efyu_lemonardo
May I have a cookie?
Looks good, though didn't expect damage numbers to be so visible...
Damage numbers is probably the worst addition to this game so far. Most stuff about World looks great, with improvements on the formula thrown in there. But even though I can turn off damage numbers its existence hurts some of my emotional attachment to MonHun fights as this organic thing.
Damage numbers is probably the worst addition to this game so far. Most stuff about World looks great, with improvements on the formula thrown in there. But even though I can turn off damage numbers its existence hurts some of my emotional attachment to MonHun fights as this organic thing.
The only difference between having damage numbers now, and the old Monster Hunter games is that rather than the numbers being on the internet somewhere for you to look up if you wanted, you now have the option to just see it on your PS4.
It starts at this timestamp: https://www.youtube.com/watch?time_continue=2791&v=fvKE9iVz-Ig
Still don't like damage numbers and never will. As a compromise I would've preferred a training dummy in town that displayed damage values when hit. And yes I'm aware you can turn them off, that's missing the point.
I can't see the addition of damage numbers as anything but a good thing. The only previous way to see the effectiveness of each hit was to look it up, as the feedback was really only effective in telling you the weakest spot rather than the relative weakness of each zone. You couldn't really get any kind of accuracy from just fighting the monster unless you made sure to only attack one part until it died.
The ridiculously complex equations for damage obfuscated your effectiveness and made it difficult to pick between raw and elemental weapons. This time around, you'll be able to swap between them on a hunt to test it directly.
This won't help most people know exactly when to cap a monster (since most people won't be adding up their damage on the fly); they'll still need to keep an eye on monster behavior. All it does is remove the need to consult the wiki for damage info.
Some people think consulting the wiki is an enhancement to the game because it creates community involvement, but the size of that involved community is minuscule compared to the amount of people playing the game. Most (almost all) players contribute nothing to the wiki and only use it to figure out info that should be in the game.
Reason I'm not a fan of damage numbers is it feels much less organic than paying attention to monster behavior. This series has always strived for a sort of semi realism with its mechanics which was a big part of what made the hunting experience so immersive, and this kind of breaks from that norm.
Reason I'm not a fan of damage numbers is it feels much less organic than paying attention to monster behavior. This series has always strived for a sort of semi realism with its mechanics which was a big part of what made the hunting experience so immersive, and this kind of breaks from that norm.
It's no deal breaker, but I would have preferred it if there was another, more realistic way to inform players on how and where to attack monsters. For example, perhaps there could be detailed in-game anatomy charts for each monster indicating location of major blood vessels, crucial organs and their function (puncturing a lung would have a different effect than, say, a spleen or liver..)
There could then be entire missions based on dissecting captured monsters and gradually filling in these anatomy charts.
I would prefer it to be an armor skill or something but I don't think it's a big deal.
As long as it's a toggle, I don't mind their inclusion for those that absolutely need them to figure out what they're doing. Personally, I don't think they've ever been necessary with how great a job the game has always done with tells and the game also letting you figure out elemental resistances and weaknesses by simply looking at their accompanying armor pieces, but there are plenty of people in other co-op driven games that simply can't function without damage numbers.
Sometimes I wish Capcom didn't use great sword for their reveals and media.
Greatsword is a beginners trap for new players who were in awe that hunter in the video can handle a cool giant sword with such badassery...only to find out it's slow and frustrating for newbies.
You'll get a similar experience with other weapons, you just aren't punished as much for not having time to charge your attacks.IMO if anything it teaches beginners early that you can't just hack 'n slash and actually need to learn how the monsters move and attack. But I might be biased as a GS main...
I mean, I can function without damage numbers, but I'd use it because the series does a poor job of telling you how much damage you're doing at all times with barrel bombs, poison, etc. I've got 10 ballista shots, should I use them or should I just go hit the monster with my weapon instead? Questions like that will be easily answered.
Not that hardcore of a player, to be honest. I don't care too much about rare armor and the like. Mostly play MH for the immersion.You don't go online to check damage values? At some point, knowing the exact damage values are necessary if you want fast times; especially important if you're farming for 1% drops.
