- Joined
- May 12, 2020
This is off-topic, but I saw this and couldn't not post it here.
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Oh yeah, Title Update 4 is out right? For anyone who fought him in 4U, how does he compare?Gog is cool. Thought he'd be like Jin and mostly flash but he's got an actual moveset. Wouldn't necessarily call him hard though. Like everything else in the game they just crank his damage numbers to the moon, so it's just more of the usual "don't get hit" or grind forever to upgrade your armor.
He moves a little too sporadically for how fuck off hueg he is. Makes hitting his weak spots a pain in the sack. His weapon gimmick lasts a single phase then its just a big dragon fight kinda like Zoh but not as gay. You knock the gun off, shoot him with it and then its off to the races. He also didn't use the weapon during my hunt. Either he just didn't or he can't, not sure which.
7.5/10. Kinda feels like a World fight.
Honestly not too different in my opinion. Biggest change is you don't have all the arena weapons. Other than that, it's Gog.Oh yeah, Title Update 4 is out right? For anyone who fought him in 4U, how does he compare?
Boring, cinematic slop like Zorah, he was much better in 4UOh yeah, Title Update 4 is out right? For anyone who fought him in 4U, how does he compare?
Honestly not too different in my opinion. Biggest change is you don't have all the arena weapons. Other than that, it's Gog.
Duality of Hunters.Boring, cinematic slop like Zorah, he was much better in 4U
You have literally no clue what you're talking about. Comparing Gog to Zorah of all things shows you haven't even watched someone fight him, let alone done it yourself.Boring, cinematic slop like Zorah, he was much better in 4U
Crosspost.Speaking of Git Crunked, one of his more recent videos talks about the "Alatreon review bombing."
https://youtube.com/watch?v=3P3NpU6CwyYNever heard of this review bombing, TL;DW the "review bombing" was fabricated by monster hunter "influencers" and has probably caused untold damage to both the MH community (endless arguments and gaslighting about MH's difficulty) and potentially even the future of MH games themselves.
Wilds was fuckass easy, even the Tempered monsters are fairly easy to anyone not brain damaged (according to several people I spoke to who played since at least Dos, again I won't touch this shit for many reasons) and you probably need to see a doctor if you think otherwise. This controversy based on a non-existent review bombing may have caused Capcom to shift their focus from making engaging and challenging gameplay to railroading story nonsense where toddler would barely break a sweat. Seriously, the controversy surrounding the supposed review bombing was bigger than the review bombing.
A misunderstanding turned into a lie which may have turned Monster Hunter into the whatever the fuck it is now. Or maybe just the new world "spin-offs" (World, Wilds, even I doubt they'll stop making more traditional MH considering they made Risebreak after the massive success that was World). It also makes...way too much sense since the people pushing the idea that MH was review bombed due to Alatreon...are all Wilds shills. Really makes you think.
Obviously in comparison to the Wilds launch disaster Alatreon was a nothingburger, but I’m not so sure that Capcom saw it that way. Remember way back in the day how a few letters could scare the shit out of TV execs even when the silent majority didn’t care? It’s very possible that Capcom was given such biased feedback (IDK how the console audience or the Japanese audience responded). Though I do tend to think the easy mode shift on Capcom’s part can easily be explained without Alatreon (internal data showing what % were able to clear the campaign. Also believe that in an interview they stated one of the reasons for the railroaded campaign was for all the DSP-tier normalfags who got lost in the Scarlet forest and quit the game at the intro). Given that all the people proliferating the Alatreon myth were/are in favor of higher difficulty it doesn’t seem reasonable to blame them for Capcom’s decision. Their proliferation of the myth is moreso just a blemish insofar as research and memory is concerned (also they probably use it to lump detractors in with an embarrassing sentiment or something to that effect ).Crosspost.
Cross posting as well (this should have been posted here first, woopsies…)Haven't done a review of things in a while so here are some thoughts regarding TU3-Now.
