Monster Hunter Wilds

Monster Hunter Wilds

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Shaquan Don Dec 6, 2024 @ 2:02pm
5
Please be more like Rise, less like World
I know it has the same art style as world but I really hope this plays more like Rise. I really enjoyed how fast paced Rise is. As someone who has literally played every game and started with MH on ps2 world was my least favorite MH game. Bad weapon and armor design in the series.
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Showing 121-134 of 134 comments
JPM岩 Dec 19, 2024 @ 2:58pm 
Originally posted by D. Flame:
Originally posted by JPM岩:
That doesnt suddenly mean they fixed World's weapon design problem.
agree to disagree
What? What is there to disagree with? The weapon designs did NOT change. Adding more weapons doesnt mean they "fixed" old ones? Like, youre literally blinding yourself with your World cultist ways. Stop drinking the koolaid.
D. Flame Dec 19, 2024 @ 3:01pm 
Originally posted by JPM岩:
Originally posted by D. Flame:
agree to disagree
What? What is there to disagree with? The weapon designs did NOT change.
layered weapons
Popcorn Dec 19, 2024 @ 3:57pm 
Originally posted by D. Flame:
Originally posted by JPM岩:
What? What is there to disagree with? The weapon designs did NOT change.
layered weapons
The word "fix" is not the one you're looking for and doesn't mean "layered weapons" or "specific ones are unique".
The word "made arrangements" or "adjusted" would work better.
"Fixing" would mean that they went back to whatever issues we all had with the original designs in World and made them like their previous designs, ie, Brachy DBs or Glavenus GS, in which we all know, they did NOT fix
Last edited by Popcorn; Dec 19, 2024 @ 6:27pm
Slap-on weapons are a stupid concept and should stay dead as they did after World, with the only slap-ons in Rise being some returning world weapons. Every monster should have a unique design related to it, not just a bone/iron weapon with some gibblets slapped onto it.
JPM岩 Dec 19, 2024 @ 7:57pm 
Originally posted by Toyosatomimi no Miko:
Slap-on weapons are a stupid concept and should stay dead as they did after World, with the only slap-ons in Rise being some returning world weapons. Every monster should have a unique design related to it, not just a bone/iron weapon with some gibblets slapped onto it.
I think slap ons work in a "once in a while" case, or where it's a hodgepodge of stuff. Like, you upgrade a weapon with various different parts, and different chunks of monster are slapped on.
Shaquan Don Dec 25, 2024 @ 5:35pm 
Merry Christmas!
Cyanity Dec 25, 2024 @ 7:20pm 
Felt like hopping in here to add my OG hunter opinion that this game would be served better by being slower paced, unlike Rise. Rise made the game feel too arcadey, imo.
Soji Dec 26, 2024 @ 3:39am 
it can be like world but as long as they don't do what they did with iceborne by bloating health values to compensate for how often you can slam monsters into walls, have agitator always up and make every single hitzone potentially a weak spot with the clutch claw. World was actually not so bad but IB introducing clutch claw dethroned underwater combat as the worst mechanic ever added to a monster hunter game. The focus attacks are pretty close to be that bad tho, especially since some weapons clearly benefit from the system more than others like CC did.
Flip_Light Dec 26, 2024 @ 4:42am 
Originally posted by Cyanity:
Felt like hopping in here to add my OG hunter opinion that this game would be served better by being slower paced, unlike Rise. Rise made the game feel too arcadey, imo.

