Sincerly interested to the opinions of both new and veteran players on this - of course more will change between now and the games launch but I think we're in a good position! *Edit* Just wanted to chip in again to add that ultimately the game being more fun is more important than the difficulty which I think they've accomplished. Challenge however does contribute to the games longevity in my opinion and getting the balance right is what allows the game to retain veterans whilst welcoming in new hunters with open arms!
Monster Hunter demos and betas are harder than the main game especially when you factor in having better equipment available. Also the beta was set in high rank.
Whether easier or harder, I can't in good faith make a decision based on an unfinished beta, but regardless the game is fun even when you're not being pressured and challenged, even beating up Chatacabra for 8 hours straight doesn't get old. I think they've really nailed the combat feel and hopefully whether they go as hard as iceborne or as easy as rise, people will still be able to love the game for how great it feels to play.
Ultimately the game being fun is the most important factor, and yes you're right we cant gauge it 100% just yet but its along the right lines for sure! I suppose landing a good difficulty is important for the games long term health but yeah as you mentioned if the game feels this good I personally don't care if its "too easy", at least then we'll hopefully get even more new players to stick around :)
It's a shame you didnt mention the new strength stars individual monsters have. While a monster like an alpha doshaguma might be easy at it's typical strength of 4 stars it honestly becomes harder than rey day as it's 5 star variant. I feel like hunting these higher strength star monster is going to introduce a fun optional challenge for more experienced players.
yea the 5 star Alpha did get the occasional one shot I do like the difficulty system because you can have harder fights for better rewards or take it more easy depending on your player skill.
It will also give us the ability to farm materials on the lower difficulty versions to catch up Atk & Def to base-line before taking on the harder ones (who will hopefully give higher drop rates on the rare drops).
@@Rain1 I honestly can't say anything for sure since I've only hunted higher strength star monsters two or three times, but they did feel more agressive
Honestly I think I used to be super obsessed with difficulty a year or two ago, but while I still want challenge especially in master rank, I completely agree.
But there need to be some difficulty so using the mechanics makes sense and feels rewarding. Just shouldnt end up in clutch claw being a must use like in worlds
@@MyBTS91I think we’re safe from the clutch claw situation. Wounds aren’t necessary to beat a monster and the higher lvl the monster the more difficult it is to wound it. I like the mechanic overall and think it’s great and isn’t broken
i think folks are forgetting that MH games are set to have low and high rank in the first game which are made to have a lower difficulty and then they add G rank or Master rank where the bigger and harder monsters are added.
This is also true, like how rise was "easy" untill Sunbreak where things were dialed up to 100. This is more of an overall look at core game philosophy and how new players might react to the abundance of new stuff :)
Sincerely the Wilds beta has made me feel like a damn toddler with a weapon of mass destruction, yet I am excited that I can't fully graps everything at once again It feels like Im playing World again for the first time without any expirience, its amazing
Glad your having fun with it, I've had an amazing time with it too! It really does feel like they took world and simply made it better- can't wait for the full release :)
I’m fairly positive health was toned down and damage was toned up for the beta so that people didn’t have to worry about builds and could just try out all the new stuff
I think everything was brought down to "Hope" level attack & hp values, as there is no way to get better than "true raw 100" weapons in the beta. I imagine that Rey Dau will be a challenge for players with 50% higher atk & def, at release.
i have to fight ray and get the 10 min , wild is fun it feels like world but played closer to rise , i loved rise fighting mechanics and world with the big mapes so mixing them up is what i need
I think the most important thing is that, challenging or not, this fights are engaging. They’re fun and have interesting mechanics. I do hope we get some challenge in the late game hunts especially with title updates, but I can live without a ton of difficulty in the base game as long as the hunts and endgame progression systems are engaging. Master rank is usually where the challenge comes in anyway
Well put. At the end of the day even if the game IS "easy", theres still a bunch of ways we the players can add our own challenges whether that be speed runs, no armour runs etc. The game is super fun right now and I imagine it will only be better at launch!
I think the question I come back to is if the difficulty the mechanics are creating is healthy and engaging, and I think the answer is very much yes here - they have managed to make this monster hunter so accessible and frictionless but without reducing any of the things I love about it. The weapons feel weightier than they ever have not in spite of the new options but because of just how manual and deliberate they are, whether it be rotating like a turret in focus mode or repositioning mid-combo, and the mons seem designed to take full advantage of this with having more blind spots for the player to sneak and position through without ever having to even drop their combo to do it. late worldborne and risebreak mons all had this problem of having pretty intensely effective zoning and often additional AOEs and hitboxes pinned onto their attacks in order to reduce their effective blind spots to ramp difficulty, but wilds seems to be deliberately creating safety hotspots in your positioning where you are quite safe specifically to reorient the focus on positioning again, which I really like. Is this easier? Absolutely. Is it healthier and more fun? also Absolutely. I also think any time we get a new mh everyone finds it too easy because they're comparing post-launch G-rank content to on-launch high rank postgame content, which tends to bias that perspective and create the same opinion of "this game is way easier than the previous one" every new game like clockwork. That all being said, there is also the monster star-ranking system, a couple people have run across that 5-star dosha in the demo and it's silly. This is a much better and more flexible system for making mons harder than a single, unchanging toggle like tempering, which bodes very well for postgame challenge in my opinion.
I actually think it was relatively hard. The game was easy sure, but these are suppose to be the equivalent of World Jagrass and Rise's Izuchi's. Like, this is the first map, and Rey Dauma is considerably harder than a low rank Rathalos. If this wasn't altered in any sense then the game might be very hard later on.
(Freedom Unite Veteran) I think it's too early to say whether or not Capcom has nailed the difficulty with Wilds. What I can say is that it is incredibly fun and engaging. The weapon changes alongside the new Focus Mode and Wounding system mechanics feel right at home with Monster Hunter. The 4 new monsters we get to fight have also been a blast, and they can certainly kick your ass if you're not careful.
I want to get someone else into this franchise and realized how daunting all of this is gonna be for a beginner lol even I feel like I have to learn a lot of new stuff, but if you can get down a basic combo or two on a weapon you can contribute and add in more fancy stuff as you gain confidence and situational awareness.
Yeah I think older players forget just how overwhelming the game is to get into, there's this huge wall but once you get over it you realise that Monster Hunter is one of the best game series out there! None of my friends have gotten over that barrier, I keep telling them that there's a point where it will click but equally it's hard to convince someone to play a game they think they don't like. I myself hated world when I played for the very first time, a few months later I tried it again and it became my favourite game of all time :D
@ they really like from soft games but monster hunter is a lot more mechanically complex in terms of what the average player needs to grapple with lol, I’ll try my best to get them into it tho, I’m very excited for this game after playing the open beta especially the hunting horn
I am somewhat of a MH World veteran, cleared Fatalis sub 11 mins solo with SnS, right around the time the record on the wepon was sub 9 mins. I stopped for almost 3 years and playing the Beta makes me feel like a total noob... and I am loving every moment of it! It's just the right amount of new to keep things interesting. Excited for Feb!
Hey Zenny, the RUclips algorithm led me to your channel and I want you to know that I rarely post a comment on RUclips, however, here is one of them. After I went through your MHWilds video, I went immediately to check on the rest of your videos on the channel, and I was shocked. You only have 21 videos! What I found from this current video is an engaging, articulated, and thought provoking topics throughout the video. These type of content (from my experience) are rare to find on RUclips. The video lasted for 7 and half minutes, and I have thoroughly enjoyed it. I would love to see more of your content. Focus on quality over quantity on your videos, similar to this one. And I hope you find great success one day. I'm looking forward to more videos from you. Good luck to you.
Thank you so much! I'm really happy you enjoyed it, yes I started this channel in January this year and took a few months off during a rough period of time in my life which is why there's so few videos - I hope to continue improving day by day and will be making a lot more content on Wilds next year :)
@@ZennyHunter I have noticed your first video was 9 months ago. I'm currently going through them. Saw couple of MHGU and watching Alatrion one right now. I would like to mention that after watching your MHGU videos, it kinda reminded of a channel that I love, its called Infinite cringe. Her content is solely on Dragon's Dogma, however, they are solid, entertaining, and fun to watch. Therefore, I can see your channel could grow immensely if you do more commentary videos (like MHGU ones) or discussion ones (like this MHWilds one or the Alatrion one).
I think that if they give us all these features we are going to need them going on with the journey...and also Is super fun to keep going with the aggression while countering the Monsters Attack and now you can do It with every weapon and not only a couple And also they give us back the perfect parry with the shields...i love perfect guard because makes proactive the defensive weapons too
1 thing I really didn't like about the beta was how much the monsters would change zones mid hunt, sometimes you'd fight a monster that would change zones like 5 or 6 times before it died
i feel is also very important to point out that we older players are bound to perceive less any kind of difficulty regardless dunno about you but i have over 10k hours of experience in the franchise, and those absolutely account for a lot of things a new player doesn't have that, he's bout to a much harder time period
Exactly! I'm quite new in the grand scheme of things (started at the end of icebornes life cycle), I remember getting my ass kicked by magnamalo in the rise demo yet here I am now getting sub 10 on rey dau. Your first MH game will always be the hardest imo
A player "can" just bring 2 different weapons of the same type. For example, this would give them the ability to run a sleep GS until the monster goes to sleep, then run a raw one to get a huge wake-up TCS and carry out the rest of the hunt. There just weren't 2 of the same weapon type in the options available for the beta.
