Monster Hunter Wilds

Monster Hunter Wilds

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I am convinced the Monsters HP being so low was not intedned.
That its a a side effect of the game being released early and they just left in the Press release HP values.
I just hunted several monsters whit a mod that makes the game harder and one of the effects of the mod is that monster have 60% more HP.
And now that hunts last longer than 10 minutes (Max strength Tempered monsters can last up to 20+ using this mod) iv been seeing more environmental interactions on monsters more turf wars i get to see all of the monsters unique abilities and attacks.
Basically when the monster gets to live longer than 5 minutes i get to actually experience the full game of Mosnter hunter wilds.

Would a Monster HP buff ruin or improve the game for you?
Because right now after installing a mod that makes monsters hit harder and live longer i am finally enjoying the game.
Only drawback is that this mod is only usable offline or whit friends so i am basically locking myself out of SOS COOP by using it.
And honestly id love to be able to play this game in COOP whit random people and have exiting hunts that don't end under 5 minutes.
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Showing 1-15 of 69 comments
I would like the fights to feel like you actually did something. The wound system is free staggers not to mention the abundance of flash flies everywhere. I really like the game but high rank needs to feel rewarding.
Monsters don't have low HP. They have around 25-32k in groups (People have shared those numbers in youtube videos and other wise.) The problem is, wound damage is too high. You go from hitting the monster for 150-300 damage to walloping it for 1600 damage all because a chip of its armor came off+you stagger it or possibly knocking it down.
They could quadruple monster HP amounts and the game would still be easy. Focus mode being able to redirect any attack basically instantly, frequent staggers, enhanced mobility for most weapons, less frequent/punishing status effects on players, and forgiving hitboxes are what make the game so easy
Last edited by Moldi Stromboly; Mar 10 @ 9:59am
DJukor Mar 10 @ 9:59am 
Originally posted by SpidersInABirthdayCake:
I would like the fights to feel like you actually did something. The wound system is free staggers not to mention the abundance of flash flies everywhere. I really like the game but high rank needs to feel rewarding.
The wound system is not as bad when the monster has more HP and Temepred monsters have higher wound resistance in general.
I soled Tempered 5 Strength Ajarakan using the Hard difficulty mod and in my 20 minute hunt i got to pop around 5 wounds tops it felt like the wound system actually made the hunt manageable.
Savage DevilDjho for instance had 23k when he released as a solo fight. The HP is doubled in online, so 46k. The reason the fight took longer? No wound damage.
Maybe they could speed up some of the animations for the Monsters, make them feel more reactive, but this could also go wrong.
DJukor Mar 10 @ 10:02am 
Originally posted by Kashra Fall:
Monsters don't have low HP. They have around 25-32k in groups (People have shared those numbers in youtube videos and other wise.) The problem is, wound damage is too high. You go from hitting the monster for 150-300 damage to walloping it for 1600 damage all because a chip of its armor came off+you stagger it or possibly knocking it down.
Thats the problem then. They introduced a new mechanic but didn't balance enemy HP around it.
Ice-borne had the clutch claw but it also adjusted monster HP numbers to compensate for it.
Master rank hunts lasted considerably longer in Icebonre if you didn't use the clutch claw properly.
So in the end the clutch claw didn't make master rank hunts easier but rather it was a new mechanic you had to worry about in master rank and the game was balanced around it.
Last edited by DJukor; Mar 10 @ 10:03am
Originally posted by DJukor:
Originally posted by Kashra Fall:
Monsters don't have low HP. They have around 25-32k in groups (People have shared those numbers in youtube videos and other wise.) The problem is, wound damage is too high. You go from hitting the monster for 150-300 damage to walloping it for 1600 damage all because a chip of its armor came off+you stagger it or possibly knocking it down.
Thats the problem then. They introduced a new mechanic but didn't balance enemy HO around it.
Ice-borne had the clutch claw but it also adjusted monster HP numbers to compensate for it.
Master rank hunts lasted considerably longer in Icebonre if you didn't use the clutch claw properly.
So in the end the clutch claw didn't make master rank hunts easier but rather it was a new mechanic you had to worry about in master rank and the game was balanced around it.

The problem, is wound damage is % HP based. It's why you see some wacky numbers from some of those wound hits. Like a LBG has LOW damage numbers, under 300 without buffs, yet can pop a wound for 1100? Doesn't make much sense. It will only do that damage in a team+high star arkveld though.
VaniKa Mar 10 @ 10:11am 
Fights being shorter because of the wounding system might actually be the intention. When you introduce the wounding system, but at the same time increase hitpoints, so that it takes the same time, it wouldn't feel very satisfying. You just had another mechanic to take care of to achieve the same as in World. So, it makes sense that they primarily used the new system to make the fights shorter. I only played World before and I really welcome the change. It's one of the many aspects that make Wilds more accessible. (Yeah, of course, that's exactly what the "pros" don't want. You don't need to tell me.)
Kashra Fall Mar 10 @ 10:14am 
Originally posted by VaniKa:
Fights being shorter because of the wounding system might actually be the intention. When you introduce the wounding system, but at the same time increase hitpoints, so that it takes the same time, it wouldn't feel very satisfying. You just had another mechanic to take care of to achieve the same as in World. So, it makes sense that they primarily used the new system to make the fights shorter. I only played World before and I really welcome the change. It's one of the many aspects that make Wilds more accessible. (Yeah, of course, that's exactly what the "pros" don't want. You don't need to tell me.)

Fights being 6-10 minutes is perfectly fine with me. Some of the fights in world took way too long, others ended far too quickly. Now, it feels like the fight should end when it does. Watching Lala Barina constantly topple because you keep wounded the legs look intentional. Vs Bonking Teotstra on the noggin and stunning him multiple times just for him to get up and roar for 20 minutes felt stupid.
Gietmex Mar 10 @ 10:29am 
Honestly I don't think the game is easy. After introducing this game to about 8 new people to the franchise I came to realization that the game felt easy because I was already familiarized with most of the game mechanics. If you don't believe me try a run on the older games, the feeling you will get out them is that they are tedious instead of difficult.

Not to mention that we most likely are missing a whole tier of monster, with grand master quest. So before demanding more difficulty I will wait until that is released.
BEEP! Mar 10 @ 10:33am 
Even IGN thought the monsters were nurffed same as many reviewers so thy could get thought he game faster for reviewing but na that's just how it is.

But yea monster HP is really low like there's a HP mod that doubles the HP and it still doesn't feel like it's enough plus monsters do not do enough damage and they stagger way to easily.

Like tempered monsters in Wilds feel weaker than base World story high rank monsters if I had to compare them it feels like Wilds monster are like a whole tier behind what you'd think they'd be.
for an easy game, i got a lot of people in my tempered gore fights dying. least defeated monster because my randoms wipe. btw, i just found my power and armor charms so idk if the issue is everyone else hasn't or if the game just isn't as easy as everyone thinks it is.
SπdR Mar 10 @ 10:43am 
wounds and focus strike deals way too much damage, that is why it feels like they die so fast. I think one focus strike on a wound is worth like two full combos. They should just give monsters ~60% more health.
Zef Mar 10 @ 10:49am 
Possible solution ? Make the wounds a LOT harder to open (separate from parts hp though).

It has to feel more rewarding than a "good job champ! izipizi" pat-in-the-back to open wounds on a mob the size of a truck and a half. Like, I need to say "oh YEAH finally the tail is open for some brrrrr!" instead of the current "oh hey look, another hole in the basket".
Last edited by Zef; Mar 10 @ 10:53am
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Date Posted: Mar 10 @ 9:50am
Posts: 69