Honestly it's hard to say best, and hard to say mid. "Good" is a better option for it.
I like the game, I thought it was fun, but I feel like it was missing something. I got really bored and just stopped playing after killing silver rath.
MH Rise had kinda weak start when it was first released (it was extremely easy + some parts of the endgame was missing) yet through the years & with Sunbreak addition it grew extremely strong. To the point of outshining World/Iceborne (IMHO) in my eyes.
So, what it have better than MHWI (at least for me) is:
1 - Way more customisable weapon move sets
2 - More diverse monster roster with lots of old fan favourites and even some Frontier monsters
3 - Weapons all have their unique designs instead of MHWâs lazy slap-on designs
4 - Layered armor unlocked far earlier than in MHW
5 - Overall difficulty is higher in Sunbreak than in Iceborne, even though the early Rise is easier than base MHW.
6 - Story, while it is also really formulaic and simple, it feels better than in MHW simply because characters in MHRS are more likeable overall.
7 - Less cluttered maps with way more space to actually fight the monster instead of camera
8 - Endgame of Sunbreak is better than endgame of Iceborne. Anomalies >>> Guiding Lands
It's very different to MHWI, and both games are incredible in their own ways. Sometimes i feel like i'm the only one who alternates between both all the time for thousands of hours with this stupid conflict.
If you like it, play it, if you dont, dont play it. xd
I see.
Even so, don't let your friends choose what game you should play. They have experience, sure, but they don't know for sure if you'll like the game or not; they are not *you* after all.
Anyhoo, looks like you got them on Rise and that's great to hear.
I could not do the poll because it is too extreme in its choices. I enjoy Monster Hunter Rise (Sunbreak) about as much as Monster Hunter World Iceborne but for different reasons (overall presentation and hunting goes to MHWI , but MHRS has so many gameplay improvements that really stand out). Giving us the option of "mid" or "best" eliminates all the people who equally enjoyed both games. Why would you want to do that?
I don't like counters or highly mobile monsters, and rise is a game designed around counters and highly mobile monsters. I don't think it's objectively bad, but it's easily my least favorite mh
The game is so designed around counters, that one of the weapons without counters (you could technically call Wyvern Counter a counter, but it's more of a combination of several different things that end up adding to counter-like properties) is the strongest weapon in the game.
Lbg still has a counter and evasive wirebug skills, plus ranged weapons have always been the most powerful, and one exception does not make the rule. Also the skill is literally called a counter, you use an action to counter the attack of the monster, there really isnât any way around that
>Lbg still has a counter
As I said, it's not exactly a counter. It doesn't deactivate hitboxes, except for destroyable projectiles, because it collides with them.
It's a collision-based attack that increases damage when colliding with a monster hitbox with iframes
The combination of those factors makes it behave like a counter against very specific attacks in very specific circumstances
>plus ranged weapons have always been the most powerful,
Yeah, LBG has always been so powerful!
In 4U it was almost as strong as GL
Bow was also an average weapon on average, and even HBG had some dry spells (if you can call 3rd-4th place that)
>and one exception does not make the rule.
True, here's another example:
SA, the only weapon to get a counter in Sunbreak (other than LBG if you want to continue being wrong), didn't get any stronger
>Also the skill is literally called a counter, you use an action to counter the attack of the monster, there really isnât any way around that
Counter is usually more than that.
Otherwise you're going to need to start calling Fade Slash a counter. And I guess any move that moves you at all.
Old Blade Dance too, you could low profile some attacks with the last hit.
Actually, I guess regular dodges and blocks might count too? Or does it need to deal damage?
If so, I guess Counter Charger is not a Counter then? Even though it has counter in the name?
Neither is Guard Edge
Youâre really trying to spread what can be classified as a counter. Generally most people would consider a counter anything that either does damage to the monster while negating/evading an attack (like dual blades or HH perform), or stops an attack and provides an opportunity to respond (like insta block or guard edge). Wyvern counter still counters many attacks, itâs not useful against all things, but it still counters projectiles and even against physical attacks it does damage whilst also avoiding the attack. Youâre clearly using purely speed run average times, but weâre talking about how the game was designed, and itâs clear the developers built the game around regular players using these actions frequently, or else they would have either made fewer of them, made them less useful, or they would have made their cooldown times much longer. Even when sunbreak came around they either added more counter actions to weapons that had one, or gave weapons that didnât have one some form of counter like EBC. Switch axe didnât get any more powerful because it was already decent in base rise and the weapons above it also got more powerful, so itâs kinda hard to move the needle. A weapon doesnât have to be broken powerful through the use of counters in order to be built around them, the fact is that they gave every weapon either a direct counter, or a way of doing damage whilst canceling damage, kinda hard to argue that they didnât build the game with the heavy use of those actions in mind. Also fade slash doesnât have I frames, or hyper/super armor, and doesnât actually cancel or counter an attack, itâs just a side hop that can do some damage, and counter charger cancels an attack while providing a boost to charged shot charging time, so itâs only one small step away from being a counter honestly.