TU3 added Omega Planetes and it was the first time we saw a resurgance of the "erm goys this is too hard now, it's le artificial difficulty, you chudpissbabies need to get over yourselves and your gatekeeping elitism and add a journalist diffiulty mode" since Alatreon. Just from that you know it was a good update and insofar as newgen goes savege omega was a good challenge, beyond base world and rise (from my memory). near launch 90% of pubs ended in failure. AT Nu Udra was a good change like the other ATs adding a fire DOT and a nice one shot tar explosion that did catch people off guard. If i recall correctly this was also when they really started doing higher difficulty quests of the other monsters (rathalos, blagonga, etc.) which was a very good change. besides more variety the appeal of so many fights increases when their skin isn't made of paper and they die in 1 femtosecond.
TU4 added gogma and it was a pretty fun fight, moreso on the cinematic side but a far cry from something like zorah magdaros. You'd see some pub wipes from low def andys getting one-shot by a slam. I'd hate to have to grind him ad-infinitum for gogma parts but as a PC-Aryan I don't have to worry about that. The gogma artian system further widened the gulf between artians and regular weapons which was unfortunate but the addition of the set bonuses (alongside the addition of the gogma armor set, the transcendence system, and buffs to set bonuses) was really good for build variety. Also, though as a PC chad I can ignore it, the Gogma upgrade system is alright insofar as an RNG grind system is concerned. AT Jin was a good upgrade for a previously quite anemic fight. Also, we finally got the promised performance patch (a year after release kekw), which has taken the game to an "acceptable by modern UE5-era standards" level of performance.
TU 4.1 added AT Arkveld and 10 ✯ quests. AT Arkveld was a great addition and his relentless onslaught and big sweeping attacks finally punish, to some degree, Seikret spam. More multi-monster quests are nice for multiplayer. They're also going to add 10 ✯ Zoh Shiah which is nice since he's been quite neglected for some time (not recieving a tempered and/or 9 ✯ variant despite being one of my favorite fights in the game (in those dreadful early days it was also the highest endgame quest for a time). Overall it's good to see the devs embrace a harder difficulty in contrast to the games initial direction; though with the increased player power it will be interesting to see how they handle even greater challenge in MR.tl;dr the updates have been good changes, the majority of the weapons are in a good state balance wise and I personally enjoy them all enough to have decent playtime in each. (I've got 1,000+ hours in this game if only because it and Battlefield 6 are the only new multiplayer games that are enjoyable both to my friends and I (I refuse to install Apex or whatever FOTM extraction shooter some of them play)). hopefully MR improves the game even further and those initial days become a distant memory.General Shield Buff: in TU4 they fixed and buffed guard (vid for context: https://youtube.com/watch?v=lYtFA2eSkEg) guard up now reduces damage in general alongside the unblockables which has made it the preferred skill over guard. Perfect Guards as a system were already a great addition to shield weapons to not make them feel strictly inferior to mobile/evading/countering weapons, this further solidified guarding's appropriate defensive role.
Great Sword: They gave some more damage buffs and minor bug fixes. Overall the weapons in a good spot balance-wise no further changes really needed
Long Sword: increased the time you could have the sword out in preparation of a special sheathe counter. In a good spot balance-wise no changes needed (with the increase in weapon counters and defensive capabilities for the other weapons in Wilds LS no longer feels like the spoiled melee child anymore. That and the lack of tripping has rightfully diminished LS hate).
Sword & Shield: more damage buffs. frankly basic combos are too rewarding, could use a small nerf to damage for the non-finishers/non-perfect rush attacks.
Dual Blades: Sharpness consumption buff. Quite easy to do a lot of damage, looking at what speedrun data there is IDK if a nerf is needed though.
Hammer: Follow-up Spinslam's distance can be changed with directional input. Good QOL, after the earlier rework of Hammer it's been in a perfectly fine place.
Hunting Horn: Performance Beat dmg minorly increased. In general I'd like to see more reward for a full performance (let it buff the dmg of the encore attack or something). Other than that HH is in a great place, the previous hilt stab rework was really great as a buff in that it was moreso rewarding to skilled players who can now use that counter as a tool for more damage uptime alongside increasing the ability to add notes to the queue in general. Sucks there's no healing Gogma Artian Horn though, it's a very useful thing for pubs.
