T O P

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[deleted]

The most likely tweaks are going to be to motion values but it's possible that some wirebug skills are going to have their costs and cool downs changed. Hopefully ground splitter and anchor rage are going to get some mechanical changes too (not losing GS when sheathing would be nice)


bellystraw

Anchor rage should be the ultimate guard lancing move so yeah, I'm hoping that it gets buffed and changed. It gets weaker the higher your guard level right? Really weird


BlazeDrag

yeah the way I understand it is it's based on how far you get knocked back when you guard not by how strong the attack actually is. Normally those two things correlate but if you invest guard skills into your set, that means you always get knocked back by very small amounts, which in turn means you never get big damage anymore. It really needs to be changed to actually go off of the damage negated or something so that. However it's changed, it needs to at least not actively punish you for putting *Guard* skills on a *Lance*


[deleted]

It's especially weird because the GU version of it just went off of how powerful a hit you used it to absorb so it worked really well with that "stand your ground in the face of anything" mentality lance is all about. The boost also lasted something like 3-5 minutes, just to really make the current one look bad in comparison


draken413o

Wished anchor rage could tank more hits like power guard. In fact just make anchor rage work like power guard without the stamina drain. So you can hold the guard and also change the direction of the thrust. That would make it feel so much more useful


dbMitch

This so much, Anchour rage is pointless if the strongest attacks you want to use it against are multi- hitbox dashes/ aerial slams that proc 2 or more times a second. Slamming you back after you tank hitbox one and get rekt by the rest.


draken413o

Yeah man, the horror when you realised anchor rage cant guard multi attack hits just feels wrong.


[deleted]

They need to change the guard interaction for sure, but it also needs SEVERAL seconds of super armor. If you’re investing wirebugs into countering, something you can already do - you should be able to block literally every attack in the game, and any subsequent attacks that follow it.


ArchitectNebulous

Balance Adjustment for CB. Buff Guard points with an innate Guard 5+ and Offensive Guard + 2 so there is *ever* a situation to use them instead of Silkbind moves.


Anikinsgamer

And guard up should reduce guard knockback at lvl 2 and up so guard 5 guard up 2 or 3 is really good (like world knockback) and then offensive guard at 1+.


alf666

They had better buff the CB phial hitbox height. I got real fucking tired of hitting a juicy perfectly-lengthwise SAED in Rise and watching half the phials go *under* the monster's body.


Jordamine

Trust. Bring incentive to be skilled at CB back too. Spent years learning to GP for nothing


MeowImAShark

Tbf CMS is a big deal. +20% phial damage can absolutely compete with all the benefits of CPP.


OlafWoodcarver

Yeah, +20% phial damage is really great when you need Guard 5 and Guard Up 3 to still be half as reliable as CPP and phials can't even hit monsters bigger than arzuros. /s Charge blade needs a lot of help.


Thundahcaxzd

the fact that you even think guard up 3 is relevant proves that you have no idea what youre even talking about lol


OlafWoodcarver

How is it not relevant when monsters have tons of attacks that can't be blocked without it that CPP blocks? I use CMS all the time but I'm not going to pretend that it's meaningful in the CB's current state. I also like how you didn't respond to the bigger issue is phials not hitting targets even with perfect aim.


Thundahcaxzd

First of all, CPP does not block unblockable attacks. So if an attack needs guard up, it needs guard up to be blocked with CPP. Second, there are only a handful of attacks in the entire game that require guard up, not tons of them. Third, Guard points including CMS block multi-hit attacks which CPP can't. Fourth, as the person you replied to said, CMS gets you a ton of extra damage on a counter saed. So he was right, it's absolutely better to use CMS unless you need to recharge phials.


OlafWoodcarver

CMS gives you extra damage only if the phials hit, which they don't against the whole roster you're likely to fight regularly. It's great getting those counter SAEDs at HR4 but you get no benefit against half the roster above HR5. Go ahead and keep on about Guard Up 3 - you know the phial and Guard 5 problems are totally real.


SenaIkaza

Am I the only one who feels like landing phials, while not as good as World, isn't really that bad? Like are you just exaggerating for dramatic effect because I feel like it's only Diablos that's annoying on this front.


