• Monster Hunter: Iceborne is like the Bloodborne of Iceborne
    338 replies, posted
Woah, careful now. There's a guy named Captain out on the prowl who gives very fierce ratings!
Seltas Queen's water cannon will always stun if it lands, from my experience.
Azure Rathalos's fireball can possibly stun in 1 hit, though I am not sure since it's rare to get blasted by a fireball as the first hit. On the other hand, roars, air pressure, and tremors are all completely avoidable with personal skill. You can roll through pretty much every roar aside from Xeno and Vaal without the Evade Skill. Air pressure only exists in a very small selection of monster's attack aside from Kushala, which is the whole point/gimmick of that monster and is very easily countered. For tremors, in MHW all the moves that causes tremor and not resisted by level 1 resistance have fairly long windup time and can easily be blocked/ran away so that isn't really a problem as well imo. Complaining about these are like complaining the fact that Rathalos fly and is bullshit to fight without flashpods. The problem is on the hunter not preparing for the fight and not the game being unfair imo. The fact that it is already a lot more easy to swtich up your builds with various resistances in this game further add to my point. Stuffs like roars, air pressure and tremors all have a reason to exists in the series. They are to break up hunter's attacks and pass the turn back to the monster and make hunters wait for their next opportunities. Hence having the respective skill allows hunter to have more space for attacks.
Green Narcacuga guarantees a stun if you get hit by the tail slam.
In my experience with MHW it's pretty much always been the case that getting knocked down 3 times in a short timespan basically guarantees a stun. I know some monsters have higher stun value attacks that can reduce that count a bit (I think Diablos' burrowing attack is among those?), but it's hardly random. As for the other types of staggers (roaring, ground tremors, etc.) in my experience they can all be dodged through if you get the timing down. The only monster I feel is truly unfair with this shit is Kushala Daora and his constant stunlocking, what with having a passive that locks you out of moving for what feels like half an eternity if you exist on the same continent as him when he's enraged.
And no one mentioned any of that, every post has specifically been immo-stun and the literal sliding threshold thereof, so maybe your generic gitgud101 not only misses the point completely, but fails to address any of the actual concern which is the utter removal of player agency for no particular reason and being layered on top of a very specific instance to boot that nothing to do with the general flow and counter flow of combat, and has generally been disliked and considered a waste of slots to counter by new players and veterans alike. No one even intimated being able to wail on the monster 4thewins without any precautions or specific methodology.
This isn't "interrupting the combat flow" and "removal of player agency", but rather how the game have been designed from the start. Stuffs like roars are meant to be a barrier of skill, both personal and mechanics. Players don't start the game hunting monsters that can do all of the above, but rather starting from smaller monster that don't roar and allows player to wail on it without thinking and slowly proceed toward bigger monster that interrupts you and require players to think about their opportunites for attacking and their positioning. These don't stop the flow of the combat, they add depths to them. I am not sure how these have "generally been disliked" since I rarely see these discussion prior to the release of World, and the skills are considered a waste of slot in older games because they are. It is a pain in the ass to get these skills in your builds in older games, and it's definitely an improvement in World. Over the years Monster Hunter have become more action-focused, but the original release of the game had a more realistis-focus in terms of mechanic. Stuffs like cooking and fishing are pretty much leftovers from that era. Hunters were never meant to be all might powerful beings like the Chosen One, they are meant to be well trained professional that fight with their brains instead of their brutes.
I don't get the stun hate being declared unfair. Yeah it's annoying, but it's a punishment for playing bad or reckless. If you're solo, hitting signal will (usually) cause your palico to slap you out of it. Otherwise your teammates can do the same. Some of the anti-x skills definitely need to be reduced in cost though. Earplugs and Windproof don't need 5 levels when stun/paralysis/tremor are all 3.
In older games you're supposed to posion Kushala Daora, which removes his aura for the duration, and try as hard as you can to break his horns which remove his aura for the whole fight. Though with the addition of Dragonseal it seems like this behavior was changed?
