
It’s not limited to just hammers, but…
It’s fine to just roughly double the motion value.
It’s fine to be three times bigger.
Even if there were adjustments, it’s usually not mentioned in that kind of broadcast.
Detailed patch notes usually come out around the day before.
>>3
What is considered normal…?
>>8
Past works
>>3
X-Day is April 3rd…
Well, for now, I won’t send the inquiries I’ve written until the patch notes arrive.
It feels like adjusting weapons has become a norm to release all at once before a major DLC.
>>6
Didn’t the adjustments to the world come relatively early?
I got an uppercut that felt reckless like a flute, and now my firepower is about average.
>>20
It’s the first update for World.
A buff that increases attack power by 1.15 times has been added to the self-empowerment melody.
I honestly believe that this weapon has been frozen in time since 3rd.
Even if you talk about the adjustments, I won’t really understand until I actually touch it.
You just have to win in the final update of the large DLC.
Watch and see what the hammer does.
>>11
It’s Capcom that will do it, right?
>>11
Uninstall…?
I was so relaxed that it’s already past two o’clock…
I realized after playing IB for the first time in a while that the game speed has significantly increased compared to that.
Since it was my first time encountering a Gypceros, I hurried to defeat it.
I was surprised to see multiple Ryo Reia and Ryo Leus gathered in one place and getting beaten up.
I’ve probably said this a thousand times, but simply put, the firepower is low, so it would be great if they could just raise the numbers.
>>18
No, that alone is definitely not enough; additional motions are needed.
Keep rubbing the theme of weak weapons.
I can’t remember if it was World or IB, but I feel like the details of the adjustments were posted on the HP right after the broadcast ended.
I want you to make the Iceborne jump spin.
I’ve been playing MHXX recently, and I feel that the hammers from this era are pretty weak.
Isn’t a hammer just whatever?
>>25
Next, the weapon that will become the hammer frame is yours!
Despite the addition of the substantial shield role called offset, weak points are becoming more noticeable.
>>26
Well, unless you’re a psychic or just happened to swing vertically three times as a defensive measure, you can’t really use it…
Anyway, I really want them to do something about the lack of follow-ups after a trade.
Is the strongest era of the hammer in 3?
>>31
If you only look at Stan, it’s 3.
Overall, I think it will be 2.
>>31
Actually, at that time, the power was lower compared to the previous work.
One hand can achieve stun at a practical level, and both the great sword and lance can also achieve stun at a basic level.
It was a near miss situation, but underwater stuns are pretty tough unless it’s with a hammer.
Furthermore, thanks to the popularity of paralysis weapons, we get a free time to hit heads in multiplayer.
Finally, it was revealed that the color of the break gauge increases the stun value, and I was ecstatic.
In Iceborne, the gunlance was weak, but it has become stronger this time, and I predict that the hammer will become stronger in the next game.
Dependence.
After 3G, the firepower is average, but W:IB was still somewhat enjoyable.
There’s only a somewhat strong SB that has a different weapon called “Courage.”
It was all weak for over 10 more years…
It’s not just about the hammer, but I think it’s really bad that there are no new elements like counters or blade clashes that make it super difficult to use.
I thought you would announce the adjustment details since it mentioned various adjustments in this post.
In the April update, they said they would fix it, and today they will provide information at the showcase, which is basically a separate matter.
I just want them to strengthen the motion and firepower purely, now that the stance is not a strength.
The IB hammer was fun.
Isn’t it fine to return the charged 3 clutch variant? There isn’t a clutch, but there’s a hook slinger, so we can do the same thing if we want to.
The movement is complete.
All that’s left is firepower.
>>40
(I’m satisfied with that offset… I wonder if I’m an esper…)
>>40
It would be better if the movement became stronger.
Recently, when there are new moves in Monster Hunter, they tend to prioritize using them, making other motions weaker, so the strength of the new moves ends up completely dividing the results.
The P2G hammer was incredibly strong, but there were even more terrifying builds like the Laoto and the sword-draw art that transcended weapon categories, so it didn’t feel overwhelmingly dominant.
I think that point in time was the peak for hammers as a weapon type.
>>43
It was fun to just stomp around at Gravion’s feet while carrying an anchor, destroying its belly and making Gravion die.
It’s a rule of thumb to casually share adjustments in writing the day before, because discussing detailed content in a broadcast will definitely cause a stir no matter the topic.
Of course, it’s not enough just to adjust the firepower.
There are also discussions about how the motions themselves can’t change just because it’s not a paid DLC.
>>47
But if we don’t put out our requests, nothing will change…
The movement is really weak, isn’t it?
I feel a careful adjustment that makes it difficult to evade because I’m not moving much in place of a shield.
I have fantasies like wanting to add a perfect timing judgment to dodging, but even if it comes in an update shortly after release, it will probably just be some adjustments to the numbers.
