- Видео 28
- Просмотров 293 586
Zenny
Великобритания
Добавлен 25 май 2016
I create gaming videos mainly focused on Monster Hunter! If you want to see challenges, lore deep dives and high quality information please subscribe!
ruclips.net/channel/UCpKn0oOt1iqMaGvxe0qQHSw
ruclips.net/channel/UCpKn0oOt1iqMaGvxe0qQHSw
Clutch Claw was a test for Monster Hunter Wilds
The Clutch Claw may not have been a fan favorite feature in Monster Hunter World Iceborne, however it appears to have inspired the next generations mechanics. Monster Hunter Wilds wound/focus strike system shares many similarities with the clutch claw yet it feels so much better!
Subscribe! - ruclips.net/channel/UCpKn0oOt1iqMaGvxe0qQHSw
X - x.com/@ZennyHunter
Tik Tok - www.tiktok.com/@zennyhunter
Discord - discord.gg/EXqpkSrr7n
#monsterhunter #monsterhunterwilds #mhw
Subscribe! - ruclips.net/channel/UCpKn0oOt1iqMaGvxe0qQHSw
X - x.com/@ZennyHunter
Tik Tok - www.tiktok.com/@zennyhunter
Discord - discord.gg/EXqpkSrr7n
#monsterhunter #monsterhunterwilds #mhw
Просмотров: 2 237
Видео
Entering High Rank in Monster Hunter Generations Ultimate
Просмотров 1,5 тыс.День назад
Here we finally are, the end of low rank and the dawn of high rank in MHGU. In today's episode I reflect a bit on my experience thus far, things I enjoy and parts of the game I'm not a huge fan of. I want to make it abundantly clear that while my opinions may not allign with yours, I truly did enjoy the low rank experience and can see why so many Monster Hunter players love the game so much. We...
Does the 2 Weapon System Work in Monster Hunter Wilds?
Просмотров 2,6 тыс.14 дней назад
We've all been curious as to how this 2 weapon mechanic works in a practical setting, and after spending some time in the recent beta, I’ve gathered my thoughts-some positives, some negatives, and quite a few questions. But before we dive in, remember that this beta is just a glimpse of what the final game will offer. Things are still subject to change. So, let’s get into my first impressions a...
Difficulty in Monster Hunter Wilds
Просмотров 8 тыс.21 день назад
Wilds has achieved something many of us sincerly dreamed of, they have managed to merge the immersion and weightyness of world and the fun stylish gameplay of rise. Depending how you look at it, this can make the game fundamentally easier or difficult. As another disclaimer, we can't truly gauge the difficulty from the beta alone and things are of course subject to change. What I know for certa...
Reaching the Fated 4 for the first time in Monster Hunter Generations Ultimate
Просмотров 94721 день назад
The Fated 4 are renowned across the Monster Hunter community, and in today's episode we're taking them all on for the first time in Monster Huter Generations Ultimate. Gammoth, Mizutsune, Astalos and Glavenus are amazing fights that many people in the community have hyped up. Naturally I was really excited to finally take them on myself in my first MHGU playthrough, I'll be giving my thoughts a...
Malzeno's Vampiric Curse - Monster Hunter Lore
Просмотров 1,8 тыс.28 дней назад
Malzeno drives the story of Monster Hunter Rise Sunbreak in such an intersting manner. The plot continued all the way through untill the very final title update, where all of our burning questions were finally answered. I thought this would serve as somewhat relevant video for the Halloween season so I hope you enjoy! Subscribe! - ruclips.net/channel/UCpKn0oOt1iqMaGvxe0qQHSw Timestamps: Intro -...
