You forgot to tell me to unsubscribe and unlike the video so now I'm confused on what to do
@magicmungis8822
4 күн бұрын
goes without saying at this point
@SuperSaku1
4 күн бұрын
@@tasin2776 Just to be safe, you should like and subscribe in the event that he edits the video and asks you to unlike and unsub. Better to be prepared.
@tasin2776
4 күн бұрын
@@SuperSaku1 good call, maybe he'll mention it in a future video to go back
@YoyMcFroy
4 күн бұрын
*dislike >:(
@verityverri6506
4 күн бұрын
As a general rule of thumb, if he doesn't mention that I just go read Russian literature.
@UltraThroatKick
4 күн бұрын
I wish they would remove the helm breaker all together. I would rather always stay on the ground so that I can have more opportunities to trip my teammates, which in my opinion is the correct way to play longsword
@DavidUtau
4 күн бұрын
Don't use what you don't like
@PvtFlowers
4 күн бұрын
this is the way
@honeychonav4027
4 күн бұрын
@@UltraThroatKick Lets not. They already removed something that a whole generation felt like a unique part of a weapon's identity and that's aerial bouncing on bugstick Id rather not drag other weapons down with us.
@resolutogamer4859
4 күн бұрын
@@honeychonav4027a style that was completely different, we lost our wings because speedrunners wanted higher damage numbers :-(
@Pyps0403
4 күн бұрын
@@resolutogamer4859 Omg get over it, wait until you play the weapon before you judge it, glaive is looking amazing so far and the helicopter kinda sucked anyway
@milkymen
4 күн бұрын
Its nice to see more people voice their concerns with the game. I'm sure part of the reason Capcom even showed us the demo gameplay so early was to see community feedback to be able to change things before its too late.
@OstNew-h1s
4 күн бұрын
Yup, and even if their plans don't change, we at least know what to expect. Still, would be great if this or any big concern from the community is addressed.
@tofuteh2348
4 күн бұрын
The worrying thing is that there are probably more people who would defend the lack of tracking without thinking it through
@Cptraktorn
3 күн бұрын
I guarantee you not a single worry is getting fixed, the game is 4-6 months out from release, everything they've shown is intentional and is staying.
@milkymen
3 күн бұрын
@@Cptraktorn maybe little things like the weird health bar or even sharpening on the mount might at the very least be slightly altered
@Cptraktorn
3 күн бұрын
@@milkymen I think theres going to be options for the health bar, but things like sharpening on the mount are not changing. those animations and the functions cost them money and certainly wont go away.
@neklin7150
4 күн бұрын
The casualization must continue, please do not resist. It may be a hot take but, I liked being able to get lost in ancient forest it was an adventure for me and probably won't be in wilds judging by the direction of the game so far. I am afraid game developers leave less and less room for the player to be bad at the game and figure things out.
@honeychonav4027
2 күн бұрын
@@neklin7150 Eehh. Despite the tools being given to the player for wilds. I still think there's a lot of room for that sense of adventure. What hasnt exactly been shown off in these demos is the fact that there's an expansive underground network to the map. And unlike Rise there is the emphasis on monster behavior and interactions. We might have lost long term (simplified) tracking, and gained an early Auto Mount system for traversal. But outside of these systems there appears an opportunity to explore. Paths that only the hunter can get through (Like Underwater passages). Paths that the Seikret can. (Like High Cliff Faces). Endemic Life, Environmental Traps, Pack vs Pack Mechanics and Maps that are as deep as they are tall filled with a simulafed ecosystem. I have faith they can reexplore a Ancient Forest like map in Wilds. Strangely enough yeah it does seem to be a hot take for people to enjoy getting lost and exploring Ancient Forest.
@Huuuuuuue
Күн бұрын
I agree with leaving room for the player to be bad, but tracking and pathing boils down to a minimal depth minigame you have to play before the game decides you've had enough vegetables and get to have some good gameplay now. Holding right bumper and left stick forward and occasionally pushing b to collect tracks is not engaging gameplay and should occupy as little of a player's time as possible.
@neklin7150
Күн бұрын
@@Huuuuuuue I somewhat agree, the solution is to give the mechanic depth and not to remove it.
@Huuuuuuue
Күн бұрын
@@neklin7150 I actually unironically think Rise had the best balance because while it removed tracking altogether, you actually had meaningful choices to make while pathing. Do I take my dog or jump off to wirebug this shortcut? How do I manage my airtime to get over that wall? Do I take a slight detour to pick up endemic life or spiribirds? (Honestly I hate spiribirds themselves but it means meaningful choices when pathing.) Not to mention lots of small cool tech you could do to go a little faster, like yoshi hopping off your dog in midair for more height or taking great wirebugs in the air to skip the long animation.
@Solfonix
4 күн бұрын
Keep making the stuff you don’t like videos. There’s always going to be good stuff everyone covers anyway. Happy hunting! “Next year”
@kittenwizard4703
4 күн бұрын
Idk I feel it's the opposite, youtube is oversaturerated with "critique" and "everything wrong with" X that it's just numbing at this point, do talk about good things, overwhelmingly negative videos give no feedback on how to fix or improve something or alternatives, just complain into empty space
@flowerthencrranger3854
4 күн бұрын
@@kittenwizard4703 Well, at this point, might be the algorithms doing their thing. Unknowingly, we might be surrounding ourselves in echo chambers.
@epsilon1372
4 күн бұрын
@@kittenwizard4703 I feel like sometimes there’s a lack of a middle ground. Sometimes my recommended gets flooded with “how this popular game changed the industry forever” (it’s just a good game in its genre) and sometimes it gets flooded with “(goty contender placeholder): an honest critique” (proceeds to ramble about how a few small flaws suddenly means a game is completely undeserving of any and all praise)
@OrAngelicBlitz8633
4 күн бұрын
I agree I like this side of the community that can identify these things.
@arcurnow
4 күн бұрын
It’s the thoughtfulness of it that separates it, I think.
@billyboleson2830
4 күн бұрын
Capcom needs to port the old games in a collection already ffs
@Nesdude42
4 күн бұрын
We can dream. It sure would be nice, while we wait on Wilds
@victor5500
4 күн бұрын
Why would they when most of the newer fans only care about World and Rise lol
@bubbles0904
4 күн бұрын
@@victor5500I'm a newer fan who doesn't really want to play the old games bc they look pretty bad without the nostalgia. I'd try them in some sort of remastered collection
@ORLY911
4 күн бұрын
@@victor5500 if you see a collection or Gen ult on steam for like 20 bucks a lot of people would go ahead an try it thanks to the accessibility
@christophejordan2855
4 күн бұрын
@@bubbles0904could you atleast look up Dalamadur you'll like him
@Davaroni
4 күн бұрын
I think it’s kind of sad how the grey squirrels are taking over the red squirrels.
