Monster Hunter Wilds

Monster Hunter Wilds

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Your thoughts on typed gems and Weapon talents?
Seasoned MH player here : been playing since MH Freedom on my little PSP and spent hours on end in Freedom Unit with friends each hidden under bed sheets whispering "Planting barrels" in the hopes no parent would find out we were awake trimming down this hell of a White Fatalis - nostaligia intensifies.
I've played RIse and World alot also and still a MH enjoyer today.

The game is cool playing with friends, campaign is as in MH World very hold handing and I don't realy like this part of wide spread entry in the license but well ... it's only 1% of the time I'll spend as a whole in the game so I endure it pestering in good faith.

Background cleared, my main doubts about the enjoyment of theory crafting and pleasure of build variety :
This new typology separating weapon and armor gems seems rather constraining and going against the core pleasure of hyper optimizing your build ... I get this is to enforce the use of 2 weapons but I don't really think this adds anything interesting to the table until you have some way to apply traits voluntarily (which doesn't seem to be possible at RC40 and I suppose it won't be even at the end of this version of the game). Also lots of Offensive talents need 3,5 and more levels to optimize which turns this more into a limitation rather than an increase in freedom of builds.
Also : MH has always been very populated with 1 weapon type enjoyer and the dual weapon system goes a bit against this way of playing which I find very weird (Hammer enjoyer since the first - Gun lance in Sunbreak was amazing though). Yes you can swap between 2 weapons to vary your afflictions or swap between dmg and utility but I'd rather prepare carefully before a tough fight than having 2 weapons.
I can see some setups that could be interesting like : poison bow + para hammer. But I'm realy not sure the forced traits on weapons combined with typed gems will bring much good for theory crafting ...

What are your takes on that? Do you enjoy it? Do you find it constraining?
I'm curious about the community's level of enjoyment of this new mechanic.

Also : big bonus points on the out of the box transmog system, not needing any mods to get the style you like is super cool from Capcom.
Last edited by Moltenhead; Mar 3 @ 9:16am
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Showing 1-15 of 21 comments
Type gems (decos) place unnecessary restrictions on build variety. Been playing a while now and never swapped weapons out of desire or need. It is an option but should not handicap us in any way (which it does).
Zero Mar 3 @ 9:31am 
I don't like it at all. Customisation is the key thing that make this game fun to play after you finish your game. It's what makes people continue playing because you want to try different setup, and you do so with friends because they want to do the same. Now with this gone coupled with the backward lobby system, I can see people starting to get bored and less invested in the game = less friends playing it = it gets bored faster.
I'm kind of disappointed about offensive skills being on weapons only, it does limits the optimisation to the point i'm not even interested in it anymore
Asylum Mar 3 @ 9:36am 
Im fine with weapon talent + gems being restricted, It can be annoying in some cases (sharpness on weapons) but it also makes more sense, IMO it doesnt "hurt" build diversity because build diversity was never a thing when it came to Decos to begin with, it was always Crit+sharpness or Crit+attack or Elemental damage+elemental crit etc etc, all decos were "offensive" that people used and now youre forced to use some defensive/utility stuff. Ofcourse u can say that wasnt all builds i did X thing, but majority of ppl used those builds, unless it was like a HH or SnS support wide range build etc
DaBa Mar 3 @ 9:47am 
Weapons having inherent skills is a very bad idea as it further divides weapons into good and bad ones. For example, who in their right mind is going to use a SnS with a crit draw skill? Or a GS with crit element?

Splitting slots into weapon and armor jewels is also a bad idea. Functionally it doesn't add anything to the game, the only purpose here that I can think of is forcing players to use less offensive skills and more defensive ones. And if that was the intended goal... why? If somebody wants to go full big deeps why not let them? And in turn, if somebody wants to go full utility and defense, why not let them either? This is a perfect example of a completely pointless restriction that doesn't serve to make the skill system any more interesting.

Overall I have no clue why anybody thought these were a good idea.
Originally posted by DaBa:
Weapons having inherent skills is a very bad idea as it further divides weapons into good and bad ones. For example, who in their right mind is going to use a SnS with a crit draw skill? Or a GS with crit element?

