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I hope they don’t stack up after Wiles…
The effect of the wound.
I think it’s good that you get hurt when you attack.
I think it’s strange to destroy a wound.
I didn’t quite understand.
If I’m hurt, should I just attack in focus mode?
>>2
Yeah
If it were a new weapon system for just some, it would be okay, but having it common to everyone is the hardest part.
At least separate them individually.
It feels like there’s no particular inconvenience when doing it that way.
It’s a bit troublesome with multi.
Is it something like not liking to stumble at awkward times?
I don’t think it should be deleted because it’s garbage, but I don’t find it interesting either.
If it doesn’t evolve in a strange direction in the master version.
Adding special effects to damage destruction is difficult for balance adjustments, so you should refrain from doing it…
Well, if it’s multiplayer, it’s fine to just panic a bit… I hope they don’t have one of those where if you mess up the timing of the damage break, you die, at master rank.
Just remember that it’s more beneficial to break them one by one with care.
Aren’t there only beneficial factors?
What do you dislike so much?
I think both the injury and the armor had the worst reputation, but if you’re going to revive it, there must be some plan in place.
>>12
It doesn’t seem like there is anything at the moment…
It seems tough to decide which one will be more efficient in destroying the wound.
>>13
If there is a voice chat among acquaintances, it’s fine to let those who want it take it, but in public matches, if there’s time to negotiate, it’s generally faster for someone who can destroy to just destroy it.
It’s my! It’s my wound!
The system is good, but I wonder what it means to destroy the wound.
The term “wound etiquette” has even been born.
>>17
That’s just adding embellishments to a conversation about how such things might come up in the future.
>>19
It’s just that people who have nothing to do with the one who said it first are interpreting it conveniently and exaggerating it.
I don’t need a slinger, but I want a blown clutch.
I don’t mind injuries or damage, but I think it’s questionable that some weapons have special benefits from damage while others do not.
I think that after a wound is destroyed, it shouldn’t be weak.
Since it’s a game that can be cleared solo, if it’s too bothersome, you don’t have to play multiplayer.
There is only an advantage for the player side, so I don’t really understand the reason for disliking it.
>>24
There is a risk of getting yelled at by other players, though.
>>33
If you start saying that, then everything is like that, right? Don’t go multi.
>>34
The prominent one is the thread image, which is why there are various comments about it.
>>48
What is significant about being significant?
It’s fine to just roll around more and beat the monsters up so much that they can’t do anything.
Initially, in order to reflect on the clutch.
A wound system that does not require special actions → heals over time
I guess it must have been like that, but I predict that something was added because it feels like it’s lacking a punch.
(Well, it’ll break if I fire the Dragon Cannon, so it’s fine…)
Does the meat quality change with this?
I don’t understand why the wound disappears when it is destroyed.
>>29
Recently, they tend to be overshadowed by hunters, but the monsters are also quite strange, so it’s probably blocked by something like a defense instinct.
The damage from break injuries should depend on weapon attack power, right?
If it wasn’t shared with other players, I was praised without reservation.
Is it for real that you won’t hand over the strong weapon to me after all this trouble? There’s nothing else, though.
If that’s what causes a dispute, I believe issues would arise the moment weak weapons were introduced in the first place.
>>35
If that’s the case, then it can’t be cleared.
If that’s not the case, then just ignore those who scream about it.
I feel that the gunner has a good compatibility, but it doesn’t mesh well with some melee systems.
This kind of friction arises.
The hammer’s “I am the strongest!” motion for the damage-breaking attack has such a low motion value that it’s funny, so I hope more people become aware of it.
>>39
The hammer has low motion values all around, so it’s really funny.
I won’t take it! It’s fine if it’s a strategy based on vertical three, but at least give me some firepower!
>>68
As expected, the firepower of the final product will change…
>>73
Um… it doesn’t change, though…
>>77
Future person del
>>82
It says that the weapons being enhanced will indeed be enhanced.
The hammer doesn’t have that kind of thing, but…
>>90
I don’t know the attack power of damage destruction, but the power of mochi pounding was increased in the last playplayplay, right?
Is it possible to at least hide just the hood of the monk’s robe?
It’s faster to break down the ones that can be destroyed rather than spending time healing wounds because they get scared, in terms of overall DPS.
The hammer should first work on making it easier to hit with its damage break attack.
To begin with, I’ve never seen anyone getting angry over damage destruction at the beta stage; it’s a fictional topic.
