. saw some footage of it and others from discord also say so, plus duration of the bubble buffs last longer when leaving the zone and these "nerfs" are only directed at other players in the party and not us, the HH players, so like, who cares lol? we're still getting the full effect and other players are still getting melody buffs either way, which is still better than not getting anything at all.
I don't get the logic there...because it helped the people who played their weapons correctly just as much as those who didn't, perhaps even more as they'd get more damage in during it's duration...
Now that they've added the bounces back in, I think I'm going to be a lot more comfortable with the more advanced aerial moveset and aerial charge attack. That extra air time is going to be huge for lining up attacks and having the time to make those moment-to-moment decisions.
@RicochetForce I'm genuinely impressed by that. Everytime i tried to use the different aerial moves i would mis-input. Then again, I don't have the greatest fine motor control in the world.
Insect glaive is back with a vengeance baby! Seeing that offset from Descending slash had me shook! Im getting a controller with paddles so I can map the button hold to it.
->perfect guard return thrust seems faster ->counter thrust is back ->charge counter thrust can be done after a normal thrust now, charges up faster, double thrust seems faster and it *might* auto block (last part i think was not needed) ->power guard gets an instant lvl 3 boost after blocking stronger attacks (aka power guard is op now) ->New heavy drill thrust attack after power guard/perfect guard (LET'S F***CKING GOO!!). Kinda like a jumping forward corkscrew jab...kinda ->they also said it had other changes too (from some stuff we have seen the high thrust are faster and they said something about rrefined moveset and guard advance being faster)
They should make it so that when we perform the golfswing, if we want to launch the player, we press up on the controller (that button is free when we attack). So we wouldn't lose such an amazing mechanic.
My friend played hammer in World while I played Dual Blades, and my favorite thing we figured out how to do on our own was him launching me so I could get Heavenly Blade Dance on flat ground
Lance getting counter thrust back in the form of charged counter is huge. Also having a strong followup as a reward for landing perfect guard/power guard was needed as previously it was just a little shield bash. I think Lance is in a good state now after these changes. Glad Insect glaive got an offset, but still sad that all 3 extracts are needed for strong moveset. To me, it is still unclear when we are expected to use strong moveset (regular combos) if the new loop has me wanting to spend all extracts on rising spiral as soon as I get them. Moving strong moveset back to just red extract would fix this as you could get red then get the other 2 by using moveset +focus mode, then look to use all 3 for spiral. However, it looks like big changes like this will not be implemented, so just have to see how it plays out at launch.
Forgive me for being ignorant, but if you dont want to lose all your extracts, cant you just not do the rising spiral slash thingy? It feels comparable to a charge blade player saying "i wish super amped element discharge didnt drain all my phials even though its my highest damage move", or likewise with switch blade and element discharge, or longsword and helm breaker etc.
@@Very_Unwise i havent played the beta, but im sure the IG advanced ground combos you get from just having the red extract like in MHWI or MHR now require all three extracts to perform. and the new finisher move that uses up all the extracts (which you can get back pretty easily after using the move) just deals so much damage that apparently its not optimal to not go for it, i think? ive only seen some videos about it but its been a while so i might need a refresher
@@chhw_buh Ah okay, yeah i always like it when the most fun way to play is also the most optimal way. Its just good game design imo. But that has never been the case with IG i feel as i think the aeriak part of the qeapon is the most fun, but as any IG main will tell you, you need to stay on the ground for optimal damage. Maybe theyre trying to change that in wilds?
Their reasoning on not changing the insect glaive button mapping is really weird. Making the controls uncomfortable doesn't add skill expression, it's just very annoying and hurts the fingers.
Additionally, this is an issue that only affects controllers, not keyboard and mouse. As I said in the comments to Rurikhan's stream, it cannot "add depth to the gameplay" when it's only "tricky to pull off" with one of the game's two primary control setups and not the other. The reasoning doesn't add up at all. The problem with charging Descending Slash is that you can still perform normal attacks with the other attack button and, if you're in Focus Mode, you're expected to be adjusting the camera to target your attacks. All three of these actions are performed with your right thumb on a controller, making them difficult to perform simultaneously without changing to a claw grip. On a keyboard and mouse, you don't have this issue because charging Descending Slash is done with right click, performing normal attacks is done with left click, and adjusting the camera is done by moving the mouse.
@@william_sunand even with a claw grip, you also have the charged kinsect throw to contend with, needing a finger on right trigger while holding triangle. There's no consistent way to hold the controller that handles everything the glaive can do
That's the one gripe I had in the beta with the insect glaive. I was accepting of the initial changes to the weapon, but I wasn't gonna start using the claw grip *specifically* because only one weapon requires it on controller.
@@ceph_and_seethe that's the thing is like, I like the new moves, but i don't wanna use controller for it, and i don't want to swap to m&k every time i wanna play glaive
Swaxe seems like it got some nice improvements. Personally i really dont think FRS needed more damage, it already kind of felt like we were funneled into using it over the rest of the weapons kit, but the hyper armor and hit-stop are absolutely a nice touch. I hope that they bring back the additional part break and flinch values that Power Axe had, i feel like *just* giving it a damage increase doesn’t sit well with Axe Mode. I personally have always viewed Axe Mode as the Utility mode; like for reach, maneuverability, part break, and flinch. Leave the damage for Sword Mode.
FRS did waaay too little dmg for how long you had to charge, and it spends like most of your sword mode charge. Weapons like CB can hit the same number in just a few hits in savage axe mode and they can CONSISTENTLY do that for a good while. On the other hand saxe just has to reset their charge and go through a really long a animation and charge up FRS again to use it. I will agree, FRS is too overcentralizing that you end up not using other sword attacks, sword attacks need to be buffed as well.
@@navolkan1619I feel like the normal sword attacks when amped should do more dps than the FRS, that way you can actually use it as a combo ender and no some kind of spam move.
