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SRWGuy

MHW

Oct 11th, 2017
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  1. MH WORLD NEW SHIT
  2. Stuff I'm unsure about is marked with a (?)
  3.  
  4. ALL WEAPONS
  5. - You can roll backwards now
  6. - Special jumping attack available from sliding down a steep slope (like Hammer's big spinning jump from the first trailer), regular jumping attacks still happen when you hop off a ledge
  7. - Slinger on your arm that can fire various items for different effects, can be used while your weapon is sheathed
  8. - Mantles, new item that gives various effects for a set duration (more airtime on jumps, rocksteady, taunt, stealth, etc) on a cooldown. Can bring 2 with you on a hunt.
  9. - Charms are craftable and upgradable now, but generally require more rare materials than armor.
  10. - Decorations are now random rewards from quests (and mining?) but you can dump unwanted decorations into the melding pot to craft specific ones you want, up to the value of the decorations you dumped in
  11.  
  12. Greatsword
  13. - (?) Draw attack damage seemingly reduced
  14. - (?) Default charge speed seems faster
  15. - New third charge attack after the Strong Charge, called True Charge. Hits twice.
  16. - Charges can be comboed one after another instead of adding a slap between them
  17. - Shoulder tackle
  18. -- Can be used to cancel out of a charge
  19. -- Has superarmor, but low damage. Gets stronger the longer you held the charge before canceling
  20. -- Can KO
  21. -- You can start the next tier of charge attack after a tackle too (Charge -> Tackle -> Strong Charge -> Tackle -> True Charge)
  22.  
  23. Sword and Shield
  24. - Draw attack animation changed, now an upward swing
  25. - If you hit the charged jump back attack, you leap off the monster. From there you can do a regular aerial attack or a falling shield bash for KO
  26. - X combo continues further than where it would normally end, easier to change directions mid-combo
  27. - Can use the slinger with the weapon drawn
  28.  
  29. Longsword
  30. - (?) Full spirit gauge no longer causes a blinking gauge, so no damage boost?
  31. - Spirit gauge levels damage adjusted (now 1.1x -> 1.2x -> 1.3x)
  32. - Foresight Slash
  33. -- Uses your entire spirit gauge for a counterattack.
  34. -- If the monster doesn't hit you, you just lose the gauge
  35. -- If they do hit you, you get a full gauge back and can shortcut straight to the last hit of the spirit combo
  36. - Falling Slash
  37. -- Running stab into the monster, if it connects you launch into the air and fall down with a slash that does a delayed cut across the screen like a cheesy samurai movie. Does heavy damage.
  38. -- Costs a level of your spirit gauge (i.e. Red -> Yellow), even if it whiffs
  39. -- (?) Blinking gauge damage buff might've been moved to successfully hitting with this?
  40.  
  41. Dual Blades
  42. - New attack after leaping off a ledge, if it connects you spin across the monster like a sawblade
  43. - Demon mode combos changed somewhat
  44. -- Can spin2win after more attacks?
  45. - Stamina seems to drain much slower in Demon Mode than the previous games
  46. - Can activate Demon mode while moving
  47. - Demon mode flips your blades around backwards and gives you a naruto run, both seem purely cosmetic
  48.  
  49. Hammer
  50. - Big Bang Combo
  51. -- Smash a monster up to 5 times, each swing picking up speed and ending with the Spinning Meteor from X/XX, but less flashy
  52. -- Does a ton of damage, but the combo ends if you whiff so it'll mainly be good for exploiting the long openings made through your KOs and Exhaust damage
  53. - Powercharge
  54. -- After charging up to a Superpound, you can instead press Circle (or whatever button on your controller of choice) to store the charge in your hammer
  55. -- Boosts all your damage, increases KO output, makes you unflinchable, and improves your charge attacks
  56. --- Superpound becomes the Brutal Big Bang finisher, more damage and seems slightly quicker to execute.
  57. --- (?) Uppercut is also enhanced but I'm not sure how.
  58. --- (?) No clue if the uncharged swing is changed
  59. -- Lasts until you get sent flying or put your hammer away
  60.  
  61. Lance
  62. - Can forward hop
  63. - Counters work like Tri again (can counter after the third poke and go right back into another three pokes)
  64. - Powerguard
  65. -- An enhanced blocking stance, unclear so far how effective it'll be.