There are concerns that if such a thing exists for enemies like Mumu or Mufeto, which are almost essential for multiplayer.
>>43
When facing things like Mufei or the Mufet class, as long as you don’t die, anything is fine…
>>43
It’s too rare to find someone who understands and plays with such detailed systems during the beta test.
I’ve played various games, but…
A mark that everyone can collectively hit to accumulate.
The action of destroying it can also inflict great damage.
Get rewards by destroying.
I don’t have good memories.
>>44
Well then, shall we make some good memories this time?
>>45
That kind of heavy-handed defense is a bit…
I think it was good enough just to spread the weaknesses before the big move and land a hit to knock them down.
Isn’t it silly to worry about a story that doesn’t exist?
>>47
Let me change the palm for the final version.
Rather than worrying about getting hurt, it’s better to worry about losing control because no one is focused on their weaknesses at all.
In IB, it’s rare to find people who actually knock you out and hurt you, which was stressful.
>>50
At least when I played multiplayer during the test, there were more of this.
I wonder why everyone isn’t destroying things. I feel like it’s fine to break things even though I don’t particularly benefit from it.
>>59
When I gathered with Bug Sticks in the wild, I realized that no one else besides me was really using Concentrated Celestial Fly… right?
If you start talking about efficiency, everyone will think it’s etiquette to be heavy.
>>55
During Sunbreak, the multiplayer heavy was like a wake…
– Concentrated attacks on the same area will cause damage and soften the flesh ⇒ Understood.
– If you continue to attack the wound, the wound will be destroyed (shared in multiplayer) ⇒ ???
>>56
If the injury breaks, won’t it just become more serious?
There is already a disparity in the benefits of damage destruction, and I feel like asking what these guys learned from the clutch.
In the Iceborne demo, there were no criticisms about injuries or knockbacks.
It probably won’t be a problem for a while after its release, but I definitely think it will resurface once optimization begins.
Honestly, if you can properly target breakable parts in Monster Hunter multiplayer, I think that puts you in the top tier in a random match.
Unless it’s a gimmick that must be given to a specific weapon type, I don’t care.
It’s a waste to break it with regular attacks, so it’s better to destroy it quickly.
Since it’s a beta test and not a trial version, I think you should feel free to voice any concerns you have.
The gap tends to widen like this once people start engaging with the end content.
Just set the rules and stick to them.
It’s a waste of time giving up on breaking the wounds against fluid monsters in a wild multiplayer situation where communication is impossible.
Most people are of the level where they can’t even do Mira solo, so that’s about it.
I think that enjoying improvisation is what being in the wild is all about.
The ability to inflict wounds is destructible individually for each player.
If the damage from the wound destruction was fixed, I wouldn’t have complained.
>>76
I don’t really understand why there’s a difference for each weapon.
Isn’t total damage dependent on attack power?
>>81
Stop it, because opinions like “let the strongest hunter hit the furnace” even come up when it’s multiplayer.
>>105
If it’s dependent on weapon attack power, the damage shouldn’t vary that much, right?
I think it would be fine if players did it individually without sharing wounds.
Destruction itself is enjoyable.
Isn’t it better not to buy it?
>>79
Here it comes.
Those who give feedback during the beta test shouldn’t buy the final version.
I think this is a bit nitpicky, but it feels frustrating that wound damage and limb destruction are completely separate concepts in the system; it really goes against my intuition.
>>84
I understand what you’re trying to say, even though I accept it in that way.
>>84
It’s been strange since the time of Iceborne.
There’s no way I’ll ever consider passing it on to a weapon that causes severe damage to wounds, so you can rest easy.
Well, I think it’s smoother than the last game’s clutch which was constantly getting damaged.
It’s ridiculous that Capcom is conducting a survey and yet you’re saying that.
If everyone stops buying and the prices drop, won’t they stop the damage?
It’s not really a complaint or anything, is it?
Despite aiming for realism with things like monster corpses rotting, it’s really nonsensical that wounds close up after being damaged.
First, it seems like it’s about hitting it with a slinger to tenderize the meat, which brings back memories.
If you destroy a part, you can weaken it… or maybe just go with breaking parts if you don’t like that…
Well, it’s unpopular, but some are just defending it strangely.
Was the clutch really that bad to begin with?
>>97
I think it depends on the type of weapon.
I really like it because they used a hammer.
>>97
Um…
I’m sorry.
>>97
I started after the final update, but it was fun and refreshing as an action game.
It’s a concern if the system is too strong.
The concept of destroying wounds is quite mysterious when you think about it.
