Monster Hunter Wilds

Monster Hunter Wilds

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Responsiveness of controls is trash
Constantly feel like I'm fighting with my character to get it to do what I want. It's not helped by the convoluted control scheme where there's a million things.
I'd say it's 50/50 whether my character will actually drink the potion when I tell him to. Or the Seikret comes and picks me up when I call it (don't hear the whistle)

It's not my frame rate. Game is over 100 FPS. Also tried using nvidia's Reflex.
Using a good controller too and plugged into the 'low latency' USB port.

I remember Worlds feeling like this on occasion but I don't think it was this bad.
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Showing 1-14 of 14 comments
You don't get MH characters to do what you want. MH characters are the ones to get you to do what they want.
Originally posted by NashDash:
You don't get MH characters to do what you want. MH characters are the ones to get you to do what they want.
This you are not in control capcom is brother
They say Reflex implementation is somehow broken in this, you can turn it off with SpecialK.
Are you using frame generation to reach 100 FPS?
But serious post, I felt user interface and menus definately more ♥♥♥♥♥♥♥ than world. I survived in worlds control scheme with binding heaps of ♥♥♥♥ to my mouse

Lost my ♥♥♥♥ early in this and got a 12 button Razer Naga and basically bound everything to my mouse

It's great

But games already over before I knew it so GG

Play with your bindings but yeah its monster hunter
even with native gaming ,the shortkey is unresponsive as fk, i need to spam those thing my weapon wasnt even drawn
Turn off frame gen and reflex, they break controls.
Originally posted by Jauder le Bonette:
Turn off frame gen and reflex, they break controls.

It's off for me i don't need it, the controls are just garbage

Having to press 15 times for an action because Capcom apparently lost the knowledge of input buffering and animation blending
Originally posted by Eck:
Constantly feel like I'm fighting with my character to get it to do what I want. It's not helped by the convoluted control scheme where there's a million things.
I'd say it's 50/50 whether my character will actually drink the potion when I tell him to. Or the Seikret comes and picks me up when I call it (don't hear the whistle)

It's not my frame rate. Game is over 100 FPS. Also tried using nvidia's Reflex.
Using a good controller too and plugged into the 'low latency' USB port.

I remember Worlds feeling like this on occasion but I don't think it was this bad.

there are animation locks, only some animations can be canceled and some animations can only be started outside of certain actions. The rules are generally inconstant like all monster hunters but in this one there are even more animations that can clash overall.

Also you don't hear the whistle because the whistle is context dependent. If the seikret is close you don't whistle because he's close, in those cases he' just picks you up.
Originally posted by Muscarine:
Originally posted by Jauder le Bonette:
Turn off frame gen and reflex, they break controls.

It's off for me i don't need it, the controls are just garbage

Having to press 15 times for an action because Capcom apparently lost the knowledge of input buffering and animation blending

lol there is input buffering but with some of the long animations you can actually cancel the buffer as well, also not all inputs can be buffered, if you're trying old monster hunter spam buffering with most things you will flub the attempt, only some actions can be spam buffered now and some have to be very deliberately buffered (aka one press ONLY)
I'm playing on a PS5. (This thread came up in my search.) It's the same problem. It was the same problem in World. I don't have a way to put in a ticket for Capcom. Many actions are animation locked to give the game artificial difficulty. We can debate whether that is a good design. But this problem goes beyond that. I can be at a perfect standstill in base, and my actions still won't take effect. The screen even shows that I'm clicking, and my character does nothing. I can use the wheel to drink a potion. My character will put away his weapon but not take the drink. There would have been no reason to put away the weapon if I had not given the command to do something else. The game is bugged, and Capcom won't do anything about it. They probably blame user error.