@@kokujo5288 it definitely should, FRS should be a combo ender, but it's also doing too little dmg for what it is worth, and normal sword attacks absolutely need a buff
100% love the Lance changes being able to go into Charge Counter whenever sounds really nice. I just hope it didn’t replace our focus attack. I love that they are giving our mobility and speed as well. Charge counter being easier to get into is nice as well. The new move looks fantastic and I think it might be the mid thrust button. While we still have our pay back thrust. Hopefully we got some moves like Shield Charge/Rush snuck in to help Lance with mobility even more. Kind of weird that IG got a off set but Lance didn’t but lol
With the hunters seeming more OP with the new combos and counter abilities, I hope the monsters hit harder and get more and more difficult as the game progresses. I know that's the typical gameplay loop for MonHun, but I hope there's parts where monsters will be walls for progress again. Last time I had that was in World base game and Velkhana for Icebourne. Never had a wall in Rise/Sunbreak. So I hope the late game gets to be a bit more difficult compared to how Rise's gameplay loop was
I got walled by Iceborne Double Rajang to get the muscle armor lol. Fun times, also Alatreon for a while. I like challenges but I doubt anything in base Wilds will give that much challenge which os unfortunate
I've never seen a triple A beta...actually serve the function of a beta. They've actually made so many changes that it makes me wonder if they had these changes in their pocket and just presented them as developer adjustments based on beta. If capcom can be so light on their feet and make adjustments so swiftly only a few months before their flagship title is released, why can't other triple A studios make these changes? They literally added a whole moveset with the IG. I would have a imagined it would take months to animate and rig something like that to work with the monsters, and that they had balance intentions when designing the game that promoted IG to be more grounded, as to not skirt certain monster mechanics. Lastly, being able to adjust and modify hitstop so effortlessly... I'm curious as to how they arrive to the decision that things like that need to be adjusted, as it seems both of their previous titles had similar complaints in different directions in those issues, however they were never hotfixed. IMO they either had pre determined values in mind and their beta build wasn't fully implemented, or that they intend WILDS to be their flagship title, not just for MH but for CAPCOM as a whole, and they have unprecedented resources dedicated to this title. Either way, I'm glad they're implementing these changes, I hope they stay lightfooted throughout the games life cycle.
They said it's a little bit of both. They added things the community asked for, while they were going to add some things later anyway. Specifically for the IG, they said they purposely made it more ground based so people can actually try the new moves instead of trying to fly the whole fight. So those moves were waiting in the wings.
Wilds will sell more copies than any Capcom game ever did. World was a massive hit and MH puts all their other franchises to shame. I think they're throwing everything they have at it. It's also a real GOTY contender (probably my GOTY over GTA 6 if they don't pull a Cyberpunk launch which seems unlikely).
I couldn't disagree more with their feelings on the charging descending slash. Another layer of skill? Don't know about that. It does take some skill to use a funky controller grip, though. I don't use auto-target on monsters; I like having the freedom to aim where I want, so yeah, it's weird having to pull it off. Looks like I'll be making use of them back paddles. 😎
I agree that the controller scheme for the IG charged attacks should have changed. I've expressed before that it seems like an accessibility problem to have to mangle your hand to pull it off correctly. I'm all for complexity to a move set, but if the inputs are physically uncomfortable it deserves to be reworked. I think they've done a good job listening for the most part, but this is a rare L they've chosen to take.
Though I am happy with some of the stuff they've brought back to the weapon, I am disappointed they've not adjusted the control scheme. I don't really agree with this mindset of thinking it adds a layer of skill to it. Having to awkwardly hold your controller to make use of everything shouldn't be considered a skill to master. Honestly, a part of me feels like they haven't thought about how uncomfortable this playstyle will be for long-term players. If you only casually play the IG, do a couple hunts with it every now and again (or maybe only part of a hunt as your back up weapon) you could manage a brief period of wonky controls. But if you heavily play the IG, or it's the only weapon you play (like I do) I worry that playing that awkwardly for long periods of time is gonna end up straining players hands. As an IG player I just feel like I will barely use certain features, like the charge attack, as I just don't think it'll be enjoyable trying to play the game having to awkwardly hold my controller the entire time I'm playing.
It really make me think that no one at Capcom is a serious IG player because reducing the valid complaints about the terrible controls to "skill issue" is either pure ignorance or idiocy.
@@chaoszeal4868 I actually wouldn't be surprised if little to none of the devs seriously main the weapon. As despite there being so many weapons to pick from, even some of them are as guilty as some of us players who only ever main one weapon. I can't remember their names off the top of my head but I remember a couple of devs were asked about their main weapon (during video interviews) and one said hammer and another said lance. When they were asked what or if they'd bring a different 2nd weapon (now we have the ability to swap mid-fight) the hammer guy said he wouldn't and the lance guy said a 2nd lance. So yeah, maybe the IG just isn't really mained by many of the main devs.
@@FateEscapesaed spam is boring and has been the playstyle in all but one expansion. We CB mains have always been eating good but leave it to you guys to cry about the most braindead way of playing a complex weapon now requiring a frontal lobe instead of just mashing two buttons over and over for one move the whole fight. Already in Wilds we have overcharged phials that do more damage, new axe mode moves to reposition, a new aed follow up, savage axe not draining phials or stopping as soon as you leave axe mode AND essentially doubling your phials, a power clash, perfect guards being just guard points but easier(literally my only complaint, I like guard points) but you guys are still crying like we aren’t feasting right now 😂
Bro if you think we haven’t already gotten so much good news you are silver spoon kid levels of entitled. We already have so many good new additions and buffs, quit crying.
@@DrChili1428Well, spamming SAED for me isn‘t actually boring. I think it‘s subjective if you like spamming SAED or spamming Axe (like in the speedrun from Darkside). I‘m absolutely not complaining about the CB not being good or whatever, but in it‘s current state there are kind of two communities who either like the axe-mode or SAED, as far as i have interpreted it. Maybe that division between those two playstyles would be united by making it possible to directly SAED again, and having the AED with SAED follow-up still there as an option. I‘m not hating on either of those playstyles, and i‘ll choose the playstyle that will be the most fun in a certain situation.
the finisher was the whole problem. The rest of the weapon did such pathetic damage that it was your only viable option for dps. I sincerely hope they've buffed the rest of the moves too otherwise they've just made it even worse than it was in the beta. Also another big problem was that the counter made you take huge chip damage, to the point that it was better to just dodge and attack. They said they've made it easier to pull off but that doesn't mean much if you get your ass carted while doing it.
@@mohammadsaleem5990Zero sum discharge was completely thrown under the bus. Does negligible damage(should do finisher lvl damage since there's no more clutch claw) and there no more tap tap tap to keep it going. And heck, I'd say it's the most iconic and coolest move of the swagaxe, the move gives off pure swag.