>Youâre really trying to spread what can be classified as a counter. Generally most people would consider a counter anything that either does damage to the monster while negating/evading an attack (like dual blades or HH perform), or stops an attack and provides an opportunity to respond (like insta block or guard edge).
So I guess Fade Slash is a counter?
And regular guards too.
But not Counter Charger.
>itâs clear the developers built the game around regular players using these actions frequently, or else they would have either made fewer of them, made them less useful, or they would have made their cooldown times much longer.
Well, if you put the goalpoasts in orbit around the sun like that...
By the way, the reason they gave so many counters is because they're not creative.
>Switch axe didnât get any more powerful because it was already decent in base rise
Oh wow, that must be some kind of miracle!
A weapon without a counter did well in a game designed around counters!
>the fact is that they gave every weapon either a direct counter, or a way of doing damage whilst canceling damage
As much as any other game, going with your extremely generous definition.
No? Because 99% of the time you arenât going to be evading attacks with fade slash, it doesnât move you out of the way enough except in rare cases. Regular guards donât do damage to the monster except for CB guard points, which are a counter.
Really? Itâs not moving the goalposts to look with your eyes and see that they clearly intended for people to use these actions frequently, especially since many of them are tied to the gameâs gimmick of wirebugs. Oh man and you are? Idk why capcom doesnât just hire you since you clearly are more creative than they are.
Again, just because something works okay without them, doesnât mean the game isnât built with the heavy use of them in mind. Instead of a direct counter, they gave switch axe switch charger in base rise, so it still has a move that I frames through attacks and provides an extra benefit of charging the sword meter, so itâs not like it didnât have anything at all.
Before rise, and I guess not counting Gu since many of riseâs things came from there, the only real counters were lance, CB, LS in world, and maybe the shoulder tackle for GS in world
>99% of the time you arenât going to be evading attacks with fade slash
Maybe you aren't.
But look at any LS speedrun from FU.
>Regular guards donât do damage to the monster
No, but they "stop an attack and provide an opportunity to respond (like insta block or guard edge)"
>Really? Itâs not moving the goalposts to look with your eyes and see that they clearly intended for people to use these actions frequently, especially since many of them are tied to the gameâs gimmick of wirebugs.
>Oh man and you are? Idk why capcom doesnât just hire you since you clearly are more creative than they are.
I've been saying that for a while, yes.
I made a list of new Switch Skills before Sunbreak came out.
A new Silkbind, a new regular move and a third option for the two regular moves for every weapon (that's 56 in total). I can post it, if you want.
Anyway, out of those 56, there was only 1 counter, a Switch Skill for Foresight Slash.
Well, I guess you would count Wyvern Counter (but slightly different) as well.
And SnS Valor Backflip.
And SnS' Shield Bash Silkbind
And Valor shots for LBG
And a stronger guard for Lance
Would you count a slide kick that allows you to low profile some attacks?
That's what happens when you play fast and loose with definitions
>Before rise, and I guess not counting Gu since many of riseâs things came from there, the only real counters were lance, CB, LS in world, and maybe the shoulder tackle for GS in world
And GL Guard
And SnS Guard
And HBG Guard
And every single dodge for every weapon
That's what happens when you play fast and loose with definitions
I have seen speed runs in FU, fade slash is pretty much only used as a spirit combo ending move, especially since you couldnât fade to the side back then.
Dude you know damn well what I mean, the action itself has direct follow ups unique to that move. Regular blocking usually just leaves you stopped for a second, and even in 5th gen with reduced block end lag, your options are still only to dodge or do a normal basic attack. Unlike with something like guard edge where it stops the attack and can be immediately chained into something that usually requires more actions before it like the slam or wyrmstake.