It's worth noting that Rey Dau isn't actually the strongest monster but rather a super powered Doshugama that has a rare chance of spawning. Almost all it's attacks are a one shot. So that tells me that there could be seriously souped up monsters in the full game.
I feel like a major lowering in difficulty that isnt getting addressed is having access to the Seikret, In older games if you made a mistake and needed to heal, or if you needed to sharpen your weapon you had to be extremely carefull where you stopped to use your items, but with the Seikret you can use all of those items, while you are moving at a speed that monsters just arent built to deal with you at, in addition you can call over the Seikret to pick you up at any time, including when you are knocked down. While I was playing in the beta there was no point in time where I actually felt like I was being punished for my mistakes, because it was free to call over my Seikret, and stay completely safe while chugging some potions.
Another thing this affects is now every weapon has access to jumping attacks and the ability to mount the monster from anywhere, which lessens the importance of playing around the environment (but they are adding more stuff to interact with environment so it may or may not balance out) and is a slap in the face to Insect glaive players, who are needing some love right now.
To be fair you're missing a key part of the sentence, "as a casual *greatsword* user" which is completely true. I have over 1000 hours across monster hunter so by no means am I a "casual player", with that being said I'm confident in guessing that i have 50 greatsword hunts maximum in all of this time. Point being, I'm good at fatalis, I know what he does and his timings so even though I'm not comfortable on GS I can still get him done fairly easily, despite this I really struggle to land the offset attack in wilds which is the point I was making. Hope that clarifies a bit more? (let me know if I'm still just rambling on without making sense haha)
Surprising how people are saying Wilds is easy when a lot of people on the Beta been dying when fighting Rey Dau. Got up to 4 months for full version in end of February. Game probably be more fix in difficulty boost and others things since it’s only a Beta
I've watched first hand many veteran players get rolled by him aswell - If good players get wrecked on their first attempt imagine what it's like for a completely new player!
I found it easier recovery times from being hit are a lot more forgiving from what I saw and our hitboxes are not as wide so I felt like I was dodging a lot of of attacks that would’ve hit in world. Or maybe it’s bias from being experienced now world being my first.
offset and focus strikes are what i wished we could retain from Sunbreak. focus strikes are the super moves akin to silkbind. while offset reminds me of GS and SA switch skill parry counters. while it may seem to look like parry, offset isn't a weapon's bread and butter and does not bring it to LS' level in terms of playstyle. people say offset, perfect guards, and focus mode throws away the basic fundamentals of Monster Hunter, it removes the need to commit and learn positioning. i understand why they say that but there's still a level of skill involved with the new mechanics. yes, you have an extensive moveset, but you still need to learn how to use them and when. offset and focus aren't the answer to everything. your moves still have long animations and limited reach. you can still miss and catch hands. and to answer your question, i had a harder time with Fatalis. not because Sunbreak is easier and i have additional mobility and silkbind, but Primordial Malzeno just chains up to 10 attacks which you can easily dodge when you get used to it then enters a free-hit state, while a simple nudge from Fatalis can outright kill you. though i have the hardest time fighting Velkhana and leviathans because i can't get a read on whatever the hell they are doing.
personally i have fought Fatalis in so many titles that i don't see it as a hard fight, i beat it first time in every game, it's just a damage sponge and had over tuned damage, but the hardness comes from having good enough gear to kill it in the time limit most of the time. Primal was a fight you needed to learn for most weapons and that made it far more interesting, at least in my opinion, it was a skill check for the mechanics and timings. I mainly play LBG and HBG but do use lance and SnS. However i can't judge the difficulty for the Bowguns as the weapons overall normally aren't that good, as they heavily depend on armour build limitations. We normally get 1 meta bowgun and the rest are good to usable, but needs a completely different build to do anything with, plus now the demon and armour shots can be shot at the ground and linger means that you might need to consider the support options more as that can increase the damage output of the team, meaning a slightly weaker option for damage might increase the overall damage output. All that to say i can't judge the LBG and HBG before full release as they are historically very end game based weapons.
To be honest, i haven't played any MH in about 6 months, and i managed to solo Rey Dau the second day when i finished testing and learning the new weapons. You have a clear difficulty progression from Chatacabra to Rey Dau, and each star level feel more difficult than the next, and we have yet to see Elders and variants so i think we will have some very difficult monsters coming. Do we know if we will be able to have the same kind of weapon in primary and secondary slot, like two different elemental dual blades ? That would be nice when you face monsters that don't have the same weaknesses all the time.
Awesome man, welcome back! Honestly I'm not sure about the weapon type in each slot - I do really like that concept of taking a fire dual blades and water dualblades as the loadout, it would really come in handy and is nice quality of life for players looking to focus on one weapon exclusively.
You can have two of the same weapon in the slots. So you could have two differing element Dual Blades. In the beta you can not see this due to having only one of each weapon type. Could also be useful for IG users who want to have a more support IG or varying kinsect setups for severing vs blunt or recovery vs blast.
@@nicolaspeigne1429 I can understand. The demonstrations at gamescom and Tokyo they had devs speaking and they announced it as one of the other viable options
What you call start level isn't star level that's strength level which is different. Rey Dau can be anywhere from 3-5 strength level and its almost certainly a 5 star quest in the main game.
The beta including Rey Dau is easier that worlds was at the start. Anjanath give me a real challenge. Rey Dau can one shot you but unless you miss the announcement, you have plenty of time to get away. Even Chatacabra is easier than the big yellow lizard in World. I don’t know if it’s the gear we got but it seems to me wilds is easier. And I started with a weapon I never used in Wolrd. I started with charge blade while in worlds I mained IG and later used SA. So it’s not that I already knew all the base combo’s
We also have to keep in mind that we as players have gotten much better over the years, this is where I'm really keen to here from the new/casual players!
I mean I will say, if world is your first monster hunter, of course anjanath and great jagras is gonna be easier. World was my third monster hunter and anjanath was a breeze for me. However, Rey dau gave me a harder time even though I was using a weapon I was already very familiar with. Great jagras and chatacabra are both similarly easy imo. My point is that you get better at these games as a whole over time and many of the skills you get can be used in all monster hunter games.
ngl, World was my first game, and i shit all over Anjanath. Tobi gave me more trouble, than the pink dino. i’ve never understood using Anja as a comparison point, because the moveset is slow, she just chip kicks, and bitch bites you, and then one shots you with the jaw drag attack. Raymond is a Rathalos tier monster, and he feels about that strong rn, with his wing drag timing mixups, and his propensity to suddenly nuke you. i find Ray a lot more interesting, compared to Anjanath, and Chata is definitely not weaker than Great Jagras. the oversized Iguana is the definition of a punching bag, with only 1 or 2 moves that actually knock down
Hard to say, I feel like for the 4 monsters we encounter in the beta, the difficulty is in a good spot. It will only get easier with additions of better gear, skills, and builds.
Before it even gets started, I do believe it’s still too early to tell if they got it wrong. Because the Monsters in the Beta seem limited and giving more tools doesn’t automatically mean easier. They can also give the monsters more tools to lol
Do you think they'll give us a permanent demo around the release date like mid January, or are we just stuck waiting for the official launch now that the OBT is over? I want more!
Personally, I felt like the beta was a bit more on the easy side, but I don’t think that is a bad thing at all. People want to have fun when they’re playing their video games not be extremely frustrated and the field of the combat is just perfection when this game comes out is definitely going to take up a large amount of my time
Betas and demos for MH are always harder than the full game. So if you found this is easy most of the full game will be even easier. Everything in the beta was set to high rank too.
