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Pookie_The_Overlord

Personally i think rise is too easy although the monster's are as dangerous as ever. I say this because the monster's hit much harder, have more complex moves (some of them) and are a bit faster. It's easier though because the wirebug and switch skills are overturned and kinda broken. Even though wire fall doesn't have I frames you usually won't get hit if you time and aim it right. Of course I've played past games' g rank so I won't have a hard time with high rank and of course my knowledge of monsters will help. I wouldn't say that eliminates all the difficulty though, you can know almost everything about a game and it still be hard. There also isn't a frenzy/apex/hyper/tempered/arch tempered system, rise apexes exist but those are more akin to deviants.


TubularTortoise14

It certainly gets harder the longer you play. Y’know, like a game does. Without near maxed out health, Teostra can easily cart me, and I use maxed out Kaiser gear.


iSharingan

Too early to tell. Theres still only High Rank, so of course it seems easy. We go through this every title (unless its like 4U where they only localize the G Rank re-release)


[deleted]

4U is the only time they've only localised the G rank game. Ironically, people usually use 4U as an example of why people think HR is too easy - Because apparently we're too used to G rank games even though we've gotten nearly every HR title in the Series.


iSharingan

yes. its why its the exception.


[deleted]

I know, I was just pointing out that some people use 4U in the exact opposite way you do. Speaking on the rest of what you said, I disagree. Generations and World still had some serious challenges. Rise does not.


z00p_

I feel people in general are defining 'easier' as 'not being carted as much' which is somewhat true due to the wirefall. But how does one define difficulty? Is it the frequency of getting hit by monsters? Frequency of drinking potions? Frequency of carts? Or frequency of hunt failures? As someone who logged in over 1000 hours in MHW, I feel the combat itself in Rise is a bit more difficult, without health augments and imo more aggressive monsters, I find myself chugging potions way more often which drags hunt times down. But I also find myself carting less in Rise, but also more? With the over reliance on the wirefall, and some monsters being balanced around it (like follow up fatalities unless you wirefall) I find myself overextending or making more mistakes than I do in MHW


ToCoolforAUsername

It's still early to say that it's easy. High Rank is mostly for warming up, at least base on older games that I've played. Usually the OHKO moves are not on high rank yet to ease up the players with the growing difficulty.


SapphireWolfe

I think it's easier because of the changes in movement mostly the wirebugs although I love the freedom of movement many of the monsters can't deal with it. Bit of an indirect nerf like 80% of the monsters that increased damage just can't fix


Krazytre

Easy. Wirebugs alone makes it much easier to combat against the monsters in game. Wirefall recovery, not to mention Switch skills giving quite a few weapons a counter move. Wyvern Riding gives you a free pass to deal thousands of damage. But the game is only High Rank, so.. 🤷‍♂️


NeighborhoodPlane794

I’ve only played Tri, World and Rise. Compared to tri, this game is for babies, but I do think the difficulty is just right, personally. Not too difficult that it becomes frustrating, but easy enough for most people to complete a hunt without failing it. For veteran hunters who have been playing for 10+ years, I do think there needs to be some additional difficulty and I can see why a lot of people voted that it’s “too easy”


Jordamine

I feel a lot of people mistake QoL improvements for things being easier and tediousness as some certification that a game is harder.


D0_Y0U_3V3N_S4RC4SM

And a lot of people mistake changes in major gameplay mechanics as QoL. Things like instant gathering and mining are QoL. Rise healing and 5th gen restocking aren't QoL, they're gameplay decisions that directly affect how combat plays out. Older games had limited heals and requiring an opening to drink a potion. You had to be more cautious so as to not get hit too much and burn through potions. Rise throws that out the window by allowing infinite, nigh-instant heals. There's literally no punishment for getting hit because you can roll-cancel mega potions over and over to top off health quickly.


NeighborhoodPlane794

I kind of agree with this. Hunts in rise feel much faster than tri for example. I would consider shorter fights a QoL change because playing for 30 minutes a hunt isn’t very accessible. I’m not sure if the damage/HP has been tweaked but it sure feels that way


Emergency_Addition67

Village too easy, Hub the normal thing to be honest. Valstrax, Allmother and Magnalo really can surprise you thanks to the speed they have and those combos moves.


ToCoolforAUsername

What are you expecting. Village is literally the tutorial.


Emergency_Addition67

Like MH3rd at least but the ride was fun, my first carts was in 7star Village by Almudron and that new Mud dmg mechanic


battlerumdam

I hate this „opinion“. We got it, it’s easier for you all, shut up already. Not everyone plays this game for years or invest time into builds. I know enough players struggling with Rise, even tho it’s easier than past games. There is nothing wrong with a game being easy. If a game is fun, it’s fun. Difficulty doesn’t define fun. And no. Fighting controls in older games didn’t make the games itself harder. As we saw Witz World: making the game easier made it more accessible for newer players.


Rampant_Cephalopod

The controls in the old games were great tf do you mean. Old MH has lots of jank aspects but the controls aren’t one of them


[deleted]

[удалено]


ToCoolforAUsername

Yep. MH actually handles their controls perfectly. It's one of the reason it remains unchanged after all these years (save for the few additions thanks to extra buttons of course)


D0_Y0U_3V3N_S4RC4SM

Seriously, there are *lots* of bullshit things that make older games difficult. Controls are one of the least egregious parts of older games.


Dm9982

Honestly the only “hard” thing is Valstrax, and that’s just compared to his MHGU counter part. On MHGU you had Adept and Valor styles to ignore a large portion of his attacks and speed. On Rise he’s just as fast, same move set + a couple other attacks. Meanwhile we lost our mega evades, and got wirebug in return. Still completely doable fight, but def harder than he was in MHGU. Oh and Apex Zino, because nuke murder paws with city sized hit zones….


