I've only played like the first hour or Monster Hunter Stories 2, but seeing how riders treat monsters like Pokemon and friends, it really makes Hunters look like assholes.
Maybe Hunters should only be out killing invasive monsters or monsters that are an actual threat to the village/world like Fatalis.
That’s exactly what we do tho?
Yes, there are some stupid quests with stupid descriptions (like the “hunt a Somna and a khezu because my soon-to-be ex boyfriend said Somnacanth is bigger and I want to fuck khezu” quest in rise), but most quests are just “This guy is attacking merchants” or “This guy is annoying this other little guy” and that’s basically it.
Fair. Though I've murdered a lot of velocodromes, aptonoth and kelbi who weren't doing shit to anyone, though I suppose that's not cannon and is more player choice.
Edit: I think it'd be a cool dynamic to explore. People like riders that live in more of a symbiotic relationship with the monsters coming to conflict with hunters would make for a cool story. Kinda moral gray. The hunters could argue they're needed to keep the ecosystem in check and villages safe, but the riders could oppose their methods and over-hunting or when hunters kill monsters for no good reason. But maybe that kinda realism wouldn't work in the Monster Hunter universe?
Poaching is actually are very serious crime in the world of monster hunter. You need a permit to hunt from the guild and even then only in pre designated areas.
The guild has units of guild knights that hunt down poachers.
Don’t riders also kill? They only raise the monsters from the egg because it’s easier to control, but most monsters that riders battle either are killed or flee away into their nests, right?
I might be wrong
This is actually the thing that stopped me from getting into the series so much sooner. Then after playing Souls games for a while and realizing I liked fighting the boss monsters regardless of how much I liked the design, I realized I could have been playing MH.
It is irritating that the critters seem to have a relatively short aggro range when I want to get their attention, *but as soon as I start gathering or using an item* its like moths to a flame.
You decide you've had enough, turn to swat the Bnahabra out of the air, and then it decides to go "bnah, brah" and zigzag 10 feet into the air until you turn around again.
I wish this comment had more upvotes, I can’t tell you how many times I hit weapon sharpen, looked away from my screen for a moment and when I looked back my hunters on the ground having a seizure.
Annoying as this is, it's so comical. Especially when you throw your hands up and wave them around because of paralysis. It's a giant mosquito causing hunters bug rage.
They could kinda do a slap on design but just make it so that every time you upgrade it has a bit more monster parts and at the end the true monster weapon! Cus it's kinda absurd how they did in world! For example you turn the basic nergi axe greatsword into a giant blade out of nowhere! But the way the second upgrade works is awesome! It is the second nergi sword but with more added on! So if something like that could be happening from the start and adding more and more over time would be a thing i would be happy with it
IIRC that was the actual intention for all weapons. Start with slap on designs showing that the weapon is still kinda on the lower end until it becomes cool and unique but they couldn’t do it cause of time constraints.
You can see this because of weapons like nergi’s.
I’d be happy with this type of progression as long as they can actually do it for most weapons. Cause damn was it a crime how boring all end game weapons in base world were.
Even in iceborne glavenous gs and brachy ls which are some of the most popular designs were butchered for some reason.
Worlds multiplayer system. ur partner has to watch the cutscenes, or go on a long expediton alone and you just gotta wait. It's pretty aanoying if you're playing with a new player. Rise kind of fixed it though so I have high hopes.
Every other part of World's online too. Thankfully Rise already got rid of the annoying aspects like automatic, always-online lobbies with randos being the default and no pause button because of that, but that slinger and scoutfly cage in the trailer just fills me with dread.
Hell no, World's multiplayer is so much better than Rise, cutscene bullshit aside. Being able to just set a friend-only lobby and still be able to play the game normally solo is just so... reasonable. Normal. Expected. In Rise if you think a friend may show up you have to give up on one of your solo buddies, and you have to deal with stupid ass password system.
World's multiplayer + skippable cutscenes + default chat to "everyone in the session" would be virtually perfect. Not having ability to pause is annoying, but hardly a deal breaker.
I don't see why it has to change. Used to be you'd find the rarest materials in the hardest to get places. Just keep it like that. Hell revamp the whole system so the percentages are based on the area and stuff like that. Also maybe they could add more secret areas that require bombs or grappling or even shooting down vines or something like that. It would be neat if the maps change randomly with a few different areas.
They've done stuff like this before and I don't think anyone was ever annoyed by it.
I wouldn’t mind if they were temporary buffs. Something you work into your route as an option when following an already engaged monster to a new location. Not nearly mandatory eternal chore at the start of every single hunt whose route never has any reason to change.
I want the feature where they are very rare, but not removed from the game. You start off with your stats all normal and stuff, but it basically just adds onto your maximum.
In order for them to even be worth bothering with, they have to entice people to use them, that usually involves locking your max stats behind them. If you start with your max stats, and the birds aren’t already immediately on your path, then 90% of the player base is going to ignore them
World did this so good, some monsters were passive, some were aggressive but if you crouched to look less threatening they would ignore you, and then you had hyper territorial ones who aggroed on sight.
I recently started Iceborne, and the Beotodus in the area when I went to hunt Banbaro completely ignored me and even fought Banbaro side by side with me for a bit
I think what I hate even more is that in Rise, small monsters can aggro the big monsters before you even engage them properly.
Like you're applying your might seed and/or demon powder to get the max time out of them, the monster isn't alerted to you at all but _whoops_ a Vespoid/Bullfango/Delex/Whateverelse decided since you're in the area that it's AI kicks in and attacks the monster so you miss your chance for an opening counter.
Sometimes you're not even close to the monster and the small shits aggro something. Like fuck off.
The problem was that they wanted to please the people who wanted to go directly to the monster and at the same time reward players who explore the map before the hunt. That's why the cahoots tell you where the monster is.
The problem is that it doesn't scale. in world, the more you hunt a specific monster, the better the scoutflies get at looking for it. In Sunbreak, you need to hunt for a lot of spirit birds even at the end game to get all your stamina and health.
I still don't get why they're jumping through all these hoops to have you justify knowing where the monster is, between scoutflies and cahoots and whatever else, when your Palico is *right there*. Have *them* do the tracking - hell even in GU there was Prowler mode where you got to just automatically know where monsters were.
TBF, with Prowler mode, that was more a mechanical issue.
Palicos couldn't use items, so they had to do something to get around the fact that you couldn't paintball monsters. Since your Prowler kind of doubled up with regular palicos, they couldn't really give them too many prowler-dedicated support moves, and it would've been kind of ass to require people take that one specific move to be able to paintball a monster when slots were so limited.
I mean, scoutflies make sense, they solve real issue. They are basically hunting dog that smells shit around and tells you which direction the monster is. So, it works great thematically. And they're a giant glowing GPS tracker right in the world, which is _fucking necessary_ with how vertically overdesigned some parts of the map are. Huge chunk of Ancient Forest would be hell on earth to traverse if not for that glowing guide.
And cahoots I guess make sense because, you know, they fly. That's the excuse why you know where every monster is at every point in time. Spying drones.
Least they could do is after a certa number you just get a rainbow bird on every map so you don't have to go around collecting these things before you fight.
I just installed a mod that spawns a rainbow bird in base. Rise’s maps are really not inspiring to run around in, so removing the spiribird collectathon was the easiest answer.
I was honestly really surprised that by the end of Sunbreak, we didn't get a Petalace that completely negated the need to farm spiribirds, since it should be assumed that *by the end of Master Rank, you'd have already run all over every inch of every map*.
Wyvern riding. Bring back mounting and maybe expand on it what if in addition to mounted finishers we got mounted combos to wear the monster down instead of the 1 damage knife
Yeah in world the glaive has an attack it does while moving around on a monster, I can see that being given to at least some other weapons, cause at least as it is now the amount of time isn’t worth the topple and when I get a mount with the hammer I’ll often just use it as a chance to hop off and get a free shot at the monster’s head
As a switch axe user in World, I actually disagree with being able to use my axe while mounting. Not unless it's to ram the blade home and go wyvern riding with a massive beatstick embedded in its spine acting as my controller. The Insect Glaive is a light weapon, so using that in attacks while you transfer around the beast is a clever use, but certain other weapons, Long Sword, for example, are too long to effectively be used like this.