Rey Dau is by no means hard with the kit we have in wilds, but he is just the first alpha, and the later ones are definitely going to be harder. Im fine with it having a average difficulty story, as long as the end game is more challenging, i would be very satisfied
I've seen a lot of people struggle with him to be fair, on average its looking like its taking decent players 20+ mins on their first few attempts so I imagine new players might find him to be quite the wall. But yes I do hope we have some nice challenge in the end game to keep things spicy :)
@@ZennyHunter Rey dau will totally be a wall for new players. I have tried 9 weapons on Rey dau till now and i need 20-25min for most of the weapons, only long sword was 16min, which funny enough is not my main. So im not a good player, but i was expecting not being able to beat him at least in the first few tries, since i come from rise and sunbreak, where the final monster of the demo is close to impossible for casual players lol
@@wasabilai9405 I was expecting him to be like Nergi during world beta tbh I remember nergi kicking major butt during that time XD, I feel like ray is just the right amount of difficulty, it serves as a good intro to newcomers on what they could expect from difficulty mid game and a good warm up for the vets. I know I was a bit rusty, then again they changed insect glaive so my times on ray are around 20 minute mark aswell 🤣
@@ZennyHunterHe does a good introducing flying wyverns though. He got some Air attacks but does not stay airborne to long. He got very strong attacks that are clearly indicated though. So you get punished for not respecting him. In ways he is like a Rathian imo. Now Alpha Doshuguma (was that the lion) . That thing carted me actually being able to one shot me. Hard to learn the hard way that you cannot block the ground attack
I started in world, and have twice as much hours in world than rise about 1700 hours. IMO primordial melzino is easy if you use the longsword and just iai spirit slash everything. For me at least he was never the menace that fatalis was (who i only solo'd recently) I really like the Wilds Beta but it is all very easy and i do expect the full game to be easy... Until it's not, i usually go through a Monster Hunter game at a rapid pace only grinding out gear if i need the skills on it, or the next monster actually manages to defeat me. It's my oven form of selecting difficulty and i doubt anything in the base game will be an actual challenge... So i make my own. No using Mantle's, nerfing my gear, things of that nature. I'm sure the monster hunter team has some challenges in the master rank expansion
Thats a good way to play I feel, if you find the game too easy for you liking just add challenge in yourself! I'd rather the game be accessible for new players so the community can continue growing
Ahh thats a shame, hopefully things are better optimised for launch. I personally ran stable at 140fps with high settings but I saw a lot of people struggling with better PCs than me
@ZennyHunter yeah I tried to mess with the settings turned off dlss lowered some stuff but for whatever reason I got a black screen then crash after 2 mins every time.
I’m relatively new to MH. Played a bit of World and felt like it tested my patience more than my skill. It’s a great game but I get exhausted by it quickly. This beta though has given me so many cool experiences already, I feel like it’s quicker and less clunky than World though nothing about it has suggested it’s any more or less difficult than previous games. I can’t wait to jump into it in February!
This is just a first impression based on concepts currently presented opposed to guessing what the game might be like - I'm super happy with the current state and more importantly it's incredibly fun which is what matters most 😀
@@mikeecho3092 Its easier in the main game because we have better equipment than the beta and they also made the beta version harder on purpose. This was also seen with Velkhana and Magnamalo in their demo/betas.
I think one point is ignored here and that is that monster might be tweaked in number to match the equipment ... so yea we will know when the game comes out. Because i highly doubt 6 base armor would ever hold up against the apex
Hey man, I did mentioned the armour and weapon situation - As discussed in the video the equipment we have access to is lkely much worse than what we'll actually have when we reach rey dau in the full game
Lightning dragon was at a good level of difficulty solo and duo, but way too easy in a full squad, even without rocks, flashbangs or traps and a total beginner, who had to learn the controls on the fecking hunt we destroyed him Mp has always been the easy mode in games like this, because it exponentially increases your dps windows
Being able to pivot mid-attack with focus mode is a problem. It defeats the whole purpose of positioning, a key skill you have to learn (with certain weapons) throughout the franchise
I do agree in a sense, but also if you compare movement and poisitioning from 4th gen to 5 gen it's insanely different. I think it will become something that we as players can't live without
The reason they did that was because of wire bugs that allowed us to escape easily and the fact that nearly everyone had an invulnerable counter. Plus the tracking of the monsters was dramatically toned down later into sunbreak’s life
at the start you mention they made a good mix of rise/sun combat with world/ice "world" and i think the same, i liked the combat in rise, very fluid and fun but i never fell a challenge in rise, my fisrt MH was MH3U in the wiiu and i like that game but my favorite is MH4, wen i played rise i never got the expansion because the game never "hook" me, then i tried WILDHEART i really liked the game combat, huntig areas and dificulty and it WAS a really good MH challenger, to bad EA stoped the support for the game, if you never tried WILDHEARTS i really recomend it
I tried Wildhearts on launch but with the optimisation and performance issues it had back then I sort of just gave up on it - I remember hearing that these things got fixed a month or 2 later but the general feedback on the game seemed quite mixed? Maybe i'll give it a shot in the future!
I imagine the game will be better optimised ready for launch + this will be an older version if the game than what they are currently working with! Luckily I've had no issues this weekend though
I would wait to worry about that till closer to launch, because the game is absolutely gonna improve in performance. Of course, maybe your specs are already super low (like mine lmao) so idk
Certain weapons like the great sword have certain attacks that, if timed right with a monster attack, will dramatically open them up. It’s like a parry you have to time really well with certain attacks
Mainly just the heavy weapons, axe form switch axe has one with the y+b move - Example and quick explaination of the great swords off set attack is hown at 1:44
Blocking is way better, but on that note, I was trying to wyvern blast its face while hunting with a friend only for it to decide to blast me in the face instead lol
Alright I will talk as a veteran with thousands of hours in each game since tri that loves challenge so I am bound to be better than the average player Now obviously chatakabra was predictably easy, I wasn't expecting it to be hard it's the first monster... Now I'm not saying monster hunter as a series didn't have hard first monsters "looking at great Macao that was the only starter to faint me" but the first monster being easy is a good thing despite how funny it would have been to see a first monster that would filter out the noobs Balahara was easy too but that's fine there's always an easy monster Doshoguma was surpringly difficult especially the alpha one but nothing crazy just difficult enough to be interesting so it's fine as well Rau is the one we should focus on, he represents seems to be the first "wall" the player will face and what the strong monsters are going to look like... And well he was hard for sure but nothing crazy, he didn't make me feel the sheer accomplishment of something like a old deviljho or the fated 4 he was a challenge yes but nothing insane, but here is why I'm mostly scared about the game being too easy... The gear we used to face him are the starting gear both weapon and armour are unupgraded starting gear and despite that he was more than manageable, in other words when we get weapon upgrades and proper builds with upgraded armour he will become an absolute joke when we get to him compare him to the subreak or iceborn demo that the monsters kicked our butts hard and well you see the issue... Also I wanna add the focus mode system and how it interacts with the wounds is hot garbage and I hope they fix it before release
Can you expound upon your take on the focus mode and wounds? it feels less intrusive than clutch clawing and I hated monster riding in rise. For gimmicks, it seems fine to me.
I'm also eager to here more on tye wounds topic, I'm personally a big fan. I think it's a huge upgrade from tenderising and focus strikes give us yet more options in our arsenal which is really fun!
With all due respect, I feel like fretting over the stats of a beta (damage numbers, monster health, etc) feels like a weak point as this stuff can very easily change. It’s not like the moveset getting easier or harder. Additionally, we know that there are harder versions of each monster like an extra hard Doshuguma and balahara which have a substantial amount of extra health and damage, meaning that the same will apply to all monsters. On top of that, you mention deviljho as an example. But he’s typically an elder dragon level monster that you often fight after the flagship. Rey dau seems much more like a rathalos-level monster, especially since it’s threat level is only 3 stars
Let me try to explain what I felt while testing weapons in the demo: In Iceborne you had that awful "weakening parts" mechanic and the wallbangs and some extra moves for certain weapons. In Wilds it feels like you only hit the monster waiting for the wounds to appear on their own, like the weakening just happens automatically and THEN you have your "cinematic moment" where you hurt the monster. You know what both of these mechanics have in common? You were at all times waiting for something in order to accomplish something that is NOT related to your weapon. In Rise/Sunbreak you had your weapon, your WEAPON skills and that is it. You see the monster? You are not "weakening parts" or "wounding it", you were playing YOUR WEAPON from second 0, and you just had to care about your weapon and the skills you had equipped. Like, even if the Hunting Horn is busted AF in the demo, deals like twice the damage it has any right to, I played it a lot in Rise/Sunbreak and LOVED every moment of it because you had control over the weapon, its combos and the big attacks were rewarding, not like Switch Axe/Insect Glaive are now, where you have to empty your resources COMPLETELY in order to do any amount of damage. Why would a counter damage me for 50% of the attack? Why would it not provide any benefit, like charging my Sword gauge or restoring power? Why are offset attacks so lame and have an invisible internal cooldown? I enjoyed World/Iceborne a lot, had like 700hours combined, for Rise/Sunbreak I had about 500, I am not hating just for the sake of hating, but I am baffled that Rise/Sunbreak was such a step up in combat FUN and Wilds feels like it is going backwards a lot. Thanks for reading all that :)
Interesting take because I feel like the game has only improved from Rise/Sunbreak in terms of gameplay. I feel that we have access to what would previouslt be weaponarts/silkbind attacks built into our base movesets now, of course we cant swap them out but when directly compared to world theres so much more flavour to all weapons now. And I think offsets are really cool to be honest, landing them is incredibly satisfying and the damage reward more than makes up for the difficulty in landing it IMO. I see your point with wounds but I personally like them a lot and plan on doing a follow up video comparing them to the cluth claw, I think thematicalyl it makes so much sense that if you hit the same part over and over it turns into an exploitable opening opposed to just breaking like in previous games. I really appreciate your thoughts on this, while we may disagree for now, it is a beta afterall - opinions like yours will hopefully help shape the developers final tuning for the games launch!