@blockomaniac
4 күн бұрын
poor red squirrels, they were there first :(
@LodestarLogado
4 күн бұрын
As a hunter from the Third Fleet I think you’re 100% on the money here. I was worried that with the large influx of players from 5th Gen with no previous experience of the MH pathos, there would be complaints made to Capcom through surveys and the like about perceived “Problem Mechanics” when in reality the deliberate choices by the dev team to include features that enhance immersion at the expense of convenience (High Commitment Attacks/Scoutfly Tracking/Environmental Items-Conditions) were made to reiterate and enforce the themes and methodologies the game wants to promote. With all of the public frustrations, it seems Capcom caved in some sense to these newer fans that would have been outspokenly against the additions of these so-called “Problem Mechanics” in a sequel or future entry in the series. We saw smaller consequences of this in Rise/Sunbreak with the removal of tracking and Environmental Management (Hot/Cold Drinks as a prime example). I do hope that in the future, once the player base develops a better understanding of what MH is trying to be about, Capcom might revisit these ideas and mechanics in a way that doesn’t provoke opposition in the way that we saw with 5th Gen hunters.
@CuriosityMisledMe
3 күн бұрын
Same process happened to the Souls games. Dark Souls 3 got mainstream attention, lots of new players were annoyed at staple mechanics that served importance to the overall experience, then Elden Ring released neutered and stale.
@honeychonav4027
2 күн бұрын
@@LodestarLogado It doesnt appear to me that its just us 5th Gen complaining but older gens too when it comes to the mechanics of the introduced in 5th and now 6th. I honestly have no idea how they even plan to address it due to how divided the fanbase is getting with each attempt at a modern game. They tried something interesting with scoutflies some folks didnt like it. They tried dense environments like Ancient Forest. Some folks didnt like that. They tried expansive environments with pickup buffs and folks like me didnt like that because the environments felt empty. (Even if there's more mechanical benefits to the hunt). Rise was a series that made me realize arcade style monhun games are just not for me. (Not that this is bad mind you. I just now know that MonHun focused on portable/combat isnt intended for players like me.) They introduced the clutch claw which awarded players who wanted to create openings or tenderize but people complained about that because it screwed up the dps meta. I personally found the mechanic a lot of fun. Not so much monster riding in Rise because it feel too unnatural for me. (Again the game isnt targetted at me.) So theyre trying to draw in the most players from both Worldborne and Risebreak revamping tracking again to kinda allow the magic of scout tracking fir the first hunt. Before letting Rise's convenience of always knowing kick in. A lot of people like this because they honestly dont care to track the monster. When again players like me enjoyed the mechanic. It was simplified but the tracks can suggest stiff you can consider on your own about the monster's routine. I do in fact enjoy the mix of weighted combat made more fluid in world. But the sheer fact they dared even trying to make combat more fluid pissed some fans off. I understand some rise players feeling like World gave the player too much power because I felt the same way about Rise's mechanics in general. However I do have no problem with the direction most weapons are going in Wilds. In fact Im pretty hyoe for them. I do think MonHun gaining more fluid combat is a great thing. Look at Gunlance. And Wilds is repackaging mechanics that got issues in World by making tenderizing an innate part of the combat system alongside partbreaking in one big system. Yet even then people are complaining about the pretty scoutfly effects. They just cant win right now without offending someone. But all in all. Im really looking forward to Wilds and getting immersed in its World heh.
@thechugg4372
Күн бұрын
The fleets don't represent generations....
@honeychonav4027
Күн бұрын
@@thechugg4372 Oh! I kinda assumed since Ive seen people refer to themselves as like. Third Fleet for Third Gen Players. 2nd Fleet ect ect. Even though in lore it doesnt apply that way. For funsies people used the terminology that way.
@LodestarLogado
Күн бұрын
@@honeychonav4027 it was a fanon bit of speculation that developed before World released - the themes and structure of the 5 fleets mirrored a lot of the gameplay and community trends/development throughout each Generation of MH games that lots of people have adopted (like myself) because it’s a fun little community acknowledgement. It wasn’t clear if that symbolism was directly intentional from the developers or not but the community embraced it nonetheless. It’s just an easy way for people to identify which games they’ve been a part of or where their starting point for the series is at.
@JGuy97
4 күн бұрын
As a Sword and Shield main, I have to ask: What is this “powerful attack commitment” you talk about?
@HankJ666
4 күн бұрын
Perfect Rush but you are stubborn and you don't wanna dodge away
@JGuy97
4 күн бұрын
@@HankJ666 Gotta love how our one combo that requires true commitment to complete can be bailed out of at nearly any point.
@itsaUSBline
4 күн бұрын
Same. It only makes logical sense you'd be able to cancel out. Being stuck in big long combos swinging at thin air multiple times strikes me as pretty silly and honestly just a bit of artificial jank. The whole reason I main sword and shield is because it's the only weapon where it feels like I have actual mobility and agency.
@loadscreen1011
4 күн бұрын
@@itsaUSBline same. First i tried double swords but after i realised that you can't cancel demon combo i started looking for a less clanky class which is a sword and shield. Also, i really liked the longsword but the thing that you can't insta dodge without doing the attack animation pissed me off.
@imatiu
4 күн бұрын
In GU it was the Sword Dance or the Shoryugeki, landing a full Sword Dance on a monster was such a dopamine rush, same with the Shoryugeki, but that one required very specific positioning. I know I have died more than once due to getting greedy and using a Sword Dance at the wrong time and then taking a Hellblade tail to the face or getting Jumped by Rustrazor.
@LeiCal69
4 күн бұрын
I am seething and crying here because our views on a video game doesn't align, I am gonna call my therapist.
@RIP_ZYZZ1738
2 күн бұрын
I’m going to go after his personal life endeavors simply because we don’t agree on a video game
@YourMomsHousehold
Күн бұрын
I feel personally attacked and enraged by this comment and will be discussing with my therapist
@thekidunknown97
4 күн бұрын
I am certainly with you on the lack of a tracking system. It may have been dumb to a lot of people but Worlds tracking was a ton of fun. I enjoyed that as you tracked and fought the monster you would learn about it. Weaknesses, damage zones, locales where it would frequent. By the end we all knew there were 2/3 main spots where the monsters were and it was easy enough to spawn right next to it unless wing drakes dropped you elsewhere. If it was track and hunt a monster 10 times to just have it on the map thatd be more than enough for me.
