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I’m not asking for much, just return the clutch claw.
>>1
What do you think would be a good way to modify it?
Just by slightly increasing the power of the charge level 2 uppercut and slamming combo…
The movement isn’t bad, but since only critical hits deal damage, there’s no optimal solution other than to keep repeating critical hits.
No, this is enough.
If you want too much, you’ll only end up in despair when things don’t go as planned.
Before making fine adjustments, the concept itself…
I don’t need things like counteracting or blade clashing, so please increase the motion value.
Monsters cause dizziness!
How many weapons can cause dizziness are there?
>>7
Shield, flute, incomprehensible bullets.
You all.
>>22
You can do it with a tackle too! If you do your best.
>>25
I haven’t touched the great sword of Ws yet, but the tackle is still there.
I want the feel of using it to be enjoyable and pleasant, like in a new world, rather than just being strong or weak.
Personally, I find the combo routes to be organized and comfortable, so I would be quite satisfied as long as the numbers are increased.
In the past, it was really strong… especially among melee combat.
When I’m playing with Wiles, I feel like the reach is short.
It might be good to incorporate elements of weapons with long and short reach for F.
The hammer’s clutch claw has incomprehensible behavior, so it’s no good.
>>13
Since homing arrows are allowed, an Asuka culture attack should be fine, right?
Well, not every weapon can get a stun like in Rise.
The one-handed weapon that was taking on the role of tank in close combat has lost its sharpness bonus from the shield and doesn’t have the Rising Dragon either.
I think it’s a bit questionable that the spinning dumpling with Charge 3 is dead despite having few techniques.
Isn’t it okay to make the slam attack a bit more powerful? I want the damage from the attacks done while downed to be at least at this level.
Please give me invincibility frames like in a sway during the step!
Just by making the slopes and steps stronger, they will be happy.
I am captivated by the Brave Hammer.
It might be good to just jump-dash after a stored attack.
The Arshberd weapon should be transformed into a hammer with a chain to extend its reach.
I want the slope to feel a bit more like the world.
It was fun when I was sliding down the hill and spinning around…
The one-handed fall bash seems to have a fairly high stun value.
It seems that Nameless Hunter is also using a hammer as a sub-weapon, huh?
I don’t know how to combine it with other weapons.
>>31
I think it would be nice if there were things like tails that could be cut off.
Forgive the flute, the flute! There’s always at least one person when multiplayer starts!
>>32
It’s a flute player! Surround him and hit him!!
It sounds fun to use two of the same weapon to differentiate between status ailments in close combat.
If you make the slope fun, they will just do that like monkeys…
>>34
Since monkeys keep appearing in the monsters, let me be a monkey too.
I felt my mind getting dull as I kept going in circles on the slope and with the clutch.
>>35
Spinning around from the walls and pillars.
If we’re using the great sword as a standard, I want the character design to be more specialized in countering.
At least give me the counterattack.
I haven’t touched the flute, but how is it? Can you do it?
>>38
Incredible strength.
I realized that in some PVs, the hammer was recognized as a fast combat weapon…
In the event quest, Shizunegi, there are slopes and steps at the edge of the stage, so just spinning around with the hammer makes the spikes break rapidly, which felt great.
I’m not picky, so it would be nice if they could add a cancel judgment to a level 2 charge.
If the great sword can handle both counters and perfect guards, then it would have been better with lance types that have a better situation from perfect guards or hammers that can easily aim for counters.
Isn’t it simply that the great sword is in an upgraded state?
Counter the pursuit with a clutch Asuka culture attack.
The motion doesn’t really earn any damage even when used!
If you mess up the rice cake making, it’s not good yet.
>>49
The vertical three criticism has more power.
I know how to use a hammer! You just charge it up a bit, step while swinging, and when it gets knocked down, you can just pound it like you’re making rice cakes, right!
The hammer feels very much like it’s still in the process of being made, rather than having failed any adjustments.
Why won’t the hammer adjust?
If you mess up with mochi, the combo breaks and ends, so it only becomes powerful if you complete it, but it is such a disadvantage that it doesn’t even count as power.
In a multi-player setting, if you lean back excessively in a vertical position, it may not be reliable without cushioning in beta, since with armor attached it can be secure, but in the commercial version, measures can be taken…
Looks like we’re waiting for the master rank update after all.
Please ask the TA to take their time.
In any case, there are too few advantages compared to other weapons.
It seems good to have a longer stun duration for the hammer and increased damage during the stun.
Let’s send the survey even now.
I don’t know about hills, but there are plenty of slopes, right?
It seems like things like stands are just for crossbows.
>>59
It’s my fault for serving up foolish adjustments twice in a row.
If evasive distance and evasive performance are incorporated into the charge step, it might become more enjoyable with higher mobility.
