Monster Hunter World's Weapon Balance Changes: Fixed Bugs

Monster Hunter World Date: Mar/19/18 17:35:58 Views: 1925

Previous Monster Hunter games attracted a following of handheld players in Japan who craved its high difficulty and cooperative features. Monster Hunter: World was the first game I've played in Capcom's cultish popular action RPG series. It's still a Monster Hunter game. The core feedback loop seems simple: You fight monsters in real time, then use their body parts and other resources to get stronger and fight tougher monsters, then repeat. It's interesting to see that cheap Modification of save for sale

 

 

Weapon Balance Changes

 

Bow: fixed various bugs

Light Bowgun: no adjustments were made

Heavy Bowgun: no adjustments were made

Hunting Horn: general attack power increase

Hammer: adjusted the stun values on charged attacks

Lance: counter-thrust adjustment to increase ease of use

Great Sword: increased the damage for Charged Slash abilities

Dual Blades: adjustments to help maintain Demon Gauge active

Switch Axe: zero Sum Discharge adjustments to increase ease of use

Long Sword: improvements to Foresight Slash input timing and hitbox detection

Sword & Shield: roundslash damage increased and improved slinger usability

Gunlance: reduced sharpness loss for shelling, and made some attack power increases

Charge Blade: balance adjustments to Impact Phial and Power Element Phial

Insect Glaive: improvements to extract attack power increase and extract effect length

 

Monster Hunter: World is the series biggest splash yet, a gateway drug for new players and a big, beautiful HD version of a game that's lived on tiny screens for most of its history. A big part of the appeal of Monster Hunter: World is, ironically, how shallow its world is. There's a veneer of exploration and curiosity, but it's all to the utilitarian end of becoming better at slaying giant dinosaurs and dragons. Once we update more news and updates, we will inform you at the first time, please click here

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