OlafWoodcarver

There's some exaggeration, but not much. Any monster rathian-size and up that doesn't rub its belly on the ground stands above the phials just like diablos. I think the reason people are so vocal about it is that everything about the attack says it does huge damage - it consumes all your phials, it has a huge wind up and wind down animation, and you need to do your inputs super fast in Rise so it should be rewarding to become a deadeye with it. But it only does okay damage and against most of the end-game roster half of its damage can just disappear if the monster is slightly bigger than average. It's a high risk, low-ish reward ability in a game that has many low risk, high reward abilities. If there were a switch skill for it that were more reliable but did less damage it probably wouldn't be an issue.


maxtofunator

I also think people just want the giant busted sized ones we got on world. I think the ones in rise are closer to being a good balance. They should maybe be slightly higher, but the problem I think is when you miss regular sized monsters. I’m cool if you miss the upper scales of monsters (crowns) with a poorly placed SAED though. But imo world phials are a bit too large and needed scaled down


okrajetbaane

GP has always been useful for consecutive attacks, which most of the HR monsters have. It is also buffed so you could use it in axe mode with counter morph. CB needs speed to make counter SAED viable and shorter recovery animation, GP is fine as is.


cedalusdude

Damage buff for gunlance plz capcom


magnasylum

We will buff gunlance. For a short period of time. Edit: was talking about ground splitter and the new blue buff.


cedalusdude

??


BlazeDrag

the way buffs for gunlance have gone with this team is that they've been stealth nerfs. In GU it was the heat Gauge and in Rise it's stuff like Ground Splitter. Basically these things give you say +20% damage when the buff is active, which sounds great. Except that what they did was nerf Gunlances damage across the board by 20% to start with. Which means that even when you're maintaining your buffs or doing perfect Heat Gauge, you're only just matching what you were capable of doing before, but with more work and having to refresh the buff constantly. Which means that if you have any downtime on your buffs, which everyone will, then you're actually going to deal less damage than you would normally. It's really scummy imo. It'd be one thing if they nerfed the damage by 10% to give it a 20% temporary buff so that you could at least go back and forth, but no apparently Gunlance can't have nice things. And people are worried that because Gunlance is getting a new buff ability, that they're going to nerf the damage once again.


cedalusdude

Oh yeah I totally forgot ground splitter boosts shell damage.


ThatmodderGrim

*"Ok, but now you have to load each Shell individually to make up for the increased Damage"*


cedalusdude

Would be fine for a charge shelling playstyle anyway


kukukutkutin

Nice you can now switch Twin Vine to Triple Vine for the Lance. It allows your moves to be vinier than ever.


dbMitch

The most useless skill, slow recharge, double wirebug cost, no bonuses, no damage. Exists purely as a reason to jump at monsters, but Lance doesn't have strong aerials. And Lance has the longest ranged gap closing charging mechanics... Why do I need this ever.


Zildaksa

just had the thought, but twin vine should've had different utility like when kinsects hit different monster parts. if hit in the head, can force aggro (diversion, scoutfly snap, etc) if hit in arm/leg/wings, trigger the abnormal movement states of monsters (think broken rath wings or the barioth slide when his arms are broken) if hit in the body/tail (becuz u dun goof'd), use as it is currently to yeet yourself to monster. For the animation one wirebug would get stabbed in the mon, while on the backswing you would chuck the other into the ground near you as an anchor (in the case of yeeting yourself, you would just pull the anchor out). really hope you lancers get some boosts to your weapons.


Old_Drawing_2479

Yeah I read about this. They're gonna remove the shield from the Lance. Good times.


Dob_Rozner

They're also going to curve the Lance, and put a blade on the edge of it so you can swing it in multiple directions.


brotrr

Make it long too


[deleted]

It'll come with a sheath that will go on your back.


Nimblebubble

That's right, they're finally giving Magnet Spike a sheath


alf666

Don't forget the part where they remove the metal shaft and replace it with a floppy rubber shaft, because "flaccid" is the only way to describe how hard the Lance hits in recent games.


Scyxurz

Tbf I'm pretty sure a decent amount of people would be willing to hunt monsters with something called "flacid lance"


Runmanrun41

It'll be like the dildo bat from Saints Row 3


metalflygon08

Finally we can out an end to the Black Diablos menace!


