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EWWWWWWWWWWWW
to each their own but EWWWWWWW
If you don't have the game knowledge beforehand you had no way to evaluate your dmg output before they introduce the feature.
Monsters also generally have quite a lot of hp compared to a souls game for example. A normal hunt could be as long as 10-20 minutes or longer. Maybe the devs thought that for this kind of game, a hp bar could feel a bit demoralizing if you’re chipping at tiny slivers of the bar over 15 minutes.
No health bar means you focus less on a meter going down, and more on the monster’s behavior and the spectacle of the fight. Of course you could also mod in an hp bar if you still decide you want one.
If you're seeing white numbers, your weapon is not well suited for that spot you're hitting.
If you're seeing yellow, that's a good spot to hit.
Sometimes it can change based on other situations like Lavasioth with hard-rock covering him, or Barroth's skin being covered with mud (which also changes which element is more effective).
Damage numbers reveal a lot. Look past the obvious.
As for "Why?" It's just a design choice. Capcom "intends" for you to gauge the monster's HP by how it acts. For example you'll know a monster is almost dead when it starts limping and tries to flee back home.
You'll develop a feel for monster HP after you've played the game enough. Like how you'll instinctively learn how to back off during fights when things get too hot.
you hit spot A and do X damage, then you hit spot B and do X*1,5 damage. you now know where to hit the monster.
also helps comparing weapons.
what's so difficult to understand?