@@ZennyHunter Thanks for the reply, I guess I was a bit on the negative side and will take a while for me to embrace the clunkiness again. I definetely like the wounding system a lot more than the weaking parts. It is just... the impact, you know? Weapons feel like they are softly shaving the monster instead of stabbing and cutting, same with blunt weapons... and switch axe is awful :D
@@LarkanElRegresadohonestly that has nothing to do with the wounding, it’s a result of some weapons having an increased hitstop making the inpact feel less, but in turn it make combot feel alot faster
Yeah it's hard to tell, the monster parts have the + symbol usually meaning its high rank but the quest listings themselves and the gear we use looks like low rank
@@nuke2099 What does that have to do with anything? The MVs for Lance would have to be disastrously low if we were using anything better than a weapon with 100 true raw. The monsters obviously weren't scaled for high rank, we were just getting their materials. You don't understand
I have a suspicion that the monsters are actually weaker versions than they will be on release. Killing the apex monster of the region consistently in about 20 min seems too easy. I've only played world before and I never even carted in the beta. Plus my main weapons in Wilds seem to have just gotten better comparatively to world. CB, LS, and Heavy BG. My buddy who is way more of a MH veteran than me said that Rise was easy mode because of the wire bug. So I think it will by default be harder than rise. But it will and probably should be easier than world. I knew too many friends that quit World because it got too difficult and grindy. My friend said he only carted about 8 times in rise and he's like HR 700 while in world in the past 3 weeks he's already carted that much and he has Raging Brachy gear. Honestly I don't mind the difficulty whatever it may be I will probably have fun playing with friends regardless 😄 But I'd rather have it be a little easier for the average gamer just so more people can enjoy it. I'm more concerned about how hard it is to create a party and join your friends than anything lol. Idk why they haven't figured out how to make playing with friends easier. Too many times my friend would join my party leak but then not be in the game lobby and then he couldn't even join quests. Then the environment link was weirder because once you did that it didnt let you post quests anymore for some reason? So yeah idk the UX and UI for playing with friends and just for settings needs to be updated. Like I have no idea what key is used for push to talk voice chat 🫠 and I couldn't find it in the keyboard and mouse settings either..... Like it's so unnecessarily complicated lol
You may be right, but also I think 20-25 mins is around the time most veteran players would take to slay elder dragon in world on their first attempts? I mean I can get tempered teostra down in 6 minutes quite consistently (with fatalis gear mind you haha)
@ZennyHunter yeah you are correct, I was thinking more from the Average Joe perspective like when I first started world as a total noob it took like sometimes 30-35 min to complete a hard monster. Granted I'd like to think I'm an above average gamer so maybe you're right in that 20-25 is pretty normal but we also had really trash gear which makes me think that the monsters are currently too weak comparatively. Like I remember Nergie being impossible to kill in the MHW beta
@@NushiSama For sure, when I first got to the elders of World I either hit time limit or failed quest completly haha - At that point in time not only had I never played mh but also I'd never played a souls like. Players coming into the game having played elden ring or darksouls probably will have an easier time than I did lol
Its the opposite. Demos and betas for MH and the monsters in them are historically stronger than what you find in the main game especially since better equipment is in the full game. The monsters are also high rank in the beta.
@@ZennyHunter Most veteran players took Elders in World out first try in 5-10 minutes. World monsters even had less health than some previous games ones.
I suppose its more of a case of I'm good at MH, good at Fatalis but rarely use the weapon. 1000+ hours in the game gives you a fundamental understanding so that even if I don't know 100% what im doing with a weapon I can still get Fatalis done most the time. By no stretch is he easy, in fact hes the hardest monster in the past 7 years!
Also helps melee target spots for part breaks. Also... now we can shame great sword users if they miss a wake up true charge hit. since they can aim and move their swings now 😂
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.
I think the difficulty is in a good place even though it is a bit all over the place when it comes to the monsters because of how much easier some of them are compared to the others. Chatacabra is probably among the biggest pushovers in the franchise. It makes Great Jagras look like Iceborne Fatalis by comparsion. With it being the very first fight you have and being as easy as it is, I can see why some people might jump to the conclusion that the overall experience will be a lot easier / casual than even World.
Let me offer my perspective. My first monster hunter was mhgu, where one of the first monsters I fought was great maccao. Great maccao is easy. Very easy. But since it was my first monster hunter, it was a bit of a struggle. Now, fast forwards to world and wilds, chatacabra and great jagras are both pushovers equally in my eyes. This isn’t because they are notably easier or harder than great maccao, but because I’m just way better at monster hunter. I’m not sure if world was your first game, but if it was, of course great jagras is gonna feel harder than the early game monsters of other games, such as chatacabra. Even if there’s a debate over which is easier, I don’t think there’s enough of a difference in difficulty to warrant a fatalis hyperbole
all I'll say is, they destroyed the uniqueness of the insect glaive, by completely removing the aerial playstyle. the button configuration is also pretty clunky, it is impossible to do the wyvern dive without breaking one or two fingers and that mechanic of holding the circle button to charge your attacks, makes it really hard to reposition yourself in the battlefield without learing a claw playstyle. the insect glaive just sucks! they ruined one of the most fun and unique weapons of the franchise, at least TO ME.
Talking about balance in a non-competitive party game is stupid. Mh isn't very hard in general either. Casuals doing unoptimal shit still clear the same fights the speedrunners brag about. If it was truly hard, it would force people to actually learn the game.
So you don't think the 14 weapons and hundreds of skill combinations that offer unique experiences should all be equally viable? (Or as close as it can get anyway) Balance is incredibly important, even in single player games. Certain things being to weak results in players ignoring it, things being too strong means the whole player base hyper focuses on it. Difficulty aside; balance is what gives a game longevity. Likewise fighting monsters is the whole core gameplay loop, if they're too easy or hard the game can become tedious or monotonous. I hope to not come across as negative with this, and I appreciate I've yapped a little bit here - but I hope this explains my perspective on your thougth here!
This is honestly such a dumbfounded take, you realize how flawed your logic is right, this statememt implies that any game that can be beaten unoptimaly is a party game, that is nonsense
@@zephalion7386 Let's try to keep things civil haha - But yeah in general theres a plethera of reason why "non competitive" games release constant updates to tweak numbers. Take argps like diablo, looter shooters like borderlands or rpg's like elden ring. They all constantly balance their games to ensure strong, diverse gameplay!
Sincerly interested to the opinions of both new and veteran players on this - of course more will change between now and the games launch but I think we're in a good position!
*Edit* Just wanted to chip in again to add that ultimately the game being more fun is more important than the difficulty which I think they've accomplished. Challenge however does contribute to the games longevity in my opinion and getting the balance right is what allows the game to retain veterans whilst welcoming in new hunters with open arms!
controls feel clunky at first, it is likely supposed to be diffucult for new players. High rank is probably where it’s going to get difficult.
@@viporiox555 I am really intersted to see how much tough content they throw in high rank or if we'll have to wait for master rank?
Monster Hunter demos and betas are harder than the main game especially when you factor in having better equipment available. Also the beta was set in high rank.
@@viporiox555 The beta was set in high rank. MH betas and demos have always been harder than the main game.
Whether easier or harder, I can't in good faith make a decision based on an unfinished beta, but regardless the game is fun even when you're not being pressured and challenged, even beating up Chatacabra for 8 hours straight doesn't get old. I think they've really nailed the combat feel and hopefully whether they go as hard as iceborne or as easy as rise, people will still be able to love the game for how great it feels to play.
Ultimately the game being fun is the most important factor, and yes you're right we cant gauge it 100% just yet but its along the right lines for sure!
I suppose landing a good difficulty is important for the games long term health but yeah as you mentioned if the game feels this good I personally don't care if its "too easy", at least then we'll hopefully get even more new players to stick around :)
I love smacking that lil frog
It's a shame you didnt mention the new strength stars individual monsters have. While a monster like an alpha doshaguma might be easy at it's typical strength of 4 stars it honestly becomes harder than rey day as it's 5 star variant.
I feel like hunting these higher strength star monster is going to introduce a fun optional challenge for more experienced players.
That's a good point, I imagine this will play similar to tempered monsters in world or afflicted in rise!
yea the 5 star Alpha did get the occasional one shot I do like the difficulty system because you can have harder fights for better rewards or take it more easy depending on your player skill.
It will also give us the ability to farm materials on the lower difficulty versions to catch up Atk & Def to base-line before taking on the harder ones (who will hopefully give higher drop rates on the rare drops).
Does the AI change or does it just become a damage sponge that does more damage to you. Those are the most boring difficulty increases
@@Rain1 I honestly can't say anything for sure since I've only hunted higher strength star monsters two or three times, but they did feel more agressive
Interesting mechanics> difficulty curve.
100%!
Honestly I think I used to be super obsessed with difficulty a year or two ago, but while I still want challenge especially in master rank, I completely agree.