This might be my new favorite monster! - Monster Hunter Wilds Showcase Breakdown
Просмотров 478Месяц назад
More exciting information was released earlier today on Monster Hunter Wilds, including new monsters, location and some lore! Subscribe! - ruclips.net/channel/UCpKn0oOt1iqMaGvxe0qQHSw X - x.com/@ZennyHunter Tik Tok - www.tiktok.com/@zennyhunter #monsterhunter #monsterhunterwilds #gaming
MHGU has the best monsters (first playthrough)
Просмотров 3,1 тыс.Месяц назад
In today's episode we make a good chunk of progress into MHGU and I hunt down a whole host of monsters for the first time ever. Some of these guys had really interesting mechanics I've never seen in a MH game prior to this, I had a lot of fun experiencing them! Subscribe! - ruclips.net/channel/UCpKn0oOt1iqMaGvxe0qQHSw Twitter - x.com/@ZennyHunter Tik Tok - www.tiktok.com/@zennyhunter #monsterhu...
Safi'jiva's Infinite Pottential - Monster Hunter Lore
Просмотров 12 тыс.Месяц назад
Safi'jiva was a new monster added in Monster Hunter World: Iceborne and may have the pottential to be the strongest of them all. Safi's existance shaped the majority of the story of World and might just play a part in Wilds. Subscribe! - ruclips.net/channel/UCpKn0oOt1iqMaGvxe0qQHSw Timestamps: Xeno'jiva, the Origin - 0:00 The Guiding Lands - 1:20 Safi'jiva Awakens - 1:58 Alatreon and Fatalis - ...
Guess how many Monster Hunter players have done this...
Просмотров 298Месяц назад
Monster Hunter World has so many intricacies and fun features to engage with, but how come 97% of players (according to steam) haven't played this minigame? We also explore a couple more rare achievements that most players haven't unlocked so stick around! Subscribe! - ruclips.net/channel/UCpKn0oOt1iqMaGvxe0qQHSw Timestamps: Hidden Minigame - 0:00 The Golden Monkey - 4:39 Easy Rare Achievement ...
The most misunderstood Monster of MHW Iceborne
Просмотров 3,6 тыс.2 месяца назад
My previous video covering Alatreon had over 1000 comments from players across the globe sharing their feedback on the fight. This has helped me further shape my opinion on the hunt and allowed me to more closely pin point the real reasons as to why Alatreon Divided the Monster Hunter Community. The builds used in the background footage are all shown at the end of the video for your reference! ...
Why Pokémon BDSP Deserves A Second Chance
Просмотров 5 тыс.2 месяца назад
Pokemon Brilliant Diamond and Shining Pearl have gotten a lot of criticism from the community over the years, but were they really that bad? I replayed through the whole game 3 years later, completed a shiny hunt and more in order to see if I still feel the same about it. This video is something different to what I usually post and it took a lot of effort to make, so I hope you enjoy! Time stam...
Discovering Valor Longsword in MHGU
Просмотров 3,2 тыс.2 месяца назад
Discovering Valor Longsword in MHGU
I played Monster Hunter Generations Ultimate for the first time
Просмотров 11 тыс.3 месяца назад
I played Monster Hunter Generations Ultimate for the first time
Why Monster Hunter Wilds Has Me Excited Again
Просмотров 1643 месяца назад
Why Monster Hunter Wilds Has Me Excited Again
Gaming burnout is real... this is how I'm fighting it
Просмотров 1,8 тыс.4 месяца назад
Gaming burnout is real... this is how I'm fighting it
Completing a hunt with every weapon in Monster Hunter World Iceborne
Просмотров 11 тыс.8 месяцев назад
Completing a hunt with every weapon in Monster Hunter World Iceborne
Pokémon X & Y: The Tragedy of the Kalos Region
Просмотров 1,6 тыс.8 месяцев назад
Pokémon X & Y: The Tragedy of the Kalos Region
Was Monster Hunter Rise really "too easy"?
Просмотров 9 тыс.8 месяцев назад
Was Monster Hunter Rise really "too easy"?