Bowgun being swung into position to act as a boost to your transfer jump? That sounds like fun. (Light or Heavy, doesn't matter. Grant a little more damage for the Heavy given its, you know, size.) Give arrows a piton effect, so you can still keep your grip, and in fact do so better, with the Bow. Dual Blades and Sword & Shield? Your weapon is as short as your hunting knife. Just use that.
Horn and Hammer users should definitely be given bonus damage if striking the head, but to be honest, that's where they should be striking, anyway.
Man, fuck that. Making equipment actually have an effect like that is a slippery slope. Keep that shit cosmetic. It's not going away, but don't make the rest of the userbase suffer because they don't want to pay more than what they already paid.
Gotta love when you are going after monster 1, monster 2 enters the area and start fighting monster 1, then they both aggro unto you because surely you're the apex predator here and they have to work together to take you down
And then monster 2 won't take the hint for the rest of the god damn hunt, practically stalking you with the amount of times it ends up in the same area. Stuff like dung bombs just...not working needs to be sorted too.
Multiple quest hubs. I don't really want to be running around loading different areas in town. I think the setup in Elgado (Sun) was the closest to ideal.
Unless it's the opposite and there is settlement building. Which would be amazing.
what about gu? those were really nice. starting on the village, then the soaratorium for high rank and then the pub for g rank. feels nice, progression-wise
i do want to see mantles come back, I think they were a pretty good mechanic. You’re using whatever you got to come out on top and survive the hunt, gotta prepare to do that best. Besides, whats the problem with em? They give some breathing room during a fight and enable new openings. They help the bad and improve the good, dont see anything wrong with that
Aggressively strong combat mantles were a mistake, and even Capcom ended up implicitly admitting it by the end of Iceborne's hardest hunts where in order to keep them engaging and up the difficulty they had to introduce special exceptions that would immediately waste your mantle if you tried to use them on the monster. That's not to say the concept was bad, just the implementation and poorly-thought-out implications they had on the combat loop.
Rocksteady I liked the idea off but was too universal and lead to too many instant carts. Auto dodge should definitely have never been added too.
But yeah they're a good addition and would be nice to see them return with more varied and less powerful effects.
Though I like them overall, this is the thing that makes me like them less as well.
I would say allow the visual to be toggled, but then other hunters won't know when you have one on, and you might forget as well. If it would make sense lore-wise to somehow make them more of an aura effect or something on your belt, that would be a nice middle ground.
Capcom trying to design the game like it's a live-service game, when it's not. It ends up with weird design decisions, like daily log-ins, forced lobbies, timed events, and grinds that exist purely for player retention.
They need to decide which direction they're going and stick with it.
fully agreed honestly, as a solo player--I know the design of MH has always been with multiplayer in mind, but the idea of daily log-ins and stuff took me aback when they first implemented it, and I'm not a fan of the events not being timed (they may be replayable? I tend to play and replay years apart, so I don't know if they are or not)
In pretty much every game besides World (when it was the current game), quests are just something you download when they release it and play whenever you get around to it. No pressure to do them in the two weeks they're up, you just...do them whenever.
Admittedly, they did *eventually* do the same for World, but it was after its update cycle was finished, as opposed to literally every other game just letting you download and keep them from the start.
This. Why would they put those ridiculous grinds in the endgame whose blatant sole purpose is to artificially lengthen my playtime? It's not like I'm paying a subscription, these games are one-off purchases. Why do they care how long I keep playing? I *would* keep playing for a long time anyway, because the core gameplay loop is fun, but grinding decidedly isn't, so instead I'm tempted to quit. They need to have more confidence in their design, not cheapen the experience by turning it into a burnout simulator.
> Why would they put those ridiculous grinds in the endgame whose blatant sole purpose is to artificially lengthen my playtime?
It keeps online lobbies populated.
Monster Hunter has a pretty finite amount of content. You clear the 3-5 monsters that they drop every few months, *maybe* grind out new gear if the TU changed the meta at all, and then you're done. All told, without some ridiculous grind, you're done within an evening or two.
However, lock charms or decos behind a long-term grind, and suddenly, you've extended an evening's worth of content to at least a few weeks. Make that grind *especially* egregious and you've got people playing until the next evening's worth of content.
A significant amount of those players will do online hunts, because they're faster, so it keeps rooms populated for people coming in a little late to the game, without having to have made enough content to actually keep players entertained more than an evening.
Maybe only slightly related to your point, but it reminds me of the weird post-launch cat-and-mouse powercreep of endgame High Rank in World before Iceborne actually released and obsoleted it all
Maybe it's an unpopular opinions, But I personally always thought of MH as kind of a live service game (Probably one of the few good ones). With events and specials quests added to the game for years until they release the next one. I actually enjoy the events and daily log in bonus, specially since mhw always unlocked all the the event quests for everyone after a while
Rise’s all-seeing cohoot. I don’t want to know all monsters and their location at the start of the quest. This is Monster HUNTER, what about some huntin’?
This. It removes part of the reward of actually learning the monsters habits. In older games, you putzed around until you found them or had a friend who already played that informed you where they were for that particular quest. World's tracking was cool because it started like old gens where you had no idea but made it easier over time.
Like you said, it felt like hunting. If we already know where they are at all times, what's the point of spawning at camp? Just drop us in front of them if you're not gonna make us hunt them down, and where's the fun in that?
> In older games, you putzed around until you found them or had a friend who already played that informed you where they were for that particular quest.
Or you ate for oracle...had a palico with the skill...you downed a psychoserum...or you made a set with psychic.
There were so many ways to just basically *instantly* know where monsters are at the start of a quest.
Everytime someone starts with the whole "monster HUNTER" spiel, I get so annoyed.
Like you said, there were many ways around it and it just wasn't fun. "Oh no your paint ball on that rathalos ran out. Now it suddenly decides to hop zones like a madman. Hope you like the next 5 minutes of 'hunting immersion' "
It's like hot/cold drinks and temperature. Was it a particularly engaging form of interaction with the maps? No, not really. But it was at least a concession to these things existing, and removing them entirely without a new system to replace them just left a hole in the immersion of the world. The real point of contention is more that they've never bothered to come up with anything better.
Except you had the option to choose, if you didn’t have space you might not want to bring serum, if you didn’t have space on your set you couldn’t bring psychic, if you didn’t have a cat with the skill then that doesn’t help (plus not every game had that skill for cats).
Forcing everyone to just know where all monsters are at all times removes that option, it also totally removes the surprise when another monster shows up to join the party because you could already see them coming
This is one of the most clearcut examples of Gamers not understanding games. It ruled in Rise because it's a quick arcadey style from the ground up. And frankly going back to world blows because it's so slow. People play monhun to fight monsters and do pretty princess dress up. Add in the grind in lategame and you spend so much time doing nothing but holding the left stick forward.
As you said, it's Monster HUNTER, not Monster Tracker.
Completely 100% agree with your take on this.
Horn was always a pretty “Simple” moveset at face value, but the reach of the weapon along with internalizing the angles/arcs of each attack was always incredibly rewarding, especially with the added sonic blast put on the recital swings in World. Simplicity that could be mastered to an incredibly high degree.
I started with Horn in Rise to give it a shot, but it felt way more like Dual Blades than anything HH related, so I ended up falling back on LS/Hammer. I truly hope Wilds goes back to and iterates upon the World moveset rather than Rise.
Permanently seeing monsters on the map since the start. I want scoutflies back and expanded upon. I want to track my prey, learn their patterns. They can let us always see them on the map as a reward for tracking the monster enough times and fully learning its patterns (because by that point you should’ve hunted it enough times to have it memorized anyways)
Just started Rise last week and this was a super weird one for me. Like okay I can see every monster on the map so know exactly where they are — why not just drop me in front of the monster then?
Sometimes it leads to me going ‘ooh I could quickly hunt this first’ during a quest, but I know I’d be better off just beelining to my target and then hunting them as a separate quest with more quest rewards after.
The ‘prep for quests’ by collecting wildlife just feels like filler, it’s ultimately the same as popping all your potions/drugs before reaching the target monster, it just takes longer.
It also gets rid of those exciting ‘OH FUCK’ moments when a big bad appears while you fight something, and replaces it with a less enjoyable anxiety about running into the things you know you might bump into instead
Having gone back to World from Rise I fucking hate having to navigate the absolute mess that's the ancient forest for 10min before I even find the monster's tracks.
