@@tasin2776 Just to be safe, you should like and subscribe in the event that he edits the video and asks you to unlike and unsub. Better to be prepared.
I wish they would remove the helm breaker all together. I would rather always stay on the ground so that I can have more opportunities to trip my teammates, which in my opinion is the correct way to play longsword
@@UltraThroatKick Lets not. They already removed something that a whole generation felt like a unique part of a weapon's identity and that's aerial bouncing on bugstick Id rather not drag other weapons down with us.
@@resolutogamer4859 Omg get over it, wait until you play the weapon before you judge it, glaive is looking amazing so far and the helicopter kinda sucked anyway
Its nice to see more people voice their concerns with the game. I'm sure part of the reason Capcom even showed us the demo gameplay so early was to see community feedback to be able to change things before its too late.
Yup, and even if their plans don't change, we at least know what to expect. Still, would be great if this or any big concern from the community is addressed.
@@milkymen I think theres going to be options for the health bar, but things like sharpening on the mount are not changing. those animations and the functions cost them money and certainly wont go away.
Idk I feel it's the opposite, youtube is oversaturerated with "critique" and "everything wrong with" X that it's just numbing at this point, do talk about good things, overwhelmingly negative videos give no feedback on how to fix or improve something or alternatives, just complain into empty space
@@kittenwizard4703 I feel like sometimes there’s a lack of a middle ground. Sometimes my recommended gets flooded with “how this popular game changed the industry forever” (it’s just a good game in its genre) and sometimes it gets flooded with “(goty contender placeholder): an honest critique” (proceeds to ramble about how a few small flaws suddenly means a game is completely undeserving of any and all praise)
Totally agree on the tracking point. You're telling me that we have these massive locales and I'm just astutely aware of exactly where all 10 or so monsters are, as soon as I arrive? What if, initially, it show the general area of where the monster is based on previous knowledge on where they would gather? As you learn more about the monster, that circle gets smaller. I've just started World again, and today in the first hunt for Legiana, I took out my binoculars and was like "Yeah it's up at the high bit".
I played the demo at PAX West and found that my character wasn't aware of all the monsters off the git. My hunter only knew where the quest target was, and that might even be due to the short amount of time we had to play.
Back in old MH games you didn't need a tracking system. The player would learn where the monsters live, move, and hangout by just playing the game and hunting them. But for some reason Capcom likes removing core gameplay elements for QoL changes.
I am certainly with you on the lack of a tracking system. It may have been dumb to a lot of people but Worlds tracking was a ton of fun. I enjoyed that as you tracked and fought the monster you would learn about it. Weaknesses, damage zones, locales where it would frequent. By the end we all knew there were 2/3 main spots where the monsters were and it was easy enough to spawn right next to it unless wing drakes dropped you elsewhere. If it was track and hunt a monster 10 times to just have it on the map thatd be more than enough for me.
tracking is overrated, it might be fun the first time you hunt a monster but putting 2500 hours in you just want to fight and not track down the same goddamn monster for the 500th time
@@nestroit5010 Bythe time you get 2500 hours. You already all the spots the monster would be. Have an idea what their habits will. And if you're just dropping into a hunt for the first few minutes. Dropping at a resource node? Hitch a ride to the nearest camp. Drop on the monster? Good time to roll. Dropped at camp? You know where to go. At that point you're no longer needing to track the monster unless you have a randomizer or you've let them wander off for the first few minutes. Tracking is great for immersion it's great for the intrigue of the first few hunts and helping the player feel like a hunter. It's fun the first few times, and then you know exactly what to do, exactly where to go. It was necessary for games like Rise to have monsters on the map due to how they can realistically go anywhere in those games. They didn't have a routine, nor interacted with the environment meaningfully. But knowing the information made the hunt feel lesser for a hunter like me who enjoys little details that helps immersion. It's especially important in those first times. After that you know you're going. You no longer need to track the monster and can instantly intercept them.
@@honeychonav4027I simply don’t want my effort to be there. The best part of the game is the combat. Let’s not forget that grinding and playing repeatedly is akin to the history of mh than tracking is. If they made acquiring parts easier than sure tracking can stay.
@@etroyjaylin What I'm saying is. Tracking does not get in the way of getting in and out of fights quickly. By the time you've collected the tracks you know the efficient way around an environment to engage and hunt a moster efficiently. Sides at least our chances for parts is much better compared to the classic games. Or at least like in world since I didn't stay long for rise. (It just never clicked with me.) You have systems for trading parts for other rare parts like plates, rubies, ect.
Im also worried about paid cosmetic dlc being tiers above everything you can earn comsidering devs said look forward to extra special paid layered sets. One of the best parts of older titles were asking friends how they got their gear and going on a hunt to get it and not hearing oh it's 4.99 from the store lol.
Same. It only makes logical sense you'd be able to cancel out. Being stuck in big long combos swinging at thin air multiple times strikes me as pretty silly and honestly just a bit of artificial jank. The whole reason I main sword and shield is because it's the only weapon where it feels like I have actual mobility and agency.
@@itsaUSBline same. First i tried double swords but after i realised that you can't cancel demon combo i started looking for a less clanky class which is a sword and shield. Also, i really liked the longsword but the thing that you can't insta dodge without doing the attack animation pissed me off.
In GU it was the Sword Dance or the Shoryugeki, landing a full Sword Dance on a monster was such a dopamine rush, same with the Shoryugeki, but that one required very specific positioning. I know I have died more than once due to getting greedy and using a Sword Dance at the wrong time and then taking a Hellblade tail to the face or getting Jumped by Rustrazor.
SnS main here: My major concern is that SnS has lost most of its identity from every other weapon just getting way better and flashier. SnS got basically no cool new moves/finishers and some potential nerfs (can't spam perfect rush, which is a good thing but there's other nerfs too like a longer sheathe), but other weapons got way better (cancelable Helmbreaker, the Dual Blades Y+B combo is broken into segments and doesn't require commitment anymore, etc.). Even the new move we did get is really slow and clunky and feels super out of place (the one where you twirl the sword in your hands and do a standing downward stab). Low commitment and mobility is supposed to be SnS's thing but every other weapon does that now, SnS doesn't feel like the "toolbox" weapon that it used to because you can just play a different weapon, have all these QoL buffs that make the SnS's mobility and low-commital combos useless, and then if you want to use items anywhere at anytime you can just call your Seikret mid-combat at any point, not to mention if you really want a KO but you main a sharp weapon... well now you can just bring a blunt weapon too. My point is that SnS being a "toolbox" is pretty much made irrelevent with all these other tools at your disposal, and the part about it having low commital moves and good mobility also doesn't matter when Capcom also gave that to every other weapon, on top of SnS having lower damage and less cool moves than other weapons. It basically lost its identity and feels like a worse version of Rise's SnS, and even ate some nerfs, and therefore needs something to feel like it separates it from other weapons. If I personally had to change something about the current Wilds SnS, probably use the Slinger to attach onto a monster and dash towards it to stay aggressive and appeal to a sort-of hit and run and also aerial playstyle like how I do in Rise with the Wirebugs. Capcom showed they have no problem giving SnS back some aerial gameplay, so I feel like they should just go all out and give us back the scaling wirebug slash dash move. Rise's SnS felt like the most balanced iteration of the SnS that used almost every part of the kit, and it felt great. Just replace the bad Guard Slash that no one uses for the input, and then at least SnS gets to be the "aerial" gameplay weapon alongside IG (assuming IG gets to have helicopter back). The shield bash is really cool and satisfying to pull off and I think SnS mains are fine just having that be their cool anime move. But yeah, current SnS in Wilds just doesn't feel amazing, not to mention it's completely overshadowed by changes on other weapons. Honestly, if they just gave it back oils I wouldn't complain. Just *something* to make the weapon feel unique and exciting. Lastly, the plunging "hero" thrust you do from dismount (and from aerial) doesn't speed you up in this game when you fall, and I personally really dislike that. It was perfect in World and Rise, idk why they made it slower. It just has less umph now for no reason. Also PLEASE revert the Advancing Slash back to World's version (the animation is the same, but the distance traveled is SO SHORT for no reason. I don't get why other weapons get more mobility but SnS gets less and less).
@@shuu1931 Didn't I see other weapons having some sort of perfect "block"? Not exactly a block but maybe a counter. Either way, not special either. The weapons looks lackluster and it's probably going to do very little damage compared to other weapons too. Unless they give it something unique it's probably going to be sitting very low in usage, lower than usual. Capcom is making me want to use my main less and less.
Totally agreed with everything, especially the "slowing down" of SnS. Come to think of it, every addition from Worldborne has been in that direction - fall bash being pretty high commitment, perfect rush being a long combo chain, and the clutch claw stab animation being uncharacteristically long for SnS. Even how the slinger worked was against the toolbox status of SnS I feel, since World - requiring loading up and all that diminished, even if just slightly, the ease of access SnS had to the inventory. So yeah, maybe me feeling a bit deflated by what I've seen in Wild SnS so far does track with this "team." Luckily Gunlance, my other main, looks quite dope. One disagreement though: guard slash counter in Rise was a very fun playstyle with niche application (legit used it for speedrunning CGV back then), and turned into an actually viable playstyle with skill synergy in Sunbreak. DO NOT SCRAP IT PLEASE IT'S FUN. lol
Despite how cute the Cohoot is, its tracking ability instantly spoiling every monster's location kinda made me despise it to a degree. I used to cope and believe Wilds would be moving away from that but it looks like it was only willing to take the tiniest step away. This confirmation demolished my hopes of tracking getting fleshed out and improved as a mechanic any time soon... Still wondering what the purpose of the new paint pods is if they have nothing to do with tracking though.
My theory? Tracking Endemic Rare Endemic Life. Or tracking specific monsters since you can have multiple instances of the same monster in the environment
I don’t think tracking was ever good in these games personally. In Rise, I agree it’s just too easy, knowing where everything is at all times. Pre world, the paintball system was incredibly obnoxious and clunky. In world, while tracking was fine and by far the most immersive, sometimes it was a bit repetitive. I also didn’t like how the scout flies lit up the area. It was a bit much on the eyes. I honestly don’t know what the best way to handle tracking is, but I don’t think it’s ever been done just right, which is why it’s not my greatest concern for Wilds
@@epsilon1372 I mostly agree with you, i dont think they ever had it just right. Wilds had/has the most potential out of all of the games. They could've done so much with tracking but they decided to do so little.
@@epsilon1372 pre-world you just memorized the spawn points and watched where they flew to memorizing their travel patterns or used a psychoserum. very rarely would i not know where a monster was.
@@epsilon1372 I feel like Rise could've had a decent system if it simply didn't tell you which monster is which until after you run into them. Just have it where you know where the monsters are, but not what the monsters are. That change would've been a tiny one that only affects the start of the hunt, but I feel like a few moments where you look around for your target monster from the peak of a mountain would've made all the different (and be much more immersive than scout flies IMO).
Longsword players getting all the quality of life when they really don't need it at all. I think the canceled helm breaker should still take a charge away so it's just helpful to keep combat flow going and you have to know for sure you wont hit to know it's worth cancelling.
Tracking monsters being removed is really disappointing. I expected from Capcom to double down on tracking mechanics from the World. The game is called Monster HUNTER and tracking is the big part of the hunt and should separate Monster HUNTER game from the Boss rush games.
Monster hunter had been slowly gentrified since monster hunter freedom unite. It’s also become slowly more and more of a boss rush. Unless they start getting much less sales I’d imagine they will keep moving in that direction.
MH was ALWAYS a boss rush game with a bit of locale evironmental. But the hunting aspect was only introduced until World. Maybe it was always their intention? but ultimately the game functioned as a boss rush with some down time towards the monster running at it.
Well they did say that the first time you fight a monster you do have to track it it's just after you find it the first time you no longer have to do so
It's not an easy thing to combine or re-introduce with more depth. Just imagine the amount of down time you'd need to go through while "hunting" then "killing" it and don't forget the amount of time the monster would flee in this gigantic maps. So it's for the best it's out. The entire game would need to be re-imagined if you want Monster "hunter"
If they remove the tracking system, the big open map will eventually become a tedious walking section between you and the monster. Basically become Rise 2.0 with bigger map but without pre-set camp aka fast travel point (and we don't know how many camp can we be able to set up yet)
large map is definitely why the sekret can track, it would be awful but it's a bandaid solution, they could have improved it and the end result is a glorified loading screen with nothing to do until you get there and no agency to improve the time you get to the monster. once the hunt begins im happy if auto follows cause it makes sense for an animal to chase for you to do anything you need to do. but before the hunt starts it's more disappointing they settled for this than literally anything else
Instead of tracking a monster A to B you’re just pointing your map arrow towards the monster and holding the forward button for several minutes while you think of other things. Definitely a bandaid solution and imo it shows that both the fans and capcom don’t know what they want out of MH. Crazy idea: maybe this series that is essentially just a boss rush mode should have smaller, boss sized zones.
@@TheFloodFourmGod forbid you collect materials and craft items while out exploring. Only time this game has ever been a boss rush is Rise, because it was designed with that intention, and end game World once you no longer need materials and are farming monster parts at which point you already know the monster locations. Feels like the community are the ones turning this series into a boss rush by not being able to look past a fucking map marker on the mini map and actually explore the environment.
@@CelestialOtter9actually if they used rise's timing then it would mean it really is a noob stick as world was hard to time but rewarding where as here you can generally get away with aggregious IAi spirit slashes.
Ill argue that sheathing the helm-breaker would be fine *IF* there was something like a stumble or a long fall height landing animation that still gave a punishment.
I agree about the GS focus mode. one of the satisfying things about greatsword was being able to read the monsters movement and getting the positioning right for an attack. Now that u can move your cursor while attacking it reduces that feeling of getting a well timed attack.
Nah depends on the stage of the animation i reckon. Like TCS, full charge, then focus mode before you let go then commit, then once his feet touch the ground again you should be able to reposition because you’re no longer in a state of full commitment, buy you have to be quick to change direction, then you commit fully for the final strike. That makes the most sense to me because if a fighter throws a superman punch and clearly sees his opponent has moved, he’s not going to go directly into another superman punch when his opponent is no longer there is he? 😂 So it’s an unrealistic thing that isn’t cool at all, just silly.
@@victor5500I'm a newer fan who doesn't really want to play the old games bc they look pretty bad without the nostalgia. I'd try them in some sort of remastered collection
The casualization must continue, please do not resist. It may be a hot take but, I liked being able to get lost in ancient forest it was an adventure for me and probably won't be in wilds judging by the direction of the game so far. I am afraid game developers leave less and less room for the player to be bad at the game and figure things out.
@@neklin7150 Eehh. Despite the tools being given to the player for wilds. I still think there's a lot of room for that sense of adventure. What hasnt exactly been shown off in these demos is the fact that there's an expansive underground network to the map. And unlike Rise there is the emphasis on monster behavior and interactions. We might have lost long term (simplified) tracking, and gained an early Auto Mount system for traversal. But outside of these systems there appears an opportunity to explore. Paths that only the hunter can get through (Like Underwater passages). Paths that the Seikret can. (Like High Cliff Faces). Endemic Life, Environmental Traps, Pack vs Pack Mechanics and Maps that are as deep as they are tall filled with a simulafed ecosystem. I have faith they can reexplore a Ancient Forest like map in Wilds. Strangely enough yeah it does seem to be a hot take for people to enjoy getting lost and exploring Ancient Forest.
I agree with leaving room for the player to be bad, but tracking and pathing boils down to a minimal depth minigame you have to play before the game decides you've had enough vegetables and get to have some good gameplay now. Holding right bumper and left stick forward and occasionally pushing b to collect tracks is not engaging gameplay and should occupy as little of a player's time as possible.
@@neklin7150 I actually unironically think Rise had the best balance because while it removed tracking altogether, you actually had meaningful choices to make while pathing. Do I take my dog or jump off to wirebug this shortcut? How do I manage my airtime to get over that wall? Do I take a slight detour to pick up endemic life or spiribirds? (Honestly I hate spiribirds themselves but it means meaningful choices when pathing.) Not to mention lots of small cool tech you could do to go a little faster, like yoshi hopping off your dog in midair for more height or taking great wirebugs in the air to skip the long animation.
def agree, the tracking is kinda sad. i wish it was more like world, u investigate tracks, and slowly you learn the monster behavior, once maxed out, u now have knowledge of monsters habits, so THEN u can automatically travel to it knowing where he is... i hope it's still like this and we actually got the "u can travel auto to the monster" and they forget to mention that before that u'll have to investigate tracks to learn more about it
@منافهادي-خ2و. One thing you fail to realise is how the this new map is. It’s way bigger than any MH world map so tracking monsters blind would be a nightmare and would drain too much time on the timer
That's actually really good point. While I was extatic about new moves and fluidity of MH Rise combat, it's the World I came back to. I too hated scout flies. I hated the way it looked with that obnoxious neon green cloud constantly blinding you. Also fuck delivering "research results". That could have easily been tied to your character instead of talking to NPC. I did like picking up tracks on the ground tho.
I'm kind of on the same page for the tracking. While world's scoutfly system isn't perfect, I expected Wilds to either copy or expand on it if anything, considering it sells itself as a more immersive / ambitious MH title. Like, we often got a ton of the monsters set to other maps as the game progresses to hunt them through various environnments, so now if I find a rathalos once I'd know where every rathalos is on every map? Weirds me out, especially if there's more space to play with, and even going back to an already explored area will be more of going to the monster instead of finding it more immersively. While the mount ideas are lovely, the autopilot feels a little cheap even if it's optional. On the weapons side, depends for me. Completely agree on the longsword point. I'm no pro gamer elitist or anything, but big attacks should have at least some commitment to them. I'm all for a better maniability but only if it doesn't include big risk/reward scenario. Overall, I don't want these games to feel too much like a "fast food experience", that's the main thing that kept me away from Rise even if the game has it's good points too. "Negative reviews" are interesting when it's constructive. It's hard to make a point we feel like being important feedback if we spend 30 minutes praising every other aspect - And the praise would be valid of course, Wilds might become one of my top games with how it looks so far, but I think it's important to separate our points for clarity !
As a hunter from the Third Fleet I think you’re 100% on the money here. I was worried that with the large influx of players from 5th Gen with no previous experience of the MH pathos, there would be complaints made to Capcom through surveys and the like about perceived “Problem Mechanics” when in reality the deliberate choices by the dev team to include features that enhance immersion at the expense of convenience (High Commitment Attacks/Scoutfly Tracking/Environmental Items-Conditions) were made to reiterate and enforce the themes and methodologies the game wants to promote. With all of the public frustrations, it seems Capcom caved in some sense to these newer fans that would have been outspokenly against the additions of these so-called “Problem Mechanics” in a sequel or future entry in the series. We saw smaller consequences of this in Rise/Sunbreak with the removal of tracking and Environmental Management (Hot/Cold Drinks as a prime example). I do hope that in the future, once the player base develops a better understanding of what MH is trying to be about, Capcom might revisit these ideas and mechanics in a way that doesn’t provoke opposition in the way that we saw with 5th Gen hunters.
Same process happened to the Souls games. Dark Souls 3 got mainstream attention, lots of new players were annoyed at staple mechanics that served importance to the overall experience, then Elden Ring released neutered and stale.