I am not a lance main, I actually really like playing the lance in the beta and I think it's because of the Omni movement that made it feel much less clunky, this is now just icing on the cake for me
Maybe someone can help out. The "unlimited" IG combo (like world, rise), did they bring it back? I mean, in the Beta, whenever I pressed left stick up and tried to hit the monster, the combo didn't work (only without pressing the left stick up, so to say). Everytime I tried (with left stick), the first move was different in commparison to World and Rise. Man I hope someone understands what I'm trying to say :D :D
@@Milan217x Yeah, it was found that after you do the triangle combo you can go into the circle combo and then back and forth between the two not too far into the beta.
@@Milan217x Correct, make sure you don't tilt the left stick towards the monster. It's the neutral combo. A lot of people have a LOT of muscle memory to work against.
This. 100% this. While I will follow the guy regardless, and I know he just wants a good game, dude just loves complaining about nothing. “Oh they made the game perfect in every aspect that I want but the sky in the game is blue? Welp gotta complain about that too!” Like bruh. Come on haters I know you’re there ready to battle this comment. Come on what ya got?
@@definetlyme6120yeah sure valid. but he openly admits not playing the weapon he complains about. maybe take your time first and learn why the weapon functions that way before complaining about it. (edit: looking back at it I seem to have mistaken Ratatoskr to Rurikhan but my point still stands to people who complain about weapons they dont even play)
I don't think you understand what it takes to even make demos and beta tests, especially now that the release date is approaching. Months. Months! How in the world can they allocate any resources to making a new beta test when they had to address the feedback from the first one, and probably still have a lot of performance and balancing adjustments to do in this last month (after 'going gold', no updates can be added until the game's official release)?
Happy with most of the changes, except that friendly fire and lance stuff. Friendly fire was an actual mechanic that you had to think about, it's sad that they removed it, and lance did not need more guards and counters, I already never got hit while using it, it needs more offensive moves instead.
I'm very happy about the performance/resolution improvements. The beta framerate mode on PS5 was far from a stable 60 fps while also having atrocious image quality. Internal resolution seemed to be sub 720p and now it's at 1080p. Can't wait to spend another 1000+ hours in a MH game.
Now the only thing they need to do is to get rid of paid appearance change tokens in a full price game! Honestly the difference between your look inside of the editor and ingame is massive and you sometimes need like 10+ iterations to get it right.. If it's 2$ every time that would already be 20 bucks until you are happy with your character... If they really need this ingame, they should make it an entire day of free editing.
It’s really great to see the insect glaive changes and buffs as a main here. I’m really surprised about the offset on the downward thrust being added. I’m not super familiar with offset. And how does offset differ from guarding?
I’m going to miss the hammer swing launching me and other players into the air. I thought they were removing any interaction when they said they removed friendly fire but for hammer it just knocks you down now. I agree getting launched is better than getting knocked down.
As a switch axe main since it's Inception I can say I liked it in the beta but I didn't love it, the sword counter was very clunky so I'm glad they are refining that and no knock back in full release slash is very nice. I do hope they reduce chip damage for the counter though otherwise it just won't be useful against tougher monsters -i don't think it should take any damage personally especially as LS doesn't
Non-IG player, but I enjoyed IG in the Beta, with all the changes it just sounds a round of wins! Lance player, liked feel, but was slow, and out of combo. This might be best lance ever.
It is. The aerial flailers get to do no damage again, the new sick moveset and loop is unaltered AND we get the awesome extract passives from World. Win win win
I hope the counter guard doesn’t trigger automatically like in previous games. I’d like to avoid getting left open when I’m trying to enter power guard
Really weirded out by the offset attack on IG. I mean it'll be a lot of fun, but when it was pointed out that IG is the only weapon to not have an offset/perfect guard/perfect dodge I thought perfect dodge would be the obvious fit for this light and mobile weapon. I would have expected a perfec dodge giving a buff or triggering a kinsect attack. Also this means IG now has one of the easiest-to-access offset attacks which is... interesting. I know it requires red extract but who spends more than 5s without red extract ? It's like default mode on Dual Blades, it might as well not exist. Anyway. It's also really weird they're not revising their stance on the button mapping. Funnily enough I actually enjoyed the challenge of it in the Beta but really did not expect it to stick around just because it's so not standard and goes against all conventions for controller mappings. Feels like IG has had a weird identity crisis since its inception. It just has so many different and unrelated things. I don't think the weapon can be made more cohesive without sacrificing some of its clunkier mechanics. I fully expect the new melee+kinsect attacks to eventually overtake the clunkier shoot-the-bug mechanics for essence collection (save for the new charged piercing kinsect) but it seems Wilds is not the game that will attempt that kind of clean-up (for the record, I love shooting the bug but it's slow and obviously a big disruption in the flow of the weapon).
Personally, I wasn’t able to play the first beta because I had an old pc. Since then I’ve completed my planned pc upgrade and can play it now. So it’d be amazing for me if I could actually get a chance to play the beta.
The potential open beta being the same version as before makes sense from a development standpoint as you'd have to organize a whole new build of the game to be released. They likely did not have anything prepared in advance, considering that this seems to be more of an impromptu "by popular demand" type of thing. In an ideal world you can set up a new test environment with the changes, and this would be fun for the playerbase as well as building hype for the full release. However, seeing as they didn't have a second beta period planned from the start, the time it would take away from the dev team while they're still working on polishing the full experience would not be worth it especially as we're just over 2 months away from release. If the goal is to let more players experience the beta, there's no reason to include the new changes because your target demographic isn't people who want to try them. You'd be wasting pretty precious time organizing and building something that was ultimately not part of the plan that will have a negligible impact on the community. I don't see this as a step back, but more of a strategic compromise to give certain players what they want without impacting the development schedule.
It is a very weak attack boost to aerial attacks with each bounce. We’ve seen with Uth Duna aerial is still very weak. The main benefit of the bounces is to power up descending thrust.
nah, they said they'll consider it but if there is another beta it will not have these changes anyway the cnanges they show is for the day one patch, so we won't get to try them until release.
@@Voicelet nah, they explicitly said that all the weapon changes are for full release only and if they decided to do another open beta, it will be for people who doesnt get to play the old beta meaning the same build as last time (I assume) that being said, I do hope we get a demo with newer build to see how the performance is
I think you're not wrong about being knocked over being worse than being launched in the air. On the low, I think they made it like that so that we'll all clamor to get the old functionality back. It's an old trick. "Improve" something by making it worse so that what you had before doesn't seem so bad.
