Monster Hunter Wilds

Monster Hunter Wilds

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From clutch claw, to wire bugs, to focus mode. the negatives the positives and the overall ideas possible for future titles.
I would say that the focus of the topic is that we should inquire further about the best of world rise and wilds mechanics. we may not know what the mechanical evolution in wilds will be in the expansion, but lets just assume based off of what we have current.

MONSTER HUNTER WORLD:

I would say the most inquiring benefit of worlds clutch claw mechanic, was some of the moves that it gave to weapons that really shined out, certain clutch claw attacks really absolutely were a stunning marvel in the benefits that were brought out of certain weapons. and as a duel blades player myself, (as a example) i think that in wilds our clutch claw move should return because one of our combos has nothing to follow up into and just has end lag, the same combo that in world would follow into our clutch claw attack that looked awesome and was functional.

another benefactor compared to wilds, was how satisfying and gratifying it was to wall bang a monster from when they were asleep, or in general at all, into the wall or another monster. especially if you did crazy stuff like i did where you launched a monster into a wall with bombs set up right where you would predict it, and just for the cherry, a trap right where you would have them land. 300 iq hunter plays all day!!!!! hell ya!!

currently in wilds, its so awkard with sleeping monsters, theres not much anything going on excitingly to end the quest on, because most weapons dont have a heavy one shot wake up call, and bomb waking has been a thing for how many generations? at that point as well you might as well just trap the monster and get it over with.

and to clarify im not implying to return weakening from the clutch claw, im just inquiring the return of wall banging, and certain move sets. yes the repetitiveness of clutch claws weakening parts was not always welcomed by many, i just mean specifically focusing wall banging and the move set.

MONSTER HUNTER RISE:

with the inclusion of wire bugs, and this being more of a spin off game then anything of the main games line up. the jump from world to rise, was with out a doubt a insane leap of difference. from the combat difference, the mechanical differences of each weapon, monster wire bug riding, and a hefty list i can go on about. however, i just want to focus on the main games mechanics of wire bugs, wire bug attacks, and wire riding monsters.

wire bugs in rise were the mechanical equivalence of the clutch claw system, over the many years, there has been alot of mixed reviews and opinions ive heard, from people loving it, to not really caring for it. and from my personal experience, it was a hard to swallow pill. wire bug moves were generally really janky, and often i ended up spamming the attack to really getting anywhere with them, it felt i didnt have much control over what to really do especially with the limits this game had. i personally didnt get to see to the end of this game as its core functions became far repetitive for myself to enjoy, and there was a huge wall of artificial grinding. wire bug attacks, looked cool, but it felt over dependent of them needed. it didnt exactly evolve much past itself.

wire riding, was probably the alternative involvement of the idea of wire attacks, and the fact you couldnt mount monsters in this game. which monster mounting has been around for the last few generations, and has become a main staple. the idea of wire riding was interesting, and allows you to control monsters and there attacks. the first ever idea of monster paired hunting outside of stories. again though, heavy repetition for a mechanic where it was always needed to be used to actually deal decent damage, overwhelming damage for that matter as well.

i think personally in a future title, we will eventually be getting a monster hunter main title where we can actually raise and fight with monsters, i think thats already in the play books of ideas with them, and i hope so. so for monster riding, lets just leave it for stories for now.


MONSTER HUNTER WILDS:

After the other 2 games, we can really say wow, captivating nature like no other game yet to date right?? what a phenomenal achievement by the monster hunter team themselves creating this, it mirrors worlds combat, but evolves it and speeds the pace up in most of its regards. After such a long wait we finally got here eh guys? lol

now onto business about focus mode. focus mode is a fantastic inclusion for every single weapon that fixes alot of issues, but also evolves from it for all weapons, nothing upgrades and profit margins through the roof of capcom and the monster hunter team.

focus mode complexity reshapes everything, but of course, theres no such thing as perfection. focus mode has its own repetitive of drawbacks. however it feels less in comparison to the other two. the wound system creates opportunities for all of us to utilize, as we create wounds to support each other or ourselves to use our ultimate attacks and deal high damage to a monster, and also individually to those parts, while also rewarding us with parts from the monster directly!! its plundering without plunder blades from our palicos!

focus mode is a complete game changer going forward, we can all say HERE HERE!! cheer and hoorah all about it!. but the one drawback ill say is the blood thirst everyone has to take others wounds, its a game of speed to see who can get the most dopamine at the end of the quest. whats great though, is that we can share wounds if we time our attacks. all players can hit the same wound. or even counter guard/strike at the same time.

