@@HandiTips Capcom alienated us OG hunting horn users. I just wanna give monsters a front row seat to my recitals again. Rise hunting horn is mumble rap what OG hunting horn is to Wu Tang. I just really like wu tang
Same issue I had with Rise Horn, its powerful, it's a monster, but I dont have to be good with it to be powerful. There's unique things you could do, but I can just mash buttons and win anyway, the other weapons still require a little learning to be good with them. It sucks the motivation and fun out of it for me. LOVE THIS VID MAN 🤘🤘😎😎
My biggest problem with Rise HH is how before the songs on any given horn would shape how you do your combos, but now you can do the exact same stuff regardless of the specific horn. Another reason I'm so bothered by Rise HH is there's the very real possibility that they could've kept the mechanics of the HH the same as previous games and just had the new attack animations and that would've been enough to get more people interested in the weapon.
I was fine with them wanting to simplify and speed up the Rise HH. But to me it was a case of Oversimplification. And definitely was Overhyped and I was admittedly at Fault for. Removing the Recital mechanic and only giving 3 songs per horn in return? Ok sure, That's fine giving it access to more songs and have them activate without recital would be a bit too strong. Simplifying songs to be the same 2 notes on every horn in addition to a move that activates all songs at once? That's a bit too much imo. And removes the tactical fun of old HH.
It all boils down to how both games work. In Stories HtH were literal dice rolls, you couldn't predict which atk type a monster would do. Sure they had preferred types but even a Khezu would do 2 power attacks in a row and completely throw you of. So HH in that game was balanced around that, it didn't matter which atk type you would go for, because losing a HtH wasn't that bad and the priority were the combos or in this case the songs. Stories 2, on the other hand, is all about winning HtH. Losing one can kill you or your party, especially in endgame. So hunting horn doesn't depend on building songs anymore. Imagine fighting a raging Deviljho and you're trying to build evasion riff, which let's say requires two power atacks to activate, but the Jho keeps spamming speed attacks to you and doesn't target anyone else because rng. Then you get wiped by a dragon blaster at the end of the enraged phase. Hammer and GL are other two great examples of the game's HtH heavy focus, one can only relseas its most powerful attacks after winning those, and GL directly doesn't work without winning a HtH.
Yeah honestly rise HH didn’t give me the same satisfaction as worlds hunting horn, been playing HH since MHFU and honesty world/iceborne was my favorite iteration Edit: YO THE VIDEO AINT EVEN ON RISE AHAHHAAHH
Yeah I want both SnS and HH to have a battle mechanic. Things are way more fun even with a simple mechanic like Bow's charge. Speaking of mechanics as well Hammer should have an alternate way to build charge rather than HtH. Nothing feels worse than holding a hammer and having a monster constantly target your partner.
Same with rise hh All u have to do is play the same note twice to get a song It takes the skill and fun out of a weapon Most of the quality of life changes in rise like the monster instantly appearing on the map take the fun out of the game
Stories 1 HH definitely felt like true HH game play and I used it almost exclusively. In stories 2 I feel myself using hammer more for my blunt weapon because it's just not as fun and the skills grouped on the horns aren't always good together.
Oh, we're hating Hunting Horn now? Dammit, where did I keep my pitchfork and torch... Joking aside, I'm 50/50 on this. I absolutely enjoy using the Hunting Horn and it's the most fun I've had with the weapon since MH2G. It's fluid, the attacks are well connected and it looks great (actually makes you look like you're dancing and rocking out on the stage more than ever!). It's simply FUN to use. The main complaint would be that the notes were simplified WAYYYY too much, which means you can just spam buffs after buffs, especially Health Recovery (L) to keep yourself almost immortal... Seriously, even if you get knocked by a huge attack, all it takes is a swing once in the air then another immediately after you've landed and boom! you already got a big chunk of health back! It's pretty much a cheat at this point! They really need to rework the notes and make it more complex like in the past games, something that actually requires your attention and work to produce effects that worth the effort you put in. Even if I didn't enjoy using the Horn as much in the past games, it feels super damn good when I pulled off songs after songs while fighting the monsters as it actually takes proper timing and skills rather than just going unga-bunga like a caveperson and get your magical songs every 2-3 seconds non-stop. This also makes the note on screen in Rise extremely annoying because it only serves to block the middle of the screen when I don't even need to remember them, yet I can't turn it out because I'd be taking away the Magnificent Trio and Infernal Melody icons away, too, and I still need to see those. Another thing that I personally miss is the longer song and playing animation. I know that the playing part gets mixed in with the attack animation now, but I wish you have the option to just keep playing the song and that same note by not inputting any further commands, I used to love playing the Horn away while the quest end timer is ticking down XD. In fact, I think they should bring the delay while playing back to nerf the weapon down a bit. Oh, also the new songs suck compared to the old ones (as in the way they sound). Phew, it feels pretty good to get the complaints about my fave weapon off my chest! XD
Best solution would've been to have 3 note attacks with the 3 attack types (so Note 1-3 with a power speed and tech variant) and simply allow you to build songs that way. With the cost of kinship you have the trade off of spending meter to pull off songs and you could even have some method of rewarding successful HtHs like improved effects or encores, like you could hold off on completing the song until the monster targets you so you can complete the song entirely with HtHs.
