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btw I'm open to changing my mind, but simply my experience with Wilds did not have the same impact on me that Worlds did, regardless of whether that's from my skill improving or the game being easier. After completing everything in Wilds and reflecting a bit i believe my experience would have been more satisfying if it was a little harder. The endgame loop/grind seems pointless atm as there's nothing to grind for....nothing i cant already kill easily.
Hence my "criticism"....which does not mean i think Wilds is a bad game at all.
To be honest that sounds pretty bad man. I'll guess I will stay away from worlds, it sounds like a grindy mess.
The difference in Wilds is that you can literally ignore all ailments/resistances and win.
Hunters got massive buffs. Focus mode is a huge dps increase for almost everyone because we never miss. Everyone is also building full damage since all resistance and defensive gear is not needed. The optimal heal and optimal status remedy button is also a huge buff to hunters.
Seikret is a massive buff to the hunter....get knocked down, don't worry your seikret will have you up and away from danger in half the time while you heal and avoid everything until your ready to rejoin the fight.
Struggling to drop a monster? don't worry simply damage a wound or mount if for a guaranteed down.
need heals? a trap? flash? don't worry your palico does it all...
These are all great QoL things but add them on top of the brokenly OP wound system and the game becomes much easier then Worlds.....imo
Yup, wounds have trivialised the game;
1. Wounds turn monsters into part pinatas, there's no need to farm anything past one or two times,
2. Wounds almost stunlock monsters, dealing nice chunks of damage and staggering / knocking them over,
3. Wounds have no diminishing return like every other monster CC mechanic in the game. You'll be popping them the entire fight.
My perception was that the wound / focus system would be a way to give a monster a consistent area or "scar" that takes bonus damage, which is a cool idea because it forces you to be accurate and consistent with attacks if you want to take advantage of it.
What the wound / focus system has actually turned out to be is another CC to go along with traps, knockouts, trips and the various status effects (sleep / exhaust / paralysis) that the monster stays weak to, gives parts from, and can be easily activated with focus mode whenever one pops up.
On top of that they gave my weapon of choice the greatsword the ability to perfect guard, and encourage spamming the upswing any time a monster gets a chance to attack for the new offset parry, leading to a knockdown and chunky damage window. It's far too much for someone that knows what they're doing.
The offset windows are huge, they don't require any precise timing and even if you mess up the monsters don't hit very hard at all, even in HR.
Sometimes I had to check I'd actually killed a tempered monster because they died so fast.