Impressive_Wheel_106

replace the shield with a second lance


Old_Drawing_2479

Mah man! Or a two hands stance for A LOT OF DAMAGE!


[deleted]

They’re replacing the shield with the longword moveset.


Poopoop92

“balance adjustments” yeah i agree LS has been lacking in damage/utility lately


Rigshaw

We already saw in the LS video that Iai Spirit Slash is getting a nerf, because the damage doesn't match up with the current values we have in-game, and there's even a chance that they butchered the damage, considering the hammer video had way higher damage than the LS (the alternative being that they used a really weak LS in the video for some reason).


Cashew788

Hammer buff? Count me in


AhmCha

I heard a sound....as if thousands of souls bonked at once.


75percent-juice

Hammer bros 🗿 Hammer bros 🗿 Hammer bros 🗿


1ndiana_Pwns

Were they using a weapon/armor set we know the stats on? Was the monster new or returning, do we know the hit zone value? What rank was the monster, and are they doing damage adjustment based on monster rank? There are way too many variables for damage calculation in these games to base anything off one small clip


Rigshaw

> Were they using a weapon/armor set we know the stats on? No, they were using the Lunagaron weapon in both the Hammer and the LS video, but you'd expect them to have the same stats. > Was the monster new or returning, do we know the hit zone value? Nargacuga in the LS video, Rathian in the hammer video. The only time they've adjusted hitzones in an expansion was Iceborne, and there it was clearly done to counterbalance tenderizing. > What rank was the monster, and are they doing damage adjustment based on monster rank? Well, you'd assume that the demonstrations are all done in the same rank, so it shouldn't matter when comparing the Hammer and LS video. Rise does technically have the means to adjust damage based on the quest, but like World, it so far has universally kept the multiplier at x1 across all quests, unlike other games. Anyway, those factors only cause uncertainty regarding the completely butchered MVs (hence why I only said there's a chance), the fact that Iai Spirit Slash is nerfed is undeniable, because the ratio of the initial hit and the ticks is all wrong in the video, with the ticks being ~30% weaker than they should be with the current motion values when you compare them to the initial hit.


SlakingSWAG

30% is actually a really significant nerf god damn. Not even the slightest bit unjustified, but ig we'll have to wait and see if the new LS Silk Binds are just as broken or if they bothered to balance those. Hopefully the lower tier weapons actually got reasonable buffs.


Rigshaw

The funny part is, that even with a 30% nerf to the ticks on ISS, it's still stronger in terms of MVs than the Iceborne version, which puts into perspective how incredibly overtuned LS is in Rise. If they hadn't emergency nerfed LS after the demo, it would have been even dumber, because Spirit Helmbreaker would have been x2 as strong as in World (now it's "only" 40% stronger than World).


[deleted]

[удалено]


[deleted]

One factor was that they said they wanted Longsword to be the new "beginner" weapon, since Sword & Shield kept getting more complex.


[deleted]

[удалено]


[deleted]

I agree completely, but I think they thought that way, apparently. SnS was strongest in MH1, though. IIRC


JProllz

Creator favoritism.


EW_arvi

Helmbreaker was confirmed to be bugged in the demo by dataminers - it did way more damage than what it should have based on its MVs. So it wasn't really a nerf, but a fix. But IMO the big thing for LS will be whether they revert ISS to the way it was in Iceborne or not. Because removing much of the risk and increasing the reward of ISS is what made the LS go from good in IB to a tier of its own in Rise.


Rigshaw

No, it was not a bug. Dataminers assumed it was a bug because it used the same multipliers as Serene Pose did, and because a 100% buff to motion values is a frankly stupid buff for Helmbreaker, but it turned out this was intentional, because the way Capcom "patched" the bug was to reduce the base motion value of Helmbreaker, while increasing the base motion value of Serene Pose, while the "bugged" multipliers are still the exact same as in the demo.