This is how most people feel I think, it's also why there was a massive celebration online when hitstop was revealed to be more world-like in the final game after complaints in the beta.
Originally posted by Soji:
it can be like world but as long as they don't do what they did with iceborne by bloating health values to compensate for how often you can slam monsters into walls, have agitator always up and make every single hitzone potentially a weak spot with the clutch claw. World was actually not so bad but IB introducing clutch claw dethroned underwater combat as the worst mechanic ever added to a monster hunter game. The focus attacks are pretty close to be that bad tho, especially since some weapons clearly benefit from the system more than others like CC did.
This, Clutch Claw was a god-awful mechanic and I pray it stays dead and all its knock-on effects remain in World and NEVER leave.
As for the Focus Attacks, they're fine since you can proc wounds anyway without them, which are just another frenzy mechanic but there from the get-go instead of being applied to only hyper/frenzy/etc monsters. Shouldn't be an issue. The issue focus mode causes is different though since there's no limit on how much you can turn mid-animation while in focus mode, making it far easier to pull off certain powerful damage routes that really shouldn't be so free, like TCS or the new Double Wyrmstake route for Gunlance.
Greatsword players have no excuse for missing a TCS now since you can literally 360 them.
Last edited by Toyosatomimi no Miko; Dec 26, 2024 @ 6:04am
Shaquan Don Dec 26, 2024 @ 8:01am 
Originally posted by Cyanity:
Felt like hopping in here to add my OG hunter opinion that this game would be served better by being slower paced, unlike Rise. Rise made the game feel too arcadey, imo.
Have you played any of the games before World? MH has always felt like an arcade game with how fast you can complete quests
Scipo0419 Dec 26, 2024 @ 9:00am 
Originally posted by Shaquan Don:
Originally posted by Cyanity:
Felt like hopping in here to add my OG hunter opinion that this game would be served better by being slower paced, unlike Rise. Rise made the game feel too arcadey, imo.
Have you played any of the games before World? MH has always felt like an arcade game with how fast you can complete quests
It has nothing to do with quest completion speed. Watch a Risebreak Speedrun vs a 4U Speedrun. Risebreak is **very** arcadey. Even GU, the previously most "arcadey" entry is less arcadey than Rise.

Monster Hunter (GU aside) has always been about using the weapon and tools in your bag to hunt a monster. GU added "skills" (HAs) where you can unleash a powerful move by pressing the button and Rise took that to a new level. It's more of an RPG feel where you weave attack skills between your combo than a traditional Monster Hunter where you just beat a monster down with basic attack combos.

Edit:
Here you go:

MH4U Solo 140 CB Shagaru Magala: https://youtu.be/-dKcE1CcheE

MHRB Solo CB Shagaru Magala: https://youtu.be/eORywo4KL00

The MH4U hunt uses the entire weapon kit, the Risebreak hunt basically just spams two silk binds.
Last edited by Scipo0419; Dec 26, 2024 @ 9:13am
Shaquan Don Dec 26, 2024 @ 9:37am 
Originally posted by Scipo0419:
Originally posted by Shaquan Don:
Have you played any of the games before World? MH has always felt like an arcade game with how fast you can complete quests
It has nothing to do with quest completion speed. Watch a Risebreak Speedrun vs a 4U Speedrun. Risebreak is **very** arcadey. Even GU, the previously most "arcadey" entry is less arcadey than Rise.

Monster Hunter (GU aside) has always been about using the weapon and tools in your bag to hunt a monster. GU added "skills" (HAs) where you can unleash a powerful move by pressing the button and Rise took that to a new level. It's more of an RPG feel where you weave attack skills between your combo than a traditional Monster Hunter where you just beat a monster down with basic attack combos.

Edit:
Here you go:

MH4U Solo 140 CB Shagaru Magala: https://youtu.be/-dKcE1CcheE

MHRB Solo CB Shagaru Magala: https://youtu.be/eORywo4KL00

The MH4U hunt uses the entire weapon kit, the Risebreak hunt basically just spams two silk binds.
I'm replaying 4U right now, I've literally played every MH game. It has always felt like an arcade game to me. You don't even have to use the armor skills or tools to quickly hunt a monster. At it's core it's just doge and attack.
Scipo0419 Dec 26, 2024 @ 9:44am 
Originally posted by Shaquan Don:
Originally posted by Scipo0419:
It has nothing to do with quest completion speed. Watch a Risebreak Speedrun vs a 4U Speedrun. Risebreak is **very** arcadey. Even GU, the previously most "arcadey" entry is less arcadey than Rise.

Monster Hunter (GU aside) has always been about using the weapon and tools in your bag to hunt a monster. GU added "skills" (HAs) where you can unleash a powerful move by pressing the button and Rise took that to a new level. It's more of an RPG feel where you weave attack skills between your combo than a traditional Monster Hunter where you just beat a monster down with basic attack combos.

Edit:
Here you go:

MH4U Solo 140 CB Shagaru Magala: https://youtu.be/-dKcE1CcheE

MHRB Solo CB Shagaru Magala: https://youtu.be/eORywo4KL00

The MH4U hunt uses the entire weapon kit, the Risebreak hunt basically just spams two silk binds.
I'm replaying 4U right now, I've literally played every MH game. It has always felt like an arcade game to me. You don't even have to use the armor skills or tools to quickly hunt a monster. At it's core it's just doge and attack.
Then you're not understanding what people mean when they say "arcade game." in previous games it was "dodge and attack." in Rise it's "dodge and use my Cooldown skills"
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Date Posted: Dec 6, 2024 @ 2:02pm
Posts: 134