Recently i been thinking about a new for GS to spice up a little more the moveset, and not make the weapon more op or cheesy to use.
So the way this would work is that now tackle would have sort of like a hidden bost to divine blessing something similar like the guard point guard buff or the earplugs swax buff from world, and this boost will depend in what charge you do the tackle from so:
Level 1 charge – tack le( divine blessing 0)
Level 2 charge – tackle( divine blessing 1)
Level 3 charge – tackle ( divine blessing 2)
And after the usage of tackle through a monster attack it will give sort of like a tackle boost similar to the TCS power from world( after landing the first tcs hit it will boost the damage of the second hit) but instead the damage boost would be smaller that the tcs power.
Second and actual new move for the second is like variant of the tackle that consumes more stamina that the tackle, i haven’t decided on the name yet so i will call it “might” so might can be used from the charge stance in or out of focus and right after a tackle, the move will consume stamina even after a tackle so you can’t over use the tackle divine blessing buff.
The way that this might move would work, is similar to counter from the swaxe on sword mode that they show us, but instead this move won’t allow you to counter the could be the same but works just like tackle with the only exception that this doesn’t mitigate any damage but it will give hyper armor, so like a tackle? No the plus will be that after a successful usage of might the hunter would be able to go right into the level 3 charge attack that it was performing not the next, so for example:
Nergigante does his dive bomb and if i somehow manage to survive after using the might move through the attack and i was charging and over head slash, then i would be capable of going immediately into my level 3 over head slash, plus it will still give this buff similar to tcs power, if the move is performed after the tackle it will allow to go to next charged attack from the chain and this will also lead into a level 3 charge slash, and last but not least this move will have a last hidden feature, basically, during this move if the hunter has mover than 50% of is hp and perform the might leap( i know i changed it just realized it sounded cooler) the hunter will stay at 1 hp so basically he can survive an attack that would otherwise kill him, but in this way in the move is used wrong, like in the middle of a chain of attacks the hunter would immediately after the might leap, in this way you can simply overuse it as a get out of jail free card and since it consumes a ton of stamina if used in the wrong moment or the wrong way(like going tackle -> might leap) the hunter will run out of stamina and not beign able to throw the charge attack so it will be a normal level charged slash and just like it monster hunter world after performing clutch claw attack without enough stamina, the hunter is incapable of moving until returning a little bit of stamina and ending the exhausted animation.
The point is to give a more agressive playstyle in exchange, of the security, while beign able to actually hit your attack right after the mighty leap or the tackle, so in this the tackle will give a better defensive and ofensive tool, and the might leap will give a more risky but rewarding counter that even allow to go through the most dangerous dive bombs if you are prepared enough, and in this way it won’t feel cheesy and it will feel more powerful, i was thiking to that maybe the after a successful mighty leap, you would be able to get greater boost similar to tcs power.
Again, this is just an idea ( pls don’t cook me for it)
submitted by /u/Small-Tree-5499
[link] [comments]
r/MonsterHunterWorld Recently i been thinking about a new for GS to spice up a little more the moveset, and not make the weapon more op or cheesy to use. So the way this would work is that now tackle would have sort of like a hidden bost to divine blessing something similar like the guard point guard buff or the earplugs swax buff from world, and this boost will depend in what charge you do the tackle from so: Level 1 charge – tack le( divine blessing 0) Level 2 charge – tackle( divine blessing 1) Level 3 charge – tackle ( divine blessing 2) And after the usage of tackle through a monster attack it will give sort of like a tackle boost similar to the TCS power from world( after landing the first tcs hit it will boost the damage of the second hit) but instead the damage boost would be smaller that the tcs power. Second and actual new move for the second is like variant of the tackle that consumes more stamina that the tackle, i haven’t decided on the name yet so i will call it “might” so might can be used from the charge stance in or out of focus and right after a tackle, the move will consume stamina even after a tackle so you can’t over use the tackle divine blessing buff. The way that this might move would work, is similar to counter from the swaxe on sword mode that they show us, but instead this move won’t allow you to counter the could be the same but works just like tackle with the only exception that this doesn’t mitigate any damage but it will give hyper armor, so like a tackle? No the plus will be that after a successful usage of might the hunter would be able to go right into the level 3 charge attack that it was performing not the next, so for example: Nergigante does his dive bomb and if i somehow manage to survive after using the might move through the attack and i was charging and over head slash, then i would be capable of going immediately into