What you guys think about the Charge Blade in the SAXE mode being the only melee that didn't receive a defensive move, like the Offset Atack, i mean, they just KILL SAED and now we have to play SAXE, but SAXE have no defense, GS, SA, IG, HAMMER and other weapons with no shield have a defensive move, It looks so unfair, in Wilds we Will spent more time in the Axe mode that in the sword and shield mode.
I don't think complaining about the turbo-offense mode of a shielded weapon not having defensive options is justifiable, especially when Charge Blade was one of the strongest weapons in the beta
Hammer not being able to launch people in the air is a huge L. That was one of my favorite things when playing with friends. Helped with mounting and sometimes helped them avoid attacks. But most of all it was just funny and fun.
The charge counter was pretty much a better offset attack as it had guard instead of hyper armor for the full move. I hope this new one retains the guard effect for all frames.
Very glad to see hitstop being at least slightly reincorporated. I don't care if it's technically a performance decrease, give me that good weapon feel
The song duration being changed when you switch weapons is a good change. The pocket horn idea was annoying to most of us horn players anyway. However, I don't understand making the attack up song less effective for the party to "make other songs feel more important" or whatever. That's a stupid reason to do that because it doesn't effect how important something like blight negation or all ailments negated is as just an example. Bad decision on their part. Let me buff my team to the max wtf?
Insect glaive aerial is back Our damage boosts by using it We got an actual new mechanic for defense when grounded ... Ok, the game is getting pre-ordered after work tomorrow
Just what is goring on with Bow there? Usually you get the 3 mini-tracers from the Arrow Rain ability which you then lock onto...here, it looked like the monster had no woulds, he just locked onto 3 random points and those put mini tracers up?
Nah, unlike motion blur, hit stop is a functional feature. Turning off hit stop would skip so many frames that it would literally change how the weapon plays by giving you more time to sheathe and evade. Turning off something like motion blur would not impact your survivability in any way like the absence of hit stop.
It’s so refreshing to be invested in a community where the developers actual care and listen to their players.
And also a community where everyone is simply chill and wholesome
100% agree!!
Unlike FFXIV.
I just hope there is going to be a tracking system that actually feels like your hunting the monsters at some point
What's more awesome is that the devs actually play their game.
Crybabies are saying HH is nerfed. Its not, its just to make players focus on playing their weapons correctly instead of abusing buffs from HH then switching to another weapon. That's not a nerf. that's a balance
also, not mentioned here is that im pretty sure bubble radius has been increased a bit. saw some footage of it and others from discord also say so, plus duration of the bubble buffs last longer when leaving the zone
and these "nerfs" are only directed at other players in the party and not us, the HH players, so like, who cares lol? we're still getting the full effect and other players are still getting melody buffs either way, which is still better than not getting anything at all.
Correct, this is how you balance and recontextualize the weapon in a new title.
It should be even more focused on playing music tbh, like the older games
I don't get the logic there...because it helped the people who played their weapons correctly just as much as those who didn't, perhaps even more as they'd get more damage in during it's duration...
Absolutely agree!
Those IG changes make me so much more hopeful for Wilds
Dude the offset addition is so incredible!!
Right?! The beta killed my hype. I was so angry lol
Im glad they listened about the ig
istg they're gonna take it back but i just MIGHT play the game back again WOOOOOOOOOOOOOO
Now that they've added the bounces back in, I think I'm going to be a lot more comfortable with the more advanced aerial moveset and aerial charge attack. That extra air time is going to be huge for lining up attacks and having the time to make those moment-to-moment decisions.
I didn’t have a problem making those decisions and planning for them in the beta.
@RicochetForce I'm genuinely impressed by that. Everytime i tried to use the different aerial moves i would mis-input. Then again, I don't have the greatest fine motor control in the world.
Insect glaive is back with a vengeance baby! Seeing that offset from Descending slash had me shook! Im getting a controller with paddles so I can map the button hold to it.
->perfect guard return thrust seems faster
->counter thrust is back
->charge counter thrust can be done after a normal thrust now, charges up faster, double thrust seems faster and it *might* auto block (last part i think was not needed)
->power guard gets an instant lvl 3 boost after blocking stronger attacks (aka power guard is op now)
->New heavy drill thrust attack after power guard/perfect guard (LET'S F***CKING GOO!!). Kinda like a jumping forward corkscrew jab...kinda
->they also said it had other changes too (from some stuff we have seen the high thrust are faster and they said something about rrefined moveset and guard advance being faster)
lance mains...the four of us have won!
I could cry, I am so happy. COUNTER THRUST BABY!!!!!!!!
rejoice
At last
They should make it so that when we perform the golfswing, if we want to launch the player, we press up on the controller (that button is free when we attack). So we wouldn't lose such an amazing mechanic.
10:15 100% when the Hammer accident launch you in the air, you can go for a Mount
My friend played hammer in World while I played Dual Blades, and my favorite thing we figured out how to do on our own was him launching me so I could get Heavenly Blade Dance on flat ground
@Much_Ado nice
wow, i expected this video tomorow, you guys are fast!
Lance getting counter thrust back in the form of charged counter is huge. Also having a strong followup as a reward for landing perfect guard/power guard was needed as previously it was just a little shield bash. I think Lance is in a good state now after these changes.
Glad Insect glaive got an offset, but still sad that all 3 extracts are needed for strong moveset. To me, it is still unclear when we are expected to use strong moveset (regular combos) if the new loop has me wanting to spend all extracts on rising spiral as soon as I get them. Moving strong moveset back to just red extract would fix this as you could get red then get the other 2 by using moveset +focus mode, then look to use all 3 for spiral. However, it looks like big changes like this will not be implemented, so just have to see how it plays out at launch.
Forgive me for being ignorant, but if you dont want to lose all your extracts, cant you just not do the rising spiral slash thingy? It feels comparable to a charge blade player saying "i wish super amped element discharge didnt drain all my phials even though its my highest damage move", or likewise with switch blade and element discharge, or longsword and helm breaker etc.