a big issue that ive come to realize is that holding a button to see the wounds themselves gets in the way greatly of the game play, and when turning in focus mode, it doesnt feel as fast as it could be? im not sure if thats just a controller issue, or if its limited to how fast you can turn. ill leave that to be explained to me. but defaultly, we should be able to see wounds at all times without having to hold a button down while were in combat. separating such should not at all affect the game. (side issue, but while mounted on a sekriet i can not power up or jump attack off my bird while in focus mode)

wounds or weak points themselves have also not been entirely ironed out in this game, (im looking you arkveld). how many of us hit a weakpoint or a wound dead on with our focus attack, and it has not registered as us using our focus mode attack. its absolutely frustrating, and makes us look goofy chasing down that dopamine rich piece we want but it denies us because it so can for no reason. and we look even goofier when we just keep mashing the focus attack to eventually hit it or chase the monster 1080 degrees of it rotating to get to it lol.

yes there are times the game gives us a wound attack that we def did not deserve, and then there are times it doesnt give us it to the time of day. this i would hope be further polished out over time.

if ever somehow, a evolved version of the focus system that basically would be we dont need a focus aim anymore for aiming our attacks, but integrativly we just have over 32 different directions of attacks. complete utter directional control of where we hit.

CONCLUSION:

i think currently the best idea for a future monster hunter title, is to try to create many new different mechanics that make sense to the genre and benefiting the play styles and combat that has evolved from the most beneficial titles that players have most enjoyed.

i think if we can mash together the clutch claw and the focus system we can get the best of both worlds/wilds. (yes i punned)

and in a future title probably offer a way to keep the focus attacks themselves without the focus mode, complete directional control as i mentioned earlier, while adding on the best of the moves from clutch claw attacks, and monster banging.

we dont want the repetitiveness that, if we look over each game, has shown without a doubt has had some in each, some too much in certain things.

so we want the combat benefits of these mechanics, but to keep the cool bonuses to style on from them as well.

while also in hopes and dreams of taming and raising monsters as to befriend and fight and hunt other monsters. even flying fights would be awesome against other flying monsters, or giants like dalmadure.

lots of speculation, good fun speculation.:coffeecup: :coffeecup::coffeecup:

And for a fun twist of ideas, what if they created a game where they allowed a custom setting for each individual player to use only a certain games style of mechanics. where we can play each games mechanics at the same time. in reality not likely they would but just something to throw out for fun, nothing else.

thank you for your time, let me know your thoughts going forward!
Last edited by LOKIxLegendx77; Mar 31 @ 2:42am
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Showing 1-15 of 47 comments
I would prefer no gimmick mechanics personally.
Originally posted by bigbiggaboo:
I would prefer no gimmick mechanics personally.
so how would you tone the setting in a game, or derive appeal?
Focus mode isn't really comparable to a resource like Wirebugs or whatever the developers had in mind when designing Clutch Claw, I'd argue focus mode is generally a great inclusion, its just wounds that constantly stagger lock monsters and do hundreds of damage thats the problem. Outside of that the biggest issue it has is that it varies wildly depending on the weapon you use and the move you perform--SNS charged chop and GS charge attacks let you basically 180 while switchaxe sword swings and like half of lance's moveset barely turn at all
Originally posted by Thug Killadome:
Focus mode isn't really comparable to a resource like Wirebugs or whatever the developers had in mind when designing Clutch Claw, I'd argue focus mode is generally a great inclusion, its just wounds that constantly stagger lock monsters and do hundreds of damage thats the problem. Outside of that the biggest issue it has is that it varies wildly depending on the weapon you use and the move you perform--SNS charged chop and GS charge attacks let you basically 180 while switchaxe sword swings and like half of lance's moveset barely turn at all
i can see what your saying, but i think the benefits of both worlds can collide together for the best experience, resource locking as wire bugs def wasnt the best idea.

lance still def needs a overhaul for sure at its core to be more viable or faster pace. ive had a pocket idea in the back of my head for lance to have a mechanical upgrade of it being like a whip sword, but as a lance, and can do some crazy thing s like reach really far, or power up an attack to spring forward to have like this super piercing attack.
Originally posted by LOKIxLegendx77:
Originally posted by bigbiggaboo:
I would prefer no gimmick mechanics personally.
so how would you tone the setting in a game, or derive appeal?
I think the core combat has plenty to derive appeal from. I'm not sure what you mean by "tone the setting" in this context. I would prefer if they focused on giving monsters new and interesting ways to combat/ interact with them rather than some new universal combat mechanic that may reduce the importance of things like positioning, recovering, and or weapon specific mechanics.
Originally posted by LOKIxLegendx77:
currently in wilds, its so awkard with sleeping monsters, theres not much anything going on excitingly to end the quest on, because most weapons dont have a heavy one shot wake up call, and bomb waking has been a thing for how many generations? at that point as well you might as well just trap the monster and get it over with.
I'd say if the monster got back to its nest and fell asleep in Wilds, the hunt COULD have been over a minute or two ago, but nobody was paying attention. Even if you were to look for excitement, it wouldn't override the inherent awkwardness of having done a shoddy job of the hunt.