Splitting slots into weapon and armor jewels is also a bad idea. Functionally it doesn't add anything to the game, the only purpose here that I can think of is forcing players to use less offensive skills and more defensive ones. And if that was the intended goal... why? If somebody wants to go full big deeps why not let them? And in turn, if somebody wants to go full utility and defense, why not let them either? This is a perfect example of a completely pointless restriction that doesn't serve to make the skill system any more interesting.

Overall I have no clue why anybody thought these were a good idea.

All facts. First time I saw my hammer choices included one with critical draw, I knew some of the devs probably weren't playing their own game and just said 'yeah that's fine, go with it, ship it'.

Limiting player choice; agency is an issue. Late game Meta and theory crafters are not okay with this. It makes a bunch of autopilot builds and boring cookie cutter crap.
It simplifies the game and I don't feel the need to farm 6+ attack gems before actually starting enjoying the game :lunar2019piginablanket: Good stuff.
Plumber Mar 3 @ 10:00am 
in principle this could have been cool and force people to stop stacking damage and more damage with maybe a single important defensive skill where valuable, but they let us slot in things like Maximum Might which are purely offensive anyway so nothing substantial is going to change beyond how we itemize for it.

The only difference this makes is that you won’t bottleneck yourself or “waste” armorskills as easily because more weapon-specific properties like almost anything to do with Guard, Rapid Morph, Focus, Power Prolonger, etc. that are only useful on a subset of weapons can now be tied to that weapon wholesale. I assume this is to make mid-quest weapon swapping more appealing, but it takes so long to swap equipment that you need the monster to be moving to a different zone or otherwise enforcing downtime for it to be worth doing…
Weapon swapping in general is kind of a dud. People, for the most part, always gravitate towards a main weapon. If I wanted to play another weapon, I'd choose it and hunt with it.

The choice is cool. But making it a center piece that effects more than just the choice is limiting other aspects of play. Like the other guy said, if I wanna build a glass cannon, let me. If I wanna build out for all defense, let me. Farming decos is part of their end game. Hell in Worlds, if you and Teostra weren't besties then you didn't make end game.
Asylum Mar 3 @ 10:20am 
Originally posted by Mexicated:
Weapon swapping in general is kind of a dud. People, for the most part, always gravitate towards a main weapon. If I wanted to play another weapon, I'd choose it and hunt with it.

The choice is cool. But making it a center piece that effects more than just the choice is limiting other aspects of play. Like the other guy said, if I wanna build a glass cannon, let me. If I wanna build out for all defense, let me. Farming decos is part of their end game. Hell in Worlds, if you and Teostra weren't besties then you didn't make end game.


weapon swapping lets them make more bosses like Alatreon in the future for this game with less people whining about it though lol. I can see good stuff coming from it with new monster additions/G-rank stuff, or give ppl a reason to use paralyze weapons more etc etc.
Personally, i like the system, we have a great use of support skills, and not just every thing being pure crit.
...does it really not change after progressing for a while? I saw wex and some other decent damage skills on armor, but do damage skill decorations for armor really not exist?
DaBa Mar 3 @ 11:06am 
Originally posted by zmanbuilder:
Personally, i like the system, we have a great use of support skills, and not just every thing being pure crit.

It's still pure crit though :mhwhappy: People still go max deeps, the only difference now is that the optimization ceiling is lower.

Also you didn't have to do this in the past nobody forced you, it was your choice. Now you are forced to optimize less. Also you can't make a full comfy set full of utility either, you HAVE to use some offensive decorations, it works both ways. It's just a bad idea.
ElyD Mar 3 @ 11:20am 
Originally posted by nicken chugger:
...does it really not change after progressing for a while? I saw wex and some other decent damage skills on armor, but do damage skill decorations for armor really not exist?

No, they are locked to weapon slots only.
Originally posted by Asylum:
Im fine with weapon talent + gems being restricted, It can be annoying in some cases (sharpness on weapons) but it also makes more sense, IMO it doesnt "hurt" build diversity because build diversity was never a thing when it came to Decos to begin with, it was always Crit+sharpness or Crit+attack or Elemental damage+elemental crit etc etc, all decos were "offensive" that people used and now youre forced to use some defensive/utility stuff. Ofcourse u can say that wasnt all builds i did X thing, but majority of ppl used those builds, unless it was like a HH or SnS support wide range build etc
Terrible take
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