
I think the flute is strong, except that the available flutes are limited due to the relationship with the melody.
Are the top two really that unfortunate?
It seems that something important is not included…
>>3
“Somewhat” unfortunate because
>>3
The one that’s not included is not just a bit of a problem.
>>3
“Somewhat unfortunate”
When you get used to light and step shots, it becomes enjoyable.
When the light skills come together, they suddenly start to produce a really satisfying amount of damage.
That is not just a bit.
I think the dual swords are quite overshadowed by the single-handed weapons.
The behavior of Levi with dual swords, accumulating the demon gauge while destroying damage with minor wounds, is kind of strange, isn’t it?
>>9
It’s like something that extracts essence from a stick.
>>9
I laughed when I heard they said I was healing a monster’s wounds.
>>34
Is it a healing attribute?
In the first place, I have no intention of comparing my favorite weapon to others.
It’s fun to use, right? That’s good, isn’t it?
The light is basically the same because most of the additional elements are just junk.
Shotgun, please do something about it ❤
>>15
I’m going to do it, so no good♡
The twin swords are a punishment for the havoc caused in Sunbreak.
>>16
If something like punishment exists, then it would be first the bow.
It’s more like punishment, but this is generally what the higher-tier twin swords are like.
The flute is unique, so as long as we are not in a situation where there are only mediocre melodies, it still has a certain role.
The Charge Blade suddenly became like the Charge Blade from Monster Hunter 4.
The balance of this work is relatively well-organized with these four types and a little bit more, isn’t it?
It’s somewhat unfortunate, but it’s definitely fun to use.
I’ve tried using Heavy for the first time, but even when I charge a concentrated attack, it doesn’t deal much damage.
It’s not that interesting to use, or rather, it just doesn’t feel right.
The light one might still be more fun to use.
>>24
I decided to treat it as a sub-weapon that just fires opening attribute bullets and then ends up being a mess.
>>24
Just use the Secret Ride to penetrate and shoot attributes.
If there’s a big opening or if I’m down, I’ll use the Gatling.
In the end, since it’s PvE, as long as it’s not weak to the level that makes it painful to use, anything can be managed.
It is more important to have elements that seek enjoyment and comfort rather than strength.
I don’t know about the others since I haven’t used them, but at least the flute is fun.
I understand that it’s a weapon that actively targets situations like when the chains of Alshberd are fully extended or when the railgun of Redau just fired, but the expected damage output is still low for dual swords.
>>26
Due to the 100% revival
While the two types of crossbows are made difficult to use, the bow is happily bouncing around.
>>27
Gatling-kun is all Gat-Gat, so I don’t have much dissatisfaction. Gat.
Other techniques are just no good, yeah.
>>41
It’s not like it’s completely useless even if you shoot normally!
>>50
You unnecessarily increased the gap by making it a three-shot burst…
There have been whispers that shotgun close-range shots were outside the effective range in the world.
I’m feeling like, “Was it really like that?”
>>29
That’s right.
I’ve been using Heavy for so long that I remember it.
>>45
I only use heavy weapons too.
Rather than direct shots, it should have been the easiest to focus the special sight in IB and embed it into the opponent.
The light weapon continuously makes a pleasant sound when sticking to the weak points with a standard three-shot burst, and it’s irresistible.
Concentrated weak point explosions feel good too.
I’m honestly concerned that the additional shot doesn’t justify the follow-up damage due to being too stiff.
It normally consumes ammo too.
Each weapon has its enjoyable aspects, but why is the hammer just purely unfortunate?
>>31
It’s fun to get into a pro-han mood when you keep landing counterattacks! As for the DPS, well…
Shotguns have low firepower and high recoil, making them difficult to use with light weapons; you need to fight at close range, which is a tough combination.
It would be better if it were heavy.
The Charge Axe fits in this area.
>>33
You can’t become stronger with axes unless it’s a just guard, injury, riding, or a clash of blades.
GP has a just guard mechanic for other weapon types, but for some reason, it doesn’t exist for the Charge Blade.
The only complaint I have is that the Charged Axe’s charged double slash and elemental release slash are way too slow during combat.
The unexplained stiffness after guarding and the ineffectiveness of pre-inputs are probably common complaints for all weapons.
>>35
Other weapons aren’t like that around here.
>>39
Yeah…
>>46
The order is to perform a guard instant transformation attack with the Charge Axe.
Maybe that behavior over there is causing trouble.
>>46
Since I started using the Charge Axe, I thought, “Wow, the movements in this game really prioritize weight!”
>>72
You should try swinging a different weapon for once.
Great swords and such are recommended.
Even with the heavy ones, using the normal ones is overall stronger, so I forgot about the shotgun.
I want the bullet to be added with the hide button update.
Keep the light on attack with R…
The one-handed sword has almost no stiffness in any actions.