The moving vertical 3 seems to be more suited for a hoe than a hammer, like farm work.
If you could return the unsheathe dash and charge 5, that would be great.
It’s been 20 years since the series started, but the developers are inexperienced in game development.
Single high damage is not good because there is a sleep modifier.
Mochitsuki has a long motion, so is it strong if you release it all the way? It’s actually stronger if you charge it with full concentration, you know?
The selling points of this work are just evasion and counter! Counter applies to vertical 3! Preparation takes 2 seconds!
It really feels like that, doesn’t it?
If you apply cancel to Tame 2, it seems like people who want to use cancel as their main option might not accumulate concentration skills or have choices.
What is up with the bow that has a perfect dodge despite the charged step being almost weakened from Keeps?
Tsujimoto said he likes hammers, so give him a little more love.
>>65
It’s precisely because I like it that I want to make adjustments that are aimed at experts and indulge in it.
>>68
If it’s meant for professionals, Tsujimoto won’t be able to handle it.
>>68
People from Tsujimoto’s class probably won’t talk in detail about the specifications…
The planner adjusts it, the director gives the okay, and then Tsujimoto hears that this is how the entire game has turned out, right…?
Isn’t there no benefit to mochitsuki this time?
I wish they would allow me to use the hammer style.
I think moving vertically is convenient, but there are times when I also think, “Don’t move!”
I wonder if the one that speeds up vertical 2 after a horizontal swing with the L stick will be fixed…
Is there a tendency to let off a little bit of offset? There’s a weapon for that.
Despite having such high performance in hitting the water surface, it was inconvenient because it couldn’t be used while charging.
Is using a vertical 3 for offset useful?
Isn’t it fine to brainlessly stack vertical threes and then cancel the delay when it gets dangerous?
I can’t grasp what the offset value is, so I’m just going along with it like something came up!
Since other difficult-to-use weapons are being greatly strengthened, the hammer should be improved a little too…
The damage is decent, but it ultimately boils down to being uninteresting to use.
Since the rice cake pounding is weak, it has a gentle design where you hardly ever need to press the circle button except for simultaneous presses.
If the feeling when hitting an attack could be a bit more pleasant, it would personally motivate me to grind solo in silence.
Is there any way to improve the degradation sway?
I won’t tell you to be strong, but please don’t be weak.
>>83
It really depends on whether the evasion skill activates or not.
Get on.
Why are you making such a crater stick-like failure again after being criticized so much…?
It’s the user’s fault for not speaking up.
>>85
Some weapons have really poor operability, and against large enemies with low health, it’s hard to feel their firepower. It’s because there are things that can evade with vertical three movement like Redau.
When facing a high-homing performance character like Albedo, being able to use evasion and counter effectively is what enhances sticking power. However, with the counter ending and evasion having degraded since the last installment, there aren’t any turns to attack, and the damage isn’t impressive, making it clear that it can’t keep up with the current times.
Therefore, it became clear that the stronger the opponent, the more this weapon is coming to an end.
I’ve been able to counter the high-headed ones with various actions lately, but what are we supposed to do about Wilds?
Can I get something like an impact burst?
It seems like it would be good enough if it just makes the charged step become a fully charged one.
I’m not asking for much, just get rid of friendly fire.
>>89
Buffer bead…
>>93
If that’s a good theory, then please add friendly fire to all weapons.
>>105
Incomprehensible…
>>105
It’s someone who seriously hates friendly fire!
>>120
>>120
There’s no one who doesn’t hate!
>>132
Tsuji Moto
>>145
It’s a malignant tumor, isn’t it?
>>120
I hate it… I really hate it…
I hate the guy who didn’t participate in the discussion but suddenly started making a face when it was time to take action…!
Is it possible to throw a hammer derived from Murofushi?
Pulling back with the clutch attached, or something like that…
Chargers 1 and 2 have familiar moves, and the counter charging has decent power within the hammer, ultimately leading to full spirit, so this part is fun.
The level 3 stamp ends with a spinning attack, so it feels a bit off.
Once I’ve charged to 3, I can use a full power of 1 or 2, but if I hit a single target with full power, my turn ends, so I really feel like the return for the charging time is quite low.
Since you can’t offset it, there are so few advantages to accumulating it that it’s better not to accumulate it too much. How does this concept work?
The charge attack itself is fun, so if they could make the other aspects a bit stronger and increase the hitbox, that would be great.
>>92
I want you to clarify whether the fun comes from the movement or from dealing damage.
I hope you try to become strong enough to be called a top-tier weapon at least once.
>>94
Grond Giga
Since I can loop high-damage techniques, I don’t use slams, and it was the same in SB.