But there need to be some difficulty so using the mechanics makes sense and feels rewarding. Just shouldnt end up in clutch claw being a must use like in worlds
@@MyBTS91I think we’re safe from the clutch claw situation. Wounds aren’t necessary to beat a monster and the higher lvl the monster the more difficult it is to wound it. I like the mechanic overall and think it’s great and isn’t broken
Difficulty > interesting mechanics
i think folks are forgetting that MH games are set to have low and high rank in the first game which are made to have a lower difficulty and then they add G rank or Master rank where the bigger and harder monsters are added.
This is also true, like how rise was "easy" untill Sunbreak where things were dialed up to 100.
This is more of an overall look at core game philosophy and how new players might react to the abundance of new stuff :)
Sincerely the Wilds beta has made me feel like a damn toddler with a weapon of mass destruction, yet I am excited that I can't fully graps everything at once again
It feels like Im playing World again for the first time without any expirience, its amazing
Glad your having fun with it, I've had an amazing time with it too! It really does feel like they took world and simply made it better- can't wait for the full release :)
Yeah I got the same feeling with Wilds beta as I had when playing Worlds beta for the first time. I cant wait for full release!
I’m fairly positive health was toned down and damage was toned up for the beta so that people didn’t have to worry about builds and could just try out all the new stuff
Could very well be true, ultimately we have no way of knowing for sure in terms of straight up numbers
I think everything was brought down to "Hope" level attack & hp values, as there is no way to get better than "true raw 100" weapons in the beta. I imagine that Rey Dau will be a challenge for players with 50% higher atk & def, at release.
i have to fight ray and get the 10 min , wild is fun it feels like world but played closer to rise , i loved rise fighting mechanics and world with the big mapes so mixing them up is what i need
I always hoped the two would mix but I never thought it would feel this good, and with pottential future expansions it could get even better!
I think the most important thing is that, challenging or not, this fights are engaging. They’re fun and have interesting mechanics. I do hope we get some challenge in the late game hunts especially with title updates, but I can live without a ton of difficulty in the base game as long as the hunts and endgame progression systems are engaging. Master rank is usually where the challenge comes in anyway
Well put. At the end of the day even if the game IS "easy", theres still a bunch of ways we the players can add our own challenges whether that be speed runs, no armour runs etc.
The game is super fun right now and I imagine it will only be better at launch!
Yeah main story has always been easy, definitely for experienced hunters. End game is were the challenge starts to ramp up which I prefer anyways.
@epsilon1372 honestly mh is not challenging at all until master rank end game, then it just sky rockets
I think the question I come back to is if the difficulty the mechanics are creating is healthy and engaging, and I think the answer is very much yes here - they have managed to make this monster hunter so accessible and frictionless but without reducing any of the things I love about it. The weapons feel weightier than they ever have not in spite of the new options but because of just how manual and deliberate they are, whether it be rotating like a turret in focus mode or repositioning mid-combo, and the mons seem designed to take full advantage of this with having more blind spots for the player to sneak and position through without ever having to even drop their combo to do it.
late worldborne and risebreak mons all had this problem of having pretty intensely effective zoning and often additional AOEs and hitboxes pinned onto their attacks in order to reduce their effective blind spots to ramp difficulty, but wilds seems to be deliberately creating safety hotspots in your positioning where you are quite safe specifically to reorient the focus on positioning again, which I really like. Is this easier? Absolutely. Is it healthier and more fun? also Absolutely.
I also think any time we get a new mh everyone finds it too easy because they're comparing post-launch G-rank content to on-launch high rank postgame content, which tends to bias that perspective and create the same opinion of "this game is way easier than the previous one" every new game like clockwork.
That all being said, there is also the monster star-ranking system, a couple people have run across that 5-star dosha in the demo and it's silly. This is a much better and more flexible system for making mons harder than a single, unchanging toggle like tempering, which bodes very well for postgame challenge in my opinion.
I actually think it was relatively hard. The game was easy sure, but these are suppose to be the equivalent of World Jagrass and Rise's Izuchi's. Like, this is the first map, and Rey Dauma is considerably harder than a low rank Rathalos. If this wasn't altered in any sense then the game might be very hard later on.
(Freedom Unite Veteran)
I think it's too early to say whether or not Capcom has nailed the difficulty with Wilds. What I can say is that it is incredibly fun and engaging. The weapon changes alongside the new Focus Mode and Wounding system mechanics feel right at home with Monster Hunter. The 4 new monsters we get to fight have also been a blast, and they can certainly kick your ass if you're not careful.
I want to get someone else into this franchise and realized how daunting all of this is gonna be for a beginner lol even I feel like I have to learn a lot of new stuff, but if you can get down a basic combo or two on a weapon you can contribute and add in more fancy stuff as you gain confidence and situational awareness.
Yeah I think older players forget just how overwhelming the game is to get into, there's this huge wall but once you get over it you realise that Monster Hunter is one of the best game series out there!
None of my friends have gotten over that barrier, I keep telling them that there's a point where it will click but equally it's hard to convince someone to play a game they think they don't like. I myself hated world when I played for the very first time, a few months later I tried it again and it became my favourite game of all time :D
@ they really like from soft games but monster hunter is a lot more mechanically complex in terms of what the average player needs to grapple with lol, I’ll try my best to get them into it tho, I’m very excited for this game after playing the open beta especially the hunting horn
I am somewhat of a MH World veteran, cleared Fatalis sub 11 mins solo with SnS, right around the time the record on the wepon was sub 9 mins. I stopped for almost 3 years and playing the Beta makes me feel like a total noob... and I am loving every moment of it! It's just the right amount of new to keep things interesting. Excited for Feb!
Welcome back! Glad you've enjoyed it so far, I'm ure the final product will be even better!
Ain no way worldbabs are calling themselves veterans now
Hey Zenny, the RUclips algorithm led me to your channel and I want you to know that I rarely post a comment on RUclips, however, here is one of them.
After I went through your MHWilds video, I went immediately to check on the rest of your videos on the channel, and I was shocked. You only have 21 videos! What I found from this current video is an engaging, articulated, and thought provoking topics throughout the video. These type of content (from my experience) are rare to find on RUclips. The video lasted for 7 and half minutes, and I have thoroughly enjoyed it. I would love to see more of your content. Focus on quality over quantity on your videos, similar to this one. And I hope you find great success one day.
I'm looking forward to more videos from you. Good luck to you.
Thank you so much! I'm really happy you enjoyed it, yes I started this channel in January this year and took a few months off during a rough period of time in my life which is why there's so few videos - I hope to continue improving day by day and will be making a lot more content on Wilds next year :)
@@ZennyHunter I have noticed your first video was 9 months ago. I'm currently going through them. Saw couple of MHGU and watching Alatrion one right now. I would like to mention that after watching your MHGU videos, it kinda reminded of a channel that I love, its called Infinite cringe. Her content is solely on Dragon's Dogma, however, they are solid, entertaining, and fun to watch. Therefore, I can see your channel could grow immensely if you do more commentary videos (like MHGU ones) or discussion ones (like this MHWilds one or the Alatrion one).
I think that if they give us all these features we are going to need them going on with the journey...and also Is super fun to keep going with the aggression while countering the Monsters Attack and now you can do It with every weapon and not only a couple
And also they give us back the perfect parry with the shields...i love perfect guard because makes proactive the defensive weapons too
1 thing I really didn't like about the beta was how much the monsters would change zones mid hunt, sometimes you'd fight a monster that would change zones like 5 or 6 times before it died
going solo with the luring pods can keep em still for awhile longer
isn’t gonna be too bad when we fully optimize the gear
i feel is also very important to point out that we older players are bound to perceive less any kind of difficulty regardless
dunno about you but i have over 10k hours of experience in the franchise, and those absolutely account for a lot of things
a new player doesn't have that, he's bout to a much harder time period
Exactly! I'm quite new in the grand scheme of things (started at the end of icebornes life cycle), I remember getting my ass kicked by magnamalo in the rise demo yet here I am now getting sub 10 on rey dau. Your first MH game will always be the hardest imo
A player "can" just bring 2 different weapons of the same type. For example, this would give them the ability to run a sleep GS until the monster goes to sleep, then run a raw one to get a huge wake-up TCS and carry out the rest of the hunt. There just weren't 2 of the same weapon type in the options available for the beta.
This is true, I'm working on another video talking about the 2 weapon system!
It's worth noting that Rey Dau isn't actually the strongest monster but rather a super powered Doshugama that has a rare chance of spawning. Almost all it's attacks are a one shot.
So that tells me that there could be seriously souped up monsters in the full game.
yes and the fact we can just find these in the wild sounds fun
It feels as though they added these QoL changes BECAUSE of the increased difficulty. Not the other way around. I like it
I feel like a major lowering in difficulty that isnt getting addressed is having access to the Seikret, In older games if you made a mistake and needed to heal, or if you needed to sharpen your weapon you had to be extremely carefull where you stopped to use your items, but with the Seikret you can use all of those items, while you are moving at a speed that monsters just arent built to deal with you at, in addition you can call over the Seikret to pick you up at any time, including when you are knocked down. While I was playing in the beta there was no point in time where I actually felt like I was being punished for my mistakes, because it was free to call over my Seikret, and stay completely safe while chugging some potions.