I feel like I might get angry if the charge axe can’t break wounds.
>>101
If we compare the time spent dealing damage with the Charge Axe to the quick stun damage from the other three people, and if the Charge Axe has higher damage output, everyone will naturally start to give way.
Well, it seems like it wouldn’t be a problem as long as the Charge Axe is actively destroying everything constantly.
What were they thinking when they designed such motions for the Lance and Switch Axe’s Weakness Exploit?
Is it that I feel a lewd sensation as I poke at the wound?
Will the jewel not get hurt?
It feels like using dual swords might be better off avoided since they have unnecessarily long motions and often deal poor damage.
I don’t really like hurting others; mandatory stuff like Mugetsu is just boring.
It was great that the blow-off had a risk-return.
A part of the enemy’s body is glowing, so target that! It’s a bit cliché.
I don’t understand how the buff applies to this with the wound destruction…
I liked that the clutch definitely causes damage to the head rather than just scratches.
Weapons like the bug stick that gives you triple color extract from break damage have a really big benefit.
>>112
I wish they’d give something to all weapons.
I think it would have been good if it was a simple mechanism that permanently softens the texture of the meat when damaged.
>>113
Wouldn’t that just result in hitting the same area and create a system that’s the exact opposite?
>>113
That’s the same as WIB.
It was probably only as fun as getting hurt by a lance.
Well, it’s better to go solo, but if you don’t play multiplayer, a forced punishment multiplayer will come, so everyone, please play multiplayer.
I think it would have been intuitive if it was a system like “stick slime molds on and smash them to explode!”
But you might not want to hit the exploding slime mold.
I thought that if a small cling with a clutch claw could cause damage, then regular punches would definitely cause damage in IB’s damage system.
>>120
It seems that when you cling on, you can target the gaps in the armor or the opponent’s weak points, Hunter.
The reason you can slice easily with a knife is probably due to that.
It seems like this work is not going well.
Let me break this flute too~
Just because it’s a new release, there’s no need to overdo it; focusing on the meat quality and part destruction is enough.
It’s not an element that would become monotonous just by following such a series.
Destruction of a wound seems to worsen the injured area.
After destruction, it’s good to weaken it, yeah…
>>126
Whoa… such amazing regenerative abilities… that’s for sure so far.
I wonder if it would have been nice if the body destruction had been renewed…
It feels like it’s before the release.
>>128
Once it’s released, we’ll probably be more engrossed in the game screen than getting caught up in this kind of trivial talk, that’s true.
I think it would have been good to have unique actions and extras for body destruction.
The clothing was unpopular.
I thought it was a pretty good system.
>>130
I like everything about you except for your appearance.
I want it to come off on its own after the effects are over.
>>133
Yeah
>>133
On one hand, I think that it would definitely be stressful to have gaps arise that are unrelated to your own actions…
Can you keep going without stopping if it feels like peeling off rather than taking it off?
>>130
The appearance is…
>>130
It’s not just about being hurt, but I really dislike being forced into shitty elements or rituals that rely on a convenient system.
>>130
Taking off my clothes and creating openings during a fight is just harassment…
>>150
I came to play without really knowing the game.
I wonder if there are people who get enraged when they get hurt.
But if I slash upward with a great sword, you’ll get angry, right?
It’s simply enjoyable to actively intimidate through weakness attacks.
>>138
It’s nice that you can create opportunities for yourself.
>>138
During a weak point attack, the enemy is guaranteed to flinch, so being able to perform long actions that affect the entire frame is unique.
If the guns’ drill doesn’t flinch, I can’t unleash it completely, so it ended up being treated as a garbage technique.
If you attack, you’ll get hurt.
Attacking a wound makes the wound heal. It’s incomprehensible.
The veteran individuals already have many scars from the start! So far, I think it feels good.
The areas around the injuries might be a bit unclear, but separately, there’s a chance to expose weaknesses during the openings before and after the opponent monster’s big moves, and if you successfully attack those weaknesses, you can trigger a special knockdown. I don’t mind that they’ve added this counter element.
>>144
As I mentioned above, that’s fine, but what scares me the most is the disparity created between multiplayer sessions and weapon types.
If you cut the tail, it would mean the wound is exposed all the time, right?
Was there any bullshit element like rituals or premises in the outfit?
It’s just a simple buff with a time limit, so it’s not essential.
>>148
You can clear Malaboreas even without it.
It feels like there wasn’t a strange specification that assumed the use of armor, even though it is strong when available.
