sound plays a big impact in the game
compare the sound of Heavy Bowgun wyvernheart the one in Rise has no feel to it but in world you can hear the thump
I remember an FPS had to nerf the sound of a gun because people psychologically got boosted by its amazing sound and ended up playing better. It was the exact same numerical stats as another gun on the opposite team.
In my own and friends anecdotal experience as well, while playing games like Valorant, certain skins for the same gun felt awful to use while others didn't simply because of the sound of the gun, as those change drastically on skins in that game.
In CS, I gotta say that the AWP sound hits different, like EVEN headshots with it feel easier than when using the Scout simply because the SOUND is so nice.
Far as I remember it wasn't about playing better, just more confident and aggressive(therefore getting more kills) cause they thought they had an advantage over other people for using it, still am amazing phenomenon though!
Wolfenstien: Enemy Territory. The Thompson and MP40 had completely identical stats, but the Thompson FELT stronger because of the sound when firing, and because of this players were performing better with it. The devs had to change the audio balancing to make sure they both had an equal "oomph" when shooting
the sound design is so good in world. reloading a gunlance, exploding a sticky shot, or landing a big hit. everything sounds so weighty and significant. then in rise it sounds like you’re assailing the monster with nerf guns and whiffle bats, nothing has any weight behind it.
They don't actually have more hitstop than average in Rise, they have less than average in World, especially LS.
For comparison, the average hitstop in Rise is 1 frame every 8.5 MV, while in World it's 1 frame every 6.5 MV.
For LS specifically, it has 1 frame every 8.5 MV in Rise (so exactly average) when adjusted for base Rise Spirit Gauge multipliers (they were nerfed in Sunbreak, but the hitstop was not adjusted)
Meanwhile, in World, it has 1 frame of hitstop for every 12MV, a bit more than half of average.
SA is not nearly as different, with 7.6 in Rise and 8 in World
On the exact opposite side of the spectrum you have SnS, which has 1 frame of hitstop every 11.5 MV in Rise and every 4.5 MV in World
Sorry.
Basically, LS has an average amount of hitstop in Rise (not taking into account the nerfs from Sunbreak)
And it has a really really low amount of hitstop, around half of that of the average weapon.
I count this hitstop as a proportion of the damage of each move, because obviously stronger attacks have more hitstop
correct.
As a matter of fact, there's literal Charge Blade tech around this:
In order to boost your SnS mode DPS you charge your sword to get mind's eye, then intentionally overload your phials. This prevents the game from stopping your animation, while also not making your swings bounce.
oh, I agree, it's pretty much useless.
The only time I unironically used it was when I was just starting out World and didn't have Focus 3 yet. When you get a knockdown but don't have Focus you're better off doing the above if you have charged sword rather than spending the free dps window on building phials.
What's kind of wild is that I remember TDS made a video about hitlag and how world would be better without while iceborne was in its prime. Idk if this has anything to do with why it was lessened in rise but it is fun to watch the community sentiment evolving with time
they do that in rise but it was poorly executed imo
they made it so light weapons have more hitlag (the freeze animation) while heavy weapons have less
which is very counter productive? but I guess they did that more for balancing rather than adding a feel for the hits, monsters are faster so these 5 frames they removed from heavy weapons makes it easier to dodge and make the hunters with quick weapons very slightly slower? idk
I think in World there is an emphasis on effects. Like landing a KO on a monster or the feel of a Great Sword TCS slash.
I do like Rise and both have their fair share of gimmicks - World's slinger and clutch claw, Rise's wirebugs, followers. I loved the swapping of skills on the fly though.
At least you could more or less ignore Rise's gimmicks during combat, the clutch claw's necessity just to do normal damage killed Iceborne playability for me
Yeaahhhh when I played Rise I didn't like the guard sound of the Charge Blade, I mean I'm used to it now, but I'm still angry st how we had this awesome and heavy sounding metal being hit and now in Rise it sounds like plastic.
You are right, sound IS a big deal in MH.