@@LodestarLogado It doesnt appear to me that its just us 5th Gen complaining but older gens too when it comes to the mechanics of the introduced in 5th and now 6th. I honestly have no idea how they even plan to address it due to how divided the fanbase is getting with each attempt at a modern game. They tried something interesting with scoutflies some folks didnt like it. They tried dense environments like Ancient Forest. Some folks didnt like that. They tried expansive environments with pickup buffs and folks like me didnt like that because the environments felt empty. (Even if there's more mechanical benefits to the hunt). Rise was a series that made me realize arcade style monhun games are just not for me. (Not that this is bad mind you. I just now know that MonHun focused on portable/combat isnt intended for players like me.) They introduced the clutch claw which awarded players who wanted to create openings or tenderize but people complained about that because it screwed up the dps meta. I personally found the mechanic a lot of fun. Not so much monster riding in Rise because it feel too unnatural for me. (Again the game isnt targetted at me.) So theyre trying to draw in the most players from both Worldborne and Risebreak revamping tracking again to kinda allow the magic of scout tracking fir the first hunt. Before letting Rise's convenience of always knowing kick in. A lot of people like this because they honestly dont care to track the monster. When again players like me enjoyed the mechanic. It was simplified but the tracks can suggest stiff you can consider on your own about the monster's routine. I do in fact enjoy the mix of weighted combat made more fluid in world. But the sheer fact they dared even trying to make combat more fluid pissed some fans off. I understand some rise players feeling like World gave the player too much power because I felt the same way about Rise's mechanics in general. However I do have no problem with the direction most weapons are going in Wilds. In fact Im pretty hyoe for them. I do think MonHun gaining more fluid combat is a great thing. Look at Gunlance. And Wilds is repackaging mechanics that got issues in World by making tenderizing an innate part of the combat system alongside partbreaking in one big system. Yet even then people are complaining about the pretty scoutfly effects. They just cant win right now without offending someone. But all in all. Im really looking forward to Wilds and getting immersed in its World heh.
@@thechugg4372 Oh! I kinda assumed since Ive seen people refer to themselves as like. Third Fleet for Third Gen Players. 2nd Fleet ect ect. Even though in lore it doesnt apply that way. For funsies people used the terminology that way.
@@honeychonav4027 it was a fanon bit of speculation that developed before World released - the themes and structure of the 5 fleets mirrored a lot of the gameplay and community trends/development throughout each Generation of MH games that lots of people have adopted (like myself) because it’s a fun little community acknowledgement. It wasn’t clear if that symbolism was directly intentional from the developers or not but the community embraced it nonetheless. It’s just an easy way for people to identify which games they’ve been a part of or where their starting point for the series is at.
Tbh I trust the devs on the weapon commitment removal, especially after rise. The game brought fights into the air with its mobility, and as we saw with the wirebug monster attack patterns will adapt to counter messily timed wirefalls or animation cancels. To me it seems like wilds is putting a lot of emphasis on positioning and to me this can only mean more fast paced and action packed battles where a monster is hitting you from all sides. Gameplay wise i think we're going to have a lot more action Though i do miss the feeling of hunting a monster. I dont think worlds method of tracking was particularly interesting and honestly its hard to think of a way for them to implement it that isnt going go be boring. It made sense to remove it i guess. Hopefully they can offset the ease of tracking by including a lot of monsters maybe?
From information from the community managers on talks with Rurikhan and elsewhere, tracking doesn’t seem to be as simplistic as a one time track and then you find that monster every other time going forward. I’m not sure where this was wholly confirmed, but let’s hope if it somehow does happen to be the new system, they go back to worlds tracking system but with some QOL in the process of doing so.
I wouldn’t mind if they removed ONE of the drawbacks to helm breaker, like you could dodge out of it but still lose the energy or you commit to the attack but don’t lose the energy, it really is the most expensive attack in the game, more than TCS and SAED honestly (unless you foresight slash for all your energy)
For commitment moves. A good counter arguement for Dual Blades is more so Dual Blades has always been a fast run around weapon where you can quickly hit and run and all that similar to Sword and Shield and even Insect Glaive, however it was always very odd that you had this literal 1 attack that was a hyper overcommited slash you could not cancel out of which seems to run against the rest of the weapons moveset, a move that if you flinch the monster during a usual opening the first hit you cannot stop, something you largely can't predict a normal player, you basically are damn near punished by continuing to swipe until you get hit. So what they did, rather than allowing you to cancel demon dance, they split it into 3 parts(assuming what people said is correct) them being Demon Dance 1, 2, and 3. Greatsword as of 5th gen could cancel any of its charged slashes by using the move tackle, you still had to commit to an attack, but tackle also reduced damage making it less punishing. The ability to turn up to 180 degrees during charged attacks is most likely going to be more broken in the hands of speedrunners. Unless focus mode acts like a literal aimbot, even with the ability to go from the turning radius of 30 degrees in either direction to 180 degrees in either direction, unless the game has aimbot, people are still going to miss. Most misses GS I have had with GS not the result from the inability to turn but rather misjudging distance. The ones that is the result of the inability to return are 2 particular situations, 1. The monster is flailing in a manner that shoves you away from them like anything with the Kushala skeleton and Nergi's flailing. 2. You are preparing to attack the monster while they are moving and they overshoot you without knocking you down. In terms of Longsword, its less the problem of it being able to cancel helmsplitter, its the fact you can cancel it ON TOP of all the new things Longsword currently has to power up and keep it at red meter. From the way the helmsplitter appears to work in Wilds, it looks like you can only cancel it on the way up and the top, but not on the way down. This is not that much different than if you were to cancel a charged slash or TCS with Greatsword using tackle when you are charging. Even if this wasn't in the game and you couldn't cancel Helm Splitter, losing red meter in this game is basically a non-issue from everything I've seen so the punishment isn't even that bad. For Tracking Pretty sure its been confirmed that the tracking in the Gamescom showcase is NOT the final products version of tracking, but more to allow players to quickly get to the monster during the very limited 20-30min demo they can play. Would be a bit awful to wait 6hrs then not be able to quickly get to the Monster in less than 5min. Most likely it will work like Worlds scoutfly system where the more you do it and level it up, the more likely a Monster will just show up on radar right away. Quite a few times in my endgame hunts does my game show me exactly where the monster is right away or after grabbing 1 or 2 tracks because I actually leveled up the research. In terms of removing scoutflies, that probably wasn't going to happen due to how Monster spawns work in 5th gen and map detail, especially World. Old games Monsters basically spawned in the same spot every time and the paintballs were used for keeping track of it. Tracking footprints really only works for anything that walks to begin with, if it can fly, well.....what tracks are you gonna follow from A to B? Also paintballs are back, meaning there is more to the tracking than we are currently seeing.
Funny how alotta people warn you before getting into monster hunter that its very heavy, very committal, especially around the greatsword, i saw tons of "new players don't use greatsword" I picked up world, and the greatsword has been pretty much the only weapon ive used, big sword of course, but its EXACTLY what ive been yearning for in a game, that weight, that commitment, calculating the moves trajectory and having every piece slide into place, it scratches such a perfect itch, i really hope this game can follow through, but if not i still have hundreds of hours of world to chew through
I used GS in MH1 and MHFrontier and MHFU when I was just starting the franchise. Its stupid to push players to some generic weapon. You see it in fighting games a lot.
@@ChernobylComedyAndWings i mean tbh i can kinda understand it, its definitely for a particular type of player, im luckily someone who loves challenge, so the warnings didn't sway me, but yeah somd sources definitely worded it better then others I just wish my hunter caught the blade more, pretty much every animation he throws it to the floor, i wanna see him strike a badass power stance and just hold the blade at the end of his swing, just absolutely man handling that shit, it doesn't even gotta be a faster recovery, purely visual
The GS in World is a lot more forgiving at least. It was similar in the older games, but it had no shoulder barge, nor the TCS combo, and the swings had a lot longer of a wind up.
The greatsword in World, for better or worse, is *way* more forgiving than in older games. Even in World they had removed most of the attack commitment, and backwards rolling saves you from bad positioning.
I know I'm a MH boomer but man I still hate how the scoutflies just automatically fly across the screen like 0:24 Honestly I much prefer how Rise did it, highlight the gathering points without all the flying green particles. Even after all these years I still don't like having multiple sparkling trails flying in from of my face. Let me see and observe the in-game world dammit.
For me the good thing about tracking in World was that it created a sense of mystery. Even though it was pretty bare bones, it still gave this exiting feeling of suddenly finding the monster. Having the monster just be there on the map removes that mystery.
For me that sense of mystery only worked in the very first hunt. After that mystery is gone and what's left is just tedium. So honestly Wilds' system of "track once = no tracking for subsequent hunts" would probably work for me.
@@AlienOvermind yeah i agree, you should only have to find it the first time and then the wingdrake drops you on the monster everytime after you've killed it once, running around the map is just a waste of time.
I wouldn't be opposed to the removal of tracking if they didn't have the monster always visible before you locate it you could learn it's natural habitats and movement routes to organically search along those until you find it, or just manually follow tracks without scoutflies and then have it stay permanent on the map, or bring back paintballs to keep it on the map
disabling the scoutflies with mods was the best choice I could have made, the hunting aspect was harder but made me pay more attention to the map and trully learn it, it helped me find all the paths and where resources spawn, even helped me to keep an eye open for those shiny creatures I like to collect, it makes me sad they are not trying to incorporate hunting to monster hunter like in world and to be fair world had it a bit rough but it was a good start, it made me feel like I'm hunting not just fighting
I’m definitely waiting until some anti-streamlining mods are created for 6th. At least the essentials, such as removing the camp item box, the Maccao mount, the monsters on the map, the scoutflies, and that strange spider sense for dangerous attacks. Bonus points if there’s one to add the commitment back into weapon movesets.
@@CuriosityMisledMejust like... Ignore these things? Like my god, is this bait? Oh no I forgot to restock bullets or anything else in my box. Now I need to cancel the quest go through 2 extra loading screens probably eat another meal, like the camp item box is such a good addition. The mount is useful when going a long distance, if you don't like it dont use it.
That's amazing. And I agree that options to turn these things off would be a net positive. Me? I hated worlds tracking. Just slowed each hint it was a part of and the novelty wore off after I reached high rank
@@magellan6439 Look, Capcom have forgotten how to make Monster Hunter. So I’ll just have it modified back to normal. You get to play your streamlined monster fighter game, while I get to play Monster Hunter 6. It’s a win win.
@@CuriosityMisledMe this is such a dumb take. Older mh games didn't have tracking. Just world. And it was dog shit. I'm playing monster hunter 6 your playing monster hunter 6. Were just playing it differently.
I think you made a great point when you said that the difficulty is going to be such that we kind of need these more forgiving manuevers to survive the hunts. We still don't know 90% of the monsters so suffice to say we might be in for a difficulty spike where the "stuck in place" animations will get in the way, like the old potion drinks animation
@@TheUltimateRey There's some Seikrets with different coloration in the trailers and gameplay shown and I think they confirmed changing it's color is an option Will have to wait for future trailers to see if there's monster armor for them tho, I personally really hope there is
This is one of these Occasions in which I'm actually completely with you in your criticisms. These are specific and fair - though we'll have to see how the tracking will be working in the full game, they might have tempered with it for the Presentation like they have with the "Seasons". Regarding the weapons I'm beyond unhappy with how they treated the insect glaive. Many of the weapons have gotten clashs and counters (many of them incorporated into the base moveset from what was introduced in Rise & Sunbreak) while the insect glaive not only got none of that, it's Aerial Prowess seems to have been removed altogether and the damage capability sucks :( I get that they removed the bounce from the Helicopter but why IG didn't get Kinsect Slash from Sunbreak in Return to make up for it is beyond me. It would have been THE Aerial focus move the IG deserved imho. As it stands, many of the weapons got crazy addition upon crazy addition (looking at you LS and Bow) while the IG just got nerfed to the ground - pun intended. I'm still huffing hopium that the people who actually played IG in the Demos so far just didn't try enough things to get Aerial combat to work but I do worry a lot that capcom did my favourite weapkn very dirty.
I'm hoping with these new combat advantages they are planning on increasing the difficulty of the monsters, especially for end game. In the shift from soulsbourne to Elden Ring, From soft added several features to allow more players to be able to experience it but they also made the fights way more harder with more difficult and aggressive bosses. That being said, I can't wait for that charge blade perfect block into SAD!
That's part of the problem with the endgame monsters in previous games though. The monsters get scaled to a ridiculous degree to the point it's not fun.
@@latincear4558 I don't really agree with that. Iceborne Alatreon I do think was badly executed, and I'm personally not a fan of raid style health scaling in fights like KT/Safi _(though at least it's not in mandatory content like Lao Shan in GU lmao)_ but Iceborne Fatalis is IMO one of the best fights in the entire series, and Sunbreak's endgame monsters like the Risens or Rare Species are also extremely fun. My issue with Rise's combat being too lenient in areas like Wirefalling isn't that the endgame monsters were scaled "to a ridiculous degree", I loved P. Malzeno, it was that the rest of the monster roster couldn't keep up
The scoutfies in world could have been subdued a bit for the green. The blue ones I felt were fine. But the biggest issue I had with them was the neck-break camera jerking if they wanted you to backtrack.
You’re spot on. I have the same reservations. There comes a point where “quality of life” changes go too far and cheapen the experience. Hope they address these or don’t go any further.
Remember, qol are different from balance changes. Most of what World did wasn’t actually qol, it was make straight up balance changes. Like, auto crafting is arguably qol. Giving you infinite restocks is a massive balance change.
I agree with everything you said. Commitment and tracking were two of my biggest concerns as well. My other concern is if they will nail difficulty/progression throughtout the game just as well as World did. Honestly i really like an idea that Jakob had in one of his videos: tracking could be removed for a greater emphasis on your binaculars as a tool. Instead of tracking or guessing, the hunter could be incentivized to go to a vantage point and scout out the monster. Maybe after you find it with thr binoculars you could mark it and it would appear on your map.
Thought of another concern - elemental damage. I want it to be reworked so weapons with the right element will always be better than a strictly raw version. Doesnt matter if its dual baldes or greatsword, everyone should be using elemental for optimal play.
lack of tracking, lack of commitment on attacks, and big flashy moves point to this being less a part of the mainline-portable cycle and more to it being a joining of the two, and I think that's a bummer at least there aren't 5000 particle effects on screen at all times like rise much like a fleshed out tracking system I really wish they'd revisit a tuned-up underwater combat system as well. it's on a whole new set of devices with better controllers and movement technology is massively improved. they could absolutely do it better but you still have people saying "no it would be bad" on principle. even though it WASN'T bad even in tri
They do have some manual underwater exploration sections. And the devs are now made well aware of how much of a clamor there is for Underwater combat to be back. Maybe that'll get them to try bringing that mechanic back for either Wild's G Rank expansion, or a future game down the line. I certainly would like to see Underwater Combat revisited.
I can understand not liking the change to longsword's helm splitter from a balance perspective, but it also makes logical sense from a character perspective. If I was mid-air and suddenly realized the monster I was swinging at disappeared, I'd probably just not swing down with all my might at the nothing underneath me lol
the hardest bosses are way faster and can change their positions and even attack you within 1-2 seconds, helmbreaker takes longer, "commitment" is overrated and perhaps fine in early game with predictable monsters, but in the endgame it was too unfair and punishing towards the players
Honestly if it took bar away once you did launched into the air it would be fine. And logic rarely means anything. Why do I have to attack twice before I can TCS? Why does pushing my shoulder out count as one of those attacks? Logically GS should be able to open with TCS, but balance-wise that's not great.
I like the versatility of the cancelable attacks, ONLY on the condition that monsters are also more active and hard to predict as well. Without that, I feel like the weapons are too good. But with that, I feel like it upgrades the féaux realism. Why would I have to commit to blocking an attack and then transforming my sword shield into an axe and sending an attack in that direction? But that only makes sense if the monster isn’t weirdly baitable into a long animation where it attacks the ground for some far fetched reason
I just miss when these games were supposed to be about making the necessary preparations for going on hunts and actually applying know-how to be a most effective hunter. Now it’s more and more action all the time.
I think monster hunter is drifting away from hunting monsters to killing them lemme explain. Hunting is 1. tracking 2. lerning about targets weaknesses and 3. using that knowledge to take it down, but now its all about swinging ur weapon at monsters face and if you swing good enough(which is so easier in world:i and rise:s) then you'll kill it. It is not "hunting" its elilimation. Sooo is this a bad thing? No. Am i enjoying the game? Yes. Oversimplification may sound like degradation, but in reality mh is focusing more on combat and monster designs than on hunting simulator. Also hunting simulator with paintballs and other stuff atracts very little auduence unlike nowadays monster hunter. So lets enjoy new combat and challenges with a smile on our faces.
@@whotfisijinet souls was also very niche until it got big, and it got big for a reason. Yet they are still going in a direction that has nothing to do with older games. Same with monster hunter, not to such an extent but the signs are there. Just let mechanics be mechanics and fine tune them instead of simply removing shit
@@whotfisijinet I don’t want popular for the masses. I want what I enjoy. Rise was fun for a bit, but it felt hollow. World was pretty amazing. I could still enjoy that, at least at the time, despite all the streamlining. The evolution of the franchise was just so incredible.
@@denimchicken104 the thing is world was succesful, unlike any other monster hunter game. 17 place players online on steam with marines 2 being 22th, goty 2018. Devs finally saw an oportunity for monster hunter series to go global and earn more money. And its not because of greed.Capcom wants to please both old fans and new ones that came with wolrd/rise and earn money from it. Its like being a youtuber, making content you love but all you get is 1k views on videos you spent weeks to release. Not to mention theyr doing pretty good so far. All that weapons reworks and other new stuff that changes the way you play from game to game. In the end just let them cook-is all i can say.
Tbf, even if you sheathe during the helmbreaker, you're still almost just as vulnerable to getting attacked as you're still stuck in the air for a while. The main commitment being taken away is the spirit level commitment.
You can roll out of it quite fast. In world you were stuck there for like 5 seconds. I never minded being stuck as it felt like my fault but losing a level of the spirit gauge when I didn't even press the follow up button did not feel fair to me. I wish the animation was the same to punish frequent use but it just didn't use up a spirit level if you didn't press the button. The way it is now it's almost definitely gonna be spammed which is a shame.
I disagree with the dislike of knowing where monsters are point. My reason being is that generally in past games monsters always spawned in the same spot at the beginning of the hunt anyway. So basically after doing the hunt once you’d know where it’ll be the next time you do it. I know it’s not exactly the same but it’s pretty similar.
I remember when people hated frontier and said it wasn't a real monster hunter game and it was too anime, now with every generation we see more mainline games taking inspiration from it. 16 player lobbies, crazy monster variants, endgame monsters with one shots, most weapons have a parry, flashy movesets, and espinas in rise. I wont be surprised if they add being able to run with your weapon out in the next gen.
@@kunklekore5921 Dont we already have a limited (conditional) varient of extreme style running with some weapons? Like GS after an Offset or I believe Seax also gets this.
