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Monster Hunter: RNG Decorations VS RNG Charms - Which Side Are You On? 

Rurikhan
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21 окт 2024

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Комментарии : 656   
@rurikhan
@rurikhan 13 дней назад
I made a mistake when calculating the odds of getting a Frostcraft 3 Wex 2 Charm with slots. *The actual odds are ~0.000076%* The mistake I made was not taking into account the number of A tier skills into the equation, which are 44, that introduces another two 2.3% chances of occurring in the equation (which I rounded UP to 3% for the sake of simplicity, which means the odds are even lower but I feel these odds are enough to illustrate the point).
@koronaurufu9245
@koronaurufu9245 13 дней назад
Yes as 1% would be 0.01 or 1 in 100 Thus the value of 0.087 you showed would have been 8.7% chance I expect the value to be around 1 in 100,000,000 range or higher
@rurikhan
@rurikhan 13 дней назад
@@koronaurufu9245 the value I showed was 0.087% but it's actually much lower
@insomniac6136
@insomniac6136 13 дней назад
I don't understand why people want RNG charms back when the math for RNG decos is so astronomically in our favour. Yes, I understand that it can take you 1000 hours to get that attack4 deco and that that is frustrating. If you had to do the same thing for the best charm, it would take you until the heatdeath of the universe. The relationship between 100'000 X worse odds doesn't mean that it takes that linear amount of time longer to get, it's actually exponentially longer. So yeah, RNG decos IF we need to have an RNG gearing aspect at all. I'd prefer craftable decos and charms and RNG should only alleviate the grinding for crafting mats. In MH4U, some of the best decos required large elder dragon gems which you needed for the last upgrade of your weapons, enchantments and so much more. You ended up needing so many of those 1% drop chance items that that was the main thing holding you back from progressing. I'd like craftable decos to be an investment again like it was in MH4U but if I need another 87 Large Elder dragon gems for 3 builds again, I'm gonna eat my ironbreaker shield :)
@Ederick1936
@Ederick1936 13 дней назад
@@insomniac6136 Most people don't *care* about getting the most absolute 100% perfect meta build to ever exist. i don't *care* if i don't get the Frostcraft 3 Wex 2 charm, i really couldn't give a shit. what i do care about is not having control over creating decos which represent the vast majority of my skill slots. Those people who do care about it are most likely cheating it in anyway, it really just comes down to the few people like Rurikhan here who are both sweaty enough *and* honest enough to hate it. I played though MH World + IB recently from start to Guidinglands. do you know when i got my first not random BS decos? around the time i killed Blackveil Vaal Hazak., that is the 4th last quest in the bloody game! it's so frustrating comeing back from an experience like that of sunbreak where i can say "allright, i need WEX, Crit Boost, and Handycraft to help smooth this build out, so i'll find the parts i need, get a kill list, and bam, few hours of work and i've got soem decos" to "well gee willikers, i sure hope RNJesus decides to give me smething other than wallrunning and mushroom eating today."
@roar104
@roar104 13 дней назад
@@Ederick1936 my only question about what you played is did you do all your optionals and were you doing any tempered investigations/event quests at all. If you weren't actually farming at all for decos it's the exact same as only doing the main questline through rise and complaining you don't have the ability to craft any decos and the RNG charms you got to roll like 30 of weren't good because you didn't go farming for them. I played through rise once sunbreak had dropped, and let me tell you, if you didn't go out of your way to drive species to extinction there's a great many charms you wouldn't have full sets of you'd want and you had to farm the shit out of a single fish event quest for best drop rates on certain jewels as it was a much better drop rate there. Much worse experience than farming tempered investigations or event quests that drop tons of decos
@Twerkulese
@Twerkulese 13 дней назад
If RNG decos are coming back. I'd love the ability to have a failsafe mechanic to target specific/rare skills. Like a meter that once filled is a surplus of rare decos that have a higher chance to be rare. Link it to the Meowcinary equivalent in this title.
@dcphillips1991
@dcphillips1991 13 дней назад
@@Twerkulese This is what I think they should put in, a points system for each monster that allows you to guarantee specific drops after a set amount of time. I'd also like monster drops being more specific related to breaking targeted monster parts as well. Especially tails being a 100% drop chance when you cut and carve the tail.
@NimbleSoulThief
@NimbleSoulThief 13 дней назад
For sure. RNG needs a pity. Let us trade in a number of decos for our sought after prize.
@marcog.verbruggen674
@marcog.verbruggen674 12 дней назад
@Twerkulese honestly i think just make every deciration available through the medling system would be good enough
@kenesawthornley6462
@kenesawthornley6462 13 дней назад
I dont mind rng decos on one condition, they can be equally farmed from all monstets. Having 1 or 2 event monsters as the only effectice farm for decos is a huge red flag in my book
@cwcsemiautomated2618
@cwcsemiautomated2618 13 дней назад
In World the main way of farming decos is (event quests excluded) tempered investigations which could be almost any monster
@ungobungo7986
@ungobungo7986 13 дней назад
​@@cwcsemiautomated2618but the most time effective are teostra, rajang and potentially,big potentially, kushala
@Zulban48
@Zulban48 13 дней назад
I would actually go a step further. Instead of making any decoration available from any monster, make it so that certain monsters have a higher chance of dropping specific kinds of decorations. This enables you to 'target' the decoration you're after at the cost of limiting the number of monsters you have available to fight for that decoration, which seems to be what you're trying to avoid (but it's better than being stuck with only one or two monsters for EVERY decoration you could want). If you want to be able to get ANY decoration from ANY monster, maybe have something similar to the elder melder except it's some kind of ritual performed by the inhabitants of the Forbidden Lands that essentially manipulates the 'desire sensor' so that monsters are more likely to drop what you want. You sacrifice resources of some kind to get better chances of getting what you're after.
@SythisZuki
@SythisZuki 13 дней назад
While I would like to agree, I am 99% sure the event quests for decoration farming were added much later. And in fact this argument only holds true for HR and early-post clear Iceborne only with Tempered Lavasioth, Great Jagras, and Tempered Zinogre. If you hadn't notice there was Tempered Lunastra, Kushala, and Teostra for EQUAL DECO DROP WEIGHTS. 3 different monsters, in addition to targeted rarity decoration event quest with Frostfrang Barioth, Tempered Furious Rajang in the form of melding tickets. So you would have 7 event monsters effective for decoration farming. The real issue is that these were added far too late in the game's life.
@BahamutCeroX
@BahamutCeroX 13 дней назад
​@Zulban48 In Rise there is a way to target the decos you want. It's called crafting them
@john_titor1
@john_titor1 13 дней назад
How about neither? Crafting both is IMO, the best path forward. I mean, there is already enough RNG in the drops that I don't need to add any more. If you are worried that there is nothing to grind then, you can have a grind without it also being heavily RNG based. Want an end game charm that's BiS for your build? Cool, you'll need 5 mantles, 10 gems, and a bunch of high tiered monster parts. That's a huge grind, but at least you are, at some point, basically guaranteed to get what you want. Unlike either World, or, Rise especially.
@sirgrizzlypfote6369
@sirgrizzlypfote6369 13 дней назад
Very true i rather farm 25 fatalis evil eye than having any rng
@derrickfarbes1805
@derrickfarbes1805 12 дней назад
That's not a huge grind lol that's 1 day of hunting
@sirgrizzlypfote6369
@sirgrizzlypfote6369 12 дней назад
@@derrickfarbes1805 maybe if u r 1. Dedicated enough to only farm fatalis. 2. Jobless 3. Have no other games 4. Are mentally ill then its 1 day of grinding
@john_titor1
@john_titor1 12 дней назад
@@derrickfarbes1805 lol, yeah, sure, if you are chronically unemployed enough to be able to play for 12-24 hours straight, i guess you could feasibly get it done in a day.
@mateo10734
@mateo10734 12 дней назад
@@john_titor1I am currently unemployed and would never spend it farming the same monster 25 times lol
@Massakre8492nd
@Massakre8492nd 13 дней назад
Rng decos has crippled my world experience, no matter how much i farm i only get decos that are useless to build i strive for, it was never a problem in rise. Being able to craft both would be optimal
@Malibusanki
@Malibusanki 13 дней назад
I am on the side that I can craft both.
@solcam8249
@solcam8249 13 дней назад
@@Malibusanki Pretty much this.
@warrior8034
@warrior8034 13 дней назад
@@Malibusanki Please THIS
@taciturne4432
@taciturne4432 13 дней назад
Don’t mess with us monster hunter fan we want our game to be the easiest
@keldon_champion
@keldon_champion 13 дней назад
I think it would be nice to craft all of them and maybe you get random decorations as quest rewards as well. I too am in the camp that the only RNG I want in monster hunter is the materials that drop.
@psychotrooper1473
@psychotrooper1473 13 дней назад
I’m on the side where both are RNG
@lyotesharaia4829
@lyotesharaia4829 13 дней назад
The answer is simple. Craft and RNG at the same time. Craft simple versions, RNG for the multi skill versions. Lets us craft a full normal build and then optimize with the RNG ones to push skills to the max.
@Ambyli
@Ambyli 13 дней назад
Good idea tbh!
@ab2dii467
@ab2dii467 13 дней назад
thats pretty much what sunbreak did, craft the charm you want choosing the main skill and the rest is rng, it’ll guarantee the main skill to be the one you want
@roar104
@roar104 13 дней назад
@@ab2dii467 unless you wanted one of like 4 skills you HAD to get via RNG because then fuck you maybe you'll see it eventually I guess (I never did in hundreds of charms I sent through)
@BahamutCeroX
@BahamutCeroX 13 дней назад
​@ab2dii467 This why Rurikhan's argument is a little disingenuous. He's using "best" objectively, based on spreadsheet hunters. 94% of players don't care that much about min max meta builds.