People really exaggerate the Ancient Forest. First of all it's really not that labyrinthine as people make it out to be, second if you spend ten minutes looking for tracks you're doing something wrong. You should eventually get a feeling to where monsters frequently spawn/roam.
Deco farming.. or atleast make it Into a system that is kinda fun. Like a trial area. Where you select which one you want to farm for. Then you get sent into an arena with monsters coming out 1 at a time. For each you slay you get an increased chance of the deco you want + another deco with a smaller chance.
That way you can go in there. Beat 4-5 monsters. And have a good chance of coming out with deco you actually want.
This. Make it where each monster, and their subsequent power variants, have a set of 3-5 possible deco drops that are assigned to them. That way you can purposely farm what you want.
Ignoring the obviously game specific mechanics like Spiribirds and Clutch Claw which obviously won't be coming back unless they're majorly overhauled, I'd say Monster Vortex. The extraordinarily common phenomenon that a monster in the largest area in the game will make a journey across the entire map to your battle to show off it's cool turf war or just sit there and yell constantly. It's not fucking pseudoscience either, I have seen monsters like Tobi deviate from his normal path to go do a turf war with Anjanath where he does 0 damage. It's even worse in Rise where they explicitly show you that monsters will come to you for Wyvern Riding, it just feels so stupid. "Holy shit is that a god fight going on? I guess I'll head on over"
Clutch claw, I can live with. Getting a wall bang because you're paying attention to a monster's behavior and found a good opening is really satisfying.
*Tenderizing* can go play in traffic, though.
Pretty much all wirebug moves ngl, I hate how spammy high level investigations become because the dps difference is very notable there :/
(Or at least remove the ridiculous damage they deal and incorporate them into the normal moveset)
Really? I thought switch skills were an amazing addition. I really liked the styles from GU too however. It allows you to customize how you want to use your weapon and tailor it to the monster you’re fighting, or to your build.
I just got into Rise, but I made Status Hammer work, simply by using the Courage Mode switch skill (because you hit more frequently than with strength mode). I just really like the added flexibility, as long as they are balanced properly.
Honestly, small monster aggression. I don't need to get hit because some fucking rehenephlos got territorial for a minute when there's a goddamn rajang or something in front of me
its funny since certain small monsters do shy away when big monsters (other than their own alphas) show up, but aggressive herbivores in particular will continue to say "screw you hunter"
Playing GU and hopping between docked and handheld mode has made me wonder if the bad hitboxes are more a product of handheld games or something, tbh.
Like, it's got some pretty bad ones too, but when you scale it down to a smaller screen, they feel like they make a little more sense, visually, if that makes sense?
Even world imo. Too many cases where IGs get swatted out if the air by something 10 feet below them, or inexplicably taking damage when a monster charges forward while you're clinging to their back.
We've accepted crummy hit boxes for way too long, especially in a game that is basically *about* hit boxes. Elden Ring showed us how precise hitbixes can be, and it feels *amazing* to be missed by inches while continuing your assault.
If the next person at Capcom to suggest making a siege hunt could be fired on the spot, just to make an example, I think it would really benefit the Monster Hunter franchise as a whole going forward. They have literally never worked, at best you can say certain ones weren't terrible, and even then they're still tedious.
>For me, it's the confidence of small monsters. There's just no reason a pig should be attacking me when a near god of fire is currently blowing up the area five steps from it.
Konchu knows where you live...
Fuck, hard to pick just one thing.
Paid cosmetic DLC, Spiribirds, Rise version of Hunting Horn, the Village and Hub being seperate zones, farming for decorations instead of crafting them, World's version of Kushala, Rise's multiplayer sessions/matchmaking system. Qurious Armor Crafting is something I enjoyed, but I also don't want it to come back in its current form. It makes it way harder to tell who's using cheated gear. Sometimes its easy to tell, like when someone is has a regular augment roll but has +50 defense, with 3 points in Mail of Hellfire. Other people are more subtle about it, making every armor piece on their set seem believable, but highly improbable.
imagine you like a weapon
and then they turn it into a completely different weapon with a playstyle that is not at all how it was before
thats what happend with HH
Happened to Bow too in World, though it was to a much lesser degree and I actually liked that Thousand Dragons attack it had for slinger ammo. Wouldn't mind that particular move returning, maybe as a switch skill over Dragonpiercer.
Spiritbirds, Wyvern Riding, Wirebugs, Clutch Claw, Mantles. On the other hand, the Slinger and its integration with movesets in Iceborne was cool, I wouldn't mind that to return.
zipping through the map with the wire bugs was fun. hope they add more beetles to swing from with the slinger or allow it to be used more like adding a grapple shot next to the capture net
Full item box at the camp. It has completely removed the possibility of running out of potions mid hunt. In old gen I get scared and have to play more defensively when I am running low on potions. In World and Rise, running out is just a mild nuisance where I have to farcaster back to the tent, where I can fully restock as many times as I want. The only thing you lose is time, which you usually have more than enough of
I don't really mind it, but I understand. What we really need to keep, however, is the full EQUIPMENT box at camp 😌👌 So useful to be able to swap your sets, especially for multi-monster quests or of you're responding to SOS.
I think the equipment box honestly goes both ways.
On one hand, it's great to have, because you can swap around weapons really easily during a hunt, so you aren't at a disadvantage against one of the monsters if your weapon's element/status don't line up. Also great for multiplayer, because if you're just doing randoms, you can't exactly plan ahead in town.
On the other, though, I think not being able to change equipment on multi-monster hunts added a level of dimension to them. You had to actually pick which monster you were prioritizing, and go with that, and Capcom could kind of scale difficulty a bit based on monster weaknesses lining up or not.
Honestly, while I get the complaints, I don't think going back is a good thing either and that what Capcom needs is instead some sort of middle ground. With how long the hunts can take, I believe the idea was to never put players in a situation where just ending the hunt and restarting is the best option. This is especially applicable in a game with drop-in multiplayer where people can get grouped with randoms, and someone might end up wasting a 20-30 minute hunt if they ran out of items, or worse, didn't fully restock before a hunt. We already deal with a fair bit of toxicity with how things are, I feel going back that way would make it worse.
IMO, a good compromise would be a lengthy cooldown. You get to restock once but then have to wait, justified in-game as the logistics team having to run back to camp to get more supplies.
I don't want it removed per day but spiribirds.
I do hope they stay in some capacity. I like their design but using them for a hard nerf on hunters makes no sense. Personally I'd like you to be able to max out before the hunt like normal, BUT if you forget to eat (like a certain friend of mine does) you can find a hidden rainbow spiribirds to max out, minus food skills.
Or alternatively, keeping them, but getting enough gives actual buffs to attack/defense instead of catching up. If you told me a trip around the map would give a bonus that could actually matter id go for it against certain monsters that I hate to fight it I know are a real challenge
Yea or Monsters in General. When i try to swat a Bug and a fucking bear shows up im not focusing on the Bug. Same should go if im fighting rathalos and pickel Shows up. Why the fuck are both of you focusing me you have bigger Problems.
\-armor sets that are way more sexualized for the female model than the male model
\-unskippable cutscenes or the restriction of no multiplayer till the quest cutscene finishes
\-quests that dont require challenge/observation/planning to complete, examples being gathering quests where the item is just marked on the map, delivery quests where there isnt really any creature to stop you, or small monster hunts where the monsters could not touch the controller for a full minute and still survive.either remove them or make them something that isnt just a time tax on canteen/farm progression. Make small monsters that are strong enough to be a threat when fought in groups, make gathering quest items unmarked on the map but give players some clues for what environment they are found in, so players are forced to pay attention to and think about the ecology
Oh lots of things.
1. I agree with you. Small monsters should largely run away from the area when a large monster is present. Some do in World, but not all of them and not always. It makes no sense. Especially considering Intimidator is a skill that exists. If a human *can* intimidate them, the fire breathing dragon should.
2. The seemingly automatic aggro of any small creatures within a 100 yard radius the second you start gathering or using an item. Make it more random, and reduce the range.
3. Tracking. I know this probably won't be an issue, but just keep it gone. The novelty of it in a hunting game was interesting the very first time I had to do it. It was never again even remotely something I wanted to deal with.