No one said otherwise. No one said anything about this. And your generic point is what, exactly. gamefaqs, over a decade And no one said they should be. If you're done covering phantom ground, star-stuns are disliked and people responsible for the majority of build, meta, and run-through videos have almost unilaterally expressed intense dislike for this and this mechanic alone, along with many other players.
Maybe you should read my post more carefully become I have clearly state my point is that these mechanic doesn't remove player agency nor break the flow of the combat. Same goes for Stun. Stun works the same as pretty much any other negative alignment in the game. Hell I would say Paralysis is a even more bullshit mechanic since there no actual escape compared to stun where you can mash your way out. There is no RNG involved, you get hit and you're fucked. If you would bother looking at older MH games wiki you might even find there are actual KO values for each monster attacks. Maybe you're right on stun being generally disliked on Gamefaqs since I never use that site for anything MH related, but still I believe there are more than enough discussion on other site discussion MH why stun is in the game and how it is not that bad. Again, I don't see a lot of discussion on stun being a bad mechanic until the release of World. One rant every now and then sure, but never a main request for removal. Meanwhile, I don't think meta or run-throughs are really comparable to normal gameplay, and since they're already minaxing the game they would probably just find something else to complain even if stun are removed.
So what do you guys think the secondary typings of the new starters are going to be? The only thing I can think of is that I don't want another bloody Fire/Fighting type.
I was kinda hoping for a new trio like Bug/Psychic/Fighting but you're in the wrong thread about monsters
whoops my bad.
I wish to make a bow from the bones of a Charizard.
i swear to god absolutely NOBODY in world knows about sleep bombing/double damage in general and its completely pointless for me to bring along the ammo for my LBG. 95% of the time people just dont stop fucking attacking.
This isn't new to world at all. People do that in general ever since monster hunter was a thing.
My favorite is when I'm prepping a greatsword sleep attack and one guy with a bow decides that dragon piercer is a better way of waking up the monster.
ive had far more luck sleep bombing in 4U and gen than ive had in world. hell practically everyone did it in them
Just for general information HBG shields do indeed block roars and such, but how well it does it depends on the number of mods and Guard level just like the other guard weapons, it can be a little more finicky with tremors and some larger roars or if the monster is very close (past you guard somehow) but is valid as long as you are facing the monster, and not shooting or reloading.
HBG's shield has a smaller effective angle compared to other melee shield weapons. Iirc it's like 180 degree vs 90 degree so some moves a lot harder to block with HBG. I think the Lance's power guard stance make the angle even more wider but I am not sure about that.
Lance power guard is 360 degrees.
Or when you got a good line of attacks going and other players' not-as-strong attacks knock you over like you're a toddler. Does the Steadfast thing also help with that..?
That would be the Flinch Free skill. Some would say it's mandatory for online play, I usually don't bother but every now and then my "teammates" makes me regret that.
Even with flinch free, seems like I still get tripped plenty often. At least big bang is immune to basically everything except wyvernsfire and clusters.
Flinch free 1 should stop all player attacks that would trip you.
Not according to the skill description. Flinch 1 prevents knockback only, flinch 2 reduces tripping to knockbacks. Flinch 3 prevents both. Big Bang combo gives you a level of Flinch free, so thats why that only gets interrupted by explosions or launching. Both tripping and knockback suck as hammer because you have to redo the stored charge every single time.
Pretty sure the majority of friendly attacks are reduced to knockback instead of tripping in World, compared to older games where any long sword slash could trip. There's no way to reduce knockup though, and people really shouldn't be using those moves in multiplayer. Hammer and Lance are the only weapons that lack super armor in most of the common moves so I'd say they're the ones that benefits the most from Flinch Free.
Player hits count as a knockback which is why flinch free 1 is all you need.
Yeah and I play hammer with FF 1 and I still get knocked by people.
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