片手剣が連続ガードできない/SnS cant block continuous attacks

モバイル端末情報(必須)/Mobile Device Information(Required)*

iPhone12

アプリのバージョン(必須)/App Version(Required)*

76.3

問題が発生する頻度/Frequency of the issue occurring

毎回/Every time

問題の詳細/Issue Details

片手剣で最大のけぞりになる攻撃をガードした後、のけぞり中に続く攻撃をガードできない。

その他の情報/Other Information

解決しない。

You need to equip the skill to reduce knock back so you can guard

3 Likes

これ、ランスでプケプケ亜種のノックバック大の2連攻撃をガードした際、2段目で必ず被弾していたので『ノックバック大でガード解除されるのは不具合ではないか』とフィードバック送ったんですよね。

そしたら修正したと返事が来て、内容を見れば【プケプケ亜種の攻撃が2連ヒットじゃなくなった】だけだったんですよ。

ノックバック大でガード解除されていることが問題なんですけどね(´・ω・)

まだ直ってないんですが、結局どうなんでしょう?
仕様という解釈でしょうか。

1 Like

原作だとのけぞり中でもしっかりガードしてくれるんですけどね
NOWだとアンジャナフの連続噛み噛みですり潰されました
ランスでも発生したと言うことは、意図的なものである可能性が高いですね
意地でも回復薬に課金させたいという意思を感じます

You need to use the skill “Firm Foothold” to reduce knock back and guard the next hit.

2 Likes

どうでしょうね

意図的というよりも、ゲームのバランスと運営方針がかち合ってるような気がします
問題を先送りにするためにプケ亜種を修正したようにも見えました

ジャストガードでもノックバックの大きさが同じで、ノックバック大はジャスガしてすら次の攻撃をガードできなくなってる仕様は、削りダメージとあいまって酷いとは思います

(そこに関してはこのスレ(トピック?)で言うことでもないとは思うのですが……)

1 Like

Firm footbold doesnt work with blocking, you need guard

1 Like

How the block works.
First theres two stances.
Idle stance= can attack or block in stance.
Blocking stance=Once the animation is done from transitioning from idle stance to block then the damage is capable of being blocked.
In General. Theres 4 types of attacks monsters do.
1)light physical
2)heavy physical
3) light elemental
4) heavy elemental

The moment you succesfully block depending if your shield is small or large type of shields determines how much knockback you get from blocking.

  1. small shields = light physical attacks/light elemental attacks produce small recovery frames,wearas heavy physical/heavy elemental attacks produces an animation where the shield and arm get flown over the hunters head and the hunter gets Knocked back much further by say one regular dodge distance and the recovery frames are much much longer to return to blocking stance or go into idle stance *(this is why you’re getting hit on second combo attack)
  2. Large shields= light physical attacks/light elemental attacks no knockback quick recovery frames ,wearas heavy physical/heavy elemental attacks push you back further recovery frames take a moment longer to return to idle/blocking.
    Guard is what you need.
    Guard shortens the animation from transitioning from idle stance to blocking stance.
    The more lvls of guard. The faster your blocking stance animation finishes.
    Also… guard skill the more you increase lvls the more Blocking stance knockback you reduce.

Now lets quickly discuss Firm foot hold or what is being referred to as Knockback skill.
This skill ONLY reduces recovery frames from knockback when your hunter is in idle stance and has ZERO effect on the knockback to blocking stance.

Also… a huge perk with sns + gyro is taking advantage of the pushback knowing that a heavy attack pushes you back one dodge distance then with that in mind intentionally looking in a direction to where your back is pointed pushes you back there and you can sometimes get counters off of the heavy attacks that lets you position very very nicely for a follow up counter.
Also…
Another perk to blocking stance is that no matter the weapon… you can block an attack with your back facing monster and this pushes your hunter past the ears or to the hindlegs giving you reach on tail easy.

One very big caveat to blocking is that heavy elemental attacks should be avoided rather then blocked as melee users are inherently much weaker to elemental attacks even if in idle or blocking then say range weapon users and vice versa when it comes to heavy physical attacks between melee/range weapons.

Soo when ya get hit… ya know now… you are stuck with recovery frames with your shield over your head because you have no guard skill and are blocking heavy physical attakcs/elemental attacks.

Also… the sns changes the counter from a successful block since knock back is reduced well at lvl 3 the sns goes into triple shield bash combo off of a counter instead of leaping counter slash into air combo. If you reduce guard to lvl 2 then it reverts to normal leaping counter slash.

Hope this helps your understanding what is going on as theres nothing wrong with the monsters attacks. Just more to blocking then ppl realise.

@here
片手剣のガードの挙動についてご報告いただきありがとうございます。

本件につきましては開発チームに共有し、調査確認を行わせていただきます。

本件についてご案内可能な情報ができましたら、当フォーラムにてあらためてお知らせいたしますので、ご確認いただけますと幸いです。

あらためてご報告いただけましたことに感謝を申し上げます。
それでは引き続き、どうぞよろしくお願い申し上げます。

Thank you for your report the behavior of the sword and shield guard.

We will share this issue with our development team for investigation.

We will notice you on this forum when we have more information of this issue.

Thank you again for taking the time to report this to us.

1 Like