They could make even easier and do this: winning head-to-heads with the HH, makes the next song you play last a turn longer. You could stack up to three charges (like the hammer), and make the song last for 3 extra turns (which is insane and could stack with the skill horn maestro from charms, though it could be broken lol). Now, there are song that have a one use only (like the evasion ones). The benefit for the charges could be different in those cases. Maybe the evasion songs get an added healing effect with the amount of charges you used (more charges, more healing). Maybe a buff to attack or defense. You can make it that the type of set the HH has (song, tune, etc) decided the bonus for stacking charges. Some charges heal, some other give attack/defense bufss, etc. It could make it more complex, without changing the simple base form the HH already has.
It would have been cool if they made the songs require different combos of power tech or speed but I can see why they didn't, they want you to focus on winning H2Hs not losing. Also I wish they added The Enchor/Echo note and Spin Attack. They could have made it like Gunlance where the notes "stay" and you can stock 3 notes and switch if you want to
The HH has never been about losing HtH. If you think that's the case… then it may be a problem on your part. By which I mean you haven't understood the satisfaction of MHS1 HH, which is sadly also the case for a lot of people.
@@legendarytat8278 the way that the horn works is it takes the color from the attack type to make notes with. If you use the wrong attack to win a h2h you lose your song.
That's the point they don't want to have you wasting turns on losses. The new way might be boring but it's efficient. The monster doesn't do random attacks anymore. If you do tech speed power just for a song the monster will still do tech tech tech and you'd take more damage. You might win on the last bar but was it worth taking that damage? Also if you had to do tech speed tech but the Combo needed power and the monster targets you with speed on turn 3 you lose the song.
I will agree I do miss the HH in stories with the combo tho I do understand why the changes for HH in the main series. Do kinda feel that it's now basically Hammer with dual blade speed that can do buffs but way more focus on damage
Wow, they ruined HH in BOTH new MH games this year? It's not a difficult concept, Capcom. You ALREADY apply it to LS, DB, and CB: build up from basic moves to the payoff of powerful attacks/buffs. The only twist with HH is the ordered sequences. If you don't have that, you don't have Hunting Horn.
Yesss. Embrace the dark.
On a quest to feel alienated too eh? 😅
Alienation > everything
@@HandiTips Capcom alienated us OG hunting horn users. I just wanna give monsters a front row seat to my recitals again. Rise hunting horn is mumble rap what OG hunting horn is to Wu Tang. I just really like wu tang
And let the feast.... begin 😈
Same issue I had with Rise Horn, its powerful, it's a monster, but I dont have to be good with it to be powerful. There's unique things you could do, but I can just mash buttons and win anyway, the other weapons still require a little learning to be good with them. It sucks the motivation and fun out of it for me. LOVE THIS VID MAN 🤘🤘😎😎
My biggest problem with Rise HH is how before the songs on any given horn would shape how you do your combos, but now you can do the exact same stuff regardless of the specific horn. Another reason I'm so bothered by Rise HH is there's the very real possibility that they could've kept the mechanics of the HH the same as previous games and just had the new attack animations and that would've been enough to get more people interested in the weapon.
I was fine with them wanting to simplify and speed up the Rise HH. But to me it was a case of Oversimplification. And definitely was Overhyped and I was admittedly at Fault for.