Another thing this affects is now every weapon has access to jumping attacks and the ability to mount the monster from anywhere, which lessens the importance of playing around the environment (but they are adding more stuff to interact with environment so it may or may not balance out) and is a slap in the face to Insect glaive players, who are needing some love right now.
I think "as acasual" and "I'm able to comfortably solo fatalis" are things that don't belong in a sentence together
To be fair you're missing a key part of the sentence, "as a casual *greatsword* user" which is completely true.
I have over 1000 hours across monster hunter so by no means am I a "casual player", with that being said I'm confident in guessing that i have 50 greatsword hunts maximum in all of this time. Point being, I'm good at fatalis, I know what he does and his timings so even though I'm not comfortable on GS I can still get him done fairly easily, despite this I really struggle to land the offset attack in wilds which is the point I was making.
Hope that clarifies a bit more? (let me know if I'm still just rambling on without making sense haha)
Surprising how people are saying Wilds is easy when a lot of people on the Beta been dying when fighting Rey Dau. Got up to 4 months for full version in end of February. Game probably be more fix in difficulty boost and others things since it’s only a Beta
I've watched first hand many veteran players get rolled by him aswell - If good players get wrecked on their first attempt imagine what it's like for a completely new player!
6:10 ooo nice transition
Definitely intended... ;)
I found it easier recovery times from being hit are a lot more forgiving from what I saw and our hitboxes are not as wide so I felt like I was dodging a lot of of attacks that would’ve hit in world. Or maybe it’s bias from being experienced now world being my first.
No you are right, especially with hitboxes which feel quite good from this beta - Harder monsters might challenge this a bit more though
@ the monster tracking I think is a lot better rey day doing 180 no scopes when he was never attracted to me for 30 seconds 😂😂😂
offset and focus strikes are what i wished we could retain from Sunbreak. focus strikes are the super moves akin to silkbind. while offset reminds me of GS and SA switch skill parry counters. while it may seem to look like parry, offset isn't a weapon's bread and butter and does not bring it to LS' level in terms of playstyle. people say offset, perfect guards, and focus mode throws away the basic fundamentals of Monster Hunter, it removes the need to commit and learn positioning. i understand why they say that but there's still a level of skill involved with the new mechanics. yes, you have an extensive moveset, but you still need to learn how to use them and when. offset and focus aren't the answer to everything. your moves still have long animations and limited reach. you can still miss and catch hands.
and to answer your question, i had a harder time with Fatalis. not because Sunbreak is easier and i have additional mobility and silkbind, but Primordial Malzeno just chains up to 10 attacks which you can easily dodge when you get used to it then enters a free-hit state, while a simple nudge from Fatalis can outright kill you. though i have the hardest time fighting Velkhana and leviathans because i can't get a read on whatever the hell they are doing.
personally i have fought Fatalis in so many titles that i don't see it as a hard fight, i beat it first time in every game, it's just a damage sponge and had over tuned damage, but the hardness comes from having good enough gear to kill it in the time limit most of the time.
Primal was a fight you needed to learn for most weapons and that made it far more interesting, at least in my opinion, it was a skill check for the mechanics and timings.
I mainly play LBG and HBG but do use lance and SnS.
However i can't judge the difficulty for the Bowguns as the weapons overall normally aren't that good, as they heavily depend on armour build limitations. We normally get 1 meta bowgun and the rest are good to usable, but needs a completely different build to do anything with, plus now the demon and armour shots can be shot at the ground and linger means that you might need to consider the support options more as that can increase the damage output of the team, meaning a slightly weaker option for damage might increase the overall damage output.
All that to say i can't judge the LBG and HBG before full release as they are historically very end game based weapons.
It sure is difficult to run
Skill issue...
Nah just joking, I'm sure they will optimise everying ready for launch!
To be honest, i haven't played any MH in about 6 months, and i managed to solo Rey Dau the second day when i finished testing and learning the new weapons.
You have a clear difficulty progression from Chatacabra to Rey Dau, and each star level feel more difficult than the next, and we have yet to see Elders and variants so i think we will have some very difficult monsters coming.
Do we know if we will be able to have the same kind of weapon in primary and secondary slot, like two different elemental dual blades ? That would be nice when you face monsters that don't have the same weaknesses all the time.
Awesome man, welcome back!
Honestly I'm not sure about the weapon type in each slot - I do really like that concept of taking a fire dual blades and water dualblades as the loadout, it would really come in handy and is nice quality of life for players looking to focus on one weapon exclusively.
You can have two of the same weapon in the slots. So you could have two differing element Dual Blades. In the beta you can not see this due to having only one of each weapon type.
Could also be useful for IG users who want to have a more support IG or varying kinsect setups for severing vs blunt or recovery vs blast.
@@SmurfInHell i didn't know if it was possible since you can't test it in the beta, since you only have one weapon of each
@@nicolaspeigne1429 I can understand. The demonstrations at gamescom and Tokyo they had devs speaking and they announced it as one of the other viable options
What you call start level isn't star level that's strength level which is different. Rey Dau can be anywhere from 3-5 strength level and its almost certainly a 5 star quest in the main game.
The beta including Rey Dau is easier that worlds was at the start. Anjanath give me a real challenge. Rey Dau can one shot you but unless you miss the announcement, you have plenty of time to get away. Even Chatacabra is easier than the big yellow lizard in World. I don’t know if it’s the gear we got but it seems to me wilds is easier. And I started with a weapon I never used in Wolrd. I started with charge blade while in worlds I mained IG and later used SA. So it’s not that I already knew all the base combo’s
We also have to keep in mind that we as players have gotten much better over the years, this is where I'm really keen to here from the new/casual players!
I mean I will say, if world is your first monster hunter, of course anjanath and great jagras is gonna be easier. World was my third monster hunter and anjanath was a breeze for me. However, Rey dau gave me a harder time even though I was using a weapon I was already very familiar with. Great jagras and chatacabra are both similarly easy imo.
My point is that you get better at these games as a whole over time and many of the skills you get can be used in all monster hunter games.
@@RichardSanders-vo1qc is it truly easier or did you get better by fighting said big yellow lizard in World?
ngl, World was my first game, and i shit all over Anjanath. Tobi gave me more trouble, than the pink dino. i’ve never understood using Anja as a comparison point, because the moveset is slow, she just chip kicks, and bitch bites you, and then one shots you with the jaw drag attack. Raymond is a Rathalos tier monster, and he feels about that strong rn, with his wing drag timing mixups, and his propensity to suddenly nuke you. i find Ray a lot more interesting, compared to Anjanath, and Chata is definitely not weaker than Great Jagras. the oversized Iguana is the definition of a punching bag, with only 1 or 2 moves that actually knock down
@@dumithegreat3892 I'm calling him Reymond from now on lol
Hard to say, I feel like for the 4 monsters we encounter in the beta, the difficulty is in a good spot. It will only get easier with additions of better gear, skills, and builds.
Before it even gets started, I do believe it’s still too early to tell if they got it wrong. Because the Monsters in the Beta seem limited and giving more tools doesn’t automatically mean easier. They can also give the monsters more tools to lol
Do you think they'll give us a permanent demo around the release date like mid January, or are we just stuck waiting for the official launch now that the OBT is over?
I want more!
If we follow previous track record I would think a demo will be out January time?
The wait is going to be a painful one in any case haha
Personally, I felt like the beta was a bit more on the easy side, but I don’t think that is a bad thing at all. People want to have fun when they’re playing their video games not be extremely frustrated and the field of the combat is just perfection when this game comes out is definitely going to take up a large amount of my time
Betas and demos for MH are always harder than the full game. So if you found this is easy most of the full game will be even easier. Everything in the beta was set to high rank too.
Rey Dau is by no means hard with the kit we have in wilds, but he is just the first alpha, and the later ones are definitely going to be harder. Im fine with it having a average difficulty story, as long as the end game is more challenging, i would be very satisfied
I've seen a lot of people struggle with him to be fair, on average its looking like its taking decent players 20+ mins on their first few attempts so I imagine new players might find him to be quite the wall.
But yes I do hope we have some nice challenge in the end game to keep things spicy :)
@@ZennyHunter Rey dau will totally be a wall for new players. I have tried 9 weapons on Rey dau till now and i need 20-25min for most of the weapons, only long sword was 16min, which funny enough is not my main.
So im not a good player, but i was expecting not being able to beat him at least in the first few tries, since i come from rise and sunbreak, where the final monster of the demo is close to impossible for casual players lol
@@wasabilai9405 I was expecting him to be like Nergi during world beta tbh I remember nergi kicking major butt during that time XD, I feel like ray is just the right amount of difficulty, it serves as a good intro to newcomers on what they could expect from difficulty mid game and a good warm up for the vets. I know I was a bit rusty, then again they changed insect glaive so my times on ray are around 20 minute mark aswell 🤣
@@ZennyHunterHe does a good introducing flying wyverns though. He got some Air attacks but does not stay airborne to long. He got very strong attacks that are clearly indicated though. So you get punished for not respecting him. In ways he is like a Rathian imo.
