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Een vertaalprobleem melden
From worse to best.
Worse: GU, have tried a few times to play it and it's just too old, the graphics, the gameplay, the controls, everything is too old. If it was update to World, or better yet Wild's controls and flow, it would probably be #1, but I can't play more than 30 minutes total each time I try to go back and retry it. It's just too janky to be playable.
Next Worse: Rise. ♥♥♥♥ Rise. The Wire system is the worse possible thing MH has ever tried to do, and forcing people to use it to do damage to monsters is just insane. The only reason this is higher than GU, is because I could actually play through the base game once and finished it once.
Second Best: Wilds. The combat system of Wilds is much better, letting us turn, rotate, and control our flow in combat much better than the outdated older games. However, it HEAVILY Lacks content. If I didn't hate Rise so much, This would probably be lower just because of the lack of content alone.
Best: World + Iceborne. World with Iceborn is a game I completed, forward and back, every main quest, every side quest, every event, every content. I have 100%'d with a Hammer Only 3 times, Lance Only, Light Bowgun Only, Long Sword Only, and Bow EACH, restarting a new character for each weapon, going through and doing the FULL 100% content with that weapon before switching to a new one. To me, it is the gold standard, the best of the best, the most content complete, second best controls and UI (Wilds is better), and the best Story and motivation to play. You aren't protecting a single town, you aren't escorting a kid. You are exploring, playing as if you ACTUALLY ARE exploring a new never before seen world, from both exploring, to capture samples, to discovering secrets and tribes, to learning about the world and eco system. I doubt they will ever be able to make any kind of story going forward, that will top the feel of exploring a brand new 'world' like in World and Iceborne. They had the chance with Wilds and ♥♥♥♥♥♥ it up every step of the way. It's literally a brand new unexplored area, and the guild didn't give 2 ♥♥♥♥♥ about any of it at all. World's Story just hit better and more natural and fun to experience, even after the 10th play through of it.
Anyway, I think a couple of others mentioned the combat in Wilds, too, and I think it's an interesting viewpoint. I'm not personally seeing the magic everyone else seems to see with Wilds' battle system, and not a lot of people have elaborated on it.
To me, it's pretty close to the same as World. I've been playing SA and HBG. SA feels like the same weapon minus a couple of moves missing from Iceborne, plus a counter that didn't exist before Sunbreak. HBG is okay, but feels like it got directly downgraded in every way, but I'll try not to bore people with the details if they aren't interested.
I don't main every weapon in the game, though. What made it fun for you guys that rated Wilds more highly?
For me, it's the ability to correct Mistakes, and stop wasting time. Hammer is my favorite weapon, and the weapon I have used and played the most in both Wild and World.
And while it's been a while since I played World, there is one thing I remember having to do CONSTANTLY. And that's always cancelling an attack early because the monster turned ever so slightly. Go up to the head, start doing the Big Bang combo, and right at the second to last one, the monster turns, gets up, or otherwise move out of range and you are FORCED to either commit to the attack and be stunned and trapped in a long animation of missing, standing up, and recovering, or roll and cancelling the attack.
However, with Wilds, If the monster moves out of the attack path, I can just hold the Focus button and turn to track their movement and continue to the attack and more easily land the long combo.
With the Lance, it's a lot worse and better in Wilds, cause all their attacks are heavily committed to stab in one directly that the monster easily moves out of range and angle of often. But what wilds does that is horrific for lance, is that you need to use the right trigger for blocking, and left trigger for Focus. And while blocking, using the left stick will make you move around in a "Strafe", where as with other Melee weapons, if using the focus button to aim, you can use the left stick to aim the attack. Why does this matter? If your thumb is on the right stick to aim while using Lance, it isn't pressing the buttons to actually attack and continue the combo.
But so far, Lance has been the only one I've found that issue with, but since I am used to world combat, hasn't been much of an issue. Maybe the Gun Lance will also have that issue. But Hammer and Heavy Bowgun which I have used, it lets me more easily aim my attacks and let me not have to constantly pause, reposition, and cancel or accidentally miss and get stunned and hit. It just flows and feels more natural and better. I've also found a lot of attacks where, in world were 100% committed to the one angle, Wilds now lets you actually rotate and aim without having to use focus.
Lance, for example, their 3 high attack combo ends with them guarding then doing a counter thrust. That counter thrust can actually be aimed to attack in a different direction, not forced to commit to the same direction as the combo started in. I'm so it's the same with other weapons as well, where as in world you were committed to one specific angle the entire combo, but can now turn and have better control of the flow of combat.
Yeah that's one of the weirder parts.
I'm assuming it's because they couldn't think of a way to have it exit naturally but like
They could've just had it stay put until you leave the area so that you don't see it happen, at the very least.
Yeah I've heard that's the case for HBG. I think I disagree about LBG though, Burst Step is a genuinely great addition as are Chaser Rounds. With HBG It's genuinely odd because every weapon got an improvement to core combat flow besides HBG, it's like they just decided to punish HBG users for whatever reason. From the perspective of a Bow and CB main, and someone who has played Swatch, LS, and Hammer to some degree in every title since MH4U, the combat additions are genuinely good. Esp on Bow where now every part of the kit feels like it has a use instead of dash-dance R2>O>O taking up 99.995% of your playtime on it.
Mainly the wounds system is just a super solid system. It could do with some improvements, I personally think that it causes stumbles and interrupts way too much, but outside of that it's a passive system that adds to the core combat loop well. The new moves on (most) of the weapons don't really change how you play them most of the time, but they DO open more avenues for differing playstyles. On Bow I used to avoid Dragon Piercing like the plague, now I don't because DP shortcut is a great addition.
