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Combat: GU = Wilds >> World = Rise > 4U (I love the combat in all of them but this is how I'd rank it.)
Immersion: Wilds > World > 4U >> Rise = GU
Armor Sets: 4U = GU >> Wilds >> World = Rise (I really dislike the freedom of "just equip every skill" in World and Rise)
Overall Feel: 4U = GU > Wilds >> World >>> Rise (Again, I love all of these games so me ranking Rise last in the list isn't a bash on Rise, being in the bottom 5 of my top 10 games of all time isn't that bad lol)
The 5th Generation games are phenomenal additions to the franchise and I love both of them, but they were missing some of the charm that I loved about the 4th gen games. I just didn't feel as attached to them for one reason or another. Wilds, as the first 6th Gen game, brought back a lot of the Charm I felt was missing in the 5th Gen. I feel like I'm a part of the world rather than a vessel for the player I guess is the best, albeit not perfect, description of how I feel. In World I was just another member of the 5th Fleet that happened to be in the right place at the right time, it just felt like a series of coincidences that my character happened to be there for rather than something my character was actively a part of. In 4U you were the Caravan Hunter, the Caravaneer was on a quest to find out about the scale shard he kept so it made sense that you were along for the ride and helping out the villages you stopped by on the way, making the connections between Gore and the Frenzy, and leading up to the reveal that the scale shard was from Shagaru Magala, the adult form of the monster that's been giving you trouble this entire time, was a really powerful experience. It felt like fighting One-Winged Angel Sephiroth after all this time. The enemy you've been trying to beat, but could only repel, in his final form and you overcame it!
Wilds brought back that feeling for me. I'm not just some hunter that happens to stumble into trouble, I'm the Avis Unit Hunter, the Avis Unit would be getting into this trouble with or without me, but me being there as their chosen hunter adds weight to those coincidences. Nata was connected to the White Wraith in the same way that the Caravaneer was connected to Shagaru, so my journey leading into these region saving quests made perfect sense where in World it really... didn't feel like it to me. There was no reason The Handler and your Hunter *had* to go do anything in World, whereas in 4U and Wilds you *have* to go with Alma and Nata as they search for the Keepers and the truth of the White Wraith.
Combat, again, feels amazing to me. World's Slinger was great and Iceborne built on it with the Clutch Claw that I didn't really like as a meta option but loved using for Claggers when the opportunity arose (basically, I didn't spam tenderize the whole monster, I only Clutch Clawed when the Monster gave me the stagger animation opening) which made the addition feel more natural. Rise had the Silkbind moves that are reminiscent of Hunter Arts, but lacked the distinct play-styles that Hunting Styles added and the way it forced the Monster Riding gimmick (hate this, please don't bring monster riding back except in Stories) made me like Silkbinds less than I liked Hunting Arts in GU. Wilds on the other hand, gave us Wounds, Focus Mode, Offset Attacks, Power Clashes, and Perfect Guard/Evade and while Focus Mode and Wounds feel like the game's gimmick, the others feel like natural progression for the series' combat and I can't see them going away in future games. Wounds do feel a bit overtuned, but we'll see how they're expanded on in the expansion the way that the Slinger and Silkbinds were expanded on in their respective expansions.
Do I think Wilds is a perfect game? Not by a long shot. There are many things I want changed or removed, like the Always-On GPS Tracking of monsters and how "safe" the Seikret is in rescuing you from danger, but many of the gripes I had with World and Rise such as the ability to just infinitely restock from your base camp and change gear mid hunt, don't feel as impactful in Wilds. Yes you can still do them, but there's not really a reason to as the Seikret being the Supply Box makes grabbing any supply items you may need a cinch, and of course if you run out mid-hunt and don't want to engage with the infinite restock at any camp you can always just not do that which is what I did in World and Rise.
This went on far longer than I expected so, here's a TL;DR: I'm a 4th Gen Hunter who misses some of the clunky charm of the older games but I see Wilds as the best Modern Monster Hunter game.
I think that's an interesting appraisal, I'd just disagree on this point since the >> double-arrow seems like more than you elaborated on.
Of the new attacks added in Wilds, the only one I personally think was a really good addition was Offsets. Perfects feel like more half-returns of Gen's styles, while wounds feel too spammy to me, just like Clutch Claw and Wyvern Ride did*. On the other side, World actually added quite a few attacks that didn't exist from GU back, they just didn't have special category names. GS gained the TCS, SnS gained the Backstep tree, SA gained the ZSD, etc.
