太刀にもバランス調整を行って欲しい

提案/Suggestion

要望概要
太刀の通常型、スタイル強化それぞれに太刀としてのアイデンティティを残しつつ強化寄りのバランス調整を実施して欲しい

背景
火力の高いスタイル強化、狩猟笛や片手剣の調整、特定武器種と相性のいいスキルの追加などで、現状の太刀は速度面でもDPS面でも他武器に1歩遅れをとっています。
太刀はデメリットがある代わりにゲージを維持することで高火力が出せるというコンセプトの武器という位置づけをされていますが、立ち回りを含む火力面ではもう一声欲しいところです。
狩猟笛のように「ほぼ全ての攻撃の威力を上昇させる」方向も考えられますが、太刀の持ち味をなるべく活かすような方向性の調整についてご提案させて下さい。

※これらの提案を"全て"採用して欲しいわけではなく、太刀のコンセプトと噛み合うものをご検討頂いた上で改めて調整が必要かどうか精査頂ければというスタンスです。

【全般】:全スタイル共通部分に関する提案です。

練気ゲージが赤になっている場合の倍率を調整してほしい
練気ゲージの維持は太刀の立ち回りの主軸となる要素です。
現状の1.5倍補正もかなり大きな補正ですが、太刀らしさの基礎である「赤ゲージの維持」の価値を高めるため、1.8~2倍ほどの補正になっているとリスク/リターンがより明確になるのではと思います。

気刃斬りⅠ~Ⅲの性能を上げてほしい
気刃斬りは太刀の連続攻撃の中でも後半に位置していますが、威力がそこまで高いわけでもなく、SPゲージもあまり貯まらない攻撃になっています。
コンボの終点に位置する攻撃なので、威力、SPゲージ回収率の増加を希望します。

【通常スタイル】

居合抜刀気刃斬りの成功時に部位破壊ダメージ蓄積を増やしてほしい
コンシューマ版の居合抜刀気刃斬りにはダメージに対して怯み値(部位耐久値)に2倍程度の補正がかかります。居合抜刀気刃斬りの成否は通常スタイル太刀のアイデンティティです。
居合抜刀気刃斬りを連続で成功させることのメリットを強化しつつ、「後の先」のような錬成限定スキルを付ける価値もあげることで火力スキル一辺倒の環境の調整にもつながります。

気刃兜割の性能を上げてほしい
現状の気刃兜割は威力、ダメージ発生ともにやや低めになっており、出しづらさも相まって必殺技的な立ち位置にはなれていないのが現状です。
赤ゲージの補正も受けられないので、使いやすさをもう少し調整して欲しいです。

【威合スタイル】

気刃解放斬りにアーマーをつけてほしい
コンシューマ版にあった気刃解放斬りの溜め段階が最大になっていた際に付与されていたハイパーアーマーを追加して欲しいです。
ダメージ減算の処理はゲーム性上好ましくないのは理解しますので、減算はオミットしつつ敵の攻撃や咆哮に合わせて反撃する、という威合の醍醐味を増やす調整を希望します。
攻撃に対して気刃解放斬りを撃つ際に、「残りの赤ゲージ減少を許容できるか」「ハイチャージの加算分が減っても撃つべきなのか」などを考える余地も生まれます。

【気刃無双斬りスタイル】

気刃無双斬りの追撃をモンスターが移動した場合でも2段目が当たった箇所に発生させてほしい
現状の気刃無双斬りは、追撃込みで太刀の中では時間辺りのヒット数が多い攻撃になっており、特に状態異常武器との相性がいいスタイルです。
現状は気刃無双斬りの追撃は「モンスターに2段目の攻撃を当てた"座標"」に発生するようになっており、大きく動くモンスターに追撃を当てづらいようになっています。
通常スタイルの居合抜刀気刃斬りのように、攻撃を当てた箇所に追随して追撃が発生するようにして欲しいです。

改めて、これらの提案の中から、太刀のコンセプトと噛み合っていて現状の他武器との差異を埋めるのに適していると思うものをご検討頂けますと幸いです。

現状/Current Status

太刀はデメリットがある代わりにゲージを維持することで高火力が出せるというコンセプトの武器という位置づけをされているが、赤ゲージを維持しても火力面で他武器に遅れをとっている部分がある。

個人的には練気ゲージをめちゃくちゃ上がりやすくして欲しいですね(現状の2~3倍)

理由としては普段狩りでの採用しづらさ。

と被弾のデメリットが大きすぎる。

ことですかね。

被弾によるゲージ消費を減らすでもいいですが、メリハリを考えると上げやすいのほうがいいかなと。

どの武器と言うよりも全体的に取り組んで欲しい。

立ち上がりが悪すぎて要撃戦が本当に厳しいんですよね
属性太刀でも後の先を積まなきゃ最初の障壁破壊もギリギリなのに
肝心の追撃もスカリやすい+弱点以外に吸われやすい

