Cherreads

Chapter 254 - Chapter 255: Happy Players

Of course, it's not just the long sword.

In the game, almost all attacks can interrupt teammates' output. The long sword, to be honest, doesn't really have that much killing power.

The hammer and axe's upward swings and home runs, as well as the gunlance's dragon blast, can directly send hunters flying.

It's just that these weapons, although they have relatively strong killing power, have a smaller area of effect.

But the long sword's spinning slash is just amazing!

If it's just the last spinning slash, then maybe people can put up with it a little, since it's just that one attack.

But the key is that most players don't really understand the game's weapon mechanics.

Especially the difference in output between a long sword with and without sharpness is like heaven and earth.

Most players don't know how to sharpen the blade properly. They basically just do a slash followed by a spinning slash, or they build up the energy bar and then use a clumsy way to sharpen the blade.

When that long sword starts swinging, it's like a five-meter radius around the player is completely cleared.

This directly leads to the long sword players becoming a bit lonely.

After all, if the bow interrupts teammates with its wide-range curved shots, you can just not use it.

If a light bowgun plants mines, you can just go around your teammates. And the gunlance and hammer can also be used to avoid teammates a little bit.

Only the long sword's spinning slash has a ridiculously large range!

One spirit blade spinning slash, and three teammates are down.

In the early stages, everyone basically doesn't understand the corresponding attributes, and even if they do, they can't do much about it.

After all, there are no flinch resistance jewels or iron skin armor in the early game.

So...

Even though the game has just launched, long sword players already have a slightly declining status in random groups.

Even though you look cool, you're hindering your teammates!

The people who dislike long sword players the most aren't even players of other weapons, but the long sword players themselves.

Imagine four long sword players doing spinning slashes at each other. That scene is just too beautiful.

Of course, not all players refuse to team up with long sword players.

Light bowgun, heavy bowgun, and bow, the three ranged weapons, are quite happy to team up with long sword players.

After all, sometimes being far away makes it easier to accidentally shoot teammates.

But it doesn't matter when you're with long sword teammates.

Many long sword players felt a chill in the air and started to tremble.

In the end, they transformed into lonely long sword players.

Strong players don't need teammates!

One long sword, one person... that's enough!

And even if they can't find a team, it's not a big deal for many solo players.

Playing solo isn't difficult at all!

Even if they don't know anything about the weapon skills of the long sword, axe, charge blade, or insect glaive, like foresight slash, super burst, or quick docking.

They can still have a lot of fun playing.

If they don't know how, they just keep doing normal attacks.

There's basically no such thing as getting stuck!

From Aptonoth and Jagras to Kulu-Ya-Ku and the first boss Great Jagras, many players experienced them in the demo version.

There's absolutely no pressure.

Even though they don't fully understand how to use the weapon's advanced skills.

But as long as they can defeat the monsters, why worry so much?

As the hunters progress through the game's story, they are also very happy.

Because this game really makes them feel very relaxed.

Gathering herbs, mining, catching bugs, catching rabbits and birds and ants, or fishing by the river.

In the blink of an eye, a day has passed.

They are so caught up in hunting that they can't sleep.

That's how many players feel.

It's different from other games.

"Monster Hunter: World" is basically all boss battles, without smaller creatures.

The gameplay involves searching for monsters, gathering resources, finding a monster and starting the hunt, chasing the monster when it runs away, and then successfully hunting it.

Throughout the whole process, everything except the battle time is very relaxing.

Players feel very comfortable.

And some players were a little scared of the monsters after Great Jagras at first.

But soon, as the story goes on, the Pukei-Pukei, Tobi-Kadachi, Barroth, and Jyuratodus appear one after another, each with unique designs, and players move from the Ancient Forest to the Wildspire Waste.

The terrain also changes from forest to desert and swamps.

But their fear completely disappears.

Because many players also feel that although the difficulty has increased somewhat, it's not difficult at all.

Let's not even talk about the starting Great Jagras.

The Pukei-Pukei, although it's the second boss to appear, is even weaker than the Great Jagras.

As long as you don't keep hitting the stone it's holding up, there's basically no difficulty at all.

The Tobi-Kadachi isn't very difficult either, but it has a poisonous spit attack, which is a bit of a hassle here. But as long as you bring antidotes and pay a little attention, it's still easy. Besides, the Tobi-Kadachi is basically weak all over, and hitting it doesn't cause your weapon to bounce off.

It's only when they encounter the Barroth that players will have some trouble.

It's tough, and the mud on its body is like armor, causing players' weapons to bounce off like crazy.

It's also quite aggressive. If the mud on its body gets on you, your stamina recovery will also become very slow.

But fortunately, its attack power isn't high, and even if you take a head-on charge, you won't lose much health.

These monsters quickly teach players the game's mechanics.

For example, the Great Jagras tells players that one part of fighting bosses is that the boss will run away when its health gets low, and you need to track it during that time.

The Pukei-Pukei tells players not to always fight bosses head-on, but to hit their weak points, and not to try to use your weaknesses against their strengths.

The Tobi-Kadachi tells players what to do when they encounter a debuff.

The Barroth then gives players a concept of what a charge is. Compared to the previous monsters, the Barroth's size and the way it charges are much more imposing and powerful than the previous bosses.

As for the Jyuratodus, it more directly shows players how the environment affects hunting in the game.

After all, the Jyuratodus lives in a swampy muddy pool. When hunters move within it, you can say they are very slow, but the Jyuratodus's threat isn't that great, and it's not even as intimidating as the Barroth.

But no matter what, these monsters aren't very difficult.

Even if players fail the hunt (cat cart), it's basically because they're careless and their health is already low.

But they just can't bear to use their healing potions or antidotes.

In that case, if you don't die, who will?

Or maybe players are using the initial leather armor and weapons, and they don't even upgrade them.

This results in their defense and attack being a bit lacking when they reach the Barroth and Jyuratodus, and they end up failing the hunt.

In this case, go to the workshop on the second floor to upgrade your equipment. If that doesn't work, you can fire a signal flare and team up with other players.

Basically, there's no pressure at all.

At this stage, players experience very little frustration.

The difficulty is indeed slowly increasing, but it's not very noticeable.

So, so far, players are still very happy.

Hunting, gathering herbs, fishing.

In the blink of an eye, the day is over.

They don't realize that the water they're soaking their feet in has slowly gone from warm to hot.

(End of chapter)

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