@nestroit5010
4 күн бұрын
tracking is overrated, it might be fun the first time you hunt a monster but putting 2500 hours in you just want to fight and not track down the same goddamn monster for the 500th time
@loayzc10
4 күн бұрын
Research is cool, running around picking up tracks = not cool
@honeychonav4027
4 күн бұрын
@@nestroit5010 Bythe time you get 2500 hours. You already all the spots the monster would be. Have an idea what their habits will. And if you're just dropping into a hunt for the first few minutes. Dropping at a resource node? Hitch a ride to the nearest camp. Drop on the monster? Good time to roll. Dropped at camp? You know where to go. At that point you're no longer needing to track the monster unless you have a randomizer or you've let them wander off for the first few minutes. Tracking is great for immersion it's great for the intrigue of the first few hunts and helping the player feel like a hunter. It's fun the first few times, and then you know exactly what to do, exactly where to go. It was necessary for games like Rise to have monsters on the map due to how they can realistically go anywhere in those games. They didn't have a routine, nor interacted with the environment meaningfully. But knowing the information made the hunt feel lesser for a hunter like me who enjoys little details that helps immersion. It's especially important in those first times. After that you know you're going. You no longer need to track the monster and can instantly intercept them.
@etroyjaylin
4 күн бұрын
@@honeychonav4027I simply don’t want my effort to be there. The best part of the game is the combat. Let’s not forget that grinding and playing repeatedly is akin to the history of mh than tracking is. If they made acquiring parts easier than sure tracking can stay.
@honeychonav4027
4 күн бұрын
@@etroyjaylin What I'm saying is. Tracking does not get in the way of getting in and out of fights quickly. By the time you've collected the tracks you know the efficient way around an environment to engage and hunt a moster efficiently. Sides at least our chances for parts is much better compared to the classic games. Or at least like in world since I didn't stay long for rise. (It just never clicked with me.) You have systems for trading parts for other rare parts like plates, rubies, ect.
@SmoughTown
3 күн бұрын
Here he is - Mr Abrasive at it again.
@lavaeater5
4 күн бұрын
Ill argue that sheathing the helm-breaker would be fine *IF* there was something like a stumble or a long fall height landing animation that still gave a punishment.
@KazikoWhite
4 күн бұрын
Totally agree on the tracking point. You're telling me that we have these massive locales and I'm just astutely aware of exactly where all 10 or so monsters are, as soon as I arrive? What if, initially, it show the general area of where the monster is based on previous knowledge on where they would gather? As you learn more about the monster, that circle gets smaller. I've just started World again, and today in the first hunt for Legiana, I took out my binoculars and was like "Yeah it's up at the high bit".
@b.m.4415
Күн бұрын
I played the demo at PAX West and found that my character wasn't aware of all the monsters off the git. My hunter only knew where the quest target was, and that might even be due to the short amount of time we had to play.
@denimchicken104
4 күн бұрын
I just miss when these games were supposed to be about making the necessary preparations for going on hunts and actually applying know-how to be a most effective hunter. Now it’s more and more action all the time.
@Exel3nce
13 сағат бұрын
The preparations made one so excited to finally get going.
@myfly4711
4 күн бұрын
Despite how cute the Cohoot is, its tracking ability instantly spoiling every monster's location kinda made me despise it to a degree. I used to cope and believe Wilds would be moving away from that but it looks like it was only willing to take the tiniest step away. This confirmation demolished my hopes of tracking getting fleshed out and improved as a mechanic any time soon... Still wondering what the purpose of the new paint pods is if they have nothing to do with tracking though.
@honeychonav4027
4 күн бұрын
My theory? Tracking Endemic Rare Endemic Life. Or tracking specific monsters since you can have multiple instances of the same monster in the environment
@epsilon1372
4 күн бұрын
I don’t think tracking was ever good in these games personally. In Rise, I agree it’s just too easy, knowing where everything is at all times. Pre world, the paintball system was incredibly obnoxious and clunky. In world, while tracking was fine and by far the most immersive, sometimes it was a bit repetitive. I also didn’t like how the scout flies lit up the area. It was a bit much on the eyes. I honestly don’t know what the best way to handle tracking is, but I don’t think it’s ever been done just right, which is why it’s not my greatest concern for Wilds
@YgdraMH
4 күн бұрын
@@epsilon1372 I mostly agree with you, i dont think they ever had it just right. Wilds had/has the most potential out of all of the games. They could've done so much with tracking but they decided to do so little.
@PvtFlowers
4 күн бұрын
@@epsilon1372 pre-world you just memorized the spawn points and watched where they flew to memorizing their travel patterns or used a psychoserum. very rarely would i not know where a monster was.
@squiddler7731
4 күн бұрын
@@epsilon1372 I feel like Rise could've had a decent system if it simply didn't tell you which monster is which until after you run into them. Just have it where you know where the monsters are, but not what the monsters are. That change would've been a tiny one that only affects the start of the hunt, but I feel like a few moments where you look around for your target monster from the peak of a mountain would've made all the different (and be much more immersive than scout flies IMO).
@theprofessional438
4 күн бұрын
Tracking monsters being removed is really disappointing. I expected from Capcom to double down on tracking mechanics from the World. The game is called Monster HUNTER and tracking is the big part of the hunt and should separate Monster HUNTER game from the Boss rush games.
@porkwhisperer3050
4 күн бұрын
Monster hunter had been slowly gentrified since monster hunter freedom unite. It’s also become slowly more and more of a boss rush. Unless they start getting much less sales I’d imagine they will keep moving in that direction.
@tiltingart9276
4 күн бұрын
MH was ALWAYS a boss rush game with a bit of locale evironmental. But the hunting aspect was only introduced until World. Maybe it was always their intention? but ultimately the game functioned as a boss rush with some down time towards the monster running at it.
@notimeforcreativenamesjust3034
4 күн бұрын
Tbf, it would be annoying as *hell* in maps as big as the ones in Wilds to track monsters.
@ariesvalliant760
4 күн бұрын
Well they did say that the first time you fight a monster you do have to track it it's just after you find it the first time you no longer have to do so
@tiltingart9276
4 күн бұрын
It's not an easy thing to combine or re-introduce with more depth. Just imagine the amount of down time you'd need to go through while "hunting" then "killing" it and don't forget the amount of time the monster would flee in this gigantic maps. So it's for the best it's out. The entire game would need to be re-imagined if you want Monster "hunter"
@Shiningforceking
4 күн бұрын
..what they removed tracking? that's dumb.. specially for all old vet of the game.
@kunklekore5921
3 күн бұрын
I remember when people hated frontier and said it wasn't a real monster hunter game and it was too anime, now with every generation we see more mainline games taking inspiration from it. 16 player lobbies, crazy monster variants, endgame monsters with one shots, most weapons have a parry, flashy movesets, and espinas in rise. I wont be surprised if they add being able to run with your weapon out in the next gen.
@Beltorchika12
3 күн бұрын
If they end up going this route I hope they add Duremudira to Wilds or the next game after. The female armor is so cute.