Very valid points. If I had to pick two of my biggest concerns/things I didn't like these would probably be it too. There's other smaller things like the auto-heal function and flickering health bar but those are at least optional or probably don't distract the experience too much whereas something like tracking being basically nonexistent is a real bummer
@@Fatlumpthe1st There isn't a auto heal function, it's an option you can set in your radial menu that will automatically pick between a potion or mega potion depending on how much HP you are missing, that's it, it's virtually no different from just having both items in the menu
From all the gameplay I've seen the flickering health bar isn't really that different from how the camera moves away from your character when the monster is gonna do it's big attack tbh
One of my big worries that I don't know if very many people would agree with: the rarity of armor skills. I miss feeling like specific armor skills had weight to them in older games. A G-Rank armor set may have 4 - 6 full armor skills (10 points meant the skill activates; >10 points means there is literally no benefit), but now Master Rank armor sets with decorations filled out can have _multiple pages_ of skills. The absurd thing to me is that, in it being more accessible and easy to understand, the less variety there is in builds. Why not have Weakness Exploit, Health Boost, and Critical Boost on every set? It's so easy to have, whether your set is "fully offensive" or "fully utility".
1st generation designers: design gameplay elements with strengths and constraints that create fun decisions and tradeoffs 2nd generation designers: wow, imagine if we didn't have any of the constraints
The lack of attack commitment hurts the most, it sucked in World and in Rise it felt like I was just playing a completely different game. I was hoping Wilds would dial it back, but oh well. I love MH for its combat, there was really nothing else like it. I decided when Sunbreak dropped that if Gen 6 didn’t reel it in a little I’d probably leave, the games just aren’t made for people like me anymore. And that’s fine, more power to those that prefer 5th and 6th gen, but it’s sad that many of us have lost something truly unique.
I don't think the changes to attack commitment will matter in practice, and in some cases may raise the skill ceiling of good play. There's also lots of context regarding motion values and mechanical changes that we'd need to get an accurate picture of how these changes fit in. A few thoughts on the bigger changes: - Helm breaker cancels will be hard to pull off in the moment. The clip they've shown where the monster randomly decides to limp away is an ideal scenario, and I think it's fair to reward players who can react in time to that situation. When a monster is actively engaged and attacking it'll be harder to decide whether to cancel or not. Whether the spirit level should decrease depends on the rest of the changes they've made - maybe it's much harder to gain levels now - Being able to redirect TCS seems fine given how slow it is to do so. Again, not something that will be easy to use in a regular hunt without good monster knowledge. The fact they're demoing on chatacabra (the easiest monster we've seen so far) makes it look much more impactful than it seems. - Demon dance phases are still quite long, the monster will have plenty of time to punish bad choices there. We also don't know how damage scales between phases - maybe most of it comes through at the last stage?
The whole idea is that once you start these moves you can't go back, taking that away makes the commitment way lower. Deciding when to cancel helm breaker isn't gonna be hard either, even with just general monster knowledge you'll know when to cancel it out. Your only thought process will be "will the monster start an attack?", or, "will the monster start moving?", which unless it's a monster you have no clue about, you'll know if it's gonna move and if you're not sure, just cancel it. Helm breaker is an attack which you do with an opening or when you're predicting the monster's move, if you can cancel it out you don't have to wait for an opening and just take your chances with the A.I. Tbf, it's not gonna change gameplay too much, LS has another move which you can do after HelmB which does a lot of damage, so you're gonna want to use that one as much as possible, which means you're gonna wait for a good opening. I have a bigger issue with Iai Spirit Slash. TCS is the worst offender because GS' entire playstyle is good positioning, you're taking a good chunk out of it's difficulty by being able to just redirect attacks, sure, you can't move forward so you have to calculate the distance, but now you get to pick and choose which part of the monster you wanna hit, which was also another thing you had to account for. There's also the sweet spot of the GS, which isn't so bad in this case, you'd still need to calculate it with focus mode, but you still have an easier time getting that sweet spot since you can change the angle, which will also affect the distance. Demon dance is the same as the others, this one just straight up locks you into place for it's entire duration, it's meant to be very high commitment. I see how focus mode could affect DB's and GS's MV, but, LS is cancelling the move so idk there. I guess it could be that you need to start those moves in focus mode to be able to cancel them out. Still then, even if there were MV changes, I'd still not like the changes since it's still taking one of my favorite things away, and I'm not dumb enough to not use them in focus mode for the safety they provide (unless it's safe opening but that doesn't count), I am dumb, but not that much.
While you are correct that it is worth waiting until we have more context, what info we already have makes it seem that commitment as a whole is massively reduced. Also, for the difficulty of LS gaining spirit levels, believe me when I say that it has literally *never* been easier for LS to raise its level than in Wilds. Landing the Iai slash levels it up, you can shortcut into the spirit combo to get to the round slash faster, hell you can just *hold R2 for 1.5 seconds, release, and that immediately gives you the roundslash.* Not to mention, the new Focus Strike for LS gives it levels based on the number of wounds destroyed, and yes it is 1:1, if a monster had 3 wounds and you land the focus strike, you instantly hit level 3. Enough about LS though, the lack of commitment can be seen across the board. The weapons with shields are able to cancel *the sheathing animation into a block.* Dual blades, as mentioned, had demon dance reworked, which I’m honestly fine with the idea of, having multiple stages that get stronger, but it is yet another case of removing restrictions. Bow, I would argue, has had almost all of its restrictions removed, if only because the new perfect dodge is so core to the weapon, giving back stamina, and the new resource needed to apply coatings. What it really frees up, is positioning, bow is now free to stand wherever it wants with no real fear of danger so long as the player has adequate timing.
As a good compromise, I wish they'd make "tracking" missions with more in-depth mechanics. In fact, I'd love to see more quest objectives in general. I know not everyone likes the egg hunts or gathering quests, but it would be a relatively easy way to flesh out the maps without forcing it upon the people who just want to hunt monsters.
I agree that reducing penalties of committing to big attacks is questionable. But I completely disagree in case of CB's counter-SAED after the perfect guard. I think it's perfectly fine here, for two reasons. First the formerly quickest SAED combo seems to be gone (slash -> shield thrust -> SAED), so there are less opportunities to use SAED in general, so it makes sense that devs would make it easier to land. Second it's not a spammable move, it's a reward for landing a perfect guard - and again it makes sense that you get the opportunity to use that reward better.
1:43 For the Charge Blade, I think it's balanced out since you can't do a direct SAED anymore. In fact, doing the counter SAED is probably the only way you can do quick SAED.
Even if it was'nt the case its a good addition just because of charging monsters. Ex: rathian commits to the most fun attack ever created (running straight) and now i can finally block and counter it without positiong in a weird way or blocking in a diagonal angle risking to fuck it up and get hit in the process
Dual blades being able to dodge out of dd is a change that was needed 100% i fucking hate playing them cause my I lose control of my character. Something like tcs can be tackled out of. Dd feels genuinly unresposive
The return to the more realistic aesthetic, honestly, is a choice I don’t care for. I love the Nintendo era look for the games personally, 4U and Sunbreak especially, and seeing the series move on from that bums me out a little. Not a ‘do not buy’ factor, but I’ll change my PC background to a screenshot I like from Sunbreak or something
I too, appreciated the tracking aspect of World, and I enjoyed the tracking system of Pre-World. The one where you had to fight a monster enough to know the spawns and the retreats because nothing showed on the map. (Unless you had Autotracker skill in your set) In the old games, it really set you apart as a "skilled" player when you knew all the nuances of spawn locations, retreat locations, and were able to capture before signs of retreat by knowing roughly how long each monster took to be killed. I loved setting traps "early" to capture monsters mid fight while everyone was still wailing on it, and see them say, "Wow, I didn't think it was ready yet." I do find it a shame that people would much rather have all that detail just given to them at the start.
I agree with your second concern, actually. Despite World being my first MH game, I actually really liked the tracking/paint ball system of the old world games. I think World generally improved upon this to an extent, but the old world system gave the player more agency. In World, it was the hunter that learned the habits of the monsters, whilst in the old world, it was the player that did! I remember playing GU with a friend and how frequently he'd estimate where to go depending on the locale and monster. I don't mind World's contributions, such as finding actual tracks in the environment or other such things as carrion or scratches on rocks and trees. I'm sad to see them supposedly dumbing it down further...
If you enjoyed the 'slower' combat of World, if you haven't, I'd suggest trying either Generations Ultimate, or 4 Ultimate those have much more souls like gameplay feel. Totally get your take too, Monster Hunter isn't like it used to be, I am personally just happy we still are getting new Monster Hunter.
I agree, as the "you instantly know where all the monsters are" thing in Rise/SB is one of my biggest issues with it. I get that maybe they felt you spend TOO much time tracking the monsters in World/IB, and I do agree (they take forever to level up to the point you don't have to track them), but I do wish that more of a middleground was reached. Maybe have an item that you can feed to your Sekrit that lets it instantly find the monster (like a psychoserum) so you have to waste zenny early game to use it.
In the old games, where everything felt stacked against you, you actually felt powerful when you mastered the controls and monster patterns and kicked ass. In trying to "empower" the player, they've ironically put them in a position where they can never feel powerful. I hated World and Rise because it felt like the scales were tilted in my favor and the game was just letting me win easily and escape any danger. This is no longer "wow, I've bested this tough monster" but instead "yeah I guess everything's just a pushover."
@@michaelmcdonald2005endgame difficulty matters little if the whole progression up to that point doesnt offer challenge - which in Rise and Sunbreak it really doesnt.
@@DefinitelyNotPedro I agree that Rise didn't have the same solid difficulty progression as World _(Hub Magnamalo is the only thing approaching a difficulty bump I can think of. the decision to reimplement Village quests was a serious mistake)_ but I'd caution that for returning players, the early game of a Monster Hunter game, especially without expansion content and in the age of Title Updates adding the seriously hard content, is always going to be pretty easy. I think especially in Ratatoskr's community people are coming at this with a Soulsborne comparison, and nah, Velocidrome and Iudex Gundyr are setting very different tones and expectations as a first boss. I do hope Wilds' new monsters surprise me and give me more trouble than I was expecting across the course of its playthrough, but the Urgents do not need to be throwing a hard monster at me every time for me to be satisfied
@@michaelmcdonald2005i had a lot of fun with sunbreak endgame specifically anomaly +180 with risens but it was just an action game, it was not stacked against me in the slightest 😂
I too liked the tracking part of MHW. I like how it fills my journal with details about monsters weakness and rewards for part break. I missed that system a lot while playing Rise. If only we can have the World tracking system + the level of detail Rise journal provided.
Honestly.....I agree with pretty much all points. I personally don't like Longsword, since back on the PS2 it's always felt like Baby's first weapon. It'll hold your hand and give you more options than most everything else in some regards. So taking away their commitment to Helmbreaker is ridiculous. Taking away commitments to any actions in MH is damn near blasphemous. The whole loop of the game is mastering your weapon, mastering monster attack patterns and learning where you can get away with those commitments for big payoffs. Removing the commitment windows and removing any risk is just neutering part of the overall game loop that I've loved going on 2 decades. None of the weapons are supposed to be perfect. They are inelegant solutions to an inelegant word that demands to be tamed, let us be inelegant. I also fully agree that "If you only have to track a monster once, then it's not really a mechanic anymore." Tracking makes you feel part of the world you've dropped into and can provide subtle differences between hunts when you're rinse-repeating them to grind for materials. It may be small, but it's a large part of "game-feel". Anyway.....Hunting Horn mains represent!
Switch axe user here, but even with all the crazy moves of new weapons and how disgustingly classy the longsword looks (They're not hiding it at this point haha, give us the DMC5 Yamato skin), I might turn to HH for multiplayer sessions, looked really good in the trailers ! Yeah, risky moves needs commitment, I kind of fear all weapons will blur together if you can hit, cancel and dodge everything everytime Not a fan of necessarily slow gameplay, but removing a big part of the risk/reward is alienating, where's the danger ?
Eh, for me personally, as someone who mained most of the weapons throughout the generations, the long sword was fine for the most part until GU introduced valor style. It was fine then since all the weapons were busted in that style too, but long sword stood out like a sore thumb due to how exceedingly strong it was. The coddling got progressively worse in worldborne with the counters being introduced, and risebreak was the cherry on top that made me stop using that weapon entirely. At this point I’m not even hoping they’ll dial it back anymore (since I’m sure they won’t), but that they bring a remaster of the older games back with minimal “QOL” changes in a collection edition. So that the people who prefer the new gen and the people who don’t, can have their own cake to eat.
I think someof the changes to the moves are in response to feed back about world's moves. Helmbreaker was new to world, and even with the ability to cancel out, there is still a great deal of dedication as you are stuck in the air. If a monster is attacking, and you cancel, you're still in the air and going to get hit. Demon dance was new, and was technically the highest damage instance of the dual blades, but not being able to cancel it in any way was a bit strange. Lastly, the ability to more accurately aim/spin for bigger attacks such as the saed of the chargeblade and charge slash of the greatsword are likely to promote us to just swing them out if a monster is slightly out of the position we planned for, but both also already had their ways of opting out with the shield conversion and tackle. So now those two are back to the question of risking the attack and maybe getting hit, or opting out and avoiding said damage. Rather than those two plus the option of opting out because the monster moved. Though I do agree that 180 spins with either are weird
The low commitment to attacks definitely sound a bit concerning. If they intend for the player to be able to make split second decisions to cancel an attack that would put them in a disadvantage, then they better make the enemies much harder imo. As for the tracking, do you think the lack of it was done for the demo so that players don't waste time too much and get to fight earlier and will be much more present in the official release? Scrapping the idea of tracking feels weird to me when the game, as you said, puts so much emphasis on the ecosystem. You would expect them to double down on tracking and make it a big thing, but apparently not.
Capcom has read your comment about making the enemies much harder and has inflated their HP once again because more HP = more harder right? Haha yeah awesome guys. Great game design wins again!
That’s the problem tho, is that they make the hunters stronger, so they make the monsters stronger, so they make the hunters stronger, so they make the monsters stronger, over and over and over until suddenly we’re just playing a hack n slash game with insane aoe’s everywhere. Oh wait, Rise already did that.
@@CaptainEffort Its been happening for a while, capcom are so lazy all they know how to do is increase raw / crit and make us immune to shit. Its the most boring design philosophy of any character builder game i have seen.
The reason for these gradual streamlined changes is because capcom wants more players to play their games and to feel welcomed as well as making the games feel less tedious overall but still carry the core spirit of the franchise. Personally i welcome these changes and i've been playing the series since its inception.
I think the reason for the adjustment to high commitment moves may not necessarily be because you fight harder monsters but because of the hoards of monsters you may have to deal with at any given time. I expect a majority of hunts to be constantly interrupted by either packs or other types of monsters in each local, particularly during the fallow season which may occur sporadically.
I hated both instances of Tracking in Rise , meaning the Monster Tracking , which immediately told you what and where the monster is , and the Attacks Tracking which turned out to basically be a bug doe to high framerates , and I also wholeheartedly agree on the methodical and deliberate point , I'd absolutely hate for Monster Hunter to turn into Horizon . That said what irks me the most is the complete and utter repulsion the new Monster Hunter games have with preparation . The new tracking already removed things like Psychoserum and Paintballs which added variety to the item pool other than being another medium through which the game rewarded player knowledge , but since World , even if i go into a hunt completely forgetting to eat and take useful items , i can just teleport into the nearest camp and eat , restock and even change armor and weapon. This throws map design into the window , since there is absolutely no need to know the shortcuts and useful paths of a map you can just skip , and also remove some key features of old games like the Secret inaccessible location which gave you rare materials and the Unlucky Cat food skills , which gave you disadvantages at the start of a quest to trade for better rewards , more Zenny etc . Also the quest Entry fee is gone , which is a minor change but one I still don't like . The entire point of Monster Hunter is gone thanks to totally unecessary "Quality of life" changes to make it more accessible.
I'm biggest problem with the quality of life changes is the fact the basically removed the whole preparation aspect of a hunt. Since you can always go back to camp and get some more items. Before you had to make a conscious decision on what items to take since everything you can bring was so limited.
I'm going to have to disagree in parts here. As my bowgun friend who also acts as a healer spends ungodly amount of hours preparing, mostly so he can prepare a healing item that isn't easily farmed to serve as a party heal and even in World you'd still need to understand the shortcuts from the camp to make it to specific monsters. This is especially true in Rotten Vale because you only get two shortcuts. Plus it is more immersive to make the chase on foot. Though if you don't want to think about where you're going. You are given the option to call on an Automated Mount ride system through the tailraiders. Who can take you to the monster Automatically so long as you've already done the tracking beforehand. (Sounds like a system in Wild doesn't it? Seikret is essentially mixing both World's Tail Raiders and Rise's Palamutes in one system minus the Doggo Drifting.) However. You can make it even faster to the monster by knowing the correct shortcuts. I've made it to the monster earlier than friends who chose to teleport to a camp simply by following after a monster on foot. So knowing the environment is not a dead mechanic. That and you are always rewarded for knowing your environment by the way your weapon interacts with the environment. (Ledges, Scalable Walls, Hook Beetles.) As well as environmental traps to give your hunting party openings, or like in World. Knowing if a wall you're aiming for can be used to send an monster reeling to the floor. You need to know if the monster can make that distance. Thus you need to know your environment and the monster. And I nearly forgot to comment about normal preparation. When you start out. There's no easy way to stock up on items. I had to gather stuff like anyone else, and went through loops I knew well to gather things like Fire Herbs and those Shrooms to make bombs. Kelbi Horns which I didn't have an exact technique to break the horns consistently until later. If you want to make sure you're topped off on traps, or ammunition, or coatings, or healing items. You gather. Like anyone else. So you'd spend time in expeditions, away from the time you're playing with others online. To gather items you'll need until you get to a point where you can passively farm these items. Which is nice. But there is also a point you get in Master Rank where you're no longer spending time gathering Coal so you can't use the gacha as an easy service either. But I do enjoy the ability to farm items passively after a while. At first though. You need to farm to prepare. Like any other person.
@@honeychonav4027 There is no healing item not easily farmed , so either your friend goes afk for hours or you're lying . As a matter of fact items are made easier to craft , especially potions and healing items , due to the Blue Shroom non being used anymore. Enviromental traps are figured in the map . A monster changing area to a far one means the optimal way to reach it is to tp to a camp near him , otherwise use the Tailraiders and prepare while riding. The VERY FEW times map knowledge can help you like the ascending air current in the Cristal Highlands or the holes in the branches in the Ancient Forest are totally optional and sometimes not even optimal . Playing World and Rise like older MH titles means completely ignoring game mechanics and wasting time .
@@victorscjholwa3386 Great Sushifish Scale. They're a Wide Range user. You can't easily get this like you can the other healing items because you have to go out of your way to farm them. And during harder content when my friends and are progging. He tends to eat through these scales a lot. Fixed in place yes, but you bait a monster into them. You use the environment to your advantage to position for attacks like the Hammer or DB spin. When clanging you need to understand the distance the monster travels. And there are even walls in the environment that won't trigger a wall bang. So you avoid those and bait the monster into a wall you can toss them into. You can get from say the first camp in wild spire to the water area relatively quickly by making use of hook beetles that I sometimes manage to beat my friends who teleported to the camp down there. In fact knowing how to chain Hook Beetles and where they are can get you up to the highest point of Coral Highlands too. Alternatively instead of porting to a camp. You can use the ziplines in that area, or even a few places you can drop down. Just because you think map teleporting beats knowing the environment doesn't mean that knowing the environment gets thrown out the fucking window.