Could it be that carrying a Heavy as a secondary weapon, starting with a Gatling, and then switching it out is the correct play?
>>44
It’s quite bothersome to bother switching, and considering the game speed of this title, it would be fine if I could take my time to defeat enemies, but even going out of my way to use Secret feels like a hassle.
The light deals amazing damage with concentrated weakness attacks, so it’s surprising.
>>47
It’s just incredibly hard to hit.
>>47
When the charge shots explode and break 2 or 3 wounds at once, it feels really good with multiple 400s or 500s popping up.
>>75
When wounds are destroyed all at once, the damage upon destruction increases.
It might be because the number of downs decreases as a result.
By the way, the multi-lock missile for the bow also naturally has the same specifications.
Additionally, this damage can be increased by 1.3 times with Destroyer King Level 3.
>>47
It looks like it deals a lot of damage, but it takes about 10 seconds to charge and aim, leaving a gap afterwards.
Even though I’m shooting normally, I can only win in DPS when I do simultaneous explosions at around three spots.
>>82
But it feels nice to see big numbers, doesn’t it?
I will save up again today to see that.
>>82
By attracting the attack and dodging with a recoil action while causing an explosion, you can incapacitate the enemy and use it as a powerful action to attack in moments when you normally can’t hit.
I love machine dragon bullets, so this heavy weapon that can continuously fire while swapping is the best.
What grudge does the development have against shotguns?
>>49
There are probably quite a few things, right?
>>49
I guess my parents were tortured and killed right before my eyes by the heavy defense shield.
>>49
It’s a development of the World series, so I think they’re extremely resentful…
The dragon heat mode has no good points at all except for the gatling.
>>51
Offsetting is not entirely useless.
The handling of direct hits was so naive that there was even a period when there were direct hit bullets, right?
If only the flute had its own survival motion…
It’s been quite a while since the light has come to this frame.
By the way, was there something?
I think separating item my sets and bullet replenishment is a deterioration.
People carrying a crossbow really put up with a lot.
>>58
Yeah, I think it’s really terrible.
Bulk replenishment is easy, but I often forget it.
>>70
What’s up with the fact that bulk replenishment doesn’t restock items that have been used up?
In recent years, it’s rare to see a crossbow with average performance.
>>60
I think the firepower is appropriate.
I would like the play feel and death elements to be improved somehow.
>>60
If handled properly, Heavy is a top-tier weapon in terms of firepower.
It’s become a bit technical, so it’s no longer easy.
It’s an old story that the twin swords, which were supposed to have discarded defense for offense compared to the one-handed sword.
Right now, I think it’s stronger to drop the one-handed sword and hold a shield with both hands to strike.
You won’t be able to cut off the tail.
It’s no surprise that the crossbow was treated with disdain from the perspective of development, as it really did feel like a joke.
>>62
You guys made it, right!
If the shotgun continues with the current recoil, I don’t think it would be wrong to increase the firepower.
I still think the DPS is inferior to other ammunition…
There aren’t many times I’ve gotten stuck after guarding, but…
It’s your story that started with the shotgun heavy, right!!
Well, the crossbow is fine just like this every time.
Equipment → You can go to the bullet replenishment from the My Set list, but I really think it’s a flaw that you have to input extra keys to replenish ammunition just by touching the item box.
Heavy is always happy just to have the gatling as an unusual action element, and with the increase in secret riding, there’s so much to do.
The top right is always well-received by the party members.
I will dance today carrying the queen recorder.
Even the bow, which is the most favored among the three types of gunners, is not a top-tier weapon, indicating that gunners are quite restricted in this game.
In the past, the light bowgun and dual blades had the image of being the two strongest.
Other than the trend of easy high power lights that has been popular since long ago.
It seems like a weapon that almost no one uses…
A true light specialist doesn’t see it at the flute level.
>>87
I cleared Rise with a light.
It’s not even a matter of differentiation; it’s simply that the shotgun is dead.
I can’t say it’s balanced even if my mouth were to split open.
Well, it’s true that I mercilessly wiped out enemies with Nel and the spread shot heavy.
I feel that as one type of weapon, it is lacking in various aspects, but it can still be fun to use…
The flute in this installment is one of the best crafted in the series, but the lack of guard and counter makes it difficult against certain monsters, and the low damage output is hard to overlook.
Riding on a Garuku made combat feel like a game, but I thought the Heavy’s secret cavalry style had a surprisingly strong level that wasn’t just a joke.
That’s just fine, just like that!
The slash and scatter were mishaps in the World series and have reoccurred in the Rise series…
>>93
In Rise, I messed up with the piercing ammo too.
>>93
You’re saying it’s a repeat offense, but it’s Capcom who made the adjustments, isn’t it? No way!