Adding on to the = comparison, Rise wasn't purely copying Generations. Wirebugs were used for jumps, dashes, and quick ground recoveries, and the mobility did a lot for making the slower weapons, especially HBG, feel a lot more dynamic. It was probably less noticeable if you were on a faster weapon like DB, but for me, wirebugs were a fun boost to every aspect of the gameplay.
*Wyvern riding was fun, but like the cool wound-break combo on melee weapons, it lost its luster after enough times. Wounds are less forced than Riding was, but Riding was just a lot more awesome on its face, and every new monster I fought reignited the fun of riding them for just a few minutes.
People complaining about Wilds being too easy when in GU you could literally just AFK grind two healer palicos to max rank then adept style the entire roster to death while you had unlimited free healing.
Yes in GU you could have two palicos. You could even pick their subtype. This subtype could be healer. Their ranks were basically unlocked from the start. You could have a pair of rank 100 healer palicos while you were as low as HR 3 without even using exploits. You just spammed gathering missions while the palicos were sent on other tasks.
GU made you so overpowered that it made the game fun to play. Over-the-top invincible gatling gun, aka Valor Style HBG, may be bad for speedrun tier lists, but no one played that and said "man, this is boring." Also, flexing still existed.
Lowering monster HP is just kinda whatever. In GU, I would get the same times by doing DB demon-dashes on my Great Sword. It's just not the same thing.
Every time they borrow something from GU, it's always weaker than it was in GU. Sometimes balanced just doesn't = better.
Edit: Since I still feel like I'm not being clear with the rankings. It's less a direct comparison of "World and Rise are the same and better than 4U" but more of a "How did I feel about them on their own, and how would I rank them based on my enjoyment". So even if I felt all of them had 10/10 combat, I'd still rank them in this order. GU and Wilds have completely different combat, but I love them the most, World and Rise had much less clunky combat than 4U, but 4Us combat is still some of my favorite combat in an action game. Like, Neir Automata is pretty smooth combat, but I remember the story and music more than the gameplay whereas when I think of 4U I remember overcoming the HR Seltas Queen wall that took me 3 days of trial and error and slowly getting better times and less carts until I beat her. Or when I near perfect runned Shagaru because I entered the Flow State and only got hit right at the end (literally 30s before it died). No game has combat as satisfying to me as the Monster Hunter Franchise lol, so 4U may be ranked the lowest of these 5 games for me, but I'd consider it some of the best combat in any game I've played (even with the clunky controls)
Usually when people put multiple arrows, it signifies a big gap, like 10 > 9 >> 7 = 7 > 6, or (using another example from your post) 10 = 10 > 9 >> 7 >>> 4. Even for personal scoring, when I've seen people do that in the past, it has meant that they had big problems with the lower entry.
This was a problem I had when I was ranking how I feel about my Critical Mode Journey through the Kingdom Hearts series on a 1-5 scale for my friend based on: Main Game, World Design, Post Game, Side Content, CombaT, and Journal Completion, with a total score of x/30. KH2 was ranked lowest despite having the best combat and post-game content (super bosses and data organization) simply due to just how bad the world designs were and the lack of good side content (mini-game stuff, Colosseum, etc.). While KH3 had the highest overall score because it was just generally good all around. With it beating KH1 in World Design and Post-Game, and beating KH2 in World Design, Side Content, and Journal Completion, but my favorite of the series and the one I always want to go back and replay is KH1 due to having the best story and power scaling over the game. KH1 Sora starts weak with even basic Soldier Heartless being a serious threat, but by the end of the game you feel like a powerhouse with even Invisibles dying in one or two swings, where in KH2 the power scaling is awful and you're effectively playing hyper defensive until you get Second Chance and Once More and then you literally can't die. You go from "everything is a threat" to "nothing is a threat" with two abilities. KH3 was pretty balanced overall but I feel like it suffered from the same Second Chance + Once More being mandatory if you don't want to die to general Heartless. So my favorite game of the series ended up with a middling score even though it "feels" better to play to me.
GU is the GOAT thanks to its amount of content and massive amount of customisation.
Wild and Rise are similar for me as they both tried to do something new in the MH formula.