Lance: More damage, more PG damage reduction. and increased movement distance for Leaping/Payback Thrust. The last change was a really good one for letting Lance have higher damage uptime. Though Lance still lags behind the pack in damage (though by much less of a degree than prior titles) now it at least has the defensive capabilities it always should have had as compensation. It's a night and day difference going back to world and being raped by Rajang's chip damage to both ur health and stamina while barely being able to do a pittance of damage in return. While I wouldn't turn my nose up at further damage buffs (maybe just to counters, perhaps scaling with the impact recieved), Lance is in a far better place than I'd previously thought likely.
Gun Lance: minor bug fixes. GL is in a good spot, no changes needed (I'd rework long shelling though since it's pointless atm, maybe let it inherit elemental/status?)
Switch Axe: Element discharge can dodge sooner (ZSD is finally not completely unusable hooray!), FRS can be dodged out of in the startup (boo! unneeded FRS buff), Counter Rising Slash can now be chained into a sidestep (letting you chain into another counter. This greatly improves the SA's defensive capabilities in sword mode. I like it though since you can still a decent amount of damage and like the other counter tackles (the HH hilt stab and the GS tackle) you build up the stun meter (seemingly more than just getting hit?), also major damage buffs to the sword attacks in general. Those Sword mode attacks have finally pushed SA away from being just FRS spam which is really nice, the new playstyle is pretty cool as evidenced by:
https://youtube.com/watch?v=KA6ihrJ1JucI'd still like the axe mode buff to be buffed, preferably adding phial explosions à la Rise. Also no Exhaust Gogma Artian, WHY, affinity could have granted it??? (get rid of the Dragon phial type btw, it's a confusing holdover)
Charge Blade: quicker move transitions, reduced hitstop, and minor bug fixes. Damage wise CB is in a fine spot, but its probably the weapon that feels the rockiest in its identity. I'd at least make the sword buff longer/give it a shortcut from perfect guarding. atm it never feels worth it to apply even compared to World where it was still niche.
Insect Glaive: Y+B now initiates a Descending Slash. Great QOL change, makes offsetting easier to time/take advantage of. Rising Spiral Slash has power armor (boo! less skill). Otherwise the weapons in a fine spot.
Light Bowgun: Huge damage buffs and guage recovery across the board. shitting their diapers on the forums worked and they're back on top again uncontested (before they were still on top but it was only debatably so unlike the utter DPS dominance in World and Rise), now STFU. (in terms of game feel LBG is perfectly fine, if not a nerf I'd change nothing. Giving more ammo types to the Gogma LBS was a nice QOL change that has made LBG enjoyable enough for me to actually use since variety is funnest part of the bowguns)
Heavy Bowguns: Some damage buffs and guage recovery (giving the offset counter gauge recovery was a great change since it's quite underutilized) across the board. HBG is actually lagging considerably behind LBG this time. I'd consider buffing it's gauge attacks/reworking them to feel more impactful. Otherwise in a fine state (same Gogma comments as for LBG)
Bow: Some damage buffs and animation transition QOL changes. Bow feels like it's in a mostly fine place, but Tracer shots feel pointless; I'd add stun/slicing/exhaust procs in response to damage recieved. They could get rid of the homing property for all I care.
P.S. I'm still mad there's no Player housing, it better be present in the expansion OR ELSE dot dot dot ...