It would be nice if we could offset everything in the upper part.
Honestly, it’s okay to say that a straightforward three-card hold is the strongest.
It should be fine to have the same efficient damage as vertical 3 for the rush during downtime…
Do we not need spinning attacks…? Do we need them for attributes…? If a buff is applied to charge level 3, we wouldn’t need them, right?
>>98
Since around the mid-term of SB, the level 2 and level 3 charges became the strongest, so I’ll try to make some adjustments here somehow…
It’s been a while since I’ve returned to Monster Hunter, but the attack range has gotten narrower.
Using Tame 3 in the Buke style
Charge 1, look back, Charge 2, Charge 3, apply counter to all.
Buff with successful wire step.
I want at least this much.
Is it for real to see believers in the Reiwa era?
Make it so I can use counters right after charging.
The last part of vertical 3 is a tough joke.
Compassion is not a skill suitable for the Reiwa era.
It’s not something we need in the first place.
If you really want to implement it, having an option to turn ally damage reactions on or off seems reasonable.
I like hammers because my background is from the experimental field, so vertical 3 has become the axis of my playstyle.
It might be tricky in multiplayer, but…
The twin blades have been secretly adjusted, and isn’t the hammer looking good in the final version as well?
>>109
It’s a hammer, you know? Do you think it will be done?
It’s okay if you continue to charge like a brave hammer… right?
>>110
I love the Courage Hammer, but it hasn’t really hit big…
It seems that simply mashing the R button could create various paths.
>>121
It can’t be helped since the original Brave Hammer was relatively on the minor side.
I really liked the Yuu Hammer in the second half of Sunbreak, it was quite strong.
There was also a promotion from a charged change to a spinning charged state.
I thought the same during Sunbreak, but there really aren’t any decent hammer users in the production team, are there?
When I watch introduction videos, the level of movement is too low…
>>111
In that case, it will be adjusted to become stronger so that even those who are not skilled can win.
It was sad that there was no one playing during the media demonstration when Nerscylla appeared the other day.
I have some button inputs left over from the R charge, so I can add various things, right?
If you just let go, with a triangle on charge level 3, a new technique appears; with a circle, it results in a cancel; and with an X, it results in a sway.
I want the hammer to have a very high knockout value.
When I get stunned by other weapons, I feel down.
>>115
I will make it easier to stun in this work, but if you get stunned multiple times, the down time will be shortened!
I don’t think there’s time to charge up the hammer with all your might, but that’s just how it is.
>>125
It’s over.
There must be a striking weapon that carries even more sorrow.
That guy who will never be brought back to life.
I feel like the time spent charging while moving isn’t included in the DPS.
If a charged button technique could become a powerful attack, it might be a bit easier to use.
“Friendly fire” is written as “a hindrance element.” Got it?
I want to feel good with a charged attack, so please give me a quick strike!
>>127
It’s no good because there’s sleep correction.
The concentrated attack was stronger than it looked.
Yes… I’ll hit you in the head.
I wonder if a full-body attack wouldn’t be able to deal slashing damage… like… with the image of twisting it apart…
The Brave Hammer was the best for playing solo.
>>133
Since the buffer arrived, it has become quite good even in multiplayer.
It’s the first time I can use unlimited Tame 2.
I would like a significant increase in ride adjustments because I can raise my allies!
The Brave Hammer is fun as an action, but…
It wasn’t the movement I wanted to do as a hammer.
>>138
Why? The charge is the movement of the hammer itself, right?!
It’s surprising that there seem to be few people who genuinely hate sleep correction.
If only this guy weren’t here, all those stupid mystery two-hit techniques would disappear.
>>140
Since there is no sign of it disappearing at all, I have somewhat given up.
If the hammer is charged and an ally cuts you, does it get canceled?
>>141
While accumulating, there is SA.
>>143
Ah, that’s great. Then we can hit our heads together.
I’m sad that the direction change during jump attacks has been removed…
I’m solo-exclusive, so I don’t care about teamwork or anything like that.
I thought so, but in Sunbreak, the sisters are bouncing around, and I have to say, that’s just terrible.
I think the most fatal issue is that there’s nothing to do but rely on vertical 3 or charged stamps.
The motion is too little.
It was fun because I was able to differentiate using Sunbreak.
To be honest, there’s no situation right now where I want to cut off tails, and since I can just hit the head with any physical attribute, I’m questioning whether I really need cutting attribute attacks.
The multiplier of Hien should be around three times.
Wasn’t the upriser supposed to disappear?
>>153
I fell on my butt after losing my momentum.
>>155
You’re an idiot.
>>155
I don’t understand anything…
Well, once you reach G rank, it will probably become relatively easy to use, and the real thing will start once the DLC arrives.