@@honeychonav4027 Everything can be easily farmed with the Mercantile , and the map examples you just gave me are the bare minimum , just enjoy your game made for retards , at least until even hunting is automated in the next Mh gen .
Here's the thing. I absolutly hated tracking the monsters in world over and over. I generally knew where they were anyway and it was a hassle. There are better ways to interact with the environment to make it feel lived in. And to hunt. Tracking is just a small part of the hunt. I'm ok if not collecting trails every time I go out is gone. And with the cancel abilities. I'm actually cool with the canceling out.... assuming monsters are adjusted to complement it. Everyone gave rise shit for some of its mechanics but they compensated with faster and aggressive monsters. If they do something similar to the monsters here then awesome.
@@billyboleson2830You mean Rise. In world you at least would track them and yeah it later on always showed you where the monster is you at least had to hunt them and track them multiple times
The hunter part in the names comes from bounty hunters not traditional hunters. So it kinda makes sense that we just fight the monster. But I still like the tracking probably much more than average player.
I agree totally on the tracking system, but imo the slowness of monster hunter combat was always just something I begrudgingly accepted and got accustomed to over time. The changes to greatsword are a godsend to me
Something you lightly touched on that I am surprised I haven't seen more people talking about is the speed of combat in wilds... I remember it was a hotly debated point when rise came out, that it was to fast of combat, but wilds... almost looks faster than rise to me. If that's the direction they are planning to go, it's not really that big of a surprise that they are lessening commitment for moves.
Dang. I want to hunt monsters. Im glad the scoutflies are gone, but i wanna learn the maps, get lost a few times and perfect my routes. Learn the monsters habits. Maybe ill be able to get away with not looking at the map, as long as foot prints and clues still pop up. As long as i can still manually track monsters ill be content.
combine tracking from world and paintball from previous gen is probably the perfect system to find the monster instead of scout flies directing you to them
Very vaiid concerns. The combat, its hard to tell so early of course but it does remove some weapon identity if every weapon can attack 360 degrees, and it puts less emphasis on positioning. We will have to see, it will make combat more fluid but at the same time is likely to negatively impact the core principles. And yeah, the tracking is a little weird but its pretty miniscule overall. SOunds like a mix of world and rise, and I didnt really like either very much, but all 3 of these are still ages better than paintballs. Does seem weird they dont elaborate on it but as long as there are still interactions where monsters leave tracks and whatnot (which im pretty sure they do on account of the ecology focus) It wont be that big of a deal to me personally.
They didn't only buff the ability of weapons to change direction when attacking, they nerfed some too. It appears that the longsword can no longer use special sheathe to completely change the direction it is facing anymore. Seems like you can only shift about 30 degrees with it now.
I absolutely HATED the tracking in World-- it was just running around pressing circle until a bar filled up, to the point it just felt like a busywork version of what you ALREADY do in the old games (loading into every map until you see the guy you want to kill.) I actually think it's time that Monster Hunter as a franchise grows up enough to realize that the aspect of the game centered around "finding the monster" was actually a relic of the technically janky "arenas linked by loading screens" structure, rather than a core part of the experience. Because, in reality, you learned the spawns, threw a paintball, and did the hunt. It was always a nothing-mechanic, and World was only a step toward tedium rather than engagement. If anything, the REAL reason Rise bungled this was that the maps themselves felt like miniatures of the extremely fantastical older maps. Edit: To elaborate, if MH wants to really go the route of "hunting simulator" and make it meaningful-- the entire game, from the ground up, literally at its foundation, needs to be rethought. As it stands, the "simulator" enjoyment in the franchise comes from the Monsters themselves feeling alive and reactive when you're whaling on them. The feeling of "this guy moves realistically, he's fun to fight, he limps and flees, he becomes more frantic as he's dying-- and most importantly, I'm going to turn his big frilled neck-leather into a cape later".
"Busywork version of what you ALREADY do in the old games" - is so true. Or dare I say it, it was an infinitely more hand hold-y version of the old games. It's cool when you do it for the first couple of times, but once the curtain lifts up, it felt kinda annoying. Interesting observation on the Rise map factoring into this as well - I would argue that it might have more to do with the insane mobility (both horizontal and vertical) we were given in traversal, though. That made the map feel like a diorama rather than a vast environment you're hunting in (which the older segmented maps somehow still manage to give me the illusion of). It was certainly fun to fly around though to be clear. Also, 100% agreed on the true immersion/simulator aspect of the franchise coming from the monsters' behavior when they interact with us. I say that, because their interaction with the maps aren't great in the slightest - they clip, they can enter "unenterable zones," and need I mention monkeys leaping into high heavens? Yet they feel alive because of everything you say. I don't think people who say "they're turning Monster HUNTER into Monster FIGHTER!" realize what is actually giving them the illusion of "hunting" to begin with...
@@Zero0mtk I also loved the movement in Rise! It's really fun to run up walls and zip around in that game. The main issue (imo) was definitely that the maps felt so 'immediate' and snappy to traverse that it made me wonder what the point of them was. It felt like that game wanted to be an arena fighter but with Monsters. I think Rise would have been super interesting if they had gone back to the legacy maps and made every numbered section really huge and cinematic so that we'd still have a reason to sprint around on the Palamute. It also could've let the Monsters get really insane with AOEs and big attacks, since we had such diverse avoidance options. Either way, my only wish for Wild (which seems to be coming true, at least partially) is that the maps are big again. The absolute worst part of World was that every "arena" you fought monsters in *always* had some frustrating geometry that ruined sight-lines and impeded movement. You were literally always jumping off of shit or watching the Monster clip into an incline, or fucking up the AIs pathing by making the monster climb up and down cliffs, and it made me want to go back and play 4u again. I was literally dying for a plain flat arena to actually test my skills against the monster, but the game kept putting me in hedge mazes, obstacle courses, and transitional hallways.
about them making the game less have commitment they did mention they are trying to get a world level difficulties AFTER the changes that makes the hunter stronger (so they basically took the changes into account) which isn't the hardest but its also not a cake walk at least until end game and watching how some dushaguma's and balahara's attacks are stupidly fast like suddenly dusha doing some sort of sprint and goes from infront of you to behind you in an instant or how balahara throws itself with the momentum of its tail into you super fast are
I fully agree with the tracking and attack-dedication. Gen Ultimate is my favorite in the series, and it was almost entirely focused on knowing, intimately, how the monster moves and how your weapon moves, and using that to your great advantage at great risk. Hunting styles like Adept let you basically parry monster attacks, other styles would benefit using items or consumables during combat, others would give you a lot of extra attack movement as a tradeoff for having to charge up the gage that allows such moves. In addition to those amazing styles, that essentially brought pseudo-classes to monster hunter, tracking was also very important, in MHGU, you had to scout the map and actually find the monsters you were after, and physically throw a paintball at them to track their movement for several minutes at a time, you didn't have green flies and cohoots to just magically tell you were everything was. To me, GU was the pinnacle of the monster hunter series, and ever since then, aside from the amazing focus World had on its environment, the series has consistently been on track to be insanely hand-holdy and way too forgiving and convenient. It's like, in its focus on cool new trendy advancements in hunting, it forgot about its own setting, hunting monsters that threaten the existence of the environment and human/wyverian kind. If anything, I think a really cool concept for a monster hunter game would be reckoning with that, with humanity reaching the point of advancement where they no longer need to be hunting, at least in the same way. Bring back the hunting style systems based on how much a hunter embraces advancing technology, make tracking difficult with monsters adapting to their tracking methods, that'd be sick af. I don't mean to be all gatekeepy-elitist about it either, I just personally really like having more nuance to a game series like this than just being thrown out into the wilderness with a big X on a wielrdly 3D map and going full Devil May Cry on monsters, if I wanted that there's tons of other games like that.
I love GU too, but it's not exactly the pinnacle of attack dedication, Absolute Evasion/Readiness was a thing. And while I want tracking mechanics revisited, I don't want paintball tracking back. I wouldn't wish my hours wasted in Tri just trying to find the monster onto anyone. IMO World came closest to getting tracking right, it's a really fun flavorful feature and new players can still have some trouble finding the monster, but they don't feel completely hopeless
@darthvaderreviews6926 I think a combination of the two would be amazing, regarding tracking. I also hate to be so pedantic but I only said it was the pinnacle of Monster Hunter for me, mostly regarding difficulty and hand-holding, I didn't mean to say it was the pinnacle of attack dedication, I just really love the way it handles it with its styles.
I've read the comments section and it made me realise tracking will never content everyone as it is, simply because sometimes a player wants to get immersed and explore, sometimes they just want to go straight to fighting. I think it would be best to keep things as they are with tracking (collect info the first few times then have the glowbugs do their thing) , but expand other systems to provide the exploration and research aspect of the hunt. As we already have systems to use the camera and net to "collect" info about wildlife, it would be great to implement something of that sort to encourage immersion. Like, take a photo of the monster's nest, the monster eating, the monster in each zone of its territory, use the net to take samples of the monster's poop, saliva, etc. and completing research thresholds would maybe give small bonuses when fighting the monster, maybe breaking parts a bit faster or increased yield or quality of materials, things like that.
The saed charge blade playstyle is already dead with the new chainsaw mode mechanics. Removing that commitment factor helps the charge blade actually compete in dps with other weapon types with the playstyle that you want and desire. I think from what we've seen with the new gunlance and that fact that the bombs apparently FINALLY scale with damage skills, I love the idea of letting more weapons become used in new ways so that I dont keep using the same weapons i've used for the past 4 games. Movement speed creep is already a thing in iceborne and sunbreak; slower weapon types needed this. Sidenote, despite the longsword being really good and fun to use, on paper it still doesnt have the highest dps in the past games. The flowing and fast decision-making nature of the longsword is a Feature, not a detriment. Hitting a helm splitter doesn't require the same skill as a tcs or super amped SAED. it's very easy, but the mental stack of a longsword player is still complex with the multiple avenues of decision making
The biggest gripe I have so far is how they handled carrying around two weapons at all times. When we first saw it I expected that you would carry one "Blademaster" weapon and one "Gunner" weapon. But it's just any weapon you want which I feel is really going to the ruin game balance. (Having a free hunting horn at all times is pretty insane imo) I'm also just really disappointed by the lack of a new weapon, we haven't had a new weapon since 4 and that was over ten years ago. I would have really loved to see them remake some weapons from Frontier, since a lot of that game's content isn't easily accessible anymore. I would love to see the Tonfa come back with the design philosophy of the main series.
its possible youll lose the buffs when you switch weapons. I'm sure they thought about that. Imagine getting HH buffs and then getting all extracts with glaive. HH is explicitly a team oriented weapon so i doubt they would let it basically be free buffs for solo.
@@ORLY911 It's already been confirmed in the Gamescom demo and with dev interviews that songs do carry over if you switch and that it's intentional. I would very much assume Self Improvement doesn't but the other stuff does. With that said, I would _expect_ Attack Up XL to have been nerfed and more damage put into baseline HH instead as compensation. Attack Up is the only melody I'm really worried about with this, if someone wants to bring my dootstick along for Earplugs or something instead, more power to them
hh will never be meta for wilds, people will be told it is by click bait and redditors, but it's gonna be outshined compared to other options. which isn't the focus of weapon swapping. the focus is to casually learn a new weapon without being stuck with it for a whole hunt, having a comfort pick for different monsters since you'll be out an about longer or you have a 4head idea of what you think would be broken to bring and run with it like thinking hh is going to make your character op , have fun with it what everyone else will bring is their business
I think they're realizing most of the general fanbase is in it for the boss rush essentially. People like to diss on it but the fast paced dynamic movements of Rise and Sunbreak were pretty popular overall, which means profit, and by extension means that that's the direction they will probably go. I like the more long term simulation type stuff too, I just notice the more casual majority of the fanbase liking the accessibility
I see your points with both: 1) tracking. I don’t really care. I’m busy and most play the game for the fights - but appreciate if you in equal measure want a bit more immersion it would be disappointing. 2) animation commitment. I’m ambivalent. As greatsword is one of my mains - the ability to redirect the TCS is an absurd development. We will have to see how it works out in practice. If the monsters are dynamic enough in practice - it will be a welcome addition. However, if you gave me that ability in World, it would probably “break” the game. So we will simply have to trust the devs for now that they know how to tune their difficulty. But the points are well taken - and kind of obvious, honestly. 😊
With Slinger Burst we pretty much have huge amounts of directional adjustment in our Kit, so I don’t see focus mode being too drastic a shift from that. I personally enjoy the tracking and hate how Rise just shows you exactly where the monster is. This game is Monster HUNTER, not Monster FIGHTER. Please Capcom, leave some tracking and actual Hunting in this next installment of the franchise. -a Crusty old First Fleet Hunter
but we do know they that dont know how to tune the difficulty though, world and rise were both joke level difficulty in the base game and in iceborne they just made the monsters annoying in order to counter balance the clutch claw. I didnt play sunbreak (rise sucked) but my understand is that the monsters are just very sped up and deal tonnes of damage at the endgame.
I agree with this take. The way I will welcome this massive reward with the weapons is if the challenge of these monsters are greater, such as end game to the point it's like YEA!.. we needed to be able to cancel these animations because these end game monsters are on a whole another level. I hope it's that way at least.
A smaller complaint, but I really dislike the new monster icons from what I've seen. World's felt detailed and intricate, like they were actually carvings or murals made by people in universe. Same goes for Rise, the watercolor style felt natural and was really stylistically interesting. In wilds though, we just have uninspired cartoony renders that feel flat and out of place. The icons were one of my favorite details in World, sucks to see this (subjective) downgrade. That said a mod to replace them sounds easy enough to make in the future.
@@voltaicburst4279 Rise decided to go with a more Oriental aesthetic, as culturally they would use ink and brushes, so you get more rounded corners instead of straight lines that cultures that wrote in stone/clay tablets had to use. Since Tri they started adding more and more detail into the icons, it's just that with Wilds is probably getting too detailed so starting to feel off.
this doesnt solve the problem, in fact it kinda makes it worse because it creates power creep. I dont want the monsters to have more BS moves or their speed to be bumped to high heaven to counteract the BS the devs gave me as a player. Just look at the terrible design of Elden Ring bosses compared to older Souls titles. Elden Ring gave the players too many powerful tools (summons, ashes, etc.) and to counteract that the bosses were made to be hyper aggressive as if they're on crack and were not fun to fight at all.
@@AysarAburrub idk i didn't use summons or ashes and i loved most elden ring bosses 🤷♂️ not a brag, they were very hard, some took me hours, but that's what i want from a from boss
@@mykal4779 i wasnt talking about difficulty, I was talking about fun. I also beat ER solo, but a lot of the bosses werent really fun to fight because of how hyper aggressive they were.
i completely agree with the tracking and scootflies argument, i feel like that's the worst thing they did, MonsterHunter's biggest focus is it's amazing world and echosystem and tracking the monsters is i'd agrue (gameplay wise at least) it's biggest feature, removing it is weird imo. I loved the idea of gathering tracks but didn't like the glowing aspect of it and honestly for most monsters i didn't even need them in the end as i came to know their behaviours so well, growing with my hunter. I feel this is a much bigger issue than being stuck in missing an heavy hitting attack if you don't aim properly.
You forgot to tell me to unsubscribe and unlike the video so now I'm confused on what to do
goes without saying at this point
@@tasin2776 Just to be safe, you should like and subscribe in the event that he edits the video and asks you to unlike and unsub. Better to be prepared.
@@SuperSaku1 good call, maybe he'll mention it in a future video to go back
*dislike >:(
As a general rule of thumb, if he doesn't mention that I just go read Russian literature.
I wish they would remove the helm breaker all together. I would rather always stay on the ground so that I can have more opportunities to trip my teammates, which in my opinion is the correct way to play longsword
Don't use what you don't like
this is the way
@@UltraThroatKick Lets not. They already removed something that a whole generation felt like a unique part of a weapon's identity and that's aerial bouncing on bugstick Id rather not drag other weapons down with us.
@@honeychonav4027a style that was completely different, we lost our wings because speedrunners wanted higher damage numbers :-(
@@resolutogamer4859 Omg get over it, wait until you play the weapon before you judge it, glaive is looking amazing so far and the helicopter kinda sucked anyway
Its nice to see more people voice their concerns with the game. I'm sure part of the reason Capcom even showed us the demo gameplay so early was to see community feedback to be able to change things before its too late.
Yup, and even if their plans don't change, we at least know what to expect. Still, would be great if this or any big concern from the community is addressed.
The worrying thing is that there are probably more people who would defend the lack of tracking without thinking it through
I guarantee you not a single worry is getting fixed, the game is 4-6 months out from release, everything they've shown is intentional and is staying.
@@Cptraktorn maybe little things like the weird health bar or even sharpening on the mount might at the very least be slightly altered
@@milkymen I think theres going to be options for the health bar, but things like sharpening on the mount are not changing.
those animations and the functions cost them money and certainly wont go away.
Keep making the stuff you don’t like videos. There’s always going to be good stuff everyone covers anyway. Happy hunting! “Next year”
Idk I feel it's the opposite, youtube is oversaturerated with "critique" and "everything wrong with" X that it's just numbing at this point, do talk about good things, overwhelmingly negative videos give no feedback on how to fix or improve something or alternatives, just complain into empty space
@@kittenwizard4703
Well, at this point, might be the algorithms doing their thing. Unknowingly, we might be surrounding ourselves in echo chambers.
@@kittenwizard4703 I feel like sometimes there’s a lack of a middle ground. Sometimes my recommended gets flooded with “how this popular game changed the industry forever” (it’s just a good game in its genre) and sometimes it gets flooded with “(goty contender placeholder): an honest critique” (proceeds to ramble about how a few small flaws suddenly means a game is completely undeserving of any and all praise)
I agree I like this side of the community that can identify these things.
It’s the thoughtfulness of it that separates it, I think.
I think it’s kind of sad how the grey squirrels are taking over the red squirrels.
poor red squirrels, they were there first :(
Totally agree on the tracking point. You're telling me that we have these massive locales and I'm just astutely aware of exactly where all 10 or so monsters are, as soon as I arrive? What if, initially, it show the general area of where the monster is based on previous knowledge on where they would gather? As you learn more about the monster, that circle gets smaller.
I've just started World again, and today in the first hunt for Legiana, I took out my binoculars and was like "Yeah it's up at the high bit".
I played the demo at PAX West and found that my character wasn't aware of all the monsters off the git. My hunter only knew where the quest target was, and that might even be due to the short amount of time we had to play.
Back in old MH games you didn't need a tracking system. The player would learn where the monsters live, move, and hangout by just playing the game and hunting them. But for some reason Capcom likes removing core gameplay elements for QoL changes.
@@GoodBoyWonder it was tacked on. You just need to use the hyper advanced technological device that is the paintball.