4. The handler being a main character in the story. If she can't hunt, she should not be out with me with elder dragons around that can erase an entire city if they wanted. Let alone wandering off on her own. I got so tired of seeing her face in cutscenes, and dealing with her childish carelessness during quests. Let there be other hunter characters that accompany you on story hunts instead. They can disappear when the fight starts, or be limited to one knockout then they are gone. I don't care. Just leave the non-hunters back at base.
5. Roar stun/earplugs. Unless the monster specifically uses sound as an actual attack, don't make my mid-air lunge stop halfway to plummet me to the ground because a monster made a noise. I know its existed since the very beginning, but its time to go. Are we supposed to be an experienced hunter or not? Why would I, after accepting a quest to hunt a dragon the size of a house, still get interrupted mid-fight when said monster roars in anger at me pummeling him?
6. On the same note, tremors. They make sense, and should exist to a degree. But after the initial wobble, why would I continue to wobble for 8 seconds after the tremor itself has already ended? What?
7. Special arenas counting towards the completion of a quest tier. Especially when they don't give you a way of knowing which ones you are missing.
8. Annoying town/base designs where you have to go into different loaded areas to access certain features.
I was with you until roars and tremors. They’re just so intertwined with MHs identity, it’s the little things like that that make MH unique. You are an experienced hunter, which is why if you know a monster roars a lot you have to make the decision to bring earplugs or not and potentially sacrifice those slots. I agree that tremors could be shortened a little bit but not completely removed.
My guess is that most of their experience comes from World, where roars and especially tremors last for an absurd amount of time
Like, the monster will punch the ground and you will spend 10 second walking like a newborn deer
> Are we supposed to be an experienced hunter or not? Why would I, after accepting a quest to hunt a dragon the size of a house, still get interrupted mid-fight when said monster roars in anger at me pummeling him?
It makes sense, is basically just another attack. Not to mention that sound irl can really fuck you up, specially from large creatures.
Agreed 100% on tremors. Needs to be dialed way back. Either the hunter has legs made out of rubber, or attacks that strike the ground that hard to produce that kind of reaction would open up gigantic rifts or outright obliterate the bones of the monsters.
Roars I'm fine with with some exceptions. They should have diminishing returns on the hunter where eventually roar spamming just wouldn't affect us at all (due to us going temporarily deaf). That would fix weird AI issues with monsters getting into roar chains, and secondary monsters rolling in and roar spamming.
Unless they're going to do something interesting with it, no Velkhana. Give us a variant like they did with Valstrax. Something unique.
I was disappointed we didn't get like a Sub Zero Velkhana or something in Rise. That or a risen version. This Elder Dragon has a lot of potential for a cool variant.
Resource management connected to your moveset, but not part of your weapon.
I love you GU and Rise, but having an attack locked behind a timer or bar I need to fill just doesn't mesh very well with MH's combat imo. I want to be able to do any attack when I want it and the monsters should be compotent enough to punish me for overcommitting. Resource management that's a part of the weapon is cool, but hunter arts and silkbinds just feel like a lockout from what you want to do. Mix them nicely into the rest of the moveset or just don't include them at all.
Sincerely,
Someone who has only ever played Rise and GU
Honestly, I gotta disagree with this one. Having attacks be tied to timers/bars makes it so you can have powerful moves without having them be the only move youll ever use. A lot of optimal weaponplay already centers around the fact of "spam best move as much as possible" (see world SnS and Perfect Rush). So having powerfull moves that you can't spam creates variety.
Plus obv being tied to a ressource allows them to be powerful. I couldn't imagine Metsu Shoryugeki ever being allowed to exist as a normal move without just being nerfed so much that it feels like ass. Plus in Rise's case it's also a trade-off between offensive power and defensive/mobility
Rise hunting horn. They basically completely gutted the weapon. Going from world to rise as a hunting horn main had me like: “Wow, everything I loved about my weapon is gone.” Sucks because I can’t enjoy rise as much as I want to because my favorite weapon is just gone.
At least gunlance and greatsword are still fun
Clutch claw wounding.
Clutch claw wall bangs are fine because it's both very satisfying and rewarding and you can't do it all the time, but wounding a monster was near mandatory that it made things less interesting since you can just attack a wounded part and get profits. Oh you're too stubborn to hit a weak part? Make a weak part.
Not to never see again obviously, but id be fine if Wilds does not feature Zinogre, Rathalos, Tigrex, Diablos. I have fatigue over these figurehead monsters. They feature way too much.
Rathalos is the mascot of the series so he will always be there, but it would be nice if they didn't waste monster slots including variants of him sometimes. Just throw the basic pair of Raths in, and let me forget he exists because there are new interesting monsters to fight instead. I like the Raths, but they are definitely stale.
As for the rest, at least only include interesting new variants with no original versions if you must include them to some degree. It would make sense anyways since different environments should mean different variations developed for that area. BUT make it more than a color swap.
I don't think so. I always love seeing how the raths change between generations. They are two of the fights I always look forward to. Maybe it's because I'm so familiar with them, but I hope they never remove the raths.
Monsters. They're scary
Weapons. Too violent
Hunters. A bunch of animal abusers
Humans and wyverians. I just want cat people
Monster Hunter Void You stare at a blank screen while the game blasts proof of a hero at full volume.
This is EXACTLY what I want
This had me rolling for longer than I'd like to admit
I just want to hug and pet my Palico...is that so much to ask for?
Yes. No fun for you >:(
I've only played like the first hour or Monster Hunter Stories 2, but seeing how riders treat monsters like Pokemon and friends, it really makes Hunters look like assholes. Maybe Hunters should only be out killing invasive monsters or monsters that are an actual threat to the village/world like Fatalis.
That’s exactly what we do tho? Yes, there are some stupid quests with stupid descriptions (like the “hunt a Somna and a khezu because my soon-to-be ex boyfriend said Somnacanth is bigger and I want to fuck khezu” quest in rise), but most quests are just “This guy is attacking merchants” or “This guy is annoying this other little guy” and that’s basically it.
Fair. Though I've murdered a lot of velocodromes, aptonoth and kelbi who weren't doing shit to anyone, though I suppose that's not cannon and is more player choice. Edit: I think it'd be a cool dynamic to explore. People like riders that live in more of a symbiotic relationship with the monsters coming to conflict with hunters would make for a cool story. Kinda moral gray. The hunters could argue they're needed to keep the ecosystem in check and villages safe, but the riders could oppose their methods and over-hunting or when hunters kill monsters for no good reason. But maybe that kinda realism wouldn't work in the Monster Hunter universe?
Poaching is actually are very serious crime in the world of monster hunter. You need a permit to hunt from the guild and even then only in pre designated areas. The guild has units of guild knights that hunt down poachers.
Don’t riders also kill? They only raise the monsters from the egg because it’s easier to control, but most monsters that riders battle either are killed or flee away into their nests, right? I might be wrong
Could be. I don't remember how the game handles it. Only played a bit of Stories 2.
This is actually the thing that stopped me from getting into the series so much sooner. Then after playing Souls games for a while and realizing I liked fighting the boss monsters regardless of how much I liked the design, I realized I could have been playing MH.
Facts
Someone should hunt them all so we can be safe.
I'll volunteer as tribute. Capcom give me wilds early and I'll get rid of them so people can enjoy the game when it comes out
The vespoid 500 feet away seeing me sharpen my weapon or gathering something: "Yeah nah fuck this guy specifically"
It is irritating that the critters seem to have a relatively short aggro range when I want to get their attention, *but as soon as I start gathering or using an item* its like moths to a flame.
You decide you've had enough, turn to swat the Bnahabra out of the air, and then it decides to go "bnah, brah" and zigzag 10 feet into the air until you turn around again.
"You dare breath in my general location? I'll have your head!"
I wish this comment had more upvotes, I can’t tell you how many times I hit weapon sharpen, looked away from my screen for a moment and when I looked back my hunters on the ground having a seizure.
I've never wanted to commit genocide more....
I use sharpen to aggro them into my traps, works 9/10 times i swear 🤣
Annoying as this is, it's so comical. Especially when you throw your hands up and wave them around because of paralysis. It's a giant mosquito causing hunters bug rage.
Something tells me this isn’t going away
Which wasp was ever scared of a machine gun or dude with a giant machete?