  66. -- Can counter out of blocking
  67. -- You can enter powerguard after blocking a hit to negate the normal blockstun
  68. - Charge now gains extra speed after running a short distance
  69. - Can sidestep during a charge
  70. - If you charge down a steep slope, you go into a faster slide, and resume charging when you hit the bottom.
  71. - New triple hit attack out of a guard advance
  72. - (?) You can cancel into a guard from charge
  73.  
  74. Gunlance
  75. - No heat gauge
  76. - Can forward hop
  77. - Can chain multiple hops together (unsure if 2 or 3)
  78. - Shells can be chained with themselves, and you can dodge out of the shell recovery animation
  79. - Overhead slam damage increased compared to 4U, seems roughly the same as Adept GL's slam from Gen
  80. - New sideways slam attack, does even more than the overhead slam, can be comboed after several moves
  81. - Wyvernstake
  82. -- Single shot, separate from your shell ammo
  83. -- Can be used after shelling, full burst (?), or after the sideways slam
  84. -- Does several ticks of damage followed by a heavy explosion, damage at least partially based on raw
  85. -- 1 stake per full reload
  86. - Quick reload now refills all shells, but not the stake
  87. - (?) Shelling damage dropped sharply at yellow sharpness, unclear if this is just the old orange sharpness damage penalty to shells moved up to yellow or something else. Probably won't find out until we see more than just the single gunlance from the demo.
  88.  
  89. Switch Axe
  90. - Can now switch forms between any attacks
  91. - Unkown what phials are present, but Power Phial is still around of course
  92. - Axe mode has its original higher movement speed again
  93. - Axe has a retreating slash that takes a big step backwards, can be chained with itself repeatedly
  94. - Standard axe combo now opens with the side chop instead of the overhead, combo remains the same otherwise
  95. - (?) Damage seems buffed
  96. - Sword mode combos changed somewhat, double swing now chains into a rising double slash
  97. - Sword gauge drains significantly faster
  98. - Reload doesn't restore as much as it used to
  99. - Switch attack back to Axe seems to restore a little bit of gauge
  100. - Phial Awakening Gauge
  101. -- Hitting things in Sword mode fills this gauge
  102. -- When it's full, you get phial bursts like CB (seems to do similar damage to CB bursts, at least with Power Phial)
  103. -- Running out of sword gauge ends Awakening mode, so meter management is a big deal to keep that up
  104. - Zero Sum Discharge
  105. -- While the Awakening gauge is full, your discharge now stabs into the part of the monster you hit while you hang on
  106. -- Drains your Awakening gauge
  107. -- Every tick of the "revving" part of the attack also creates a phial explosion
  108. -- Flings you a good distance away afterwards, so it seems pretty safe even with the long recovery animation
  109. -- Can still be shaken off by roars and other attacks though, so be careful
  110.  
  111. Hunting Horn
  112. - Can "store" (up to three?) songs for sequential recitals
  113. - The swing into the recital now has a soundwave that greatly increases the area it hits
  114. -- Soundwave only occurs if you have a valid song ready to play
  115. -- If you hit with the swing directly, the soundwave also hits, basically doing double damage
  116. - Recital animation is determined by analog inputs now, rather than the last attack you performed
  117. - You can roll out of recitals now
  118. - You can add an extra note when you start a recital by hitting R + an attack button, so if a song took "Blue -> Purple -> Blue" before you can play "Blue -> Purple" then start a recital with "Blue" to get the song.
  119. - More Encore followups (Neutral and Forward) in addition to the old ones
  120.  
  121. Charge Blade
  122. - Starting with the 4U charge blade as a base, none of the nerfs from X/XX carried over it seems
  123. -- Yes, that means all the 4U AED shortcuts are still present
  124. - New fade slash, can slide sideways and jump back up with a sword attack
  125. - Super AED no longer consumes red shield
  126. - Sword can also be charged now
  127. -- After charging the sword, the hunter pulls it back out of the shield into a strong overhead slash. Can combo from there into the rest of the sword moveset
  128. -- Adds phial bursts to sword mode
  129. - (New?) Phial type, "Power Element Phial", no clue what it does or if it's just a different name for Element Phial now.
  130.  
  131. Insect Glaive
  132. - Kinsect is now a separate piece of equipment from the glaive itself, so even if you have every IG in the game you could still just have your one Effect Extender kinsect, or screw around with a kinsect for every element, whatever you want
  133. - Pressing R mid-combo to mark the part of the monster you're hitting automatically sends out your kinsect to attack
  134. - Kinsect will continually attack independantly until the marker wears off (or stamina?)