>>154
Can you do it moderately from the beginning?
>>156
That’s true.
Anyone and everyone seems to be getting dizzy too much, huh.
The hammer requires special treatment with no increase in resistance, like a separate accumulation.
Thanks to the focus mode, it’s become easier to hit sleep attacks with the great sword after missing the first shot.
I will unleash a more wicked and troublesome butt drop on you than a kick.
In the second half of the MR, it becomes highly resistant to stun, so you can hardly stun it without using a hammer…
It was something like this in terms of inquiry.
If you make it that strong, no one will use the flute anymore.
Isn’t it usually about a year later for the G rank to come?
Should I hibernate?
>>164
It will probably be about a year after continuing updates for about a year.
>>164
W→IB has been about a year and a half, R→SB has been about a year and three months.
I don’t really care about not being able to cut off the tail anymore, but I really want them to do something about the lack of advantages in striking.
The user is saying, “Come back after I’ve lifted you up!”
I think increasing the hammer’s firepower during a stun is good.
It feels like I can also get into the mood of using other weapons to stun more and more.
Whether you hit the foot or the torso with a hammer, it should be done in a way that causes dizziness.
>>169
Um… reduced pressure…
>>174
It’s an element that is too disabled…
I feel like it doesn’t generate as much heat as a whistle.
I don’t understand the hammer at all, but will increasing the motion value solve it?
Or is the motion itself or the operation dead?
Generally speaking, that’s true.
>>171
The current challenge is the rising momentum of the second half and slipping on my backside.
>>171
Issues like the new element being dead and the reach being too short.
If I were hit with such a big hammer, I would definitely get dizzy even from just the tip of my pinky.
But the hammer gets tired…
It’s someone who thinks that reducing air pressure is a serious advantage!
I’m not being greedy, but I would like you to separate the blind spots for the thread image and the insect stick.
In Monster Hunter, there aren’t any special conditions like “In certain situations, boost 〇〇!”, right?
Everything is calculated uniformly, so if you tweak something, it either becomes very weak or breaks completely.
>>180
Old hammers had a wonderful skill that increased attack power by 1.3 times during the moment of charging.
>>180
There are a lot of skills like that.
There was also an enhancement in hunter skills during down and restraint.
I mean, why does it feel like it’s a privilege of the bow to just perfectly evade like that?
>>181
It’s not just a regular perfect dodge… When successful, it increases the charge level while recovering the preparation arrow gauge and stamina, an extraordinary perfect dodge…
>>194
Why don’t hammers and dual swords recover stamina even when performing a perfect dodge?
>>195
There is a difference between close distance and long distance.
>>195
Don’t think that lowly beings like you can stand on the same stage as the esteemed gunners.
>>194
The accumulation phase and the new system might be acceptable, but recovering stamina is way too silly! If that’s the case, make it more difficult!
It’s strange that there’s an attack hitbox on the stick part even when it’s extended, so I wonder if extending it makes close-range attacks harder to hit.
>>183
This game isn’t one where you adjust for detailed positions like the centrifugal force being weak due to the katana or stick being the root, lowering damage and all that!
>>184
It’s not about the distance, but it does change the damage depending on where you hit in the swing…
>>183
If you make it ridiculously long like that extreme F length or a special reach hammer, it might be like that, but right now it feels like it’s already embedded in my body, and a slight extension wouldn’t fall into the problematic range.
The F’s ultra-long hammer had no practical use, but it was funny as a gag.
>>188
Actually, it has a track record as a final weapon against Algol…
>>193
I was satisfied after completing the secret techniques and paper collection for the sword, dual swords, and hammer in place of Z, so I retired.
I’m sorry.
It’s good to be able to notice decreased energy from strikes of other weapons, but it would have been better if only the hammer and horn could cause stun.
>>190
It feels like everyone is unhappy because this time the other striking attacks have been adjusted to deal subpar damage due to that restraint.
Can you at least make it as powerful as it was at its peak?
It’s not just tiring to reduce your stamina; it would be better if it also affected your stun value.
I thought there wouldn’t be any changes to the Charge Axe, but then I found out that the charging and charge actions got faster and it was no good.
Hammer…
It’s so sad to arrive at a point where I’m just hoping for something interesting.
Can you let me use the Brave style only with the hammer?
I liked that multi-no-thanks lawless hammer.
What the hammer is most lacking is political power.
The bow’s step is a master step refined from the world, so it’s not comparable to the hammer’s rushed step.
If there are no significant changes from β, I might use a different weapon this time…
At this rate, I don’t even feel motivated to keep it as a sub.
When I watch TA, I can’t help but think, “Is this really how hard it is to offset it to get this time…?”
No matter what weapon I look at, I’m told it’s slow, and it makes me laugh.