Removing the Recital mechanic and only giving 3 songs per horn in return? Ok sure, That's fine giving it access to more songs and have them activate without recital would be a bit too strong.
Simplifying songs to be the same 2 notes on every horn in addition to a move that activates all songs at once? That's a bit too much imo. And removes the tactical fun of old HH.
It all boils down to how both games work. In Stories HtH were literal dice rolls, you couldn't predict which atk type a monster would do. Sure they had preferred types but even a Khezu would do 2 power attacks in a row and completely throw you of. So HH in that game was balanced around that, it didn't matter which atk type you would go for, because losing a HtH wasn't that bad and the priority were the combos or in this case the songs. Stories 2, on the other hand, is all about winning HtH. Losing one can kill you or your party, especially in endgame. So hunting horn doesn't depend on building songs anymore. Imagine fighting a raging Deviljho and you're trying to build evasion riff, which let's say requires two power atacks to activate, but the Jho keeps spamming speed attacks to you and doesn't target anyone else because rng. Then you get wiped by a dragon blaster at the end of the enraged phase. Hammer and GL are other two great examples of the game's HtH heavy focus, one can only relseas its most powerful attacks after winning those, and GL directly doesn't work without winning a HtH.
It’s sad to see my favorite weapon fall so hard. On the bright side, hammer is pretty spicy for whenever I need to go blunt.
Yeah honestly rise HH didn’t give me the same satisfaction as worlds hunting horn, been playing HH since MHFU and honesty world/iceborne was my favorite iteration
Edit: YO THE VIDEO AINT EVEN ON RISE AHAHHAAHH
Yeah I want both SnS and HH to have a battle mechanic. Things are way more fun even with a simple mechanic like Bow's charge. Speaking of mechanics as well Hammer should have an alternate way to build charge rather than HtH. Nothing feels worse than holding a hammer and having a monster constantly target your partner.
Hundred percent agree with everything you said. I feel like this happened in rise too. HH just ain't the same bruh...it ain't the same.
First 🙌🏾. Also shouts to the handi fam. Also this same kinda simplification hurt the hunting horn in Rise as well.
Same with rise hh
All u have to do is play the same note twice to get a song
It takes the skill and fun out of a weapon
Most of the quality of life changes in rise like the monster instantly appearing on the map take the fun out of the game
Stories 1 HH definitely felt like true HH game play and I used it almost exclusively. In stories 2 I feel myself using hammer more for my blunt weapon because it's just not as fun and the skills grouped on the horns aren't always good together.
I don't know how I feel about you comparing me to a cephadrome but okay I'm listening.
Oh, we're hating Hunting Horn now? Dammit, where did I keep my pitchfork and torch...
Joking aside, I'm 50/50 on this. I absolutely enjoy using the Hunting Horn and it's the most fun I've had with the weapon since MH2G. It's fluid, the attacks are well connected and it looks great (actually makes you look like you're dancing and rocking out on the stage more than ever!). It's simply FUN to use.
The main complaint would be that the notes were simplified WAYYYY too much, which means you can just spam buffs after buffs, especially Health Recovery (L) to keep yourself almost immortal... Seriously, even if you get knocked by a huge attack, all it takes is a swing once in the air then another immediately after you've landed and boom! you already got a big chunk of health back! It's pretty much a cheat at this point!
They really need to rework the notes and make it more complex like in the past games, something that actually requires your attention and work to produce effects that worth the effort you put in. Even if I didn't enjoy using the Horn as much in the past games, it feels super damn good when I pulled off songs after songs while fighting the monsters as it actually takes proper timing and skills rather than just going unga-bunga like a caveperson and get your magical songs every 2-3 seconds non-stop. This also makes the note on screen in Rise extremely annoying because it only serves to block the middle of the screen when I don't even need to remember them, yet I can't turn it out because I'd be taking away the Magnificent Trio and Infernal Melody icons away, too, and I still need to see those.
Another thing that I personally miss is the longer song and playing animation. I know that the playing part gets mixed in with the attack animation now, but I wish you have the option to just keep playing the song and that same note by not inputting any further commands, I used to love playing the Horn away while the quest end timer is ticking down XD. In fact, I think they should bring the delay while playing back to nerf the weapon down a bit. Oh, also the new songs suck compared to the old ones (as in the way they sound).