Now Alpha Doshuguma (was that the lion) . That thing carted me actually being able to one shot me. Hard to learn the hard way that you cannot block the ground attack
I started in world, and have twice as much hours in world than rise about 1700 hours. IMO primordial melzino is easy if you use the longsword and just iai spirit slash everything. For me at least he was never the menace that fatalis was (who i only solo'd recently)
I really like the Wilds Beta but it is all very easy and i do expect the full game to be easy... Until it's not, i usually go through a Monster Hunter game at a rapid pace only grinding out gear if i need the skills on it, or the next monster actually manages to defeat me.
It's my oven form of selecting difficulty and i doubt anything in the base game will be an actual challenge... So i make my own. No using Mantle's, nerfing my gear, things of that nature. I'm sure the monster hunter team has some challenges in the master rank expansion
Thats a good way to play I feel, if you find the game too easy for you liking just add challenge in yourself! I'd rather the game be accessible for new players so the community can continue growing
Wish I could have played. It crashed about 2-3 mins after launch for me on pc.
Ahh thats a shame, hopefully things are better optimised for launch. I personally ran stable at 140fps with high settings but I saw a lot of people struggling with better PCs than me
@ZennyHunter yeah I tried to mess with the settings turned off dlss lowered some stuff but for whatever reason I got a black screen then crash after 2 mins every time.
I’m relatively new to MH. Played a bit of World and felt like it tested my patience more than my skill. It’s a great game but I get exhausted by it quickly.
This beta though has given me so many cool experiences already, I feel like it’s quicker and less clunky than World though nothing about it has suggested it’s any more or less difficult than previous games. I can’t wait to jump into it in February!
Glad to hear it! You might want to check our MH Rise in the mean time in this case, its a much faster pace game with a more arcade feel to it
Chill it's just beta I remember beating Nergigante in World beta and when the game drop Nergigante AI became quite savage for the early game.
This is just a first impression based on concepts currently presented opposed to guessing what the game might be like - I'm super happy with the current state and more importantly it's incredibly fun which is what matters most 😀
Nergigante in the full game was easier than the beta.
@@nuke2099 maybe it easier depends on skill equipment
@@mikeecho3092 Its easier in the main game because we have better equipment than the beta and they also made the beta version harder on purpose. This was also seen with Velkhana and Magnamalo in their demo/betas.
I think one point is ignored here and that is that monster might be tweaked in number to match the equipment ... so yea we will know when the game comes out. Because i highly doubt 6 base armor would ever hold up against the apex
Hey man, I did mentioned the armour and weapon situation - As discussed in the video the equipment we have access to is lkely much worse than what we'll actually have when we reach rey dau in the full game
@@ZennyHunter Yes but i ment that the monsters are also much weaker to match the armor and weapons
We can't confirm that for certain though right? You may well be correct but for the time being we don't know
Lightning dragon was at a good level of difficulty solo and duo, but way too easy in a full squad, even without rocks, flashbangs or traps and a total beginner, who had to learn the controls on the fecking hunt we destroyed him
Mp has always been the easy mode in games like this, because it exponentially increases your dps windows
I'll show you true skill (as I prepare my HBG sticky spam).
Hitting drive by's on the Seicret
Being able to pivot mid-attack with focus mode is a problem. It defeats the whole purpose of positioning, a key skill you have to learn (with certain weapons) throughout the franchise
I do agree in a sense, but also if you compare movement and poisitioning from 4th gen to 5 gen it's insanely different. I think it will become something that we as players can't live without
Hopefully the monsters dont fight like rise where they have 50 hit combos with .5 seconds downtime and lockon so accurate it can see into the future.
The reason they did that was because of wire bugs that allowed us to escape easily and the fact that nearly everyone had an invulnerable counter. Plus the tracking of the monsters was dramatically toned down later into sunbreak’s life
at the start you mention they made a good mix of rise/sun combat with world/ice "world" and i think the same, i liked the combat in rise, very fluid and fun but i never fell a challenge in rise, my fisrt MH was MH3U in the wiiu and i like that game but my favorite is MH4, wen i played rise i never got the expansion because the game never "hook" me, then i tried WILDHEART i really liked the game combat, huntig areas and dificulty and it WAS a really good MH challenger, to bad EA stoped the support for the game, if you never tried WILDHEARTS i really recomend it
I tried Wildhearts on launch but with the optimisation and performance issues it had back then I sort of just gave up on it - I remember hearing that these things got fixed a month or 2 later but the general feedback on the game seemed quite mixed? Maybe i'll give it a shot in the future!
God I wish I had a great PC
I imagine the game will be better optimised ready for launch + this will be an older version if the game than what they are currently working with!
Luckily I've had no issues this weekend though
I would wait to worry about that till closer to launch, because the game is absolutely gonna improve in performance. Of course, maybe your specs are already super low (like mine lmao) so idk
What are offset attacks? I dont think ive seen any of those during my playtime of the beta.
Certain weapons like the great sword have certain attacks that, if timed right with a monster attack, will dramatically open them up. It’s like a parry you have to time really well with certain attacks
@ do all weapons have offset attacks? Ive mostly used longsword and switch axe since there some of my favorites from world and rise.
Mainly just the heavy weapons, axe form switch axe has one with the y+b move - Example and quick explaination of the great swords off set attack is hown at 1:44
They're really awkward to time and not reliable enough to use often. I believe only 6 weapons can do it as well.
@@Sadcatblake certain weapons, generally the heavy hitting ones. not sure all of them, but the great sword is one of them
Try GL and dodge Rey Dau oneshots if you want to be "challenged".
Gun Lance is enough of a challenge in itself for me lol
Blocking is way better, but on that note, I was trying to wyvern blast its face while hunting with a friend only for it to decide to blast me in the face instead lol
Alright I will talk as a veteran with thousands of hours in each game since tri that loves challenge so I am bound to be better than the average player
Now obviously chatakabra was predictably easy, I wasn't expecting it to be hard it's the first monster... Now I'm not saying monster hunter as a series didn't have hard first monsters "looking at great Macao that was the only starter to faint me" but the first monster being easy is a good thing despite how funny it would have been to see a first monster that would filter out the noobs
Balahara was easy too but that's fine there's always an easy monster
Doshoguma was surpringly difficult especially the alpha one but nothing crazy just difficult enough to be interesting so it's fine as well
Rau is the one we should focus on, he represents seems to be the first "wall" the player will face and what the strong monsters are going to look like... And well he was hard for sure but nothing crazy, he didn't make me feel the sheer accomplishment of something like a old deviljho or the fated 4 he was a challenge yes but nothing insane, but here is why I'm mostly scared about the game being too easy... The gear we used to face him are the starting gear both weapon and armour are unupgraded starting gear and despite that he was more than manageable, in other words when we get weapon upgrades and proper builds with upgraded armour he will become an absolute joke when we get to him compare him to the subreak or iceborn demo that the monsters kicked our butts hard and well you see the issue...
Also I wanna add the focus mode system and how it interacts with the wounds is hot garbage and I hope they fix it before release
Can you expound upon your take on the focus mode and wounds? it feels less intrusive than clutch clawing and I hated monster riding in rise. For gimmicks, it seems fine to me.
I'm also eager to here more on tye wounds topic, I'm personally a big fan. I think it's a huge upgrade from tenderising and focus strikes give us yet more options in our arsenal which is really fun!
With all due respect, I feel like fretting over the stats of a beta (damage numbers, monster health, etc) feels like a weak point as this stuff can very easily change. It’s not like the moveset getting easier or harder. Additionally, we know that there are harder versions of each monster like an extra hard Doshuguma and balahara which have a substantial amount of extra health and damage, meaning that the same will apply to all monsters. On top of that, you mention deviljho as an example. But he’s typically an elder dragon level monster that you often fight after the flagship. Rey dau seems much more like a rathalos-level monster, especially since it’s threat level is only 3 stars
@@epsilon1372 ehh your right
@@ZennyHunter the wounds gimmick is great the focus mode and how it interacts with said wounds is absolutely unfinished and unpolished
Let me try to explain what I felt while testing weapons in the demo:
In Iceborne you had that awful "weakening parts" mechanic and the wallbangs and some extra moves for certain weapons.
In Wilds it feels like you only hit the monster waiting for the wounds to appear on their own, like the weakening just happens automatically and THEN you have your "cinematic moment" where you hurt the monster.
You know what both of these mechanics have in common? You were at all times waiting for something in order to accomplish something that is NOT related to your weapon.
In Rise/Sunbreak you had your weapon, your WEAPON skills and that is it. You see the monster? You are not "weakening parts" or "wounding it", you were playing YOUR WEAPON from second 0, and you just had to care about your weapon and the skills you had equipped.
Like, even if the Hunting Horn is busted AF in the demo, deals like twice the damage it has any right to, I played it a lot in Rise/Sunbreak and LOVED every moment of it because you had control over the weapon, its combos and the big attacks were rewarding, not like Switch Axe/Insect Glaive are now, where you have to empty your resources COMPLETELY in order to do any amount of damage.