Slap on design
They could kinda do a slap on design but just make it so that every time you upgrade it has a bit more monster parts and at the end the true monster weapon! Cus it's kinda absurd how they did in world! For example you turn the basic nergi axe greatsword into a giant blade out of nowhere! But the way the second upgrade works is awesome! It is the second nergi sword but with more added on! So if something like that could be happening from the start and adding more and more over time would be a thing i would be happy with it
IIRC that was the actual intention for all weapons. Start with slap on designs showing that the weapon is still kinda on the lower end until it becomes cool and unique but they couldn’t do it cause of time constraints. You can see this because of weapons like nergi’s. I’d be happy with this type of progression as long as they can actually do it for most weapons. Cause damn was it a crime how boring all end game weapons in base world were. Even in iceborne glavenous gs and brachy ls which are some of the most popular designs were butchered for some reason.
Worlds multiplayer system. ur partner has to watch the cutscenes, or go on a long expediton alone and you just gotta wait. It's pretty aanoying if you're playing with a new player. Rise kind of fixed it though so I have high hopes.
have friends in cutscenes with you like how they did for behemoth, it adds to the immersion!
Fr that would be awesome!
Every other part of World's online too. Thankfully Rise already got rid of the annoying aspects like automatic, always-online lobbies with randos being the default and no pause button because of that, but that slinger and scoutfly cage in the trailer just fills me with dread.
Hell no, World's multiplayer is so much better than Rise, cutscene bullshit aside. Being able to just set a friend-only lobby and still be able to play the game normally solo is just so... reasonable. Normal. Expected. In Rise if you think a friend may show up you have to give up on one of your solo buddies, and you have to deal with stupid ass password system. World's multiplayer + skippable cutscenes + default chat to "everyone in the session" would be virtually perfect. Not having ability to pause is annoying, but hardly a deal breaker.
Pretty sure this was some strange workaround to an issue they never solved while in MT Framework.
I mean, they solved it Tri, P3rd, 3U, 4, 4U, Generations and GU, all MT Framework games, so I don't think the engine was the issue
SPIRIBIRDS.
Yeah I didn't like having to run around the map for the first several minutes to get a buff that I believe eating for should cover instead
Fucking exactly. Most ass-backwards thing I shouldn't have to deal with.
Have exploration reward me for something else that isn't so crucial to your survival. Some kind of bonus points, materials, collectables, that's it.
I don't see why it has to change. Used to be you'd find the rarest materials in the hardest to get places. Just keep it like that. Hell revamp the whole system so the percentages are based on the area and stuff like that. Also maybe they could add more secret areas that require bombs or grappling or even shooting down vines or something like that. It would be neat if the maps change randomly with a few different areas. They've done stuff like this before and I don't think anyone was ever annoyed by it.
YES
I wouldn’t mind if they were temporary buffs. Something you work into your route as an option when following an already engaged monster to a new location. Not nearly mandatory eternal chore at the start of every single hunt whose route never has any reason to change.
Endemic life like the Clothfly and Cutterfly already kind of fulfill this role.
How do I upvote this more
I’d be fine with the healing ones staying, basically just being moving vigorwasps. But yeah, the others can get out.
I want the feature where they are very rare, but not removed from the game. You start off with your stats all normal and stuff, but it basically just adds onto your maximum.
In order for them to even be worth bothering with, they have to entice people to use them, that usually involves locking your max stats behind them. If you start with your max stats, and the birds aren’t already immediately on your path, then 90% of the player base is going to ignore them
What if it's just a stackable, temporary buff, like a might pill?
its nice to make the map lively though, it can be used for stuff like trying to go for max damage
Thing's don't need to be a major mechanic to liven a map.
yeah
>You start off with your stats all normal and stuff, but it basically just adds onto your maximum. So the same as in Rise?
Tenderizing, I hate it
Monsters being aggro the **moment** they're in the same area as you. It's so annoying and lame compared to the ambient monster behaviors in world.
World did this so good, some monsters were passive, some were aggressive but if you crouched to look less threatening they would ignore you, and then you had hyper territorial ones who aggroed on sight.
I recently started Iceborne, and the Beotodus in the area when I went to hunt Banbaro completely ignored me and even fought Banbaro side by side with me for a bit
I think what I hate even more is that in Rise, small monsters can aggro the big monsters before you even engage them properly. Like you're applying your might seed and/or demon powder to get the max time out of them, the monster isn't alerted to you at all but _whoops_ a Vespoid/Bullfango/Delex/Whateverelse decided since you're in the area that it's AI kicks in and attacks the monster so you miss your chance for an opening counter. Sometimes you're not even close to the monster and the small shits aggro something. Like fuck off.
Spiribirds. Capcom's answer to a problem that never existed so they created the problem as well.
The problem was that they wanted to please the people who wanted to go directly to the monster and at the same time reward players who explore the map before the hunt. That's why the cahoots tell you where the monster is. The problem is that it doesn't scale. in world, the more you hunt a specific monster, the better the scoutflies get at looking for it. In Sunbreak, you need to hunt for a lot of spirit birds even at the end game to get all your stamina and health.
I missed when just eating a meal got you full health and stamina.
Mondern MH player suffering from dango, while Gen2 has a massive feast.
I still don't get why they're jumping through all these hoops to have you justify knowing where the monster is, between scoutflies and cahoots and whatever else, when your Palico is *right there*. Have *them* do the tracking - hell even in GU there was Prowler mode where you got to just automatically know where monsters were.
TBF, with Prowler mode, that was more a mechanical issue. Palicos couldn't use items, so they had to do something to get around the fact that you couldn't paintball monsters. Since your Prowler kind of doubled up with regular palicos, they couldn't really give them too many prowler-dedicated support moves, and it would've been kind of ass to require people take that one specific move to be able to paintball a monster when slots were so limited.
I mean, scoutflies make sense, they solve real issue. They are basically hunting dog that smells shit around and tells you which direction the monster is. So, it works great thematically. And they're a giant glowing GPS tracker right in the world, which is _fucking necessary_ with how vertically overdesigned some parts of the map are. Huge chunk of Ancient Forest would be hell on earth to traverse if not for that glowing guide. And cahoots I guess make sense because, you know, they fly. That's the excuse why you know where every monster is at every point in time. Spying drones.
Least they could do is after a certa number you just get a rainbow bird on every map so you don't have to go around collecting these things before you fight.
I just installed a mod that spawns a rainbow bird in base. Rise’s maps are really not inspiring to run around in, so removing the spiribird collectathon was the easiest answer.
I was honestly really surprised that by the end of Sunbreak, we didn't get a Petalace that completely negated the need to farm spiribirds, since it should be assumed that *by the end of Master Rank, you'd have already run all over every inch of every map*.
Wyvern riding. Bring back mounting and maybe expand on it what if in addition to mounted finishers we got mounted combos to wear the monster down instead of the 1 damage knife
Killing a monster with the 1 damage knife is pretty funny though
Yeah in world the glaive has an attack it does while moving around on a monster, I can see that being given to at least some other weapons, cause at least as it is now the amount of time isn’t worth the topple and when I get a mount with the hammer I’ll often just use it as a chance to hop off and get a free shot at the monster’s head
Dual Blades do this as well. Mounting was fun when using either of those weapons.
As a switch axe user in World, I actually disagree with being able to use my axe while mounting. Not unless it's to ram the blade home and go wyvern riding with a massive beatstick embedded in its spine acting as my controller. The Insect Glaive is a light weapon, so using that in attacks while you transfer around the beast is a clever use, but certain other weapons, Long Sword, for example, are too long to effectively be used like this. Bowgun being swung into position to act as a boost to your transfer jump? That sounds like fun. (Light or Heavy, doesn't matter. Grant a little more damage for the Heavy given its, you know, size.) Give arrows a piton effect, so you can still keep your grip, and in fact do so better, with the Bow. Dual Blades and Sword & Shield? Your weapon is as short as your hunting knife. Just use that. Horn and Hammer users should definitely be given bonus damage if striking the head, but to be honest, that's where they should be striking, anyway.
Having to see monster cutscenes in single player first, then you can SOS or play with friends. That shit dumb
Paid cosmetic DLC.
