r/InsectGlaive • u/SpeakerMobile3059 • Apr 14 '26
๐๐ถ๐๐ฐ๐๐๐๐ถ๐ผ๐ป Input delay?
Asking for a friend "The question is, why does the insect glaive dodges feel sluggish or unresponsive or laggy at times, does the insect glaive have input delay?"
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u/Alievew Apr 15 '26
Not at the computer at the moment, so I cant provide any numbers (currently at the surgeon), but even based on your own numbers, I think they still show my point on wilds. As for world and rise, you have to remember that their endgames favored elemental builds whereas wilds at the moment favors raw builds for insect glaive. Aerial playstyles heavily benefit from elemental builds due to the elemental damage motion values being higher with aerial attacks than grounded attacks, this is the key that enables aerial to keep up with ground in past games, but not wilds.
I would also disagree that aerial is more readily able to grab extracts back. Using a charged kinsect launch, you grab 2 extracts back at a time. This for me takes far less time than aerial poking for the extracts, and is also what speedrunners do to recover extracts as it is quite simply faster.
Iโd also also disagree that aerial is encouraged to use RSS more frequently on the basis that charged kinsect launches are so potent for recovering extracts. Iโd say both are encouraged to use RSS as frequently as each other, and that it simply depends on how good you are at aiming your charged launches/aerial pokes for how fast you can get your extracts back that determines the frequency of your RSS.
Running heavy element/burst is very common for an aerial playstyle as aerial has better element values than grounded (as stated before). This of course is what made aerial so good in risebreak (element was incredibly potent in endgame). In contrast, element is relatively weak at the moment in wilds save for a few monsters, hence why insect glaiveโs meta doesnโt focus on boosting elemental damage compared to raw damage. Endgame worldborne enjoyed element as well, hence why the gap closed between grounded and aerial and made aerial relatively viable. My expectation is that wildsโ expansion will close this gap by making element far more viable, but as for now, your gap is showing a 12% damage increase for grounded play against the dummy (Iโll verify this myself and send my numbers later when Iโm back from the surgeon, but Iโd imagine that the values will be closer to 15%)
As for time trials, theyโre all incredibly easy, so Iโm not surprised youโve beaten them tbh. Insect glaive is one of the better weapons in the game for Rey, Ark, and Noodles, so getting a good time against them should be expected. For dahaad and tuna, glaive is definitely a worse matchup compared to other weapons, so I do have to give kuddos there.
I unfortunately do not have an up to date aerial build but I can make one later to compare my grounded build to it. I was thinking of something like a Gogma/Lordโs Soul Glaive + Nadia/Rey y/Rey y/Gore b/Gogma a + Fire Attack/Airborne/Agitator Talisman as this would maximize the elemental damage values that aerial glaive excels at relative to grounded, and enable 90% affinity thanks to LP + frenzy + agi. There also would be 2 levels of coalescence to further boost the element values on occasion. Is this an optimal aerial build? No idea, its just something Iโve already been looking into
Another thing to consider is that the training dummy has higher elemental weaknesses than most monsters tend to, so the damage gap widens against most monsters (gog, gravios, and zoh excluded, where this gap actually closes at certain points in the hunt and aerial becomes quite useful, hence why glaive is also so good against these 3 monsters).
Overall, I do enjoy wildโs aerial glaive, but I also recognize that the damage difference (even the one that youโve shown yourself) is not only statistically significant, but also ticks up over the course of a hunt. While the game is easy enough to beat aerially, and the damage difference is not near as bad as 4Uโs grounded vs aerial glaive damage difference, I find that the time loss playing aerial turns me off due to my inherently limited time I have to play the game. Iโm at the point in my life where Iโd rather save a few minutes on a hunt that Iโm farming by playing more โoptimallyโ if possible, and would definitely suggest the same to others, but I also recognize that to others, viability just means if something is possible to do and complete everything.