Leia’s penetration light feels incredibly good when it’s the right match, and it becomes addictive.
However, Uzutuna, which seems to have good compatibility at first glance, is really tough.
It’s not about whether the motion is strong or weak, but the fact that it’s fun that matters.
>>95
This is generally the Charge Axe.
It’s been said above that the axe enhancement and GP (gameplay) have been mentioned, but just that scratchy sound is already enough to give you change, and because it’s a true Just Guard, there’s a satisfying feeling when you properly Just Guard the opponent’s attack.
>>95
This hunting horn is exactly it… The attack aspect is the most fun ever, so if I can just add dodging or actions with invincibility time, I wouldn’t have any complaints.
I’m using the light, but the shotgun is really trash; other than that, I don’t have any particular complaints.
If I had to say, gathering materials for attribute bullets is a bit tedious.
>>97
Buying it is faster, you know, attribute bullets.
>>107
I want materials for when I want to craft if I run out of ammo during battle.
>>97
The light’s shotgun isn’t weak, is it?
I don’t understand why the heavy weapons have recoil.
>>113
It’s not weak in the sense that it can defeat monsters normally.
Compared to other weapons and bullets, it’s really weak…
Are you saying that attribute rapid fire and scatter shot heavy did something wrong?
No blood or tears.
>>99
Which mouth?
Since it’s hard to offset with a hammer, maybe we should triple the motion value when successful.
>>100
Right now, it’s about the somewhat unfortunate weapons.
The penetration light clearly has performance that is hard to say is unfortunate.
>>101
When it comes to step shots, the gaps when shooting normally have become ridiculously short.
I think it’s a part that could be corrected at any time.
If it’s world development, then of course shotguns and slashes would be hated.
I often see people using Chux online.
The person using the flute may not care, but it’s really appreciated by the members.
The dual swords look fun to watch.
There are periodic times when we wonder which is better, light or heavy.
Hey, is that hammer discrimination?
The flute expert was lamenting something.
But most people aren’t concerned about the firepower produced by the flute.
>>106
Although it doesn’t reach the itchy spots, it should be able to produce power if I try hard enough.
Someone who has been doing veteran Albedo in the three-minute range has appeared recently.
>>159
That’s only possible with the resonance rapid fire, and it’s only one-third.
Why does the punishment for the shotgun heavy come to the light…?
>>108
You were using shotguns strongly with the light in SB, right?
Mr. Fuei may be unfortunate in terms of firepower, but isn’t something strange going on when looking at defense and recovery?
>>109
It’s almost impossible for four flutes to gather together, so the balance is just right.
I don’t know the flute that doesn’t dance.
>>110
I don’t like the time when I can’t dance.
The power-up of the Wiles flute is about 1.1 times.
Isn’t it faster to come with a weapon other than a flute?
>>112
Even if you’re looking for efficiency in multiplayer, there’s no point; just go in with the mindset of “Thanks, horn guy, for the extra firepower!”
>>112
If you want to master speed, it’s faster to hunt solo…
I have no idea what the flute is doing.
>>116
All I know is that I’m dancing and making the floor shine.
>>116
I have no idea what they are doing, but it’s certain that they are helping me in some way, so I’m grateful…
Since we’re talking about weapons, Mr. Hammer, please head over to that tool section.
There was also a nonsensical feature where the judgment for the Just Guard came with a one-beat delay in the charge blade.
I can’t keep up with the speed of the world, so evasive performance and cunning strikes are my lifeline.
>>122
Is that so…?
I thought it would be more successful to guard a little earlier than Vita.
The flute, please do something about pressing multiple notes at the same time quickly.
My motivation is really down.
I don’t like the flute that’s not playing.
Many people might choose dual swords based on the visual aspect, regardless of whether they are strong or weak.
>>126
When I see people sliding down Jindahado’s back, it looks like they’re having a lot of fun.
Perhaps it’s not chosen based on being strong or weak.
It’s terrible that I can’t find a single crossbow that can shoot slicing shots.
I wished they had at least prepared one, even if it was just meant for tail cutting…
The hammer is a seriously underappreciated weapon…
If only the Charge Axe would give me the Axe Hopper, I would continue to use it no matter how weak it is.
The firepower of the flute itself is at best on par with the hammer or slightly better.
If you’re looking for efficiency, then something other than a flute is better.
>>135
Stop saying things like a flute that can’t support the hammer.
>>135
It’s not a weapon to be used for individual firepower, so that’s fine, but I can’t help but think there should be something more to the way of fighting that becomes unstoppable and equal exchanges.
>>163
In the first place, being weak in maneuverability also includes things like the sword and shield…
The flute in this work has various things coming out sideways, so it has become a bit easier to understand, right?
Dual swords have the best motion style.
Until now, the series has been one where it was all about the gunner class for runs.