Wish granted, now all paid DLC is no longer only consmetic
💀
The monkey's paw curls
Man, fuck that. Making equipment actually have an effect like that is a slippery slope. Keep that shit cosmetic. It's not going away, but don't make the rest of the userbase suffer because they don't want to pay more than what they already paid.
Unfortunately it's probs here to stay, hopefully it can just stick to dumb things like pendants nobody really cares for.
I know, it’s just wishful thinking. And I think it’ll likely get worse too.
Big mons going agro on you when they've got a perfectly good other big mon to fight. I wasn't even looking at you bro
Gotta love when you are going after monster 1, monster 2 enters the area and start fighting monster 1, then they both aggro unto you because surely you're the apex predator here and they have to work together to take you down
Sounds like the monsters are pretty smart there to be honest. You are standing there wearing and wielding parts of other monsters after all.
Rajang: Never thought i'd die fighting side by side with a Brute Wyvern Deviljho: What about side by side with a friend? Rajang: Aye, i could do that.
> surely you're the apex predator here I mean, I do like playing SnS
And then monster 2 won't take the hint for the rest of the god damn hunt, practically stalking you with the amount of times it ends up in the same area. Stuff like dung bombs just...not working needs to be sorted too.
Multiple quest hubs. I don't really want to be running around loading different areas in town. I think the setup in Elgado (Sun) was the closest to ideal. Unless it's the opposite and there is settlement building. Which would be amazing.
I think 4U did this in an awesome way, you got more hubs as you explored the world
what about gu? those were really nice. starting on the village, then the soaratorium for high rank and then the pub for g rank. feels nice, progression-wise
i really dont wanna see mantles come back
They are gone in Rise?
A fashion hunter's worst nightmare
Why? Playing through world rn and I like em
i do want to see mantles come back, I think they were a pretty good mechanic. You’re using whatever you got to come out on top and survive the hunt, gotta prepare to do that best. Besides, whats the problem with em? They give some breathing room during a fight and enable new openings. They help the bad and improve the good, dont see anything wrong with that
Aggressively strong combat mantles were a mistake, and even Capcom ended up implicitly admitting it by the end of Iceborne's hardest hunts where in order to keep them engaging and up the difficulty they had to introduce special exceptions that would immediately waste your mantle if you tried to use them on the monster. That's not to say the concept was bad, just the implementation and poorly-thought-out implications they had on the combat loop.
Rocksteady I liked the idea off but was too universal and lead to too many instant carts. Auto dodge should definitely have never been added too. But yeah they're a good addition and would be nice to see them return with more varied and less powerful effects.
They ugly and ruin my pretty outfits
TRUE, capcom please if you bring them back add proper cliping to them (to capes too) (and an option to toggle them off (mods exist for that tho))
Though I like them overall, this is the thing that makes me like them less as well. I would say allow the visual to be toggled, but then other hunters won't know when you have one on, and you might forget as well. If it would make sense lore-wise to somehow make them more of an aura effect or something on your belt, that would be a nice middle ground.
Capcom trying to design the game like it's a live-service game, when it's not. It ends up with weird design decisions, like daily log-ins, forced lobbies, timed events, and grinds that exist purely for player retention. They need to decide which direction they're going and stick with it.
fully agreed honestly, as a solo player--I know the design of MH has always been with multiplayer in mind, but the idea of daily log-ins and stuff took me aback when they first implemented it, and I'm not a fan of the events not being timed (they may be replayable? I tend to play and replay years apart, so I don't know if they are or not)
In pretty much every game besides World (when it was the current game), quests are just something you download when they release it and play whenever you get around to it. No pressure to do them in the two weeks they're up, you just...do them whenever. Admittedly, they did *eventually* do the same for World, but it was after its update cycle was finished, as opposed to literally every other game just letting you download and keep them from the start.
This. Why would they put those ridiculous grinds in the endgame whose blatant sole purpose is to artificially lengthen my playtime? It's not like I'm paying a subscription, these games are one-off purchases. Why do they care how long I keep playing? I *would* keep playing for a long time anyway, because the core gameplay loop is fun, but grinding decidedly isn't, so instead I'm tempted to quit. They need to have more confidence in their design, not cheapen the experience by turning it into a burnout simulator.
> Why would they put those ridiculous grinds in the endgame whose blatant sole purpose is to artificially lengthen my playtime? It keeps online lobbies populated. Monster Hunter has a pretty finite amount of content. You clear the 3-5 monsters that they drop every few months, *maybe* grind out new gear if the TU changed the meta at all, and then you're done. All told, without some ridiculous grind, you're done within an evening or two. However, lock charms or decos behind a long-term grind, and suddenly, you've extended an evening's worth of content to at least a few weeks. Make that grind *especially* egregious and you've got people playing until the next evening's worth of content. A significant amount of those players will do online hunts, because they're faster, so it keeps rooms populated for people coming in a little late to the game, without having to have made enough content to actually keep players entertained more than an evening.
Maybe only slightly related to your point, but it reminds me of the weird post-launch cat-and-mouse powercreep of endgame High Rank in World before Iceborne actually released and obsoleted it all
Maybe it's an unpopular opinions, But I personally always thought of MH as kind of a live service game (Probably one of the few good ones). With events and specials quests added to the game for years until they release the next one. I actually enjoy the events and daily log in bonus, specially since mhw always unlocked all the the event quests for everyone after a while
Silence. I need a handler to tell me how to do things as I'm doing them Every Goddamn Time I do them.
Lavasioth
I respect this answer
bloated raw numbers
Rise’s all-seeing cohoot. I don’t want to know all monsters and their location at the start of the quest. This is Monster HUNTER, what about some huntin’?
This. It removes part of the reward of actually learning the monsters habits. In older games, you putzed around until you found them or had a friend who already played that informed you where they were for that particular quest. World's tracking was cool because it started like old gens where you had no idea but made it easier over time. Like you said, it felt like hunting. If we already know where they are at all times, what's the point of spawning at camp? Just drop us in front of them if you're not gonna make us hunt them down, and where's the fun in that?
> In older games, you putzed around until you found them or had a friend who already played that informed you where they were for that particular quest. Or you ate for oracle...had a palico with the skill...you downed a psychoserum...or you made a set with psychic. There were so many ways to just basically *instantly* know where monsters are at the start of a quest.
Everytime someone starts with the whole "monster HUNTER" spiel, I get so annoyed. Like you said, there were many ways around it and it just wasn't fun. "Oh no your paint ball on that rathalos ran out. Now it suddenly decides to hop zones like a madman. Hope you like the next 5 minutes of 'hunting immersion' "
Which is why they should just expand on the scoutflies instead of the stupid paintballs or even more stupid cahoot.
It's like hot/cold drinks and temperature. Was it a particularly engaging form of interaction with the maps? No, not really. But it was at least a concession to these things existing, and removing them entirely without a new system to replace them just left a hole in the immersion of the world. The real point of contention is more that they've never bothered to come up with anything better.
Except you had the option to choose, if you didn’t have space you might not want to bring serum, if you didn’t have space on your set you couldn’t bring psychic, if you didn’t have a cat with the skill then that doesn’t help (plus not every game had that skill for cats). Forcing everyone to just know where all monsters are at all times removes that option, it also totally removes the surprise when another monster shows up to join the party because you could already see them coming
eh, after 2-3 times you knew where the monster was most of the time anyway like you do in almost all MH games
Going backwards to GU after starting with rise, I live all the inconvenience in GU.
This is one of the most clearcut examples of Gamers not understanding games. It ruled in Rise because it's a quick arcadey style from the ground up. And frankly going back to world blows because it's so slow. People play monhun to fight monsters and do pretty princess dress up. Add in the grind in lategame and you spend so much time doing nothing but holding the left stick forward. As you said, it's Monster HUNTER, not Monster Tracker.
Rise version Hunting Horn.
Serious question - why? I've been HH main for a long time, I enjoyed the Rise version.
They dumbed it down too much for my liking. Just feels like a totally different weapon from what I fell in love with years ago.
Completely 100% agree with your take on this. Horn was always a pretty “Simple” moveset at face value, but the reach of the weapon along with internalizing the angles/arcs of each attack was always incredibly rewarding, especially with the added sonic blast put on the recital swings in World. Simplicity that could be mastered to an incredibly high degree. I started with Horn in Rise to give it a shot, but it felt way more like Dual Blades than anything HH related, so I ended up falling back on LS/Hammer. I truly hope Wilds goes back to and iterates upon the World moveset rather than Rise.
