Monster Hunter Wilds

Monster Hunter Wilds

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Deco system will be like World
But will have all singular skill decos craftable like the alchemy system.

4 slot decos will still be RNG.

That is all. Good day.
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Showing 1-15 of 35 comments
bun E Jan 24 @ 1:21am 
Hurts. GU and Rise had it so much better. The person who made that decision world and wilds is so lost and out of touch
Originally posted by Fraktal:
But will have all singular skill decos craftable like the alchemy system.

4 slot decos will still be RNG.

That is all. Good day.

So, to rephrase, deco system won't be "like World" since you can craft any skill as a level 1 deco. I see a difference here, don't you think?
fun haver Jan 24 @ 1:50am 
Ive seen the developer talk and what was said is that players will be able to reliably create decos that have one skill on them. Thats similar to what was possible in Rise/Sunbreak, especially since decos with multiple skills on them dont exist in that game. So the only decos that arent craftable directly are something like the 4 slot decos from World/Iceborne that specifically grant 2 different skills, or am i missing something? To me its like a mix of both games, really.
This is a change for the good cause attack jewels where so rare in MHW. It wasnt untill IB and its 4 slotters where combis where accessable and offered much better access. Now at least I can craft some attack jewels untill I get combis. Makes it far more enjoyable tbh.

JI think at the end of 300 hour or so I only had two attack decos o>O
Rasjel Jan 24 @ 4:02am 
i hope amulets are craftable and not htat random garbage again...
Originally posted by Bunni:
Hurts. GU and Rise had it so much better. The person who made that decision world and wilds is so lost and out of touch
Craftable decos do feel like a shame in that there's no satisfying end-game grinding with Rise. Just the charms, which are grinding for rare decos cranked up to 11, but more annoying cuz you needed to think more about what charms to keep.

Part of why I returned to playing World 3 times upon dropping it for other games. I didn't feel compelled to return to Rise once after dropping it discounting the sunbreak release.
Originally posted by Dr. Raven:
Originally posted by Bunni:
Hurts. GU and Rise had it so much better. The person who made that decision world and wilds is so lost and out of touch
Craftable decos do feel like a shame in that there's no satisfying end-game grinding with Rise. Just the charms, which are grinding for rare decos cranked up to 11, but more annoying cuz you needed to think more about what charms to keep.

Part of why I returned to playing World 3 times upon dropping it for other games. I didn't feel compelled to return to Rise once after dropping it discounting the sunbreak release.
It's an endgame grind at a massive cost to progression quality. Your builds are made or broken by what decos you have access to, since that is where the majority of your skills come from in new gen and are key to finishing or balancing an armor set's skills in older gen games. I only got one Ironwall gem throughout my entire time doing the main game of World, for example, so I was stuck with guard boosting sets and couldn't build for attack since I didn't get any of those, either. Leaving me massively behind the damage curve on a weapon with bad damage, Lance, for the entirety of the game until guiding lands when I could start melding for hybrid gems and get them in massive quantities. And I still got screwed over there, too, as I only got a second ironwall gem before I put down the game for good, so any guard skills had to come from hybrid 4slot gems or my armor itself.
Compare this to rise where not only can I just craft ironwall gems, but I can also craft any other gem I want provided I've killed the right monster. Allowing me much more build freedom even at endgame and letting me create a ton of unique sets for different weapons easily, instead of relying on RNG to give me the decos I need. You also don't need that god roll crit/wex charm either, as I just rely on a evade window/evade distance charm with good slots that I got really easily through the melding that lets you pick one skill, and slot in the crit/wex/atk/etc myself if the build needs it.

Charms are at most two additional skills, decos are three to five skills depending on the set, or more.
Last edited by Toyosatomimi no Miko; Jan 24 @ 10:31am
Xaelon Jan 24 @ 3:37pm 
Hopefully it won't be as bad as it was in World.

And if it is? Thankfully I'm on PC this time around. I won't have to put up with it if I so choose.

I seem to recall single skill gems being the hardest to get so maybe being able to make those directly will be enough of a change.

I'm going to reserve judgement until I can play the game myself either way.
I feel like a crazy person because I liked rng decos. Definitely adding a way to craft them as well is the right move, but it forced me to try out skills I otherwise wouldn't touch similar to how pre 5th Gen might have a skill you wouldn't ordinarily use on a mixed set that's otherwise amazing. Rise has it all wrong, and the only way Sunbreak fixed this was just having so many skills on one build you ran out of the basic go to skills and had to experiment with others (which were all damage.... Unfortunately)
Wild Jan 24 @ 4:27pm 
RNG charm and craftable deco is way better than RNG deco and craftable charm, especially in rise that you can deterministically get the skills you want for your charm every time if you select a certain option, so in rise it's more like craftable deco AND mostly craftable charm, the worst that can happen is you get bad slots and undesirable secondary skill, but everything else in your build is predictable.

It looks like wilds will then take a path similar to rise with more predictable way to obtain skills, if only the most min max decorations (dual skills) are RNG, then it's completely fine with me.

