
Seriously, it takes about 1.5 times longer than other weapons.
Performance like a crater rod with crater extraction.
>>2
Isn’t it cruel?!
I wanted to wield something big and focused on attack power, but is it possible that the character in the thread is not that strong…?
The compatibility with octopus is too bad.
It’s a joke that it looks like this but has the lowest firepower.
Basically, all attacks are weak.
Will the disparity become evident when the enhanced individuals arrive, or will there be well-balanced adjustments?
The weakness compared to other weapons might be the greatest in history.
It’s strange that there is a perfect timing for a full charge, but if you miss it, the only consequence is a delayed execution with no benefits.
I was already stuck at the point where it was weaker than the beta version.
I’ve decided to hibernate until G rank, as it should get better at that level.
There are neither perfect dodges nor perfect guards.
The offset is also hopeless, and there is no clash of blades.
Weapons I definitely do not recommend for people who want to play Monster Hunter Rise!
If you concentrate, it might get better.
I guess I have to accept that the low power is due to such adjustments, but it feels like there are many opponents I’m not compatible with…
I honestly cheated on you with the flute.
There are many things to do, but dancing is fun.
Why can’t you be straightforward and make everything stronger?
>>17
During the Redout test, everyone only talked about friendly fire…
>>20
I normally sent the questionnaire, but are you only watching the video?
>>17
Capcom is more exciting and interesting when the balance is off.
It seems like that is what they are thinking.
>>33
If that’s really the case, I wouldn’t adjust the one-handed sword and lance.
I really think I’m just not interested in hammers.
>>39
If anything, the movements haven’t changed much since the first generation.
>>39
That was reluctantly because it caused a firestorm.
I thought bows were nerfed, but they’re also buffed, and it’s clear they’re designed as strong weapons.
>>47
I’m surprised by how biased the perspective that “they’re reluctantly doing it because of the controversy” is.
You’re just not willing to accept any opinion other than “the management is definitely intentionally making the balance bad!”
I have no intention of making adjustments, so I’m not releasing an open beta.
>>17
Because the population is small.
The katana is favored.
I wonder if there are any good points when you have a short reach, not very strong maneuverability, and low firepower.
I thought octopuses couldn’t reach their heads with a hammer, but I guess that’s true.
Well, I already have a bow, so it doesn’t matter to me…
I don’t think this is the result of trying to weaken you.
Maybe I’m not interested.
>>21
Hasn’t it been consistently weak since 4G over the past 10 years?
>>25
It was quite strong in the world.
All strong actions were taken.
>>21
It feels that way when looking at the specifications for offsetting.
It’s strange that the charged attack of the hammer is inferior to a few quick strikes of the one-handed sword that can slip through small openings.
Asuka Culture Attack and Saka Kaeshite
Continuing with Keep Sway and thanks to the concentration mode, I can finely adjust the vertical 3’s scoring potential! There’s no way it’s weak! Weak!! 111111
Because there wasn’t even an influencer who would share their feelings like Lance did.
You can play a really easy game for a long time.
Even though it’s the main character of Stan… it seems like the Charge Blade, which can guard even in close combat, would stick to the head more easily.
But isn’t it simple and nice?
I thought the damage was too strong because it had a cancellation on the charge 2, so it got nerfed.
I’m suspicious that the power remains unchanged and the cancellation of charge level 2 has been removed.
It’s hard to avoid, and there’s no guard, so isn’t it fine to have a performance that aggressively takes advantage of countering? That’s what I think.
Just get rid of it; that way I can give up…
Using other weapons makes me feel like I’ve gotten better.
Isn’t it strange that offsetting is overwhelmingly the case for all weapons?
In other words… is it like a pile bunker that doesn’t produce any power?
If you charge up your attack and don’t release it just in time, the motion becomes slower, which is a subtle form of annoyance being thrown at you.
It seems that being simple means there’s little room for new elements, which results in a situation where not much has been changed.
>>41
Aren’t there various ways to change the multiplier for attacks?
Make it easier to trip and fall…
It really seems like you have no interest at all.
What I realized while using it is that I’m basically accumulating, so it’s tough not being able to unleash a concentrated attack in an emergency.
But Olivia will grab this and take down the monkey faster than me.
Generally, there is a firepower difference of about 1.5 to 2 times compared to other weapons.
There are so many issues that a complete overhaul is needed to improve the action side.
It seems there’s no way to be saved other than honestly increasing the motion value significantly.
I was using the hammer until I saw the ending, but I thought there was no point in using the hammer since I couldn’t aim for the heads of the eel or octopus.
>>49
Every time a new title is released, enemies that don’t even seem to aim for my head keep increasing…
If we’re talking about corrections based on usage rates, one-handed weapons and lances, which are competing for the lowest usage rate along with hammers, won’t be fixed.
