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If you haven't played much yet, you probably just aren't used to it yet, nothing much more to it.
If you don't like having to commit to your actions, just use Dual Blades and never worry about a thing ever again.
It sounds to me like you really just don't understand the combat. If you actually think dark souls has a better melee system then uh...yeah, no. That's very close to objectively untrue being as MH is closer to a "fighting game" meaning it has actual combos and dozens of ways to use each weapon over parry, block, stab, backstab, light and heavy.
Dragons dogma has "auto lock-on" which is why even with the positioning required the game feels easier to play. Monster hunter doesn't have that, and complaining the game feels clunky because it's missing is kinda something most players upon first entering the series deal with for their first like 3-4 hunts. Just fyi they're made by the same studio.
"Committed attacks work in Dark Souls even without lock-on because they're clear" (paraphrasing)
No, it's the exact same thing as in monster hunter. If you want to do a melee attack, you have to physically turn your character in the direction and do the attack. It's literally the exact same system, monster hunter is just more difficult to get used to be cause there are 14 completely unique weapons.
This really is just a matter of "Git gud" as unhelpful as that is. You have to keep playing until the system clicks with you if you're seriously struggling with it that much, and you really shouldn't be repositioning your body after EVERY hit unless you have no idea wtf you're doing. Some of the weapons even have attacks that change the direction you're facing (sword and shield) while simply evading to one side can reposition you for other weapons.
"I want to hit in the direction of the camera..."
I can't think of any action game where you "hit in the direction of the camera" lmfao. That's just not a thing that exists. Your CHARACTER'S turning/movement is what decides where you're hitting...dd is the same way, and I'm damn near certain souls is too.
Again, this really is just a "git gud" situation unfortunately. I was playing these games back when I was 12 and never had issues figuring out how to position myself, so you really should be able to do the same.
Simply put, Monster Hunter has a deeper combat system.
Taking Dark Souls for example, at its fundamentals, combat is just light/fast, heavy/slow and dodge. This is really the same for all weapons albeit with slight differences. In essence, there is really just 1 playstyle.
Monster Hunter however has 14 different playstyles. Playstyles not weapons (even though they are in the form of different weapons). Weapons can use the same buttons but each strike made can be totally different.
Think of it as learning a martial art.
In Dark Souls, what's effectively happening is you are learning muay thai and all you are doing is changing the gloves.
In Monster Hunter, each weapon is a different style of martial art with its own mechanics, stances and "dodge" options.
It feels clunky because you are not used to that weapon.
The difference in learning curve is evident in the fact that someone who plays a certain weapon solely in Monster Hunter and masters it will still have a hard time learning/mastering another weapon that they never touched before but for other games, a lot of what 1 weapon "teaches" is directly transferable because light, light, heavy for 1 weapon is still light, light, heavy in another albeit with some slight visual differences.
Regarding the lack of lock on, there is a lock on but it is highly advisable not to have it on. Unlikely the other games, you don't have to be directly facing the monster to hit it. This is where knowledge of the weapon moveset comes into play. As long as you can see the weapon touching the monster, it will hit it even if you are facing a totally different direction.
Screw Dark Souls and its tracking, that has always been an awful design mechanic in all Souls games, even the first game which was the only one with decent weighty combat. Invincibility frames and tracking, it's a joke to even consider that melee combat lol.
Yes. And, for the record, while you shouldn't be surprised a negatively-toned thread (or really any thread criticising a game) met with bad responses on a Steam forum, it of course shouldn't happen in general.
Of course, if you're holding forward your character will be facing towards the camera anyway, so it's honestly kind of a moot point for initial attacks only- And there are several attacks that can be aimed to an extent to correct problems.
The main reason why this is the case is blah blah positioning blah blah. In the case of the Long Sword for example, instead of assuming your combos are missing because you're at fault, you blame the game. The key is in the word Long sword of course, if you press up straight to a monster you will likely start missing, but if you keep yourself at a good distance you'll hit every time, and after you finish a Spirit Roundslash you're actually supposed to have hit the monster and passed by it, to reposition yourself for the next combo string. (or, for Iceborne owners, transitioning into a Special Sheath is possible if you want to try and do something else)
Long Sword is actually one of the most popular weapons in the series as a whole (I believe it's ~20% of the playerbase uses it) and is certainly not as useless as you assume.
Strafing isn't possible, but rolling (or depending on the weapon, "hopping") to reposition without changing player orientation is and for many weapons pretty vital.
You bring up Mario 64 as a deprecating analogy, but Mario 64 actually functions off the exact same basic principle. You need to position Mario correctly in a pretty narrow window around an enemy for the attack to actually land. This makes the flow of most of the game about thinking about where Mario is in relation to enemies/obstacles and altering that when needed.
It's different from DMC or Dark Souls where it's mostly about reacting to what your enemies are doing in the moment. Monster Hunter still has tells, and always has, but especially in the older games it's more about trying to predict what a monster WILL do than what a monster IS doing, and when you get that prediction wrong and need to walk off briefly and find a new opening, that's not the game being clunky for clunky's sake (Remember DMC and Dragon's Dogma are both also made by Capcom!) but the game giving a minor punishment for not being familiar enough with the combat yet.
Honestly if I had a character as fluidly as in a Dark Souls game in Monster Hunter IMO it would suck a lot of the fun out of the series, at least as its currently designed. Mastering this game over a LOT of time has been a really satisfying experience with a wide spectrum of difficulty between monsters, and that would IMO be ruined with the ability to immediately transition back into more attacks on a dime like a Dark Souls character can after rolling.