Very possible, a lot of "less important" positions are corrupted and biased. All it takes is someone with direct contact with the higher positions to send them very specific reports that support their own biases and said higher positions are none-the-wiser since they don't give a fuck. Someone could send a tailored report saying that the less than 1% of people who think a certain way are actually the overwhelming majority, would explain why a lot of these higher ups end up not knowing what people want.It’s very possible that Capcom was given such biased feedback
I'm not 100% sure of that information being accurate. I've no doubt that some people are that retarded but that's a small minority of retards. Unless Capcom's QA or whoever saw this tiny majority of "game journalist" level retards and assumed they were "most" players, it just doesn't seem realistic to dumb down something so hard to appeal such a tiny minori-you know what, the fuck am I talking about they do that shit all the time. I forget what era we live in...internal data showing what % were able to clear the campaign. Also believe that in an interview they stated one of the reasons for the railroaded campaign was for all the DSP-tier normalfags who got lost in the Scarlet forest and quit the game at the intro
Much like the Alatreon myth was started from misinformation, gaslighting, and things taken out of context, a lot of their own words were taken the same way. Not to mention that people tend to see someone go "it's not that difficult, you just suck" as an offense that they must refute by saying "well that's because you're a no-lifer, I have a life and therefore the game is hard" or whatever. And thus begin autistic arguments that probably-at least partly-reached the ears of Capcom.Given that all the people proliferating the Alatreon myth were/are in favor of higher difficulty it doesn’t seem reasonable to blame them for Capcom’s decision.
Clutch Claw isn't even bad unless you're trying to optimize your hunts to squeeze every last second and every single point of damage out that you can. I got through all of Iceborn while barely interacting with the mechanic outside of wall-bangs. I wasn't getting sub 10 Fatty runs, but that's ok. Probably one of the reasons I fucking hated Rajang and Furious so much, though.I will admit that I was perhaps too hard on focus mode before actually getting the chance to play with it myself. It's ultimately just another gimmick mechanic that won't be present in the next title and it certainly isn't as bad as clutch claw.
What I will not forgive, however, is the atrocious pacing of the game. Nearly every single hunt begins or ends with a drawn out cutscene, a slow walk through a locale where you lose control if you wander too much (or even worse, can't even grab materials), some new ecological disaster/other emergency, or an entirely new monster showing up and putting you into a back-to-back hunt without a chance to resupply or handle other things. Almost everything has a massive sense of urgency behind it that doesn't really relent until you hit high rank, and the few things that don't are dropping you into a region that doesn't have any amenities for you to use before you leave. This open world stuff suuuuuucks, just send me back to the hub so I can decide what I want to do next on my own instead of being yanked around on a leash. If this is their attempt to have an actual "story" in Monster Hunter, it's garbage.
People often conflate focus and the wound system so it’s unclear where their actual grievances lie (same with the wirebugs and the switch skill system in rise). Focus is a very intuitive gimmick, but perhaps even moreso than the other gimmicks it substantially increases player power. The wound system is basically the follow-up to the clutch-claw wounding system (well technically the sun break anomaly system was the follow-up with this being the follow-up to that) and is a straight improvement; the only reason to think otherwise is the apples and oranges comparison of iceborne post all the updates (the increase of the wound duration from 90 to 180 s, the decoration introduced to allow light weapons do 1 pass wounds versus 2) versus Wilds (admittedly the wounds at base launch were insanely busted because the monsters had paper skin, this has been fixed with higher level monsters).Clutch Claw isn't even bad unless you're trying to optimize your hunts to squeeze every last second and every single point of damage out that you can. I got through all of Iceborn while barely interacting with the mechanic outside of wall-bangs. I wasn't getting sub 10 Fatty runs, but that's ok. Probably one of the reasons I fucking hated Rajang and Furious so much, though.
I think Focus is actually really nice, and is one of my favorite gimmicks in any entry. I wouldn't be surprised to see it come back like the Slinger did, too.
Claw counter from Iceborne is still one of the coolest moves Lance has ever had. It was basically a counter that allowed you jump onto the monster to wound or wall-bang it, and it also gave you hyper armor while you were attached to the monster so monsters couldn't shake you off. It was pretty well balanced because while it allowed Lance to wound or wall-bang monsters easily, if you claw countered something like Diablo's charge you would likely cart instantly. Because while you had hyper armor you also had zero i-frames so you would just take constant damage from the charge.Lance had special moves to wound which were cool but other weapons didn’t, definitely showing it was underbaked.