Personal style is good but...

提案/Suggestion

Greetings, I would like to talk about the personal weapon styles system, which is a good way to revive monster weapons that have been left behind, but I feel that it can be improved in the area of ​​​​improvements of levels 5, 10, 15 and 20 … With the issue of having to be using materials to be able to select a style or improvement of attack or elemental damage … since it is not easy first to raise the weapon to the grade to have the style, second to gather the necessary materials that it is not easy to kill grade 9 monsters for the shards … The idea of ​​​​the styles is to be able to adapt and select what is useful to me depending on what I face and not having that ease takes away a lot of merit from having the weapon at grade 10.5 and with the style at 20 which is a lot of effort, it would be better once the space is unlocked you can select the improvement or style at any time

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But if you look at it closely, certain weapons are generally better suited for certain monsters.

I’m not talking about you cannot slay certain monsters using a poorly-matched weapon. I’m talking about efficiency, assuming same level of skills.

This weapon–monster compatibility becomes even more obvious when it comes to weapons with different intra-family differences, such as the different ammo types between bowguns and shell type between gunlances.

Certain weapon styles would overhaul the way you use these weapons, so much to the point that there’s little sense in choose a different style for different monster and your build would revolve around this style, and you would end up just using that one style for this weapon against the monsters this weapon is most suitable for.

The damage improvement is ridiculous if non-existent. Would be great to approve that too since it’s harder to farm those materials. What a bummer to realize that your 20/20 weapon won’t make any difference on the field opposed to its 10/5 version :man_shrugging:

I’ve got a mixed opinion about this. I agree with what you said. Of course you obliterate a 10⭐︎ Zinogre with a Daora heavy bowgun while it’s a matter of few seconds between lose or win with a Legiana dual blade.
But what’s the point introducing a new upgrade system if you won’t benefit from it and it won’t bring any change to the gameplay?
I mean what’s the point upgrading my dual to 20 if I still have to use my heavy bowgun anyway?

Just like the training ground I think it’s great idea that need to be adjusted to fit their original purpose. For now everything look really beta in my opinion.

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I see your point. Yeah, the overall improvement to the weapon is marginal, but still it’s allowing us to push the limit, even just a little more. Sometimes we just need a little more push than before, and I feel like this is nearing the “endgame” state weapon evolution. The rest of the advancement (a.k.a. power creep) would likely come from stronger weapons and combinations of skills from future monsters.

Regarding the thing about using just one weapon against several monsters, I see from the perspective about the material cost and effort needed to get those materials.

If you use just a handful of weapons to clear all monsters, you naturally do not need to farm as much as another player who use many different weapons against different monsters.

I belong to the former, where I unlocked 10-star with just the Pukei Bow alone, and I limit the number of fully-developed weapons to just whatever I can fit in my 20 loadout sets.

I craft as few weapons to tackle as many monsters as possible, with Pukei Bow being the ultimate weapon if I have no other better choices in terms of compatibility. I absolutely hate to fight Zinogre with Pukei Bow, but if my Legiana Lance cannot make it, I will have no choice but to fall back to Pukei Bow.

Assuming that we are now at a time where all weapons have style customisation available, those with few weapons would likely want to use a different style to fight different monsters. What they saved in terms of weapon forging and upgrading costs will now become style customisation costs whenever they want to change the style to fight a different monster.

Those who have crafted many weapons to fight different monsters would not need to change the style more than once, if at all. They paid the upfront cost in forging and upgrading all the different weapons and now they save the cost in style customisation.

So, in this perspective, I see that it balances out. It’s just a matter of different allocation of effort between different users depending on how they choose their weapons.

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Yeah that’s what I thought too about the endgame and power creep when I saw this system coming. It feels like they are trying to make the difference between weapons more obvious like for now the elder dragon weapons will always do more damage than others and the gap will probably be more visible as the other weapons will become upgradable. Because if one consider the upgrade an improvement to me and as you said so far it’s just a 2/3 seconds win on the timer and if it can make a difference for some monsters with specific builds, it definitely won’t be viable for anything above 10⭐︎ that will come in the future. Unless they allow to upgrade until 50 or 100? Terrible idea but who knows.

