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We also had another item called "Psychoserum" that allowed us to locate the monster for a shorter period of time as well.
There was also a chance for a hot air balloon to be nearby. If you did the wave gesture towards the balloon they will give you the effect of a psychoserum.
Frankly some of the difficulty of the older games comes from the lack of quality-of-life and jank that Monster Hunter World brought us. It's honestly a bit of a shock how much QoL came from it and I'm more happy than not. Scoutflies and tracking are a big plus for me in World; it feels a lot more immersive than paintballs and psychoserum from the older games. Older games also had an independent armour skill (think it's called tracking expert) that lets you see the monsters without the paintballs, but it was a pretty steep investment iirc.
My biggest gripe is that armour isn't split between "Blademaster" and "Gunner" anymore. Blademaster is basically what you see today: high defence with some elemental resistance, whereas Gunner armour had vastly lower defence but higher elemental resistance, so it's easier to achieve threshholds where you're not blighted. Made sense since I think a solid disadvantage to range is having less defence. But now you have as much leniency with a range weapon as you do a melee. Bows and Bowguns are very easy to use in World and Rise, almost mind-numbingly so.
I always enjoy MH4U the most in terms of mechanics. Frenzy is a very fun debuff to play with that's briefly in Rise (Gore Magala is a focal point in MH4). I think the most polarizing aspect of the game are Apex monsters in the very late game and Wystones basically being that game's Clutch Claw. My post is long enough to dive into specifics but it's what I don't look forward to in that game.
Frenzy affects the player as it does in Rise: You get debuffed with the virus in incubation. If you let the virus incubate, you no longer get recoverable health and you receive more damage. If you deal enough damage, you get a significant buff that increases affinity. Similar effects occur with Frenzied Monsters, as they deal more damage and are a lot more aggressive. It's actually really neat how they translate that into the player's version of Frenzy. However, like how the Frenzy Virus can be overcome by players, it can be overcome by monsters (lore-specifically, not gameplay). This is where Apex Monsters come in (They're very different in Rise's context), where the most notable change is that most of the monster's body becomes extremely hard; you will always deflect even with Mind's Eye and are immune to elemental damage unless you force the virus out of them. That's where Wystones come in.
Wystones are whetstones created by wyverians which you use that directly counter the Frenzy Virus. They only affect frenzy and apex monsters but have a few effects like give defense, attack, elemental/status damage, and mind's eye. They force a frenzied monster out of frenzy so you can fight them under normal circumstances, where the Mind's Eye variant (Wystone: Drive) can cut through Apex flesh.
The older games would have a ton more "Go do this and gather this." at the start before you even got to kill anything, There was also no NPC's or passive gathering and such so you would spend hours just doing laps gathering things to make traps, bombs, etc.
You also have to remember a lot of people who think this game is easier are players who have been playing MH games for years so they have the basics down pat already even in a new title understanding what strats are good and how to properly prepare for hunts and tricks to use.
When world came out I dont think I failed a quest until I got to the elder dragons however my friend hit their first road block all the way back on normal tobi where they needed to then spend time learning the weapon move sets and how to properly dodge and such.
Got confused between MH2 and MHF2, my bad. Made the correction in my initial post, so thanks for pointing it out. I'm sure they're all very mechanically different.
Calling Monster Hunter World easy doesn't really describe it correctly. Monster Hunter World is simply a break with some general mechanics of the original Monster Hunter concept.
Monster Hunter World sure has some compareably tough learning curve. If you see it from an... unexploited perspective, then the Monster Hunter series in general has a tough learning curve for newcomers.
But Monster Hunter World kinda breaks with some original ideas of the original Monster Hunter: in the original Monster Hunter franchise the core gameplay was more built around the weapons and mastering your weapon play. With each MH generation that concept was softened... since MH2 / MHFU you had a farm-feature and a support character... since MH3U you had slime as OP-element... since MH4 you could jump onto monsters for an easier disabling / ganging onto the monster... and with MH World you've the clutch-claw to jump onto the monster... for temporarily weakening a monster's armor and for driving a monster into a wall (that dragon bullet-feature). And in MH World every character... even in Melee-combat every player has a sling to shoot boulders off the ceiling, which can do from hundreds to thousands damage onto a monster... which can outshine a heavy hitting weapon like a Greatsword or Hammer. Not to mention that such a boulder easily knocks most of the monsters to the ground.
In addition you can easily travel with a far caster back to your camp and restock yourself, while being on most of the missions (except Alatreon). On previous MH games Gunners had to calculate their ammunition for the mission. At best they could recraft some ammunition out of some ingredients they took onto the mission or... some party member took some tradeable ammunition for them into the mission.
It's easier to travel over the map, either and you can heal while walking... means healing via Potions works different than in previous MH games.
And since MH Rise there's even a feature called spiderbugs, with which you can take the control over some "minor" monsters like a puppeteer does - while I wouldn't call Rathalos & Co all too minor at all.
I personally wouldn't call this real weapon play. And especially shooting a boulder from a ceiling with a sling which everyone has and which does way more dmg than most regular Greatswords do with a perfect maximum GS Charge isn't really a good balancing at all.
Also... weapon balancing still sucks... which isn't new, but is sad, and elements, stats (poison, para, sleep) and slime aren't really balanced as well, cause of the general lack of balancing.
Stats like Paralysis also value lower than in previous MH games, cause ppl just crush boulder onto monsters for disabling or they disable it by ramming the monster into a wall.
Just funny, that you can still upgrade your weapons via the Faraway Lands-feature: increasing raw attack, implementing deco-slots into weapons which don't have slots, granting them a vampiric (= life-stealing) effect, etc. Just to make MH World to the end of the game much much much much much much more endgame-grindy. Like a MMORPG just... without the typical RPG advantages (story, community, PvP, RvR, events --> not the Raidboss-fake-events. More like collecting hidden easter eggs at Eastern!)
this was absolutely dumbed down in mhw and flat out removed in mhrise. the damn monsters are auto marked in your map for starters LMAO.
start with MHFU on PSP or MH4U on 3DS. if you can't, MHGU on switch is the best there is for old school but its a time sink.
I would say to not start with MHFU. MHP3RD is much more friendly for people who have started with world, if they like how that plays, then moving back is much more feasible with out souring their interest.
But MH1, MH-G, MH2, MHF1, MHF2 and MHFU are not exactly good games for inspiring newer players. Dont get me wrong, I love them, I even have 9000+ hours in MHFU, but its not a great starting point for the old gen monster hunters.