Monster Hunter Wilds

Monster Hunter Wilds

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Xixiphoid Apr 30 @ 6:04am
1
Arch Tempered Ray Dau should have been the base-line.
Just did this fight and absolutely loved it, however this difficultly should have been the baseline from the start. Still enjoying Wilds and can't wait to see what is added in the future.
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ominumi Apr 30 @ 6:15am 
Think of it this way, Every monster release after AT Rey will require more player effort. All monsters before AT Rey needs less effort.
I personally disagree, as I think the entirety of the game would need to be reworked to accommodate that difficulty curve, and Wilds has one of the best ones right where skills are directly transferable from one fight to the next. The ATs just being the way the monsters usually are just sounds like it'd completely ♥♥♥♥ up that balance
The difficulty is irrelevant. Archtempered Rey Dau isn't any more interesting than regular Rey Dau, ergo there would be no reason to make it the baseline.

However... Ruiner Nergigante should have been the baseline for Nergigante in World. Not because of difficulty (because difficulty is irrelevant)... but because Nergigante was a boring piece of sh!t and didn't even have one thing interesting about his entire freaking moveset until the Ruiner version showed up.

Oh... and Soulseer Mizutsune should NOT have been the baseline Mizutsune. They've ruined both Mizutsune AND Deviants forever.
Hikaru May 2 @ 6:08pm 
I hate the AT rey dau fight. followup aoe, stunlock combos that one shot fully upgraded armor. very engaging.
Tbh, the new combo it does is G rank level and Tempered was always the worst gimmick out of all MH. Its just a shame they didnt go with Deviant levels of change for the "challenging" content.
Originally posted by Hikaru:
I hate the AT rey dau fight. followup aoe, stunlock combos that one shot fully upgraded armor. very engaging.

Lightning resist is your friend.
L:D May 2 @ 7:22pm 
Originally posted by wackyspartan:
I personally disagree, as I think the entirety of the game would need to be reworked to accommodate that difficulty curve, and Wilds has one of the best ones right where skills are directly transferable from one fight to the next

Originally posted by Hikaru:
I hate the AT rey dau fight. followup aoe, stunlock combos that one shot fully upgraded armor. very engaging.
Literally 2 posts bellow. Why people complain about bad players on mp? Because wilds have an horrible way to teach them.
People are at AT Rey Dau thinking they can still face tank everything because they can face tank everything in the enterily game until this point. Even with this easy fight we got, most of AT Rey moves doesn't even need to be dodged. just walking towards Rey is more than enough to be 100% safe.
Unfortunately players can't even figure out it themselves because they are trained for more than 100 hours that dodging only matters when a monster use their "special attack", any other form of damage can be brute forced by max potions + seikret.

AT Rey doesn't needed to be the base, but it would be pretty cool if those differences would be added to tempered version, moving into an better and more interesting fight with AT release.
The only problem is they would need more time to work around it, and by now we, and they, are pretty confident that they don't need to bother into putting any effort and money into it.
Anime May 2 @ 7:46pm 
No, baseline should have had less monsters. Baseline has too many monsters imo, should have made less monsters and release new monsters daily or weekly to keep the game alive
Last edited by Anime; May 2 @ 7:46pm
BigJ May 2 @ 8:37pm 
Originally posted by Hikaru:
I hate the AT rey dau fight. followup aoe, stunlock combos that one shot fully upgraded armor. very engaging.
Single level in divine Protection
Originally posted by L:D:
Why people complain about bad players on mp? Because wilds have an horrible way to teach them.
Thank you, someone said it.

The educational curve is what needed changing, not the difficulty of monsters (necessarily). You could technically go through all of low rank in base armor with nothing but supply items, but once things ramp up, players haven't learned the gameplay loop correctly.
Originally posted by Theofratus:
Originally posted by L:D:
Why people complain about bad players on mp? Because wilds have an horrible way to teach them.
Thank you, someone said it.