Why would a counter damage me for 50% of the attack? Why would it not provide any benefit, like charging my Sword gauge or restoring power?
Why are offset attacks so lame and have an invisible internal cooldown?
I enjoyed World/Iceborne a lot, had like 700hours combined, for Rise/Sunbreak I had about 500, I am not hating just for the sake of hating, but I am baffled that Rise/Sunbreak was such a step up in combat FUN and Wilds feels like it is going backwards a lot.
Thanks for reading all that :)
Interesting take because I feel like the game has only improved from Rise/Sunbreak in terms of gameplay. I feel that we have access to what would previouslt be weaponarts/silkbind attacks built into our base movesets now, of course we cant swap them out but when directly compared to world theres so much more flavour to all weapons now.
And I think offsets are really cool to be honest, landing them is incredibly satisfying and the damage reward more than makes up for the difficulty in landing it IMO.
I see your point with wounds but I personally like them a lot and plan on doing a follow up video comparing them to the cluth claw, I think thematicalyl it makes so much sense that if you hit the same part over and over it turns into an exploitable opening opposed to just breaking like in previous games.
I really appreciate your thoughts on this, while we may disagree for now, it is a beta afterall - opinions like yours will hopefully help shape the developers final tuning for the games launch!
@@ZennyHunter Thanks for the reply, I guess I was a bit on the negative side and will take a while for me to embrace the clunkiness again. I definetely like the wounding system a lot more than the weaking parts.
It is just... the impact, you know? Weapons feel like they are softly shaving the monster instead of stabbing and cutting, same with blunt weapons... and switch axe is awful :D
Wounds definitely feel weird
For hammer breaking a wounds felt quite weak compared to other weapons
@@LarkanElRegresadohonestly that has nothing to do with the wounding, it’s a result of some weapons having an increased hitstop making the inpact feel less, but in turn it make combot feel alot faster
I think they put high rank monster since you see carapace part and all they prob want you to use the support hunter
Yeah it's hard to tell, the monster parts have the + symbol usually meaning its high rank but the quest listings themselves and the gear we use looks like low rank
@@ZennyHunter But the gear has high rank stats.
@@nuke2099 What are you talking about? The armor we were using had 6 defense and the weapons all had 100 raw. You might be confused
@@michaelmcdonald2005 And yet everything else was set to high rank and the demo's/betas for MH have always been harder than the main game.
@@nuke2099 What does that have to do with anything? The MVs for Lance would have to be disastrously low if we were using anything better than a weapon with 100 true raw. The monsters obviously weren't scaled for high rank, we were just getting their materials. You don't understand
I have a suspicion that the monsters are actually weaker versions than they will be on release. Killing the apex monster of the region consistently in about 20 min seems too easy. I've only played world before and I never even carted in the beta. Plus my main weapons in Wilds seem to have just gotten better comparatively to world. CB, LS, and Heavy BG. My buddy who is way more of a MH veteran than me said that Rise was easy mode because of the wire bug. So I think it will by default be harder than rise. But it will and probably should be easier than world. I knew too many friends that quit World because it got too difficult and grindy. My friend said he only carted about 8 times in rise and he's like HR 700 while in world in the past 3 weeks he's already carted that much and he has Raging Brachy gear.
Honestly I don't mind the difficulty whatever it may be I will probably have fun playing with friends regardless 😄 But I'd rather have it be a little easier for the average gamer just so more people can enjoy it. I'm more concerned about how hard it is to create a party and join your friends than anything lol. Idk why they haven't figured out how to make playing with friends easier. Too many times my friend would join my party leak but then not be in the game lobby and then he couldn't even join quests. Then the environment link was weirder because once you did that it didnt let you post quests anymore for some reason? So yeah idk the UX and UI for playing with friends and just for settings needs to be updated. Like I have no idea what key is used for push to talk voice chat 🫠 and I couldn't find it in the keyboard and mouse settings either..... Like it's so unnecessarily complicated lol
You may be right, but also I think 20-25 mins is around the time most veteran players would take to slay elder dragon in world on their first attempts? I mean I can get tempered teostra down in 6 minutes quite consistently (with fatalis gear mind you haha)
@ZennyHunter yeah you are correct, I was thinking more from the Average Joe perspective like when I first started world as a total noob it took like sometimes 30-35 min to complete a hard monster. Granted I'd like to think I'm an above average gamer so maybe you're right in that 20-25 is pretty normal but we also had really trash gear which makes me think that the monsters are currently too weak comparatively. Like I remember Nergie being impossible to kill in the MHW beta
@@NushiSama For sure, when I first got to the elders of World I either hit time limit or failed quest completly haha - At that point in time not only had I never played mh but also I'd never played a souls like.
Players coming into the game having played elden ring or darksouls probably will have an easier time than I did lol
Its the opposite. Demos and betas for MH and the monsters in them are historically stronger than what you find in the main game especially since better equipment is in the full game. The monsters are also high rank in the beta.
@@ZennyHunter Most veteran players took Elders in World out first try in 5-10 minutes. World monsters even had less health than some previous games ones.
The game on beta felt extremely easy
Calling yourself average for beating fatalis solo with a great sword is divorced from the huge population of folks that can’t last 3 minutes with him.
I suppose its more of a case of I'm good at MH, good at Fatalis but rarely use the weapon. 1000+ hours in the game gives you a fundamental understanding so that even if I don't know 100% what im doing with a weapon I can still get Fatalis done most the time.
By no stretch is he easy, in fact hes the hardest monster in the past 7 years!
@ Ah- I missed it then that you were suggesting it wasn’t your main. Cheers!
I will say this, Rey Dau might not be fast with the lance, but it was extremely easy and boringly repetitive.
If the difficulty is like in World its fine. Rise was a bit to easy for my taste.
Sunbreak is a whole differnt ball game though!
Wild way more easy than world. With focus mode i never miss my TGS
Aiming attacks is such a blessing, controlling my helm breaker thrust is so convient and if I'm still about to miss I can just cancel it anyway haha
Also helps melee target spots for part breaks. Also... now we can shame great sword users if they miss a wake up true charge hit. since they can aim and move their swings now 😂
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.
I think the difficulty is in a good place even though it is a bit all over the place when it comes to the monsters because of how much easier some of them are compared to the others.
Chatacabra is probably among the biggest pushovers in the franchise. It makes Great Jagras look like Iceborne Fatalis by comparsion.
With it being the very first fight you have and being as easy as it is, I can see why some people might jump to the conclusion that the overall experience will be a lot easier / casual than even World.
Let me offer my perspective. My first monster hunter was mhgu, where one of the first monsters I fought was great maccao. Great maccao is easy. Very easy. But since it was my first monster hunter, it was a bit of a struggle. Now, fast forwards to world and wilds, chatacabra and great jagras are both pushovers equally in my eyes. This isn’t because they are notably easier or harder than great maccao, but because I’m just way better at monster hunter. I’m not sure if world was your first game, but if it was, of course great jagras is gonna feel harder than the early game monsters of other games, such as chatacabra. Even if there’s a debate over which is easier, I don’t think there’s enough of a difference in difficulty to warrant a fatalis hyperbole
Revisionist history. Great Jagras is even easier than Chatacabra who at least has a move set.
@@nuke2099it’s literally called an oppinion
@@zephalion7386 Yours wasn't a opinion you say it like objective fact.
@@nuke2099 bro he’s not even the guy you originally replied to 💀
P.Malzeno harder IMO
all I'll say is, they destroyed the uniqueness of the insect glaive, by completely removing the aerial playstyle. the button configuration is also pretty clunky, it is impossible to do the wyvern dive without breaking one or two fingers and that mechanic of holding the circle button to charge your attacks, makes it really hard to reposition yourself in the battlefield without learing a claw playstyle. the insect glaive just sucks! they ruined one of the most fun and unique weapons of the franchise, at least TO ME.
Talking about balance in a non-competitive party game is stupid.
Mh isn't very hard in general either. Casuals doing unoptimal shit still clear the same fights the speedrunners brag about. If it was truly hard, it would force people to actually learn the game.
So you don't think the 14 weapons and hundreds of skill combinations that offer unique experiences should all be equally viable? (Or as close as it can get anyway)
Balance is incredibly important, even in single player games. Certain things being to weak results in players ignoring it, things being too strong means the whole player base hyper focuses on it. Difficulty aside; balance is what gives a game longevity.
Likewise fighting monsters is the whole core gameplay loop, if they're too easy or hard the game can become tedious or monotonous.
I hope to not come across as negative with this, and I appreciate I've yapped a little bit here - but I hope this explains my perspective on your thougth here!
This is honestly such a dumbfounded take, you realize how flawed your logic is right, this statememt implies that any game that can be beaten unoptimaly is a party game, that is nonsense
@@zephalion7386 Let's try to keep things civil haha - But yeah in general theres a plethera of reason why "non competitive" games release constant updates to tweak numbers. Take argps like diablo, looter shooters like borderlands or rpg's like elden ring. They all constantly balance their games to ensure strong, diverse gameplay!