@chrisbarrera7202
@chrisbarrera7202 13 дней назад
This was literally sunbreaks charm system
@vtxshiva
@vtxshiva 13 дней назад
The calculations are somewhat misleading/confused and misinterpret the numbers. Yes, the chances of getting the charm you want are lower because you're looking for specific skills in a pool of more skills and variations. That doesn't make it harder to get a good or even great charm, it only makes it harder to acquire the very specific charm you're simming. But that's not a 1 to 1 comparison to a single gem, since in order to make your absolute theoretical best build you need multiple gems of varying sizes and rarities. You're comparing it to a single attack 4 or whatever gem, and assuming that because a single gem is easier to acquire, it automatically is better, ignoring the other variables. EVEN THEN, you could get a different charm that has all the stuff you want + extra or + a skill you would want and can replace in your gear with decos. The focus on the rate to acquire a very specific charm is flawed because it doesn't follow the same curve or interaction as RNG decos. It also ignores acquisition factors and time investment, but that's a different topic for another day. I wouldn't care if RNG decos can drop from bosses as long as you can also craft them with reasonable effort. Not like in MHW where it takes an arm and a leg to craft a small handful of them. Bottom line is that regardless of system, less RNG and more agency in acquiring what we want/need is paramount.
@cherdnad2630
@cherdnad2630 13 дней назад
RNG Decos with every Deco available to the melder. Doesn't matter how much points they cost, at least you have a "pity" mechanic.
@mikes9767
@mikes9767 13 дней назад
I don't like RNG charms because they are more difficult for me to organize.
@cis4659
@cis4659 13 дней назад
Agreed. The way world decos implemented are easy to adjust.
@SythisZuki
@SythisZuki 13 дней назад
This is a fair argument, that I can wholeheartly agree with. If they bring back rng charms I would love to be able to have a favorite tag or being able to name the charm to identify it more easily.
@placeholder24678
@placeholder24678 13 дней назад
Yeah it became such a chore to organise the pages and pages of charms.
@Folomus
@Folomus 13 дней назад
Ufff, I had forgotten the nightmare that was checking my hundred and hundred of charms in Sunbreak to see if the new charms I got where any better.
@heroicskeleton1566
@heroicskeleton1566 13 дней назад
Yeah, but 4 slot decos in iceborne were just as much, if not more of a headache
@ITNoetic
@ITNoetic 13 дней назад
Ultimately, we can have our opinions on what systems we prefer, but... if you don't have attack boost 4, or whatever permutation of a charm you want, you can get away with less attack boost or comfort skills in the meantime. If you need and don't have bow charge plus, guard up, etc., well, too bad, until you do, if ever. There's no working around it. Your build is just not online until you have the rare decos you're missing. Pray for good RNG.
@Zamoxino
@Zamoxino 13 дней назад
i mean bow charge plus is still just dmg deco xd also there was working around it cause these skills were in armor set bonuses. *shrug* still i hope that in wilds this problem wont happen again and the only things that can roll on RNG stuff is just %bonus to dmg or certain actions, instead of actual enablers to do something
@roar104
@roar104 13 дней назад
what about if I need dragon conversion 2 on a charm and the only way is the completely RNG anomaly melding and after hundreds of charms I haven't seen it once even? What then?
@ITNoetic
@ITNoetic 13 дней назад
@@roar104 you can come up with whatever specifics you want but ultimately all I'm saying is, RNG should not be the sole option for getting build-defining skills. bow charge is a bad example because you can use legiana armor, so it's not like you never get a 4th level until thousands of hours have passed.
@BaronSterling
@BaronSterling 13 дней назад
​@roar104 Then, you do the smart thing and use the armor that has Dragon Conversion as a base and work extra skills onto it using easily-craftable decorations. Ya know. Instead of just having the entitled expectation that the game will just hand you two levels of a top-tier, extraordinarily rare skill for free on your charm. Or use Qurious Crafting for more levels in those skills, which is very consistent if you know what you're doing. I love these kinds of comments, because the contrast always subtly shows why RNG decos is such a worse system. It's always, RNG Deco Denders: "RNG Charms suck because I never got one specific god charm with Frostcraft 3, Weakness Exploit 3, and three level 4 slots!" RNG Charm Defenders: "I never got Attack Up."
@BahamutCeroX
@BahamutCeroX 13 дней назад
​@@roar104 If you're relying on Dragon Conversion, you're missing out on way better skills that are far more useful
@bradcolson6463
@bradcolson6463 13 дней назад
Let's burn it all down RANDOM EVERYTHING all things are random and you can never get anything you want. LET THE SALT FLOW!
@roar104
@roar104 13 дней назад
I'm down for this. Let nobody be happy
@BloodyDIMISIS55
@BloodyDIMISIS55 13 дней назад
lol turn it to a looter game where you get random weapons as drops with different stats hahaha. hammer main? sorry buddy you get 1 sword and shield at the start and hope that hammer drops in 10 hours hahaha
@JasonkmLi
@JasonkmLi 13 дней назад
The charm example misrepresents the situation. Builds have to take into account where all skills can come from: Decos, charms and armour pieces. Ruri's analysis ignores this and just assumes you need god skills from your rng charm, but you could roll all quality of life on it with slots, and just slot in the god skills with decos. That's why that system is more fair to the player. Charms in an rng deco system have been very limited, because you can only make so many craftable combinations for charms. So then players are limited to a few armour pieces to get certain skills, which is less player friendly.
@Rytom
@Rytom 13 дней назад
RNG charms anyday, but make them drop at the end of the quest.
@ZephWraen
@ZephWraen 13 дней назад
I prefer RNG decos, but I also like bad luck prevention systems. The state of the melder at the very END of Iceborne's updates was fantastic. All of the most valuable decos and monster gems/mantles could be melded but the cost to do so was very high. I like that. Allow me to earn random decos from hunting, and then after a while if I didn't get one I need, I can bite the bullet and eat the cost to craft it. But preferably don't make me wait a year or two before getting the system in place. Don't make all decos meldable, just the big ones like Capacity Boost, Bow Charge, etc.
@kawkawshi775
@kawkawshi775 13 дней назад
"I prefer RNG decos..." "Allow me to craft decos in case I don't get what I want" What is the reasoning behind being able to craft decos but still getting some automatically? The melder at the end of Iceborne was fantastic yeah and you know why? Because it heavily neutered the reliance on RNG. So I don't get why you still want to get random decos automatically. Just so you don't have to craft one or another deco here and there because you managed to get one randomly already? I fully agree that there shouldn't be vital skills that are locked behind RNG like Capaticy Boost but other than that I feel like either Worlds or Rises' system add some fun grind to the game. Worlds system just needs some adjustments. If decos were craftable, charms shouldn't be, or would you want both be craftable?
@ZephWraen
@ZephWraen 13 дней назад
@@kawkawshi775 you notably cut off the end of my first sentence. I like the random decos, but if there's something mandatory I like having bad luck protection that I can eventually earn it regardless. It's a best of both worlds scenario, instead of a binary one or the other.
@neubtuber
@neubtuber 13 дней назад
@@kawkawshi775 so a nice mix of both rng and crafting? Sounds good.
@kawkawshi775
@kawkawshi775 13 дней назад
@@ZephWraen No if you don't choose either RNG decos or RNG charms you don't have the best but the worst of both worlds. There needs to be a time sink in the end game. You said you prefer RNG decos but want them to be craftable which would result in no way for a player to min max their build.
@kawkawshi775
@kawkawshi775 13 дней назад
@@neubtuber Only there would be no RNG. Think of getting random decos as well as being able to craft them as getting extra random materials at the end of the hunt that you can use instead and in addition to monster materials. The system doesn't become a RNG system because there is randomness involved. In the end you can craft anything therefore there is no RNG reliance.
@Zamoxino
@Zamoxino 13 дней назад
as hardcore MH no life, i rly dont care. just dont make me sit in town after every 10quests and force me to choose mats for melding... also please no re-melding mechanics. i just want to keep the stuff i will use, i dont want to get lost in tons of useless stuff to micro manage, i want to hunt monsters, not to be amazon charm/deco worker. also plz guys dont forget that most of the iceborne problems were actually connected to poorly made RNG system. if bow charge+ or guard up would only appear on charms u would also hate it in sunbreak
@Leonnaki
@Leonnaki 13 дней назад
This. So much this. I don't care whatever system they want to use, as long as it's not menu deep dive hog after X amounts of quests.
@billy508
@billy508 13 дней назад
I'd honestly prefer to go back to the talisman system we had before 5th gen (mainly the getting talismans from quests without needing to meld).
@Theophonis
@Theophonis 13 дней назад
Yessirrrr goated take.
@TheIvoryDingo
@TheIvoryDingo 13 дней назад
Definitely. Wouldn't even require getting rid of a system to get more specific skills on charms either as that could just be something on the side for the player to use if they want to.
@bluuangel004
@bluuangel004 13 дней назад
The talisman/charm farming systems in 3U, 4U, and Sunbreak are almost the same. What are you talking about? Iceborne was the only one different.
@billy508
@billy508 13 дней назад
@@bluuangel004 I dont think the old games had the melding system, which is the main reason farming in Risebreak feels like shit. Nevermind, it was the same system. It was still better because you could farm them straight from quests, though.
@rawrxdtonepforme9360
@rawrxdtonepforme9360 13 дней назад
​@@bluuangel004 was about to say the same thing. Even had the same problems as sunbreak and them some because of the old skill system.