@@GoodBoyWonderbut the moment you hunted a Monster 3 times you would remember for ever, is not like It changes much
I am certainly with you on the lack of a tracking system. It may have been dumb to a lot of people but Worlds tracking was a ton of fun. I enjoyed that as you tracked and fought the monster you would learn about it. Weaknesses, damage zones, locales where it would frequent. By the end we all knew there were 2/3 main spots where the monsters were and it was easy enough to spawn right next to it unless wing drakes dropped you elsewhere. If it was track and hunt a monster 10 times to just have it on the map thatd be more than enough for me.
tracking is overrated, it might be fun the first time you hunt a monster but putting 2500 hours in you just want to fight and not track down the same goddamn monster for the 500th time
Research is cool, running around picking up tracks = not cool
@@nestroit5010 Bythe time you get 2500 hours. You already all the spots the monster would be. Have an idea what their habits will. And if you're just dropping into a hunt for the first few minutes. Dropping at a resource node? Hitch a ride to the nearest camp. Drop on the monster? Good time to roll. Dropped at camp? You know where to go. At that point you're no longer needing to track the monster unless you have a randomizer or you've let them wander off for the first few minutes.
Tracking is great for immersion it's great for the intrigue of the first few hunts and helping the player feel like a hunter. It's fun the first few times, and then you know exactly what to do, exactly where to go. It was necessary for games like Rise to have monsters on the map due to how they can realistically go anywhere in those games. They didn't have a routine, nor interacted with the environment meaningfully. But knowing the information made the hunt feel lesser for a hunter like me who enjoys little details that helps immersion.
It's especially important in those first times. After that you know you're going. You no longer need to track the monster and can instantly intercept them.
@@honeychonav4027I simply don’t want my effort to be there. The best part of the game is the combat. Let’s not forget that grinding and playing repeatedly is akin to the history of mh than tracking is. If they made acquiring parts easier than sure tracking can stay.
@@etroyjaylin What I'm saying is. Tracking does not get in the way of getting in and out of fights quickly. By the time you've collected the tracks you know the efficient way around an environment to engage and hunt a moster efficiently. Sides at least our chances for parts is much better compared to the classic games. Or at least like in world since I didn't stay long for rise. (It just never clicked with me.) You have systems for trading parts for other rare parts like plates, rubies, ect.
Here he is - Mr Abrasive at it again.
I am seething and crying here because our views on a video game doesn't align, I am gonna call my therapist.
I’m going to go after his personal life endeavors simply because we don’t agree on a video game
I feel personally attacked and enraged by this comment and will be discussing with my therapist
Im also worried about paid cosmetic dlc being tiers above everything you can earn comsidering devs said look forward to extra special paid layered sets.
One of the best parts of older titles were asking friends how they got their gear and going on a hunt to get it and not hearing oh it's 4.99 from the store lol.
As a Sword and Shield main, I have to ask:
What is this “powerful attack commitment” you talk about?
Perfect Rush but you are stubborn and you don't wanna dodge away
@@HankJ666 Gotta love how our one combo that requires true commitment to complete can be bailed out of at nearly any point.
Same. It only makes logical sense you'd be able to cancel out. Being stuck in big long combos swinging at thin air multiple times strikes me as pretty silly and honestly just a bit of artificial jank.
The whole reason I main sword and shield is because it's the only weapon where it feels like I have actual mobility and agency.
@@itsaUSBline same. First i tried double swords but after i realised that you can't cancel demon combo i started looking for a less clanky class which is a sword and shield. Also, i really liked the longsword but the thing that you can't insta dodge without doing the attack animation pissed me off.
In GU it was the Sword Dance or the Shoryugeki, landing a full Sword Dance on a monster was such a dopamine rush, same with the Shoryugeki, but that one required very specific positioning.
I know I have died more than once due to getting greedy and using a Sword Dance at the wrong time and then taking a Hellblade tail to the face or getting Jumped by Rustrazor.
SnS main here: My major concern is that SnS has lost most of its identity from every other weapon just getting way better and flashier. SnS got basically no cool new moves/finishers and some potential nerfs (can't spam perfect rush, which is a good thing but there's other nerfs too like a longer sheathe), but other weapons got way better (cancelable Helmbreaker, the Dual Blades Y+B combo is broken into segments and doesn't require commitment anymore, etc.). Even the new move we did get is really slow and clunky and feels super out of place (the one where you twirl the sword in your hands and do a standing downward stab). Low commitment and mobility is supposed to be SnS's thing but every other weapon does that now, SnS doesn't feel like the "toolbox" weapon that it used to because you can just play a different weapon, have all these QoL buffs that make the SnS's mobility and low-commital combos useless, and then if you want to use items anywhere at anytime you can just call your Seikret mid-combat at any point, not to mention if you really want a KO but you main a sharp weapon... well now you can just bring a blunt weapon too.
My point is that SnS being a "toolbox" is pretty much made irrelevent with all these other tools at your disposal, and the part about it having low commital moves and good mobility also doesn't matter when Capcom also gave that to every other weapon, on top of SnS having lower damage and less cool moves than other weapons. It basically lost its identity and feels like a worse version of Rise's SnS, and even ate some nerfs, and therefore needs something to feel like it separates it from other weapons.
If I personally had to change something about the current Wilds SnS, probably use the Slinger to attach onto a monster and dash towards it to stay aggressive and appeal to a sort-of hit and run and also aerial playstyle like how I do in Rise with the Wirebugs. Capcom showed they have no problem giving SnS back some aerial gameplay, so I feel like they should just go all out and give us back the scaling wirebug slash dash move. Rise's SnS felt like the most balanced iteration of the SnS that used almost every part of the kit, and it felt great. Just replace the bad Guard Slash that no one uses for the input, and then at least SnS gets to be the "aerial" gameplay weapon alongside IG (assuming IG gets to have helicopter back). The shield bash is really cool and satisfying to pull off and I think SnS mains are fine just having that be their cool anime move. But yeah, current SnS in Wilds just doesn't feel amazing, not to mention it's completely overshadowed by changes on other weapons. Honestly, if they just gave it back oils I wouldn't complain. Just *something* to make the weapon feel unique and exciting.
Lastly, the plunging "hero" thrust you do from dismount (and from aerial) doesn't speed you up in this game when you fall, and I personally really dislike that. It was perfect in World and Rise, idk why they made it slower. It just has less umph now for no reason. Also PLEASE revert the Advancing Slash back to World's version (the animation is the same, but the distance traveled is SO SHORT for no reason. I don't get why other weapons get more mobility but SnS gets less and less).
Where oil
You guys can perfect block tho, thats like the biggest buff ever
@@shuu1931 Didn't I see other weapons having some sort of perfect "block"? Not exactly a block but maybe a counter. Either way, not special either.
The weapons looks lackluster and it's probably going to do very little damage compared to other weapons too. Unless they give it something unique it's probably going to be sitting very low in usage, lower than usual.
Capcom is making me want to use my main less and less.
@@idkwatimdoingtbh have you pasted this somewhere else because i feel like i’ve read this exact comment before. totally agree though
Totally agreed with everything, especially the "slowing down" of SnS. Come to think of it, every addition from Worldborne has been in that direction - fall bash being pretty high commitment, perfect rush being a long combo chain, and the clutch claw stab animation being uncharacteristically long for SnS. Even how the slinger worked was against the toolbox status of SnS I feel, since World - requiring loading up and all that diminished, even if just slightly, the ease of access SnS had to the inventory. So yeah, maybe me feeling a bit deflated by what I've seen in Wild SnS so far does track with this "team." Luckily Gunlance, my other main, looks quite dope.
One disagreement though: guard slash counter in Rise was a very fun playstyle with niche application (legit used it for speedrunning CGV back then), and turned into an actually viable playstyle with skill synergy in Sunbreak. DO NOT SCRAP IT PLEASE IT'S FUN. lol
Despite how cute the Cohoot is, its tracking ability instantly spoiling every monster's location kinda made me despise it to a degree.
I used to cope and believe Wilds would be moving away from that but it looks like it was only willing to take the tiniest step away.
This confirmation demolished my hopes of tracking getting fleshed out and improved as a mechanic any time soon...
Still wondering what the purpose of the new paint pods is if they have nothing to do with tracking though.
My theory? Tracking Endemic Rare Endemic Life. Or tracking specific monsters since you can have multiple instances of the same monster in the environment
I don’t think tracking was ever good in these games personally. In Rise, I agree it’s just too easy, knowing where everything is at all times. Pre world, the paintball system was incredibly obnoxious and clunky. In world, while tracking was fine and by far the most immersive, sometimes it was a bit repetitive. I also didn’t like how the scout flies lit up the area. It was a bit much on the eyes. I honestly don’t know what the best way to handle tracking is, but I don’t think it’s ever been done just right, which is why it’s not my greatest concern for Wilds
@@epsilon1372 I mostly agree with you, i dont think they ever had it just right.
Wilds had/has the most potential out of all of the games.
They could've done so much with tracking but they decided to do so little.
@@epsilon1372 pre-world you just memorized the spawn points and watched where they flew to memorizing their travel patterns or used a psychoserum. very rarely would i not know where a monster was.
@@epsilon1372 I feel like Rise could've had a decent system if it simply didn't tell you which monster is which until after you run into them. Just have it where you know where the monsters are, but not what the monsters are. That change would've been a tiny one that only affects the start of the hunt, but I feel like a few moments where you look around for your target monster from the peak of a mountain would've made all the different (and be much more immersive than scout flies IMO).
Longsword players getting all the quality of life when they really don't need it at all. I think the canceled helm breaker should still take a charge away so it's just helpful to keep combat flow going and you have to know for sure you wont hit to know it's worth cancelling.
Tracking monsters being removed is really disappointing. I expected from Capcom to double down on tracking mechanics from the World. The game is called Monster HUNTER and tracking is the big part of the hunt and should separate Monster HUNTER game from the Boss rush games.
Monster hunter had been slowly gentrified since monster hunter freedom unite. It’s also become slowly more and more of a boss rush. Unless they start getting much less sales I’d imagine they will keep moving in that direction.
MH was ALWAYS a boss rush game with a bit of locale evironmental. But the hunting aspect was only introduced until World. Maybe it was always their intention? but ultimately the game functioned as a boss rush with some down time towards the monster running at it.
Tbf, it would be annoying as *hell* in maps as big as the ones in Wilds to track monsters.
Well they did say that the first time you fight a monster you do have to track it it's just after you find it the first time you no longer have to do so
It's not an easy thing to combine or re-introduce with more depth. Just imagine the amount of down time you'd need to go through while "hunting" then "killing" it and don't forget the amount of time the monster would flee in this gigantic maps. So it's for the best it's out. The entire game would need to be re-imagined if you want Monster "hunter"
If they remove the tracking system, the big open map will eventually become a tedious walking section between you and the monster. Basically become Rise 2.0 with bigger map but without pre-set camp aka fast travel point (and we don't know how many camp can we be able to set up yet)
large map is definitely why the sekret can track, it would be awful but it's a bandaid solution, they could have improved it and the end result is a glorified loading screen with nothing to do until you get there and no agency to improve the time you get to the monster. once the hunt begins im happy if auto follows cause it makes sense for an animal to chase for you to do anything you need to do. but before the hunt starts it's more disappointing they settled for this than literally anything else
Instead of tracking a monster A to B you’re just pointing your map arrow towards the monster and holding the forward button for several minutes while you think of other things.
Definitely a bandaid solution and imo it shows that both the fans and capcom don’t know what they want out of MH. Crazy idea: maybe this series that is essentially just a boss rush mode should have smaller, boss sized zones.
@TheFloodFourm well then it wouldnt be "monster hunter" its "monster fighter"
@@TheFloodFourmGod forbid you collect materials and craft items while out exploring. Only time this game has ever been a boss rush is Rise, because it was designed with that intention, and end game World once you no longer need materials and are farming monster parts at which point you already know the monster locations.
Feels like the community are the ones turning this series into a boss rush by not being able to look past a fucking map marker on the mini map and actually explore the environment.
@@TheFloodFourm that’s the biggest L take i ever had the displeasure of reading, spoken like a true 5th gen puppy.
It seems like capcom is committed to making longsword as busted as possible
Cause it's the noob stick
@@dino_mite8403 still isn't the easiest to initially learn how to time all the moves, but it is definitely the speedrunner weapon
Ranged weapons are still gonna be better
Longsword is officially the training wheels weapon.
@@CelestialOtter9actually if they used rise's timing then it would mean it really is a noob stick as world was hard to time but rewarding where as here you can generally get away with aggregious IAi spirit slashes.
Ill argue that sheathing the helm-breaker would be fine *IF* there was something like a stumble or a long fall height landing animation that still gave a punishment.
I agree about the GS focus mode. one of the satisfying things about greatsword was being able to read the monsters movement and getting the positioning right for an attack. Now that u can move your cursor while attacking it reduces that feeling of getting a well timed attack.
Nah depends on the stage of the animation i reckon. Like TCS, full charge, then focus mode before you let go then commit, then once his feet touch the ground again you should be able to reposition because you’re no longer in a state of full commitment, buy you have to be quick to change direction, then you commit fully for the final strike.
That makes the most sense to me because if a fighter throws a superman punch and clearly sees his opponent has moved, he’s not going to go directly into another superman punch when his opponent is no longer there is he? 😂
So it’s an unrealistic thing that isn’t cool at all, just silly.
Capcom needs to port the old games in a collection already ffs
We can dream. It sure would be nice, while we wait on Wilds
Why would they when most of the newer fans only care about World and Rise lol
@@victor5500I'm a newer fan who doesn't really want to play the old games bc they look pretty bad without the nostalgia. I'd try them in some sort of remastered collection
@@victor5500 if you see a collection or Gen ult on steam for like 20 bucks a lot of people would go ahead an try it thanks to the accessibility
@@bubbles0904could you atleast look up Dalamadur you'll like him
The casualization must continue, please do not resist.
It may be a hot take but, I liked being able to get lost in ancient forest it was an adventure for me and probably won't be in wilds judging by the direction of the game so far. I am afraid game developers leave less and less room for the player to be bad at the game and figure things out.
@@neklin7150 Eehh. Despite the tools being given to the player for wilds. I still think there's a lot of room for that sense of adventure.
What hasnt exactly been shown off in these demos is the fact that there's an expansive underground network to the map. And unlike Rise there is the emphasis on monster behavior and interactions.
We might have lost long term (simplified) tracking, and gained an early Auto Mount system for traversal. But outside of these systems there appears an opportunity to explore.
Paths that only the hunter can get through (Like Underwater passages). Paths that the Seikret can. (Like High Cliff Faces). Endemic Life, Environmental Traps, Pack vs Pack Mechanics and Maps that are as deep as they are tall filled with a simulafed ecosystem. I have faith they can reexplore a Ancient Forest like map in Wilds. Strangely enough yeah it does seem to be a hot take for people to enjoy getting lost and exploring Ancient Forest.
I agree with leaving room for the player to be bad, but tracking and pathing boils down to a minimal depth minigame you have to play before the game decides you've had enough vegetables and get to have some good gameplay now. Holding right bumper and left stick forward and occasionally pushing b to collect tracks is not engaging gameplay and should occupy as little of a player's time as possible.
@@Huuuuuuue I somewhat agree, the solution is to give the mechanic depth and not to remove it.
@@neklin7150 I actually unironically think Rise had the best balance because while it removed tracking altogether, you actually had meaningful choices to make while pathing. Do I take my dog or jump off to wirebug this shortcut? How do I manage my airtime to get over that wall? Do I take a slight detour to pick up endemic life or spiribirds? (Honestly I hate spiribirds themselves but it means meaningful choices when pathing.) Not to mention lots of small cool tech you could do to go a little faster, like yoshi hopping off your dog in midair for more height or taking great wirebugs in the air to skip the long animation.
@@Huuuuuuue That mini game was fun for me
def agree, the tracking is kinda sad. i wish it was more like world, u investigate tracks, and slowly you learn the monster behavior, once maxed out, u now have knowledge of monsters habits, so THEN u can automatically travel to it knowing where he is... i hope it's still like this and we actually got the "u can travel auto to the monster" and they forget to mention that before that u'll have to investigate tracks to learn more about it
They said repeatedly in showcases that you only track the monster once, sadly.
I didn’t notice the tracking system change, it really is a shame. I really liked interacting with the world in MHW
@منافهادي-خ2و. One thing you fail to realise is how the this new map is. It’s way bigger than any MH world map so tracking monsters blind would be a nightmare and would drain too much time on the timer
I agree with your take on LS. To this very day LS is still "overloaded". Too high of a reward without very much (if any) risk.
That's actually really good point. While I was extatic about new moves and fluidity of MH Rise combat, it's the World I came back to. I too hated scout flies. I hated the way it looked with that obnoxious neon green cloud constantly blinding you. Also fuck delivering "research results". That could have easily been tied to your character instead of talking to NPC. I did like picking up tracks on the ground tho.
I'm kind of on the same page for the tracking. While world's scoutfly system isn't perfect, I expected Wilds to either copy or expand on it if anything, considering it sells itself as a more immersive / ambitious MH title.
Like, we often got a ton of the monsters set to other maps as the game progresses to hunt them through various environnments, so now if I find a rathalos once I'd know where every rathalos is on every map? Weirds me out, especially if there's more space to play with, and even going back to an already explored area will be more of going to the monster instead of finding it more immersively.
While the mount ideas are lovely, the autopilot feels a little cheap even if it's optional.
On the weapons side, depends for me. Completely agree on the longsword point. I'm no pro gamer elitist or anything, but big attacks should have at least some commitment to them. I'm all for a better maniability but only if it doesn't include big risk/reward scenario.
Overall, I don't want these games to feel too much like a "fast food experience", that's the main thing that kept me away from Rise even if the game has it's good points too.
"Negative reviews" are interesting when it's constructive. It's hard to make a point we feel like being important feedback if we spend 30 minutes praising every other aspect - And the praise would be valid of course, Wilds might become one of my top games with how it looks so far, but I think it's important to separate our points for clarity !
As a hunter from the Third Fleet I think you’re 100% on the money here.
I was worried that with the large influx of players from 5th Gen with no previous experience of the MH pathos, there would be complaints made to Capcom through surveys and the like about perceived “Problem Mechanics” when in reality the deliberate choices by the dev team to include features that enhance immersion at the expense of convenience (High Commitment Attacks/Scoutfly Tracking/Environmental Items-Conditions) were made to reiterate and enforce the themes and methodologies the game wants to promote.
With all of the public frustrations, it seems Capcom caved in some sense to these newer fans that would have been outspokenly against the additions of these so-called “Problem Mechanics” in a sequel or future entry in the series.
We saw smaller consequences of this in Rise/Sunbreak with the removal of tracking and Environmental Management (Hot/Cold Drinks as a prime example).
I do hope that in the future, once the player base develops a better understanding of what MH is trying to be about, Capcom might revisit these ideas and mechanics in a way that doesn’t provoke opposition in the way that we saw with 5th Gen hunters.
Same process happened to the Souls games. Dark Souls 3 got mainstream attention, lots of new players were annoyed at staple mechanics that served importance to the overall experience, then Elden Ring released neutered and stale.
@@LodestarLogado It doesnt appear to me that its just us 5th Gen complaining but older gens too when it comes to the mechanics of the introduced in 5th and now 6th.
I honestly have no idea how they even plan to address it due to how divided the fanbase is getting with each attempt at a modern game.
They tried something interesting with scoutflies some folks didnt like it. They tried dense environments like Ancient Forest. Some folks didnt like that.
They tried expansive environments with pickup buffs and folks like me didnt like that because the environments felt empty. (Even if there's more mechanical benefits to the hunt).
Rise was a series that made me realize arcade style monhun games are just not for me. (Not that this is bad mind you. I just now know that MonHun focused on portable/combat isnt intended for players like me.)
They introduced the clutch claw which awarded players who wanted to create openings or tenderize but people complained about that because it screwed up the dps meta. I personally found the mechanic a lot of fun.
Not so much monster riding in Rise because it feel too unnatural for me. (Again the game isnt targetted at me.)
So theyre trying to draw in the most players from both Worldborne and Risebreak revamping tracking again to kinda allow the magic of scout tracking fir the first hunt. Before letting Rise's convenience of always knowing kick in.
A lot of people like this because they honestly dont care to track the monster. When again players like me enjoyed the mechanic. It was simplified but the tracks can suggest stiff you can consider on your own about the monster's routine.
I do in fact enjoy the mix of weighted combat made more fluid in world. But the sheer fact they dared even trying to make combat more fluid pissed some fans off. I understand some rise players feeling like World gave the player too much power because I felt the same way about Rise's mechanics in general.
However I do have no problem with the direction most weapons are going in Wilds. In fact Im pretty hyoe for them. I do think MonHun gaining more fluid combat is a great thing. Look at Gunlance.
And Wilds is repackaging mechanics that got issues in World by making tenderizing an innate part of the combat system alongside partbreaking in one big system.
Yet even then people are complaining about the pretty scoutfly effects. They just cant win right now without offending someone.
But all in all. Im really looking forward to Wilds and getting immersed in its World heh.
The fleets don't represent generations....
@@thechugg4372 Oh! I kinda assumed since Ive seen people refer to themselves as like. Third Fleet for Third Gen Players. 2nd Fleet ect ect.
Even though in lore it doesnt apply that way. For funsies people used the terminology that way.
@@honeychonav4027 it was a fanon bit of speculation that developed before World released - the themes and structure of the 5 fleets mirrored a lot of the gameplay and community trends/development throughout each Generation of MH games that lots of people have adopted (like myself) because it’s a fun little community acknowledgement. It wasn’t clear if that symbolism was directly intentional from the developers or not but the community embraced it nonetheless. It’s just an easy way for people to identify which games they’ve been a part of or where their starting point for the series is at.
This video didn't upset me, I'm hoping that you don't betray my trust and upset me in the future!
Tbh I trust the devs on the weapon commitment removal, especially after rise. The game brought fights into the air with its mobility, and as we saw with the wirebug monster attack patterns will adapt to counter messily timed wirefalls or animation cancels.
To me it seems like wilds is putting a lot of emphasis on positioning and to me this can only mean more fast paced and action packed battles where a monster is hitting you from all sides. Gameplay wise i think we're going to have a lot more action
Though i do miss the feeling of hunting a monster. I dont think worlds method of tracking was particularly interesting and honestly its hard to think of a way for them to implement it that isnt going go be boring. It made sense to remove it i guess. Hopefully they can offset the ease of tracking by including a lot of monsters maybe?
From information from the community managers on talks with Rurikhan and elsewhere, tracking doesn’t seem to be as simplistic as a one time track and then you find that monster every other time going forward. I’m not sure where this was wholly confirmed, but let’s hope if it somehow does happen to be the new system, they go back to worlds tracking system but with some QOL in the process of doing so.
I wouldn’t mind if they removed ONE of the drawbacks to helm breaker, like you could dodge out of it but still lose the energy or you commit to the attack but don’t lose the energy, it really is the most expensive attack in the game, more than TCS and SAED honestly (unless you foresight slash for all your energy)
For commitment moves.
A good counter arguement for Dual Blades is more so Dual Blades has always been a fast run around weapon where you can quickly hit and run and all that similar to Sword and Shield and even Insect Glaive, however it was always very odd that you had this literal 1 attack that was a hyper overcommited slash you could not cancel out of which seems to run against the rest of the weapons moveset, a move that if you flinch the monster during a usual opening the first hit you cannot stop, something you largely can't predict a normal player, you basically are damn near punished by continuing to swipe until you get hit. So what they did, rather than allowing you to cancel demon dance, they split it into 3 parts(assuming what people said is correct) them being Demon Dance 1, 2, and 3.
Greatsword as of 5th gen could cancel any of its charged slashes by using the move tackle, you still had to commit to an attack, but tackle also reduced damage making it less punishing. The ability to turn up to 180 degrees during charged attacks is most likely going to be more broken in the hands of speedrunners. Unless focus mode acts like a literal aimbot, even with the ability to go from the turning radius of 30 degrees in either direction to 180 degrees in either direction, unless the game has aimbot, people are still going to miss. Most misses GS I have had with GS not the result from the inability to turn but rather misjudging distance. The ones that is the result of the inability to return are 2 particular situations, 1. The monster is flailing in a manner that shoves you away from them like anything with the Kushala skeleton and Nergi's flailing. 2. You are preparing to attack the monster while they are moving and they overshoot you without knocking you down.
In terms of Longsword, its less the problem of it being able to cancel helmsplitter, its the fact you can cancel it ON TOP of all the new things Longsword currently has to power up and keep it at red meter. From the way the helmsplitter appears to work in Wilds, it looks like you can only cancel it on the way up and the top, but not on the way down. This is not that much different than if you were to cancel a charged slash or TCS with Greatsword using tackle when you are charging. Even if this wasn't in the game and you couldn't cancel Helm Splitter, losing red meter in this game is basically a non-issue from everything I've seen so the punishment isn't even that bad.
For Tracking
Pretty sure its been confirmed that the tracking in the Gamescom showcase is NOT the final products version of tracking, but more to allow players to quickly get to the monster during the very limited 20-30min demo they can play. Would be a bit awful to wait 6hrs then not be able to quickly get to the Monster in less than 5min.
Most likely it will work like Worlds scoutfly system where the more you do it and level it up, the more likely a Monster will just show up on radar right away. Quite a few times in my endgame hunts does my game show me exactly where the monster is right away or after grabbing 1 or 2 tracks because I actually leveled up the research.
In terms of removing scoutflies, that probably wasn't going to happen due to how Monster spawns work in 5th gen and map detail, especially World. Old games Monsters basically spawned in the same spot every time and the paintballs were used for keeping track of it. Tracking footprints really only works for anything that walks to begin with, if it can fly, well.....what tracks are you gonna follow from A to B?
Also paintballs are back, meaning there is more to the tracking than we are currently seeing.
Funny how alotta people warn you before getting into monster hunter that its very heavy, very committal, especially around the greatsword, i saw tons of "new players don't use greatsword"
I picked up world, and the greatsword has been pretty much the only weapon ive used, big sword of course, but its EXACTLY what ive been yearning for in a game, that weight, that commitment, calculating the moves trajectory and having every piece slide into place, it scratches such a perfect itch, i really hope this game can follow through, but if not i still have hundreds of hours of world to chew through
I used GS in MH1 and MHFrontier and MHFU when I was just starting the franchise. Its stupid to push players to some generic weapon. You see it in fighting games a lot.
@@ChernobylComedyAndWings i mean tbh i can kinda understand it, its definitely for a particular type of player, im luckily someone who loves challenge, so the warnings didn't sway me, but yeah somd sources definitely worded it better then others
I just wish my hunter caught the blade more, pretty much every animation he throws it to the floor, i wanna see him strike a badass power stance and just hold the blade at the end of his swing, just absolutely man handling that shit, it doesn't even gotta be a faster recovery, purely visual
The GS in World is a lot more forgiving at least. It was similar in the older games, but it had no shoulder barge, nor the TCS combo, and the swings had a lot longer of a wind up.
The greatsword in World, for better or worse, is *way* more forgiving than in older games. Even in World they had removed most of the attack commitment, and backwards rolling saves you from bad positioning.
I know I'm a MH boomer but man I still hate how the scoutflies just automatically fly across the screen like 0:24 Honestly I much prefer how Rise did it, highlight the gathering points without all the flying green particles. Even after all these years I still don't like having multiple sparkling trails flying in from of my face. Let me see and observe the in-game world dammit.
For me the good thing about tracking in World was that it created a sense of mystery. Even though it was pretty bare bones, it still gave this exiting feeling of suddenly finding the monster. Having the monster just be there on the map removes that mystery.
For me that sense of mystery only worked in the very first hunt. After that mystery is gone and what's left is just tedium. So honestly Wilds' system of "track once = no tracking for subsequent hunts" would probably work for me.
@@AlienOvermindThere’s always area quests if you just want to fight monsters and not hunt them.
@@AlienOvermind yeah i agree, you should only have to find it the first time and then the wingdrake drops you on the monster everytime after you've killed it once, running around the map is just a waste of time.
I wouldn't be opposed to the removal of tracking if they didn't have the monster always visible before you locate it
you could learn it's natural habitats and movement routes to organically search along those until you find it, or just manually follow tracks without scoutflies and then have it stay permanent on the map, or bring back paintballs to keep it on the map
disabling the scoutflies with mods was the best choice I could have made, the hunting aspect was harder but made me pay more attention to the map and trully learn it, it helped me find all the paths and where resources spawn, even helped me to keep an eye open for those shiny creatures I like to collect, it makes me sad they are not trying to incorporate hunting to monster hunter like in world and to be fair world had it a bit rough but it was a good start, it made me feel like I'm hunting not just fighting
I’m definitely waiting until some anti-streamlining mods are created for 6th. At least the essentials, such as removing the camp item box, the Maccao mount, the monsters on the map, the scoutflies, and that strange spider sense for dangerous attacks.
Bonus points if there’s one to add the commitment back into weapon movesets.
@@CuriosityMisledMejust like... Ignore these things? Like my god, is this bait? Oh no I forgot to restock bullets or anything else in my box. Now I need to cancel the quest go through 2 extra loading screens probably eat another meal, like the camp item box is such a good addition. The mount is useful when going a long distance, if you don't like it dont use it.
That's amazing. And I agree that options to turn these things off would be a net positive. Me? I hated worlds tracking. Just slowed each hint it was a part of and the novelty wore off after I reached high rank
@@magellan6439 Look, Capcom have forgotten how to make Monster Hunter. So I’ll just have it modified back to normal.
You get to play your streamlined monster fighter game, while I get to play Monster Hunter 6. It’s a win win.
@@CuriosityMisledMe this is such a dumb take. Older mh games didn't have tracking. Just world. And it was dog shit. I'm playing monster hunter 6 your playing monster hunter 6. Were just playing it differently.
I think you made a great point when you said that the difficulty is going to be such that we kind of need these more forgiving manuevers to survive the hunts. We still don't know 90% of the monsters so suffice to say we might be in for a difficulty spike where the "stuck in place" animations will get in the way, like the old potion drinks animation
Generally the ability creep in monster hunter has made the games easier and easier even when they do make the monsters harder.
A lot of people did say that Rey Dau was really hard, so
I absolutely love the new raptor/bird mount. It is so fucking cool.
I hope it gets some kind of customization like at least a color change or something
@@TheUltimateRey There's some Seikrets with different coloration in the trailers and gameplay shown and I think they confirmed changing it's color is an option
Will have to wait for future trailers to see if there's monster armor for them tho, I personally really hope there is
It's nice for traversal but you shouldn't be able to use consumables or sharpen while riding.
This is one of these Occasions in which I'm actually completely with you in your criticisms. These are specific and fair - though we'll have to see how the tracking will be working in the full game, they might have tempered with it for the Presentation like they have with the "Seasons". Regarding the weapons I'm beyond unhappy with how they treated the insect glaive. Many of the weapons have gotten clashs and counters (many of them incorporated into the base moveset from what was introduced in Rise & Sunbreak) while the insect glaive not only got none of that, it's Aerial Prowess seems to have been removed altogether and the damage capability sucks :(
I get that they removed the bounce from the Helicopter but why IG didn't get Kinsect Slash from Sunbreak in Return to make up for it is beyond me. It would have been THE Aerial focus move the IG deserved imho. As it stands, many of the weapons got crazy addition upon crazy addition (looking at you LS and Bow) while the IG just got nerfed to the ground - pun intended. I'm still huffing hopium that the people who actually played IG in the Demos so far just didn't try enough things to get Aerial combat to work but I do worry a lot that capcom did my favourite weapkn very dirty.
I'm hoping with these new combat advantages they are planning on increasing the difficulty of the monsters, especially for end game. In the shift from soulsbourne to Elden Ring, From soft added several features to allow more players to be able to experience it but they also made the fights way more harder with more difficult and aggressive bosses. That being said, I can't wait for that charge blade perfect block into SAD!
agreed, and elden ring is proof you can have an incredibly successful game while still being very difficult, i hope capcom realise this
That's part of the problem with the endgame monsters in previous games though. The monsters get scaled to a ridiculous degree to the point it's not fun.
what features? being able to jump? lmfao
@@latincear4558 I don't really agree with that. Iceborne Alatreon I do think was badly executed, and I'm personally not a fan of raid style health scaling in fights like KT/Safi _(though at least it's not in mandatory content like Lao Shan in GU lmao)_ but Iceborne Fatalis is IMO one of the best fights in the entire series, and Sunbreak's endgame monsters like the Risens or Rare Species are also extremely fun. My issue with Rise's combat being too lenient in areas like Wirefalling isn't that the endgame monsters were scaled "to a ridiculous degree", I loved P. Malzeno, it was that the rest of the monster roster couldn't keep up
@@jeanbatiste I mean the way the average people play Elden Ring makes the game borderline trivial
The scoutfies in world could have been subdued a bit for the green. The blue ones I felt were fine. But the biggest issue I had with them was the neck-break camera jerking if they wanted you to backtrack.
yeah i was never a fan of camera control being taken from the player.
You’re spot on. I have the same reservations. There comes a point where “quality of life” changes go too far and cheapen the experience. Hope they address these or don’t go any further.
World already QoL'd Monster Hunter to death. There's barely any difficulty left, but they'll find it and nuke it too.
Remember, qol are different from balance changes. Most of what World did wasn’t actually qol, it was make straight up balance changes.
Like, auto crafting is arguably qol.
Giving you infinite restocks is a massive balance change.
@@CaptainEffort wow a good distinction of the two terms on youtube? Am i dreaming or something?
I agree with everything you said. Commitment and tracking were two of my biggest concerns as well. My other concern is if they will nail difficulty/progression throughtout the game just as well as World did.
Honestly i really like an idea that Jakob had in one of his videos: tracking could be removed for a greater emphasis on your binaculars as a tool. Instead of tracking or guessing, the hunter could be incentivized to go to a vantage point and scout out the monster. Maybe after you find it with thr binoculars you could mark it and it would appear on your map.
Thought of another concern - elemental damage. I want it to be reworked so weapons with the right element will always be better than a strictly raw version. Doesnt matter if its dual baldes or greatsword, everyone should be using elemental for optimal play.
@@DefinitelyNotPedrothat’s what they did in Sunbreak
lack of tracking, lack of commitment on attacks, and big flashy moves point to this being less a part of the mainline-portable cycle and more to it being a joining of the two, and I think that's a bummer
at least there aren't 5000 particle effects on screen at all times like rise
much like a fleshed out tracking system I really wish they'd revisit a tuned-up underwater combat system as well. it's on a whole new set of devices with better controllers and movement technology is massively improved. they could absolutely do it better but you still have people saying "no it would be bad" on principle. even though it WASN'T bad even in tri
Finally somebody gets it
They do have some manual underwater exploration sections. And the devs are now made well aware of how much of a clamor there is for Underwater combat to be back. Maybe that'll get them to try bringing that mechanic back for either Wild's G Rank expansion, or a future game down the line. I certainly would like to see Underwater Combat revisited.
I agree with this video. I feel like they could solve the problems very easily. I just want paintballs back tbh
I can understand not liking the change to longsword's helm splitter from a balance perspective, but it also makes logical sense from a character perspective. If I was mid-air and suddenly realized the monster I was swinging at disappeared, I'd probably just not swing down with all my might at the nothing underneath me lol
the hardest bosses are way faster and can change their positions and even attack you within 1-2 seconds, helmbreaker takes longer, "commitment" is overrated and perhaps fine in early game with predictable monsters, but in the endgame it was too unfair and punishing towards the players
It should just be a choice before you reach the apex of the leap. You have to manually cancel it and we are goochie.
I like the agency behind being able to cancel it too. It's still a cost in time and repositioning.
Honestly if it took bar away once you did launched into the air it would be fine.
And logic rarely means anything. Why do I have to attack twice before I can TCS? Why does pushing my shoulder out count as one of those attacks?
Logically GS should be able to open with TCS, but balance-wise that's not great.
The animation is what saves it for me, I like how smoothly they flip the blade around and sheathe it.
I like the versatility of the cancelable attacks, ONLY on the condition that monsters are also more active and hard to predict as well. Without that, I feel like the weapons are too good. But with that, I feel like it upgrades the féaux realism. Why would I have to commit to blocking an attack and then transforming my sword shield into an axe and sending an attack in that direction? But that only makes sense if the monster isn’t weirdly baitable into a long animation where it attacks the ground for some far fetched reason
I just miss when these games were supposed to be about making the necessary preparations for going on hunts and actually applying know-how to be a most effective hunter. Now it’s more and more action all the time.
The preparations made one so excited to finally get going.
I think monster hunter is drifting away from hunting monsters to killing them lemme explain. Hunting is 1. tracking 2. lerning about targets weaknesses and 3. using that knowledge to take it down, but now its all about swinging ur weapon at monsters face and if you swing good enough(which is so easier in world:i and rise:s) then you'll kill it. It is not "hunting" its elilimation.
Sooo is this a bad thing? No. Am i enjoying the game? Yes. Oversimplification may sound like degradation, but in reality mh is focusing more on combat and monster designs than on hunting simulator. Also hunting simulator with paintballs and other stuff atracts very little auduence unlike nowadays monster hunter. So lets enjoy new combat and challenges with a smile on our faces.
@@whotfisijinet souls was also very niche until it got big, and it got big for a reason.
Yet they are still going in a direction that has nothing to do with older games.
Same with monster hunter, not to such an extent but the signs are there. Just let mechanics be mechanics and fine tune them instead of simply removing shit
@@whotfisijinet I don’t want popular for the masses. I want what I enjoy. Rise was fun for a bit, but it felt hollow. World was pretty amazing. I could still enjoy that, at least at the time, despite all the streamlining. The evolution of the franchise was just so incredible.
@@denimchicken104 the thing is world was succesful, unlike any other monster hunter game. 17 place players online on steam with marines 2 being 22th, goty 2018. Devs finally saw an oportunity for monster hunter series to go global and earn more money. And its not because of greed.Capcom wants to please both old fans and new ones that came with wolrd/rise and earn money from it. Its like being a youtuber, making content you love but all you get is 1k views on videos you spent weeks to release. Not to mention theyr doing pretty good so far. All that weapons reworks and other new stuff that changes the way you play from game to game. In the end just let them cook-is all i can say.
Tbf, even if you sheathe during the helmbreaker, you're still almost just as vulnerable to getting attacked as you're still stuck in the air for a while. The main commitment being taken away is the spirit level commitment.
The only benefit is that you don't get stuck in the animation and also don't lose gage
You can roll out of it quite fast. In world you were stuck there for like 5 seconds. I never minded being stuck as it felt like my fault but losing a level of the spirit gauge when I didn't even press the follow up button did not feel fair to me. I wish the animation was the same to punish frequent use but it just didn't use up a spirit level if you didn't press the button. The way it is now it's almost definitely gonna be spammed which is a shame.
This is kinda my thoughts. Wilds appears to be committed to keeping you in the flow of combat
I disagree with the dislike of knowing where monsters are point. My reason being is that generally in past games monsters always spawned in the same spot at the beginning of the hunt anyway. So basically after doing the hunt once you’d know where it’ll be the next time you do it. I know it’s not exactly the same but it’s pretty similar.
I remember when people hated frontier and said it wasn't a real monster hunter game and it was too anime, now with every generation we see more mainline games taking inspiration from it. 16 player lobbies, crazy monster variants, endgame monsters with one shots, most weapons have a parry, flashy movesets, and espinas in rise. I wont be surprised if they add being able to run with your weapon out in the next gen.
If they end up going this route I hope they add Duremudira to Wilds or the next game after. The female armor is so cute.
@@kunklekore5921 Dont we already have a limited (conditional) varient of extreme style running with some weapons? Like GS after an Offset or I believe Seax also gets this.
Very valid points. If I had to pick two of my biggest concerns/things I didn't like these would probably be it too. There's other smaller things like the auto-heal function and flickering health bar but those are at least optional or probably don't distract the experience too much whereas something like tracking being basically nonexistent is a real bummer
Why worry about auto-heal when it's completely optional?
There's an auto heal function? Could you give me a quick breakdown of how it works? I don't remember hearing about that
@@lukieq12atleast read the full comment
@@Fatlumpthe1st There isn't a auto heal function, it's an option you can set in your radial menu that will automatically pick between a potion or mega potion depending on how much HP you are missing, that's it, it's virtually no different from just having both items in the menu
From all the gameplay I've seen the flickering health bar isn't really that different from how the camera moves away from your character when the monster is gonna do it's big attack tbh
One of my big worries that I don't know if very many people would agree with: the rarity of armor skills.
I miss feeling like specific armor skills had weight to them in older games. A G-Rank armor set may have 4 - 6 full armor skills (10 points meant the skill activates; >10 points means there is literally no benefit), but now Master Rank armor sets with decorations filled out can have _multiple pages_ of skills.
The absurd thing to me is that, in it being more accessible and easy to understand, the less variety there is in builds. Why not have Weakness Exploit, Health Boost, and Critical Boost on every set? It's so easy to have, whether your set is "fully offensive" or "fully utility".
1st generation designers: design gameplay elements with strengths and constraints that create fun decisions and tradeoffs
2nd generation designers: wow, imagine if we didn't have any of the constraints
Theres still plenty of constraints, yall are just whiny
The lack of attack commitment hurts the most, it sucked in World and in Rise it felt like I was just playing a completely different game. I was hoping Wilds would dial it back, but oh well.
I love MH for its combat, there was really nothing else like it. I decided when Sunbreak dropped that if Gen 6 didn’t reel it in a little I’d probably leave, the games just aren’t made for people like me anymore. And that’s fine, more power to those that prefer 5th and 6th gen, but it’s sad that many of us have lost something truly unique.
I don't think the changes to attack commitment will matter in practice, and in some cases may raise the skill ceiling of good play. There's also lots of context regarding motion values and mechanical changes that we'd need to get an accurate picture of how these changes fit in. A few thoughts on the bigger changes:
- Helm breaker cancels will be hard to pull off in the moment. The clip they've shown where the monster randomly decides to limp away is an ideal scenario, and I think it's fair to reward players who can react in time to that situation. When a monster is actively engaged and attacking it'll be harder to decide whether to cancel or not. Whether the spirit level should decrease depends on the rest of the changes they've made - maybe it's much harder to gain levels now
- Being able to redirect TCS seems fine given how slow it is to do so. Again, not something that will be easy to use in a regular hunt without good monster knowledge. The fact they're demoing on chatacabra (the easiest monster we've seen so far) makes it look much more impactful than it seems.
- Demon dance phases are still quite long, the monster will have plenty of time to punish bad choices there. We also don't know how damage scales between phases - maybe most of it comes through at the last stage?
Finally a sensible comment. I don't think we know enough to know how things will pan out in practice.
The whole idea is that once you start these moves you can't go back, taking that away makes the commitment way lower.
Deciding when to cancel helm breaker isn't gonna be hard either, even with just general monster knowledge you'll know when to cancel it out. Your only thought process will be "will the monster start an attack?", or, "will the monster start moving?", which unless it's a monster you have no clue about, you'll know if it's gonna move and if you're not sure, just cancel it. Helm breaker is an attack which you do with an opening or when you're predicting the monster's move, if you can cancel it out you don't have to wait for an opening and just take your chances with the A.I.
Tbf, it's not gonna change gameplay too much, LS has another move which you can do after HelmB which does a lot of damage, so you're gonna want to use that one as much as possible, which means you're gonna wait for a good opening.
I have a bigger issue with Iai Spirit Slash.
TCS is the worst offender because GS' entire playstyle is good positioning, you're taking a good chunk out of it's difficulty by being able to just redirect attacks, sure, you can't move forward so you have to calculate the distance, but now you get to pick and choose which part of the monster you wanna hit, which was also another thing you had to account for. There's also the sweet spot of the GS, which isn't so bad in this case, you'd still need to calculate it with focus mode, but you still have an easier time getting that sweet spot since you can change the angle, which will also affect the distance.
Demon dance is the same as the others, this one just straight up locks you into place for it's entire duration, it's meant to be very high commitment.
I see how focus mode could affect DB's and GS's MV, but, LS is cancelling the move so idk there. I guess it could be that you need to start those moves in focus mode to be able to cancel them out.
Still then, even if there were MV changes, I'd still not like the changes since it's still taking one of my favorite things away, and I'm not dumb enough to not use them in focus mode for the safety they provide (unless it's safe opening but that doesn't count), I am dumb, but not that much.
While you are correct that it is worth waiting until we have more context, what info we already have makes it seem that commitment as a whole is massively reduced. Also, for the difficulty of LS gaining spirit levels, believe me when I say that it has literally *never* been easier for LS to raise its level than in Wilds. Landing the Iai slash levels it up, you can shortcut into the spirit combo to get to the round slash faster, hell you can just *hold R2 for 1.5 seconds, release, and that immediately gives you the roundslash.* Not to mention, the new Focus Strike for LS gives it levels based on the number of wounds destroyed, and yes it is 1:1, if a monster had 3 wounds and you land the focus strike, you instantly hit level 3.
Enough about LS though, the lack of commitment can be seen across the board. The weapons with shields are able to cancel *the sheathing animation into a block.* Dual blades, as mentioned, had demon dance reworked, which I’m honestly fine with the idea of, having multiple stages that get stronger, but it is yet another case of removing restrictions. Bow, I would argue, has had almost all of its restrictions removed, if only because the new perfect dodge is so core to the weapon, giving back stamina, and the new resource needed to apply coatings. What it really frees up, is positioning, bow is now free to stand wherever it wants with no real fear of danger so long as the player has adequate timing.
As a good compromise, I wish they'd make "tracking" missions with more in-depth mechanics. In fact, I'd love to see more quest objectives in general. I know not everyone likes the egg hunts or gathering quests, but it would be a relatively easy way to flesh out the maps without forcing it upon the people who just want to hunt monsters.
I agree that reducing penalties of committing to big attacks is questionable. But I completely disagree in case of CB's counter-SAED after the perfect guard. I think it's perfectly fine here, for two reasons. First the formerly quickest SAED combo seems to be gone (slash -> shield thrust -> SAED), so there are less opportunities to use SAED in general, so it makes sense that devs would make it easier to land. Second it's not a spammable move, it's a reward for landing a perfect guard - and again it makes sense that you get the opportunity to use that reward better.
At this point thanks god we atleast don't have a wirebugs.
1:43 For the Charge Blade, I think it's balanced out since you can't do a direct SAED anymore. In fact, doing the counter SAED is probably the only way you can do quick SAED.
Even if it was'nt the case its a good addition just because of charging monsters.
Ex: rathian commits to the most fun attack ever created (running straight) and now i can finally block and counter it without positiong in a weird way or blocking in a diagonal angle risking to fuck it up and get hit in the process
Dual blades being able to dodge out of dd is a change that was needed 100% i fucking hate playing them cause my I lose control of my character. Something like tcs can be tackled out of. Dd feels genuinly unresposive
The return to the more realistic aesthetic, honestly, is a choice I don’t care for. I love the Nintendo era look for the games personally, 4U and Sunbreak especially, and seeing the series move on from that bums me out a little. Not a ‘do not buy’ factor, but I’ll change my PC background to a screenshot I like from Sunbreak or something
not the "nintendo era look" you mean the ANIME STYLIZED GRAPHICS....
@@Paperbat yeah that too. Either or really, it’s more colorful and fun to look at for me I guess
I too, appreciated the tracking aspect of World, and I enjoyed the tracking system of Pre-World. The one where you had to fight a monster enough to know the spawns and the retreats because nothing showed on the map. (Unless you had Autotracker skill in your set)
In the old games, it really set you apart as a "skilled" player when you knew all the nuances of spawn locations, retreat locations, and were able to capture before signs of retreat by knowing roughly how long each monster took to be killed. I loved setting traps "early" to capture monsters mid fight while everyone was still wailing on it, and see them say, "Wow, I didn't think it was ready yet."
I do find it a shame that people would much rather have all that detail just given to them at the start.
I like not knowing where the monster is
I agree with your second concern, actually. Despite World being my first MH game, I actually really liked the tracking/paint ball system of the old world games. I think World generally improved upon this to an extent, but the old world system gave the player more agency. In World, it was the hunter that learned the habits of the monsters, whilst in the old world, it was the player that did! I remember playing GU with a friend and how frequently he'd estimate where to go depending on the locale and monster. I don't mind World's contributions, such as finding actual tracks in the environment or other such things as carrion or scratches on rocks and trees. I'm sad to see them supposedly dumbing it down further...
If you enjoyed the 'slower' combat of World, if you haven't, I'd suggest trying either Generations Ultimate, or 4 Ultimate those have much more souls like gameplay feel.
Totally get your take too, Monster Hunter isn't like it used to be, I am personally just happy we still are getting new Monster Hunter.
saying something is souls like is a meme at this point.
Nuh uh
Fuck souls dawg
I agree, as the "you instantly know where all the monsters are" thing in Rise/SB is one of my biggest issues with it. I get that maybe they felt you spend TOO much time tracking the monsters in World/IB, and I do agree (they take forever to level up to the point you don't have to track them), but I do wish that more of a middleground was reached. Maybe have an item that you can feed to your Sekrit that lets it instantly find the monster (like a psychoserum) so you have to waste zenny early game to use it.
In the old games, where everything felt stacked against you, you actually felt powerful when you mastered the controls and monster patterns and kicked ass.
In trying to "empower" the player, they've ironically put them in a position where they can never feel powerful.
I hated World and Rise because it felt like the scales were tilted in my favor and the game was just letting me win easily and escape any danger.
This is no longer "wow, I've bested this tough monster" but instead "yeah I guess everything's just a pushover."
Someone hasn't engaged with Sunbreak's endgame
@@michaelmcdonald2005 eh it was relatively easy with funlance, especially if you just shell everything to death. Not optimal DPS, but easy.
@@michaelmcdonald2005endgame difficulty matters little if the whole progression up to that point doesnt offer challenge - which in Rise and Sunbreak it really doesnt.
@@DefinitelyNotPedro I agree that Rise didn't have the same solid difficulty progression as World _(Hub Magnamalo is the only thing approaching a difficulty bump I can think of. the decision to reimplement Village quests was a serious mistake)_ but I'd caution that for returning players, the early game of a Monster Hunter game, especially without expansion content and in the age of Title Updates adding the seriously hard content, is always going to be pretty easy.
I think especially in Ratatoskr's community people are coming at this with a Soulsborne comparison, and nah, Velocidrome and Iudex Gundyr are setting very different tones and expectations as a first boss. I do hope Wilds' new monsters surprise me and give me more trouble than I was expecting across the course of its playthrough, but the Urgents do not need to be throwing a hard monster at me every time for me to be satisfied
@@michaelmcdonald2005i had a lot of fun with sunbreak endgame specifically anomaly +180 with risens but it was just an action game, it was not stacked against me in the slightest 😂
I too liked the tracking part of MHW. I like how it fills my journal with details about monsters weakness and rewards for part break. I missed that system a lot while playing Rise. If only we can have the World tracking system + the level of detail Rise journal provided.
Honestly.....I agree with pretty much all points.
I personally don't like Longsword, since back on the PS2 it's always felt like Baby's first weapon. It'll hold your hand and give you more options than most everything else in some regards. So taking away their commitment to Helmbreaker is ridiculous. Taking away commitments to any actions in MH is damn near blasphemous. The whole loop of the game is mastering your weapon, mastering monster attack patterns and learning where you can get away with those commitments for big payoffs. Removing the commitment windows and removing any risk is just neutering part of the overall game loop that I've loved going on 2 decades. None of the weapons are supposed to be perfect. They are inelegant solutions to an inelegant word that demands to be tamed, let us be inelegant.
I also fully agree that "If you only have to track a monster once, then it's not really a mechanic anymore." Tracking makes you feel part of the world you've dropped into and can provide subtle differences between hunts when you're rinse-repeating them to grind for materials. It may be small, but it's a large part of "game-feel".
Anyway.....Hunting Horn mains represent!
Switch axe user here, but even with all the crazy moves of new weapons and how disgustingly classy the longsword looks (They're not hiding it at this point haha, give us the DMC5 Yamato skin), I might turn to HH for multiplayer sessions, looked really good in the trailers !
Yeah, risky moves needs commitment, I kind of fear all weapons will blur together if you can hit, cancel and dodge everything everytime
Not a fan of necessarily slow gameplay, but removing a big part of the risk/reward is alienating, where's the danger ?
Eh, for me personally, as someone who mained most of the weapons throughout the generations, the long sword was fine for the most part until GU introduced valor style. It was fine then since all the weapons were busted in that style too, but long sword stood out like a sore thumb due to how exceedingly strong it was. The coddling got progressively worse in worldborne with the counters being introduced, and risebreak was the cherry on top that made me stop using that weapon entirely. At this point I’m not even hoping they’ll dial it back anymore (since I’m sure they won’t), but that they bring a remaster of the older games back with minimal “QOL” changes in a collection edition. So that the people who prefer the new gen and the people who don’t, can have their own cake to eat.
I think someof the changes to the moves are in response to feed back about world's moves. Helmbreaker was new to world, and even with the ability to cancel out, there is still a great deal of dedication as you are stuck in the air. If a monster is attacking, and you cancel, you're still in the air and going to get hit. Demon dance was new, and was technically the highest damage instance of the dual blades, but not being able to cancel it in any way was a bit strange. Lastly, the ability to more accurately aim/spin for bigger attacks such as the saed of the chargeblade and charge slash of the greatsword are likely to promote us to just swing them out if a monster is slightly out of the position we planned for, but both also already had their ways of opting out with the shield conversion and tackle. So now those two are back to the question of risking the attack and maybe getting hit, or opting out and avoiding said damage. Rather than those two plus the option of opting out because the monster moved. Though I do agree that 180 spins with either are weird
The low commitment to attacks definitely sound a bit concerning. If they intend for the player to be able to make split second decisions to cancel an attack that would put them in a disadvantage, then they better make the enemies much harder imo. As for the tracking, do you think the lack of it was done for the demo so that players don't waste time too much and get to fight earlier and will be much more present in the official release? Scrapping the idea of tracking feels weird to me when the game, as you said, puts so much emphasis on the ecosystem. You would expect them to double down on tracking and make it a big thing, but apparently not.
Capcom has read your comment about making the enemies much harder and has inflated their HP once again because more HP = more harder right? Haha yeah awesome guys. Great game design wins again!
That’s the problem tho, is that they make the hunters stronger, so they make the monsters stronger, so they make the hunters stronger, so they make the monsters stronger, over and over and over until suddenly we’re just playing a hack n slash game with insane aoe’s everywhere. Oh wait, Rise already did that.
@@CaptainEffort Its been happening for a while, capcom are so lazy all they know how to do is increase raw / crit and make us immune to shit. Its the most boring design philosophy of any character builder game i have seen.
The reason for these gradual streamlined changes is because capcom wants more players to play their games and to feel welcomed as well as making the games feel less tedious overall but still carry the core spirit of the franchise. Personally i welcome these changes and i've been playing the series since its inception.
All valid criticisms. I personally find these changes to mostly be positives, but I can understand why others might not like them.
I think the reason for the adjustment to high commitment moves may not necessarily be because you fight harder monsters but because of the hoards of monsters you may have to deal with at any given time. I expect a majority of hunts to be constantly interrupted by either packs or other types of monsters in each local, particularly during the fallow season which may occur sporadically.
I hated both instances of Tracking in Rise , meaning the Monster Tracking , which immediately told you what and where the monster is , and the Attacks Tracking which turned out to basically be a bug doe to high framerates , and I also wholeheartedly agree on the methodical and deliberate point , I'd absolutely hate for Monster Hunter to turn into Horizon .
That said what irks me the most is the complete and utter repulsion the new Monster Hunter games have with preparation .
The new tracking already removed things like Psychoserum and Paintballs which added variety to the item pool other than being another medium through which the game rewarded player knowledge , but since World , even if i go into a hunt completely forgetting to eat and take useful items , i can just teleport into the nearest camp and eat , restock and even change armor and weapon.
This throws map design into the window , since there is absolutely no need to know the shortcuts and useful paths of a map you can just skip , and also remove some key features of old games like the Secret inaccessible location which gave you rare materials and the Unlucky Cat food skills , which gave you disadvantages at the start of a quest to trade for better rewards , more Zenny etc .
Also the quest Entry fee is gone , which is a minor change but one I still don't like .
The entire point of Monster Hunter is gone thanks to totally unecessary "Quality of life" changes to make it more accessible.
I'm biggest problem with the quality of life changes is the fact the basically removed the whole preparation aspect of a hunt. Since you can always go back to camp and get some more items. Before you had to make a conscious decision on what items to take since everything you can bring was so limited.
I'm going to have to disagree in parts here. As my bowgun friend who also acts as a healer spends ungodly amount of hours preparing, mostly so he can prepare a healing item that isn't easily farmed to serve as a party heal and even in World you'd still need to understand the shortcuts from the camp to make it to specific monsters. This is especially true in Rotten Vale because you only get two shortcuts. Plus it is more immersive to make the chase on foot. Though if you don't want to think about where you're going. You are given the option to call on an Automated Mount ride system through the tailraiders. Who can take you to the monster Automatically so long as you've already done the tracking beforehand. (Sounds like a system in Wild doesn't it? Seikret is essentially mixing both World's Tail Raiders and Rise's Palamutes in one system minus the Doggo Drifting.)
However. You can make it even faster to the monster by knowing the correct shortcuts. I've made it to the monster earlier than friends who chose to teleport to a camp simply by following after a monster on foot. So knowing the environment is not a dead mechanic. That and you are always rewarded for knowing your environment by the way your weapon interacts with the environment. (Ledges, Scalable Walls, Hook Beetles.) As well as environmental traps to give your hunting party openings, or like in World. Knowing if a wall you're aiming for can be used to send an monster reeling to the floor. You need to know if the monster can make that distance. Thus you need to know your environment and the monster.
And I nearly forgot to comment about normal preparation. When you start out. There's no easy way to stock up on items. I had to gather stuff like anyone else, and went through loops I knew well to gather things like Fire Herbs and those Shrooms to make bombs. Kelbi Horns which I didn't have an exact technique to break the horns consistently until later. If you want to make sure you're topped off on traps, or ammunition, or coatings, or healing items. You gather. Like anyone else. So you'd spend time in expeditions, away from the time you're playing with others online. To gather items you'll need until you get to a point where you can passively farm these items. Which is nice. But there is also a point you get in Master Rank where you're no longer spending time gathering Coal so you can't use the gacha as an easy service either.
But I do enjoy the ability to farm items passively after a while. At first though. You need to farm to prepare. Like any other person.
@@honeychonav4027 There is no healing item not easily farmed , so either your friend goes afk for hours or you're lying .
As a matter of fact items are made easier to craft , especially potions and healing items , due to the Blue Shroom non being used anymore.
Enviromental traps are figured in the map .
A monster changing area to a far one means the optimal way to reach it is to tp to a camp near him , otherwise use the Tailraiders and prepare while riding.
The VERY FEW times map knowledge can help you like the ascending air current in the Cristal Highlands or the holes in the branches in the Ancient Forest are totally optional and sometimes not even optimal .
Playing World and Rise like older MH titles means completely ignoring game mechanics and wasting time .
@@victorscjholwa3386 Great Sushifish Scale. They're a Wide Range user. You can't easily get this like you can the other healing items because you have to go out of your way to farm them. And during harder content when my friends and are progging. He tends to eat through these scales a lot.
Fixed in place yes, but you bait a monster into them. You use the environment to your advantage to position for attacks like the Hammer or DB spin. When clanging you need to understand the distance the monster travels. And there are even walls in the environment that won't trigger a wall bang. So you avoid those and bait the monster into a wall you can toss them into.
You can get from say the first camp in wild spire to the water area relatively quickly by making use of hook beetles that I sometimes manage to beat my friends who teleported to the camp down there.
In fact knowing how to chain Hook Beetles and where they are can get you up to the highest point of Coral Highlands too. Alternatively instead of porting to a camp. You can use the ziplines in that area, or even a few places you can drop down.
Just because you think map teleporting beats knowing the environment doesn't mean that knowing the environment gets thrown out the fucking window.
@@honeychonav4027 Everything can be easily farmed with the Mercantile , and the map examples you just gave me are the bare minimum , just enjoy your game made for retards , at least until even hunting is automated in the next Mh gen .
Here's the thing. I absolutly hated tracking the monsters in world over and over. I generally knew where they were anyway and it was a hassle. There are better ways to interact with the environment to make it feel lived in. And to hunt. Tracking is just a small part of the hunt. I'm ok if not collecting trails every time I go out is gone.
And with the cancel abilities. I'm actually cool with the canceling out.... assuming monsters are adjusted to complement it. Everyone gave rise shit for some of its mechanics but they compensated with faster and aggressive monsters. If they do something similar to the monsters here then awesome.
The game is called Monster HUNTER but you don't actually hunt, you just run to the monster and fight it.
MONSTER FIGHTER
Fun fact: what you’re doing is by definition, hunting
Monster Hunter stopped being about hunting with world now it’s just an action game
@@ThatBoiDinky hunting without seeking or pursuit is not hunting
@@billyboleson2830You mean Rise. In world you at least would track them and yeah it later on always showed you where the monster is you at least had to hunt them and track them multiple times
The hunter part in the names comes from bounty hunters not traditional hunters. So it kinda makes sense that we just fight the monster. But I still like the tracking probably much more than average player.
I agree totally on the tracking system, but imo the slowness of monster hunter combat was always just something I begrudgingly accepted and got accustomed to over time. The changes to greatsword are a godsend to me
..what they removed tracking?
that's dumb.. specially for all old vet of the game.
Something you lightly touched on that I am surprised I haven't seen more people talking about is the speed of combat in wilds... I remember it was a hotly debated point when rise came out, that it was to fast of combat, but wilds... almost looks faster than rise to me. If that's the direction they are planning to go, it's not really that big of a surprise that they are lessening commitment for moves.
Dang. I want to hunt monsters. Im glad the scoutflies are gone, but i wanna learn the maps, get lost a few times and perfect my routes. Learn the monsters habits. Maybe ill be able to get away with not looking at the map, as long as foot prints and clues still pop up. As long as i can still manually track monsters ill be content.
combine tracking from world and paintball from previous gen is probably the perfect system to find the monster instead of scout flies directing you to them
Very vaiid concerns.
The combat, its hard to tell so early of course but it does remove some weapon identity if every weapon can attack 360 degrees, and it puts less emphasis on positioning. We will have to see, it will make combat more fluid but at the same time is likely to negatively impact the core principles.
And yeah, the tracking is a little weird but its pretty miniscule overall. SOunds like a mix of world and rise, and I didnt really like either very much, but all 3 of these are still ages better than paintballs. Does seem weird they dont elaborate on it but as long as there are still interactions where monsters leave tracks and whatnot (which im pretty sure they do on account of the ecology focus) It wont be that big of a deal to me personally.
They didn't only buff the ability of weapons to change direction when attacking, they nerfed some too. It appears that the longsword can no longer use special sheathe to completely change the direction it is facing anymore. Seems like you can only shift about 30 degrees with it now.
As someone who made a video showcasing it, thoughts on Aerial Insect Glaive being basically removed? It’s currently a major pain point for me
I absolutely HATED the tracking in World-- it was just running around pressing circle until a bar filled up, to the point it just felt like a busywork version of what you ALREADY do in the old games (loading into every map until you see the guy you want to kill.)
I actually think it's time that Monster Hunter as a franchise grows up enough to realize that the aspect of the game centered around "finding the monster" was actually a relic of the technically janky "arenas linked by loading screens" structure, rather than a core part of the experience. Because, in reality, you learned the spawns, threw a paintball, and did the hunt. It was always a nothing-mechanic, and World was only a step toward tedium rather than engagement.
If anything, the REAL reason Rise bungled this was that the maps themselves felt like miniatures of the extremely fantastical older maps.
Edit: To elaborate, if MH wants to really go the route of "hunting simulator" and make it meaningful-- the entire game, from the ground up, literally at its foundation, needs to be rethought. As it stands, the "simulator" enjoyment in the franchise comes from the Monsters themselves feeling alive and reactive when you're whaling on them. The feeling of "this guy moves realistically, he's fun to fight, he limps and flees, he becomes more frantic as he's dying-- and most importantly, I'm going to turn his big frilled neck-leather into a cape later".
"Busywork version of what you ALREADY do in the old games" - is so true. Or dare I say it, it was an infinitely more hand hold-y version of the old games. It's cool when you do it for the first couple of times, but once the curtain lifts up, it felt kinda annoying. Interesting observation on the Rise map factoring into this as well - I would argue that it might have more to do with the insane mobility (both horizontal and vertical) we were given in traversal, though. That made the map feel like a diorama rather than a vast environment you're hunting in (which the older segmented maps somehow still manage to give me the illusion of). It was certainly fun to fly around though to be clear.
Also, 100% agreed on the true immersion/simulator aspect of the franchise coming from the monsters' behavior when they interact with us. I say that, because their interaction with the maps aren't great in the slightest - they clip, they can enter "unenterable zones," and need I mention monkeys leaping into high heavens? Yet they feel alive because of everything you say. I don't think people who say "they're turning Monster HUNTER into Monster FIGHTER!" realize what is actually giving them the illusion of "hunting" to begin with...
@@Zero0mtk I also loved the movement in Rise! It's really fun to run up walls and zip around in that game. The main issue (imo) was definitely that the maps felt so 'immediate' and snappy to traverse that it made me wonder what the point of them was. It felt like that game wanted to be an arena fighter but with Monsters.
I think Rise would have been super interesting if they had gone back to the legacy maps and made every numbered section really huge and cinematic so that we'd still have a reason to sprint around on the Palamute. It also could've let the Monsters get really insane with AOEs and big attacks, since we had such diverse avoidance options.
Either way, my only wish for Wild (which seems to be coming true, at least partially) is that the maps are big again. The absolute worst part of World was that every "arena" you fought monsters in *always* had some frustrating geometry that ruined sight-lines and impeded movement. You were literally always jumping off of shit or watching the Monster clip into an incline, or fucking up the AIs pathing by making the monster climb up and down cliffs, and it made me want to go back and play 4u again. I was literally dying for a plain flat arena to actually test my skills against the monster, but the game kept putting me in hedge mazes, obstacle courses, and transitional hallways.
about them making the game less have commitment they did mention they are trying to get a world level difficulties AFTER the changes that makes the hunter stronger (so they basically took the changes into account) which isn't the hardest but its also not a cake walk at least until end game
and watching how some dushaguma's and balahara's attacks are stupidly fast like suddenly dusha doing some sort of sprint and goes from infront of you to behind you in an instant or how balahara throws itself with the momentum of its tail into you super fast are
I fully agree with the tracking and attack-dedication. Gen Ultimate is my favorite in the series, and it was almost entirely focused on knowing, intimately, how the monster moves and how your weapon moves, and using that to your great advantage at great risk. Hunting styles like Adept let you basically parry monster attacks, other styles would benefit using items or consumables during combat, others would give you a lot of extra attack movement as a tradeoff for having to charge up the gage that allows such moves. In addition to those amazing styles, that essentially brought pseudo-classes to monster hunter, tracking was also very important, in MHGU, you had to scout the map and actually find the monsters you were after, and physically throw a paintball at them to track their movement for several minutes at a time, you didn't have green flies and cohoots to just magically tell you were everything was. To me, GU was the pinnacle of the monster hunter series, and ever since then, aside from the amazing focus World had on its environment, the series has consistently been on track to be insanely hand-holdy and way too forgiving and convenient. It's like, in its focus on cool new trendy advancements in hunting, it forgot about its own setting, hunting monsters that threaten the existence of the environment and human/wyverian kind.
If anything, I think a really cool concept for a monster hunter game would be reckoning with that, with humanity reaching the point of advancement where they no longer need to be hunting, at least in the same way. Bring back the hunting style systems based on how much a hunter embraces advancing technology, make tracking difficult with monsters adapting to their tracking methods, that'd be sick af.
I don't mean to be all gatekeepy-elitist about it either, I just personally really like having more nuance to a game series like this than just being thrown out into the wilderness with a big X on a wielrdly 3D map and going full Devil May Cry on monsters, if I wanted that there's tons of other games like that.
I love GU too, but it's not exactly the pinnacle of attack dedication, Absolute Evasion/Readiness was a thing.
And while I want tracking mechanics revisited, I don't want paintball tracking back. I wouldn't wish my hours wasted in Tri just trying to find the monster onto anyone. IMO World came closest to getting tracking right, it's a really fun flavorful feature and new players can still have some trouble finding the monster, but they don't feel completely hopeless
@darthvaderreviews6926 I think a combination of the two would be amazing, regarding tracking. I also hate to be so pedantic but I only said it was the pinnacle of Monster Hunter for me, mostly regarding difficulty and hand-holding, I didn't mean to say it was the pinnacle of attack dedication, I just really love the way it handles it with its styles.
I've read the comments section and it made me realise tracking will never content everyone as it is, simply because sometimes a player wants to get immersed and explore, sometimes they just want to go straight to fighting.
I think it would be best to keep things as they are with tracking (collect info the first few times then have the glowbugs do their thing) , but expand other systems to provide the exploration and research aspect of the hunt. As we already have systems to use the camera and net to "collect" info about wildlife, it would be great to implement something of that sort to encourage immersion. Like, take a photo of the monster's nest, the monster eating, the monster in each zone of its territory, use the net to take samples of the monster's poop, saliva, etc. and completing research thresholds would maybe give small bonuses when fighting the monster, maybe breaking parts a bit faster or increased yield or quality of materials, things like that.
The saed charge blade playstyle is already dead with the new chainsaw mode mechanics. Removing that commitment factor helps the charge blade actually compete in dps with other weapon types with the playstyle that you want and desire.
I think from what we've seen with the new gunlance and that fact that the bombs apparently FINALLY scale with damage skills, I love the idea of letting more weapons become used in new ways so that I dont keep using the same weapons i've used for the past 4 games.
Movement speed creep is already a thing in iceborne and sunbreak; slower weapon types needed this.
Sidenote, despite the longsword being really good and fun to use, on paper it still doesnt have the highest dps in the past games. The flowing and fast decision-making nature of the longsword is a Feature, not a detriment. Hitting a helm splitter doesn't require the same skill as a tcs or super amped SAED. it's very easy, but the mental stack of a longsword player is still complex with the multiple avenues of decision making
The biggest gripe I have so far is how they handled carrying around two weapons at all times. When we first saw it I expected that you would carry one "Blademaster" weapon and one "Gunner" weapon. But it's just any weapon you want which I feel is really going to the ruin game balance. (Having a free hunting horn at all times is pretty insane imo)
I'm also just really disappointed by the lack of a new weapon, we haven't had a new weapon since 4 and that was over ten years ago. I would have really loved to see them remake some weapons from Frontier, since a lot of that game's content isn't easily accessible anymore. I would love to see the Tonfa come back with the design philosophy of the main series.
its possible youll lose the buffs when you switch weapons. I'm sure they thought about that. Imagine getting HH buffs and then getting all extracts with glaive. HH is explicitly a team oriented weapon so i doubt they would let it basically be free buffs for solo.
@@ORLY911 It's already been confirmed in the Gamescom demo and with dev interviews that songs do carry over if you switch and that it's intentional. I would very much assume Self Improvement doesn't but the other stuff does.
With that said, I would _expect_ Attack Up XL to have been nerfed and more damage put into baseline HH instead as compensation. Attack Up is the only melody I'm really worried about with this, if someone wants to bring my dootstick along for Earplugs or something instead, more power to them
hh will never be meta for wilds, people will be told it is by click bait and redditors, but it's gonna be outshined compared to other options. which isn't the focus of weapon swapping. the focus is to casually learn a new weapon without being stuck with it for a whole hunt, having a comfort pick for different monsters since you'll be out an about longer or you have a 4head idea of what you think would be broken to bring and run with it like thinking hh is going to make your character op , have fun with it what everyone else will bring is their business
-No tracking
Harry, you don't need to sell it to me
I think they're realizing most of the general fanbase is in it for the boss rush essentially. People like to diss on it but the fast paced dynamic movements of Rise and Sunbreak were pretty popular overall, which means profit, and by extension means that that's the direction they will probably go.
I like the more long term simulation type stuff too, I just notice the more casual majority of the fanbase liking the accessibility
I see your points with both:
1) tracking. I don’t really care. I’m busy and most play the game for the fights - but appreciate if you in equal measure want a bit more immersion it would be disappointing.
2) animation commitment. I’m ambivalent.
As greatsword is one of my mains - the ability to redirect the TCS is an absurd development. We will have to see how it works out in practice. If the monsters are dynamic enough in practice - it will be a welcome addition.
However, if you gave me that ability in World, it would probably “break” the game.
So we will simply have to trust the devs for now that they know how to tune their difficulty.
But the points are well taken - and kind of obvious, honestly. 😊
With Slinger Burst we pretty much have huge amounts of directional adjustment in our Kit, so I don’t see focus mode being too drastic a shift from that.
I personally enjoy the tracking and hate how Rise just shows you exactly where the monster is. This game is Monster HUNTER, not Monster FIGHTER. Please Capcom, leave some tracking and actual Hunting in this next installment of the franchise.
-a Crusty old First Fleet Hunter
but we do know they that dont know how to tune the difficulty though, world and rise were both joke level difficulty in the base game and in iceborne they just made the monsters annoying in order to counter balance the clutch claw.
I didnt play sunbreak (rise sucked) but my understand is that the monsters are just very sped up and deal tonnes of damage at the endgame.
I agree with this take. The way I will welcome this massive reward with the weapons is if the challenge of these monsters are greater, such as end game to the point it's like YEA!.. we needed to be able to cancel these animations because these end game monsters are on a whole another level. I hope it's that way at least.
This is what happens when a game becomes really popular. They casualize it.
Commitment is not the only metric of skill. The monsters are way faster than in the past.
A smaller complaint, but I really dislike the new monster icons from what I've seen. World's felt detailed and intricate, like they were actually carvings or murals made by people in universe. Same goes for Rise, the watercolor style felt natural and was really stylistically interesting. In wilds though, we just have uninspired cartoony renders that feel flat and out of place. The icons were one of my favorite details in World, sucks to see this (subjective) downgrade. That said a mod to replace them sounds easy enough to make in the future.
I didn’t like how rise changed the kinda Aztec? Tribal? Style of the icons. Mh Tri and world are my favourites that i can remember.
@@voltaicburst4279 Rise decided to go with a more Oriental aesthetic, as culturally they would use ink and brushes, so you get more rounded corners instead of straight lines that cultures that wrote in stone/clay tablets had to use.
Since Tri they started adding more and more detail into the icons, it's just that with Wilds is probably getting too detailed so starting to feel off.
@@ArielK-a i understand that, was just stating my preference. I think tri icons look so damn cool.
Let's hope that they compensate the easier use of the weapons with stronger monsters.
Even if they do this I won’t be happy honestly.
this doesnt solve the problem, in fact it kinda makes it worse because it creates power creep. I dont want the monsters to have more BS moves or their speed to be bumped to high heaven to counteract the BS the devs gave me as a player. Just look at the terrible design of Elden Ring bosses compared to older Souls titles. Elden Ring gave the players too many powerful tools (summons, ashes, etc.) and to counteract that the bosses were made to be hyper aggressive as if they're on crack and were not fun to fight at all.
@@AysarAburrub idk i didn't use summons or ashes and i loved most elden ring bosses 🤷♂️ not a brag, they were very hard, some took me hours, but that's what i want from a from boss
@@mykal4779 i wasnt talking about difficulty, I was talking about fun. I also beat ER solo, but a lot of the bosses werent really fun to fight because of how hyper aggressive they were.
@@AysarAburrub different strokes for different folks i guess. i would say that about maliketh but i really did enjoy most of the bosses personally
i completely agree with the tracking and scootflies argument, i feel like that's the worst thing they did, MonsterHunter's biggest focus is it's amazing world and echosystem and tracking the monsters is i'd agrue (gameplay wise at least) it's biggest feature, removing it is weird imo. I loved the idea of gathering tracks but didn't like the glowing aspect of it and honestly for most monsters i didn't even need them in the end as i came to know their behaviours so well, growing with my hunter. I feel this is a much bigger issue than being stuck in missing an heavy hitting attack if you don't aim properly.