I haven't been fond of what I've seen from attempted changes to Clutch Claw so far (in particular this one seems grossly limiting and turns it into less of a new tool and more just one-time damage opportunity.)
I've thought about it a while, and this is the sort of thing I would want to go with: Wounded monster parts that haven't been broken yet have enhanced part damage instead of increased raw damage.
Applied wounds last for 7 minutes (or whatever duration is preferred for balance and enjoyment). Wounding multiple parts of the monster reduces all but the most recently wounded spot to a duration of 1 minute.
So that would result in a few improvements. Part breaking becomes interesting as unbroken parts are an obstacle to increased DPS, which is similar but less restrictive than the "clagger" method since clutch claw can still contribute towards getting parts broken faster. The duration of a wound is much longer now, so that it doesn't need to be reapplied constantly but also as a reward for putting up with having to break parts. And it comes with the caveat that covering the monster in wounded spots is hardly going to last very long and will probably f*#@ things up if people are aiming for a particular part.
mate i see you are attempting to say something, but jesus its totally incoherent rambling what are you even saying, like want to understand but jesus you are making no sense
It can't have been that incoherent, I've certainly got a tendency to let my words get ahead of me but if the general concept of "I don't like how this mod changes things, here's a change I'd like to see that hasn't been done yet." wasn't clear than maybe the issue is reading comprehension?
The way tenderizing in MH works by default: A tenderized spot takes increased damage. Tenderized spots last for a minute and a half.
What the mod changes: You can only use tenderizing attacks and flinch shots once when the monster gets tired. Tenderized spots don't disappear but can only ever be applied once per hunt.
What I would prefer: If a monster part hasn't been broken yet then tenderizing it doesn't increase damage, but does help break parts faster. Tenderized spots remain for 7 minutes, unless you tenderize more than one spot. Only the most recently tenderized spot lasts 7 minutes and all others only last 1.
Maybe reexplaining it this way will make things more clear? It would be a pain to try and be any less verbose than this.
Is there any way to apply wounded status to any and all broken parts, permanently, or would that require a total rewrite of all hitzone values? I love Iceborne but the way they have implemented wounding just makes it feel like a chore at times.
Would it be possible to include an optional file that is just the plugin for the tenderizer attack changes like flinching for the heavy weapons and 1 hit tenderizing for light ones?
Aside from that, I think what you've managed to change in all versions is a remarkable achievement, and I give you a lot of credit for trying re-tune and refine your reworks, whereas Capcom seems to have pretty much dusted their hands off on what feels like a good but highly unpolished and unbalanced mechanic.
From what I tried (with the first version at least), just add the hm folder, not the plugin (the one that contains ClutchRework.dll) and it should do the one shot tenderize for light and flinch for heavy without the mechanic of needing to clagger first pretty sure this bypasses Stracker's version override though, so to not mess with anyone's enjoyment, it would be a good idea to not use it with randoms and ask your friends if they still accept you as who you are even with the mod before using it with them :3 Actually not perfectly sure if it was done with the first version or second version ._. I'll check when I get home Yup, first version, pretty sure it would work the same with the lastest version also
So yeah,going back to clagger based, was still more interesting.
Using this new version to experiment with the version override, this will make the game think you're on a different version of the game that cannot exist, and matchmaking automatically adapts and only matches you with people using the same version, neat !
I really like this new version of the mod, aside from all the added focus on enraging the monsters. Seems like a bit too much.
I understand your desire to balance the changes, but it doesn't really matter if it makes things less fun. Sometimes minor quality of life tweaks are all you need.
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I've thought about it a while, and this is the sort of thing I would want to go with:
Wounded monster parts that haven't been broken yet have enhanced part damage instead of increased raw damage.
Applied wounds last for 7 minutes (or whatever duration is preferred for balance and enjoyment). Wounding multiple parts of the monster reduces all but the most recently wounded spot to a duration of 1 minute.
So that would result in a few improvements. Part breaking becomes interesting as unbroken parts are an obstacle to increased DPS, which is similar but less restrictive than the "clagger" method since clutch claw can still contribute towards getting parts broken faster.
The duration of a wound is much longer now, so that it doesn't need to be reapplied constantly but also as a reward for putting up with having to break parts. And it comes with the caveat that covering the monster in wounded spots is hardly going to last very long and will probably f*#@ things up if people are aiming for a particular part.
The way tenderizing in MH works by default:
A tenderized spot takes increased damage. Tenderized spots last for a minute and a half.
What the mod changes:
You can only use tenderizing attacks and flinch shots once when the monster gets tired. Tenderized spots don't disappear but can only ever be applied once per hunt.
What I would prefer:
If a monster part hasn't been broken yet then tenderizing it doesn't increase damage, but does help break parts faster. Tenderized spots remain for 7 minutes, unless you tenderize more than one spot. Only the most recently tenderized spot lasts 7 minutes and all others only last 1.
Maybe reexplaining it this way will make things more clear? It would be a pain to try and be any less verbose than this.
Aside from that, I think what you've managed to change in all versions is a remarkable achievement, and I give you a lot of credit for trying re-tune and refine your reworks, whereas Capcom seems to have pretty much dusted their hands off on what feels like a good but highly unpolished and unbalanced mechanic.
pretty sure this bypasses Stracker's version override though, so to not mess with anyone's enjoyment, it would be a good idea to not use it with randoms and ask your friends if they still accept you as who you are even with the mod before using it with them :3
Actually not perfectly sure if it was done with the first version or second version ._. I'll check when I get home
Yup, first version, pretty sure it would work the same with the lastest version also
I play strictly solo, so no cause for alarm - if events and lucky vouchers weren't tied to online, I'd play offline permanently.
Using this new version to experiment with the version override, this will make the game think you're on a different version of the game that cannot exist, and matchmaking automatically adapts and only matches you with people using the same version, neat !
I understand your desire to balance the changes, but it doesn't really matter if it makes things less fun. Sometimes minor quality of life tweaks are all you need.