Monster Hunter Wilds

Monster Hunter Wilds

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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.
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Showing 16-28 of 28 comments
Yendred Mar 4 @ 4:07am 
Originally posted by AllCalculated:
Originally posted by Dr. Raven:
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
And i told you in my second point that there will safe balancing patches. but as i said, the game is out for a few days, let the developers see the stats after everyone gets there and adjust after we all know how everthing works so that they dont need to make balancing patches everyday because some new guy found OP things.
Toffe Mar 4 @ 4:19am 
Endgame.. I guess it's fair because it's what's available for now, but it's still kind of funny and annoying seeing someone call HR endgame.

If they decide to bump the difficulty I sure hope it's not like in Sunbreak with Anomaly Investigations. That burnt me out in no-time. Like Elden Ring went for delayed attacks to force difficulty, Monster Hunter went with sponge to tire you out mentally and deplete your focus. Makes you wonder what the next gimmick will be.
CCloak Mar 4 @ 4:36am 
Originally posted by AllCalculated:
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.
Other game devs have thought like you did with the math, and the result was, everyone played solo for farming efficiency and that bleed playercount very quickly.
Jaevwyn Mar 4 @ 4:37am 
Jut gonna drop this here, be nice to use with friends:
https://www.nexusmods.com/monsterhunterwilds/mods/136?tab=files
Have you fought apex yet? This isnt really end game yet at MR 50-60, harder stuff are yet to come :D
Asher Mar 5 @ 8:32am 
Originally posted by An Armored Walrus:
Pretty sure the quest difficulty is tied to hunter rank so going further should give you the challenge you need.

No it depends on the stars next to the quest I think
Kiririn Mar 5 @ 8:36am 
This essentially mirrors the IGN conclusion. Pathetic how the "community" dog-piled on them for being 100% correct.
Congrats, you've gotten gud at MH.
This is your reward.
edy Mar 11 @ 1:48pm 
Originally posted by Dr. Raven:
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.
The NPCs doesnt increase monster HP. Although yes, people playing online generally want to be carried somehow. Making it 500% HP for 4 players will not want people who carry to help them. Goal of base game is to make everyone comfortable not make new players suffer cuz game is too ez for you. Also hunting Tempereds in 8 mins and thinking you did a good job is laughable.
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.
Chapters 1-3 were not easy, especially for me. And once i got to the Ku Ku Fire Beak bird, i died 12 times to that MF. Had to do it 2 times because i kept getting 3rd partied. It may be easy AF for you, but its not for everybody. Nearly every monster ive been doing an SOS because i keep getting thrown around like a rag doll and dying.
Xonah Mar 11 @ 2:05pm 
maybe you're just good at the game.
Originally posted by Archon Oradon:
Originally posted by Dr. Raven:
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.
Chapters 1-3 were not easy, especially for me. And once i got to the Ku Ku Fire Beak bird, i died 12 times to that MF. Had to do it 2 times because i kept getting 3rd partied. It may be easy AF for you, but its not for everybody. Nearly every monster ive been doing an SOS because i keep getting thrown around like a rag doll and dying.
These chapters are only hard if you neglect to make gear and level it up. Yian shouldn't be a problem if you're doing so. Especially if you're playing with npc hunters. You also shouldn't be getting third partied. If you are, the game has simple solutions to it, dung pods, but third partying is also just a plain benefit in that monsters hit each other and do quite a lot before fleeing.
Originally posted by edy:
Originally posted by Dr. Raven:
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.
The NPCs doesnt increase monster HP. Although yes, people playing online generally want to be carried somehow. Making it 500% HP for 4 players will not want people who carry to help them. Goal of base game is to make everyone comfortable not make new players suffer cuz game is too ez for you. Also hunting Tempereds in 8 mins and thinking you did a good job is laughable.
I am unaware if npcs increase hp or not. They simply should for them to be balanced.


I don't even understand what you're trying to say with the second sentence. Are you saying 500% hp is good? Is bad? That people shouldn't be carrying online and we need to deter it?? I can't respond to a point that doesn't make sense.

Like I don't even know if you're responding to the right post because your response makes little to no sense. I didn't mention how long it takes me to kill tempered monsters in the response you quoted. I had to re-read my post several times to be sure because you're hallucinating my response.
Last edited by Dr. Raven; Mar 11 @ 2:37pm
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Date Posted: Mar 4 @ 3:09am
Posts: 28