If you’re playing solo, you can use whatever you like.
If you don’t come with a hammer in tow for multi-tasking.
I really don’t know what to do, so let’s forget it and use a different weapon.
Personally, the usability is
In the world, it’s relatively good; in very good IB.
In Rise, a bad Sunbra is good.
It should get better in G-rank.
Even if they are weak, otaku weapons that are desired to be used seem to have a perception similar to that of the old gun.
>>56
I think there are few people who are complaining.
At the time of beta, it didn’t cause as much of a stir as a one-handed weapon or a lance.
I have the impression that aside from World Rise, it ultimately settled around the middle tier, so I have high expectations for G rank.
Just give me back the hammer’s clutch… The twin swords have wire action after all.
When I was born, I was supposed to be differentiated by the firepower support of the hammer’s whistle, so why am I even losing in firepower to the whistle…?
Being forced to use the sluggish normal guard without GP correction, the guard performance that was the best among all weapons became less than that of a single-handed weapon, just like the Charge Axe.
Did someone who doesn’t know the characteristics of the weapon do the adjustments this time?
>>60
What are you talking about? The weapon adjustments are great except for the Charge Blade and Hammer.
Those two are the only ones that are finished.
>>68
The relationship between melody and bombardment makes it feel a bit sad that Artia has weak flutes and guns.
The charge blade’s phials can be adjusted, but…
>>107
I’ve heard that both the flute and the gunlance are really fun this time, even though I can’t use either.
What kind of thing are you looking for?
Is it something like the slope of the world?
>>61
Just simply increase the firepower.
>>61
SB’s charge transformation: Yuu pairs well with multi-hits and feels great.
Then hit it back to the surface.
In the past, weaknesses were all focused on the head, so when down, they all gathered on the head, which is why there has never been any sense in adjusting things like hammer tears.
Why does that wire stretch so much when picking up items, but only stretches that little during a charged dodge?
In the world, the hammer is very interesting, but in the wild, it became extremely tough.
In the World, it’s really exhausting, but in Wilds, it’s the work of weapons that are really interesting.
I wonder if there is a quota that requires the hammer to be weakened.
Return the travel stamp…
I think the highest point of the hammer throw is 3G.
Personally, I like to stick with charging level 2 and level 3 while delivering super high damage during down times with the mochitsuki technique, so I just want them to straightforwardly increase the damage output for now.
Simply increasing the firepower would make a significant improvement…
The hammer has been weak for about the last five years, hasn’t it?
>>73
The strongest level during 3G in all of history.
It was only average in 4, but since 4G, it has consistently maintained a balance around the bottom tier of firepower.
Stan has been taken in by other weapon types, but adjustments are made by lowering the firepower instead.
>>93
There’s nothing left…
Although it can be said that the practicality is low, the stamp’s firepower being dead really shows that they haven’t thought this through at all.
It’s painful to be vividly shown a real example of what happens when you don’t speak up.
>>75
I don’t like that future works seem like they’ll turn into battles of negative campaigns against each weapon.
When you open YouTube, there will definitely be a flood of terrible thumbnail videos saying things like “This character is too weak!”
The new element is being thrown away, but anyway, there is a lot of firepower! If that were the case, I could still accept it.
A weapon with no skills that can be used for defensive actions, short reach, and cannot cut tails, but has low firepower.
It’s boring without a clutch.
>>79
Honestly, I wanted the clutch more than the step-up.
The upcoming Monster Hunter era is one where political power speaks.
I think adjustments will definitely be made since it’s been said this much.
That’s the question of when it will be.
It would be the worst if by the time it adjusts, I’m already bored of Monster Hunter.
>>82
You’re expecting too much.
>>82
It was after the World’s flute came with Iceborne, so I guess it was when G rank came out…
Before ancient hunters couldn’t keep up, if things stay like this, we won’t be able to keep up with monsters, so I think it’s better to have just elements.
While it’s necessary to increase firepower, I also want high-damage attacks.
Sure! No sword damage with the one-handed sword!
When using the hammer on the PC version, it seriously feels like I’m doing a paid beta test.
>>86
I don’t want to be weakened because I’ve been silent.
I learned from PowerPro 2024 that nothing will change unless you complain like crazy.
>>90
There are opinions asking for something to be done about the weak hammer.
Even if your brain that translates opinions into ‘the game’s rating should go down’ raises its voice.
It’s just that simple haters are causing a fuss with negative campaigns, so I’m saying to be quiet even more.
It would be good to gather extremely skilled players like those who use Gunlance and have them adjust it.
When I watch the hammer videos from the Monster Hunter production team, they’re so bad that it’s no wonder they don’t understand how the users feel.
