Monster Hunter Wilds

Monster Hunter Wilds

View Stats:
Monster Hunter Wilds – Endgame Gameplay Review
After spending 40 hours in the game, reaching Hunter Rank 50+, and completing both the main story and Master Rank (MR) story, I have to say that the endgame difficulty is severely lacking. At no point did I feel genuinely challenged, which made the progression unsatisfying.

One of the biggest issues is the Wound mechanic—landing a wound not only increases stagger buildup but also causes a temporary animation pause, creating constant attack opportunities. As a result, even solo play is extremely easy, removing any sense of danger.

However, the worst aspect is multiplayer scaling, which is completely broken. Based on my observations, monster HP scaling is as follows:

1 player → 100% base HP
2 players → 163% base HP
3 players → 200% base HP
4 players → 234% base HP
This system makes no sense because in multiplayer, players have more openings for attacks, making fights even easier. Even 8-star Tempered monsters go down in 8 minutes or less, which is laughable and removes any sense of achievement from character progression or combat.

A better scaling system would be:

1 player → 100% HP
2 players → 220% HP
3 players → 360% HP
4 players → 500% HP
The more players, the more wounds can be inflicted, and with the current wound mechanics, monsters simply don’t last long enough.

Monster Damage & Stagger Mechanics
Monster damage is fairly well-balanced, but their HP pools and the ease of staggering them are major problems that need fixing.

It’s also disappointing that after just 40 hours, I’ve already obtained the best available gear and fully upgraded it.

The lack of long-term progression and challenge in the endgame makes Monster Hunter Wilds too easy, which hurts the overall experience.
< >
Showing 1-15 of 28 comments
Pretty sure the quest difficulty is tied to hunter rank so going further should give you the challenge you need.
Thats because u have to wait till rank G releases xD literally is the same in every monster hunter thats where things really get difficult
it doesn't work that way yet. The difficulty of the task depends on the Monster's Rank (number of stars) and whether the monster is Charmed or Mad. however, there is also the size of the monster which has a very insignificant impact on the statistics. so hunter level doesn't affect it.
arks Mar 4 @ 3:42am 
You want the monsters to be damge sponges?

I think there is content update coming in April iirc...
Originally posted by AllCalculated:
However, the worst aspect is multiplayer scaling, which is completely broken. Based on my observations, monster HP scaling is as follows:

1 player → 100% base HP
2 players → 163% base HP
3 players → 200% base HP
4 players → 234% base HP
This system makes no sense because in multiplayer, players have more openings for attacks, making fights even easier. Even 8-star Tempered monsters go down in 8 minutes or less, which is laughable and removes any sense of achievement from character progression or combat.

A better scaling system would be:

1 player → 100% HP
2 players → 220% HP
3 players → 360% HP
4 players → 500% HP
The more players, the more wounds can be inflicted, and with the current wound mechanics, monsters simply don’t last long enough.
This is a very bad idea. Problem is first off it would punish playing with npcs quite a bit, a mechanic they've really worked to get up and running, because they have rather low dps compared to the player.


It would also just deter playing online. First off, you're already sacrificing your cat and going out of your way to play hunts online. While it's safer in some sense to have multiple targets for a monster to go after, it's also more annoying having monsters be less consistent and jumping all over the place, which negates some of that safety. Having hp double basically punishes people with a high dps playing online because they're carrying, they're carrying even more so with dead weight. Where as at least here dead weight isn't so dead.


Now I will just say the part about staggering is correct tho. I can say for certainty right now, that the expansion is gonna massively nerf staggering from wounds. Which is much needed. Part of the reason parts are also so easy to farm is because you're getting 15 wounds per fight, each giving a drop. And fights are faster/easier. No exclusive drops either from tail carves, closest thing to an exclusive monster part is Arkveld's callous shells for breaking his chains? They seriously need to tone down drops tho.
BigJ Mar 4 @ 3:48am 
+1
Yendred Mar 4 @ 3:49am 
First of all: Master Rank is not available at the moment. at the moment there is only LR and HR so of course the realy hard ♥♥♥♥ only comes probably after one or two years in a dlc or with the addition of titel updates where they bring in new monsters for free.
I know that doesnt mean that this is a reason that the game is easy but it is something you should keep in mind.
Second: the game is how long out? they will surely adjust thing in regards of balancing.
third: this game is mostly for people that have never played a monster hunter so that they can start easier, if that dosnt fit with you, play another monster hunter or wait until the dlc comes out where they bring MR in.
Cadaver Mar 4 @ 3:52am 
Oh yeah also your scaling observations arent really accurate,
A simple example i can think of off the top of my head is that Quetz has about 4k or so HP in LR , if you have 2 people he has around 10k in LR, this si comparative to his starting HP of around 10k in HR with only 1 player.