and to clarify im not implying to return weakening from the clutch claw, im just inquiring the return of wall banging, and certain move sets. yes the repetitiveness of clutch claws weakening parts was not always welcomed by many, i just mean specifically focusing wall banging and the move set.
I couldn't care less about the wall-banging. I only miss hitching a ride on escaping monsters. The chocobo is a terrible alternative for simply latching onto the monster's tail and hilariously thwarting its attempts to escape.


wire bugs in rise were the mechanical equivalence of the clutch claw system, over the many years, there has been alot of mixed reviews and opinions ive heard, from people loving it, to not really caring for it. and from my personal experience, it was a hard to swallow pill. wire bug moves were generally really janky, and often i ended up spamming the attack to really getting anywhere with them, it felt i didnt have much control over what to really do especially with the limits this game had. i personally didnt get to see to the end of this game as its core functions became far repetitive for myself to enjoy, and there was a huge wall of artificial grinding. wire bug attacks, looked cool, but it felt over dependent of them needed. it didnt exactly evolve much past itself.
I only used the wirebugs for navigation and recovery, and they were excellent for that. The wirebug moves though... I mostly avoided bothering except in a few cases where they increased mobility. I mean the mobility was the real draw. Not all the other fuss.

wire riding, was probably the alternative involvement of the idea of wire attacks, and the fact you couldnt mount monsters in this game. which monster mounting has been around for the last few generations, and has become a main staple. the idea of wire riding was interesting, and allows you to control monsters and there attacks. the first ever idea of monster paired hunting outside of stories. again though, heavy repetition for a mechanic where it was always needed to be used to actually deal decent damage, overwhelming damage for that matter as well.
I found that far superior to the current mount system. I mean it was sometimes useful, whereas the mounts we have now I'm usually wondering if I can force it to end ASAP to get back to normal hunting.


After the other 2 games, we can really say wow, captivating nature like no other game yet to date right?? what a phenomenal achievement by the monster hunter team themselves creating this, it mirrors worlds combat, but evolves it and speeds the pace up in most of its regards. After such a long wait we finally got here eh guys? lol
Nah. And speeding up the pace of combat can 100% eat a bag of d!cks. I've got arthritis. I don't need things faster. It hurts. Literally.


now onto business about focus mode. focus mode is a fantastic inclusion for every single weapon that fixes alot of issues, but also evolves from it for all weapons, nothing upgrades and profit margins through the roof of capcom and the monster hunter team.
Nah. I say this as a Gunner, but my experience of Focus Mode is two identical and completely useless short-ranged bullets of little or no purpose... and some homing arrows that are honestly just bad DPS. I don't know how Focus Mode is for Blademasters, but for Gunners it is a completely useless mechanic. I'd rather have an Aim Mode that doesn't act as a secondary target-cam while the monster is selected, as currently my only way of hunting is to deselect every monster I hunt, which is doubly annoying as the game autoselects the monster if I get a field survey for it, even if I'd deliberately deselected it beforehand. Half of Wilds is just fighting the damned camera.


as we create wounds to support each other or ourselves to use our ultimate attacks and deal high damage to a monster, and also individually to those parts, while also rewarding us with parts from the monster directly!! its plundering without plunder blades from our palicos!
Bugger that. We don't need it.
The wound system would make a lot more sense if it were much less frequent and the wounds stuck around permanently improving hitzones rather than popping for gacha damage and giving more items.


focus mode is a complete game changer going forward, we can all say HERE HERE!! cheer and hoorah all about it!.
Again no. It can eat a bag of d!cks.


but the one drawback ill say is the blood thirst everyone has to take others wounds, its a game of speed to see who can get the most dopamine at the end of the quest. whats great though, is that we can share wounds if we time our attacks. all players can hit the same wound. or even counter guard/strike at the same time.
You know that doesn't happen. All the bladeys just squabble over them while the Gunners ignore them because they're genuinely not worth the bother of trying to compete in a co-operative game.


we should be able to see wounds at all times without having to hold a button down while were in combat. separating such should not at all affect the game.
What are you talking about? They glow red. Really conspicuously. I actually installed a mod to turn off that red glow because I didn't give a toss about it.