@@Very_Unwise i havent played the beta, but im sure the IG advanced ground combos you get from just having the red extract like in MHWI or MHR now require all three extracts to perform. and the new finisher move that uses up all the extracts (which you can get back pretty easily after using the move) just deals so much damage that apparently its not optimal to not go for it, i think? ive only seen some videos about it but its been a while so i might need a refresher
@@chhw_buh Ah okay, yeah i always like it when the most fun way to play is also the most optimal way. Its just good game design imo. But that has never been the case with IG i feel as i think the aeriak part of the qeapon is the most fun, but as any IG main will tell you, you need to stay on the ground for optimal damage. Maybe theyre trying to change that in wilds?
Honestly, the way I use it is strong moveset until I either get a topple or a wound. Then I use spiral slash and then recollect extracts
Their reasoning on not changing the insect glaive button mapping is really weird. Making the controls uncomfortable doesn't add skill expression, it's just very annoying and hurts the fingers.
Additionally, this is an issue that only affects controllers, not keyboard and mouse. As I said in the comments to Rurikhan's stream, it cannot "add depth to the gameplay" when it's only "tricky to pull off" with one of the game's two primary control setups and not the other. The reasoning doesn't add up at all.
The problem with charging Descending Slash is that you can still perform normal attacks with the other attack button and, if you're in Focus Mode, you're expected to be adjusting the camera to target your attacks. All three of these actions are performed with your right thumb on a controller, making them difficult to perform simultaneously without changing to a claw grip. On a keyboard and mouse, you don't have this issue because charging Descending Slash is done with right click, performing normal attacks is done with left click, and adjusting the camera is done by moving the mouse.
@@william_sunand even with a claw grip, you also have the charged kinsect throw to contend with, needing a finger on right trigger while holding triangle. There's no consistent way to hold the controller that handles everything the glaive can do
Agreed. I think the devs missed the point of the complaint.
That's the one gripe I had in the beta with the insect glaive. I was accepting of the initial changes to the weapon, but I wasn't gonna start using the claw grip *specifically* because only one weapon requires it on controller.
@@ceph_and_seethe that's the thing is like, I like the new moves, but i don't wanna use controller for it, and i don't want to swap to m&k every time i wanna play glaive
Swaxe seems like it got some nice improvements. Personally i really dont think FRS needed more damage, it already kind of felt like we were funneled into using it over the rest of the weapons kit, but the hyper armor and hit-stop are absolutely a nice touch.
I hope that they bring back the additional part break and flinch values that Power Axe had, i feel like *just* giving it a damage increase doesn’t sit well with Axe Mode. I personally have always viewed Axe Mode as the Utility mode; like for reach, maneuverability, part break, and flinch. Leave the damage for Sword Mode.
The counter is still useless and takes too much chip damage lol
EDIT : Not even insta amp / significantly amp the sword
FRS did waaay too little dmg for how long you had to charge, and it spends like most of your sword mode charge. Weapons like CB can hit the same number in just a few hits in savage axe mode and they can CONSISTENTLY do that for a good while. On the other hand saxe just has to reset their charge and go through a really long a animation and charge up FRS again to use it. I will agree, FRS is too overcentralizing that you end up not using other sword attacks, sword attacks need to be buffed as well.
@@navolkan1619I feel like the normal sword attacks when amped should do more dps than the FRS, that way you can actually use it as a combo ender and no some kind of spam move.
@@kokujo5288 it definitely should, FRS should be a combo ender, but it's also doing too little dmg for what it is worth, and normal sword attacks absolutely need a buff
IG getting an offset attack was all I wanted, this is amazing.
What does offset mean? Can you not charge it mid combo anymore?
@@chancedietrich4240 Offset attacks are charged attacks that sorta function as parries.
@@Hostefar parries?? It has s?? Oh shit
It doesn’t have s, it’s an interrupt. And some weapons’ offset attacks has them trading some damage (so those have hyper armor)
Does it really need it when you can fly all over the place now?
100% love the Lance changes being able to go into Charge Counter whenever sounds really nice. I just hope it didn’t replace our focus attack. I love that they are giving our mobility and speed as well. Charge counter being easier to get into is nice as well.
The new move looks fantastic and I think it might be the mid thrust button. While we still have our pay back thrust.
Hopefully we got some moves like Shield Charge/Rush snuck in to help Lance with mobility even more.
Kind of weird that IG got a off set but Lance didn’t but lol
With the hunters seeming more OP with the new combos and counter abilities, I hope the monsters hit harder and get more and more difficult as the game progresses. I know that's the typical gameplay loop for MonHun, but I hope there's parts where monsters will be walls for progress again. Last time I had that was in World base game and Velkhana for Icebourne. Never had a wall in Rise/Sunbreak. So I hope the late game gets to be a bit more difficult compared to how Rise's gameplay loop was
I got walled by Iceborne Double Rajang to get the muscle armor lol. Fun times, also Alatreon for a while. I like challenges but I doubt anything in base Wilds will give that much challenge which os unfortunate
@grantgarbour I'm hoping we get some difficulties in Wilds when it comes to monsters
I've never seen a triple A beta...actually serve the function of a beta. They've actually made so many changes that it makes me wonder if they had these changes in their pocket and just presented them as developer adjustments based on beta.
If capcom can be so light on their feet and make adjustments so swiftly only a few months before their flagship title is released, why can't other triple A studios make these changes?
They literally added a whole moveset with the IG. I would have a imagined it would take months to animate and rig something like that to work with the monsters, and that they had balance intentions when designing the game that promoted IG to be more grounded, as to not skirt certain monster mechanics.
Lastly, being able to adjust and modify hitstop so effortlessly... I'm curious as to how they arrive to the decision that things like that need to be adjusted, as it seems both of their previous titles had similar complaints in different directions in those issues, however they were never hotfixed.
IMO they either had pre determined values in mind and their beta build wasn't fully implemented, or that they intend WILDS to be their flagship title, not just for MH but for CAPCOM as a whole, and they have unprecedented resources dedicated to this title.
Either way, I'm glad they're implementing these changes, I hope they stay lightfooted throughout the games life cycle.
They said it's a little bit of both. They added things the community asked for, while they were going to add some things later anyway. Specifically for the IG, they said they purposely made it more ground based so people can actually try the new moves instead of trying to fly the whole fight. So those moves were waiting in the wings.
Wilds will sell more copies than any Capcom game ever did. World was a massive hit and MH puts all their other franchises to shame. I think they're throwing everything they have at it. It's also a real GOTY contender (probably my GOTY over GTA 6 if they don't pull a Cyberpunk launch which seems unlikely).
