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Fans may delude themselves as much as they want, but it's an objective fact.
I think the sheath mechanic is the number one thing that makes it feel jank. I remember in World constantly getting annoyed that I had to sheath before doing literally anything other than attacking. Also clutch claw and getting on top of a monster always felt quite jank as well. The games are great though, just wish they had the same polish as something like Elden Ring.
Monster Hunter is all about positioning and timing. The I-frames on the dodge roll are abysmal because you're not supposed to be dodging *through* attacks like in Souls games, you're dodging out of where you think the attack will land so it misses you. Think of it like red floor markers in an MMO. In a souls game you'd wait to the very last second and then dodge through the attack, ignoring the floor markers. In Monster Hunter you want to position yourself so you're just outside of the floor marker before it appears, or stop attacking and move/dodge so you're out of the floor marker before the attack goes off. The pitiful amount of I-frames you get are more of a bonus than a target.
I admit I did forget about those bonuses until your reply though. The majority of the weapons prefer precise positioning over dodge roll through everything though
And with PC rebinding you can still do very well too.
It's a learning curve but gets easier as you play more and learn other means to facilitate into your wep class.
Devs in a interview also said they based the balancing of all the weps around the foundation of the Great Sword.
Since its the most simple and to the point all-arounder wep.
Prevents any specific wep class from going "too fast".