Improvements to Status Effects

提案/Suggestion

The focus of this suggestion will be covering Paralysis and Sleep.

For Paralysis, I have two suggestions to better improve its usage;
(1) Change the effect of “Paralysis Attack” from “increasing buildup” to “extend length of paralysis”
(2) Add an increased damage modifier (15%, for example) to weak points when the monster is paralyzed

For Sleep, I suggest that the increased damage should be extended. Instead of having the first hit have the bonus, allow all attacks to be boosted for a short period (2s) after the monster wakes up. For the sake of balancing, for the same period of time, perhaps put the monster into a “rage” state that increases their damage and speed.

現状/Current Status

The current situation with Paralysis and Sleep is in my opinion, they are lacking in the way they work in comparison to how they would usually work in the base game.

Paralysis is used to stop a monsters’ movements so hunters can get more attacks in without risk; or make it easier to land hits on critical parts of the monster. The period of time the monster stays paralyzed is often too short to justify its use in solo, and in groups, when strangers are aware of it, the paralysis effect would be about to end.

Sleep should not have the same use case as Paralysis as its often difficult to predict when it procs, and hunters are more likely to wake the monster up by accident especially in group hunts. In the base games, players often sleep a monster to stop the fight and setup an extremely massive attack but within this game, it only accounts for the first attack making it much worse in comparison and a bigger waste when that opportunity is lost.

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Just to comment on the “massive attack” for sleeping monsters, I believe it works the same in the main titles as well, in that the bonus damage only apply to the first hit.

Yes, you can set up all the barrel bombs in the main title without distraction by the monster, but we don’t have such item and luxury here. And, only one bomb’s damage will be boosted, not all the bombs, even if they all go off simultaneously. So, in terms of bonus damage, it’s the same algorithm here as the main titles.

I must also stress the importance of paying close attention to observing a monster’s behaviour while fighting it, and pay close attention to the various cues available to help hunters understand what’s going on.

There are 2 prominent cues when monster starts to fall asleep:

  1. Music stops when sleep status procs (audio cue).
  2. Monster moves and falls in a different way from paralysis, KO, and hindleg breaks when it is going to sleep (visual cue).

As a hunter, it is important to recognise what the monster is doing or going through by using all available cues, with the minimum of understanding the monster’s body language. This is part of the Monster Hunter experience.

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