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MHWilds: The path of the fist begins
Back by popular demand(?), Akuma returns to the hunt!
When the Akuma layered armor event was released in Rise, it was neat to see the unique effects they added to the sword and shield. The air hadous, wirebug tatsu, and the ever useful shoryuken were neat. It was still SnS gameplay though, so the regular attack animations were a little janky while using the layered armor. Almost all of that is fixed in Wilds. MH team really went all out. With the release of Akuma layered armor comes a new goal for the game: Beating everything down barehanded.
First challenger is a tempered Rey Dau. Why I chose this as a target I don't know. The Dau's attacks keep it in your face most of the time, with the only ones requiring heavy maneuvering being the rail cannon and somersault wing slam. Since I'm strapped for cash at the moment, I have not purchased the emotes, so the arsenal is not yet complete. Oddly enough, the go shoryu still happened very early in the fight. Sadly, after fighting the Rey a few times and testing different armor combination, I have come to notice some problems, which are most likely intentional, but still hamper the fun.
The first problem is the damage of the attacks. Outside of the arena challenge quests, they hit for peanuts. I'm not saying they should have been hitting like a hammer or great sword, but they should have at least shared the same damage numbers SnS normal Y/ Triangle button attacks.. It feels like a your are using a low rank weapon in a high rank fight. On the same note, the raging demon attack is terrible for damage. It should hit at least twice as hard. At least it's stylish and has a unique quest end animation should you finish the fight with it.
As for the second problem: Most of the offensive armor skills don't seem to do anything. Agitator, counter strike, weakness exploit, and so on just don't seem to work. They say they're active but after multiple hunts I couldn't notice anything different. For the ones that do work, they seem much weaker compared to a drawn weapon. Which is such a strange thing to do. I hope this was just an oversight, because they did so much for this layered armor and unique attacks for this to be so sub par.
As for the final problem, which is more a gripe than anything, is the fact that the SnS is no longer invisible like it was in Rise. Why? The least obstructive sword and shield was Mitzusune's and the prayer beads clip through the arm. How am I to master the Satsui no Hadou if I can't lay the smack down on my foes with only weapon common to all people everywhere?!
All said, this is an amazing bit of fanservice, more so for me as Akuma is one of favorite character from Capcom's many fighting games. It also gave me a goal to complete in Wilds, though I think some monsters will be near impossible to defeat without improved damage for the unique attacks.
Until the next session.
Видео MHWilds: The path of the fist begins канала delsol01
When the Akuma layered armor event was released in Rise, it was neat to see the unique effects they added to the sword and shield. The air hadous, wirebug tatsu, and the ever useful shoryuken were neat. It was still SnS gameplay though, so the regular attack animations were a little janky while using the layered armor. Almost all of that is fixed in Wilds. MH team really went all out. With the release of Akuma layered armor comes a new goal for the game: Beating everything down barehanded.
First challenger is a tempered Rey Dau. Why I chose this as a target I don't know. The Dau's attacks keep it in your face most of the time, with the only ones requiring heavy maneuvering being the rail cannon and somersault wing slam. Since I'm strapped for cash at the moment, I have not purchased the emotes, so the arsenal is not yet complete. Oddly enough, the go shoryu still happened very early in the fight. Sadly, after fighting the Rey a few times and testing different armor combination, I have come to notice some problems, which are most likely intentional, but still hamper the fun.
The first problem is the damage of the attacks. Outside of the arena challenge quests, they hit for peanuts. I'm not saying they should have been hitting like a hammer or great sword, but they should have at least shared the same damage numbers SnS normal Y/ Triangle button attacks.. It feels like a your are using a low rank weapon in a high rank fight. On the same note, the raging demon attack is terrible for damage. It should hit at least twice as hard. At least it's stylish and has a unique quest end animation should you finish the fight with it.
As for the second problem: Most of the offensive armor skills don't seem to do anything. Agitator, counter strike, weakness exploit, and so on just don't seem to work. They say they're active but after multiple hunts I couldn't notice anything different. For the ones that do work, they seem much weaker compared to a drawn weapon. Which is such a strange thing to do. I hope this was just an oversight, because they did so much for this layered armor and unique attacks for this to be so sub par.
As for the final problem, which is more a gripe than anything, is the fact that the SnS is no longer invisible like it was in Rise. Why? The least obstructive sword and shield was Mitzusune's and the prayer beads clip through the arm. How am I to master the Satsui no Hadou if I can't lay the smack down on my foes with only weapon common to all people everywhere?!
All said, this is an amazing bit of fanservice, more so for me as Akuma is one of favorite character from Capcom's many fighting games. It also gave me a goal to complete in Wilds, though I think some monsters will be near impossible to defeat without improved damage for the unique attacks.
Until the next session.
Видео MHWilds: The path of the fist begins канала delsol01
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29 мая 2025 г. 12:16:50
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