@honeychonav4027
2 күн бұрын
@@kunklekore5921 Dont we already have a limited (conditional) varient of extreme style running with some weapons? Like GS after an Offset or I believe Seax also gets this.
@Qiaoster
3 күн бұрын
1st generation designers: design gameplay elements with strengths and constraints that create fun decisions and tradeoffs 2nd generation designers: wow, imagine if we didn't have any of the constraints
@macvadda2318
2 күн бұрын
Theres still plenty of constraints, yall are just whiny
@Rathadude
4 күн бұрын
Tbf, even if you sheathe during the helmbreaker, you're still almost just as vulnerable to getting attacked as you're still stuck in the air for a while. The main commitment being taken away is the spirit level commitment.
@EduardoTyrannyth
4 күн бұрын
The only benefit is that you don't get stuck in the animation and also don't lose gage
@machiiiiiiiiii
4 күн бұрын
You can roll out of it quite fast. In world you were stuck there for like 5 seconds. I never minded being stuck as it felt like my fault but losing a level of the spirit gauge when I didn't even press the follow up button did not feel fair to me. I wish the animation was the same to punish frequent use but it just didn't use up a spirit level if you didn't press the button. The way it is now it's almost definitely gonna be spammed which is a shame.
@magellan6439
2 сағат бұрын
This is kinda my thoughts. Wilds appears to be committed to keeping you in the flow of combat
@xeroeddie
4 күн бұрын
For me the good thing about tracking in World was that it created a sense of mystery. Even though it was pretty bare bones, it still gave this exiting feeling of suddenly finding the monster. Having the monster just be there on the map removes that mystery.
@AlienOvermind
4 күн бұрын
For me that sense of mystery only worked in the very first hunt. After that mystery is gone and what's left is just tedium. So honestly Wilds' system of "track once = no tracking for subsequent hunts" would probably work for me.
@CuriosityMisledMe
3 күн бұрын
@@AlienOvermindThere’s always area quests if you just want to fight monsters and not hunt them.
@Cptraktorn
3 күн бұрын
@@AlienOvermind yeah i agree, you should only have to find it the first time and then the wingdrake drops you on the monster everytime after you've killed it once, running around the map is just a waste of time.
@h1de2m33
4 күн бұрын
SnS main here: My major concern is that SnS has lost most of its identity from every other weapon just getting way better and flashier. SnS got basically no cool new moves/finishers and some potential nerfs (can't spam perfect rush, which is a good thing but there's other nerfs too like a longer sheathe), but other weapons got way better (cancelable Helmbreaker, the Dual Blades Y+B combo is broken into segments and doesn't require commitment anymore, etc.). Even the new move we did get is really slow and clunky and feels super out of place (the one where you twirl the sword in your hands and do a standing downward stab). Low commitment and mobility is supposed to be SnS's thing but every other weapon does that now, SnS doesn't feel like the "toolbox" weapon that it used to because you can just play a different weapon, have all these QoL buffs that make the SnS's mobility and low-commital combos useless, and then if you want to use items anywhere at anytime you can just call your Seikret mid-combat at any point, not to mention if you really want a KO but you main a sharp weapon... well now you can just bring a blunt weapon too. My point is that SnS being a "toolbox" is pretty much made irrelevent with all these other tools at your disposal, and the part about it having low commital moves and good mobility also doesn't matter when Capcom also gave that to every other weapon, on top of SnS having lower damage and less cool moves than other weapons. It basically lost its identity and feels like a worse version of Rise's SnS, and even ate some nerfs, and therefore needs something to feel like it separates it from other weapons. If I personally had to change something about the current Wilds SnS, probably use the Slinger to attach onto a monster and dash towards it to stay aggressive and appeal to a sort-of hit and run and also aerial playstyle like how I do in Rise with the Wirebugs. Capcom showed they have no problem giving SnS back some aerial gameplay, so I feel like they should just go all out and give us back the scaling wirebug slash dash move. Rise's SnS felt like the most balanced iteration of the SnS that used almost every part of the kit, and it felt great. Just replace the bad Guard Slash that no one uses for the input, and then at least SnS gets to be the "aerial" gameplay weapon alongside IG (assuming IG gets to have helicopter back). The shield bash is really cool and satisfying to pull off and I think SnS mains are fine just having that be their cool anime move. But yeah, current SnS in Wilds just doesn't feel amazing, not to mention it's completely overshadowed by changes on other weapons. Honestly, if they just gave it back oils I wouldn't complain. Just *something* to make the weapon feel unique and exciting. Lastly, the plunging "hero" thrust you do from dismount (and from aerial) doesn't speed you up in this game when you fall, and I personally really dislike that. It was perfect in World and Rise, idk why they made it slower. It just has less umph now for no reason. Also PLEASE revert the Advancing Slash back to World's version (the animation is the same, but the distance traveled is SO SHORT for no reason. I don't get why other weapons get more mobility but SnS gets less and less).
@ultimortalmoth7212
4 күн бұрын
Where oil
@shuu1931
4 күн бұрын
You guys can perfect block tho, thats like the biggest buff ever
@strateks9611
4 күн бұрын
@@shuu1931 Didn't I see other weapons having some sort of perfect "block"? Not exactly a block but maybe a counter. Either way, not special either. The weapons looks lackluster and it's probably going to do very little damage compared to other weapons too. Unless they give it something unique it's probably going to be sitting very low in usage, lower than usual. Capcom is making me want to use my main less and less.
@alex-p5
4 күн бұрын
@@h1de2m33 have you pasted this somewhere else because i feel like i’ve read this exact comment before. totally agree though
@Zero0mtk
4 күн бұрын
Totally agreed with everything, especially the "slowing down" of SnS. Come to think of it, every addition from Worldborne has been in that direction - fall bash being pretty high commitment, perfect rush being a long combo chain, and the clutch claw stab animation being uncharacteristically long for SnS. Even how the slinger worked was against the toolbox status of SnS I feel, since World - requiring loading up and all that diminished, even if just slightly, the ease of access SnS had to the inventory. So yeah, maybe me feeling a bit deflated by what I've seen in Wild SnS so far does track with this "team." Luckily Gunlance, my other main, looks quite dope. One disagreement though: guard slash counter in Rise was a very fun playstyle with niche application (legit used it for speedrunning CGV back then), and turned into an actually viable playstyle with skill synergy in Sunbreak. DO NOT SCRAP IT PLEASE IT'S FUN. lol
@InsanityOtter983
4 күн бұрын
It seems like capcom is committed to making longsword as busted as possible
@dino_mite8403
4 күн бұрын
Cause it's the noob stick
@InsanityOtter983
4 күн бұрын
@@dino_mite8403 still isn't the easiest to initially learn how to time all the moves, but it is definitely the speedrunner weapon
@shiroufan5401
4 күн бұрын
Ranged weapons are still gonna be better
@DD-to5ig
4 күн бұрын
Longsword is officially the training wheels weapon.