**cough** Path of Exile 2 **cough**
COUNTER THRUST!!!!!!!!!!!!!!!!!!! THANK YOU CAPCOM!!!!!!!!!!!!!!!!!!
I couldn't disagree more with their feelings on the charging descending slash. Another layer of skill? Don't know about that. It does take some skill to use a funky controller grip, though.
I don't use auto-target on monsters; I like having the freedom to aim where I want, so yeah, it's weird having to pull it off.
Looks like I'll be making use of them back paddles. 😎
I agree that the controller scheme for the IG charged attacks should have changed. I've expressed before that it seems like an accessibility problem to have to mangle your hand to pull it off correctly. I'm all for complexity to a move set, but if the inputs are physically uncomfortable it deserves to be reworked. I think they've done a good job listening for the most part, but this is a rare L they've chosen to take.
SnS already felt great to play I'm so excited to get my hands on it next year!!!
Though I am happy with some of the stuff they've brought back to the weapon, I am disappointed they've not adjusted the control scheme. I don't really agree with this mindset of thinking it adds a layer of skill to it. Having to awkwardly hold your controller to make use of everything shouldn't be considered a skill to master.
Honestly, a part of me feels like they haven't thought about how uncomfortable this playstyle will be for long-term players. If you only casually play the IG, do a couple hunts with it every now and again (or maybe only part of a hunt as your back up weapon) you could manage a brief period of wonky controls. But if you heavily play the IG, or it's the only weapon you play (like I do) I worry that playing that awkwardly for long periods of time is gonna end up straining players hands.
As an IG player I just feel like I will barely use certain features, like the charge attack, as I just don't think it'll be enjoyable trying to play the game having to awkwardly hold my controller the entire time I'm playing.
It really make me think that no one at Capcom is a serious IG player because reducing the valid complaints about the terrible controls to "skill issue" is either pure ignorance or idiocy.
@@chaoszeal4868it's not that deep lol
@@chaoszeal4868 I actually wouldn't be surprised if little to none of the devs seriously main the weapon. As despite there being so many weapons to pick from, even some of them are as guilty as some of us players who only ever main one weapon. I can't remember their names off the top of my head but I remember a couple of devs were asked about their main weapon (during video interviews) and one said hammer and another said lance. When they were asked what or if they'd bring a different 2nd weapon (now we have the ability to swap mid-fight) the hammer guy said he wouldn't and the lance guy said a 2nd lance.
So yeah, maybe the IG just isn't really mained by many of the main devs.
Charge blade mains just waiting for news😭
Yeah... I'm very happy though for the other people but i really hope they will either buff SAED or make it possible to SAED Spam
@@FateEscapesaed spam is boring and has been the playstyle in all but one expansion. We CB mains have always been eating good but leave it to you guys to cry about the most braindead way of playing a complex weapon now requiring a frontal lobe instead of just mashing two buttons over and over for one move the whole fight.
Already in Wilds we have overcharged phials that do more damage, new axe mode moves to reposition, a new aed follow up, savage axe not draining phials or stopping as soon as you leave axe mode AND essentially doubling your phials, a power clash, perfect guards being just guard points but easier(literally my only complaint, I like guard points) but you guys are still crying like we aren’t feasting right now 😂
Bro if you think we haven’t already gotten so much good news you are silver spoon kid levels of entitled. We already have so many good new additions and buffs, quit crying.
@@DrChili1428Well, spamming SAED for me isn‘t actually boring. I think it‘s subjective if you like spamming SAED or spamming Axe (like in the speedrun from Darkside).
I‘m absolutely not complaining about the CB not being good or whatever, but in it‘s current state there are kind of two communities who either like the axe-mode or SAED, as far as i have interpreted it.
Maybe that division between those two playstyles would be united by making it possible to directly SAED again, and having the AED with SAED follow-up still there as an option.
I‘m not hating on either of those playstyles, and i‘ll choose the playstyle that will be the most fun in a certain situation.
@@DrChili1428damn bro, you spit that hot fire just now
I’m just glad they’re making the hit stop feel weighty again
A hold down button attack for ig is gross and doesn’t feel right they should make it a triangle + circle input
on the switch axe i would have preferred it to have some improvements on the sword in amp mode rather than on the finisher
At least the moveset is fun imo, so just them making it stronger is good enough for me, I'll get used to how differently it plays anyway
Yeah i fucking hate they they doubled down on FRS. No one wanted that shit
the finisher was the whole problem. The rest of the weapon did such pathetic damage that it was your only viable option for dps. I sincerely hope they've buffed the rest of the moves too otherwise they've just made it even worse than it was in the beta. Also another big problem was that the counter made you take huge chip damage, to the point that it was better to just dodge and attack. They said they've made it easier to pull off but that doesn't mean much if you get your ass carted while doing it.
@@mohammadsaleem5990Zero sum discharge was completely thrown under the bus. Does negligible damage(should do finisher lvl damage since there's no more clutch claw) and there no more tap tap tap to keep it going.
And heck, I'd say it's the most iconic and coolest move of the swagaxe, the move gives off pure swag.
I am not a lance main, I actually really like playing the lance in the beta and I think it's because of the Omni movement that made it feel much less clunky, this is now just icing on the cake for me
I'm so happy...capcom is doing a tremendous job adressing feedback.
lance main!!! let's go boys!! I'm happy
6:41 Lmao I love how the Yuya Tokuda middle-finger meme is making rounds already
Lance mains, RISE UP!
Thanks for the shoutout!
all 7 lance mains will enjoy this (including me)
RISE UP!
As a bow main this was a great change
Thanks. i missed the stream so thanks fkr this
Maybe someone can help out. The "unlimited" IG combo (like world, rise), did they bring it back? I mean, in the Beta, whenever I pressed left stick up and tried to hit the monster, the combo didn't work (only without pressing the left stick up, so to say). Everytime I tried (with left stick), the first move was different in commparison to World and Rise. Man I hope someone understands what I'm trying to say :D :D
No that infinite combo is gone. However you can combo the triangle and circle hits into each other repeatedly after a certain point.
@@RicochetForce thanks! happy hunt :)
@@Milan217x Yeah, it was found that after you do the triangle combo you can go into the circle combo and then back and forth between the two not too far into the beta.
@@RicochetForce ...but without pushing the left stick, right? I'm still used to it :D need to left Rise :(
@@Milan217x Correct, make sure you don't tilt the left stick towards the monster. It's the neutral combo. A lot of people have a LOT of muscle memory to work against.