It’s okay for close combat to be this strong in this work, right?
>>139
In Sunbreak, the dual blades were circling around, right?
I defeated the Goramagala with solo strength level 4 using dual swords in 4 minutes and 30 seconds.
Considering that I’ve taken quite a few hits, I feel a significant potential against opponents weak to my attributes.
What is the current state of the insect glaive that had its extract weakened?
>>141
The best extract management in the past is comfortable.
I have become a child who doesn’t need reinforcement.
>>141
I defeated the veteran Albedo in 100 seconds and became top in the time attack.
>>141
When you hit in concentration mode, the bugs automatically collect the extract.
Is the Switch Axe strong in this game?
>>142
Although it has power, if it moves around like Gore, I’m only worried about what comes next, and there’s not a single weapon that I’m confident in.
>>142
The full release has definitely become stronger.
Main attacks can also be enhanced by chain blades and devouring garments.
Both are great in terms of specifications, which is something I appreciate right now.
>>142
Below average…?
There are no evasions or guards, so the mobility is weak, but the damage output is somewhat above average, so it’s manageable to some extent.
I think saying “shotgun isn’t weak because you can hunt with it, so the hammer isn’t weak” is about as meaningless as it gets.
It’s really weak.
When it comes to Zangetsu, I can’t help but laugh at the story you started.
The Charge Axe when pushing for axe enhancement is really tough.
It feels like a great sword whose firepower has decreased due to an increase in pre-ceremonies.
When rapid fire became an external ritual, it was the most unreasonable from the start.
Personally, I don’t want to touch it next to the hammer.
It looks cool, but please don’t bring it to the online space.
What should I do with Gravilight?
I thought it was a rapid-fire torpedo, but it was taken by the monkey light.
What can you do with just one more crimped dragon bullet?
The Charge Axe is a weapon that cannot do anything if it has no wounds…
The dual swords not only perform Levi’s slash but also become faster in the demon transformation state… does it?
>>157
The consumption of stamina is so ridiculous that it doesn’t seem to have any particular benefit.
If I run out of ammo during a battle, I just give up and use standard bullets.
It would be great if Nata would come along with us more often and keep gathering materials by pulling weeds and such.
What is a “genki dan”?
It doesn’t seem like there’s anything even if you hit it.
>>162
The other person gets tired.
It knocks you out when you hit it on the head.
It was also fun just shooting a bunch of slicing ammo while staggering the monster with piercing shots and watching them die.
The dual swords are a problem because the end content is none other than Arshberd.
It deals quite a bit of damage to those weak to the element.
I think one-handed swords and bows are probably more suited for the real thing.
>>165
I want to believe that the Light’s attribute rapid fire can go that route as it has decent firepower.
I can no longer use my super output right away, and even when I do hit, it’s not strong. I can’t deal damage without the axe, so I only use just guard at the start.
Just having one recorder changes the rate at which recovery items are consumed.
First of all, Monster Hunter is not a game where you have to choose weapons so rigidly.
Well, there were works that made me want to choose them.
>>168
It’s not about firepower or anything; what’s important is whether it’s fun to use or not.
It’s already like a concept that the flute can’t produce firepower on its own.
If it can apply buffs and has strength, then other weapons wouldn’t stand a chance.
>>171
I’m sorry, but it seems there are weapons that don’t have as much firepower as the flute.
As usual, after preparing my gear, I can take down a seasoned Albedo in about 4 minutes, so I don’t feel any disadvantage in terms of firepower.
The biggest benefit of the flute is that it makes multiplayer enjoyable.
The light has a surprisingly strong Lv2 poison bullet rapid fire.
It can shoot faster than regular bullets and can poison with one or two shots.
Levi is amazing.
Since all the wounds on the path must be broken in one go, it is almost an act of harming our own side, but if we don’t break them, enemies can move during the operation, leading to guaranteed hits.
It’s strong, but the handling is too poor.
Regardless of the relative evaluation with other weapons, isn’t the flute continuing to get stronger compared to past versions among the flutes?
Nata
Watch me now.
The hunter started playing the flute while dancing in front of the monster.
Hey, you used to be able to cancel, right?!
While saying that, I was being carried by the cat taxi.
When I tried to feel good with a step shot, I ran out of ammo and felt bummed…
The hammer can be talked about individually rather than as part of an underdog group…
When doing multiplayer, you tend to see a lot of lights.
No matter how many seconds you say for the veteran Albedo, it’s completely different whether it’s a star or a star 5, so it’s a bit…
Shotgun rapid-fire and chase shot are amazing!
There is a bit of recoil, similar to a dragon’s cannon.
Using dual fire swords makes defeating Gore Magala really fast, doesn’t it?
I wish something could be done about the critical range being so narrow for bullet trajectory enhancement, which seems like it should be counted as a firepower skill.