  135. - Kinsect attacks (might be left by other attacks?) now leave swarms of bugs that do extra damage/effects if a monster touches them
  136. -- The demo Kinsect seemed to leave swarms that could poison
  137. - Airdashing
  138. -- Can now do an airdash (dodge button) and a dash into an attack (heavy attack) once each after a polevault
  139. -- The heavy attack re-launches you into the air if it connects, and lets you dash and attack again
  140. -- Consumes stamina, seemed to be able to get roughly 6 dashes maximum if you keep hitting the attack. Might be able to get more if the Constitution skill is still in the game.
  141. - Regular aerial attack is still there too
  142. - When you change positions while mounting a monster, IG will get a few hits in as you roll to a different spot
  143.  
  144. Light Bowgun
  145. - Can move quickly while shooting
  146. - Rapid Fire is still in, and doesn't lock you in place while shooting.
  147. - Ammo with heavy recoil still seems to stop you in your tracks for the recoil animation
  148. - Can chain multiple sidesteps/backsteps into a slide that covers some good distance
  149. - First person camera is gone, holding L2 brings up your crosshairs in an over the shoulder view
  150. - New special internal ammo types. Only one seen for LBG so far is Wyvernblast (plant landmines on the ground that shoot out small explosions when any attacks from hunters or monsters pass over them, including your own shots)
  151. - (?) Probably more special ammo types? There was only one LBG available in the demo build
  152. - Special ammo regenerates over time
  153.  
  154. Heavy Bowgun
  155. - Can move slowly while shooting
  156. - Some shots still need you to stand still for a moment, like Cluster
  157. - First person camera is gone, holding L2 brings up your crosshairs in an over the shoulder view
  158. - Crouching Fire is gone, new special internal ammo types
  159. -- Wyvernheart, extremely rapid fire shots. Can move while shooting.
  160. -- Wyvernsnipe, high damage and very long range. Have to set up and stay still to fire.
  161. - (?) Possibly more than these, HBG was the only weapon type in the demo that had two weapons available
  162. - Special ammo regenerates over time
  163. - TL;DR It's Lost Planet
  164.  
  165. Bowgun Ammo and Mods(this applies to both types of bowguns)
  166. - Elemental shots pierce
  167. - Cluster shots are fired in an arc now, rather than a straight shot that bursts on hitting the monster
  168. - Spread shot (Pellet shot) has critical distance, from point blank to just before the max range.
  169. -- (?) Couldn't tell if there were still "pellet magnet" parts, not much footage out there of people actually using it
  170. - Bowguns now have multiple slots for weapon mods
  171. -- Rarity 1-2 guns have 1 slot, 3-4 have 2 slots, and 5+ have 3 slots
  172. -- The options are:
  173. Suppressor (reduces recoil)
  174. Reload Booster (improves reload speed)
  175. Deviation Stabilizer (reduces deviation)
  176. Point Blank Booster (increases damage at close range)
  177. Range Booster (increases damage at long range)
  178. Shield (Auto-Guard frontal attacks)
  179. -- Apparently, you can stack multiple of the same type of mod (Can shield stack?)
  180.  
  181. Bow
  182. - Can move while shooting, somewhere between the speed of LBG and HBG
  183. - All bows have Arc shot and Power shot
  184. - Can sidestep while charging and start another charge
  185. -- Sidestepping into a climbable wall lets you jump up the wall into a jumping spread shot
  186. - (?) All bows supposedly have the same shot types now, regular charge shots are Rapid, Power Shots are spread, and Pierce has been replaced with Dragon Piercer
  187. - Dragon Piercer
  188. -- High damage piercing shot used after a Powershot
  189. -- (?) Seems to go clear through everything up to a Rath in size, so far it's unclear if there's an upper limit on how many hits it can cause
  190. -- (?) Seems like you can spam this as much as you want, but it's very slow to fire and you can't move while drawing it back
  191. -- (?) Unsure if this benefits from coatings
  192. - Close Range coatings increase damage like Power coatings, and are now unlimited, so your damage isn't totally screwed when you run out of Power coatings, you just need to play riskier up close.
  193. - TL;DR It's Dragon's Dogma
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