On CB the AEDF is great, it feels nice to have a longer combo to do tons of damage with. Perfect Guard alone makes the weapon feel more rewarding to play. Power Clashes are super cool, they look amazing and you get a decent reward for pulling it off.
Longsword having a high risk high reward follow up to Helmbreaker is really nice, it feels amazing to land it on a tail and just see a ton of damage numbers popping up rapidly before the tail comes flying off. The new basic combo at Red meter makes me actually want to stay in it for longer as opposed to looking to cash out at the earliest convenience.
Swaxe having access to an offset is nice, I've been enjoying FRS a TON and CRS opening access to a powerful counter that can be placed between any moves while in sword mode makes me want to take the risk to try and land it.
Hammer having a counter on upswing attacks is amazing and I'm HERE for it.
EDIT
Also Focus Mode is just a HUGE QOL. I use it all the time even on Melee weapons because being able to adjust aim for attacks mid combo is just an amazing QOL. Even if Wounds get tossed for the next gen, I hope to GOD that Focus Mode stays in. It literally just makes Melee Weapons feel SO much better to use because you don't just lose your entire combo or whiff entirely if the boss decides to move suddenly.
They put adept dual blades in Wilds so I’m gucci, the dripfeed just sucks
2. GU. I might have put this at the top if I hadn't played Rise first. Amazing game, legendary music (peak Valstrax theme, Pokke and Bherna villages...), great monsters, and weapon customization and skills. GREAT endgame and difficulty. Lack of quality of life compared to Rise and feels clunky ofc (If you played this after more modern MH titles then it's a struggle. If you played it before you probably don't mind it).
3. World Iceborne. At one point I loved it more than Rise (before I had finished Sunbreak). The sieges are great fun and the combat feels impactful. Playing GS or Hammer and landing that insane hit on a monster is the most dopamine inducing experience in a video game ever ngh! I didn't like decoration farming, endgame (guiding lands), mantles, clutchclaw (was OK on Hammer, Lance and SnS as it was integrated in the moveset to some degree), clunkyness of menus and loading screens. I just came to enjoy GU and Rise more as Monster Hunter Games.
4. Wilds. An improvement on World combatwise and graphicwise, but... Focus Mode... why? It completely removes all sense of satisfaction from the combat and knowing how to position yourself, aka lowered skill floor. You can't even say "don't use it" when the horribly imbalanced wound system is tied to it. The wounds means the monster is constantly staggered, but it's getting balanced soon. Fighting for wounds is horrible in multiplayer and doesn't feel fun. So far huge lack of combat variety within the weapons themselves, as the optimal way to play is just to spam one or two attacks over and over (due to a mantle that's also getting nerfed soon). It's made easier than older titles, even comparing to their Low Rank and High Rank. Has big lack of content so far and no endgame, so will see how it turns out. Performance is HORRIBLE. I'm expecting it to eventually be a full improvement on World and take it's spot, maybe even become my second favorite, but not for now.
TLDR:
Over the top Monster Hunter > Realistic Monster Hunter games for me.
Gameplay > Graphics.
Focus mode did not lower the skill floor. I'm a 4th Gen Hunter, so I know all about proper positioning due to lengthy animations, stationary item use+flexing, etc. Focus Mode "moved" the skill floor horizontally, but not vertically. I've played Wilds entirely with Focus Mode as a toggle and positioning is just as important as ever. You still are locked into animations, you're still trying to not get hit, and you're still adjusting your positioning around a moving monster to aim at weakpoints. The only difference between Focus Mode on/off is that the aiming of attacks can happen during your combo instead of needing to roll out of your combo to readjust. This raises your uptime, but doesn't make your positioning less important, adjusting your aim mid-combo is still a skill you need to work on (for controller at least, I can see it being much easier w/ mouse) and if you have bad positioning you're still going to eat ♥♥♥♥. The ability to turn 180 Degrees during a TCS charge won't stop a Gravios from beaming you in the face if you're positioning is bad
I can agree to this, and of course it's personal but, at the same time, I definitely think weapons such as GS especially definitely got their skill floor lowered when it comes to positioning and planning your next attack. You still have to do it, but it's not nearly as hard as it was. Besides that, I'm a Lance main and Lance feels way less satisfying to play as positioning was a huge deal for the weapon and required skill to land attacks on specific monster parts you wanted to target, but now that's all gone in favor of poke poke poke and never miss. Some weapons are way more affected than others in this regard for sure. Focus mode also took away a huge advantage that the ranged weapons had, being able to free aim, and I feel like they should have kept that advantage.
As it stands right now, World > GU > (4U > 3U >) Rise > Wilds
1. Wilds (as of now) (seikret and upcoming stuff)
2. Gen+World Gen we all love the roster obvl...
World for its part of innovation with layered armor/weapon for example
3. the others but on front is Tri for nostalgia reasons
3 = Monster hunter in general
4U for me is the pinacle of the Monster hunter experience, from the story, to the quests, to the feel of the hunt.
Generations ultimate is like a Mario Party game, everyone is there, and the gameplay is solid.
The giant roster is its main appeal.
World have unmatched fluidity, but lacks in some points that 4U was peak.
Rise is good, not great not terrible, but good.
Wilds still cooking, it is good, but G-Rank for me is crucial for final rating.
And I'm comparing just base game (up to High Rank)
And even the endgame was great.
It's almost perfect.