@kuuhakudesu
@kuuhakudesu 13 дней назад
I personally liked MHRise's approach. I hated how I basically went through World and Iceborne with trash skills because of deco RNG, while in Rise I was able to get a decently comfy build even before Sunbreak. It's not about having the best build, but havinh a build that doesn't suck ass because of RNG.
@emeka490
@emeka490 13 дней назад
I had multiple builds in world that also felt complete but the grind for charms in rise legit made me stop playing the game. Probably I worst rng system in a monster hunter I played
@kuuhakudesu
@kuuhakudesu 13 дней назад
@@emeka490 I'd wish I had your luck in World then, it took me a couple hundred hours of endgame farming to get relatively good decos.
@roar104
@roar104 13 дней назад
@@kuuhakudesu that's still much faster than the sunbreak grind with any amount of bad RNG
@BahamutCeroX
@BahamutCeroX 13 дней назад
Also, being able to use the decos you made in LR/HR to give you skills you want in MR was great. You could easily make enough of each deco to max out a skill and then never have to make another one, thusly narrowing down what you actually had to grind for by the time you hit endgame. RNG decos just makes that even more painful since the majority of the time you're not getting decos you may want until MR comes around
@Jaycan
@Jaycan 13 дней назад
Personally I prefer RNG Charms, but either way I think its too early to feel any type of way about Wilds so far. I think we will get so many changes to the skill system that it will turn out much better than both Iceborne and Sunbreak!
@bluuangel004
@bluuangel004 13 дней назад
This. 💯
@thenoobgamer95
@thenoobgamer95 13 дней назад
Agree on all of that
@KiremeShadow
@KiremeShadow 13 дней назад
I love charms because I got lucky in base Rise Wex 2 and 3, 1, 1 slot
@slimfastsubaru2043
@slimfastsubaru2043 13 дней назад
Hard disagree, random charms can have you down 4-6 skill points. This completely fucks your build and makes you use a suboptimal armor peice and a bunch of deco slots to compensate. Rng decos for the most part only have a handful of rare decos so at worst, you miss a few lvls of attack up or crit boost/wex. Additionally you can then craft a charm that maxes out a skill 100% no rng. These aren't even close.
@Jaycan
@Jaycan 13 дней назад
@@slimfastsubaru2043 I’ve never felt that hamstrung by random charms, but ok. At the end of the day I can still kill every thing in the game. I do prefer random charms, but I don’t absolutely HATE random decos either. I just love Monster Hunter lol
@guitarluva90
@guitarluva90 13 дней назад
Craftable decorations is by far the better system. With craftable decorations you can always make a good build and then the rng talisman simply optimises it. With rng decorations you're fucked if the game doesn't drop what you need. The craftable talisman can only compensate for one missing skill. This is particularly important for the build defining decorations like Bow Charge Plus. Craftable decorations also encourages you to hunt a larger variety of monsters. With World I just spammed the easiest T2/3 investigation monster I had available at the time. If they go back to rng decorations I'd want to see some sort of pity system to ensure you don't get screwed by the rng. Maybe an item you get every 30 (30 sounds about fair to me, the devs can figure out the exact number) hunts that you can turn in to any decoration of your choice at a melder type npc. There needs to be some sort of anti-rng system in place to prevent the player getting screwed over.
@Zodryn
@Zodryn 13 дней назад
I think in either case you need something to make sure you aren't SoL. I.e. rng decos you need some special quest or combining or something to guarantee you can get a deco you need. Or charms it would help if you could upgrade them somehow so you could make an ok charm into a good/great one.
@danielkorrmann5467
@danielkorrmann5467 13 дней назад
RNG Charms was pretty ok. I had sets in World i wanted to make, but i was missing important Decos even after 600 hours in my main playthrough. I was able to experiment more with not Meta but fun sets in rise. A missing charm was ... What ever because its just a few skills that are not optimal, but in World i had entire Skills that are realy important missing compleatly.
@lubbo5261
@lubbo5261 13 дней назад
I preffer rng charms, because not getting the right charm may prevent you from min maxing your set, but not getting the right decos will break your build.
@weismanwriter9426
@weismanwriter9426 13 дней назад
Charms. Genuinely shocked this is even a debate lol. Charms are nothing more than nice bonuses to your build while Decorations make up the bulk of the build you're going for, it should be obvious (at least to me it is) which one is more annoying to deal with. That being said, the whole RNG system for both is heavily flawed. Neither allow for true target farming which is just frustrating to deal with. If RNG Decorations are back, there should be ways to target farm them so that the RNG doesn't feel unfair. The RNG in World absolutely sucked too, can't ever convince me it was well-designed.
@yiangaruga4928
@yiangaruga4928 13 дней назад
Decos affecting most of your build is exactly why I prefer them. I like that the sets are gradually upgraded rather than being able to craft the exact decos I need for an optimized build and becoming powerful almost right away
@Nauticus7314
@Nauticus7314 13 дней назад
@@yiangaruga4928 while yes I don't want to be able to have the best gear immediately I also don't want to have to farm for 1 specific deco for eternity. We need a healthy balance of rng but maybe a targeted rng like certain monsters dropping certain decos. That way it's still a grind but it's not mind numbingly bad
@Zenitect
@Zenitect 8 дней назад
At minimum there seems to be just barely a hint of target farming but only among two types of decos - the attack decos with a sword icon, and all the other decos. So at least when you see possible decos from the different monsters you can pick the monsters that might give more of the attack or non-attack deco type you want. It would be cool though if like Rey Dau hunts had better chances of giving lightning type decos, like more discrete target farming
@FoozleMoozle
@FoozleMoozle 12 дней назад
There's a few part of the equation that I think people tend to not think about when comparing the systems: 1. World had the ALPHA vs BETA versions of armor, where ALPHA had more innate skills but less armor, vs BETA having significantly better slots. Since the ALPHA versions typically had comfort skills instead of core skills, there was generally a preference towards BETA armors.... which meant your build was highly reliant on RNG decos to build. This effectively made your armor about the same as curious crafting a god set of armor. 2. How obnoxious the talisman farm was in Sunbreak is heavily dependent on what weapon you are using. Switch axe was very tier-2 hungry for armor skills, but *all* if it's core skills were craftable as decorations. So instead of having to farm for a hyper specific talisman, I just had to farm for any talisman that gave me the most tier-2 slot equivalent skills (and so, my build could be more-or-less complete pretty easily). If you need hyper-specific skills (in your example case of Frostcraft for gunlance), you either had to use Velkhana armor (which may not be efficient for your weapon with it's slots and other skills), or pray to RNJesus with qurious crafting and talismans.
@Typhlosion952
@Typhlosion952 13 дней назад
I feel that I got way WAY luckier in rise compared to world. It took until after Shara until I got any good damage decos such as tenderizer and Artillery, but in rise I got pretty decent quick sheath and rapid morph talismans in base and decent attack 3 and rapid morph in sunbreak around 10-20 full melding pots (although I have just reached Qurious melding so I still have a chance to get bad rng). This video made me want to determine if I really am luckier in rise so as a rough estimate, I went through my item box and counted every monster plate, gem, and mantle in each game. About ~190 hrs in MHR:S with 104 rare drops, and ~330 hrs in MHW:I with 97 rare drops. Not exactly rigorous scientific evidence but It's kind of crazy just how much luckier I am in rise than world.
@keepingthingshivpositive
@keepingthingshivpositive 13 дней назад
I would much prefer a "charm that is not as good" + solid build, over not having over half of my build thanks to 0 rng deco luck
@TheBulletProofGun
@TheBulletProofGun 13 дней назад
I'm definitely on team RNG Charms/Risebreak style, because a suboptimal charm is less detrimental than not getting the decos you need. But I will concede that Iceborne did improve on the RNG Decos a bit, and the distinction between weapon, armor and utility skills in Wilds means I'm not really "disappointed" that it seems to be RNG Decos. So really, I'm fine with it either way.
@ZeXVieira
@ZeXVieira 13 дней назад
The problems with "god charms" is that people go with the mindset of having the skills and slots of the charms as being integral part of their main build. But, in reality, the charm is a bonus to your main build... The slots is what you must be aiming for... This will effectively help your main build. And the skills are bonus for you, the may help or just be there. You will have no problem building the set you want if you stop trying to get "the same one that speedrunner is using so i can be a god too". Doesn't work this way 😊 But, RNG decos??? Good luck really building what you want... And not having to use this or that because you don't get the decos...
@themeekkat
@themeekkat 9 дней назад
This. The Meta mindset is the main issue. It's why people like IIXXION have stressed so much to not be so overly concerned about the meta. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Xv1cHcvapCI.htmlfeature=shared Though with RNG decos, even if you don't care about the meta, you are still screwed over.
@mremc3825
@mremc3825 13 дней назад
I think i lean decos but that be based on my dislike of the melder system, i prefer getting the random thing after a hunt, going to the melder is annoying
@BahamutCeroX
@BahamutCeroX 13 дней назад
It's the same as the charm ritual in Sunbreak, but nobody ever has the balls to say it. It's still a random assortment of decos with no real way to target anything. I still can't find the option to meld an attack deco, for example
@PharmDRx
@PharmDRx 13 дней назад
In world it took me over 600 hours before I got an attack jewel (other than the freebie given to us) …. I’ll take RNG charms ANY day
@Corey91666
@Corey91666 13 дней назад
You get 3 for free and when playing iceborne their value heavily decreased as many level 4 combi decos featured attack boost.