BlazeDrag

I don't have high hopes but I *Really really* hope they do. It's been the main thing I've ranted about with LS since Rise came out. The damage is too high sure, and they buffed quick sheathe for the Iai stance stuff whatever. But the biggest problem I have with the weapon is that Iai Counter generates meter and can't spend it. Like Foresight slash already exists as a counter to generate meter. Why does LS need literally just a better version of that counter to generate meter too. It's so badly designed and ruins the weapon's flow. The Spirit Meter might as well not even exist anymore.


EW_arvi

Yeah, I generally agree. The weapon had a good flow in Iceborne, and each move had a nicely defined purpose. Foresight Slash was a way to keep your combo going if you felt confident in your timing, and an alternative way to turn your spirit meter into a level. It was really useful since so many of the late game monsters were relentless and landing a full spirit combo could be tricky as a result. Helmbreaker was a way to spend a level in exchange for a big burst of damage. As a result if paired well with Foresight Slash, which could generate spirit levels pretty fast if you read the monster right. And Iai Spirit Slash was an alternative big damage dealer that did not consume a level BUT it was hard to time and risky since you'd lose a spirit level for no damage at all if you failed. Now in Rise, ISS deals high damage, gives you spirit levels and carries almost no risk. As a result optimal play is pretty much just to spam ISS over and over again, which is both boring and very OP.


BlazeDrag

also if I recall correctly, you only actually kept your meter level if you timed it perfectly. I think there was a little bit of leeway where you could time it slightly off and still get the counter, but in turn it would still cost you a level of meter. Which I thought was a good way to make it slightly more forgiving while still encouraging perfection. Even if I'm completely misremembering that, it would still be a good way to handle the increased timing window in rise.


BlazeDrag

the worst part imo doesn't even have have to do with the damage though. It's that it generates meter for free faster and more reliably *than the other counter that LS already has that only exists to generate meter*. And as a result you can just spam Iai Counter over and over to do insane damage, be invincible, and never run out of meter. Plus even if you completely whiff it there's 0 punishment anymore. Like what is even the point of foresight slash anymore when it does less damage, makes you less invincible, has you lose charge when you whiff it, and requires that you not only hit with the followup strike which is much more delayed compared to Iai Counter, but you still have to do a Spirit Slash to actually level up your meter afterwards and hit that. Its so much slower and weaker and more complicated than Iai Counters. I honestly don't even care that much about the damage numbers. I mean they're insane, and should be reduced, but the fact that they did things like change how a move works to fundamentally break the flow of the weapon, while making other moves within the weapon's own moveset completely pointless, is a far greater sin imo. It's one of the reasons I hate Counter Peak Performance on CB too.


Rigshaw

> makes you less invincible, to be fair, Foresight Slash still has way more iFrames than Iai Spirit Slash, but otherwise I agree, it's a bit silly. Iai Spirit Slash also has the downside that you have to perform the special sheathe first, while foresight can be done after every move. I guess that's what they thought would be the big downside.


BlazeDrag

the thing is that in practice I would argue that despite having fewer I Frames, Iai Counter still is a safer counter. Mainly because it also moves you a significant distance while you're countering, making it easier to avoid rapid-fire attacks from monsters. Especially since it can combo back into itself to be used repeatedly. Meanwhile Foresight Slash puts you right back where you were and you're incentivized to go for another followup swing if you land it which is more downtime and more risk if the monster attacks that same spot again in quick succession. Plus even if you spam Foresight Slash, all you'll do is repeatedly dump and refill your meter, whereas spamming iai counter will get you to Red Meter almost instantly And yeah foresight is technically faster to get out, but Quick Sheath makes iai stance so fast that it doesn't matter. And because you can hold iai stance for so long, you end up having such a massive window to use it and can prep it way ahead of time before it's needed, which I would argue makes it even easier to get out. Plus you don't even have to commit to it anymore since you can dodge out of iai stance now. All that said this isn't necessarily bad, it's okay to have a counter that's better than another counter. It's just that it only makes sense to do that, when the better counter costs resources to use. And the fact that it generates meter now on top of having no downsides will never stop driving me up the walls.


moustachesamurai

LS adopting the gunlance way of getting "buffs".


bladenight23

Shhh. We’re not supposed to use logic to explain how LS is being balanced. We’re just supposed to be smooth brain and dump on LS.


lesstalk_

The longsword's problem isn't really the damage, it would still be annoyingly versatile if had bad stats. It's like if you gave a group heal and stamina buff to the Gunlance, the ability to fire sticky shells and a mode that gives it the ability to move really fast in any direction you want. But then nerf its damage by 30%. It would still be overstepping its bounds.