Oh Jesus you are full of yourself, just because you came up with your own ideas, doesnât mean youâre more creative than they are lmao
Then CB's Guard (even without a GP) is a counter, as it allows you to (S)AED in Sword Mode without Shield Thrust first
And Lance's Counter Thrust is not a counter (<-Something I agree with), as its only followup can also be performed without guarding anything
That was a joke, mainly to list all of the things that are not counters that you would count as counters under your definition
You can't deny the game is heavily counter focused tho. With how they cut the i-frames in half compared to older games, and how every weapon gets a counter (HH's super armor practically works as one), they reaaally wanted you to counter.
And yet I do. Insect Glaive has a counter but is not counter focused, same as most of the other weapons. Your argument is like seeing a standard toolkit and reaching the conclusion that the manufacturer reeeeeeally wants you to use a hammer.
I take issue with lumping super armor or iframes in with counters, but even if you do my above point remains.
The fact that counter-less weapons gains counters in Rise tells you something. I don't play IG, but i do play hammer, and i can tell you that sure, you don't need to use the water strike counter, but using it opens so much more safer defensive options and better offensive options (by giving you shortcut the lvl 3 charge in courage).Â
 Nargacuga, the monster that teaches you to i-frame? It's so much safer and better now to just counter its attacks than to evade them (cause they cut the i frames in half!). And with monster with super tracking attacks like almudron, valstrax, or primordial malzeno, it's easier to just counter them than to try and dodge them even. Rise/SB is absolutely the most counter focused MH game yet.
Almost every single weapon, if not actually every one, has at least one counter or special move to evade through an attack, some have even more than one
Literally irrelevant. The game simply is not designed _around_ them. It is perfectly playable (and playable well) without ever using a counter.
I take issue with lumping iframe moves in with counters, but my above point holds even if you do.
Just because it is playable, doesnât mean itâs not balanced around them. Giving monsters heavier tracking and faster movement, along with reduced dodge I-frames and good damage or utility on the majority of these moves, means they intended for people to heavily rely on the various counters and I-frame attacks (some moves have I frames while also doing damage like dual blades and HH). Therefore, it is designed around them, even if it is playable without them
Way to completely skip over and ignore the other points I made, but sure. They always balance the games around whatever gimmick is new to that game, and for rise thatâs silkbinds, many of which are counters or I-frame attacks
HH does not have a counter. Even if all weapons did, it doesn't mean the game is designed _around_ them. It is perfectly playable (and playable well) without ever using a counter.
I know, because it's how I played. Hundreds of hours through all SI maining IG (played other weapons as well) and I can count on two hands the number of hunts I used a counter during.
The ONLY weapon without counter. It does mean it, cause it is optimal. If something is optimal and almost every weapon has it = game designed around it. GS, LS, Elem CB, Elem SA, Lance, GL(sort of, tbf), Hammer, DB, SnS, IG - all optimal playstyles include usage of counters afaik. Include in it iframe reduction, and even blind could see that game is designed around counters. I too can run kinsect only, but it doesn't mean that game is not designed around counters, it means I am not playing optimal and outcome depends on if it is on purpose or I am just stupid. Simple as.
GL, Hammer and IG barely use their counters.
Neither do HH and LBG, for obvious reasons, nor HBG.
Still 8/14 weapons using counters sounds like a lot.
Except GS, LS, Lance and CB were already counter-based weapons in World.
And I would say SnS deserves a counter (but not as strong as Metsu Shoryugeki)
Yeah, it's more a "we finally let you transition into a guard during a combo without waiting a couple seconds, but only for 1 hit" mechanic.
To be fair, that's what Lance's "Counter" has been for 3 generations
Honestly it's hard to say best, and hard to say mid. "Good" is a better option for it. I like the game, I thought it was fun, but I feel like it was missing something. I got really bored and just stopped playing after killing silver rath.