The most frustrating feature of Monster Hunter World
Просмотров 40 тыс.9 месяцев назад
The most frustrating feature of Monster Hunter World
How I beat the hardest fight in Monster Hunter... 4 years later
Просмотров 24 тыс.9 месяцев назад
How I beat the hardest fight in Monster Hunter... 4 years later
The fight that divided the Monster Hunter community
Просмотров 136 тыс.10 месяцев назад
The fight that divided the Monster Hunter community
Monster Hunter World: The END GAME has ARRIVED
Просмотров 5 тыс.10 месяцев назад
Monster Hunter World: The END GAME has ARRIVED
Monster Hunter World is BACK (and better than ever)
Просмотров 1,1 тыс.10 месяцев назад
Monster Hunter World is BACK (and better than ever)
i only ever enjoyed using the Clutch Claw! the new wounding system certainly does feel like a better-implemented approach, though
As a hunter that started my journey from GU and adores every game since, I can see strengths and flaws of each. GU has the widest roster of monsters and weapons, some of the wildest and charming character, and the most unique sets of armor and weapons. It's probably one of the worst games to start from tho, as being a celebration of past games, it expects you to be familiar with those. It's a bit annoying to have to have multiple wiki pages up as you play. Also as a first game, you will need to be carried by friends that play it before things start to click, or so my experience. World is probably the best starting point. It eases you in gently and the gameplay feels quite forgiving by comparison to previous entries. The scale of everything feels grand and you feel like you are truly a small part of a larger world. The visuals and audio are excellent, and the story had me invested. Some issues are that the early game gets a bit tedious at points with the pink rathian and nergi pre-battle segments in particular, and the generic weapons was a bit of a miss. The alpha/beta armor system was great tho, and i missed it going forward. Rise has the best flow state in combat, it feels so natural to me, I just kinda act entirely on memory and instinct. The characters are fun and the story intriguing. However with the lack of tracking and the massive boost to hunter mobility, the environment and the monsters feel so much smaller. I have been avoiding much of the news regarding Wilds, but i am optimistic that it will be another home-run that I will sink yet another 600+ hours as i have every entry i have yet played.
My main issue with the new System is with the Focus Strikes. I don't know if it's the same across all weapons, but some of them just feel super 'gamey' or almost buggy, as some of them as long as you land the initial hit of the Focus Strike on the Wound, even if you miss the entire rest of the move, the Monster still flinches, just feels really immersion breaking. Wounds are great, I think if it was just Wounds I'd be perfectly fine, but Focus Strikes (and Focus Mode in general for me) just don't click with me.
I thought I noticed that, once you tapped the wound, you could move the attack to a better hit zone and still pop the wound. This was mostly on the longer focus attacks like charge blade and gun lance.
For me, I didn’t like clutch claw when IB came out, then I learned to like it more, then I realized switching from hammer why it’s such a pain, hammer is great because you have a combo and fluid chain to tenderize instead of something like great sword where when I played it felt like a chore and annoying getting interrupted during the move, or just have to stop my combos to tenderize. Anyways I liked it but I also like the wound system so I’m pretty happy
This is true, even dual blades had a tenderize combo which was incredibly useful!
Can you mount in mhwilds?
Yeah you can, it's pretty much the same as in world but you can open up wounds while stabbing
I honestly dont get the hate about the clutch claw everyone is saying "you have to do it all the time its sucks" but its a badass move where you latch onto the monsters body and rip into its flesh why wouldnt you wanna spam that every chance you get?
It's an interesting thing to see, MHWIB is my favorite video-game, ever. But since I started with the earlier games, going back isn't that big a deal, I'm just used to it, but I can't deny World/Rise did the unthinkable and they're just a different beast entirely. Although, sometimes I still hop on MHGU and the controls confuse me cause of muscle memory, playing Valor HBG after playing HBG in World is a challenge.
im gonna miss clutch claw. the tenderizing was dumb BUT ramming monsters into walls was great fun
Yeah for sure, who knows what they might add in down the road though!
I guess it's a nice addition for players who want to use it. Personally I'm not interested in any other weapon aside from my main weapon so I'll never use it. Hope they don't add a fight that makes it necessary to swap, I'd be kinda pissed then.
