What are things in Monster Hunter 4 Ultimate that you would like to see buffed or nerfed slightly?

charge shots

then its a good argument for weapon balance that no one style overshadows the rest. What we see however is the difference between DPS and single burst damage. A hammer can pull off similar damage to a GS charge, but it relies on more hits. So if the monster is stationary there is no difference, but a mobile monster requires movement (so more time out of damage) or planning by starting early to land that single burst hit. Charge shot is absolutely the most mobile GL shot method, but that doesnt mean you can effectively keep the damage on enough to encompass a full shotgun. (disregarding the damage you inflict setting up a shotgun, I think the time to stab upwards / charge and shell 2 charge shots is only slightly faster than shoot/reload/slam/shotgun)

shotgun safety

to be frank, thats entirely on the player. If you have trouble with that but I say I dont, that means you simply cant. And yes, wyvernfire is better for the same role (very close to the same for normal though) but you only get one every 80 seconds minimum, and unlike shotgun setup time you can bail last second.

same damage with long type

so weapon style preference is viable, even if the damage output is more erratic between each type.

considering SA mobility good in either mode, or forgetting critical distance requires mobility, then continuing mobility argument that GL cant stick to monsters

not sure how else to argue this than a video. Not stellar, but still is capable of keeping the monster in check and uses normal type pretty decently. Besides, if you want to argue a monster like Tigrex / diablos that likes running way past you all the time, even with LS/SA I'll just sheath and catch up. Not all weapons are created equal and while GL excelss at burst damage in general mobility is absolutely not the strong suit, you will not be chasing down monsters without extender or sheathing (like with SA/HBG/etc).

shrp+1

My point is that what you are calling for all around buffs and nerfs in odd directions to make up for this problem you have with the sharpness system. chaos weapons are not in fact that special as they can be defined as affinity variable weapons, and the damage can be quantified via calculations with or without frenzy. But odd things like time based element awakening or innate sneak basically work against the whole armor skill system, which to me represents the entirety of monster hunter progression ideals. You arent bound by weapons in any way except for damage, but armors serve the dual purpose of defense tiering and class specialization. At this point we are just at odd on the series ideology.

In any case, I dont even consider sharpness+1 as big as a problem as you do. It takes very particular loadouts to acquire until end game which limits your creativity (I mean have you seen those honed blade sets with 3 skills?) and removing it means you are just targetting the current maximum. As I said elsewhere, in a game of numbers there will always be a maximum, and removing sharpness would just shift the meta to something like razor sharp or peak performance. I mean whats up with that, 10 points for attack up L? just git gud and dont get hit Kappa. Might as well complain about challenger+2.

garuga doesnt have learning curve and "but the double beak crusher more or less just relies on you abusing invincibility frames or tanking the hit."

no seriously, just get better. I dont see the fault in being designed around learning that this is a monster that is faster and deadlier than you, and avoiding dead zones. Like I said, what the player should learn is he always beaks to his left, he can follow up single fireball with tail, you should bring evasion/distance/earplugs. would you fight kushala with no poison or mounting or flashes? would you fight rathalos with no antidotes? It takes more concise preparation.

/r/MonsterHunter Thread Parent