*Looking for Ratotaskr on the horizon to be screaming about Longsword and trying to gatekeep*
This. 100% this. While I will follow the guy regardless, and I know he just wants a good game, dude just loves complaining about nothing. “Oh they made the game perfect in every aspect that I want but the sky in the game is blue? Welp gotta complain about that too!” Like bruh. Come on haters I know you’re there ready to battle this comment. Come on what ya got?
I unsubscribed from Ratotaskr during MHRise. Guy was insufferable. He represents the dark side of MH to me.
God forbid someone talks about what they'd like to see in a game they like.
I’d hate to be the kind of fan that takes every criticism so personally. You didn’t make the game it’s ok for people to criticize you’ll be ok
@@definetlyme6120yeah sure valid. but he openly admits not playing the weapon he complains about. maybe take your time first and learn why the weapon functions that way before complaining about it. (edit: looking back at it I seem to have mistaken Ratatoskr to Rurikhan but my point still stands to people who complain about weapons they dont even play)
I don't think you understand what it takes to even make demos and beta tests, especially now that the release date is approaching. Months. Months! How in the world can they allocate any resources to making a new beta test when they had to address the feedback from the first one, and probably still have a lot of performance and balancing adjustments to do in this last month (after 'going gold', no updates can be added until the game's official release)?
Very happy about the Lance! MY BABY IS BACK!!
Happy with most of the changes, except that friendly fire and lance stuff. Friendly fire was an actual mechanic that you had to think about, it's sad that they removed it, and lance did not need more guards and counters, I already never got hit while using it, it needs more offensive moves instead.
That new lance counter thrust looks like a Superman punch! ❤
I’ve been a LS main since playing mhfu on my psp, this time ima try and play every weapon in the game and get good at them all.
I'm very happy about the performance/resolution improvements. The beta framerate mode on PS5 was far from a stable 60 fps while also having atrocious image quality. Internal resolution seemed to be sub 720p and now it's at 1080p. Can't wait to spend another 1000+ hours in a MH game.
Now the only thing they need to do is to get rid of paid appearance change tokens in a full price game!
Honestly the difference between your look inside of the editor and ingame is massive and you sometimes need like 10+ iterations to get it right..
If it's 2$ every time that would already be 20 bucks until you are happy with your character... If they really need this ingame, they should make it an entire day of free editing.
These are major changes to make so close to a release! Thank you MH Team!
It’s really great to see the insect glaive changes and buffs as a main here. I’m really surprised about the offset on the downward thrust being added. I’m not super familiar with offset. And how does offset differ from guarding?
Switch Axe mains rise up
💪
Longsword main but I fw switchaxe heavy
Charge blade main. Going full in in SW on Wilds!
Still no mounted ZSD 😔
Wdym there are mounted ZSD
As one of the 5 Lance mains I’m happy now
I’m going to miss the hammer swing launching me and other players into the air. I thought they were removing any interaction when they said they removed friendly fire but for hammer it just knocks you down now. I agree getting launched is better than getting knocked down.
Thank god Lance got buffed; it felt great, but the damage was just not good enough
As a switch axe main since it's Inception I can say I liked it in the beta but I didn't love it, the sword counter was very clunky so I'm glad they are refining that and no knock back in full release slash is very nice. I do hope they reduce chip damage for the counter though otherwise it just won't be useful against tougher monsters -i don't think it should take any damage personally especially as LS doesn't
As an IG Main this is like waking up from a nightmare into a beautiful wonderland
Non-IG player, but I enjoyed IG in the Beta, with all the changes it just sounds a round of wins!
Lance player, liked feel, but was slow, and out of combo. This might be best lance ever.
It is. The aerial flailers get to do no damage again, the new sick moveset and loop is unaltered AND we get the awesome extract passives from World. Win win win
As a LANCE main, I LOVE THIS!!!
I hope the counter guard doesn’t trigger automatically like in previous games. I’d like to avoid getting left open when I’m trying to enter power guard
You know its a good day when theres wilds news.
as a lance main, I am thrilled!
I've been saved by hammer and greatsword launches, I would miss it. Also the hitstop in mhw is good, you feel the heft of the weapon.
No point in another beta with the same old client, will just confuse some players.
Really weirded out by the offset attack on IG. I mean it'll be a lot of fun, but when it was pointed out that IG is the only weapon to not have an offset/perfect guard/perfect dodge I thought perfect dodge would be the obvious fit for this light and mobile weapon. I would have expected a perfec dodge giving a buff or triggering a kinsect attack.
Also this means IG now has one of the easiest-to-access offset attacks which is... interesting. I know it requires red extract but who spends more than 5s without red extract ? It's like default mode on Dual Blades, it might as well not exist.
Anyway. It's also really weird they're not revising their stance on the button mapping. Funnily enough I actually enjoyed the challenge of it in the Beta but really did not expect it to stick around just because it's so not standard and goes against all conventions for controller mappings.
Feels like IG has had a weird identity crisis since its inception. It just has so many different and unrelated things. I don't think the weapon can be made more cohesive without sacrificing some of its clunkier mechanics. I fully expect the new melee+kinsect attacks to eventually overtake the clunkier shoot-the-bug mechanics for essence collection (save for the new charged piercing kinsect) but it seems Wilds is not the game that will attempt that kind of clean-up (for the record, I love shooting the bug but it's slow and obviously a big disruption in the flow of the weapon).
all the changes i expected to hear from them, monster hunter doesn't disappoint
Frankly would be ok with buffs being canceled if you swapped off of HH all together TBH.
Yeah ngl I figured this would be the case when I heard about the weapon changing
Totally agree with both of you. HH is my favourite weapon with it and I would not be happy to see it reduced to a "meta sub-weapon".
Personally, I wasn’t able to play the first beta because I had an old pc. Since then I’ve completed my planned pc upgrade and can play it now. So it’d be amazing for me if I could actually get a chance to play the beta.
I would love if we had a launching attack, if up swings from the heavy weapons will no longer in fact send it.
The potential open beta being the same version as before makes sense from a development standpoint as you'd have to organize a whole new build of the game to be released. They likely did not have anything prepared in advance, considering that this seems to be more of an impromptu "by popular demand" type of thing. In an ideal world you can set up a new test environment with the changes, and this would be fun for the playerbase as well as building hype for the full release. However, seeing as they didn't have a second beta period planned from the start, the time it would take away from the dev team while they're still working on polishing the full experience would not be worth it especially as we're just over 2 months away from release.