@kls1836
3 күн бұрын
@@InsanityOtter983actually if they used rise's timing then it would mean it really is a noob stick as world was hard to time but rewarding where as here you can generally get away with aggregious IAi spirit slashes.
@bellair970
4 күн бұрын
sadly I cant stand the setting :/ everything is just brown. the floor, trees, rocks, grass, monsters, buildings,..: brown. its sooo broing to me :(
@Mari1432a
3 күн бұрын
thats only 1 map out of like 4-6, i agree i never like desert maps but the scarlet forest they shown looks very good and we are 100% getting an ice/cold area and a hot/volcano area so i wouldnt worry about this specifically
@bellair970
3 күн бұрын
@@Mari1432a great news!
@Exel3nce
13 сағат бұрын
Even brown can be beautiful, which it is here. And what logic is that? You think this is the only map in there ? Good god
@paellaman1
4 күн бұрын
This video didn't upset me, I'm hoping that you don't betray my trust and upset me in the future!
@minhngnp
4 күн бұрын
If they remove the tracking system, the big open map will eventually become a tedious walking section between you and the monster. Basically become Rise 2.0 with bigger map but without pre-set camp aka fast travel point (and we don't know how many camp can we be able to set up yet)
@petercottantail7850
4 күн бұрын
large map is definitely why the sekret can track, it would be awful but it's a bandaid solution, they could have improved it and the end result is a glorified loading screen with nothing to do until you get there and no agency to improve the time you get to the monster. once the hunt begins im happy if auto follows cause it makes sense for an animal to chase for you to do anything you need to do. but before the hunt starts it's more disappointing they settled for this than literally anything else
@TheFloodFourm
3 күн бұрын
Instead of tracking a monster A to B you’re just pointing your map arrow towards the monster and holding the forward button for several minutes while you think of other things. Definitely a bandaid solution and imo it shows that both the fans and capcom don’t know what they want out of MH. Crazy idea: maybe this series that is essentially just a boss rush mode should have smaller, boss sized zones.
@Heracles12Labors
3 күн бұрын
@TheFloodFourm well then it wouldnt be "monster hunter" its "monster fighter"
@mcgruber
3 күн бұрын
@@TheFloodFourmGod forbid you collect materials and craft items while out exploring. Only time this game has ever been a boss rush is Rise, because it was designed with that intention, and end game World once you no longer need materials and are farming monster parts at which point you already know the monster locations. Feels like the community are the ones turning this series into a boss rush by not being able to look past a fucking map marker on the mini map and actually explore the environment.
@GermaniaImmortalis
Күн бұрын
@@TheFloodFourm that’s the biggest L take i ever had the displeasure of reading, spoken like a true 5th gen puppy.
@منافهادي-خ2و
4 күн бұрын
I didn’t notice the tracking system change, it really is a shame. I really liked interacting with the world in MHW
@saiyanhashira3445
2 күн бұрын
@منافهادي-خ2و. One thing you fail to realise is how the this new map is. It’s way bigger than any MH world map so tracking monsters blind would be a nightmare and would drain too much time on the timer
@maxmorrison9195
4 күн бұрын
You’re spot on. I have the same reservations. There comes a point where “quality of life” changes go too far and cheapen the experience. Hope they address these or don’t go any further.
@towermice
4 күн бұрын
The game is called Monster HUNTER but you don't actually hunt, you just run to the monster and fight it. MONSTER FIGHTER
@sergmcmuffin
4 күн бұрын
Fun fact: what you’re doing is by definition, hunting
@billyboleson2830
4 күн бұрын
Monster Hunter stopped being about hunting with world now it’s just an action game
@towermice
4 күн бұрын
@@sergmcmuffin hunting without seeking or pursuit is not hunting
@ThatsOk83
4 күн бұрын
@@billyboleson2830You mean Rise. In world you at least would track them and yeah it later on always showed you where the monster is you at least had to hunt them and track them multiple times
@EmilAhvenainen
4 күн бұрын
The hunter part in the names comes from bounty hunters not traditional hunters. So it kinda makes sense that we just fight the monster. But I still like the tracking probably much more than average player.
@Awesomo354654
4 күн бұрын
I'm hoping with these new combat advantages they are planning on increasing the difficulty of the monsters, especially for end game. In the shift from soulsbourne to Elden Ring, From soft added several features to allow more players to be able to experience it but they also made the fights way more harder with more difficult and aggressive bosses. That being said, I can't wait for that charge blade perfect block into SAD!
@jeanbatiste
4 күн бұрын
agreed, and elden ring is proof you can have an incredibly successful game while still being very difficult, i hope capcom realise this
@latincear4558
4 күн бұрын
That's part of the problem with the endgame monsters in previous games though. The monsters get scaled to a ridiculous degree to the point it's not fun.
@malsocio
4 күн бұрын
what features? being able to jump? lmfao
@darthvaderreviews6926
4 күн бұрын
@@latincear4558 I don't really agree with that. Iceborne Alatreon I do think was badly executed, and I'm personally not a fan of raid style health scaling in fights like KT/Safi _(though at least it's not in mandatory content like Lao Shan in GU lmao)_ but Iceborne Fatalis is IMO one of the best fights in the entire series, and Sunbreak's endgame monsters like the Risens or Rare Species are also extremely fun. My issue with Rise's combat being too lenient in areas like Wirefalling isn't that the endgame monsters were scaled "to a ridiculous degree", I loved P. Malzeno, it was that the rest of the monster roster couldn't keep up
@porkwhisperer3050
4 күн бұрын
@@jeanbatiste I mean the way the average people play Elden Ring makes the game borderline trivial
@AlienOvermind
4 күн бұрын
I agree that reducing penalties of committing to big attacks is questionable. But I completely disagree in case of CB's counter-SAED after the perfect guard. I think it's perfectly fine here, for two reasons. First the formerly quickest SAED combo seems to be gone (slash -> shield thrust -> SAED), so there are less opportunities to use SAED in general, so it makes sense that devs would make it easier to land. Second it's not a spammable move, it's a reward for landing a perfect guard - and again it makes sense that you get the opportunity to use that reward better.
@deeliriyum
4 күн бұрын
That's actually really good point. While I was extatic about new moves and fluidity of MH Rise combat, it's the World I came back to. I too hated scout flies. I hated the way it looked with that obnoxious neon green cloud constantly blinding you. Also fuck delivering "research results". That could have easily been tied to your character instead of talking to NPC. I did like picking up tracks on the ground tho.