>>91
It would probably be best to have both specialists of each weapon and a generalist who can use all weapons look at it as a special test…
>>109
It seems that I’ll run out of fingers with just the insect staff, but well, that’s probably the best.
>>91
If the development is poor, isn’t it rather being strengthened…?
I feel like just having Minamo-chan continue makes a big difference.
>>94
I wonder why a technique so fitting for this year’s Just Action Festival was cut out.
>>104
Because the hammer becomes comfortable.
It started to go to hell since the sliding hammer was implemented, I don’t remember when it was.
Now the sliding action has infected other weapons as well.
The attack power is increasing, but even when I’m stunned, it still shakes its head fiercely, so there are times when I can’t finish it, which is really frustrating.
I mean, why can’t we release it until it hits? That doesn’t make sense!
Setting the offset to vertical 3 is insane.
If the firepower doesn’t come out, I could still manage if there were things like clutching and comfortable surroundings like during the IB.
I think most hammer users will fall silent just by raising all the numbers and applying the counter to both.
So please update it quickly, I’m begging you.
It’s sad that there’s no clutch combo.
I thought the enemy’s health was low since it was a lower-tier dungeon, but even in higher-tier explorations and against first-time opponents, they go down easily, which is confusing. Does gripping the thread increase the challenge?
>>103
It will increase.
Above all, the maneuvering stage is already tougher with this weapon than others.
>>103
Just progressing the story from the point where the Guardians appear now takes about 15 minutes.
Well, if it catches fire on social media now, they might adjust the numbers a bit, right?
>>105
Most people only want to transition to stronger and more enjoyable weapons; they don’t raise their voices asking for the hammer to be strengthened.
I don’t really understand whether they want the hammer to be simple or if they want to combine combos.
I don’t mind if all the controls are changed completely from now on.
I’m a terrible player, so I’ve made a hammer that hasn’t changed since the old days my sub weapon.
I thought it was fun to slash the tail with a great sword while also stunning with a hammer.
I see, you were weak…
>>111
If you want to receive Stan’s benefits in moderation, it’s better to use a one-handed shield to hit or use other weapons.
There’s no way around it! Avoid the front roll while sticking close and hitting! When an attack comes, dodge and hit!
It’s the lowest class of firepower!
I used to stumble easily and fall down, but recently my legs and hips have become stronger!
I can also use a stun that allows for various weapons!
There are things that can’t be broken by cutting with a meaningless blunt attribute, but occasionally, they can only be broken with a hammer!
This is the feature of the hammer that Capcom envisions.
This is still better than the crater stick from Sunbreak…
>>119
Sunbreak has stopped using the crater stick!
I mean, if that’s the case, the crater stick is quite a bit better!
>>122
Even if you say that, the Rise hammer has such a bad reputation that I haven’t been using it, so nothing will change in Sunbreak either, that’s the truth.
>>128
There are many weapons that have evolved from Rise to Sunbreak, not just the hammer, so at least try using them before you speak!
>>128
Why did you come here with that understanding? If you haven’t touched it, it has nothing to do with you.
>>119
Sunbreak was incredibly strong, right? There was certainly a bias in the strengths of charge swaps.
>>119
The crater rises.
The Sunbreaker Courage Hammer is one of the best of all time.
>>126
That got a little stronger in the final update, but I don’t think it’s popular at all.
>>126
If you’re going to do a combo attack, isn’t it better to use dual swords?
>>126
Yuu Han is boring.
I’ve always thought, doesn’t that hammer serve no purpose?
Sunbreak was Burst Yuu-chan, right!
Weapons that have fewer people than this are being improved.
Isn’t the number of users just decreasing because of the poor performance lately?
Lance wasn’t fun at all in the beta stage, but at least it can still guard even if it’s rotten.
Because it got hidden behind Lance’s controversy…
The strongest hammer in the world is the poop stick, right?
It’s not a population issue, it’s the understanding of those in charge of weapons.
To be honest, I feel like I’m still just hitting things without being able to fully master the controls or new elements of each series…
Courage isn’t really fun, you know…
>>135
As expected, Sunbreak is garbage…
I used it because it was the strongest on slopes during World, but this time…
It’s better that I don’t have to aim for the head, and since I can get in closer, a one-handed sword has a longer reach.
Crater stick (crater cutter)
>>138
Because the moving stamp-kun was there even during the crater stick era…
The SB Hammer is a star in the hammer world, combining the ability to maintain momentum on the water surface and powerful impact.
Hitting the head! Stun! It would have been better if it just stayed that simple, but it ended up becoming a weapon that oddly requires IQ.
Yuu-chan was really strong…
I was just happily saying that my attack power has greatly increased compared to when I was using the original version!
Isn’t it alright if it’s a little bigger?