For sure! Even so you can run the same weapon twice just with different elements, so even if you exclusively want to use long sword for example, you could run a raw set and a poison set and swap on the fly depending on circumstance
I liked the clutch claw better. Tenderizing and everything
Do you not feel that wounds achieve the same thing without needing to stop what you're doing? It's of course a subjectve thing at the end of the day but I'd be interested to hear why you prefer clutch claw if you have a minute to spare! Thanks for watching :)
@ZennyHunter Honestly, I actually liked the stop and tenderize thing in the first place. It made it so that I'd end up learning which opening windows I could sneak the tenderize attacks in. The focus attacks feel like regular attacks, and I can fit them mostly in same openings I'd usually be able to normaly punish I also like the new wounds system, but I personally liked the clutch claw grapple, tenderize attacks, wallbangs and the special claw/slinger attacks more than the new focus strikes. Also, the mobility of the clutch claw also alowed me to pull off some sick moves and dodges 😂 All that being said, I do like what the wound system does mechanically. Getting flinches and topples of bursting wounds is cool af
@@kokorochacarero8003 I respect that perspective, and I too will miss the clutch claw even though I prefer the new system. Your for sure right in that it helps you learn openings and figure out monsters behaviour, I think that's what helped me out a lot as a new player
Yeeting monsters with clutch claw was fun, everything else about it was ass.
The classic monster not reaching the wall by an inch is something new players wont have to deal with haha
i love how everyone completely forgets about Rise & sunbreak
No one is forgetting about rise/break, they are amazing games - The whole point of this video is to directly compare how the clutch claw has evolved from World to Wilds. Primarily being as Wilds is largely seen to be the direct successor of World where as Rise is a portable game in a league of its own if that makes sense? Not to say Wilds hasnt took learnings from rise forward, but world is a much closer game in similarity. I'm working on a big video for Rise before Wilds comes out so please dont feel that I'm neglecting it just because I dont discuss it in this video!
@@ZennyHunter I think he's talking about the qurio pop system that's in sunbreak. Something that looks pretty close to/ a prototype for the wound system Double edit: what I mean: ruclips.net/user/clipUgkx4MkiPY9DE5l7ORYz1G-V6wvJcl8xoY69?si=0SCWUwgwKTPRngap Edit: Personally Wilds feels like a mix of both. And this makes sense cause both teams are technically one team that worked on both titles
@@peepoo2049 rise and SB have nothing to do with the topic at hand lmao
@@bluefiredemon448 I can see pottential for the two to be linked but with the direct link of the "tenderized damage numbers" clutch claw seems like a closer match (in my opinion anyway lol). Plus while the qurio pops are similar, thats all they do right, theres not much player choice linked to them. 100% get the comparison though! And I agree with your edit, i've made that comment myself in previous videos how wilds feels like world and rise had a baby, cant wait for release day :)
@ZennyHunter English isn't my first language, so sorry if this question sounds stupid. What do you mean by "theres not much player choice linked to it?"
Wounding is such a novel way to evolve Tenderizing. The only thing I wish though is every weapon had a move using the new grapple. Maybe in the expansion.
It is really exciting thinking about what a pottential expansion would look like!
What really happened is EA stole their game so capcom took all the improvements they could find and put them in wilds and outlanders.
That's the beauty of game development, take ideas that work and make them your own! Competitors will only make Monster Hunter better :)
I'm so glad that the Clutch Claw is gone. I hate that thing. Half the time, you're just swinging and climbing on monsters instead of using your actual weapon of choice. Feels like a worse version of Spider-Man and Shadow of the Colossus. And the way staggered monsters leap back to incentivize clutch claw, feels incredibly artificial and cheap.
All being said, I didnt mind the clutch claw - but my biggest issue with it as you sort of mentioned was that you have to completely stop what you're doing to tenderize/wall bang instead of it being a natural part of the gameplay. I like this new system a lot more!
I like the clutch claw for how u have a choice to tenderize instantly and everyone can deal damage equally the only issue I see with wounding in wilds if how other weapon can clear all with one focus shot Ik it’s only a MP problem but I hope they change it that per person can only close or pop one wound at a time
Thats an intersting point, I supopse because i'm primarily a solo player I didnt really consider how it works in multiplayer
@ZennyHunter let me just say my friend's bow can close all wounds at the same time, and wounds from the other side of the monster.