@Rabidrocketraptor
4 күн бұрын
I like not knowing where the monster is
@mathieu499
3 күн бұрын
def agree, the tracking is kinda sad. i wish it was more like world, u investigate tracks, and slowly you learn the monster behavior, once maxed out, u now have knowledge of monsters habits, so THEN u can automatically travel to it knowing where he is... i hope it's still like this and we actually got the "u can travel auto to the monster" and they forget to mention that before that u'll have to investigate tracks to learn more about it
@SuperSaku1
4 күн бұрын
I can understand not liking the change to longsword's helm splitter from a balance perspective, but it also makes logical sense from a character perspective. If I was mid-air and suddenly realized the monster I was swinging at disappeared, I'd probably just not swing down with all my might at the nothing underneath me lol
@nestroit5010
4 күн бұрын
the hardest bosses are way faster and can change their positions and even attack you within 1-2 seconds, helmbreaker takes longer, "commitment" is overrated and perhaps fine in early game with predictable monsters, but in the endgame it was too unfair and punishing towards the players
@NwinDii
4 күн бұрын
It should just be a choice before you reach the apex of the leap. You have to manually cancel it and we are goochie.
@OrAngelicBlitz8633
4 күн бұрын
I like the agency behind being able to cancel it too. It's still a cost in time and repositioning.
@ShivaX51
4 күн бұрын
Honestly if it took bar away once you did launched into the air it would be fine. And logic rarely means anything. Why do I have to attack twice before I can TCS? Why does pushing my shoulder out count as one of those attacks? Logically GS should be able to open with TCS, but balance-wise that's not great.
@Cheesedragon117
4 күн бұрын
The animation is what saves it for me, I like how smoothly they flip the blade around and sheathe it.
@kokosigar4536
4 күн бұрын
Im also worried about paid cosmetic dlc being tiers above everything you can earn comsidering devs said look forward to extra special paid layered sets. One of the best parts of older titles were asking friends how they got their gear and going on a hunt to get it and not hearing oh it's 4.99 from the store lol.
@St.IsaacOfSyria
Күн бұрын
I feel like these changes give the player more control and will be more fun gameplay wise. I understand many think the trend of giving the player more control and mobility goes against the concept of Monster Hunter, being that of great deliberation and commitment to choices, but I feel these changes have made each subsequent game more fun, and gives you even more responsibility for each mistake because now you know you could have done something and weren't locked in an animation. I do agree with you on tracking, honestly have an option to ditch the scoutflies alltogether and just make footprints, dung, claw marks, etc lead to the monster it'd be amazing.
@RKGrizz
4 күн бұрын
I absolutely love the new raptor/bird mount. It is so fucking cool.
@TheUltimateRey
4 күн бұрын
I hope it gets some kind of customization like at least a color change or something
@HankJ666
4 күн бұрын
@@TheUltimateRey There's some Seikrets with different coloration in the trailers and gameplay shown and I think they confirmed changing it's color is an option Will have to wait for future trailers to see if there's monster armor for them tho, I personally really hope there is
@JF-vz1ju
4 күн бұрын
It's nice for traversal but you shouldn't be able to use consumables or sharpen while riding.
@h0gheadS
3 күн бұрын
As a good compromise, I wish they'd make "tracking" missions with more in-depth mechanics. In fact, I'd love to see more quest objectives in general. I know not everyone likes the egg hunts or gathering quests, but it would be a relatively easy way to flesh out the maps without forcing it upon the people who just want to hunt monsters.
@YgdraMH
4 күн бұрын
The lack of commitment to attacks is very concerning. We've also seen the seikret being able to pick you up when a monster knocks you down... Making you able to use consumables right away. So when do you actually get punished? I truly dont know anymore.
@nestroit5010
4 күн бұрын
nah, its balanced and more logical, commitment is overrated and unfair in the endgame where fatalis can turn 180 degrees and one shot you within 2 seconds. commitment is one of the most overrated and overdue things about monster hunter.
@Wystoroyah
4 күн бұрын
@@nestroit5010Yeah it’s supposed to be for people who study the monster and want to be better, sorry you can’t first time a monster every time, I like fights that are rewarding. Learn the fight. Lose 50 times then you can beat it, it’s a challenge. You take the challenge out of games and it becomes very repetitive and dull
@YgdraMH
4 күн бұрын
@@nestroit5010 how else will you get punished?? Fatalis isn't exactly a great example, he is supposed to be unfair as the most difficult monster in the game.
@nestroit5010
4 күн бұрын
@@Wystoroyah I got 2500 hours in and beaten every hard monster at least 50 times. I like more control and skill based combat over rng and overtuned and unrealistoc boss attacks and movements
@nestroit5010
4 күн бұрын
Learning does nothing when monsters can rng out of animations while you are stuck up to 5 seconds in a single attack, its bad design and anti skill
@moldyshishkabob
3 күн бұрын
One of my big worries that I don't know if very many people would agree with: the rarity of armor skills. I miss feeling like specific armor skills had weight to them in older games. A G-Rank armor set may have 4 - 6 full armor skills (10 points meant the skill activates; >10 points means there is literally no benefit), but now Master Rank armor sets with decorations filled out can have _multiple pages_ of skills. The absurd thing to me is that, in it being more accessible and easy to understand, the less variety there is in builds. Why not have Weakness Exploit, Health Boost, and Critical Boost on every set? It's so easy to have, whether your set is "fully offensive" or "fully utility".
@fobo3361
4 күн бұрын
Funny how alotta people warn you before getting into monster hunter that its very heavy, very committal, especially around the greatsword, i saw tons of "new players don't use greatsword" I picked up world, and the greatsword has been pretty much the only weapon ive used, big sword of course, but its EXACTLY what ive been yearning for in a game, that weight, that commitment, calculating the moves trajectory and having every piece slide into place, it scratches such a perfect itch, i really hope this game can follow through, but if not i still have hundreds of hours of world to chew through
@ChernobylComedyAndWings
4 күн бұрын
I used GS in MH1 and MHFrontier and MHFU when I was just starting the franchise. Its stupid to push players to some generic weapon. You see it in fighting games a lot.
@fobo3361
4 күн бұрын
@@ChernobylComedyAndWings i mean tbh i can kinda understand it, its definitely for a particular type of player, im luckily someone who loves challenge, so the warnings didn't sway me, but yeah somd sources definitely worded it better then others I just wish my hunter caught the blade more, pretty much every animation he throws it to the floor, i wanna see him strike a badass power stance and just hold the blade at the end of his swing, just absolutely man handling that shit, it doesn't even gotta be a faster recovery, purely visual
@CuriosityMisledMe
3 күн бұрын
The GS in World is a lot more forgiving at least. It was similar in the older games, but it had no shoulder barge, nor the TCS combo, and the swings had a lot longer of a wind up.
@Hasanjaroudi
3 күн бұрын
I agree about the GS focus mode. one of the satisfying things about greatsword was being able to read the monsters movement and getting the positioning right for an attack. Now that u can move your cursor while attacking it reduces that feeling of getting a well timed attack.