The educational curve is what needed changing, not the difficulty of monsters (necessarily). You could technically go through all of low rank in base armor with nothing but supply items, but once things ramp up, players haven't learned the gameplay loop correctly.

I disagree.

This time around the learning curve is quite beginner friendly.

Though veteran players might not notice, it definitely is for beginners.

Provided that beginners play the campaign solo.
Originally posted by アンジェル:
Originally posted by Theofratus:
Thank you, someone said it.

The educational curve is what needed changing, not the difficulty of monsters (necessarily). You could technically go through all of low rank in base armor with nothing but supply items, but once things ramp up, players haven't learned the gameplay loop correctly.

I disagree.

This time around the learning curve is quite beginner friendly.

Though veteran players might not notice, it definitely is for beginners.

Provided that beginners play the campaign solo.

The learning curve is extremely unfriendly to them because it doesn't teach them anything
Originally posted by wackyspartan:
I personally disagree, as I think the entirety of the game would need to be reworked to accommodate that difficulty curve, and Wilds has one of the best ones right where skills are directly transferable from one fight to the next. The ATs just being the way the monsters usually are just sounds like it'd completely ♥♥♥♥ up that balance

Duh, there's nothing to transfer because you can just keep attacking and monsters won't do anything, they're punching bags
You must have different random than I have encountered. Mine seem more like Rocket League mindset of-- see ball, focus ball, chase ball--

The complaints about gore magala and the return of zoh Shia kinda are my point. Beginners have had their hands held a bit too much and don't develop the correct mindset once you reach the upper high rank monsters.

The game felt more like it was trying to entice a new generation and then felt like it had to satisfy the older generation. I remember fights in other titles being a lot more exploiting monster whiffs and prepping proper gear and supplies. So many don't even change their armor for the fight, and just expect to do fine, when it was a lot more important before.

I'm not saying you're wrong, the onboarding is probably fine, but it doesn't prepare them for the struggle of a real challenge.
mccloud May 3 @ 2:28am 
Originally posted by Xixiphoid:
Just did this fight and absolutely loved it, however this difficultly should have been the baseline from the start. Still enjoying Wilds and can't wait to see what is added in the future.
You do know he is one of the first apexes that you fight, right ? Do you want another World-type Anjanat "I quit" moments for newcomers ? Being this way at AT level is fine, because that's endgame. But not while still learning your weapon.

Hell, I hate this fight, but not because of the "difficulty" but because all AT monsters are on RedBull and won't stop flopping and flying. It's annoying. So much so, that switching to a ranged weapon makes the fight much easier and actually fun because you can actually use your weapon all the time. I got sick of chasing his acrobatics on foot with a melee weapon pretty quickly. Or constantly looking at the sky (and the camera effin you because of walls etc and we can't adjust FOV) trying to offset or guard.

With a ranged weapon, he can flop all he wants, I can shoot him out of the sky. And that's bad. Most of the weapons are melee, he is out of reach most of the time, his AoEs cover a lot of ground... I almost switched to Draw style Greatsword because it would be more effective. Then I remembered I can just use ranged and avoid all that nonsense. An HGB or Bow with Ballistics makes him your target dummy.

He is not hard mechanically, not by any stretch of the imagination. He is hard because you are chasing him 70% of the time, avoiding being one-shot (or close to that) 15% of the time and the rest 15% you can actually fight. Even highly mobile weapons such as SnS can't do much when he flies off and lands 1km away. This might be better single-player, but in multi, with 4 potential targets, he can be on this side one second and 500m away the next. Then he flies off and you can't reach him until he is done with his railgun tantrum. It's the same annoying fightstyle as Rathalos - footwork and chugging potions for melee, target practice for ranged.

I love high-adrenaline fights like Nargacuga, Gore Magala, even Mizu was fun. But when you spend most of the fight covering ground, on foot or Seikret like with AT Rei, it's not fun. I am glad I and done with the armor set, not fightning that monster for a while if I can help it.
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