@PharmDRx
@PharmDRx 13 дней назад
@@Corey91666 true if you started the game late…. I played day one. You did NOT get 3 freebies out the gate you got 1. After a bunch of updates you eventually got a few more given to you. Iceborbe changed it up with dual decos, but that in no way negates the problem for people like me who played day one and had bad luck with certain decos. Another example for me was the artillery decos. I was a charge blade main in 4u and GU. I got 1 fucking artillery deco in ~200 hours of my first play through. Just let me craft decos and not handicap my builds. To me charms are just cherries on top of a build or a way to theory craft builds. Decos are a core game mechanic
@Corey91666
@Corey91666 13 дней назад
@@PharmDRx i played world from day 1 as well. Yes indeed attack jewels were rare but saying "i didnt get x jewel after y amount of time" is not an argument. CB is second most used weapon after Switch Axe and build progression at first barely involved decos. Then key skills you compensated with craftable charms. A thing btw that can never be the other way around. Then the next question remains how many hours did you specifically invest to get artillery jewels? Did you farm the correct quests or just tempered pukei. Also how accurate is 200 hours? I dont remember the exact time i got first rng attack jewel. What i can say is that its okay if you like craftable decos. I dont. Its too much farming (dont know if you played rise) i will certainly not have all decos i want after 200 hours because i must farm so much while not progressing the game. Also charms hold so much power. Having a shit charm is like missing 5-6 decos. You dont feel it as much because you have some garbage skills on there noone asks for but at least we can craft that 1 deco. Overall i think fixing rng decos is pretty easy but with all the variables on charms: - 2 certain skills - levels of these 2 skills - number of Slots - quality of slots Its just too much for me to say that a shit charm is better than missing 1 or 2 points in attack boost. Because lets be real it was still easy to make potent builds and it was much easier picking up new weapons because you have been getting all kinds of decos. Anyway people focus only on the 1 "Bad" thing so i guess go rng charms go! Lets hope for 0,01% useful charms and worse hurray
@ericjoestar1065
@ericjoestar1065 13 дней назад
you'll never get a god charm.
@PharmDRx
@PharmDRx 13 дней назад
​@@Corey91666 Yes a mediocre charm is always better then NOT having the decos required for my build. PERIOD. I started in Tri (dont remember how many hours), put 200+ into 4U 400+ into GU and 1000+ hours into world/iceborne, about 400 into rise/break. Ive only ever had issues with builds in one game, and that is when I couldn't make the damn decos. I still loved world/iceborne. Limiting Decos through doesn't force build variety, it limits the way I want to play the game. I play SnS, CB, IG, LS and Hammer BTW (in that order). I do not like being handicapped while others get "lucky" tables. Give me a path to the decos I want, not a random chance with a certain monster on a tuesday afternoon while jupiter is in retrograde.
@XZaguer
@XZaguer 13 дней назад
This is not a debate, there is one correct answer, but that answer will depend on what you are looking for. If you hate RNG you will prefer the side that has the least (Charms), if you enjoy RNG and want it to be a bigger portion of your gameplay, you will enjoy Decorations more. The question isnt really which one is better, the real question is how much RNG do you like, if you dont like that at all, neither option will be satisfactory, but the closest to that, is the latter, and from what most people say, the lesser RNG there is in Monster Hunter, the better, so the answer to this is without a doubt, charms.
@wasabilai9405
@wasabilai9405 13 дней назад
But with more RNG, in this case RNG Deco, the difference between all player would be smaller, since it would average out. So it may be nicer for casual players. For RNG charm, most player wouldn’t get the god charms, unless you really hardcore farm for them. In this case, RNG deco would be harder to min max, since you need a lot of good roll to get it perfectly
@emeka490
@emeka490 13 дней назад
It is a debate because I prefer rng decos
@acrane3496
@acrane3496 13 дней назад
I'm sorry but in a game like monste hunter where skills actually affect play style then no, rng on skills is not debate. I swear some ppl preferring the rng are simply using weapons that are not as skill dependent as others COUGH LONG SWORD COUGH. Especially since long sword is DISGUSTINGLY over popular compared to every other weapon in mhw. Every single damn time ppl argue about these rng nonsense never ever think about the weapons affected by this system.
@TheManWithNoHands
@TheManWithNoHands 13 дней назад
Either decos or charms can be less RNG, because they don't exist in a vacuum. Rise lets you snipe some skills on charms at the cost of them not being as versatile as the RNG charms, and World let you craft some decos (even more in Iceborne). Given the ability to craft build-defining decos (like Mighty Bow, Guard up, etc) like they allowed in Iceborne, I prefer RNG decos.
@mephisto8644
@mephisto8644 13 дней назад
​@wasabilai9405 the thing about charm If you are of the mentality of a person who always looks at others charms and never get satisfied with yours you will never get your Perfect charm For me i never played older games but i tried both mhr and mhw And in rise twice i got many charms that make build almost perfect But in World i always miss 2-3 decos in my builds Btw idc which type we get i love both 😅😮
@mentormachado4601
@mentormachado4601 13 дней назад
I prefer charms, I never needed a god tier charm to make my build, it was always a complement and not mandatory, but decorations are mandatory for a decent build, unfortunately, the wild decorations will no longer be by craft, but let's see how the RNG will be in this new game
@zeroBRS
@zeroBRS 13 дней назад
tell me what is that "mandatory deco" you never craft other armor apart from Fatalis?
@yourdad5799
@yourdad5799 9 дней назад
​@@zeroBRS a lot of decos honestly.
@KulveTarothsNightGown
@KulveTarothsNightGown 13 дней назад
if i had to choose: charms if there are dedicated pools for monsters that make sense (fire with fire ice with ice etc) then i am on the side of decorations without a doubt because that will GIVE ME A REASON to fight ALL of the monsters in end game i am fucking sick of teo and just teo man. rise just has the upper hand in nearly every single way. wilds can fix this though because rise isn't perfect by any means crafting them both would be heaven though. idc if they need hard to farm parts. i get to go and fight all of the monsters in end game. that's just a plus in every single way lol
@Servbot31
@Servbot31 13 дней назад
I can see people voting for random decorations because they think World > Rise lol. I despise when there's too much RNG so having to farm deco instead of charms is imo a bigger annoyance, as it seems for me that decorations are more crucial for builds than charms. I always found ways to get around a build when I don't have the right charm, as long as I get one with enough slots. But I'm not fighthing other those who prefer decorations, as you mentionned, it feels like most people wanna get as few RNG as possible so let's hope for the best!
@emeka490
@emeka490 13 дней назад
Nope played since tri I prefer rng decos
@Ambyli
@Ambyli 13 дней назад
Completely agree, been playing since MH2. Decos are way more impactful as RNG elements than talismans were. Less RNG is better.
@AntonioCunningham
@AntonioCunningham 13 дней назад
I think you're correct. The hatred for rise sunbreak is astounding. I've run across many that claim they don't dislike Rise/Sunbreak, but if you listen/read their argument, it perfectly maps on to someone who do hate it.
@chrisbarrera7202
@chrisbarrera7202 13 дней назад
​@@AntonioCunningham Cause 95% of the people talking shit about it are world babies. Real MH fans knew rise was portable 5 and it was great!
@Servbot31
@Servbot31 13 дней назад
@@emeka490 I meant that some people did that, not everyone. but it just making me laugh to think that some did. but I'm pretty sure the opposite happened too!
@yarro7428
@yarro7428 13 дней назад
the thing about negative skills, is that sometimes getting the negative version of something would synergize with a different skill, like building negative critical eye, to synergize with brutal critical.
@Themasterjtg
@Themasterjtg 13 дней назад
Wasn't there also a negative Recovery Speed skill that basically gave 24/7 Resentment uptime?
@yarro7428
@yarro7428 12 дней назад
@@Themasterjtg I wouldn't doubt it
@daltonlilly3441
@daltonlilly3441 13 дней назад
My opinion leans towards rng charms, simply for the fact that it plays a smaller role in the build, but would prefer to receive the charms at the end of quest instead of melding them.
@jillytaboga5552
@jillytaboga5552 13 дней назад
You missed that the quantity of decorations, 10 decos of 0.22% is hard than ONE charm of 0.08%. But both can be influenced by how many chances you got, like the deco drops or how easy to meld them, so the chance are not easy as you mean that charms are harder.
@rurikhan
@rurikhan 13 дней назад
I actually just realized a mistake I made, the odds are significantly worse. Those odds are for getting ANY A tier skills, going for a specific one is much less.
@nathanrichardson8263
@nathanrichardson8263 13 дней назад
I'd say I'm on the team of having RNG charms. I feel like decorations make up the meat and potatoes of a build so having more control over that yields an armor set in a more controlled fashion. Charms have always felt like the cherry on top for a build to just add a kick to the overall performance. Granted that's just me in my experience over the years.
@spilleraaron4748
@spilleraaron4748 13 дней назад
Rng charms all the way because if I want a specific skill or to improve something on my armor I can just craft it with charms giving me a boost and allowing more space and more skills
@imsirnootnoot
@imsirnootnoot 13 дней назад
Rng decos rewarded you in the long term. After you farm long enough you can make the perfect build. Instead of wasting time and resources on that 0.001 god charm. With rng charms you can make your build 95% done with craft decos and will always chase the carrot on a stick god charm till the end of the game. One rewards me with me putting time into it, the other waste time and doesn't stretch my gambling addiction I would rather there wasn't rng weapon. i would want a long struggle to farming materials for weapons.
@ironpro7217
@ironpro7217 13 дней назад
You're right but for me 95% complete is good enough, so charms are preferable. If I want 3 skills I can get a charm with one in an hour or two, then use all my deco slots for the rest, vs world where I need to gradually get all the decos needed for at least 2 of them.
