SO freaking happy. Cannot wait for this game now. Delighted with what I am hearing with switchaxe as well. I dont mind numbers too much in terms of meta but I just want my switchaxe to both sound and feel good.
so it seems like they got confusing feedback in regards to world and, at least in part, some changes were caused by that. i wonder where they got this cause i dont think i ever heard hitstop in world ever being an issue, maybe it was a thing for some new players in the beginning. but its great that they listened, i mean thats 100% what betas are for, and a lot of people went really hard on them as if the beta was a final build. this is REALLY good to hear, it was literally the ONE thing, in regards to mechanics ofc, that i was worried about the game. a lesson on how capcom should focus more on making the game they want to make rather than trying to appease literally everyone.
Hitstop in world wasnt an issue, the issue is weapons in wilds feel out of place. The best way to explain it: In world, weapons feel like youre smashing a brick wall with a sledge hammer to knock it down. in Wilds weapons feel like youre hitting a brick wall with sticks then eventually the wall falls down, somehow.
@@SpecLeader101 you dont have to explain it to me. im just commenting on what tokuda said, that they changed hitstop in wilds based on feedback from western players regarding it in world. im just confused what feedback was that considering hitstop in world was never a point of discussion criticism wise, at least from what i saw at the time.
I am having a very hard time believing they ever thought it was the right thing to tone down the hitstop even after the weird feedback they mentioned they received for World.
Is greatsword the only one with hots stops? I feel like hammer does,which i feel dumb for not remembering since i play that alot,but i dont think switchaxe and longsword have those at least.
isnt this just make you getting hit more? means you are lock in that 1 second animation, where you can actually cancel out to a defensive move faster (for example lance guard and LS evade)
Yeah, technically speaking it should be a disadvantage, but it makes the weapons feel way better cause you feel like youre actually hitting something. It's just cause of the feedback value.
The largest hitstops (that can last up to 1 sec) mostly occurs on attacks that you can't cancel out of anyways, like the Great Sword's TCS here, or the IG's Tornado Slash finisher. Otherwise, faster moves you can cancel out of usually just have just a veeery slight hitstop that wouldn't last this long. But still those tiny histops register in your brain and makes your hits feel like they're properly connecting with the monster. This was severely missing from the Wilds open beta and my brain just can feel that missing "oomph". Yes, you're right the long freeze definitely opens you up for attacks, but I would trade that slight delay when it actually makes my weapon feel satisfying to play for thousands of hours.
Hit stop for me is something I don't really feel when I play, but I can see the difference watching footage. I guess I'm just too focused when I'm playing to notice.
For me its kinda the opposite, if I'm watching footage I can't distinguish anything, but if I play it I can feel something's off, even if I can't pinpoint what it is.
I don't understand I recorded myself hours on the ps5 beta I had hit stop it mit of been .of a second less but it was there and look I'm happy either way but iv watched my recorded gameplay over and over because people were saying they had taken it out but they never it was there but I'm happy what ever they do if they make the hit stop longer I'm still happy
BRING BACK THE MOTHERFUCKING SAED BACK TO HOW IT WAS. God damn i'll be triggered if they don't revert it to how it was in World/Rise. The slow ass saed in the beta was unacceptable.
All I need are the Charge Blade SAED damage and phial noise / sound / visuals to get a MASSIVE buff. Using SAED should be cataclysmic.
Mr Whiskers - "you wanna showcase hit-stop? I gotchu covered bro" speaking of feedback, they brought back insect glaive aerial bounce!
I'm still worried that the sound effects and hit visuals don't match up to MH World
YEESS!! I was really worried, monsters seemed like ghosts in the beta with the weapon passing through and a number popping out. PRAISE THE OOMPH!!
SO freaking happy. Cannot wait for this game now. Delighted with what I am hearing with switchaxe as well. I dont mind numbers too much in terms of meta but I just want my switchaxe to both sound and feel good.
I feel the hit stops and other 'QoL' immersion things were being left for the polishing phase because they can add them in a lot more easily.