It’s not that I’m playing and setting the numbers.
Are they just adjusting the numbers based on the feel while looking at the CSV file that summarizes the motion parameters?
>>53
I wonder if there was even a little extra effort to create an atmosphere.
The weapon’s characteristic of continuing to aim for the head.
The damage destruction system in this work is overwhelmingly mismatched.
I can’t even break the heads of Rathalos and Rathian anymore? I can’t break anything and I’m not getting any extra rewards.
Are you stupid?
>>54
Why do you only hit the head? You could intimidate them by hitting their wounds.
It’s not just the head that’s tender.
>>92
Could you hit me on the head?
>>92
Is it because if you don’t knock them out, the already low firepower will decrease even further?
>>54
It seems like this system will become hell when the Gold and Silver couple arrives, just like with other weapons.
At around P2G, it’s a fun time to match stamps for turning around.
Well, I can do that forever, but…
I can’t allow the face on the artwork’s signboard to get damaged…
The fact that the charged shot you desperately struggled to land is extremely weak shows that the design is fundamentally flawed.
The fact that it’s still fun to play with IB, even though its movement other than in the air is less free than it is now, is due to the strength of Charge Level 3.
The combo that zooms right up to a distance of 0 is significant.
>>57
So if you can just increase the number of Ruma 3 for now, it will solve the problem to some extent.
Of course, as has been said many times, I hope they reconsider things like motion, canceling, and follow-ups.
It would be nice if the invincibility time could be extended, even if it’s not perfect.
Isn’t it too cool to have such a rough invincibility attached to a one-handed Slur?
The moment the hammer, which only had the characteristic of dealing damage, received a stun was its peak.
>>59
How many years ago was it!
>>60
So it’s been 19 years since DOS, huh…
To be honest, it would be enough if they just gave the attack button some cancellation properties.
I’m not asking you to just hit the water, so do at least that much.
The hammer of 3 has a home run motion value of 65, which is surprising.
It would be fine if a monster got its head smashed in during rice pounding and died.
Please stop carefully creating disparities.
If we’re just talking about strength, then it’s enough to increase the motion value to the point where it can catch up with other weapons that are dodging and attacking while dodging.
Well, I need more than double that.
The development team is probably testing with a hammer that deals damage if you hit a charge level 3 anywhere.
Originally, the ideal of the hammer users wasn’t that high, as they didn’t make such a fuss even in 4 or X.
What’s even more surprising is that Rise and this time have broken through that barrier.
>>72
Was Rise that bad?
>>76
Impact craters have had their motion values significantly reduced aside from new system attacks.
That crater is a hell with a lot of difficult elements, different in character from what we have now.
>>76
4 was way worse.
Rise was really fun even though it didn’t have much firepower, especially with moves like the Stamp Leap.
It doesn’t produce power, but…
The Brave Hammer from the Double Cross era was really good.
Weapon-specific hunting techniques?
Yeah… it’s definitely a guaranteed evasion 【ready for battle】.
I understand that the return is significant when you hit someone in the head.
Because I’m really weak when I can’t hit the head.
>>74
The return from hitting that head isn’t anything special…
Other additional features… Will they also increase in mini-games?
I’m having fun, yeah♡
The double cross hammer is kind of weak, but there’s a lot of fun to be had with it.
It’s not just about hammers.
The IB was a fun weapon to use, even though its strength was nothing special.
The hammer thrower should practice arm wrestling.
The stamp is weak and has a small range.
Compared to that, home runs are nothing.
I heard that Sunbre was at a decent level even when its power was increased roughly.
>>83
Because others were strong too.
Overall, inflation has occurred.
The story about the DLC and weapon adjustments are separate, right?
I hardly see them in public multiplayer.
Everyone is holding the side that makes a sound.
“Isn’t it the same with other weapons in a combat situation?!”
I think it would be enough to just add new weapons instead of making adjustments.
>>88
How many more should I add?
Since there are sand dunes in the sandy plains of separation, I can accept that the world has become a weapon specialized in slopes.
The hammer is the strongest on the slope! I want to do that!
>>90
The world was like this before IB came.
Slope! Step! Where! I was looking around!
But it was fun.
Shall we implement Maguspa?
Rise… when it becomes Sunbreak, the motion value was drastically boosted by about 1.3 to 2 times, right…?
Given that I was still in a position about a step below that level, please understand.
I think now is more interesting and stronger than Rise.
>>96
The crater was crap, but I think the release step was doing a good job.
I wanted it to be more that way than sway.
In the past, it was enough to just turn around and attack, and simply putting a stamp on that was strong enough, but that era is long gone now.
A weapon that lets you enjoy the same familiar flavor as 20 years ago because you can’t use the new elements at all.
Return the clutch claw…
To be honest, doesn’t this game feel overly thin in content at launch, just masking it with additional elements?