@voltaicburst4279
3 күн бұрын
Nah depends on the stage of the animation i reckon. Like TCS, full charge, then focus mode before you let go then commit, then once his feet touch the ground again you should be able to reposition because you’re no longer in a state of full commitment, buy you have to be quick to change direction, then you commit fully for the final strike. That makes the most sense to me because if a fighter throws a superman punch and clearly sees his opponent has moved, he’s not going to go directly into another superman punch when his opponent is no longer there is he? 😂 So it’s an unrealistic thing that isn’t cool at all, just silly.
@Raglandguy
3 күн бұрын
As someone who started with MHFU back in 2007 I’ve witnessed them diminish the commitment to attacks with each title. Welcome to my world youngster.
@cristianalfonso7594
4 күн бұрын
If the community should push for 1 thing, it is to have tracking back. This is a Monster Hunter, where we hunt monsters.
@illegalalien6542
4 күн бұрын
I agree with your take on LS. To this very day LS is still "overloaded". Too high of a reward without very much (if any) risk.
@linkkicksu
4 күн бұрын
I wouldn't be opposed to the removal of tracking if they didn't have the monster always visible before you locate it you could learn it's natural habitats and movement routes to organically search along those until you find it, or just manually follow tracks without scoutflies and then have it stay permanent on the map, or bring back paintballs to keep it on the map
@DoctorMalpractice
4 күн бұрын
lack of tracking, lack of commitment on attacks, and big flashy moves point to this being less a part of the mainline-portable cycle and more to it being a joining of the two, and I think that's a bummer at least there aren't 5000 particle effects on screen at all times like rise much like a fleshed out tracking system I really wish they'd revisit a tuned-up underwater combat system as well. it's on a whole new set of devices with better controllers and movement technology is massively improved. they could absolutely do it better but you still have people saying "no it would be bad" on principle. even though it WASN'T bad even in tri
@WildeSideGaming1463
3 күн бұрын
Finally somebody gets it
@honeychonav4027
2 күн бұрын
They do have some manual underwater exploration sections. And the devs are now made well aware of how much of a clamor there is for Underwater combat to be back. Maybe that'll get them to try bringing that mechanic back for either Wild's G Rank expansion, or a future game down the line. I certainly would like to see Underwater Combat revisited.
@Alexander_Sannikov
4 күн бұрын
i'm much more concerned about 3x boss fights everywhere on their promo materials
@Fox_Onii-san
3 күн бұрын
At this point thanks god we atleast don't have a wirebugs.
@XWDK
3 күн бұрын
This is what happens when a game becomes really popular. They casualize it.
@OstNew-h1s
4 күн бұрын
I'm kind of on the same page for the tracking. While world's scoutfly system isn't perfect, I expected Wilds to either copy or expand on it if anything, considering it sells itself as a more immersive / ambitious MH title. Like, we often got a ton of the monsters set to other maps as the game progresses to hunt them through various environnments, so now if I find a rathalos once I'd know where every rathalos is on every map? Weirds me out, especially if there's more space to play with, and even going back to an already explored area will be more of going to the monster instead of finding it more immersively. While the mount ideas are lovely, the autopilot feels a little cheap even if it's optional. On the weapons side, depends for me. Completely agree on the longsword point. I'm no pro gamer elitist or anything, but big attacks should have at least some commitment to them. I'm all for a better maniability but only if it doesn't include big risk/reward scenario. Overall, I don't want these games to feel too much like a "fast food experience", that's the main thing that kept me away from Rise even if the game has it's good points too. "Negative reviews" are interesting when it's constructive. It's hard to make a point we feel like being important feedback if we spend 30 minutes praising every other aspect - And the praise would be valid of course, Wilds might become one of my top games with how it looks so far, but I think it's important to separate our points for clarity !
@ZephyrusAsmodeus
4 күн бұрын
I fully agree with the tracking and attack-dedication. Gen Ultimate is my favorite in the series, and it was almost entirely focused on knowing, intimately, how the monster moves and how your weapon moves, and using that to your great advantage at great risk. Hunting styles like Adept let you basically parry monster attacks, other styles would benefit using items or consumables during combat, others would give you a lot of extra attack movement as a tradeoff for having to charge up the gage that allows such moves. In addition to those amazing styles, that essentially brought pseudo-classes to monster hunter, tracking was also very important, in MHGU, you had to scout the map and actually find the monsters you were after, and physically throw a paintball at them to track their movement for several minutes at a time, you didn't have green flies and cohoots to just magically tell you were everything was. To me, GU was the pinnacle of the monster hunter series, and ever since then, aside from the amazing focus World had on its environment, the series has consistently been on track to be insanely hand-holdy and way too forgiving and convenient. It's like, in its focus on cool new trendy advancements in hunting, it forgot about its own setting, hunting monsters that threaten the existence of the environment and human/wyverian kind. If anything, I think a really cool concept for a monster hunter game would be reckoning with that, with humanity reaching the point of advancement where they no longer need to be hunting, at least in the same way. Bring back the hunting style systems based on how much a hunter embraces advancing technology, make tracking difficult with monsters adapting to their tracking methods, that'd be sick af. I don't mean to be all gatekeepy-elitist about it either, I just personally really like having more nuance to a game series like this than just being thrown out into the wilderness with a big X on a wielrdly 3D map and going full Devil May Cry on monsters, if I wanted that there's tons of other games like that.
@darthvaderreviews6926
4 күн бұрын
I love GU too, but it's not exactly the pinnacle of attack dedication, Absolute Evasion/Readiness was a thing. And while I want tracking mechanics revisited, I don't want paintball tracking back. I wouldn't wish my hours wasted in Tri just trying to find the monster onto anyone. IMO World came closest to getting tracking right, it's a really fun flavorful feature and new players can still have some trouble finding the monster, but they don't feel completely hopeless
@ZephyrusAsmodeus
4 күн бұрын
@darthvaderreviews6926 I think a combination of the two would be amazing, regarding tracking. I also hate to be so pedantic but I only said it was the pinnacle of Monster Hunter for me, mostly regarding difficulty and hand-holding, I didn't mean to say it was the pinnacle of attack dedication, I just really love the way it handles it with its styles.
@abeon8151
4 күн бұрын
The low commitment to attacks definitely sound a bit concerning. If they intend for the player to be able to make split second decisions to cancel an attack that would put them in a disadvantage, then they better make the enemies much harder imo. As for the tracking, do you think the lack of it was done for the demo so that players don't waste time too much and get to fight earlier and will be much more present in the official release? Scrapping the idea of tracking feels weird to me when the game, as you said, puts so much emphasis on the ecosystem. You would expect them to double down on tracking and make it a big thing, but apparently not.