@PharmDRx
@PharmDRx 13 дней назад
@@ironpro7217 agreed, RNG Charms are the way. I dont need a god charm, a mediocre charm to theory craft around is good enough for me. Not having artillery decos though limits what I can build at all, let alone theory craft around. I NEED decos, I do NOT need a god charm. That is why RNG charms are better
@shaunperron7080
@shaunperron7080 13 дней назад
I've mentioned this in other threads, but I believe the bigger factor in this is crossplay. PC players can just mod in the charm they want and skip the layers of RNG to get there. Yes, they can mod in charms, too, but the odds of getting charms you want, especially with more targeting in the rolls, is much faster for the average player. They won't have us all on the same servers and give one platform that much of an advantage. Especially with how much Japan favors console gaming.
@valeereon9954
@valeereon9954 13 дней назад
@@ironpro7217 This 100%. Unless you're hardcore speed running or some shit (and if you're doing that, you'd just gen it in ANYWAY), that "god charm" isn't going to make a major difference in your hunt times. I really don't know why people are obsessed with these god charms. Like, "Oh no, I only have two points in this skill instead of three! Noooo, my 1.4% increase in dps!! 😭 Game is trash." One of my favorite things is getting a really good charm for a weapon I don't usually play, and then going "Ohhhh! I could make a BOMB GL set with this!" or something, and then going and doing that!
@agnesavindisova4027
@agnesavindisova4027 13 дней назад
i still remember how it took me 600 hours to drop 1 capacity decoration
@TheRealD05
@TheRealD05 13 дней назад
Fix the RNG for either side by incorporating a pitty system where if you farm x monster after 200 kills (in mhw it was tempered teostra) you get a voucher to turn into any rare deco or in the case of the sunbreak charm system have an increase in the rng where you increase it to where a player has a 85% chance to get a god charm or high tier combo charm like wex 2 and attack boost 3 with 2 level two slots or frostcraft 3 with Crit boost 1 and 2 level 2 slots charm after 100 or x melds or whatever the charm farm system is. In mhw, I and many players didn’t get rare decos like a frost deco 4 until 1K hours and the same applied to decos like the wex/vitality or divine blessing/Crit boost or maintenance/critical boost deco. Majority of people who want the deco rng system are ones that had it ez with getting attack 4’s or 2nd Expert 4 or handicraft 4 decos was like nothing, while other players were practically “punished” for not gettin such decos until putting in 1K hours, and yes the same can be said for rng charms.
@TheRealD05
@TheRealD05 13 дней назад
To add on to the rng charm pitty system, alternatively have the 85% rng system implemented in the form of vouchers. Essentially, if a player hunter said monster X times give player a voucher for 85% chance to override a skill of their choice on an existing charm by a DPS/Meta skill whether it be mail of hellfire, berserk 2, or dereliction 1as a few examples. FF14 online is way more rng heavy as an mmo but the totem system is there to act as a “pitty system” that enables players to get the gear or mounts they want
@_EXP626_
@_EXP626_ 13 дней назад
Rng charms is better but not the way it was implemented in rise but they way it was in 4u. In rise, charms were rng only through melding. In 4u, it was rng through melding, mining, and as quest rewards which made it feel more natural and less taxing to engage with.
@rubhan94
@rubhan94 13 дней назад
Maybe we should ask the devs to use both RNG decos and RNG charms. That way everyone can be mad.
@ausator164
@ausator164 13 дней назад
Rng charms 100% gives more control
@Catfurcoat
@Catfurcoat 13 дней назад
The problem with rng charms is that getting the perfect one for your build is sometimes so abysmally small a chance that you will have all the random decos you will ever need before you get it. A single deco simply has less variables to it than a single charm. In world/iceborne they did introduce their double stat decos which does make them slightly less deterministic than previously, but getting all those is still more likely than the perfect charm in most cases
@enderaceofspades8579
@enderaceofspades8579 13 дней назад
I feel like people in this debate also seem to judge which is better based on their experiences with the endgames of World and Rise. Yes, Rise's endgame Anomaly grind is far more tedious and time-consuming than World's Grinding Lands, there's no contesting that. However, where Rise shines brighter is how much more customizable builds are right down to the charms, and this is where I feel RNG charms are better than RNG decos. Before the Amatsu update, sure it was hard to get the coveted "God charm" but charms overall felt like an added boost to your loadout instead of something crucial. Say you need a level of Razor Sharp, but have nowhere on your armor to fit in one more decoration. This is where the charms come in, since at least one of them is likely to have a slot available. And if that same charm happens to have something like evade window or even divine blessing, that's a nice added bonus. After the Amatsu update, we got Vigor and Cyclus melding, the former shitting out God charms all the time and the latter even letting choose which skill you want guaranteed on said charms. Now build variety is through the roof. While these specific meldings do require that you engage with Anomaly grinding, it's this degree of control where I feel RNG charms outdoes RNG decorations. World, on the other hand, offers almost no other alternative to increasing your chances of getting specific decorations. The best you can do is grind event quests that guaranteed Ancient Feystone drops and *pray* it drops the specific decoration you need to finish your build, and some of the most coveted decorations have some diabolical drop rates. I have 600+ hours in World and have grinded some Ancient Feystone quests for hours and still have yet to get something like an extra Critical Eye 4 jewel apart from the one they give you for free once reaching Iceborne. In short, RNG charms feel like a nice boost to what is likely an already tailored build, whereas RNG decos can make you feel like you're missing the tailoring tools. The only way this wouldn't be nearly as egregious as World is if, like Rise, they give us some degree of freedom in choosing what kind of decorations we can get. Otherwise, World can keep RNG decos. RNG charms all the way.
@emeka490
@emeka490 13 дней назад
Wilds will have rng decos though
@Benri05
@Benri05 3 дня назад
​@@emeka490 so basically world won? Bummer, might skip it.
@nameuser.2141
@nameuser.2141 13 дней назад
Definitely rng farm for me and it’s not even a question if I have to choose one over the other. I like to min-max my builds (but not overly hardcore) and I just feel like it is easier to get all the skills you want when you can craft decos, which basically takes up half of your builds. It’s also very flexible when you get the shit end of the stick. Rng charms have slots so even if the skills on the charm are shit themselves, you can still make do with it if they have good slots. Meanwhile a shitty deco is a shitty deco with no ways around it and craftable charms don’t have slots. EDIT: I’ve heard before that getting a god deco is easier than a god charm. Whether that’s true or not, by the time you get one you probably already have enough decos/charms to make a full build and any improvement that your godly pc will give will be very minuscule anyways. Unless you’re a speedrunner, I personally don’t see the point
@corbingovers7559
@corbingovers7559 13 дней назад
I think that the biggest issue with Iceborne's deco system was the obscenely huge pool and decorations taking up a much larger proportion of your skills. An OK charm can carry you much further than getting 0 decent decos. IB was kind of infamously grindy. You beat shara then grind up your guiding lands and event quests until MR 65+ then it's MR 100. Yeah saffi, KT, raging brachy, alatreon, fatalis, and furious rajang could be done sooner, but those are basically impossible to do solo unless you're uncapped/augmenting which is later. I think you hit on something super important in the discussion about how skills worked in world/rise. You have a billion skills and the power differential between maxed out crit and fresh save is huge (like 5 min hunts and 20 min hunts). When I'm spending 20 minutes in a hunt and get 3 venom decos or w/e it feels like the time spent was completely wasted and that's half of my time playing for the night. If wilds can bring down the power gap between a fresh endgame build (all monsters of that tier available and BIS armor crafted but no good decos) and a fully optimized one, the grind will feel less backbreaking. That's my biggest critique of Saffi and KT, you spend 30-45 minutes on this hard fight and in the end you get...nothing. Big however though, you're taking the most charitable version of Decos, which isn't the version that I'd imagine most of the community (not the invested community) bounced off of. The largest negative feelings would come from people who burned out of world / IB earlier than the bad luck protection was implemented. No matter the system, there needs to be bad luck protection, and the decos shouldn't just come from a couple of monsters. In base world it was grind tempered elders all day every day to get the decos you wanted if jagras wasn't up.
@dracojester2971
@dracojester2971 13 дней назад
Since there seems to be RNG decos in wilds from the TGS footage, i hope there are different pools of decos that drop from certain monsters in the way you would need their parts to craft. i.e. hunting rathalos would drop fire attack, attack boost, wind res, etc. because those skills are associated with the monster and would be included in its armor set. It would also be cool if there was some sort of subtle visual of the equipped decos and they could be made of the parts from the monster it came from. Seems like a good compromise from the standpoint of wanting the targeted farm.
@juliangrabowsky6418
@juliangrabowsky6418 13 дней назад
One thing I would love to see is a distribution of skill use across Risebreak and Worldborn. Specifically on the use of "Atk up", "Weakness-Exploit", "Crit eye" and "Crit boost". (also "Health boost" for World) as those were the most desired skills for min-maxing. I personally see a problem in those skills as - A) every weapon-type can use them. (they are universally good) - B) they are not "mandatory" but FEEL mandatory, especially ATK UP - C) they have high Levels. (as such will need many slots to max) ATK-up is a min-max and optimisation Decoration yet players seem to feel like they are pressured into NEEDING it to be beat certain parts of the game. (If people complain about not getting it, then it does seem like it is a NECESSITY for them to have it) I know this will likely not happen, but I would love to see the skills removed (entirely). Instead adding more variety, ease and options to weapon upgrading via Augmentations or Manipulation. Similar to the Safi Weapon Upgrade System which had a small to medium pool or skills to choose from and if you had a "worse" version of a skill you could upgrade it to a better version up to a max. (without having to do a siege ofc. it would be more interesting having to use items from the monster the weapon is made out of) I genuinely believe that this would also open up a greater build diversity as players would then have more space for more "situational"-dmg boosts and QOL gems. -------------------------------------------------------------------------------- On the matter of Charms RNG VS Deco RNG. The question we should rather ask is what should the endgame system be? In Rise you had to do one quest to gain one charm but it had (apparently) some better chances to be the skill you wanted. The player had some Semi-influence. In World you got many Decos from one monster (especially at endgame) but they were mostly random, with Stronger monsters having a chance to drop better loot. You could meld them down for more chances but in the end were still entirely random. (aside from a few you could meld regardless) Rise had Quiro Investigations which gave early game monsters about the same Power level as Late game monsters and the Quiro debuff was pretty good in as it made the player behave more offensively as healing from items was reduced but hitting the enemy gave health back. However getting a good investigation, sorting thru them all and getting to the required level is a slog. Then there was also the Quiro Crafting (I personally liked) which gave a lot for new options to min-max but became rather painful once you had multiple builds. World had the Guiding lands, It was our first view at what an open world with multiple Environments at once could be like. However one could only level up 3 out of 6 areas to max (i've heard info that one can upgrade all now?) but that also meant that, unless you had a duo partner, getting the items you needed from one monster felt painful as you had to de-level one area and max out another. Also, regardless of how good the Guiding lands were, they were only ONE area and eventually you may simply grow bored of farming the same are over and over. (ofc. for decos you could also just take on some other Tempered Quests which arguably dropped more decos.) Gameplay is also an important factor, Rise had much faster combat compared to worlds. As of this point the Community is pretty split between the more arcady, fast paced gameplay of Rise and the more slow but impactful gameplay of Worlds. In the end it boils down to: what did you enjoy more? If you enjoy the grind in one more then the grind in the other WILL have an impact in on HOW you feel about the grind, regardless on how the grind actually was. I had a Duo Partner in both World and Rise, but since we could play of each other much better in World and could max out all 6 areas we could enjoy the guiding lands with basically no downside. I also played GL Long Shelling Charged Shells and never had the pressure of ATK-Up, Crit eye etc. (at least not on the main build, I did make a HBG Pierce build eventually) as such i never had to hardcore farm Decos and just Tagged along after I got my Artilley and Hard Resistance Decos. Compare that to Rise where I made a charm, got an OK one, felt no desire to continue and and just focused on Quiro crafting instead. TLDR: A more in depth statistic of "What game did you enjoy more", "what RNG System did you enjoy more" and "Skills you used" would be interesting to see if there are any overlaps that heavily suggest a bias. What you enjoyed more will have an influence on what grind you enjoyed more.
@tuloong3807
@tuloong3807 13 дней назад
The best option i believe would be random RNG for both to drop freely & a craftable version of each that just costs a lot of materials to make. That way players can have both options & while they could get them freely while grinding for materials, if they get the materials first then they can just craft what they want.
@fr33kazoid1
@fr33kazoid1 13 дней назад
RNG charms as that gave me deco slots to complete my build. I always saw the skills on charms as a bonus. I could build around it or not. The slots however acted like the “upgraded” charms in world where I could slot in said skill and have the skill I wanted, on top of the “bonus” skills
@stevehkng6560
@stevehkng6560 13 дней назад
I'd still be on the side of non-RNG decorations because you use way more decorations that you do charms, especially considering the end-game. For the standard "all purpose" skills, you'll need around half a dozen decorations total, whereas you'll probably only need 1-2 really good charms to chase to get the skills you want. Per weapon group (eg. Shield skills for lance/gunlance; sharpness skills for melee, reload/ballistic skills for ranged weapons) you'll need (consservarively) 1-2 different decos per weapon group, whereas 1 charm per weapon group would generally suffice. Granted, other variables like hyper-specific armors need to be taken into account, but assuming that you may want to lowball the number of required charms/decos by 1 each (possibly negating a need for a class specific charm). So it practically boils down to whether one prefers to hunt a few specific charms with very small chances each, or hunt for a lot of decorations with more decent odds, but cummulatively would probably be equivalent to getting a god charm equivalent (assuming again that the relative number of decos/charms (ie more decoration chances because more decos are needed vs charms). One conclusion to derive from this is that given average luck, it's bound to be common for people to not have either a god charm or the god group of decos. Statistics will guarantee that. Builds will remain incomplete for a majority, and that's intended, I think. Both give incremental optimization towards the optimal build, so that argument is practically moot (ie, you can get a "good enough for now" talisman and be a few less skill levels, and you can also incrementally get onr deco at a time). On a personal note, I personally want to open the equipment menu and think "so I need to work on this charm" rather than "so the number of these decos I need is *insert number*". Less mental load imo, hence my preference for random charms over decorations (if I had to choose one to be random).
@anjuro
@anjuro 13 дней назад
What I like about Rng decorations is that it redestributes the grind. With deterministic decorations the grind is known and simple, you plan your build, you go kill the appropriate monsters, you make your decorations, and suddenly you have the best build in the game. With Rng decorations its not so simple, you are always working with what you've got. You can still grind but its too punishing for the average player. Basically, the game is balanced in a way where you are not supposed to have the best possible build. Now, some people take issue with that cause they want to feel powerful and have the best stuff, but I like the experience of slowly and incrementally improving my builds, and not to mention, the big reward is that once you accept that you won't have access to the best stuff, it frees you from the grind. Of course, the big downside is that some decorations are borderline necessary for some weapons, like artilery for gunlance, and sure you can get them from armor but past a certain point its very unoptimal. Thankfully most of these must-have skills seem to be easilly obtainable if you play enough, at least in iceborn so its not a huge problem, but not all (e.g. artilery+ is rng and kinda painful to get) so I guess its not all upside with rng decos.
@yiangaruga4928
@yiangaruga4928 13 дней назад
That's exactly why I prefer Rng decos too. Gradual power progression is more fun to me than becoming powerful almost right away
@anjuro
@anjuro 13 дней назад
@@yiangaruga4928 Yup, but not only that, I also think the game just flows better with rng decos. When I was playing rise the experience was kinda like "unlocked decoration" -> "stop what you were doing and go grind on X,Y and Z monster to make the decos you want" -> "ok back to the game". And god forbid you want to try out a new weapon, then you might have to grind for days until you get a full set of decos (seeing as the best decos are not always all that cheap). Idk, to me it just feels worse this way.
@jkteddy77
@jkteddy77 13 дней назад
One players RNG completely determining how much damage they can do against among a player who's grinded many times more for that is a rotten system. There should still be some form of melding system. Nobody said it had to be easy, fast, or cheap, it just has to be POSSIBLE. Otherwise after those credits roll you're grinding with no promise.
@roar104
@roar104 13 дней назад
​@@jkteddy77you're grinding with no promise of ever getting anything good in either RNG system.
@Benri05
@Benri05 3 дня назад
I guess the reason why Capcom made Risebreak's endgame such an rng sink is to bridge the wait for the next title, basically a carrot on a stick to retain the playerbase for much longer, but it obviously didn't work lol. The rise director mentioned in an interview that they designed rise to be like a mobile game which has the pickup and play format with little inconvenience but the quiro crafting was a slog, literally a 360 from the base game's design philosophy.
@CherikoSol
@CherikoSol 13 дней назад
The internet and civil discussions are in two different dimensions these days.
@JacksDeadInside
@JacksDeadInside 13 дней назад
I don’t understand why fans all agree that MH crafting is a brilliant alternative to completely random loot, but that same philosophy doesn’t apply to decos. RNG decos are miserable. Also, mandatory armor skills should be removed. Charge blade should just have 6 phials and bows should simply have 4 charge levels.
@lubbo5261
@lubbo5261 13 дней назад
Some bows do have LV4 charge without needing mighty bow jewel.
@JacksDeadInside
@JacksDeadInside 13 дней назад
@@lubbo5261 Ah, didn’t know that. But the point remains. If something is so important to a weapon that it’s in ~100% of builds, it should just be part of the weapon’s toolkit.
@tiagox3275
@tiagox3275 12 дней назад
In general, the less RNG there is, the better it is for me. One thing I really liked about the Fatalis fight is that you can guarantee his most valuable drop if you manage to break his horns twice. The game is actively rewarding you for playing well, instead of rewarding you for doing the same fight over and over until the RNG gods will answer your prayers. We do get increased drop rates from breaking specific parts of different monsters, but I wish Capcom went all the way and just guaranteed the drop if we did something specially difficult, while having a smaller random drop rate naturally on top. And no melding monster parts isn't a solution, it's a band-aid fix. You're not rewarded for playing well, it's just the devs having pity on you.
@anjuro
@anjuro 13 дней назад
Honestly, I think a bigger problem than rng vs deterministic decorations is the armor. Not just the skills but also the slots. In iceborn pretty much the way it works is as you unlock the late game armors most of the armors become obsolete, by the end of the game there are only around 10 armors that are even in consideration (and maybe one stray piece here and there). Maybe its not a huge problem, after all it makes sense that you will be getting better gear as you kill stronger monsters, so naturally the gear you had before will lose relevance, but I don't like the idea of 95% of armor being irrelevant in late game. I think there should be some kind of armor augmentation system to make the low tier armors relevant, for example, maybe you can "fuse" 2 pieces of the same type to get a bonus or something.
@HonestGhost21
@HonestGhost21 13 дней назад
I loved Qurious crafting but I also wasn't looking for "the perfect build". I rolled until I got something I thought was cool or good enough. It also gave incentive to hunt every single monster in the game which was so much fun.
@blazingruin2975
@blazingruin2975 13 дней назад
I like RNG Charms, but I want them as a quest reward and not a pay-in from the melder, or mined (like the old games).
@IGniTo100
@IGniTo100 13 дней назад
I'm ok with any of them being RNG as long as we get monster variety to farm for them and the RNG is acceptable.