Phew, it feels pretty good to get the complaints about my fave weapon off my chest! XD
Best solution would've been to have 3 note attacks with the 3 attack types (so Note 1-3 with a power speed and tech variant) and simply allow you to build songs that way. With the cost of kinship you have the trade off of spending meter to pull off songs and you could even have some method of rewarding successful HtHs like improved effects or encores, like you could hold off on completing the song until the monster targets you so you can complete the song entirely with HtHs.
They could make even easier and do this: winning head-to-heads with the HH, makes the next song you play last a turn longer. You could stack up to three charges (like the hammer), and make the song last for 3 extra turns (which is insane and could stack with the skill horn maestro from charms, though it could be broken lol). Now, there are song that have a one use only (like the evasion ones). The benefit for the charges could be different in those cases. Maybe the evasion songs get an added healing effect with the amount of charges you used (more charges, more healing). Maybe a buff to attack or defense. You can make it that the type of set the HH has (song, tune, etc) decided the bonus for stacking charges. Some charges heal, some other give attack/defense bufss, etc. It could make it more complex, without changing the simple base form the HH already has.
That's just copy and pasting from hammer's mechanic. The glory of HH lies beyond winning HtHs. The melody must return.
It would have been cool if they made the songs require different combos of power tech or speed but I can see why they didn't, they want you to focus on winning H2Hs not losing. Also I wish they added The Enchor/Echo note and Spin Attack. They could have made it like Gunlance where the notes "stay" and you can stock 3 notes and switch if you want to
The HH has never been about losing HtH. If you think that's the case… then it may be a problem on your part.
By which I mean you haven't understood the satisfaction of MHS1 HH, which is sadly also the case for a lot of people.
@@legendarytat8278 the way that the horn works is it takes the color from the attack type to make notes with. If you use the wrong attack to win a h2h you lose your song.
@@jasonleejames_official you don't lose the song every time, you only lose it if you lose HtH on the last note.
That's the point they don't want to have you wasting turns on losses. The new way might be boring but it's efficient.
The monster doesn't do random attacks anymore. If you do tech speed power just for a song the monster will still do tech tech tech and you'd take more damage. You might win on the last bar but was it worth taking that damage? Also if you had to do tech speed tech but the Combo needed power and the monster targets you with speed on turn 3 you lose the song.
@@legendarytat8278 don't you also lose the song if you pick a note that's in a different attack type?
I will agree I do miss the HH in stories with the combo tho I do understand why the changes for HH in the main series. Do kinda feel that it's now basically Hammer with dual blade speed that can do buffs but way more focus on damage
I read that wrong and thought it said why I love 🤣
Everyone in Discord server/RUclips comments: Now make a "Why I hate" video lol
Handi: *And I took that personally*
Wow, they ruined HH in BOTH new MH games this year?
It's not a difficult concept, Capcom. You ALREADY apply it to LS, DB, and CB: build up from basic moves to the payoff of powerful attacks/buffs. The only twist with HH is the ordered sequences.
If you don't have that, you don't have Hunting Horn.
What's the name of the jazz song you used in the intro? I swear I've heard it before but I'm not sure where. Is it by Kevin Macleod or something?
That it is!!
Could someone inform me on what happens when you power, tech, and speed seal a monster. do they just use their unique moves or do they do nothing?
Good question. do they "struggle" like In Pokemon. We may never know.
They just use one of the other two types
@@raditz2737 they only have a single seal?
You prevent them from using that type all together
@@raditz2737 he said power tech AND speed, not "OR" he knows what happens when you Only use one. He wants to know if you use all 3
I am so glad I subscribed!
And I am so glad to have you my friend 😁
*A stranger in the street with a trench coat.*
HH is best for co-op dungeons not solo play imo
Ngl same for Rise.
HaterTipsGaming
Starts playing HH for 2 seconds and becomes a cultist.....
@@HandiTips Stops playing HH for 2 seconds, so it's not too cringe to play anymore
looooool
HH required specific attacks to trigger songs i dont know why but that sounds really disgusting to me
That's literally what the Hunting Horn is and has always been though
@@HandiTips thats why i probably freaking love it in rise xD