Let’s attach a boost to the hammer and make it go thump thump!
>>105
When will the workshop prototype Gun Hammer no longer be a prototype?
It’s not a terrible game, but the content is just too thin.
I sent my feelings just in case at point β, thinking “this is boring…”
Since nothing had improved at all, I…
The crater was garbage, but when I hit it, I didn’t really feel good about it.
What the heck!
Sometimes when I use a hammer, I think I really like the movement.
I feel like having crater cuts is better than dealing with crater rods because I’ve developed a crater allergy and can’t make a rational judgment.
>>111
The judgment for unnecessary upward attacks and shockwaves only registers just above the ground, so it doesn’t hit those who move their heads while downed.
I think it’s only natural if there was that much malice overflowing.
The first installment featured in the showcase, the veteran king Ledau, was like this back in May.
No matter how awful it is, I have no choice but to keep using this crater…
from
No matter how crappy it is, this… with all my effort…
changed to
The Rise vanilla was also pretty garbage with the hammer, but…
The adjustments made to the katana felt so ridiculous that it seemed foolish to even evaluate the performance of other melee weapons.
In the end, it feels like I wasn’t criticized too harshly.
You just have to spin it around mindlessly, so it’s not hard.
>>116
How much do I need to spin?
>>116
I’m having trouble because this weapon doesn’t produce any firepower, even when I use it in a brain-dead manner.
It’s a weapon for how much you can pour your heart into hitting and home runs.
It’s a weapon that seems to have taken the firepower from the great swords in World and Rise.
>>128
It’s a great deal with a lot of wins!
It’s painful…
The hammer has never had a motion that generates power just by swinging it randomly since long ago, has it?
If you don’t keep using the super long gap techniques, you won’t deal damage.
Back then, it was often said that if the attack hitbox was larger and it was a single attack, even a crater-type weapon wouldn’t have received as much criticism.
Even with the garbage poop specs of Crater A, I could forgive it if it dealt damage at a level that surprised me when it landed a clean hit.
H…huh… usual…
The cancellation with a great sword feels so good, but with this one, even with that sound effect, it’s overwritten by weakness and doesn’t feel good at all.
Amazing
It was the second lowest firepower from the bottom while being dedicated to the crater rod.
If there are monsters that can barely be damaged by anything other than blunt force, there would be opportunities for hammers to shine.
>>123
Normally, wings of flying dragon types or Albedo’s chains that would usually have a high slash resistance are all squishy, so it’s fine to use slash attacks on them.
I can only think that they are trying to reduce the population of users to eliminate the weapon type known as hammers.
It’s heartbreaking to feel the subtlety of the home run’s hit detection after other weapons start to have quite dubious hit detections.
I wish they would show this much motivation for making rice cakes too.
>>126
Is Ichiyo’s release now so much faster?
>>140
The bow in Multiverse is 99% Kazuya Man.
Kazuma’s usability has improved that much.
It felt great to put a crater in after releasing the charge step.
Well, the firepower is… but…
The crater stick is no comparison to the current full release stick, seriously…
I think it’s nice to offset because I need an esper.
It is not connected to strength.
It’s a bit fun to move around in a vertical 3.
>>130
How about if doing a bow-like dodge step makes the charge MAX?
>>134
Make it Level 2.
>>134
First, I need to increase the power of Charge Level 3; being weak even after charging can’t be helped.
>>134
15+95
>>134
Will it produce power when it accumulates?
I played with Behemoth in IB for the first time in a while, and it feels really good when you land a Charge Level 3.
I feel like I haven’t experienced three works’ worth yet.
>>139
I see, I’ve been doing IB all along while skipping R and SB, but for those who have been doing it for a long time, it gets to that point…
Once the damage numbers appear, if those numbers are low, it really decreases the enjoyment.
In the end, waiting for the opponent’s turn to finish before attacking means skipping the charge stages isn’t that exciting.
A bow that can attack as much as it accumulates quickly is fundamentally different.
Just throw the hammer already.
There are so many squishy monsters that I get surprised when I’m bounced back instead.
“Tame 3 is ‘building up’ right now.”
I want to keep it in reserve for a long time.
>>147
(Isn’t it usually like that?)
The hammer in the experiment area was just a gentle weapon that anyone, including me, could handle, as it only did an “ah-uh” draw and dash with a two-hit stamp.
When you look up, you can’t help but think that the bow and single-handed weapons definitely need adjustment.
>>150
If the hammer becomes fun, I don’t care about other weapons…
>>150
Don’t disparage other weapons.
>>150
I want you to buff the lower ones instead of nerfing the upper ones.
Even if they get nerfed, it doesn’t benefit us at all.
I think the firepower will increase, but if there are changes in the fundamental movements, it would be tough during MR.