if ever somehow, a evolved version of the focus system that basically would be we dont need a focus aim anymore for aiming our attacks, but integrativly we just have over 32 different directions of attacks. complete utter directional control of where we hit.
The mechanic will be ditched in future and I won't be sad to see it go. Even the wirebug moves of rise were better.


thank you for your time, let me know your thoughts going forward!
MHGU was peak Monster Hunter.
I want Arts & Styles back. That. Specifically. Not some other weird substitute or whatever. It was so much better than all the alternatives we've had since.
Oh... and the underwater combat from 3rd generation.
Last edited by The Debauchery; Mar 31 @ 5:42am
Hi. Welcome to the series. Underwater combat was Tri/3U, and that Generations Ultimate/Double Cross had chargeable super moves and four different styles of movesets for each weapon.

4's Mounting attacks came with the increased mobility and verticality of the game, and so far, as well as scout flies from World, are the only gimmicks to remain in the series beyond a generation. Though they were tweaked between 4 and World. It's been nudged again, too.

The Wirebugs were a mobility aid first, then currency for stronger attacks. As some of those attacks were just "supers" from GU. Such as the "condensed" version of the Elemental Discharge going from a Hunting Art in GU, a switch skill in Rise, and now it's a part of the moveset as a follow up or addition to the explosion. Savage Axe mode was a switch skill, too. Among others.

That's not counting the insanity from the Frontiers games, The Magnet Spike, Tonfas and pet mechanics.

So your "speculation" has been evident in the game over the last ten years, though more visibly for the eastern only titles. And, least we forget, there is no such thing as a longsword in the first MH game. It was a variation of the Great sword that splintered off into it's own category, and has been growing into more and more of a counter based weapon since. Good or bad, that depends on if you think "characterisation of weapons" is important or not.

So...yeeeeeeah....
Last edited by SirusTheMadDJ; Mar 31 @ 5:43am
Yep, Focus Mode needs to be tuned down. Reduce damage output while in Focus Mode - thats the only solution i see for now.

Or maybe they going ro release monsters that going to beat the sh1et out of even master hunters, lol. We will see :VSnake:
Originally posted by StarExile:
Yep, Focus Mode needs to be tuned down. Reduce damage output while in Focus Mode - thats the only solution i see for now.

Or maybe they going ro release monsters that going to beat the sh1et out of even master hunters, lol. We will see :VSnake:

Speaking of things that has been the case throughout the series, and explained in the video talking about the update, the harder content has always dropped later. Either as part of the free quest updates, or as the expansion/re-release of the game. Not that I missed needing to wait six months to a year for the game to make it over to the West, if we even got it. d=P
Originally posted by SirusTheMadDJ:
Originally posted by StarExile:
Yep, Focus Mode needs to be tuned down. Reduce damage output while in Focus Mode - thats the only solution i see for now.

Or maybe they going ro release monsters that going to beat the sh1et out of even master hunters, lol. We will see :VSnake:

Speaking of things that has been the case throughout the series, and explained in the video talking about the update, the harder content has always dropped later. Either as part of the free quest updates, or as the expansion/re-release of the game. Not that I missed needing to wait six months to a year for the game to make it over to the West, if we even got it. d=P

Yeah, iam holding my fingers crossed for Arch Rey Dau, the guy needs to be hard and uncapturable :mhwgood:
i think focus mode is needed for several weapon types simply because of the frequency of the movement of the monsters. sure in past games you had cracked out monsters who were heavy movement fights but uh.. thats every monster now... so running a heavy hitting slow weapon would end in 99.999% whiffs vs the current average of 25% for decent players and the god tier adhd med taking ppls miss zero times in a run...
all 3 games would have been better off without these mechanics, or atleast if they wouldnt be that easy to use
Focus mode feels legitimately busted for the amount of damage you do. Wire bug was just utility

Clutch claw would have been okay if they didn't add the tenderize mechanic to it.
Originally posted by StarExile:
Yeah, iam holding my fingers crossed for Arch Rey Dau, the guy needs to be hard and uncapturable :mhwgood:
Why uncapturable? That would just be stupid and pointless.
Originally posted by The Debauchery:
Originally posted by StarExile:
Yeah, iam holding my fingers crossed for Arch Rey Dau, the guy needs to be hard and uncapturable :mhwgood:
Why uncapturable? That would just be stupid and pointless.

For snowflakes yep.
For real hunters - nope.

I think this first time the making Arch version of a non-elder monster.
But Rey Dau has an ability to change weather, so he is kind of an Elder himself :VSnake:
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Date Posted: Mar 31 @ 2:33am
Posts: 47