@@Genzo360 god dayum
It's interesting that you choose valor longsword as your weapon. Because it's probably the game's 1st attempt at building a weapon focused on counter with i frames. It's like the 4.5 gen attempt at breaking away from the traditional combat model. Thing is if you turn one more game back in time, Longsword was fully about positioning. It's not a "better" style of combat. But it hold it's own merit that newer games no longer emphasize.
I suppose in a way it felt the most familiar to me as a 5th gen player (and as a longsword main in general). Without foresight slash or special sheath, valor filled that gap for me I suppose. With that being said if I keep playing I might try out great sword as in general LS isnt really vibing with me in GU
Don't forget how rise was also a test for wilds with palamutes, companions, and certain switch skills!
You're absolutley correct! This video is purely to directly compare Worlds and Wilds "primary mechanic" as the clutch claw wasn't too liked by the community in iceborne yet capcom transformed it into something really cool for wilds :)
And Rise Palamute was an evolution of the tailraiders we could ride in Iceborne. But because the Seikret moves on its own regardless, I don't know how much if an influence Rise was.
not really, the Seikret was an evolution of the Tailraiders and the AI hunters are the evolution of the FATALIS ACE CADET companion.
tailriders and palamautes are completely different. Tailriders are automatic, not being controllable, while Palamutes are controlled to run, jump, and be recalled and used mid combat. Seikret combines the aspects of both but Palamutes and Tailriders have no similarities other than the fact you ride something. Unironically MHGU'S prowler is unironically a better spot for evolution for Palamute since you control where your going and it is used and summoned mid combat like palamutes.
Great video! Love your voice its so soothing
Thank you so much! Glad you enjoyed, more videos on the way as always :)
I love the clutch claw and wall bang but I hated the Tenderizing as you have do it all the time. It would have been better if you only have to tenderizing it 2 or 3 time
For me the issue was that you had to stop what you're doing to tenderize, where as now you sort of just slowly tenderize as you go. I think it's a really smart solution!
@@ZennyHunter For sure! The best part is that they don't have to do anything special to balance around it.
If you could change the wound/focus strike mechanic, what would you do?
@@ZennyHunter make it so I can sheathe weapons in focus mode, I got carted a few times trying to sheathe to reposition while in focus mode
@@thenerdbeast7375 My only thing with this is that the point of focus mode is aiming your weapon, being able to sheath (sometimes accidentally) while using it doesn't make too much sense for me personally. Plus I suppose exiting focus mode is just as fast as entering it, much like wire bugs in rise. Maybe others have had the same issue as you but in my personal experience I didnt encounter that!
I really enjoyed the clutch claw, the tenderizing and the w all bang, but like I said before mhwi was my first MH game so I could definitely be biased in my opinion. I'm sure when MHWILDS releases an i get properly stuck in I will love the new mechanic of the focus strike, but for some reason playing the beta attacking the monsters just didn't feel as meaty or weighty as in mhwi maybe it's just me idk, just have to wait for the final game to release then I'll have a better feel for it. Anyways great vid man!!
@@ZennyHunter Doesn't stop the fact that my first instinct when I need to dodge is to sheathe, not exist focus mode.
@@thenerdbeast7375 new game, time to make new habits
When you playing Monster Hunter World first and then try old Monster Hunter, maybe you cant feel how excited us when Monster Hunter Generation Ultimate out for the first time, just making us so very excited with the mechanical and the Monster
Maybe you could make a video just talking about a singular monster every now and then. Whenever you feel like playing one or two quests, you can just do that and make a 5ish minute video about it.
I've been really enjoying ur content! Great videos you've really inspired me :)
Thank you so much! Funnily enough I think I've seen a couple of your videos recently haha what are the odds, keep up the grind mate:)
As someone who started with world this video is very interesting to me since I actually dislike world for more or less the same reasons you dislike GU and I found myself really loving every other entry in the series way more. The gameplay in older titles felt deliberate and thoughtful and if I was ever caught in an animation and punished I always felt it was my fault while in world I would watch as I just didn’t press any inputs but for god knows what reason my character was unable to move at all and I would be hit for it.