@victor5500
@victor5500 13 дней назад
Rng charms, but I’d rather have both craftable
@Themasterjtg
@Themasterjtg 13 дней назад
12:43 I have a bit of bias towards QAC purely because I did a save where I limited myself to the MHR Demo Greatsword set (Goss Harag armor and GS). Between the start of Rise and end of SB, I lived and died by the set's intended playstyle (Crit/Punishing Draw GS), and it was still plenty of fun to have with the game. Although with just how crazy even standard QAC can get, I was able to make a second set of Goss armor that allowed me to play around with Elemental, non draw based GS - a wildly different playstyle from the armor's original intent Just a shame i got so used to the reliability of it and also got a Frostcraft draw set, but the fact that's actually possible to fundamentally change your build and by extent play style is what made me enjoy the concept of QAC in the end. That and I'm not keeping the casino spreadsheet on hand at all times to remind myself to keep gambling - so long as it works for what I need, I dont need the 1 in a Sunbreakillion talisman/QAC roll
@MaybeMizuki
@MaybeMizuki 13 дней назад
As someone who started in Freedom 2 where there were no charms yet, I haaaaaated the RNG decorations of World. I guess the blow is softened by how armor skills have changed over the years, BUT I kinda actually want the old school system back. Having negative a skill on a specific monster's armor set and deciding if you wanna use decos to negate the debuff, or enhance the strengths of the set instead was fun imho. I still see the charms more as a bonus, while the decos are more of a "core" mechanic. Guess I'm a weirdo like that lol In my time playing World having exactly UND EXACTLY two attack up decos sucked. The melding system also just felt like a poor bandaid on top to me rather than fixing the issue. (But I also have not played Iceborn to end game because of other issues, so I don't have the most experience with it frankly) Now to watch the rest of the video x3
@attacpowdergaming7098
@attacpowdergaming7098 13 дней назад
Wilds seems like a more user friendly entry. The hand holdiness of it would indicate they wouldn’t make rng as grueling as it used to be. I’d be surprised if it was all that difficult to get what you want at all
@th-bk8ez
@th-bk8ez 10 дней назад
Considering that I need far more Decorations than Charms, I would prefer Random Charms rather than Random Decorations. Also, I would not mind Negative Skills. For example, a Positive skills may make you generate less Aggro, while Negative can make you generate more Aggro, which is good for tanky Shield units protecting their glass canon allies.
@xander0901
@xander0901 11 дней назад
I have yet to hear a good argument in support of RNG decos and that has still not changed after watching this video.
@KyloB
@KyloB 13 дней назад
To me it's about what extent of my build can I set a goal for, outline that goal and deliberately focus effort into achieving it - what portion is a result of my effort vs my luck. My iceborne fatalis set has 44 skill points, *26 of which are from decorations* meaning 60% of my build was a result of luck. Not effort. In Sunbreak, my set has 58 points, 9 of which are the charm. That means 15% of my build is a result of luck. I can deliberately craft 40% of my build.... or 85% of it... There's just no argument to be made here in my opinion.
@Rokumasu853
@Rokumasu853 13 дней назад
The irony is: You’re never going to convince someone you’re not trying to convince them of anything.
@BHS289
@BHS289 13 дней назад
Went on a similar path; in modern MH games, Charms being just another slot with guaranteed stats is nice, getting a 'good' charm was such a pain and felt impossible in Sunbreak. I do hope they make decos craftable/meld-able, so if I'm just not having any luck with a certain deco I can at least put time towards guaranteeing one later (not unlike, say, EX trials in FF14 where you can put in time and gurantee a mount with totems if you just never get a drop). EDIT: Also I think stuff like RNG decos and charms would be way better if there were just less overall skills in the game
@antonitescaro2728
@antonitescaro2728 13 дней назад
I do enjoy some elements of RNG, I probably lean more towards RNG decos but I would like something a bit different than World, was weird to have hundreds of the same deco piling up. Not sure what the ideal system would be though
@daveobi5332
@daveobi5332 13 дней назад
I used to be on the side of RNG charms, but I chaneged my mind after playing RIse and GU. My main issue with rng charms is the ammount of time you have to put in the system and how you constantly have to evaluate your (mostly crap) results. Deco farming is just: do a quest, get some (mostly trash) decos, go again. Charm farming meanwhile is: do a quest, check your melding results, evaluate for every charm how bad the roll is in comparisson to the charms you have, select charms/Materials for new melds, go again. RNG charms to me feel a lot like qurious armorcrafting in that sence
@loafofmilk972
@loafofmilk972 11 дней назад
I feel like the RNG charms promote trying different builds, because when you get a pretty good charm but not exactly for your build or weapon, it encourages you to try out a new build with that charm. It did me at least.
@solomon9655
@solomon9655 11 дней назад
I think a remix of MH4U’s system would be best. Both RNG and Craftable decos and both RNG and craftable charms. But the MATERIALS to make decos and charms are RNG rewards from hunts. The best charms and decos would require rare endgame materials but the RNG stuff will be ‘good enough’ until then. It already worked similar to this in MH4U and that was still my favorite system.
@freak3d
@freak3d 13 дней назад
Hypothetically if it takes 1 hour of grinding rng decos for attack up and rng charms for attack up, in the end grinding rng decos give more reward as decos can drop for other builds and uses where as rng charms will only ever drop attack up
@iggles74
@iggles74 13 дней назад
The reason I'm on the side of RNG charms is because decos make up a bigger percentage of your skills. So not getting the decos you need hurts more generally. I'd prefer being able to craft both, or if charms were rewards at the end of quests. I think most people don't like the RNG charms in Rise because you have to do math and work out the most efficient use of materials to get them. If they were quest rewards like RNG decos in World it would fix a lot of complaints. Still prefer to craft both though
@renmage2311
@renmage2311 13 дней назад
Ive only been playing MH for about a year(SNS and CB main), having started with Rise and then gone back to World. Personally I liked the rng decorations more because I like the puzzle of putting together a solid build with what I have. I found having to craft all my decorations in Rise kind of overwhelming, though i see the appeal, and I have yet to get a charm that isn't dogwater. All that said, some middle ground would be ideal. We don't know enough about Wilds for me to have a strong opinion about how it will handle things, but the info we do have has me intrigued.
@Vexal50
@Vexal50 12 дней назад
I'm more for RNG Charms, but only under the current system simply because RNG Decos means more of your build is tied to rng. If they were to go back to the old system where decoration slots weren't level-based and the decoration sizes simply resulted in it eating more slots, then I think I wouldn't mind RNG Decos as much. I also think they should give us other methods of obtaining the RNG Decos. In the old games you could mine for charms, so they should bring that back for the decorations. That said, skills seem to be having a number crunch as some skills have had their max skill level reduced such as Speed Sharpening, and based off italian and chinese interviews damage-focused skills will be locked to weapons....which makes the decoration with the little sword icon in the corner make sense. EDIT: About Kulve Taroth; it was very clearly meant to be World's replacement for 4U's Relic weapons and the rusted shard weapons. I do think they went a bit overboard on it, but it's not the first time MH has had RNG weapons, and it likely will not be the last.
@demontiming9095
@demontiming9095 13 дней назад
the best way to solve this problem is we craft both charms and deco's to a degree and if they add an upgrade tree to charms like World did then add one for certain deco's like the element resist deco's for example you can use the excess 1 slot deco's to make a better 2 slot version adding a loop of using extra deco's to upgrade the ones we want to use, as for charms limit them to non offensive skills or at least limit the number of upgrades they can have if they have offensive skills
@MeshedRealityGaming
@MeshedRealityGaming 13 дней назад
I feel we should be able to create EVERY Deco and earn/collect every charm. Keep the RNG for Decos but also have the ability to craft them all. But... I do understand them not wanting you to be able to make Attack Jewels.
@heroicskeleton1566
@heroicskeleton1566 13 дней назад
The main thing for me is that focus crafting decos is more fun and enjoyable, while getting them randomly just feels horrible. I don't think having a perfect charm is important at all. Just get a decent one with good slots and you are good to go. I don't need a perfect slot WEX charm, I just need something usable. And I think that assuming Wilds will let you meld the best decos is copium. Thats not something that will be in the base game, thats an end game convenience feature
@joshlewis8860
@joshlewis8860 12 дней назад
I like what I’m seeing with monsters spawning and you being able to see what rarity of decos that monster will drop. Give me more in that direction so we can target farm the decorations we want while keeping the random chance. Preferably any monster can drop high level rare decos. Let the apexes and elder dragons have a slightly higher chance to spawn with those, sure, but I don’t want to be hunting the same monster every time. There should be a chance that Chatacabra spawns in with 4 max rarity deco drops. That would be a great incentive to hunt something different, and would be very fun. Imagine you get your 4 slot Attack+ Jewel from a low tier monster after grinding elder dragons for hours, it would be hilarious
@mitchellradspinner4491
@mitchellradspinner4491 12 часов назад
I think the best system is to have RNG but also clear and hard path towards getting what you want. I’m perfectly fine with rng as long as I can also work towards what I need even if it’s a long road as well.
@lobokael9851
@lobokael9851 13 дней назад
For the argument of rng charm (craft Deco) vs rng deco (craft charm), I feel like people don't really talk about how meh the craftable charms are. Say I want to use some skills like Guard, Handicraft, Razor sharp, and/or whatever instead. If doing random charms then as long as I get a charm with SOME combination of those then I can adapt my armor pieces and decos around it. In the craftable charm space there's a reasonable chance my charm wouldn't have those skills put together. In that case some of the charm would be dead/wasted skills if it's a multi skill charm, making it not very exciting. I feel like if they just made the rng charms as quest rewards like the rng decos were then it's completely fine since they get trickled to you. I wasn't that upset when I would get 'garbage' decos after a quest because I'll just get more decos after the next one. Whereas with the Rise charm system you had to open a separate menu and look through a pile of charms to walk away disappointed. As an aside, I feel like it's a bit odd that your initial point for the rng decos was that you could craft the ones you really needed if you did not get them organically. Like, that's the whole argument for why rng charms was a nice system.