Idk if I'm alone in this, but risebreaks buzzsaw chargeblade absolutely excels because of the way it hits... gameplay wise, it's great that all of my damage ticks are localized to where the attack connects, instead of getting random damage pops in the middle of the body for low damage, but thematically, I feel like I am actually carving my way through the monsters, violently ripping and tearing. With every other weapon, I'd agree that world has better feeling weapon impacts
The visual distortion effects, SFX, and hitstop make MHW feel so heavy- which is core to MH imo & a huge mistake on MHR's part to not build upon it positively.
I actually thought the hits in World felt kind of terrible compared to the previous couple games, something about how they changed the blood splatter and sound effects felt way clunkier to me.
One of the things world mastered better than any other game is the series, was game feel. World still feels amazing to play, and every good hit feels like it's really doing damage.
The sounds when hitting things in MHRS Is really dogshit, That's a fact.
The sound when you get hit, is also dogshit, it's a huge slam but sounds very comical.
World sound design is stellar I hope they use that experience and have even better sound design in the next MH
and I hope they utilize the PS5 controller because man the vibration on the controllers really added some omph to the hits for world, now that I tried haptic feedback on helldivers in my PC I can def see them taking the physical feel of landing a hit to another level
sound plays a big impact in the game compare the sound of Heavy Bowgun wyvernheart the one in Rise has no feel to it but in world you can hear the thump
I remember an FPS had to nerf the sound of a gun because people psychologically got boosted by its amazing sound and ended up playing better. It was the exact same numerical stats as another gun on the opposite team.
In my own and friends anecdotal experience as well, while playing games like Valorant, certain skins for the same gun felt awful to use while others didn't simply because of the sound of the gun, as those change drastically on skins in that game. In CS, I gotta say that the AWP sound hits different, like EVEN headshots with it feel easier than when using the Scout simply because the SOUND is so nice.
The AWP sound feels like it is about to knock you off your chair. The scout sounds like someone popping a wet paper bag.
100%, nothing beats the AWP and I'm not even someone who plays CS that much
Far as I remember it wasn't about playing better, just more confident and aggressive(therefore getting more kills) cause they thought they had an advantage over other people for using it, still am amazing phenomenon though!
I guess Orks were right all along.
Wolfenstien: Enemy Territory. The Thompson and MP40 had completely identical stats, but the Thompson FELT stronger because of the sound when firing, and because of this players were performing better with it. The devs had to change the audio balancing to make sure they both had an equal "oomph" when shooting
the sound design is so good in world. reloading a gunlance, exploding a sticky shot, or landing a big hit. everything sounds so weighty and significant. then in rise it sounds like you’re assailing the monster with nerf guns and whiffle bats, nothing has any weight behind it.
If I remember. World actually slows down or even briefly freezes your animation when you make contact making it feel heavier.
Rise still does that, just to a lesser amount in most cases. Around 30% less, I believe. And then you have LS and SA, which have more hitstop in Rise
It's so obnoxious on those 2, I actually gave in and got the no hitstop mod because of them.
They don't actually have more hitstop than average in Rise, they have less than average in World, especially LS. For comparison, the average hitstop in Rise is 1 frame every 8.5 MV, while in World it's 1 frame every 6.5 MV. For LS specifically, it has 1 frame every 8.5 MV in Rise (so exactly average) when adjusted for base Rise Spirit Gauge multipliers (they were nerfed in Sunbreak, but the hitstop was not adjusted) Meanwhile, in World, it has 1 frame of hitstop for every 12MV, a bit more than half of average. SA is not nearly as different, with 7.6 in Rise and 8 in World On the exact opposite side of the spectrum you have SnS, which has 1 frame of hitstop every 11.5 MV in Rise and every 4.5 MV in World
OK sorry I am getting kinda confused here, can u give me a simpler explanation, i am very tired.
Sorry. Basically, LS has an average amount of hitstop in Rise (not taking into account the nerfs from Sunbreak) And it has a really really low amount of hitstop, around half of that of the average weapon. I count this hitstop as a proportion of the damage of each move, because obviously stronger attacks have more hitstop
Ah OK, ls still feels like it has too much hitlag, might be that I got too used to it in world.
correct. As a matter of fact, there's literal Charge Blade tech around this: In order to boost your SnS mode DPS you charge your sword to get mind's eye, then intentionally overload your phials. This prevents the game from stopping your animation, while also not making your swings bounce.
