![]() Pure rock-paper-scissors responses to attacks like that means that you're pretty much never going to see things like dodgeless/hitless runs like you see in Souls or MH games, because it's going to be impossible to do without playing the game the way in forces you to play it. ![]() A Kemono prepping an attack should never be "springboard or eat shit". But, that doesn't mean that the Kemono's attacks should be insanely broken to the point where you have no other choice than to use the springboard. That's a decent idea: a building that gives huge benefits & provides utility in the way of movement and iframes. The springboard gives insane invincibility frames, a decent amount of movement, and is literally essential to dodge some of these moves that either have a massive hit area, or perfect tracking. Now, I know what you're saying, you're saying "Revverb, you have to use the springboard, man". Ditto for a lot of attacks that involve rearing up and slamming, or pausing before a charge, pretty much anything that has a prolonged windup (which is nice to see) will pretty much perfectly track the Hunter within a 180 degree angle. (I've also seen a Gritdog do a sharp 90 degree turn to hit me after I sidestepped his charge attack, although due to the lack of a turn animation I'm inclined to think that was probably a bug). Some that come to mind are the boar's spin jump attack, which covers probably more than twice the area of most arenas and lasts for like three solid seconds, the Spineglider's spin, which covers a smaller (but still large area) and tracks you very well, and the Dreadclaw's Seregios jump kick, which I swear to god I've seen that chicken do a 240 degree curve in mid-air to hit me after I manager to slide past him. In addition to the speed of some of these attacks, a lot of them cover an absolutely insane area, or have ridiculous tracking. I get that they want combat to be fast, but when I feel like it's more of a coin flip than anything as to if you get hit while in animations, you've got a bit of a problem on your hands. I mean, come on, I can press the heal button, and a Spineglider can both start and finish his ranged spine attack before the heal animation finishes. Lots of Kemono attacks come out just as fast as their reposition, often times having either no warning at all, or a slight rearing of the head etc that really doesn't establish what they're going to do, just that they're going to do something. When they need to rotate to face the Hunter, they just kind of do a quick hop & focus in, which often time causes your attacks to miss, since it comes out at a split second. Animation-wise, they've got some pretty moves, but in general their movement feels really sharp and unnatural. The Kemono in Wild Hearts feel a bit off. While I do, for the most part, enjoy combat in Wild Hearts, there's some things that I'm getting really tired of, so I'm gonna go on a quick rant.ĭisclosure that this is coming from a MH player with a couple thousand hours between Tri & everything after, so aka clearly a MH casual who has no idea what he's talking about.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |