MONSTER HUNTER RISE

MONSTER HUNTER RISE

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Veterans, what do you think about quality of life features?
Hello

Like everybody says the game is too easy. I play since Monster Hunter Tri, and i think since Monster Hunter World there are some changes thats not good for the MH Franchise.

1. show Great Monsters on the Map/Mini Map
2. No need to mark a monster with a paintball
3. Show weak Monsters with a Blue Symbol
4. no random spawn at the beginning of a quest (HR)
5. No Cold/Hot Drink needed.
6. U can everytime take a port to the Camp and fill your bags
7. Running and restore life at the same time
8. Unlimited Wetstone at the beginning
9. Using Heal Potion/Wetstone on the Palamute

Since MH World, i think there are few things that makes the game easier

What do u think?
Last edited by *Roadrunner_on_Speed*; Feb 2, 2022 @ 11:01pm
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Showing 1-15 of 116 comments
well i do love the no need for hot and cold drinks
but with the weak monster being moved from the mini map to the top right is good

i had not trouble in the drop in at the spot of a hub hunt made it more fun

with the paint ball i think its more of a win for the true vets
zero Feb 2, 2022 @ 8:28pm 
i mean none of those really make the game easier/harder, they're all as you said QoL features, that doesn't really affect the hunt itself aside from 6 and 4, and 4 only superficially.

those are all very much moves in the right direction to make this game more popular and just all around feel better to play, they just need to do better with monster movesets/scaling

though it is also a bit hard to judge because we don't have G rank yet

1 is excellent, 2 was pointless and became a memory game, 2(2 2nd) was obvious either way, and 3 wasn't anything besides opening the map and going back to base if you landed in a bad spot.
Last edited by zero; Feb 2, 2022 @ 8:30pm
Seamus Feb 2, 2022 @ 8:30pm 
I never liked paintballs to begin with, particularly with how many times I've had them wear off as a flying monster leaves the room.

The capture symbol is a whatever from me.

Random spawn was mostly an annoyance and only really bothered anyone because of needing to actually carry a map until they memorized layouts.

Can't say as I ever found the hot drink/cold drinks "immersive" or anything beyond just an annoyance.

Returning to camp to restock I'm not overly fond of, but, with how much health pools have increased, kinda needed for some gunner players.

The item eat flex was always stupid and just existed to get you punished.
kuaikukia Feb 2, 2022 @ 8:42pm 
Originally posted by *Roadrunner_on_Speed*:
Hello
2. Show weak Monsters with a Blue Symbol
At least this one you can turn off or hide on the UI setting
.
Plumber Feb 2, 2022 @ 8:43pm 
consistent spawns, no drinks, paintball being done away with and made automatic are all good things for the gameplay side of the equation; capture symbol and mhw's skull are nice since capping is normally a big gamble with how much damage you can lay on a monster with one topple in a coordinated party, but I think cap/kill need something more to differentiate them than just a trap and some tranqs

item refills are a point of contention but they really don't matter that much because if you're constantly refilling for anything but traps in a cap quest you're probably playing clumsily enough you'll feel it and want to do better anyway - or you're a gunner and at the mercy of ammo constraints in LR before you have mats to throw out the window every hunt

moving while healing is extremely overpowered but see above on "if you play badly you'll feel it regardless"; i think it couldn't hurt to slow down the run or massively increase stamina costs midway to make them a little less free, but it's not like healing in the older games wasn't extremely safe due to small barrel bombs anyway.

none of these really matter if you're trying to play well, is the thing - except maybe max potions being almost instantaneous; that's pretty busted
kampfer91 Feb 2, 2022 @ 8:43pm 
The removal of hot / cold drink is just stupid , me old geezer , prep hot / cool drink is just another lesson on being a prepared hunter .
kuaikukia Feb 2, 2022 @ 8:48pm 
Originally posted by kampfer91:
The removal of hot / cold drink is just stupid , me old geezer , prep hot / cool drink is just another lesson on being a prepared hunter .
Agree. It break the immersive on the environment. Now I'm feel it just generic artificial area like every MMORPG. Hell, if the hunter tend to forget every single time. the game itself already make easier for them by just pick them up along the way like MH world
ele Feb 2, 2022 @ 8:51pm 
These are all better changes, they just need more of them.
Plumber Feb 2, 2022 @ 8:53pm 
just headcanon it as the hunters having their pre-hunt meals with a side of cold/hot drink
zero Feb 2, 2022 @ 8:55pm 
honestly the only real bad change i can really comment on are the stat birds, it feels like you are artifically being force to go around and collect to make yourself strong vs the normal game ideal of prepping ahead of time to become strong.

it'd honestly just be a lot better if the birds turned into dust or something and 10 of them would give you EZ-max/juice/demon/armor, rather then being random stat bumps
Last edited by zero; Feb 2, 2022 @ 8:55pm
Plumber Feb 2, 2022 @ 8:57pm 
up until event quests, most of the game feels balanced around you ignoring them, so i don't think it's too big of a deal. The only stat that really matters that much is hp; condolences to bow/db that have to worry about stamina though
LunarisRuin Feb 2, 2022 @ 9:03pm 
Not that it matters but I started playing with Monster Hunter Freedom on the PSP which was an enhanced mobile port of Monster Hunter G, Which itself the G (or "master" as they call it now) rank expansion for Mh1. Having the old mechanics, as archaic as they were, was fun but also tedious. But also fun. :zaglol:

For me though, it's mostly whatever. The only things that kind of bug me is removing hot and cool drinks because reasons and the removal of pickaxes and bug nets, and maybe being able to refill your potions or change weapons during a quest at a camp. I guess they're for the same reasons, immersion. Even outside of immersion it's just fun to prepare before going on a hunt. If you forgot something oh well, you better suck it up and "git gud" or just abandon and grab what you left behind.

But these are just small gripes, not huge things that make the game unplayable to me. Ultimately it's still the same at its core, you go out, kill monsters, make weapons and armor to kill stronger monsters, rinse and repeat. And that's what I want. Oh, also, gotta remember World is how they wanted Monster Hunter as a series to be. They never wanted segregated zones with loading times, or the map just simply being an "arena" to fight the monster in. Etc
Last edited by LunarisRuin; Feb 2, 2022 @ 9:05pm
r∞l Feb 2, 2022 @ 9:09pm 
The camps are kinda bad, allowing access to unlimited potions is terrible for balance.
Yagger Feb 2, 2022 @ 9:32pm 
I don't miss any of those outdated mechanics
All of the changes I'm ok with. Now saying that I do miss actually having to HUNT the monster. Paintball mechanic was simple to understand and generally if a monster was about to flee you just refreshed the paint. But no paintball runs could turn into goose chases.
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Date Posted: Feb 2, 2022 @ 8:25pm
Posts: 116