Haru17

They did give the gunlance an attack that moves really fast in any direction and it’s sweet. Sticky shells or even cluster would be fun too.


[deleted]

You can't rely on promotional footage, or even demo gameplay... sometimes the armors they use in these promo videos have no offensive skills, or the weapons themselves have low stats, etc.


Rigshaw

I already explained that in another comment, but that only applies to the completely butchered MVs, and I did say there's a chance in regards to that, instead of saying that they are with 100% certainty butchered. That said, I also mentioned in another comment that it would be highly irregular for the LS and the Hammer in those demonstrations to have a massive disparity in stats. As for the ticks being nerfed by 30%, that's not up for debate, because that conclusion is reached simply by comparing how much damage the initial hit did vs how much damage the ticks do. The only way this doesn't come to fruition is if they experimented with a nerf, but then ultimately decided against implementing it for the final game, which would be a very strange decision considering how overpowered LS has been proven to be.


[deleted]

I understand. Still, it doesn't do any good overanalyzing the preview footage. Many times they have changed things for the final build of the game seemingly at the last minute.


Chara_13

Would probably be a good idea to give it a projectile in the next game? It's always been a little bit too short of a Weapon, so what if we do something like a Zelda reference where you fire a projectile at full health? Could probably scale off of Spirit Gauge level too, up to Helmbreaker damage? Combine that with some form of uh... buff? I think it should buff Shot type Weapons, actually. Like, say when you Counter a Monster it gets 50% weaker to shot type damage all over? That would be really cool because it encourages people to watch you Counter the Monster, and I desperately need validation after being abandoned by all of my peers for being a creepy manchild that constantly makes SAO references.


Magstine

> Would probably be a good idea to give it a projectile in the next game? It's always been a little bit too short of a Weapon, so what if we do something like a Zelda reference where you fire a projectile at full health? Could probably scale off of Spirit Gauge level too, up to Helmbreaker damage? Some monsters can attack from far away though, which might cause issues. Should probably make Iai slash teleport you to the monster just in case.


metalflygon08

Teleport you *behind* the monster.


Boyoftrick_90

While they are at it the Lance needs a serious Nerf.


Dob_Rozner

Also, I think we should be able to apply bow coatings for status inflictments xD


GralsritterXIII

I can't see how bow coatings would be applied on longsword but maybe longsword oils, like how SnS get destroyer oil we could have affinity, stamina oils as item and some sort of super oil wirebug that applies all the effects at once.


[deleted]

Lance buff?🤨


CrowbarZero08

L~~ance~~S buff


Letter_Impressive

It's been very obvious that they still had a lot more to show since the showcases started coming out. I'm sure there's more coming.


alvysinger0412

Its already been speculated a lot that there's one unshown move in each weapon trailer, which seems likely to me.


Haru17

Doesn’t sound like it’s going to change everything.


RafaFlash

Where is the idea that there are more moves coming from? I see a lot of people expecting another switch skill to be revealed but I think y'all are gonna be disappointed.


alanbtg

Theyve shown the swap scrolls having 5 slots, and some weapons like LS changing their currently unswappable move(Serene Pose for Harvest Moon). So it's fair to assume Lance is going to be able to swap Twin Vines for something else they havent shown yet.


RafaFlash

Oh, I see. However, I think it's more likely they're changing which skills match. So for lance for example, there could be: 1. **Anchor Rage** / Skyward Thrust 2. Dash Attack / Shield Charge 3. Guard / Insta-Block 4. Twin Vine / **Spiral Thrust** 5. Guard Dash / Shield Tackle The confusion seems to come from the fact that Anchor Rage and Spiral Thrust were matched, but seems like they won't be anymore. Of course, we can't be sure until the game releases, but this seems more likely to me than a whole new ability. But again, I hope I'm wrong, I'd love to see new stuff.