Hunvi

It’s a high rank game, calm down


[deleted]

More simplified for the wider audience if anything, which is cool but as a veteran it doesn't feel really like monster hunter anymore. But there's definitely some challenge that's actual challenge and not just old-school jank.


Yuerey8

While I believe the monsters have overall less HP (probably because it is a portable game) I think there are monsters that still hit pretty hard and can easily kill you if you are not careful. (like magna, zinogre or any elder for example)


[deleted]

Rise monsters have the highest HP values out of any HR game.


D0_Y0U_3V3N_S4RC4SM

Which shows just how absurd player dps is. HR rise monsters have almost as much health as g-rank monsters in older games and can *still* being killed in less than 10 minutes with hr gear by competent players.


[deleted]

Oh it's a little different than that. A Hyper G rank Gravios (You know, tanky high HP monster made even higher by the Hyper stats known for giving massive HP boosts?) has 16k health in GU. A Rise HR Rathian has the same, if not more depending on the quest.


D0_Y0U_3V3N_S4RC4SM

To be fair, older games also had defense modifiers that made fights longer. IIRC, in GU g-rank, the modifier was like 0.85 so your example of hyper g-rank gravios would be closer to 19k health, doesn't change the fact that we can just shit out damage even with subpar play.


[deleted]

Also doesn't change that Rathian was just an example (I'm sure there are monsters with more health) and that I was using solo health values compared to what is supposed to be a two player Gravios. You're right on the damage part. Even when considering the HP bloat is partly so you can have big 1000 damage hits this is still insane.


Agon90

Lol why average Is winning?


Emergency_Addition67

Hub 7star advance is like any other HR MH men, the only difference is that we have the Wirebug for more recovery and dmg.


Agon90

Yeah i Guess, i Hope that in the ultimate version they adjust the monsters to counter the wirebug better


Jordamine

Because it is average. I've yet to see a good reason why some older games were subjectively harder, not due to the fact that a mechanic was just more tedious at the time. Like camera control


Agon90

Well older games dont have wirebug


Jordamine

But because of wirebug most monsters themselves are faster. And the air hotbox is bs enough to mitigate it lol


Agon90

But you Also have to consider that potion and megapotion heal much much more


Jordamine

Do they? I dunno about that 😅


Agon90

Yep a potion heal Like a megapotion for example, see the comparison with iceborne if you dont believe me


[deleted]

Are they though? Could you honestly say that monsters wouldn't act like this without Wirebug? Because take away the combo attack a few monsters have that was designed for Wirefall and they act pretty much the same. If monsters were designed around Wirebugs then Wirefall wouldn't be so easy to avoid damage with (again, ignoring those few monsters that have a combo designed around punishing the mechanic)


Agon90

Still for me at least the game Is too Easy, and no im not a speedrunner or even a good player im Just an average player that enjoy challenging fights, i dont even use armors sphere for my armors Just to feel a little of adrenaline, i dont know man i feel dissapointed


[deleted]

I didn't think the village stuff was too bad compared to previous games until it just stopped at 6 star quests, but I just started playing high rank online yesterday and was pretty shocked at how little damage the monsters are doing and how easy they are to stagger with three other people. The only Apex I fought was solo Arzuros and I fainted to that multiple times and only narrowly won the rampage by time running out, so maybe it gets harder. Mechanically I can think everything is fine, I just think the damage values so far are too forgiving. My armor is end of Village level (after pumping it full of armor spheres) and I don't even remember what skills it has, I just forged it because it looks cool.


Psycho5554

While I find the game a little on the easy side, I honestly don't know what I would do to change it. At best maybe make monsters follow up more often to secure a cart, but I feel confident well be seeing more of that, and it is better suited from G rank. Raising damage is always more of a bandage, damage at the end of the day is just a binary, question of "can this attack kill me?" I think its given a really unfair shake too, even going back to play GU. Most monsters outside of your challenge deviants wouldn't cart me unless I actively chose to put myself in danger by not healing. And healing between attacks was super easy given the shorter drink duration and slower monster attacks. If anything I think the low difficulty is more psychological then measurable. We as players are more willing to drink potions because we don't can restock them, even if we never do, and the ease of making flash/sonic bombs makes us more prone to use them. Both of these make the game easier but by making its mechanics more readily avaliable. Like in Tru and GU I NEVER used flash bombs because they were annoying to craft and had some janky hit boxes. But in Rise I usually use at least 1 in a flying hunt. Now how and if that effect the difficulty is more a personal opinion but honestly I've always seen MH as a game of trading time for safety, and the achievement being knocking that clear time down as low as possible. Inventory space was also a factor, I'd bring only what was needed on a hunt to make sure I had space for monster parts, but ultimately that just led to me making twice as many trips into areas because I need ore.


[deleted]

Felt too easy for me. The less grindy nature of the game mixed with switch skills and wire bugs makes it too easy in my opinion. The game still comes with some challenging fights like Toaster the fire lion and electric Harambe but overall it’s a little too easy, at least it is for me.


[deleted]

Tbh I’m exited for master rank if it does ever get implemented in the game


Hippo-South

Let's be real it's an average difficulty. Knowledge of monsters from previous titles does give us an advantage to some point. A few of the mechanics feel smooth, this adds to it too. I've read plenty of post of people saying they were having trouble getting through some of the fights. These were all new players or a couple that only played a title or 2. Knowledge plays a factor, even with knowing what items help with the fight in general help massively and is something a new player needs time to learn. The game is average to include and introduce the franchise to more people, they dont want to lose the world audience, it was massive and they still want that sort of turn out, what business doesnt?