So it's there (put it in beginner armor sets, make it easy to gem in) so that it's easy for people to use it for research and understanding, but people are incentivized to go without it after they've learned what they need to.You'd prefer an optional feature that many players would appreciate having which can be toggled on/off to be a specific armor skill instead? Why?
Seems odd that you're bemoaning the existence of optional damage numbers as someone who never cared to see how much damage you were doing.Not that hardcore of a player, to be honest. I don't care too much about rare armor and the like. Mostly play MH for the immersion.
So it's there (put it in beginner armor sets, make it easy to gem in) so that it's easy for people to use it for research and understanding, but people are incentivized to go without it after they've learned what they need to.
The stats of equipment are such a huge deal in MH that I don't mind the addition to damage numbers at all. It'll be nice to actually see the final result of all those damage calculations that go on behind the scenes. That is the one part of MH I've always been confused about even after playing it for 10 years. To actually see how much more damage I'm dealing with a weapon that has 500 STR and 200 Fire damage compared to a weapon with 500 STR and 350 Fire damage will be informative.
By put it in beginner armor sets, I mean on top of other skills -- like all armor below a certain rank could have it. So it's not wasting armor skills etc. They'd still be there and easily accessible, so it'd still remove the need to look stuff up in wikis etc.^Why should there be a disadvantage to wanting to see their damage? It's relevant information through all stages of the game, and the series has never been good at illuminating that info in the past.
If you just want it to be obscure, that's fine. That's why it's optional. But I don't get why it's better that you have to either waste an armor skill or perform calculations via mhwiki to learn that info.
How would I be able to see how much damage my most powerful armor set can do then? How would I be able to compare my best sets with the most optimal armor skills for different weapons if I have to waste a skill slot on something that's tied to the HUD/UI of the game?
I mean, an armor skill that's completely HUD related makes no sense. It'd be like having the option to zoom in/out of the minimap as an armor skill.
I'd say the thing to be said is that you learn almost nothing from that feedback. You see only what the weakest points are with no differentiation between any other parts. If the games did this better, I could see your point. But they don't.I think there is something to be said for playing without them (and observing the feedback the hits give you),
^Why should there be a disadvantage to wanting to see their damage? It's relevant information through all stages of the game, and the series has never been good at illuminating that info in the past.
If you just want it to be obscure, that's fine. That's why it's optional. But I don't get why it's better that you have to either waste an armor skill or perform calculations via mhwiki to learn that info.
It could also be an item so you could get it temporarily without speccing your armor for it. There's already precedent with psychoserum and the psychic armor skill. That's the sort of trade I like in monster hunter. Better than having the monster appear on the map all the time, I'd think.
Please don't move on. I want to know what about them you don't like now .I fully understand that it's the simplest solution for the problem people had with needing external information to play MH, I mean I'm a gunner at least 50% of the time, I know. I'm not saying it's game breaking or demanding they remove it. I just don't like it. I'll just add it to the list of things I don't like about MH like Kushala Daora or gunlances and move on with my life.
I can answer to those.Please don't move on. I want to know what about them you don't like now .
Zin better come back.
Please don't move on. I want to know what about them you don't like now .
Zin better come back.
Unpopular opinion time: I love the Jhen Mohran fight. I hope we get something like that in this one.
Unpopular opinion time: I love the Jhen Mohran fight. I hope we get something like that in this one.
I guess it's possible. Jhen is in MvC:I.
Haha, I rarely have a reason to fight him, so I guess I don't have much of an opinion on him. I'll fight him in your honor later, since I picked up HBG a few days ago.kushala is a fucking asshole, his wind mechanic can go to hell, and I always have to farm that piece of shit a million times because his HBG is so good.
when filthy casuls post their hot takes about monster hunter combat being clunky they are wrong unless they mean gunlances.
Zin better come back.
Zin better come back.
I can answer to those.
1. Constant fucking wind.
2. Garbage weapon that looks cool but drags hunting groups down, especially when you get blown to shit by the big bang.
Dah'ren actually.
Speaking of Jhen and Dah'ren, is there actually any difference between them? I sure as hell couldn't tell, although admittedly I barely ever fought Dah'ren in 4U.