@navi8801
@navi8801 13 дней назад
I think the best path for this situation would be a pity and wishlist system for decos. At least i would know after a certain number of hunts i am guaranteed a deco i am looking for. Or maybe a way for investgations to guarantee a certain deco drop, but the quest cycles that drop them are RNG? Kinda like how rotating quests worked in world, where kulve/zorah or arena quests would randomly show up after a hunt. Honestly, this has been a very interesting community discussion. I dont think i've seen this much debate since the "does deviljho eat his own tail?" rumor went around and we all had a mandela effect lol
@cokecan6169
@cokecan6169 12 дней назад
separating them into independent drop categories should probably help with farming. i feel like decos with paired skills are more the reason why deco farm is annoying, it bloats the pool by a LOT. imo a better version would be decos have 3 varieties, standard skill activation (once), double activation, and the 3rd is a deco with essentially an additional empty slot/attachment dock that allows it to be permanently grafted with another decoration also having an attachment slot. this would drastically reduce the bloat of drops while keeping the grind incentive, since different armor sets would desire different skill combos.
@FGMagala
@FGMagala 13 дней назад
I've always been more of a fan of RNG charms (though the less RNG in terms of both charms and decos the better I say) mainly because charms felt more like an extra armour piece that gave no defence, while decos were to fine tune your build to get those last points to reach break points for specific skills. As long as you had a selection of decent charms, what they were didn't matter much individually as they were just a factor to what other pieces of armour you were getting. But decos was far less forgiving, and generally it was either you had it or not. In both World and Rise, it was easy to be stuck not being able to reach the break points you needed for your most important skills without wasting precious skill slots with skills you didn't care about. It was fine if it was like one or two points on something that merely had marginal utility for your playstyle like speed eating or constitution, but what if it was spare shot on a melee build or fire up on a blast build? What if it was both? Decos let you avoid such issues and be far more efficient with your skill picks by having to compromise taking subpar armour pieces and filling the rest out with decos. It might be more of a perception issue, but taking second rate charms didn't feel as bad as taking armour pieces with skills you had zero use for just because it was one of the few pieces that had the skills you wanted. If you wanted Guard5, you had no choice but to grab 3 pieces of Barroth and Uragaan back in World, yet Guard3 plus a deco slot was relatively easy to get in Rise, needing only one piece of Guard or two Guard decos, both of which was easily farmable. While I agree that there was serious issues with how Rise handled charm RNG, as long as you pretended that the one-in-ten-billion charms didn't exist, charm RNG was far easier to handle than deco RNG, since one gave you options of "good enough" drops, but the other was "you got it or you were screwed" sort of situation.
@arkcantoscreampsnpc7274
@arkcantoscreampsnpc7274 13 дней назад
prefer charms cause less grinding/rng. RNG is a very fine blade between good rng that promotes playing the game and frustrating rng that makes you want to quit. decorations made me annoyed every time i grinded for them i think the best form of RNG is focused rng (like late term rise) where you can make 1 skill targeted to show up very often. and i think they should have at least 2-3 drops per hunt, so even if your just grinding you get them without having to actually specifically farm for them i played over 1000 hours of world, that entire time i got 1 attack x 2 charm and 1 expert x 2 charm............ both of which were given out for free by the devs........ edit: Lance and prob Gunlance should have Guard up by default, it makes no sense that weapons with shields larger than the hunters body only difference to S&S shielding is a few levels of innate guard.
@justalex4214
@justalex4214 13 дней назад
I prefer rng decos for 2 reasons. First is that the number of decos is limited, unlike the charms which (at least in sunbreak) had so many modifiers that it was significantly harder to get a god charm than a lvl4critical eye deco in iceborne. In fact oftentimes it wasn't even a clear goal of what a god charm would actually be, due to the added armor skill rng and that felt more frustrating than just going to farm for a lvl4 deco. The other reason is that whenever I replayed mhw (and I did that 7 times by now) I really enjoyed making builds work with what I had available in terms of decos. It was a cool challenge and actually made me use certain armor pieces and bonuses I'd otherwise never have touched.
@itsSlipps
@itsSlipps 13 дней назад
Charms and it's not even close.
@emeka490
@emeka490 13 дней назад
Na
@_EXP626_
@_EXP626_ 13 дней назад
Facts.
@napewnobob2456
@napewnobob2456 11 дней назад
i pretty much like RNG in monHunter, if id have to choose between RNG charms and decos, i choose RNG charms. Better feeling when getting good charm than when getting good deco.
@El_zapiz
@El_zapiz 13 дней назад
If the offensive skills are on the weapons I'm OK with random decos
@dapperlass
@dapperlass 13 дней назад
The problem as i see it is some weapons almost REQUIRE decorations, i.e guard, handicraft and artillery, so crafting decorations seem like the best option for the health of weapons.
@JosephYzrael
@JosephYzrael 13 дней назад
I don't mind RNG decos as much as RNG charms as long as we are able to farm them from all monsters. Maybe tweak the system a bit and have a set pool of skills drop (or have an increased drop rate) from specific monsters that ties in to their lore and ecology. That pool of possible drops can even just be taken directly from the skills you get from that monster's armor/weapon set. At least that way, if you're farming for a specific deco, it's easy to know which monsters to focus on hunting. To use an example you have used before, Nargacuga should drop (or has a higher chance of dropping) decos for evade window, stamina surge, peak performance, etc.
@Sinphanius
@Sinphanius 13 дней назад
I still maintain that both Charms and Decorations should be both farmable and craftable. Here is what I think is the Perfect System for the current Skill System we have; Charms; Crafting : All charms are Single-Skill Charms, but can have secndary Decoration Slots. When you Craft a Charm it comes with one point in the skill in question. As you upgrade the Charm it adds additional points to the skill or Decoration Slots, based on the slot cost of the skill. Each charm would end with let's say 6 slots worth of skills. So Max Atk Up would have 5 Atk Up and 1 1 slot. Max upgraded Wex would have Level 3 Weakness Exploit and nothing else. Max upgrade Horn Maestro would have 1 Horn Maestro and 2 2 slots and 1 1 slot or something similar. Max Upgraded Maximum Might would give you +3 Max Might. Farming : In addition to allowing access to some skills before they can be crafted, they basically give you one of the charm levels using the formula above, and still come with their level being determined by the base level of the skill. So a farmed Horn Maestro skill would always be considered a Rank 1 Charm, but may come with starting slots. For a Farmed Charm for a skill with a slot cost higher than 6 in total, you can also get a charm with a + to the Level of that skill. This does not increase the level of the Charm. So you could get a Level 1 Max Might Charm with +1 bonus Max Might instead of a slot. You would then be able to upgrade these farmed charms using the exact same system as crafter charms. So the hypothetical Max Might with +1 Bonus Level above could eventually be upgraded to +5 and result in a Max Might charm that gives 4 levels to the skill. If, like Iceborne, they add additional levels to skills with the Master Rank Update, they would then be added as additional upgrades, so a Crafted Horn Maestro Charm would still give you slots up to Level 5, and only then would add a second rank of Horn Maestro. Decorations; Crafting : You can craft a Decoration exactly like Rise. They come as a single level to the skill with varying slot costs. Farming : Like with Charms you get access to farmed Decos before you get access to craft them. In addition, as you farm Decorations they will have one of 2 boosts to them. Either they will be farmed as 1 slot size smaller than they can be crafted, or they will come as a compound gem which has multiple skills, like the 4-slot gems from Iceborne, but on potentially any size. This can give you double skill ranks, but will most likely give you a random secondary skill. This ensures every hunter can have a base-line of skills available by charms and decorations, but farming doesn't lose its place as it can give you access to some skills earlier, which can help encourage people to make certain builds. I made my first MHW Bow Build specifically because I just got a random Bow Charge Plus Decoration in a random hunt early in the End Game. You'll almost assuredly, if you play for hundreds and hundreds of hours, eventually trade out all of your crafted Charms and Decos for Farmed ones that give you the same base skills but a bit of extra. It also ensures that all craftable charms can be useful, and all farmable charms can remain useful as you go up the Ranks. So if you get a God Roll Charm in LR 3 or something, you can keep upgrading that charm even into HR or even MR, which is a problem I do think that MH suffers from and is part of the reason why people are encouraged by the game mechanics to absolutely blitz through Low Rank and even through High Rank if they join with the MR Expansion. Also the upgrading process won't in any way involved re-rolling the charm, so you don't need to worry about losing it or having it ruined.
@ronaldfenrir
@ronaldfenrir 12 дней назад
I think RNG system of any kind is fine, since MH games are all about the end game grinding to achieve that best meta build or your preferred build. It also helps to extend the game's life, so as to give the players something to aim for after they completed the game's content. That is why we hear some players spend over a thousand hours in Worlds. However, i think RNG system can also be frustrating and downright, discourage players that are less patient and play many weapons (more decorations/charms to farm). So i think that an important thing that Capcom can implement in Wilds is Pity System. Like in Worlds, attack decos are like a myth. A pity system can be put in place so that a player who 'gatcha' more than a certain times, could finally get an 'attack deco'.
@ramadhanbenny6640
@ramadhanbenny6640 13 дней назад
Honestly charm pools are too annoying. I'll never grind for any god charms, single skill drops are much more bearable
@randyg280
@randyg280 13 дней назад
Charm tables were only a problem in 3U, never again after. Also, you can do A LOT more with a trash charm that has sockets than you can if you're just completely missing decos, which can lock you out of builds entirely.
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Меня знают уже все соседи😅
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