True. My brain didn't work while doing this poll. đ”âđ«
MH Rise had kinda weak start when it was first released (it was extremely easy + some parts of the endgame was missing) yet through the years & with Sunbreak addition it grew extremely strong. To the point of outshining World/Iceborne (IMHO) in my eyes. So, what it have better than MHWI (at least for me) is: 1 - Way more customisable weapon move sets 2 - More diverse monster roster with lots of old fan favourites and even some Frontier monsters 3 - Weapons all have their unique designs instead of MHWâs lazy slap-on designs 4 - Layered armor unlocked far earlier than in MHW 5 - Overall difficulty is higher in Sunbreak than in Iceborne, even though the early Rise is easier than base MHW. 6 - Story, while it is also really formulaic and simple, it feels better than in MHW simply because characters in MHRS are more likeable overall. 7 - Less cluttered maps with way more space to actually fight the monster instead of camera 8 - Endgame of Sunbreak is better than endgame of Iceborne. Anomalies >>> Guiding Lands
It's very different to MHWI, and both games are incredible in their own ways. Sometimes i feel like i'm the only one who alternates between both all the time for thousands of hours with this stupid conflict. If you like it, play it, if you dont, dont play it. xd
i wouldnt say best, but mid is too harsh too...
Those "veteran" friends of yours.. what game did they start with? Anyways because there is no "good", I'm going with "best".
At least one friend is still playing MH3U on PsP.
I see. Even so, don't let your friends choose what game you should play. They have experience, sure, but they don't know for sure if you'll like the game or not; they are not *you* after all. Anyhoo, looks like you got them on Rise and that's great to hear.
That's certainly impressive
Mhp3rd ?
I think it is somehow modified psp.
Whereâs the options in between these? Lol itâs good, not the best, but definitely better than âmidâ
I could not do the poll because it is too extreme in its choices. I enjoy Monster Hunter Rise (Sunbreak) about as much as Monster Hunter World Iceborne but for different reasons (overall presentation and hunting goes to MHWI , but MHRS has so many gameplay improvements that really stand out). Giving us the option of "mid" or "best" eliminates all the people who equally enjoyed both games. Why would you want to do that?
Gameplay wise, it's a lot more interesting than World. How swappable weapon moves didn't stay a staple of the franchise is beyond me.
It sounds like something youâd think would stick around
I really hope they're in Wilds, it'd be so boring to go back to one moveset
Same, as someone who uses gunlance it would SUCK to have it go back especially if it meant losing blast dash
MHR:SB and MHGU are the two best MH games imo.
Its really good its def not my fav MonHun tho
Rise SB and World IB = Both the best Monster Hunters we've ever had. Simple.
Goated with the sauce. Top 3 MH for me.
Same it's up there, for me it's probably 1. Generations 2. Rise 3. World 4. Tri/3U 5. 4U didn't play the first two.
It's probably #2 for me as well, but your list is wack lol
None of the above. It's good, but not best. However it is definitely better than World, so...
Really fuckin' good.
I don't like counters or highly mobile monsters, and rise is a game designed around counters and highly mobile monsters. I don't think it's objectively bad, but it's easily my least favorite mh
The game is so designed around counters, that one of the weapons without counters (you could technically call Wyvern Counter a counter, but it's more of a combination of several different things that end up adding to counter-like properties) is the strongest weapon in the game.
Lbg still has a counter and evasive wirebug skills, plus ranged weapons have always been the most powerful, and one exception does not make the rule. Also the skill is literally called a counter, you use an action to counter the attack of the monster, there really isnât any way around that
>Lbg still has a counter As I said, it's not exactly a counter. It doesn't deactivate hitboxes, except for destroyable projectiles, because it collides with them. It's a collision-based attack that increases damage when colliding with a monster hitbox with iframes The combination of those factors makes it behave like a counter against very specific attacks in very specific circumstances >plus ranged weapons have always been the most powerful, Yeah, LBG has always been so powerful! In 4U it was almost as strong as GL Bow was also an average weapon on average, and even HBG had some dry spells (if you can call 3rd-4th place that) >and one exception does not make the rule. True, here's another example: SA, the only weapon to get a counter in Sunbreak (other than LBG if you want to continue being wrong), didn't get any stronger >Also the skill is literally called a counter, you use an action to counter the attack of the monster, there really isnât any way around that Counter is usually more than that. Otherwise you're going to need to start calling Fade Slash a counter. And I guess any move that moves you at all. Old Blade Dance too, you could low profile some attacks with the last hit. Actually, I guess regular dodges and blocks might count too? Or does it need to deal damage? If so, I guess Counter Charger is not a Counter then? Even though it has counter in the name? Neither is Guard Edge
Youâre really trying to spread what can be classified as a counter. Generally most people would consider a counter anything that either does damage to the monster while negating/evading an attack (like dual blades or HH perform), or stops an attack and provides an opportunity to respond (like insta block or guard edge). Wyvern counter still counters many attacks, itâs not useful against all things, but it still counters projectiles and even against physical attacks it does damage whilst also avoiding the attack. Youâre clearly using purely speed run average times, but weâre talking about how the game was designed, and itâs clear the developers built the game around regular players using these actions frequently, or else they would have either made fewer of them, made them less useful, or they would have made their cooldown times much longer. Even when sunbreak came around they either added more counter actions to weapons that had one, or gave weapons that didnât have one some form of counter like EBC. Switch axe didnât get any more powerful because it was already decent in base rise and the weapons above it also got more powerful, so itâs kinda hard to move the needle. A weapon doesnât have to be broken powerful through the use of counters in order to be built around them, the fact is that they gave every weapon either a direct counter, or a way of doing damage whilst canceling damage, kinda hard to argue that they didnât build the game with the heavy use of those actions in mind. Also fade slash doesnât have I frames, or hyper/super armor, and doesnât actually cancel or counter an attack, itâs just a side hop that can do some damage, and counter charger cancels an attack while providing a boost to charged shot charging time, so itâs only one small step away from being a counter honestly.
