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No I agree with the dashing with weapon drawn, most MH clones you can dash/sprint with your weapon out, many of them you can also evade cancel out of attacks. Its one of the things that makes combat in MH feel clunky.
MH also has another issues: weapon balance, I feel some of the weapons just don't do enough damage for the time some of the attacks take, namely great sword, gunlance (the special), I can usually do more with dual knives, before they even finish charging up. The long sword also has one of the most godaweful normal combo sets i've seen in a MH-like game.
Lets be honest, if you were going to swing a weapon like you do in MH games, for most weapons you'd be dead before you could swing because it takes so damn long. Usualy before you take a weapon to battle, your already used to its weight and can swing it decently easly. Unlike in MH games where your char always seems like a rank amateur no matter how long you been using the weapon. I also don't find the monsters in MH hard personally, Its more the clunky battle mechanics that can screw you over than actual diffculty of the monsters themselves. At most I find some of them annoying, namely the ones that like to never stop moving. But I haven't come across anything i'd call "hard". I've played several MH games this is not my first one.
The problem si the risk vs reward system is messed up, due to some weapons like great sword just not doing as much damage as they should for how long it takes to set the things up. Charge blade is another one, SAED attacks just feel like they don't hit hard enough for the long setup time they require to do. Great sword prob has one of the biggest risk vs reward aspects, as other than charge attacks its pretty worthless.
While it does have a better multiplayer setup, you realize the combat in Monster Hunter is designed to be the way it is, right? It's all about prediction, knowing when to attack, how to attack, learning your moves etc.
Dauntless lacks this because you can almost immediately respond with a dodge. While some will call this more fluid, imagine Dark Souls to be playing more like an action game. That's the same kinda difference.
Dauntless has cancellable attack recoveries with the dodge roll, which has very tight dodge windows.
Dauntless also has completely unpredictable and erratic dodge timings because hit-detection is server-side, so you need to adjust your dodge timings everytime you group up for a hunt.
Dauntless also has a soft region-lock due to hit-detection being server-side. If you play with a friend from any other region, timing your dodge is impossible.
Dauntless encourages you to play alone by a core gameplay design, because the more you group up, the more erratic the dodge windows will be since you can't guarentee that you're connecting to the closest server.