It's ironic that they animation lock on purpose so you don't spam controls, and then you have to spam controls to get your character to do anything.
Originally posted by WrathOfSammy:
I'm playing on a PS5. (This thread came up in my search.) It's the same problem. It was the same problem in World. I don't have a way to put in a ticket for Capcom. Many actions are animation locked to give the game artificial difficulty. We can debate whether that is a good design. But this problem goes beyond that. I can be at a perfect standstill in base, and my actions still won't take effect. The screen even shows that I'm clicking, and my character does nothing. I can use the wheel to drink a potion. My character will put away his weapon but not take the drink. There would have been no reason to put away the weapon if I had not given the command to do something else. The game is bugged, and Capcom won't do anything about it. They probably blame user error.

It's ironic that they animation lock on purpose so you don't spam controls, and then you have to spam controls to get your character to do anything.

This seems like a misunderstanding of how Monster Hunter combat is designed rather than an actual bug. The game is built around commitment, every action has weight, and button inputs are queued rather than instantly executed like in more reactionary action games. What you’re describing sounds more like input buffering and animation priority, which are core mechanics rather than a flaw.

As for healing it’s not some mistake your weapon is being put away, its just how Monster Hunter is designed. You cannot heal without putting your weapon away (unless you’re using the Sword & Shield, as it is a weapon feature to be able to use items while drawn) This isn’t some oversight; it’s an intentional part of the game’s balance, forcing you to pick the right moments to heal instead of just chugging potions mid-fight.

It sounds like you're expecting more fluid canceling or instant responses like in other action games, but Monster Hunter is built around commitment. Animation locks and input buffering aren't flaws, they’re part of the challenge. If you're pressing multiple commands in quick succession, the game might be queuing or prioritizing inputs differently than you expect. Instead of spamming, try pressing inputs deliberately, as unlike reactionary action games this game rewards foresight and understanding of your opponent to greater degree, and it will punish you for not being able to do that.

If there’s a real bug causing input drops, that would be an issue. But based on how Monster Hunter has always worked, this sounds more like a case of the game following its intended mechanics rather than being broken, its a matter of preference.

Only thing i can suggest in this case is, try dual-blades those are designed to mimic reactionary titles more closely with its perfect evades and shorter commitment moves.
Originally posted by Hollow-Enigma:
Originally posted by WrathOfSammy:
I'm playing on a PS5. (This thread came up in my search.) It's the same problem. It was the same problem in World. I don't have a way to put in a ticket for Capcom. Many actions are animation locked to give the game artificial difficulty. We can debate whether that is a good design. But this problem goes beyond that. I can be at a perfect standstill in base, and my actions still won't take effect. The screen even shows that I'm clicking, and my character does nothing. I can use the wheel to drink a potion. My character will put away his weapon but not take the drink. There would have been no reason to put away the weapon if I had not given the command to do something else. The game is bugged, and Capcom won't do anything about it. They probably blame user error.

It's ironic that they animation lock on purpose so you don't spam controls, and then you have to spam controls to get your character to do anything.

This seems like a misunderstanding of how Monster Hunter combat is designed rather than an actual bug. The game is built around commitment, every action has weight, and button inputs are queued rather than instantly executed like in more reactionary action games. What you’re describing sounds more like input buffering and animation priority, which are core mechanics rather than a flaw.

As for healing it’s not some mistake your weapon is being put away, its just how Monster Hunter is designed. You cannot heal without putting your weapon away (unless you’re using the Sword & Shield, as it is a weapon feature to be able to use items while drawn) This isn’t some oversight; it’s an intentional part of the game’s balance, forcing you to pick the right moments to heal instead of just chugging potions mid-fight.

It sounds like you're expecting more fluid canceling or instant responses like in other action games, but Monster Hunter is built around commitment. Animation locks and input buffering aren't flaws, they’re part of the challenge. If you're pressing multiple commands in quick succession, the game might be queuing or prioritizing inputs differently than you expect. Instead of spamming, try pressing inputs deliberately, as unlike reactionary action games this game rewards foresight and understanding of your opponent to greater degree, and it will punish you for not being able to do that.