Yeah that is strange indeed, I suppose it is more subjective than even I really give it credit for. Have you played rise? If so how does that compare in your opinion?
@@ZennyHunter I felt it was a welcome change of pace for the series taking what GU did to hasten how hunts progressed while adding a lot of style and turned it up to 11. of course base rise was too easy since they didn't really tune monsters for how fast and powerful the made hunters but sunbreak def fixed that. the game did have its fair share of problems but it never got to the point where it overshadowed how fun the gameplay was or compromised the feel of the gameplay like other additions to the series (cough** cough* clutch claw). For me Risebreak was a solid 8.5/10
Just wondering, why are you using Sakura slash in Valor? Since yk, the main use of the art is to lvl up your gauge, which doesn't work with Valor... If it's for the damage Critical juncture hits just as hard plus being a counter.
Just like it as a fun flashy move to be honest haha
@ZennyHunter that's fair enough
@@ZennyHunter try the counter, its fun and saved me in alot of pinches :)
@@Freshmaker420 In the next episode I experimented a bit more with other arts/styles which was interesting for sure!
Please keep going! Its been fun following your journey so far
Thank you! Either way one more episode will be out so keep an eye out :)
Egg
😺
I would like to see it continue, but yeah, take a break. Play what you enjoy. Why don't you try something different? Like MH Stories?
You know what I do still need to play Stories 1, I played 2 on release but havent touched the first game since its remake on steam - Might be one to consider!
@@ZennyHunter yeah I loved stories 1, but again, it is more limited than stories 2 lol. Like you have a battle pouch with only 5 items you take in, regardless of how many you have. The monsters also switch their patterns randomly.
I started with Rise, then went to World and finally GU. I very much agree that the lack of QoL makes things feel more rough, and the jank is definitely noticeable compared to the newer games. One thing I will give GU, though, is that every successful hunt feels like an accomplishment. In the newer games, I can feel confident that at any given time I have all of the tools, abilities, and polished game-code to win without too much difficulty. In GU, the palpable lack of those things means that even a low-rank Rathian hunt feels like a challenge. Seeing that jagged [Quest Complete] notice always feels like a well-fought reward
I can agree with that for sure, accomplishments feel like big checkpoints opposed to just another step forward
I think a lot of us old hunters tend to look at the old games with rose tinted glasses, we already know a lot, how to quickly amass the materials we need, when we need them, where to get them, etc, without going through the troublesome slow gathering and information researching as much as possible. So to a new player it all seems so tedious, because it is, and to us it doesn't because.. we've 'done our time' and know best how to tackle it with minimal tedium. Realistically, there's a lot wrong with old monster hunter and if we knew back then that it could be better, that we wouldn't have to spend 20 seconds at each gathering point for random results, or getting clipped by some of the most ass hitboxes ever designed by man, I have to wonder if we would look so kindly upon it as we do having played it when there was nothing better. Great video though, and I'm glad you have enjoyed parts of the game despite the drawbacks of an aged title.
The game definitely has its merits and for sure I can see how GU could have been the best MH game of its time - It's hard to find opinions from people like me who have gone back to try it as 5th gen players so I wonder how many people feel like me or if I'm the odd one out? Glad you enjoyed nontheless!
On the point of prep before hunt I believe Capcom tested with Rise and Sunbreak, once you striped it all from the game the game becomes arcady, stale, shallow. It's like when you only have your favourite meal everyday it becomes repulsive, I played MH since the first one, World and Wilds hit the mark on balance QoL and action. Already the more you play GU you will understand.
@@busharmann how is risebreak stale and shallow?
@@navolkan1619 just the feel of the environment is very bland, not to say I don't like Rise. It's just too on the surface. less immersion
@busharmann fair enough, though imo risebreak environments are far from bland
I think I do agree with this, I find myself enagaging with the enironment in world (and even more so in wilds) where as rise became more of a fighting game which I still thourougly enjoyed
How does world has more prep than rise. They are basically the same. The only difference i can think of is hot/cold drink, which doesn’t add much to the game anyways
Keep going!!!!!!!!! At least try high rank and if you don’t like the game by the end of high rank then you probably won’t like the rest of the game.