I wish there weren’t disparities in advantages based on the weapon for injuries.
If you complain about getting destroyed in multiplayer, I’ll just ignore it.
Despite trying to make it happen, they prepared a dedicated counter.
It was not good that Michi was a pachinko game because of a lost item.
This injury will naturally occur if you keep getting hit, and it also leaves a gap after a big move.
So far, the texture is not bad, but… with the W series, it’s like Mamu or Muhe.
It seems that there are essential multi-content that will take years to be alleviated, so it depends on what happens there.
I have some thoughts about the limitations in multiplayer, but I quite like the injury system itself.
I love it when the dragon cannon goes bang.
This time, the insect stick is in focus mode and has a shared fate.
Make the outfit only for concealment and remove the time limit.
Well, I think it was added to create a good sense of cooperative play…
Is there really a disparity as much as they say in the multiverse?
It won’t have much of an impact on time, right?
From the perspective of players who are particular about their coordination, it’s frustrating to think, “Why do we have to put that tacky hood on our cute hunter?”
The actual appearance is terrible.
>>161
During combat, isn’t it fine to not really look closely at the hunter anyway…?
Well, I think there are individual differences, but…
Isn’t it better if leaving a wound untreated heals it over time, but if you keep hitting the wound, it persists (and if the wound lasts a long time, it’s easier to move to a different area)?
They said in an overseas interview that they are not considering any content for up to 16 people at this time.
Well, it’s hard to understand which weapons have benefits from breaking injuries and which do not.
I think it would be better to change the fact that when using dual swords to down an opponent with a multi-hit break (weak point attack), the opponent can sometimes get up first due to the length of the motion.
The wound itself has only benefits, so it’s fine.
>>166
I wish it could be destroyed by Levi in the establishment of injury destruction.
With a bow, you can stun the enemy with homing and then establish a damage break with Kazuya.
>>159
Just when I tried to take them down with a flash, I get interrupted by them taking off their clothes…
>>167
If you’re worried about such a short amount of time, take it off as soon as it breaks.
>>171
“Stop what you’re doing during the rush and take it off…?”
>>177
I don’t know if they’re always punching because of their play style, but if they don’t take off their clothes, the cooldown doesn’t start, so isn’t there a bigger advantage to undressing?
I had a hunch, but isn’t the encounter rate with people who are just pretending in Monster Hunter threads pretty high?
It’s nice to follow up a big move from the Redau type, but attacking the weakness that stops a big move from the Kuma type is also fun.
Which one is the air player?
It’s fine if it looks uncool when I’m wearing it separately.
I want it to just come off on its own once the effect is over; it really bothers me for some reason.
I wonder if the mouth right after a breath attack is a weak point for things like Rathalos.
>>174
By the way, can you take a look at the short timing of this Baralahara’s weakness exposure?
You say there’s nothing but benefits, but isn’t it just going to be treated as a condition again?
>>175
I think you’ll understand that it’s completely different from the IB wounds once you play it, but are you okay in the head?
>>175
It’s amazing that it became a flesh quality based on injury, not just randomly assigned and not a normal attack.
>>185
I think Capcom will do it…
It looks interesting, so I’ll save this reply.
>>193
It’s fine, though it might just be a waste of effort.
Was I the only one thinking that I looked cool doing prone shooting in my costume like Morizou?
Seeing them sticking to the enemy and causing a commotion reminds me of Dogma Online.
If you’re worried about the monk’s robe, then why not just not use it?
>>179
I just denied the kid who said “You’re a poser because you can’t take it off!”
As a sword user, I think it’s nice to have the gauge regenerate quickly.
In the end, it’s all about adjustments; if it’s made with flaws, it’s tedious, but if it isn’t, then it’s advantageous for hunters and feels good.
If the costume can ultimately be made to look off, that’s good.
No one cares about the talk of wounds anymore.
I’m more worried about the extreme.
I was grateful because when I entered focus mode, it behaved like a lock-on.
When the difficulty is high, they regularly pull off amazing things, so I don’t really trust them that much.
This time, you can recharge without taking it off, right?
Even if I have thoughts about it, I can’t seem to get on the side that criticizes.
Ew, gross!
There are a lot of guys with gleaming eyes who want to hit in the Monster Hunter threads.
Not only do I want to hit, but the causes and solutions are also written out…
Well then, let’s talk about the Charge Axe.
We should implement a devil cat.
The recent Monster Hunter complaint thread has a similar level of quality as the V sticky here.