my level 3 over head slash, plus it will still give this buff similar to tcs power, if the move is performed after the tackle it will allow to go to next charged attack from the chain and this will also lead into a level 3 charge slash, and last but not least this move will have a last hidden feature, basically, during this move if the hunter has mover than 50% of is hp and perform the might leap( i know i changed it just realized it sounded cooler) the hunter will stay at 1 hp so basically he can survive an attack that would otherwise kill him, but in this way in the move is used wrong, like in the middle of a chain of attacks the hunter would immediately after the might leap, in this way you can simply overuse it as a get out of jail free card and since it consumes a ton of stamina if used in the wrong moment or the wrong way(like going tackle -> might leap) the hunter will run out of stamina and not beign able to throw the charge attack so it will be a normal level charged slash and just like it monster hunter world after performing clutch claw attack without enough stamina, the hunter is incapable of moving until returning a little bit of stamina and ending the exhausted animation. The point is to give a more agressive playstyle in exchange, of the security, while beign able to actually hit your attack right after the mighty leap or the tackle, so in this the tackle will give a better defensive and ofensive tool, and the might leap will give a more risky but rewarding counter that even allow to go through the most dangerous dive bombs if you are prepared enough, and in this way it won’t feel cheesy and it will feel more powerful, i was thiking to that maybe the after a successful mighty leap, you would be able to get greater boost similar to tcs power. Again, this is just an idea ( pls don’t cook me for it) submitted by /u/Small-Tree-5499 [link] [comments]
Recently i been thinking about a new for GS to spice up a little more the moveset, and not make the weapon more op or cheesy to use.
So the way this would work is that now tackle would have sort of like a hidden bost to divine blessing something similar like the guard point guard buff or the earplugs swax buff from world, and this boost will depend in what charge you do the tackle from so:
Level 1 charge – tack le( divine blessing 0)
Level 2 charge – tackle( divine blessing 1)
Level 3 charge – tackle ( divine blessing 2)
And after the usage of tackle through a monster attack it will give sort of like a tackle boost similar to the TCS power from world( after landing the first tcs hit it will boost the damage of the second hit) but instead the damage boost would be smaller that the tcs power.
Second and actual new move for the second is like variant of the tackle that consumes more stamina that the tackle, i haven’t decided on the name yet so i will call it “might” so might can be used from the charge stance in or out of focus and right after a tackle, the move will consume stamina even after a tackle so you can’t over use the tackle divine blessing buff.
The way that this might move would work, is similar to counter from the swaxe on sword mode that they show us, but instead this move won’t allow you to counter the could be the same but works just like tackle with the only exception that this doesn’t mitigate any damage but it will give hyper armor, so like a tackle? No the plus will be that after a successful usage of might the hunter would be able to go right into the level 3 charge attack that it was performing not the next, so for example:
Nergigante does his dive bomb and if i somehow manage to survive after using the might move through the attack and i was charging and over head slash, then i would be capable of going immediately into my level 3 over head slash, plus it will still give this buff similar to tcs power, if the move is performed after the tackle it will allow to go to next charged attack from the chain and this will also lead into a level 3 charge slash, and last but not least this move will have a last hidden feature, basically, during this move if the hunter has mover than 50% of is hp and perform the might leap( i know i changed it just realized it sounded cooler) the hunter will stay at 1 hp so basically he can survive an attack that would otherwise kill him, but in this way in the move is used wrong, like in the middle of a chain of attacks the hunter would immediately after the might leap, in this way you can simply overuse it as a get out of jail free card and since it consumes a ton of stamina if used in the wrong moment or the wrong way(like going tackle -> might leap) the hunter will run out of stamina and not beign able to throw the charge attack so it will be a normal level charged slash and just like it monster hunter world after performing clutch claw attack without enough stamina, the hunter is incapable of moving until returning a little bit of stamina and ending the exhausted animation.
The point is to give a more agressive playstyle in exchange, of the security, while beign able to actually hit your attack right after the mighty leap or the tackle, so in this the tackle will give a better defensive and ofensive tool, and the might leap will give a more risky but rewarding counter that even allow to go through the most dangerous dive bombs if you are prepared enough, and in this way it won’t feel cheesy and it will feel more powerful, i was thiking to that maybe the after a successful mighty leap, you would be able to get greater boost similar to tcs power.
Again, this is just an idea ( pls don’t cook me for it)
submitted by /u/Small-Tree-5499
[link] [comments]