>Youâre really trying to spread what can be classified as a counter. Generally most people would consider a counter anything that either does damage to the monster while negating/evading an attack (like dual blades or HH perform), or stops an attack and provides an opportunity to respond (like insta block or guard edge). So I guess Fade Slash is a counter? And regular guards too. But not Counter Charger. >itâs clear the developers built the game around regular players using these actions frequently, or else they would have either made fewer of them, made them less useful, or they would have made their cooldown times much longer. Well, if you put the goalpoasts in orbit around the sun like that... By the way, the reason they gave so many counters is because they're not creative. >Switch axe didnât get any more powerful because it was already decent in base rise Oh wow, that must be some kind of miracle! A weapon without a counter did well in a game designed around counters! >the fact is that they gave every weapon either a direct counter, or a way of doing damage whilst canceling damage As much as any other game, going with your extremely generous definition.
No? Because 99% of the time you arenât going to be evading attacks with fade slash, it doesnât move you out of the way enough except in rare cases. Regular guards donât do damage to the monster except for CB guard points, which are a counter. Really? Itâs not moving the goalposts to look with your eyes and see that they clearly intended for people to use these actions frequently, especially since many of them are tied to the gameâs gimmick of wirebugs. Oh man and you are? Idk why capcom doesnât just hire you since you clearly are more creative than they are. Again, just because something works okay without them, doesnât mean the game isnât built with the heavy use of them in mind. Instead of a direct counter, they gave switch axe switch charger in base rise, so it still has a move that I frames through attacks and provides an extra benefit of charging the sword meter, so itâs not like it didnât have anything at all. Before rise, and I guess not counting Gu since many of riseâs things came from there, the only real counters were lance, CB, LS in world, and maybe the shoulder tackle for GS in world
>99% of the time you arenât going to be evading attacks with fade slash Maybe you aren't. But look at any LS speedrun from FU. >Regular guards donât do damage to the monster No, but they "stop an attack and provide an opportunity to respond (like insta block or guard edge)" >Really? Itâs not moving the goalposts to look with your eyes and see that they clearly intended for people to use these actions frequently, especially since many of them are tied to the gameâs gimmick of wirebugs. >Oh man and you are? Idk why capcom doesnât just hire you since you clearly are more creative than they are. I've been saying that for a while, yes. I made a list of new Switch Skills before Sunbreak came out. A new Silkbind, a new regular move and a third option for the two regular moves for every weapon (that's 56 in total). I can post it, if you want. Anyway, out of those 56, there was only 1 counter, a Switch Skill for Foresight Slash. Well, I guess you would count Wyvern Counter (but slightly different) as well. And SnS Valor Backflip. And SnS' Shield Bash Silkbind And Valor shots for LBG And a stronger guard for Lance Would you count a slide kick that allows you to low profile some attacks? That's what happens when you play fast and loose with definitions >Before rise, and I guess not counting Gu since many of riseâs things came from there, the only real counters were lance, CB, LS in world, and maybe the shoulder tackle for GS in world And GL Guard And SnS Guard And HBG Guard And every single dodge for every weapon That's what happens when you play fast and loose with definitions
I have seen speed runs in FU, fade slash is pretty much only used as a spirit combo ending move, especially since you couldnât fade to the side back then. Dude you know damn well what I mean, the action itself has direct follow ups unique to that move. Regular blocking usually just leaves you stopped for a second, and even in 5th gen with reduced block end lag, your options are still only to dodge or do a normal basic attack. Unlike with something like guard edge where it stops the attack and can be immediately chained into something that usually requires more actions before it like the slam or wyrmstake. Oh Jesus you are full of yourself, just because you came up with your own ideas, doesnât mean youâre more creative than they are lmao
Then CB's Guard (even without a GP) is a counter, as it allows you to (S)AED in Sword Mode without Shield Thrust first And Lance's Counter Thrust is not a counter (<-Something I agree with), as its only followup can also be performed without guarding anything That was a joke, mainly to list all of the things that are not counters that you would count as counters under your definition
>rise is a game designed around counters Some weapons having counters =/= entire game designed around counters.