World is ok but I just find to be the most basic with nothing in it that other MH games do not offer already now or before. Also the clutch claw sucks.
Base Game Ratings based on which is my favorite vs least favorite.
1. Monster Hunter Wilds
Low Rank Difficulty: 1
High Rank Difficulty: 6
2. Monster Hunter Portable Third
Low Rank Difficulty: 4
High Rank Difficulty: 3
3. Monster Hunter Rise
Low Rank Difficulty: 1
High Rank Difficulty: 6
4. Monster Hunter 2 Dos
Low Rank Difficulty: 7
High Rank Difficulty: 7
5. Monster Hunter 4
Low Rank Difficulty: 3
High Rank Difficulty: 6
6. Monster Hunter Generations / X
Low Rank Difficulty: 3
High Rank Difficulty: 5
7. Monster Hunter Freedom 2 / Portable Second
Low Rank Difficulty: 6
High Rank Difficulty: 6
8. Monster Hunter 3 Tri
Low Rank Difficulty: 5
High Rank Difficulty: 4
9. Monster Hunter World
Low Rank Difficulty: 1
High Rank Difficulty: 6
10. Monster Hunter 1
Low Rank Difficulty: 10
High Rank Difficulty: 7
Low rank Has gotten easier over the progression of the series, but for the most part High rank has stayed the same, excluding 3rd gen titles, which are significantly easier than the average. I wont be going in to more detail for the base games since there are far to many.
Expansion Ratings besed on favorite vs least favorite.
1. Monster Hunter 4 Ultimate / 4G
G Rank Difficulty: 10
2. Monster Hunter Rise: Sunbreak
G Rank Difficulty: 9
3. Monster Hunter Freedom Unite / Portable Second G
G Rank Difficulty: 6
4. Monster Hunter 3 Ultimate / 3G
G Rank Difficulty: 7
5. Monster Hunter Generations Ultimate / XX
G Rank Difficulty: 6
6. Monster Hunter World: Iceborne
G Rank Difficulty: 8
7. Monster Hunter G / Freedom 1
G Rank Difficulty: 4
G rank for the most part has had an upward trend in difficulty since the beginning of the series. It peaked in 4U and dropped in GU, but is climbing again.
More Detail:
MH4U is my favorite of the series currently. This game has the current peak difficulty for monster hunter G Rank due to level 140 Guild quests.
The guild quest system made the game incredibly fun with the monster variety. Want to fight an Apex Deviljho and a Savage Devil Jho at the same time? Guild Quest.
Want to hunt two very powerful basarios? Guild Quest.
MHRS is my second favorite because it followed closely with its anomaly system. Special Anomaly quests aren't quite to the level of 140 Guild Quests, but they are close. Being able to hunt up to three monsters makes them have a much wider variety than 4U Guild quests however, which was really nice.
Freedom Unite is third place, its my most played title in the series, so I just have a soft spot for it. It is very janky though. Pokke theme is too good to just ignore.
MH3U takes fourth place. The game is fun and I occasionally go back to just swim around, but the janky underwater fights kinda hurt the game. If they were more polished it likely would have passed MHFU for me.
MHGU is fifth for me strictly because of the sheer amount of bloat the game has. Many people will claim "It has so much content" but in reality, 60% of the game is just bloat. It is a very fun monster hunter title despite that bloat. It is also one of the easier G rank experiences due to Adept, Valor and Prowler.
Iceborne takes sixth for me due to the pre fatalis deco ♥♥♥♥♥♥♥♥. I despised the need to grind for hours on end for the main part of a ♥♥♥♥♥♥♥ set. "Ohh you need a minds eye decoration for a set you want to have fun with? I'll give it to you in 2000 hours!" Then there was escaton judgement. That move is just ♥♥♥♥♥♥♥♥, it should have been a buff for Alatreon, making him stronger instead, not some lame ass wipe mechanic that can be COMPLETELY IGNORED if you solo.
MHG/F is my least favorite of the expanded titles. I would still play it over my 5th favorite game series however. Freedom 1 is a better version of G. Not much to say about this one though, its just bare bones monster hunter.
This was a really interesting read! Obviously rankings are entirely subjective to the player but it's awesome to see how someone who has played all the games rank everything.
One thing people have to learn in frontier is how to dodge attacks using hit lag from weapons. Its absolute insanity for the average person.