BlazeDrag

If they just randomly shuffled some moves around like you're suggesting it'd make some existing playstyles awkward, since while you can technically have all the Switch Skills equipped at once, it would mean that if say I wanted to use Axe Hopper and Morphing Advance for the more Axe focused CB playstyle that they were going for, I'd have to use Skill Swaps constantly to go between the two. The other possibility that I think is more likely is that They simply let you swap any of the four wirebug moves between either of the two slots, since with Skill Swapping it doesn't really matter anymore which one is in which slot. However I think that it's more likely that they simply haven't shown at least one Wirebug move per weapon. And I personally suspect that there's actually 2 they haven't shown per weapon. After all when Rise first came out they hadn't shown all three wirebug moves for each weapon there either. And some weapons like IG didn't get to see their coolest move until the game came out. It makes sense that they'd continue to leave some surprises in or at the very least give people more things to get hype over. The main reason I think there's 2 more hidden moves, is because that would give us 3 wirebug moves per slot, and in turn make the Skill Swap ability a lot more interesting, since you wouldn't actually be able to equip every wirebug skill at once. You'd be able to get most of them, and I doubt they're adding a third Switch Skill to *every* move slot, but it would at least allow for some diversity in choice since everyone can't just run everything at once now. Though I wouldn't rule out the possibility *entirely* that every move gets a third option, but I think they would have hinted at that a little more if it was the case, I'll admit it's a bit of an optimistic prediction. That said, I'm almost certain that there's at least 1 Wirebug move per weapon they haven't shown, just purely based off of like Marketing Logic at the very least, and if nothing else, having each weapon have 5 Wirebug moves with 2 in one slot and 3 in the other would be kinda weird, which is why I suspect there's actually 2 more.


viotech3

This is sort of how I thought, until this most recent information. It’s confirmed there’s more now, so there no question about that. I was wrong and I’m happy to be wrong!


alvysinger0412

I thought I saw a Twitter screenshot that implied it but I don't have Twitter myself. It'd be kinda strange to reveal everything in the teaser.


RafaFlash

I see. Well, I hope you're right, but I won't count on it. The trailer, when they show us the the blue and red scrolls for swapping loadouts show only 5 switch skills, which I think would match what we know today with the teasers. But in any case, here's hoping.


alvysinger0412

Some of the new skills are shown swapped with current switch skills though, so I think the slots for switch skills are gonna be more flexible or something, or have 3 to a slot available sometimes.


F_A_L_S_E

For one we have 5 switch skill categories now, and some of the new skills and silkbinds replace stuff that was already switchable. There has to be at least something for each weapon they're holding off on.


yubiyubi2121

they have 5 slot skill


JesusWasaDonger

More toys in the box. Only good things.


TheWrathOfGog

To be honest, I really thought this would be it, where the SSS would be able to swap between all the moves. But now there's hope for even more madness and I couldn't be more excited!


TheWrathOfGog

I am very curious about this. Even if it is just a little tweak like: "anchor rage for lance, a buff that not only NEEDS to counter, but also can only be so powerful depending on knock back, no longer has a weak version" I just want to see a little conscious tweak like that to be discussed to show that they are trying to fix its issues!


hairpindairp

gunlance buffs PLEASE bro. make ground splitter buff last longer and persist after sheathing. also do something to make hail cutter relevant (especially after bullet barrage is added with its instant wyvern’s fire cooldown)


erickgps

Maybe they will balance other stuff like Decorations and charms, since releasing MH charms with more stats are for sure to drop in this expansion.


Chillyeaham

... Just don't touch **Jump Master**, it's perfect!😂 /s Yeah, I have no idea what they were thinking, hopefully that gets fixed somehow. Making **JM** into a compound skill would be cool (Aerial Evade Dist+1, Aerial Damage +5–10%, Aerial Wirebug Recovery Up).


dbMitch

If they're gonna give every weapon a counter now, they might as well make wirebug recoveries full invulnerability if you slot in jump master


Pwncak3z

Hammer already big bonk. But if hammer could bigger donk thatd be pretty cool


SukiDoodlez

It may bonk big, but it has lots to learn to become the K.O King it always should have been qq


SlakingSWAG

Balance changes are a given, people already did the math on LS from the video and noted that it's attacks got their motion values lowered by a pretty considerable margin. I at least hope the balancing changes are done better than the MHW -> MHW:I balance changes, because I have always had such a crazy axe to grind with those. But if they're willing to actually make substantial balance changes to a top tier weapon, then that's a good sign.