The examples of decking monsters is hilarious for some reason.
“Oh, man. He’s still twitching.” Lmao that had me weak.
Love the content.
so it seems like they got confusing feedback in regards to world and, at least in part, some changes were caused by that. i wonder where they got this cause i dont think i ever heard hitstop in world ever being an issue, maybe it was a thing for some new players in the beginning. but its great that they listened, i mean thats 100% what betas are for, and a lot of people went really hard on them as if the beta was a final build. this is REALLY good to hear, it was literally the ONE thing, in regards to mechanics ofc, that i was worried about the game. a lesson on how capcom should focus more on making the game they want to make rather than trying to appease literally everyone.
Hitstop in world wasnt an issue, the issue is weapons in wilds feel out of place.
The best way to explain it:
In world, weapons feel like youre smashing a brick wall with a sledge hammer to knock it down.
in Wilds weapons feel like youre hitting a brick wall with sticks then eventually the wall falls down, somehow.
@@SpecLeader101 you dont have to explain it to me. im just commenting on what tokuda said, that they changed hitstop in wilds based on feedback from western players regarding it in world. im just confused what feedback was that considering hitstop in world was never a point of discussion criticism wise, at least from what i saw at the time.
I am having a very hard time believing they ever thought it was the right thing to tone down the hitstop even after the weird feedback they mentioned they received for World.
Those hit stops makes iai slashes satisfying when it connects, so I'm glad they brought it back
Is greatsword the only one with hots stops? I feel like hammer does,which i feel dumb for not remembering since i play that alot,but i dont think switchaxe and longsword have those at least.
I noticed that from the beta also, I'm glad they brought it back
Yes we all love the OOMPH feeling. Praise the OOMPH. Also, praise mr whiskers too.
This is BIG NEWS
isnt this just make you getting hit more? means you are lock in that 1 second animation, where you can actually cancel out to a defensive move faster (for example lance guard and LS evade)
not necessarily, it's mostly a factor for the heavy hitting weapons and attacks that will likely stagger the monster anyway.
Yeah, technically speaking it should be a disadvantage, but it makes the weapons feel way better cause you feel like youre actually hitting something. It's just cause of the feedback value.
The largest hitstops (that can last up to 1 sec) mostly occurs on attacks that you can't cancel out of anyways, like the Great Sword's TCS here, or the IG's Tornado Slash finisher. Otherwise, faster moves you can cancel out of usually just have just a veeery slight hitstop that wouldn't last this long.
But still those tiny histops register in your brain and makes your hits feel like they're properly connecting with the monster. This was severely missing from the Wilds open beta and my brain just can feel that missing "oomph".
Yes, you're right the long freeze definitely opens you up for attacks, but I would trade that slight delay when it actually makes my weapon feel satisfying to play for thousands of hours.
@@w21aaaaa still, means you are 1 second late to roll away after the animation finish
@@fafnirymd true! But I much rather have the hitstops back
Hit stop for me is something I don't really feel when I play, but I can see the difference watching footage. I guess I'm just too focused when I'm playing to notice.
For me its kinda the opposite, if I'm watching footage I can't distinguish anything, but if I play it I can feel something's off, even if I can't pinpoint what it is.
I don't understand I recorded myself hours on the ps5 beta I had hit stop it mit of been .of a second less but it was there and look I'm happy either way but iv watched my recorded gameplay over and over because people were saying they had taken it out but they never it was there but I'm happy what ever they do if they make the hit stop longer I'm still happy
BRING BACK THE MOTHERFUCKING SAED BACK TO HOW IT WAS. God damn i'll be triggered if they don't revert it to how it was in World/Rise. The slow ass saed in the beta was unacceptable.
Wilds looks amazing cant wait to get my hands on it but yk damn well PoE 2 game of the year ctfu
Love it. Makes all the difference.
Yesssss hitstop
Need a reaction video to the new gameplay videos from them!
to the ppl that hated on hit stop..your bad stop.
Finally got oomph and the bounce back capcom is listening🫡