カウンター決めづらいマルチでは特にお荷物になりがちで
ちょっとした被弾でも練気ゲージ溜め直し=リトライ推奨なので
淡々とソロで要撃戦やってる時の気分といったら…

持ち味ももちろん大事だけれど、限度があるでしょとも思います。
素の状態のテコ入れもマストじゃないですかね

私が通常スタイルに必要なのは、居合成功時に居合に派生できるようにすることだと思います。ライズではこの派生が可能で、連続して居合を決め、ダウンしたところに兜割りをキメるという爽快感を味わえました。nowの太刀は居合が成功して、次の居合を出すためには突きを出すか転がるかなどのアクションが必要。早業3を積んでいても次のモンスターの攻撃に居合が間に合わないこともよくあります。早業3がなければ連続居合なんて夢のまた夢です。

そして早業3を積むための防具の選択肢も絶望的なのも問題ですね。オロミドロ脚かディノ腰でレベル2。武器に早業1がついていなければアケノシルムの腕がビシュテンゴの脚で補うしかなく、武器の性能も低いのに性能の低い防具を選ばなければならないという始末。早業3の専用モーションを実装しといて、使わせる気は全くないと感じられます。

スタイル強化はおっしゃる通り、追撃が当たらない無双斬りスタイルも、受け流しがシビアでハイパーアーマーも消された威合も、どちらも欠陥品としか思えないです。

カウンターがしたいならスラアクを使えば良いし、しっぽ切りは双剣の方が優秀。普段狩り性能もマルチ性能も低い。次元臨界との相性も悪く大量発生のような高速周回が求められるコンテンツにも不向き。秀でている部分が何一つない最弱最低の武器なのではないかと私は思っています。何とかして欲しいものです。

Since the sword and shield was adjusted, I’m sure the long sword will be adjusted eventually too.

That said, development resources are probably limited, so I think we just have to wait patiently.

The reason Sword & Shield is first is that right now, it’s “by far” the weakest weapon.

Other weapons with similarly low firepower include Gunlance and Dual Blades, but Gunlance offers stability and Dual Blades offers burst damage, giving them situations to shine. Though I do think both of them need buffs as well.

Sword & Shield, however, can pretty much only guard—compared to other weapons, it has no standout traits, on top of lacking firepower.

Even in this Base Defense, Sword & Shield is pretty much the only weapon where advanced players with fully driftsmelted Mizutsune weapons struggle to hit 1 million. And in other Base Defenses as well, Sword & Shield almost always ends up with the lowest rank scores.

On that front, Long Sword can score over 1.4 million “if used by a pro hunter,” and in a Base Defense where raw Long Sword is featured, I think you can consistently hit over 1 million with a build focused on Retaliation.

Of course, as I’ve mentioned on the forums before, I also feel regular hunts are overwhelmingly difficult.

Even in Base Defense, it’s hard to put up a good score unless you’re a pro hunter heavily stacking Retaliation or Headstrong. Because it’s so skill-dependent and requires considerable technique, I believe a review of motion values and improvements to the gauge mechanics are necessary.

I’m a Long Sword main.

While Long Sword is plenty strong with both the standard type and the two styles, the power creep on other weapon types has gotten so crazy that it’s starting to feel a bit underwhelming.

Personally, I’d like to see some improvements to the Special Skill.

Long Sword is the only weapon whose SP skill damage varies depending on the Spirit Gauge, so I wish activating it would fill the Spirit Gauge to 100% and allow us to unleash the buffed Spirit Gauge SP skill at any time.

Also, I’d like the hitbox on the SP Spirit Helm Breaker to be expanded a bit. Lately, monsters move around so much that there are a lot of “Wait, that didn’t hit?!” moments.

(While keeping the SP skill’s automatic Spirit Gauge recovery effect as it is.)

Putting trials aside for now since preparations are underway,

I feel like combo attacks are pretty weak across the board, so speeding up the attack animations seems like it’d be effective.

Not only would it simply boost DPS, but getting more hits in would make it easier to build the Spirit Gauge.

While they’re at it, I’d also love it if they lowered the threshold to reach the red gauge.

It’d be even better if they indicated the required Spirit Gauge amount on the bar with something like a ▽.

I don’t think taking what AI says at face value is a good idea, not just here, but in general.
That might be true for “Shared”, but did you know there’s an “Implemented” tag?
Even with the “Shared” tag, there are times when similar features or parts of them have actually been implemented.
I think you’d know if you watched things like Now Navi, but information is indeed being shared and considered.

If you’re going to bring up other weapon types for comparison, you need to at least understand the actual reality of the situation.