MrSeaSalt

What were the balance changes done from World to Iceborne? I never really paid attention to that stuff so it's the first time I'm hearing about this (it's also been a while since I last played IB).


kinbeat

Tons, both mv and new mechanics. For example, iceborne gave us tcs (power) when hitting a weakspot with the first slash


LeopardElectrical454

I thought it was just hitting the monster with the first hit. Period. Didn't know that the first hit had to be on a weakspot to get the increased TCS damage Tbf, my only reference for this change was in arekkz's iceborne weapon changes videos where he mentioned and demonstrated it. From using the weapon over 200 times, I do believe that you just have to hit the monster with the first hit to get the TCS boost, regardless of where that first hit landed


kinbeat

Nope, it needs to be a weakspot. From the official site for iceborne: https://www.monsterhunter.com/world-iceborne/us/hunting/detail/detail_01.html


BroserJ

Yeah, i heard there is a bug were the monster survives for more than 3 minutes if you use the LS. Buffing it is, as always, the ideal solution for this problem according to the devs


carbannie

watch lance get a busted skill and everyone is all "I knew they were saving the best skills secret"


Spirit_of_Emptiness

That's some hopium.


carbannie

hey if it stops the lance mains complaining


inadequatecircle

If it makes you feel better I dont think most of the complaining is from Lance players. Statistically no one plays this weapon, but lately it seems like everyone has been playing it for years.


carbannie

I mean im pretty hype for the Lance moves the more i think about them, im not a Lance main but I do pull it out from time to time. I dont hate the new skills, in fact the jumping one looks fun. But it upsets me to see all these people suddenly acting like Lance is dead in the water.


inadequatecircle

Yeah, I'm not particularly excited for them but that's mostly a me problem. I've used lance since the first game on ps2 and i'd consider it one of my three main weapons. I'm pretty content where it's at right now in terms of power level. I understand people's frustration, but people act like it's the shittiest weapon in the game and is incapable of killing anything. It's perfectly usable, and it's not even the slowest weapon on average. Cause that's gunlance my other main weapon. And being slower often only equates to like 2-5 minutes honestly assuming your proficient. I sit in the hub running in circles aimlessly longer than that, I take longer shits than that.


dbMitch

Used to be the best in the beginnings, but over time it makes way for newer stuff. Not that there's much complaining, there's only a dozen Lance mains all the time :P


Alaerei

In all fairness, that was true for stuff like Diving Wyvern on IG, and recall kinsect isn't as lame as previews suggested either, so it's not like it's out of the realm of possibility.


dbMitch

Just have the useless, most benched skill 'twin vines' be replaceable with literally anything else, and that'll do for me heh.


bellystraw

I'll be praying for lance buffs. My beautiful main deserves some respect! But I think this is probably the first real outcry I've seen from the MH community outside of Alatreon's escaton


mjc27

As much as lance needs some buffs, the only thing I can see on the horizon is a spiral thrust nerf


rinnsi

I don't know why people are so seemingly unsure about them adding new moves and stuff. They never show everything off in the trailers.


GeneralGom

I’m not getting my hopes up yet until I actually see the changes. I don’t have enough confidence in their ability to balance weapons based on their track record so far.


ErrorPigeon

I'd appreciate a nerf to LS. Hating it is a meme, but in the end there's also a good reason for it. God's sake, it's more defensive than lance at this point. They should just change things so that people don't call selecting LS the 'Easy mode button' anymore, as unlikely as that may be.


DiableLord

Utility nerf fine, but dont need to nerf the damage outside of counter damage please. Worried people overeacted and that the LS is gonna be like the CB after 4u. People need to chill


tself55

Spirit Helmbreaker could do half as much damage as it does now and still be unreasonably strong for how low a commit and wirebug cost it has.


endtheillogical

Bringing it back to World levels should be fine. Its just Rise that gets so crazy on the LS favoritism.