But using a bow is also interesting!
I think the armor-related ones are Mitsune, Redau, and Zosia?
I wonder if it will become a performance that changes the environment.
>>157
Please give me the ability to change my hammer.
Please hold on until May.
>>158
Do you think it’s a buff that’s coming in May?
Regarding firepower, it’s relative; when one side goes up or down, it becomes relatively stronger for the hammer.
No one wants that kind of adjustment; it would simply be better to just raise the hammer honestly.
I started playing Monster Hunter from Tri, but I’ve heard that the hammer is terrible in 4 and X, so I’ve never tried it.
After interacting with World IB in Series 3, I’ve been suffering while constantly twisting and writhing my body.
>>161
Is the X series really being that negatively perceived?
Well, I think the hammer is weak.
>>178
I was having fun because I could jump around in the aerial and hit heads at any time!
I will pretend I didn’t see the quality of the horse’s meat.
Well, they won’t make any nerf adjustments unless it’s an instant kill or something like that.
That happened because of the World’s Slash Light.
It’s fine if other weapons break.
I’m too weak over here…
Well, the firepower is sufficient if you hit in multiplayer, and if you’re not a time attack runner, it didn’t have much impact.
But I think there could have been plenty of ways to make World Hammer easier to use with countering or to add additional effects to the charging step.
Even if we start with four people on the mark, go!
I felt that the pain of thinking I’m the only one not contributing is much bigger than I expected.
I don’t understand why there are calls for nerfs when they rarely do balance adjustments in online games.
>>166
It’s easy to hit upwards.
Even though the area and visibility may be better than Gore, when it comes to movements like that of the Elder Dragon, Mitsune is also a speed fighter.
4 has a bad compatibility with riding and multi-play, but it’s not bad at all for solo play.
I can’t cope at all with the extremes and will die.
It has been like that for a while, but it seems that even the light weapons in this installment have become somewhat underappreciated, making it possible for any weapon to suddenly get nerfed at any time.
In the Monster Hunter series, even popular weapons that were originally favored can suddenly be transformed into trash due to unexpected balancing changes.
>>170
It’s a series I don’t know…
>>172
Shall we talk about the lance from DOS?
>>172
You can say that the large sword was suddenly modified drastically.
It may not have been painful for pro hunters, but for other hunters, it felt like they were suddenly treated as garbage.
The feel of the IB hammer is nice, and since the Charged 3 has become a properly strong action derived from the clutch, I wonder if the stress of charging too much has been alleviated, as I thought while looking at the flow above.
The bow’s charging shot and one-handed sliding are actions that are just right for comparison with the hammer’s charge step…
I have some dissatisfaction with the slow attack speed and the few opportunities to attack, but in the end, it all comes down to the low damage output, so if they could increase the damage, that would pretty much resolve my complaints.
I would like improvements on things like the duration of the post-attack recovery, as they affect the gameplay experience.
I wonder if Light Heavy was popular.
I think it was just that the usage rate increased due to easy earning after clearing.
>>179
It’s not a weapon that I focus on for strategy…
I think this heavy weapon has turned out to be quite a good weapon in that regard.
In competitive games, it’s unavoidable, but in PvE, unless there’s a weapon that is exceptionally overpowering and is the only option, I would rather they not nerf it and instead buff the weaker ones.
I’m already nervous about what to do if only the hammer gets ignored in the weapon adjustments.
It would be good to seek a super long invincibility during the safe charge step.
I liked the aerial hammer and brave hammer, so I don’t think the one in X is as bad as people say.
Before 4G, I had been holding a hammer for all my past games, but I realized that practicing the Charge Axe for about 30 minutes while watching videos was faster than using the hammer, and I thought, “What is this?”
A no-nonsense weapon that doesn’t have any particular advantages even if you succeed in canceling.
I had already spent over 4000 hours in World with just the hammer, so I was planning to get immersed for another 2-3 years this time as well…
It’s painful.
>>177
Therefore, it’s strange to have a tone that suggests it’s natural for something to be nerfed without providing any examples.
There currently isn’t a weapon that can finish all monsters in one minute.
Both light and heavy are fun!
Well, if it’s not efficient, I won’t bother using it.
Originally, it was used solely for convenience in gameplay and had no enjoyment at all.
When it became weak, no one used it anymore, and like a hammer, it couldn’t even raise a voice of resentment, simply dying quietly.
The X Hammer is just being made into a topic because of its hunting skill’s big provocation, but many other weapons have also lost to the W absolute evasion…
Honestly, it’s pretty rare for an MMORPG to adjust upwards without nerfing.
>>191
Online games need to be sold continuously.
Why did you give the great sword a strongest counter ability when it already has guard and shoulder as defense gimmicks?
There is nothing with the hammer.
>>192
Do you want a hammer that can guard, cancel, follow up, and tackle?