Thank you! I think I just need to recharge a little bit before diving back in, either way I have another episode of the series lined up :)
Another chapter in my Monster Hunter journey complete! There may be a lot about MHGU that isn't to my personal liking but I did truly enjoy my low rank experience, let me know if you want to see the series continue down below ⬇
I agree with you completely man, I also started in MHwI and I feel that all the quality of life is WAY better than the older games, I respect the older games for what they are but it would be a bad thing to go back to all that unnecessary time wasting I like when a game respects my time and thre quality of life in the newer games is a good thing. Kinda like ur comparison to DS1 to DS3 I love all the DS games hut I wouldn't want them to go back to ds1 style even tho it's one of my all time favorite games! Anyways love the series would definitely like to see more!
Ah yes, mhgu the game that brought my mhfu nostalgia back with even more content! Still playing to this day
How exactly are you quantifying difficulty? What makes something more difficult than something else? If you're going to talk about game difficulty, you need to contextualize it within a quantifiable framework like DKART, otherwise you're not really saying anything about difficulty, you're just describing your experience with the game. Give me something I can count.
Naturally in the video all discussion was made comparative to previous monster hunter titles which makes the most sense for returning players, this gives us all a familiar foundation to speak on the new changes from. As discussed Wilds introduces new features that builds on or fundamentaly changes aspects from the previous games that impact the player experience, difficulty included. It will always be a subjective topic hence why I dont comment on the key topics as fact, the intention of this video is discussion with the community and a forum to share our expieriences from an early look into the games development. I would also like to add that difficulty is much more than objective numerical data and varies from player to player, furthermore with everything subject to change we couldn't speak with certainty even if we wanted to. If there is anything I mentioned you disagree with or would look to add onto further please feel free to let me know. Maybe I'm misinterperting your comment but it feels a bit disingenuous to brush off my whole video in such an abrubt manner without commenting on any of its content.
With the fast travel mechanic being much more convenient than before (no more need for farcasters to escape while in combat), the addition of pop-up camps, the seikret having auto-travel and still being quite fast (the windward plains is really not large enough for the seikret despite the plains being the largest that maps have ever been), implementing this dual-weapon feature seems like an unnecessary decision. They had to redesign the entire weapon/armor skill system for this too, so depending on how that actually plays out in release, this may have a chance of being an immediately obsoleted mechanic since you can change armor and restock items in camps. I still see some likely benefits, for example allowing blunt users and gunners (sans Slicing ammo) to be able to cut tails, or maybe a weapon swap can be used to take advantage of an anticipated long window of attack or just having more options with how to reach monster parts in general. Though if this is something that should have been considered without needing to have dual weapon systems is a different conversation. It's really a non-issue in co-op hunts, but then again, in solo you can just sos for npc hunters that use different weapons to help you with that. So as of now, I can't really see the dual weapon system as anything but a wasted mechanic.