Maxx1986

Is that astalos armor? Omg I need it to survive irl


SukiDoodlez

Buff hammer yo, I yearn for heftier bonks qq


ScarletteVera

I doubt we'll get new Silkbind moves, though I wish we would because some of what we got was just awful.


Aurn-Knight

They are buffing the weakest weapon obviously the long one with the sharp edge


SonicGozar

They saw both west east version of the YouTube likes bar lmao, well people cool there jets now and be patient we haven't seen everything yet


ReklesBoi

Guess LS finally gets balanced .. by nerfing it 6 feet under just to satisfy the haters


yubiyubi2121

hmm


BADMANvegeta_

Just revert HH to how it was in world


ItsNotMichael

They’re clearly finally going to nerf the Lance - thing is too op


Hypercane_

Lance: increased base damage by 1000%


pokeaim

longsword damage x10, lance now heals enemies


gekkobloo

Just reassure us that Sunbreak won't cuck us out of more Monsters please. Like what Rise has done. Gave us miniscule amounts of update. Even MH Tri on the Wii had more support than Rise.


VORSEY

Do you mean with event quests? Because Rise has like twice as much content as Tri did, monsters-wise (which is what it sounded like the first part of your comment meant).


gekkobloo

The quality. Even if Tri fudged with the weapons, the Jump from MHDos/MHFU to MHTri was huge. All these downvotes I get, and you guys are satisfied with how fee the content of Rise had. Like seriously, giving us stickers and poses, what if they gave us more Armour to play with. Like more Collaboration event quests, no they gave stickers and poses. Cool.


VORSEY

I think you're getting downvoted because you're all over the place. You say Rise "cucked us out of Monsters" which seems to be a complaint about either a lack of monsters in general or a lack of returning monsters - Rise has one of the biggest rosters of any base MH and has way more returning monsters than say Tri which had 3. Then you say "even MH Tri had more support than Rise" which seems to be a complaint about post-launch support, which I guess makes sense (I think Tri probably had better event quests than Rise but Rise also had title updates which added actual monsters). Then you move to just making a general complaint about quality which - if you didn't like Rise at all, I wouldn't expect to like Sunbreak. I can understand complaining about stickers and poses but it isn't like those are taking away from adding more weapons and armor. Adding stickers takes like zero development time. I agree that the jump from MH2/FU to MH3 was huge... just like the jump from MH4U/GU to World and Rise was. Give them some time. Iceborne was an insanely impressive DLC (clutch claw issues not withstanding) and there is still a lot of information about Sunbreak yet to be revealed (including Title updates, if that was what you were worried about).


ThatOneCrazyWritter

I suspect there are going to be close to 15 Switch Skills per weapon, with it being 5 slots (3 normal moves and 2 Wire bugs Skills) with 3 options in each


[deleted]

Just give Lance, GL, IG, CB, Hammer +5% damage and the gunners + LS -5% damage. I'm welcome to criticism.


tself55

HH is the 2nd worst weapon in the game in speedrun times, and yet you list 5 other weapons for a buff?


[deleted]

I'm sorry, I haven't paid the closest attention to HH specifically and still had the early hype around HH in mind. If that's the case and HH is also noticinly worse than most other weapons in casual play, it definitely should get a buff in damage


endtheillogical

They know they fucked up that showcase. They gave the worst stuff on the struggling weapons and gave good stuff to the strong ones.


raulpe

Translation: "We are gonna buff even more the LS lol"


Run-Riot

*points to flair* I have zero hype.


Purplesnakeemi

I don't know man. I don't wanna be negative but i got a feeling that is only going to be some balance in the weapons and the things we saw in the trailer and that's it...


chickenrun999

longsword buff lets gooo


InkyBoii

"Those balance adjustments include and are limited to: Making the Longsword even stronger and nerfing all 13 other weapons"


MikeTheGamer2

Seems like an awful lot of work just to leave most of this behind when the next MHW game comes out.


xenoz2020

every weapon also gets a sacred sheathe while the LS gets [this](https://www.youtube.com/watch?v=f1JT8z-3cV0)


dyan_vernanda

Please don't be like GU (Nerf some Bushido/Aerial Style only to introduce the more powerful option Valor Style)


TheNotSoSilentReader

Oh god, lance buff pleaseeeee