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Grinding lands design leaves a lot to be desired. Compared to anomaly, grinding lands is designed to artificially extend playtime with its leveling system.
Not saying anomaly is good, its just the way grind is in Rise. There will be something else in wilds.
Iirc, each AR unlocks every 20 lvls
I didn't do too many Anomaly fights, but I did like that they actually made you fight monsters in different ways so you could hit the little blorbs, but it did feel like things were way too tanky and took forever. Again, I didn't actually do that much anomaly grinding so maybe I just wasn't doing them right.
End game in MHW was Fatalis, and Arch Tempered Velkana.
if you are grinding high lvl anomaly while your friend is low level they cannot join in or even randoms who join in to your lobby
That's what I did with my friends, and I eventually got burned out because the amount of experience given is just too low. Repeating the same quests over and over ( picking the best quest for time efficient ) with bloated HP is not fun at all.
I also hated that it turned into an MMO with a huge level cap disparity within parties. finding lobby with randoms within the cap is exhausting so i ended up doing random sos encounter.
and fyi everytime there's a new level anomaly cap my friends doesnt even bother to cap their level for one reason : its boring and tedious which is true what i also felt in long run.
end-game grinding for materials to augment skills with RNG and updating your armor piece by piece because of new metas or better skills arrived in update is annoying and tedious.
I really prefered and appreciate the RNG of getting decorations from quests in Monster Hunter World since they remain usable and relevant until the end of the update.
in Monster Hunter World, there are specific quests that make grinding Master Rank more relaxing, and you gain experience faster too and people can share their guiding lands and summons. so its easier to find groups and interact with people than sunbreak end game