If the goal is to let more players experience the beta, there's no reason to include the new changes because your target demographic isn't people who want to try them. You'd be wasting pretty precious time organizing and building something that was ultimately not part of the plan that will have a negligible impact on the community. I don't see this as a step back, but more of a strategic compromise to give certain players what they want without impacting the development schedule.
Have they chaged it so just getting red extract will change your move set on glaive or will you still need all 3 (i think that was in the beta)?
easier timing for lance counter is a godsent
i can go even more aggresive now, i hope
I'm a little unsure what they meant by "attack raised two stages each time you vault" with IG. Can anyone clarify?
Every time you hit you get an attack increase and it boosts the damage of the wyvern dive
It means you do more damage with aerial attacks the longer you stay in the air
It is a very weak attack boost to aerial attacks with each bounce. We’ve seen with Uth Duna aerial is still very weak.
The main benefit of the bounces is to power up descending thrust.
Fingers crossed for another beta.
nah, they said they'll consider it but if there is another beta it will not have these changes anyway
the cnanges they show is for the day one patch, so we won't get to try them until release.
@obscurus712 Beta doesn't have to be the launch patch though. They can compile only some changes into an isolated test version.
@@Voicelet nah, they explicitly said that all the weapon changes are for full release only
and if they decided to do another open beta, it will be for people who doesnt get to play the old beta meaning the same build as last time (I assume)
that being said, I do hope we get a demo with newer build to see how the performance is
@@obscurus712 Really hope they do a different beta build for pc to test performance too. Heard they use ps5 version last time.
I think you're not wrong about being knocked over being worse than being launched in the air. On the low, I think they made it like that so that we'll all clamor to get the old functionality back. It's an old trick. "Improve" something by making it worse so that what you had before doesn't seem so bad.
Cant that be prevented with the flinch free perk? I see no issue
@@TheXavierfull You're thinking about Shockproof. Flinch Free needed multiple levels of investment to prevent hammer/GS launching.
The lance get better for sure!
My baby, my main, my love the insect glaive had finallt reached its pinacle of power. Capcom, i thank you.
What you guys think about the Charge Blade in the SAXE mode being the only melee that didn't receive a defensive move, like the Offset Atack, i mean, they just KILL SAED and now we have to play SAXE, but SAXE have no defense, GS, SA, IG, HAMMER and other weapons with no shield have a defensive move, It looks so unfair, in Wilds we Will spent more time in the Axe mode that in the sword and shield mode.
If there're not going to change then time to build the rolling set
Guard will not be important to CB then
Which sucks
I don't think complaining about the turbo-offense mode of a shielded weapon not having defensive options is justifiable, especially when Charge Blade was one of the strongest weapons in the beta
IG mains rise up! And down, and up again…
Hammer not being able to launch people in the air is a huge L. That was one of my favorite things when playing with friends. Helped with mounting and sometimes helped them avoid attacks. But most of all it was just funny and fun.
HBG and LBG main!!! Hopefully they make these weapons better. It felt lacking.
Lance change are awesome but I wish they would give it an offset attack.
The charge counter was pretty much a better offset attack as it had guard instead of hyper armor for the full move. I hope this new one retains the guard effect for all frames.
Arial glaive is back I'm really happy it was the main way I enjoyed the IG ❤
Pretty much all I care about at this point is them improving that frame rate from the open beta
i saw "new weapon" in the title and got so excited for like half a second, cool buffs regardless
*Insect Glaive users: HELL YEAH WE DID IT* 🎉🎉🎉🎉
I will be *_Master of the Sky_* again soon 😌
No not with this horrible control scheme sadly :(
@@chaoszeal4868 it's an absolute win getting air combos back
but some people will only see the empty half of the cup no matter what
Insect glaive mains eating good rn
I’m happy y’all are getting such amazing looking moves
no updates on the DualBlades perfect dodge thing? i don't get why it wont work consistently like Bow or anything once that buff is active?
Capcom stays cooking🔥
I would have loved more changes to hammer. Sorta felt like it lost more than it gained. But that's just me.
Is there any charge blade changes?
As a lance Main I gave to say: bring it on
Very glad to see hitstop being at least slightly reincorporated. I don't care if it's technically a performance decrease, give me that good weapon feel
That SnS hitstop 🔥
That hammer upswing become worse 🤣
It looks like I will have to change my strategy using focus shot on bow
I'm still in doubt regards to performance. I clearly think that saying that a new beta will not on the last build is a mistake.
The song duration being changed when you switch weapons is a good change. The pocket horn idea was annoying to most of us horn players anyway. However, I don't understand making the attack up song less effective for the party to "make other songs feel more important" or whatever. That's a stupid reason to do that because it doesn't effect how important something like blight negation or all ailments negated is as just an example. Bad decision on their part. Let me buff my team to the max wtf?
Insect glaive aerial is back
Our damage boosts by using it
We got an actual new mechanic for defense when grounded
...
Ok, the game is getting pre-ordered after work tomorrow
That’s the weirdest part on them saying if they bring back the beta it’s going to be without the new. Man I wish they dropped wilds for next month 😂
I'm so happy my helicopter is back❤
WHat's an offset attack?
An interrupt that lays a monster on their ass
What about chargeblade??? Will we get our SAED back, and will it get a buff to actually do damage?
Any update on performance? I was worried in the last beta on PS5
The IG changes are awesome, all the changes are awesome, i just wish they also would have brought back wyvernsnipe 😢
Me and the other lance mains absolutely eating 🤙🏾
Just what is goring on with Bow there? Usually you get the 3 mini-tracers from the Arrow Rain ability which you then lock onto...here, it looked like the monster had no woulds, he just locked onto 3 random points and those put mini tracers up?
Greatsword TCS is getting buffed too.
Imo hitstop is such a cosmetic thing that couldn’t they just make in an option like motion blur?
Nah, unlike motion blur, hit stop is a functional feature. Turning off hit stop would skip so many frames that it would literally change how the weapon plays by giving you more time to sheathe and evade. Turning off something like motion blur would not impact your survivability in any way like the absence of hit stop.
I thought they mentioned it being toggleable in the stream but I could be completely wrong.