Now all that said, it's a bit weird that 4 slots or dual skill jewels are already coming to this game since it will be high rank only, unless the devs are already talking about systems in G rank.
Last edited by Wild; Jan 24 @ 4:29pm
Kenshi Jan 24 @ 4:40pm 
Great... so one can play for over 500 hrs and still no attack 4 drops.
Originally posted by Kenshi †:
Great... so one can play for over 500 hrs and still no attack 4 drops.
I'm pretty sure they explicitly said that stuff like attack+4 is craftable, with the executive director specifically saying he got burned by the system in world and never got all the decos he needed so they are avoiding that mistake this time
JPM岩 Jan 24 @ 5:58pm 
Originally posted by ★ Moonlight ★:
Originally posted by Kenshi †:
Great... so one can play for over 500 hrs and still no attack 4 drops.
I'm pretty sure they explicitly said that stuff like attack+4 is craftable, with the executive director specifically saying he got burned by the system in world and never got all the decos he needed so they are avoiding that mistake this time
Nope, that was never stated. We know that single-skill decos are craftable, but we dont know what skills that entails.
Originally posted by Toyosatomimi no Miko:
Originally posted by Dr. Raven:
Craftable decos do feel like a shame in that there's no satisfying end-game grinding with Rise. Just the charms, which are grinding for rare decos cranked up to 11, but more annoying cuz you needed to think more about what charms to keep.

Part of why I returned to playing World 3 times upon dropping it for other games. I didn't feel compelled to return to Rise once after dropping it discounting the sunbreak release.
It's an endgame grind at a massive cost to progression quality. Your builds are made or broken by what decos you have access to, since that is where the majority of your skills come from in new gen and are key to finishing or balancing an armor set's skills in older gen games. I only got one Ironwall gem throughout my entire time doing the main game of World, for example, so I was stuck with guard boosting sets and couldn't build for attack since I didn't get any of those, either. Leaving me massively behind the damage curve on a weapon with bad damage, Lance, for the entirety of the game until guiding lands when I could start melding for hybrid gems and get them in massive quantities. And I still got screwed over there, too, as I only got a second ironwall gem before I put down the game for good, so any guard skills had to come from hybrid 4slot gems or my armor itself.
Compare this to rise where not only can I just craft ironwall gems, but I can also craft any other gem I want provided I've killed the right monster. Allowing me much more build freedom even at endgame and letting me create a ton of unique sets for different weapons easily, instead of relying on RNG to give me the decos I need. You also don't need that god roll crit/wex charm either, as I just rely on a evade window/evade distance charm with good slots that I got really easily through the melding that lets you pick one skill, and slot in the crit/wex/atk/etc myself if the build needs it.

Charms are at most two additional skills, decos are three to five skills depending on the set, or more.
I guess what I'm saying is progression is largely what motivates players like myself to continue playing. And the mini-maxxing of decos really wasn't that big of a progression but it was still a nice wall. Most sought out deco for builds was the single atk deco in base World, but not having it wasn't that big of a deal.

Where as with Charm rng. There's no clear picture of what is a perfect charm, because it's at least 2 skills, has to have good synergy, it's never clear to the player what's the max potential roll was also not understood. And then you have to think about the future so you have to save any charm that might have potential for a build, again really just slows down the action having to slowly wade through 99.99% garbage every so many hunts, that you actively have to think about each one.


I remember people complaining charm editors were one of the most popular mods for Rise. And people even screwed themselves over at one point because impossible charms bricked save files after one update, and players didn't know what was an impossible charm, because it's unclear without a wall of text guide telling you. Which says something about wading through the ♥♥♥♥ to find a good one when players don't understand the upper limits of charms.
Last edited by Dr. Raven; Jan 24 @ 7:05pm
bun E Jan 24 @ 7:34pm 
Originally posted by Dr. Raven:
Originally posted by Bunni:
Hurts. GU and Rise had it so much better. The person who made that decision world and wilds is so lost and out of touch
Craftable decos do feel like a shame in that there's no satisfying end-game grinding with Rise. Just the charms, which are grinding for rare decos cranked up to 11, but more annoying cuz you needed to think more about what charms to keep.

Part of why I returned to playing World 3 times upon dropping it for other games. I didn't feel compelled to return to Rise once after dropping it discounting the sunbreak release.
The end game grind shouldn't be the things for basic entry level builds though. Stuff like guard up and bow charge+ being extremely rare drop stuff is really dumb. The end game grind should be for minor optimizations, not build defining stuff. Base world was insufferable with the only end game being getting basic decos with no user input other than a few tiers which are all worthless but the last one.

Actually hunting relevant monsters for rare materials to craft decorations is so much more satisfying than just getting lucky randomly, and getting several really rare drops in a mindless grind of 2-3 monsters is so much worse and more time consuming than getting a wex 6 ooo in gu or something similar in rise one time.

I s2g if I can't play CB in wilds until 700 hours in again because guard, load up and artlilery decos require me to win the lottery on powered up elder dragons im going to do blood magic irl to expel the current bloat number enjoy director and assure someone competent can turn the ship around for the expansion
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Date Posted: Jan 23 @ 9:47am
Posts: 36