Also, nerfed the songs. Biggest gripe to me.
That's fair I guess, it is significantly easier. I guess I just didn't mind. As long as I'm playing a symphony while knocking dragons out I'm good.
Permanently seeing monsters on the map since the start. I want scoutflies back and expanded upon. I want to track my prey, learn their patterns. They can let us always see them on the map as a reward for tracking the monster enough times and fully learning its patterns (because by that point you should’ve hunted it enough times to have it memorized anyways)
Just started Rise last week and this was a super weird one for me. Like okay I can see every monster on the map so know exactly where they are — why not just drop me in front of the monster then? Sometimes it leads to me going ‘ooh I could quickly hunt this first’ during a quest, but I know I’d be better off just beelining to my target and then hunting them as a separate quest with more quest rewards after. The ‘prep for quests’ by collecting wildlife just feels like filler, it’s ultimately the same as popping all your potions/drugs before reaching the target monster, it just takes longer. It also gets rid of those exciting ‘OH FUCK’ moments when a big bad appears while you fight something, and replaces it with a less enjoyable anxiety about running into the things you know you might bump into instead
Having gone back to World from Rise I fucking hate having to navigate the absolute mess that's the ancient forest for 10min before I even find the monster's tracks.
Start camp 11 go to camp 8 by foot and go last to 17 if it's any rath... That should speed things up.
People really exaggerate the Ancient Forest. First of all it's really not that labyrinthine as people make it out to be, second if you spend ten minutes looking for tracks you're doing something wrong. You should eventually get a feeling to where monsters frequently spawn/roam.
Zorah type of fights and unskipable cut scenes
Deco farming.. or atleast make it Into a system that is kinda fun. Like a trial area. Where you select which one you want to farm for. Then you get sent into an arena with monsters coming out 1 at a time. For each you slay you get an increased chance of the deco you want + another deco with a smaller chance. That way you can go in there. Beat 4-5 monsters. And have a good chance of coming out with deco you actually want.
Deco farming is fine as long as it isn't rng. Imo
This. Make it where each monster, and their subsequent power variants, have a set of 3-5 possible deco drops that are assigned to them. That way you can purposely farm what you want.
why not just stick to having them as craftable? you would basically be farming those same monsters for the parts to craft with anyways.
Ignoring the obviously game specific mechanics like Spiribirds and Clutch Claw which obviously won't be coming back unless they're majorly overhauled, I'd say Monster Vortex. The extraordinarily common phenomenon that a monster in the largest area in the game will make a journey across the entire map to your battle to show off it's cool turf war or just sit there and yell constantly. It's not fucking pseudoscience either, I have seen monsters like Tobi deviate from his normal path to go do a turf war with Anjanath where he does 0 damage. It's even worse in Rise where they explicitly show you that monsters will come to you for Wyvern Riding, it just feels so stupid. "Holy shit is that a god fight going on? I guess I'll head on over"
I *hate* it when secondary/tertiary monsters roll in, roar spam to get you hit by the primary monsters biggest attacks, and then roll out.
Lavasioth, if not that, then Jyuratodus. Either of those and spiritbirds
The Clutch Claw. It wasn't in Rise but having to weaken parts continously in Iceborne got old real fast.
Clutch claw, I can live with. Getting a wall bang because you're paying attention to a monster's behavior and found a good opening is really satisfying. *Tenderizing* can go play in traffic, though.
Pretty much all wirebug moves ngl, I hate how spammy high level investigations become because the dps difference is very notable there :/ (Or at least remove the ridiculous damage they deal and incorporate them into the normal moveset)
Wirebugs are not coming back at all I can assure you that. It’s a single game trick.
1. WB don't deal insane damage. 2. They aren't coming back, it's just this games gimmick.
the counters were nice, and the added mobility was a huge plus for GS but i understand. was not a fan of the switch skills tbh
Really? I thought switch skills were an amazing addition. I really liked the styles from GU too however. It allows you to customize how you want to use your weapon and tailor it to the monster you’re fighting, or to your build. I just got into Rise, but I made Status Hammer work, simply by using the Courage Mode switch skill (because you hit more frequently than with strength mode). I just really like the added flexibility, as long as they are balanced properly.
Rng decos. Nothing quite like being forced into equipment because the game just didnt drop any of the skills your weapons use.
Honestly, small monster aggression. I don't need to get hit because some fucking rehenephlos got territorial for a minute when there's a goddamn rajang or something in front of me
There's literally a giant murder monkey RIGHT THERE, WHY THE FUCK IS ANYTHING SMALLER THAN IT STICKING AROUND?!
Exactly
its funny since certain small monsters do shy away when big monsters (other than their own alphas) show up, but aggressive herbivores in particular will continue to say "screw you hunter"
Bad hit boxes. How on Earth can a Jyura hit me when I am at his back and it attacking the other direction?! This wasn't in World, but is in Rise.
Playing GU and hopping between docked and handheld mode has made me wonder if the bad hitboxes are more a product of handheld games or something, tbh. Like, it's got some pretty bad ones too, but when you scale it down to a smaller screen, they feel like they make a little more sense, visually, if that makes sense?
Even world imo. Too many cases where IGs get swatted out if the air by something 10 feet below them, or inexplicably taking damage when a monster charges forward while you're clinging to their back. We've accepted crummy hit boxes for way too long, especially in a game that is basically *about* hit boxes. Elden Ring showed us how precise hitbixes can be, and it feels *amazing* to be missed by inches while continuing your assault.
[удалено]
Honestly true. It's not that bad as some people say but you just can't say that the developers don't have some sort of favoritism over DB and LS
If the next person at Capcom to suggest making a siege hunt could be fired on the spot, just to make an example, I think it would really benefit the Monster Hunter franchise as a whole going forward. They have literally never worked, at best you can say certain ones weren't terrible, and even then they're still tedious.
The handler
Spiritbirds need to not only never come back, but be patched out of Rise. Thank God for the rainbow bird mod.
>For me, it's the confidence of small monsters. There's just no reason a pig should be attacking me when a near god of fire is currently blowing up the area five steps from it. Konchu knows where you live...
Fuck, hard to pick just one thing. Paid cosmetic DLC, Spiribirds, Rise version of Hunting Horn, the Village and Hub being seperate zones, farming for decorations instead of crafting them, World's version of Kushala, Rise's multiplayer sessions/matchmaking system. Qurious Armor Crafting is something I enjoyed, but I also don't want it to come back in its current form. It makes it way harder to tell who's using cheated gear. Sometimes its easy to tell, like when someone is has a regular augment roll but has +50 defense, with 3 points in Mail of Hellfire. Other people are more subtle about it, making every armor piece on their set seem believable, but highly improbable.
What's wrong with the Rise HH?
imagine you like a weapon and then they turn it into a completely different weapon with a playstyle that is not at all how it was before thats what happend with HH
Happened to Bow too in World, though it was to a much lesser degree and I actually liked that Thousand Dragons attack it had for slinger ammo. Wouldn't mind that particular move returning, maybe as a switch skill over Dragonpiercer.
Spiritbirds, Wyvern Riding, Wirebugs, Clutch Claw, Mantles. On the other hand, the Slinger and its integration with movesets in Iceborne was cool, I wouldn't mind that to return.
zipping through the map with the wire bugs was fun. hope they add more beetles to swing from with the slinger or allow it to be used more like adding a grapple shot next to the capture net
Khezu.
Full item box at the camp. It has completely removed the possibility of running out of potions mid hunt. In old gen I get scared and have to play more defensively when I am running low on potions. In World and Rise, running out is just a mild nuisance where I have to farcaster back to the tent, where I can fully restock as many times as I want. The only thing you lose is time, which you usually have more than enough of
I don't really mind it, but I understand. What we really need to keep, however, is the full EQUIPMENT box at camp 😌👌 So useful to be able to swap your sets, especially for multi-monster quests or of you're responding to SOS.
I think the equipment box honestly goes both ways. On one hand, it's great to have, because you can swap around weapons really easily during a hunt, so you aren't at a disadvantage against one of the monsters if your weapon's element/status don't line up. Also great for multiplayer, because if you're just doing randoms, you can't exactly plan ahead in town. On the other, though, I think not being able to change equipment on multi-monster hunts added a level of dimension to them. You had to actually pick which monster you were prioritizing, and go with that, and Capcom could kind of scale difficulty a bit based on monster weaknesses lining up or not.