Being sluggish is fine, but the reach is too short.
Since Iceborne, the hammer has not been implemented, right?
Impact crater stick, Kimo dance stick, and body rod are not in the hammer category.
The hammer fights primarily by charging continuously.
Isn’t it strange that the accumulation isn’t offset?
Personally, I’m also wondering about the water surface.
It’s fine as long as it’s enjoyable to use, even if it’s not strong.
Even though I couldn’t hit the raised part of the water surface or get out of the buildup, it was still kind of fun, but this time even that was taken away from me…
>>148
What I wanted was easy-to-understand controls and a pleasant hitting feel.
I really need that unfortunate weapon.
The hammer always feels that way.
Did you come suddenly?
>>150
Is it a target for subjugation?
>>155
Since they intrude even though they are not involved, it’s people like Joe or Ra.
Everyone keeps talking about Sunbreak, but the weapon’s motion values have increased dramatically, so it was actually usable.
>>152
I don’t know about that.
>>152
It can be used, but it is weak on top of that.
>>152
It’s just something that has skyrocketed from being trash, so in the end, it gets left behind by other weapons.
I think this time too, it will follow the same fate in MR.
Yuu was just fortunate that the enhancement of the attribute part coincided with the final update; before that, he was considered to be at the lower end.
Well, it’s not particularly strong even at the end.
Something weird has come, hasn’t it?
It’s only in Rise: Sunbreak that the hammer was treated poorly, right?
I can only think that the staff must dislike it from that area.
>>156
4G was really hopeless, wasn’t it?
>>156
4G was quite low as well…
>>156
The cross era is also weak.
4G is weak too.
>>156
No?
As for MUJI and G, they were strong only in DOS to 3G, but in 4G, X, and XX, they are basically on the unfortunate side.
I don’t really like hills either, so the only things I enjoyed in the end were the X-series Aerial Hammer and Brave Hammer.
Striking the surface is easier to do as a follow-up from an uppercut than to do it from a standing position.
So, my compatibility with Yu-chan is extremely good.
Even if Lance said it was a good adjustment, they could only create garbage, so they just reverted the version and added new features.
The current situation is definitely good, but I only have questions regarding the skills of the adjustment team.
That’s amazing, even though you don’t know recent works, you still want to join the thread.
>>169
Even if you don’t know, things like the Crater Stick are famous.
You should just use Rise as an example; if you bring up the comfortable hammer from Sunbreak, you’ll definitely get called out for it…
>>170
Did they get called out for saying something like “crater stick”?
>>170
I’ve heard that Sunbreak’s firepower isn’t all that great!
First, using bugs to keep the sway level is a thing.
The usability itself is not bad.
Well, it’s not good either.
There is no firepower.
I understand that using only the hammer can occasionally lead to a trade-off, but I still don’t get what things like blade lock or just guard are.
Half-Break isn’t even a complete game in the first place, so they should have at least finished the story before releasing it.
It’s a problem even before adjustment regarding that.
If there are steps being accumulated, we can fight… Can we fight?
It’s gradually amusing that there are quite a few anonymous people talking about Wiles without actually touching it.
>>180
Well, that’s not Wiles’ thread.
It’s a hammer thread.
When there are few people who engage in politics with a loud voice like Lance, it ends up like this.
If we talk about the basics, back in the days of the original series, it was a mysterious weapon that couldn’t be stan or cut.
They may never have intended to treat it properly from the beginning.
The Sunbreak Hammer has monstrous attribute values, making it one of the strongest hammers in history as a Sunbreak of attribute justice, even if other aspects are strange.
>>184
If it’s relatively weak, doesn’t that mean it doesn’t matter?
It’s the usual patient.
The motion values have hardly changed from Iceborne.
It means that it’s not even adjusted.
In terms of martial arts, the hammer was completely left behind even in the Sunbreaker.
If we’re comparing Wiles, which has a complete scenario, to Half-Break, which was released incomplete, Wiles is definitely better.
The first generation left the impression that the hammer was the weakest.
>>190
The first generation is just meaningless except for one-handed use, so that’s not right.
I want a judgment for that thing when I’m spinning around and accumulating.
I didn’t think it was that bad, but when I calmly considered whether there are weaker weapons than this, I probably concluded there aren’t any.
It’s not that Yuu is particularly strong, but using it felt good.
I’m not asking for luxury, but I want a unique evasion other than Keep Away as well.
Why does the same charge weapon, the bow, have a perfect dodge?
Performance is not an absolute evaluation across different series.
It is determined by the relative evaluation of monsters and other weapons in that game.
In the old turn-based Monster Hunter, the behavior of the charged level 2 uppercut was strong, you know.
I’m currently interrupting during the opponent’s turn with a counter.
What level of positioning is good?