The HP scaling is definitely doing fine. especially on later HR monsters who go in the 40k+ range

and 4 player coop can go way past doubled HP
Last edited by Cadaver; Mar 4 @ 3:55am
Dr. Raven Mar 4 @ 3:53am 
2
Originally posted by Yendred:
this game is mostly for people that have never played a monster hunter so that they can start easier, if that dosnt fit with you, play another monster hunter or wait until the dlc comes out where they bring MR in.
I don't think this is a good excuse. Because low rank is also for that purpose. And low rank is even beyond easy. Nothing hits remotely hard is the problem. Time to kill being quick is fine, but there's nothing in the game currently a threat when you're playing with your end-game set. Tempered Arkveld gold crown feels like vanilla Nergigante in terms of difficulty.
Originally posted by Dr. Raven:
Originally posted by Yendred:
this game is mostly for people that have never played a monster hunter so that they can start easier, if that dosnt fit with you, play another monster hunter or wait until the dlc comes out where they bring MR in.
I don't think this is a good excuse. Because low rank is also for that purpose. And low rank is even beyond easy. Nothing hits remotely hard is the problem. Time to kill being quick is fine, but there's nothing in the game currently a threat when you're playing with your end-game set. Tempered Arkveld gold crown feels like vanilla Nergigante in terms of difficulty.
Such true
Games are usually build around the average player, not around the top 1 %. That said, higher player numbers usually means, that you run higher risks of getting downed and bad players usually have a stronger effect on the outcome of a fight than good players. Making them damage sponges would most likely make it unplayable for the vast majority of players.

And on top of that it's an illusion that higher HP equals more difficulty. Time and time again players complain about games doing this mistake in various games, since the only thing it does is making everything more of a chore.

Overall, if you want to have more time with the monster, you can always use weaker weapons, but the other way around, players who've a hard time beating monsters in time can't just take a weapon above the highest rarity to make it beatable.
The problem is not the monster, it's the weapon/hunter toolkit that is too effective. For example, the seikret wake up is 100% broken. Without it, you would have seen a lot of thread like : arcveld combo is ♥♥♥♥♥♥♥♥, got permastun by the tako monster in the corner, etc...

Also we have to recognize that the power level of arkveld/GM just to represent a challenge is actually insane ! Those monster speed/power/aoe attack can't be the standard, can they ?

There are a lot of mh veteran and the modern mh formula is very streamlined and identified now for better or not.
Last edited by BunnyBunny; Mar 4 @ 4:06am
This PC (Banned) Mar 4 @ 4:05am 
been playing monhun for 20 years, yeah it feels easy to me rn, but am enjoying it quite a bit and the challenging content will be coming further down the line
Originally posted by Maya-Neko:
Games are usually build around the average player, not around the top 1 %. That said, higher player numbers usually means, that you run higher risks of getting downed and bad players usually have a stronger effect on the outcome of a fight than good players. Making them damage sponges would most likely make it unplayable for the vast majority of players.

And on top of that it's an illusion that higher HP equals more difficulty. Time and time again players complain about games doing this mistake in various games, since the only thing it does is making everything more of a chore.

Overall, if you want to have more time with the monster, you can always use weaker weapons, but the other way around, players who've a hard time beating monsters in time can't just take a weapon above the highest rarity to make it beatable.
but it's stupid... the game is supposed to be a challenge, and acquiring items helps in that, not that I have to change gear to an easier one so that I can play at some satisfactory level, so this argument is invalid.
Jaevwyn Mar 4 @ 4:06am 
difficulty, or lack thereof, is a nitpick for me too tbh, nice that theres a mod to fix it at least.
< >
Showing 1-15 of 28 comments
Per page: 1530 50

Date Posted: Mar 4 @ 3:09am
Posts: 28