Did Sword & Shield become stronger than Long Sword just because it got adjusted?
Insect Glaive’s stamina was maxed out, but does that directly translate to damage output?

Conversely, why don’t you mention weapons like Great Sword?

If you don’t understand why they were adjusted before using them as comparisons, you’re only going to invite backlash from people who use other weapon types.

Improvements for Sword & Shield will be implemented next season.
And there have been statements indicating that further improvements will follow sequentially after that.
We don’t know the order of improvements, but Long Sword’s turn will eventually come around.

Inviting unnecessary backlash could even result in weapon adjustments being limited to minor buffs.
Instead of trying to push your point with misleading arguments, it would be much better to focus your comments on how to actually improve Long Sword.

Feel free to keep sharing suggestions for improving the Long Sword.
However, the reason the Sword & Shield has received so many improvements is simply because there was that much of a gap, not because other weapon types are being neglected.

I think the same applies to improvements for other weapon types or skill buffs.

I believe the delay in Long Sword improvements is also because balancing it is tricky.
Since the Long Sword is so beloved, finding the right adjustments must be especially difficult.
It seems they had a really tough time with the Insect Glaive as well,

and before that, they had the massive undertaking of weapon style changes, so I think they just didn’t have the bandwidth to get around to everything.

It looks like they’re about to move on to improvements and adjustments now, so having plenty of feedback beforehand should make things even better.

(Weapon balance is a very sensitive topic, though, so it’s probably best to refrain from bringing up other weapon types when sharing your thoughts.)

Understood.

It seems my intention didn’t really get across after all.

I don’t think anything is being neglected, but my point was just that having equal opportunities would have been nice.

I didn’t mean to make it sound like that; I was just hoping that balance could be achieved while considering each weapon’s identity, including other weapons.

I understand now not to comment lightly on other weapons.

I’m not really good at being told things like this, so I think I’ll withdraw my opinion this time.

Since this topic was marked as shared within just a few days of being created, I believe the proposal served its purpose.
Thank you all for your agreement and discussion.

That said, there was something that caught my attention when discussing balance adjustments across weapon types, so I’d like to share my thoughts.

As a fundamental premise, the concept of “balance” inherently presupposes relative comparison.

・ Whether the strengths and weaknesses are appropriate when compared across all weapon types
・ Whether it feels worth using when compared to similar uses or mechanics of specific other weapons

Factors like these, along with the meta and how weapons feel to use, serve as the basis for discussion.
Rather than simply saying “XX is weak, so please buff it!” or “Please increase the numbers on XX” without offering any point of comparison, saying something like “XX is a weapon (or action) designed around the concept of ~, but currently feels inferior to YY in terms of ~, so please adjust it like ~” provides much clearer and more constructive feedback (though “it’s weak” is technically a comparison as well).

From the use of the word “gap,” this comment itself clearly has relative standing in mind.

Precisely because each player has different information and perceptions about each weapon type, speaking up in a space that the developers have specifically set up holds meaningful value.

To reiterate, when discussing “balance adjustments,” having a point of comparison is an essential prerequisite in the first place, so we should actually be actively bringing up other weapons.

As an aside, even weapons considered strong have moves or playstyles that go unused, so there’s nothing wrong with submitting improvement requests for top-tier weapon types as well.

On this forum, there is still conflict between ranged and melee.

And regarding this recent matter as well, there were comments like:
Sword & Shield, Hunting Horn, and Insect Glaive have been improved.
Long Sword hasn’t been improved even once.

Of course, the person who said it was likely speaking from a desire to see something done for Long Sword.

Sword & Shield is getting adjustments soon, but one of my concerns is whether other people won’t think, “Sword & Shield is getting preferential treatment again.”

Comparing the number of improvements doesn’t address the essence of that weapon type.
Why does it need to be improved?

Is that really something that should be compared by the number of times?

Sword & Shield and Hunting Horn were buffed because they were weak, right?
If you take the fact that they were improved and steer the conversation toward Long Sword, wouldn’t it just turn into a discussion about how much it should be buffed compared to Sword & Shield and Hunting Horn?

Does that lead to a weapon that’s appealing, easy to use, and strong?
Even if you needlessly cherry-pick isolated positive aspects from other weapon types, people making comparisons will judge based on the whole picture.

This forum has a pretty deeply entrenched class divide between weapon types.
Carelessly bringing up balance between weapon types is just asking for trouble, isn’t it?

Personally, since this is a game about hunting monsters, I wish people would focus on what they want to do against monsters and what kind of moves are needed,
and on top of that, point out the good things about other weapon types and say, “It’d be nice if it were like this,”
or something along those lines.

The original post got deleted so I lost track of the conversation, let’s leave this topic here…