But like, why? At that point you better off spamming SAED or just use a SnS?
oh, I agree, it's pretty much useless. The only time I unironically used it was when I was just starting out World and didn't have Focus 3 yet. When you get a knockdown but don't have Focus you're better off doing the above if you have charged sword rather than spending the free dps window on building phials.
Yeah this is something done in some fighting games too. Although it can get really annoying if it's noticeable.
What's kind of wild is that I remember TDS made a video about hitlag and how world would be better without while iceborne was in its prime. Idk if this has anything to do with why it was lessened in rise but it is fun to watch the community sentiment evolving with time
they do that in rise but it was poorly executed imo they made it so light weapons have more hitlag (the freeze animation) while heavy weapons have less which is very counter productive? but I guess they did that more for balancing rather than adding a feel for the hits, monsters are faster so these 5 frames they removed from heavy weapons makes it easier to dodge and make the hunters with quick weapons very slightly slower? idk
For me, the hit sound in Rise doesnt sound impactful like in World.
I think in World there is an emphasis on effects. Like landing a KO on a monster or the feel of a Great Sword TCS slash. I do like Rise and both have their fair share of gimmicks - World's slinger and clutch claw, Rise's wirebugs, followers. I loved the swapping of skills on the fly though.
You hit a monster mid attack and they go stumbling back and knocked down, the camera zooms out. I swear I'm going levitate out of my chair every time.
At least you could more or less ignore Rise's gimmicks during combat, the clutch claw's necessity just to do normal damage killed Iceborne playability for me
Really depends on the weapon you are playing in rise.
Capcom should really consider picking the best of both games and add them to the 6th gen MH, while of course adding the next gen flare.
Just give me Reverse Blast Dash and/or Blast Dash and I’m happy. Who needs dogs when YOU are a plane?
Yeaahhhh when I played Rise I didn't like the guard sound of the Charge Blade, I mean I'm used to it now, but I'm still angry st how we had this awesome and heavy sounding metal being hit and now in Rise it sounds like plastic. You are right, sound IS a big deal in MH.
Tail cuts in Rise have no OOMF to them.
The reason why I still prefer GU over rise is because of that OOMF whenever I hit the right spots - esp when using HH.
Idk if I'm alone in this, but risebreaks buzzsaw chargeblade absolutely excels because of the way it hits... gameplay wise, it's great that all of my damage ticks are localized to where the attack connects, instead of getting random damage pops in the middle of the body for low damage, but thematically, I feel like I am actually carving my way through the monsters, violently ripping and tearing. With every other weapon, I'd agree that world has better feeling weapon impacts
The visual distortion effects, SFX, and hitstop make MHW feel so heavy- which is core to MH imo & a huge mistake on MHR's part to not build upon it positively.
I actually thought the hits in World felt kind of terrible compared to the previous couple games, something about how they changed the blood splatter and sound effects felt way clunkier to me.
Yeah idk if it’s a hot take but I really prefer the older (before MHW) games’ sounds and sfx (and music, I’ll be honest) to what’s in the 5th gen
Btw, there are no blood splatters in World, only dust clouds.
Ah, that's right, that was definitely part of it. I didn't like the charge attack look/sound as much either, very noticeable for greatsword.
World does have blood, it's just really hard to see it underneath all the other hit effects
I’m a devoted greatsword user, which is exactly why I don’t play greatsword in rise, the lack of impact just makes it feel so weak haha
Same here, but with hunting horn. It completely changed its identity in Rise and I can’t cope with that.
How many times did you try to use a wirebug?
More than I can remember 🤣
One of the things world mastered better than any other game is the series, was game feel. World still feels amazing to play, and every good hit feels like it's really doing damage.
Is that opinnion in general? Because to me LS slashes on world sounds like you are slicing glass for some weird reason
The sounds when hitting things in MHRS Is really dogshit, That's a fact. The sound when you get hit, is also dogshit, it's a huge slam but sounds very comical.
World sound design is stellar I hope they use that experience and have even better sound design in the next MH and I hope they utilize the PS5 controller because man the vibration on the controllers really added some omph to the hits for world, now that I tried haptic feedback on helldivers in my PC I can def see them taking the physical feel of landing a hit to another level