If there’s a real bug causing input drops, that would be an issue. But based on how Monster Hunter has always worked, this sounds more like a case of the game following its intended mechanics rather than being broken, its a matter of preference.

Only thing i can suggest in this case is, try dual-blades those are designed to mimic reactionary titles more closely with its perfect evades and shorter commitment moves.

I agree that it is working as the developers intended, but outside of that you put a lot of words into their mouth in your reply regarding what they expect and how they play.

They acknowledged that animation locks are a likely a design decision and refrained from arguing about it's merits but you injected your opinion on it regardless. Your comment begs the question: Is leaning heavily into animation locking and an inconsistent/minimal input buffer necessary for "commitment" in an action game? I would say not, but you roll right through it like it's a foregone conclusion, which makes your reply read more like a glaze section then an actual effort to respond to what was stated.
Originally posted by PandaGoLucky:
Originally posted by Hollow-Enigma:

This seems like a misunderstanding of how Monster Hunter combat is designed rather than an actual bug. The game is built around commitment, every action has weight, and button inputs are queued rather than instantly executed like in more reactionary action games. What you’re describing sounds more like input buffering and animation priority, which are core mechanics rather than a flaw.

As for healing it’s not some mistake your weapon is being put away, its just how Monster Hunter is designed. You cannot heal without putting your weapon away (unless you’re using the Sword & Shield, as it is a weapon feature to be able to use items while drawn) This isn’t some oversight; it’s an intentional part of the game’s balance, forcing you to pick the right moments to heal instead of just chugging potions mid-fight.

It sounds like you're expecting more fluid canceling or instant responses like in other action games, but Monster Hunter is built around commitment. Animation locks and input buffering aren't flaws, they’re part of the challenge. If you're pressing multiple commands in quick succession, the game might be queuing or prioritizing inputs differently than you expect. Instead of spamming, try pressing inputs deliberately, as unlike reactionary action games this game rewards foresight and understanding of your opponent to greater degree, and it will punish you for not being able to do that.

If there’s a real bug causing input drops, that would be an issue. But based on how Monster Hunter has always worked, this sounds more like a case of the game following its intended mechanics rather than being broken, its a matter of preference.

Only thing i can suggest in this case is, try dual-blades those are designed to mimic reactionary titles more closely with its perfect evades and shorter commitment moves.

I agree that it is working as the developers intended, but outside of that you put a lot of words into their mouth in your reply regarding what they expect and how they play.

They acknowledged that animation locks are a likely a design decision and refrained from arguing about it's merits but you injected your opinion on it regardless. Your comment begs the question: Is leaning heavily into animation locking and an inconsistent/minimal input buffer necessary for "commitment" in an action game? I would say not, but you roll right through it like it's a foregone conclusion, which makes your reply read more like a glaze section then an actual effort to respond to what was stated.

You're overlooking that a lot of what I said wasn’t just opinion, it was clarification on how Monster Hunter’s systems work in practice and what sets them apart from more reflex-based action games.

The original comment wasn’t just neutral about animation locks, it referred to them as "artificial difficulty" and said you have to "spam controls to get your character to do anything." That’s not just acknowledging a design decision, that’s framing it as poor or broken design. So yeah, I responded to that framing directly. That’s not putting words in their mouth, it’s engaging with what was actually implied.

As for the input buffer and animation commitment, those aren’t just "glaze" or blind praise, they’re core mechanical aspects that have defined the series for decades. You can absolutely argue that they aren’t necessary for every action game, but Monster Hunter’s entire rhythm and design philosophy is built around them. Questioning whether they’re “necessary” sort of misses the point, it’s not about necessity, it’s about identity and intended player experience. The game rewards mastery over your weapon, not just fast reflexes.

If the mechanics aren't to someone’s taste, that’s fair. But it’s not unreasonable to explain why those systems exist and how they define the gameplay loop. That’s not glossing over criticism, it’s providing context.
Last edited by Hollow-Enigma; 15 hours ago
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