How the fuck did high level boost or all those notation boosts for everyone make them more fluid? WLs are still a horrible weapon and those needed to be more fluid. Like what was the reason for Gunner getting Another Sroll Arts besides going from best single target class to best everything class? How would moving charge parrying from 0.7 second to 1.5 make Hunter more fluid? I hate how people eat up anything that makes them kill things faster and immediately praise Sega for it. Classes are less fun to play than ever because everything became mechanically easier, enemies didn't catch up, and the interclass balance sucks even harder. Fluidity is only as good as enemies are able to react to it, and there is a reason why Monster Hunter has its popularity, with even MHW receiving massive complains over lack of enemy AI changes justifying moveset enhancements.
We got double jump while Sega couldn't be bothered to make EP4 Ragne reskin have armored core or any attacks reaching a person unloading on it (just use the AQ AI). In fact most of pre EP5 stuff has various difficulties hitting upwards but we totally needed that double jump, or wonderful dashing PAs so we can exit quests even faster and make sure any TD derivative needs no proper splitting from the players.
Connect With Us