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(PSN)anansispiderPS

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Posts posted by (PSN)anansispiderPS

  1. On 2018-11-23 at 8:30 PM, Genesix6 said:

    Yeah but it's a bit tedious though, when you want to attack you have to get off from the kdrive, I know you can just use e for a quick get off, but it shouldn't be that way.

    Back then there was a bug, when you ride the k drive you are holding one of your weapons, but of course you can't use it

    They want you to have to get off the K-Drive at some point for regular combat. Makes sense too since boarding and shooting simultaneously is a bit ludicrous

  2. 23 minutes ago, (PS4)Schobii564 said:

    Polearm: "pole" that functions as an extension of your "arm", so yeah any of these can be considered a polearm right?

    IDK about your definition. A polearm isn't a pole that is an extension of your arm. It's a weapon that involved a (usually wooden) shaft to extend the range.

     

    So the Insect Glaive from Monster Hunter World would be a polearm and the stave distinction seems pretty largely redundant. I can understand the need to differentiate the way a two ended blunt weapon like Amphis functions compared to a weapon like the Guandao, but it starts to look arbitrary. All the spears are definitely polearms. The ones like poles with weights on either end would be types of staff.

    I'm guessing here. I typed this out like fact. I've just found this situation odd myself.

     

    Edit: A random conclusion that popped into my head is that staves should probably not be slash based.

  3. On 23/04/2018 at 4:35 PM, (PS4)Lei-Lei_23 said:

    Imo, Clashing Forest and Flailing Branch have very dynamic swings and animations  which would feel perfect for a Naginata playstyle. When it comes to Shimmering Blight and Bleeding Willow, the swings and attack animations feel more controlled and less wild.

    Granted, I used to be a Naginata main from Toukiden Kiwami and Toukiden 2, and their swing animations for the normal button mash combo was very controlled and rhythmic, whereas its special mechanic “Frenzy” was balls-to-the-wall attacking with reckless abandon. So, I dunno?

    Put me in the mood to put on Toukiden 2. I didn't get far beyond chain whip and daggers. Too many games. I must educate myself on the frenzy mechanic.

  4. 12 hours ago, Inquizitor said:

    Tbh, the range mods (Reach) should be replaced with additive value that would not change. Instead of +% per rank, it would instead give 0.1m range per each rank. This way, a normal Reach would add 0.4m, while Primed one would give 1.1m range. It doesnt have to be 0.1m, it could be some other value. But weapons like daggers, which have tiny base range, even Primed Reach adds just a very slight added range, while weapons with massive range and high disposition (Scoliac) benefits much more, which is the core issue here.

    Imo the reach should never have existed in the first place, but since it exists already, i wont ask for its removal, but rather...a re-design so it can be useful on every melee weapon and also not overpowered at the same time.

    This makes SO much sense tbh.

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