RuneFactoryFanboy said:
Can you clarify exactly what is so uniquely horrible about LS users then? Because it seems your argument/point has changed from what it originally was.
In this post it seemed your problem was that a single sweep could interrupt precious healing, positioning, or attacking time. Now it seems the argument is about users who continuously trip-lock others and
only during their attack animation (since apparently I have never experienced it).
If your problem is with LS users that knowingly trip-lock other players by constantly mashing spirit combos then I agree (but still think it's unfair to single out LS users). However if you are basing your criticism off of the occasional accidental trip up then I don't agree at all. I still stand by my statement that a LS accident is nowhere near as troublesome as a GS/SA/H/L accident. My playtime last night can attest to that when over the course of one Agnaktor+ hunt I was pounded 3 times by the Hammer user and rolled, no joke, 6 times by the lance user. The whole time I'm thinking to myself "..and soneet choses to single out LS users as the worst?"
Well first of all, I'm not arguing about accidents. Accidents are accidents, so no one would want any of those. I'm talking about doing stuff on purpose. The examples you mentioned are cases of people playing horrible (being charged by a Lance user 6 times seems more like a pin pointed thing done to you, unless that's the crappiest Lance user ever, since charging isn't the most efficient attack).
That post you quoted was about the GS' sweep, which is recommended not being used near teammates who are sensitive to hits. LS in spirit combo mode is basically the turbo version of that described interference.
Unlike other weapons, a LS user will never know the interference caused by another LS user. A hammer user can fly from another person's superpound. The same with lance charges, GS upswings, etc. From my experience, most players don't really like hitting teammates and sending them flying. Those are also not moves that you can use continuously (locking someone). But LS users often have this attitude: ah, just a few teamhits here and there, it's part of the game. The same kind of reasoning as "getting tripped is not as bad as being sent flying", as if either justifies that kind of teamplay. So you don't see LS users adapt very fast, because there doesn't seem to be a reason to.
Why is the spirit combo nice? Because it's wide, so it's easy to hit the monster. But that same wideness also hits teammates. To learn to play a LS correctly means one actually has to aim the attacks (vertical slashes + pokes). Read the locations so the return slash isn't necessary and you can roll out to safety after a combo. If one doesn't train for that, you end up with scenarios where one has to choose between: roll and not make it and get hit -or- use the return slash to save yourself but you will trip your teammate.
Hammers are short range, the strongest attacks are slow to execute and has no hit immunity.
GS is slow in everything, walks slow.
Lance walks like a tank, need pin point attacks. No hit immunity.
While the weapons mentioned above all have moves that can annoy teammates, they're just not as easy to pick up and play as the Long Sword (fast, long range, hit immunity). But the same group that likes easy to pick up n play weapons is also the group that should put the most effort to play team efficient... which I often don't see happening. So in the end I stumble on LS jackasses more often than non-LS ones.
My posts were always about "The worst are LS users", not "LS users are the worst".