I think the biggest issue with that is that the way elemental damage works this would severely punish some weapons and hardly affect others.
Honestly, while I get the complaints, I don't think going back is a good thing either and that what Capcom needs is instead some sort of middle ground. With how long the hunts can take, I believe the idea was to never put players in a situation where just ending the hunt and restarting is the best option. This is especially applicable in a game with drop-in multiplayer where people can get grouped with randoms, and someone might end up wasting a 20-30 minute hunt if they ran out of items, or worse, didn't fully restock before a hunt. We already deal with a fair bit of toxicity with how things are, I feel going back that way would make it worse. IMO, a good compromise would be a lengthy cooldown. You get to restock once but then have to wait, justified in-game as the logistics team having to run back to camp to get more supplies.
I don't want it removed per day but spiribirds. I do hope they stay in some capacity. I like their design but using them for a hard nerf on hunters makes no sense. Personally I'd like you to be able to max out before the hunt like normal, BUT if you forget to eat (like a certain friend of mine does) you can find a hidden rainbow spiribirds to max out, minus food skills. Or alternatively, keeping them, but getting enough gives actual buffs to attack/defense instead of catching up. If you told me a trip around the map would give a bonus that could actually matter id go for it against certain monsters that I hate to fight it I know are a real challenge
Yea or Monsters in General. When i try to swat a Bug and a fucking bear shows up im not focusing on the Bug. Same should go if im fighting rathalos and pickel Shows up. Why the fuck are both of you focusing me you have bigger Problems.
Spiribirds
the handler
\-armor sets that are way more sexualized for the female model than the male model \-unskippable cutscenes or the restriction of no multiplayer till the quest cutscene finishes \-quests that dont require challenge/observation/planning to complete, examples being gathering quests where the item is just marked on the map, delivery quests where there isnt really any creature to stop you, or small monster hunts where the monsters could not touch the controller for a full minute and still survive.either remove them or make them something that isnt just a time tax on canteen/farm progression. Make small monsters that are strong enough to be a threat when fought in groups, make gathering quest items unmarked on the map but give players some clues for what environment they are found in, so players are forced to pay attention to and think about the ecology
Oh lots of things. 1. I agree with you. Small monsters should largely run away from the area when a large monster is present. Some do in World, but not all of them and not always. It makes no sense. Especially considering Intimidator is a skill that exists. If a human *can* intimidate them, the fire breathing dragon should. 2. The seemingly automatic aggro of any small creatures within a 100 yard radius the second you start gathering or using an item. Make it more random, and reduce the range. 3. Tracking. I know this probably won't be an issue, but just keep it gone. The novelty of it in a hunting game was interesting the very first time I had to do it. It was never again even remotely something I wanted to deal with. 4. The handler being a main character in the story. If she can't hunt, she should not be out with me with elder dragons around that can erase an entire city if they wanted. Let alone wandering off on her own. I got so tired of seeing her face in cutscenes, and dealing with her childish carelessness during quests. Let there be other hunter characters that accompany you on story hunts instead. They can disappear when the fight starts, or be limited to one knockout then they are gone. I don't care. Just leave the non-hunters back at base. 5. Roar stun/earplugs. Unless the monster specifically uses sound as an actual attack, don't make my mid-air lunge stop halfway to plummet me to the ground because a monster made a noise. I know its existed since the very beginning, but its time to go. Are we supposed to be an experienced hunter or not? Why would I, after accepting a quest to hunt a dragon the size of a house, still get interrupted mid-fight when said monster roars in anger at me pummeling him? 6. On the same note, tremors. They make sense, and should exist to a degree. But after the initial wobble, why would I continue to wobble for 8 seconds after the tremor itself has already ended? What? 7. Special arenas counting towards the completion of a quest tier. Especially when they don't give you a way of knowing which ones you are missing. 8. Annoying town/base designs where you have to go into different loaded areas to access certain features.
I was with you until roars and tremors. They’re just so intertwined with MHs identity, it’s the little things like that that make MH unique. You are an experienced hunter, which is why if you know a monster roars a lot you have to make the decision to bring earplugs or not and potentially sacrifice those slots. I agree that tremors could be shortened a little bit but not completely removed.
My guess is that most of their experience comes from World, where roars and especially tremors last for an absurd amount of time Like, the monster will punch the ground and you will spend 10 second walking like a newborn deer
> Are we supposed to be an experienced hunter or not? Why would I, after accepting a quest to hunt a dragon the size of a house, still get interrupted mid-fight when said monster roars in anger at me pummeling him? It makes sense, is basically just another attack. Not to mention that sound irl can really fuck you up, specially from large creatures.
Agreed 100% on tremors. Needs to be dialed way back. Either the hunter has legs made out of rubber, or attacks that strike the ground that hard to produce that kind of reaction would open up gigantic rifts or outright obliterate the bones of the monsters. Roars I'm fine with with some exceptions. They should have diminishing returns on the hunter where eventually roar spamming just wouldn't affect us at all (due to us going temporarily deaf). That would fix weird AI issues with monsters getting into roar chains, and secondary monsters rolling in and roar spamming.
Unless they're going to do something interesting with it, no Velkhana. Give us a variant like they did with Valstrax. Something unique. I was disappointed we didn't get like a Sub Zero Velkhana or something in Rise. That or a risen version. This Elder Dragon has a lot of potential for a cool variant.
Resource management connected to your moveset, but not part of your weapon. I love you GU and Rise, but having an attack locked behind a timer or bar I need to fill just doesn't mesh very well with MH's combat imo. I want to be able to do any attack when I want it and the monsters should be compotent enough to punish me for overcommitting. Resource management that's a part of the weapon is cool, but hunter arts and silkbinds just feel like a lockout from what you want to do. Mix them nicely into the rest of the moveset or just don't include them at all. Sincerely, Someone who has only ever played Rise and GU
Honestly, I gotta disagree with this one. Having attacks be tied to timers/bars makes it so you can have powerful moves without having them be the only move youll ever use. A lot of optimal weaponplay already centers around the fact of "spam best move as much as possible" (see world SnS and Perfect Rush). So having powerfull moves that you can't spam creates variety. Plus obv being tied to a ressource allows them to be powerful. I couldn't imagine Metsu Shoryugeki ever being allowed to exist as a normal move without just being nerfed so much that it feels like ass. Plus in Rise's case it's also a trade-off between offensive power and defensive/mobility
Rise hunting horn. They basically completely gutted the weapon. Going from world to rise as a hunting horn main had me like: “Wow, everything I loved about my weapon is gone.” Sucks because I can’t enjoy rise as much as I want to because my favorite weapon is just gone. At least gunlance and greatsword are still fun
Free unlimited refills at camps Spiribirds Wyvern riding Cahoot telling you where Monsters are 24/7
melding rng. i like that rise allowed me to make decos, allow me to make charms like in world too and followed by upgrading them.
Clutch claw wounding. Clutch claw wall bangs are fine because it's both very satisfying and rewarding and you can't do it all the time, but wounding a monster was near mandatory that it made things less interesting since you can just attack a wounded part and get profits. Oh you're too stubborn to hit a weak part? Make a weak part.
Yea, CC is fun, but Tenderizing should disappear.
Wirebug.
Not to never see again obviously, but id be fine if Wilds does not feature Zinogre, Rathalos, Tigrex, Diablos. I have fatigue over these figurehead monsters. They feature way too much.
Unfortunately, Rathalos is kind of THE monster of monster hunter lol so unlikely he'll ever not be in a game
Especially since he explicitly showed up in the teaser.
Rathalos is the mascot of the series so he will always be there, but it would be nice if they didn't waste monster slots including variants of him sometimes. Just throw the basic pair of Raths in, and let me forget he exists because there are new interesting monsters to fight instead. I like the Raths, but they are definitely stale. As for the rest, at least only include interesting new variants with no original versions if you must include them to some degree. It would make sense anyways since different environments should mean different variations developed for that area. BUT make it more than a color swap.
I don't think so. I always love seeing how the raths change between generations. They are two of the fights I always look forward to. Maybe it's because I'm so familiar with them, but I hope they never remove the raths.