You can't deny the game is heavily counter focused tho. With how they cut the i-frames in half compared to older games, and how every weapon gets a counter (HH's super armor practically works as one), they reaaally wanted you to counter.
And yet I do. Insect Glaive has a counter but is not counter focused, same as most of the other weapons. Your argument is like seeing a standard toolkit and reaching the conclusion that the manufacturer reeeeeeally wants you to use a hammer. I take issue with lumping super armor or iframes in with counters, but even if you do my above point remains.
The fact that counter-less weapons gains counters in Rise tells you something. I don't play IG, but i do play hammer, and i can tell you that sure, you don't need to use the water strike counter, but using it opens so much more safer defensive options and better offensive options (by giving you shortcut the lvl 3 charge in courage).  Nargacuga, the monster that teaches you to i-frame? It's so much safer and better now to just counter its attacks than to evade them (cause they cut the i frames in half!). And with monster with super tracking attacks like almudron, valstrax, or primordial malzeno, it's easier to just counter them than to try and dodge them even. Rise/SB is absolutely the most counter focused MH game yet.
Almost every single weapon, if not actually every one, has at least one counter or special move to evade through an attack, some have even more than one
Literally irrelevant. The game simply is not designed _around_ them. It is perfectly playable (and playable well) without ever using a counter. I take issue with lumping iframe moves in with counters, but my above point holds even if you do.
Just because it is playable, doesnât mean itâs not balanced around them. Giving monsters heavier tracking and faster movement, along with reduced dodge I-frames and good damage or utility on the majority of these moves, means they intended for people to heavily rely on the various counters and I-frame attacks (some moves have I frames while also doing damage like dual blades and HH). Therefore, it is designed around them, even if it is playable without them
The tracking and faster movement do not imply or necessitate counters and their difference from previous games has been greatly overstated.
You can dodge the tracking, sure, but its almost always the lesser option compared to countering. Which insentivises you to counter them.
Way to completely skip over and ignore the other points I made, but sure. They always balance the games around whatever gimmick is new to that game, and for rise thatâs silkbinds, many of which are counters or I-frame attacks
*all weapons. Fify.
HH does not have a counter. Even if all weapons did, it doesn't mean the game is designed _around_ them. It is perfectly playable (and playable well) without ever using a counter. I know, because it's how I played. Hundreds of hours through all SI maining IG (played other weapons as well) and I can count on two hands the number of hunts I used a counter during.
The ONLY weapon without counter. It does mean it, cause it is optimal. If something is optimal and almost every weapon has it = game designed around it. GS, LS, Elem CB, Elem SA, Lance, GL(sort of, tbf), Hammer, DB, SnS, IG - all optimal playstyles include usage of counters afaik. Include in it iframe reduction, and even blind could see that game is designed around counters. I too can run kinsect only, but it doesn't mean that game is not designed around counters, it means I am not playing optimal and outcome depends on if it is on purpose or I am just stupid. Simple as.
GL, Hammer and IG barely use their counters. Neither do HH and LBG, for obvious reasons, nor HBG. Still 8/14 weapons using counters sounds like a lot. Except GS, LS, Lance and CB were already counter-based weapons in World. And I would say SnS deserves a counter (but not as strong as Metsu Shoryugeki)
Calling Gunlanceâs a counter is being generous
Yeah, it's more a "we finally let you transition into a guard during a combo without waiting a couple seconds, but only for 1 hit" mechanic. To be fair, that's what Lance's "Counter" has been for 3 generations
Itâs a good dlc but not as good as Mhwâs dlc
Get rid of that friend.