I don’t know about forcing or encouraging people to use different weapons. I mean Black Diablos bow was the thing for so long (almost) regardless of the monster body type and they never nerfed it.
So I don’t know if the intention was really to make people take that direction.
Maybe because all the Japanese affiliated YouTubers I’ve seen used that build so they turned the blind eye?
I also have a Chameleos bow 10/4 and I could just stop there as poison seems to be the new meta with the new skills but I don’t want to just give up on my other 10/5 that took time to upgrade. And thinking they are now not required if not useless then it’s really sad. Especially because materials are not coming back. Even converted in form of Zenny would be enough I guess.

About changing the weapon style more than once yeah probably that won’t be necessary. I can’t really tell because the only one I’ve got upgraded is the Barioth dual blade. But it doesn’t have a different style yet. So I don’t know if the new one will be a game changer or not. Hopefully the new style will make the weapon usable against more monsters weak to ice. The problem in my opinion being the randomization brought by the 20% affinity, with a huge loss of raw and elemental damage. Not only the art but if the new style is making it 0 and upscale the damage input then why not.

Overall I still think the balance should be adjusted in a future update. Or that the game should assume the direction they want to take and make it clear that you can’t kill certain monsters at all with certain weapons.
And for those who talk skill issue please show me a video of someone who defeat a 10⭐︎ silver rathalos with a jagras light bowgun and I will reconsider.

I don’t know what was intended but so far this upgrade system seems to be made for those mid tier weapons in order to make them usable. And change the play style of course. So wasting materials in Tobi, Anjanath, Barroth or even Barioth etc is really not what I’d recommend. Better keep these 6 rarity materials for better monster/weapon.
Like can you really recommend to someone who want to clear 10⭐︎ to farm and use 42 scarcestone and 28 riftscale on Jyuratodus SnS? As if it will make any difference.
Keep your materials people!

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Haha and I am still using Pukei bow where my 9.5 Chameleos bow still falls short! The boost to charge 4 power made Pukei bow great again, and even my old Zino bow build can still work against 10-star now just because of the charge 4 boost alone.

I feel that style customisation is more meaningful for weapon types with different configurations within the family, such as the bowguns and gunlances.

Like, I made the Anjanath Light Bowgun specifically for dealing with Kirin. I used to fight Kirin on a hammer in the old MH on PSP, but I wouldn’t want to use hammer here, so I decided on Anja LBG because of its ammo configuration. With stepping shot and evading reload, I could technically drop all levels of recoil/reload and just keep swiping to fire/reload stickies only while keeping other armour slots open for other skills. This is a gamechanger and totally changes how the weapon is used, and I dig this kind of change.

I’m not a fan of incremental changes because that is just a game of numbers, and that’s no “game” at all.

This basically makes me only make specific weapons for dealing with specific monsters because I see the fun value in using e.g. lance vs Rajang, Zinogre, and Teostra for the “showdown/bossfight” gameplay, normal type gunlance vs monsters with armored layers like Radobaan and Jyuratodus with burst fire gameplay, Volvidon gunlance for the paralysis wyrmstake support, Magnamalo HBG for the defensive loading gameplay, Anjanath LBG vs Kirin for the sticky ammo gameplay, and my 3 main bows—Pukei, Black Diablos, and Zinogre bows for dealing with pretty much most, if not all, of the monsters if I really want to get the job done and ignore the other gameplays :joy:

My shoulders are dying from playing this game because of bow usage for coming to 2 years. I unfortunately have to wind down my activity in this game to give my shoulders time to recover.

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Get well soon.

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Oh, I tried the Anjanath LBG for Kirin as well but it didn’t feel like I was contributing much to the fight opposed to the Azur Rathalos charge blade which i’m using now. I might be wrong I’m not even sure.
I wish we had an option to set On/Off to see the total personal damage we made during a fight. Might help to choose which weapon suits best for which monster.

I wouldn’t care about numbers as well if only there was no time limit. I never felt pressured by the clock in any MH game I wonder why they made it a thing here.

Take care for your shoulders! I might take this opportunity to get a higher HR than you むふふ(^ν^)

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