My first entry was Worldborne. When I moved to Risebreak, I found base Rise more challenging than base World. I only carted about two or three times in World but a lot more often in Rise. Worldborne gives you a lot in your favor. Most don't realize it or have the game sense to take advantage. You've got mantles (free buffs you can slot decos into), your cat with a free revive, environmental traps to abuse, an abusable slinger, tail raiders, faster attack recovery, and so on. Monsters in Worldborne are also slower than in Rise. Some, like Nargacuga in World MR, are slower and less accurate than their High Rank Rise counterparts. In Rise, I had to dodge a lot more often to survive. Rise often sets you up for more combos, whereas World’s damage reactions are tuned to keep you safe, along with the slower, less accurate monsters. Monsters in Rise tend to track the player more accurately and have a lot more delayed attacks to force you to learn when to counter or if you want to counter at all. (dodge!) This is very similar to how games like Kena Bridge of Spirits handles difficulty (which I also found personally more difficult than world as it does a lot of what Rise does with enemies). A good way to test the effectiveness of tracking is *attempting *to do the event quest with the two furious Rajangs, alone, and with no use of the gate. (In general, the increased tracking and faster monsters force you as a player to get better sooner. The damage reactions from world, mantles, environmental hazards, poor tracking, slower monsters, etc do not encourage the player enough in my opinion to get better) Player attack recovery, like dodging, is generally slower in Rise. It's designed for you to use the wirebug for dodging-a resource to manage. Or, you can plan ahead, attack when you know you’ll have a chance, and then dodge normally, saving the wirebug for an attack or self-buff. I started solo with hub quests from the get-go. Village quests felt like tutorials, while Hub is where you’d mostly be. I don't consider Village a real evaluation since it seems illogical. As for anomaly, I loved it. It felt like a more casual grind than the Guiding Lands. Very straightforward and optional, with great variety in hunts and a great system for upgrading gear. It gave me a reason to fight earlier monsters again, which in Worldborne, felt mostly forgotten. As monsters get stronger, your gear gets stronger too. None of it felt artificial to me (unlike maintaining the tenderize status for normal damage in Worldborne). Tempered monsters are more artificial-they just do more damage and have more health. The afflicted system in Rise gives them a unique DPS check. If you meet it, you’re rewarded with an exhausted monster. It also encourages hitting certain parts you normally wouldn't, using skills like Part Breaker or those that help hit hard spots easier. Risen Monsters get new moves and a powered-up mode. At higher levels, they get a few more moves and are faster. That’s far from artificial-they didn’t just add more HP and damage. They gave non-elders unique mechanics and elders a significant upgrade. If monsters feel too tough, it’s usually an issue of not upgrading armor or not using easy-to-get armor skills. The game allows up to 250 HP (50 more than World). You don't absolutely need it, but it’s there to ease the burden if the player isn’t as experienced. To avoid my comment being auto deleted I won't link this directly, but someone named ryukishi8492 made a video demonstrating the differences of monsters in side by side. Seeing that may change your perspective significantly. Also for 4:30, positioning being important has not changed in Risebreak. A good way to practice patience how to handle these monsters is to try to S rank the Arena quests and do more solo quests (no followers or pets.) Doing so will teach you how to tackle these monsters more effectively in uncomfortable situations.
Quality of life is nothing but casualisation and streamlining. You are too stupid to play MHGU the most modernized entry, not only that you are too stupid to stop playing. Absolute grifter and shitter.
I think all the examples you brought up where a player might want to swap a weapon is exactly why the devs have given us this option, and even if you or I may have underutilised this mechanic, we'll probably use it more in the full game. I also found myself in the situation where I was trying to get good with a certain weapon, wasn't doing too well, and switched back to something I was more comfortable with, which is something capcom expects newcomers might do. Other than that, I see myself swapping weapons when I'm just out on the field hunting and I want to keep things fresh. Might seem like an inconsequential mechanic now since you can just change to any weapon you want at a camp, but the convenience of saving time to fast travel and not having to change your whole gear will be something that players will grow to appreciate when they want to just stay out and keep hunting.
Exactly as you said, even if the benefit is small its still better than not having it - And yes I'm sure we'll learn to not live without it, this may very well become a staple to the franchise!
personally, I prefer the 2 sets switch skills in Risebreak... I mean the tent is already there with you... if i wanted to switch weapons, I'd retreat from the hunt and go back to the base to re-equip. Switching weapons mid battle would've been nice if it was as seamless as the switch skill system. But the fact I had to call the seikret, use a command to switch the weapons, then get down again... its just way too long imo. The devs could do a simpler weapon switch actually, and surprisingly, it's done by doing the way switch skill swap does it. Enter the command, both you and the seikret toss out each other's weapons, then get back to hunting. Tho, all in all, I really much prefer the multiple movesets that Risebreak gave us with Switch Skills.
I know of course there's a lot in Monster Hunter that doesnt make sense in the real world, but I guess they think it wouldnt be realistic for a hunter to lug 2 heavy weapons around on their back which is why its on the Seicret. From a gameplay perspective it would be really fun to swap on the spot and maybe we'll get that in a future game?