@ChernobylComedyAndWings
4 күн бұрын
Capcom has read your comment about making the enemies much harder and has inflated their HP once again because more HP = more harder right? Haha yeah awesome guys. Great game design wins again!
@herusetiawan5399
4 күн бұрын
1:43 For the Charge Blade, I think it's balanced out since you can't do a direct SAED anymore. In fact, doing the counter SAED is probably the only way you can do quick SAED.
@rily2885
4 күн бұрын
disabling the scoutflies with mods was the best choice I could have made, the hunting aspect was harder but made me pay more attention to the map and trully learn it, it helped me find all the paths and where resources spawn, even helped me to keep an eye open for those shiny creatures I like to collect, it makes me sad they are not trying to incorporate hunting to monster hunter like in world and to be fair world had it a bit rough but it was a good start, it made me feel like I'm hunting not just fighting
@CuriosityMisledMe
3 күн бұрын
I’m definitely waiting until some anti-streamlining mods are created for 6th. At least the essentials, such as removing the camp item box, the Maccao mount, the monsters on the map, the scoutflies, and that strange spider sense for dangerous attacks. Bonus points if there’s one to add the commitment back into weapon movesets.
@magellan6439
Сағат бұрын
@@CuriosityMisledMejust like... Ignore these things? Like my god, is this bait? Oh no I forgot to restock bullets or anything else in my box. Now I need to cancel the quest go through 2 extra loading screens probably eat another meal, like the camp item box is such a good addition. The mount is useful when going a long distance, if you don't like it dont use it.
@magellan6439
Сағат бұрын
That's amazing. And I agree that options to turn these things off would be a net positive. Me? I hated worlds tracking. Just slowed each hint it was a part of and the novelty wore off after I reached high rank
@CuriosityMisledMe
Сағат бұрын
@@magellan6439 Look, Capcom have forgotten how to make Monster Hunter. So I’ll just have it modified back to normal. You get to play your streamlined monster fighter game, while I get to play Monster Hunter 6. It’s a win win.
@magellan6439
Сағат бұрын
@@CuriosityMisledMe this is such a dumb take. Older mh games didn't have tracking. Just world. And it was dog shit. I'm playing monster hunter 6 your playing monster hunter 6. Were just playing it differently.
@PGM_EGG
2 күн бұрын
I agree with this video. I feel like they could solve the problems very easily. I just want paintballs back tbh
@jamesanderson729
4 күн бұрын
Honestly.....I agree with pretty much all points. I personally don't like Longsword, since back on the PS2 it's always felt like Baby's first weapon. It'll hold your hand and give you more options than most everything else in some regards. So taking away their commitment to Helmbreaker is ridiculous. Taking away commitments to any actions in MH is damn near blasphemous. The whole loop of the game is mastering your weapon, mastering monster attack patterns and learning where you can get away with those commitments for big payoffs. Removing the commitment windows and removing any risk is just neutering part of the overall game loop that I've loved going on 2 decades. None of the weapons are supposed to be perfect. They are inelegant solutions to an inelegant word that demands to be tamed, let us be inelegant. I also fully agree that "If you only have to track a monster once, then it's not really a mechanic anymore." Tracking makes you feel part of the world you've dropped into and can provide subtle differences between hunts when you're rinse-repeating them to grind for materials. It may be small, but it's a large part of "game-feel". Anyway.....Hunting Horn mains represent!
@OstNew-h1s
4 күн бұрын
Switch axe user here, but even with all the crazy moves of new weapons and how disgustingly classy the longsword looks (They're not hiding it at this point haha, give us the DMC5 Yamato skin), I might turn to HH for multiplayer sessions, looked really good in the trailers ! Yeah, risky moves needs commitment, I kind of fear all weapons will blur together if you can hit, cancel and dodge everything everytime Not a fan of necessarily slow gameplay, but removing a big part of the risk/reward is alienating, where's the danger ?
@jeromew3183
4 күн бұрын
Eh, for me personally, as someone who mained most of the weapons throughout the generations, the long sword was fine for the most part until GU introduced valor style. It was fine then since all the weapons were busted in that style too, but long sword stood out like a sore thumb due to how exceedingly strong it was. The coddling got progressively worse in worldborne with the counters being introduced, and risebreak was the cherry on top that made me stop using that weapon entirely. At this point I’m not even hoping they’ll dial it back anymore (since I’m sure they won’t), but that they bring a remaster of the older games back with minimal “QOL” changes in a collection edition. So that the people who prefer the new gen and the people who don’t, can have their own cake to eat.
@legomotion77
4 күн бұрын
As someone who made a video showcasing it, thoughts on Aerial Insect Glaive being basically removed? It’s currently a major pain point for me
@victorscjholwa3386
3 күн бұрын
I hated both instances of Tracking in Rise , meaning the Monster Tracking , which immediately told you what and where the monster is , and the Attacks Tracking which turned out to basically be a bug doe to high framerates , and I also wholeheartedly agree on the methodical and deliberate point , I'd absolutely hate for Monster Hunter to turn into Horizon . That said what irks me the most is the complete and utter repulsion the new Monster Hunter games have with preparation . The new tracking already removed things like Psychoserum and Paintballs which added variety to the item pool other than being another medium through which the game rewarded player knowledge , but since World , even if i go into a hunt completely forgetting to eat and take useful items , i can just teleport into the nearest camp and eat , restock and even change armor and weapon. This throws map design into the window , since there is absolutely no need to know the shortcuts and useful paths of a map you can just skip , and also remove some key features of old games like the Secret inaccessible location which gave you rare materials and the Unlucky Cat food skills , which gave you disadvantages at the start of a quest to trade for better rewards , more Zenny etc . Also the quest Entry fee is gone , which is a minor change but one I still don't like . The entire point of Monster Hunter is gone thanks to totally unecessary "Quality of life" changes to make it more accessible.
@kphuts815
2 күн бұрын
I'm biggest problem with the quality of life changes is the fact the basically removed the whole preparation aspect of a hunt. Since you can always go back to camp and get some more items. Before you had to make a conscious decision on what items to take since everything you can bring was so limited.
@honeychonav4027
2 күн бұрын
I'm going to have to disagree in parts here. As my bowgun friend who also acts as a healer spends ungodly amount of hours preparing, mostly so he can prepare a healing item that isn't easily farmed to serve as a party heal and even in World you'd still need to understand the shortcuts from the camp to make it to specific monsters. This is especially true in Rotten Vale because you only get two shortcuts. Plus it is more immersive to make the chase on foot. Though if you don't want to think about where you're going. You are given the option to call on an Automated Mount ride system through the tailraiders. Who can take you to the monster Automatically so long as you've already done the tracking beforehand. (Sounds like a system in Wild doesn't it? Seikret is essentially mixing both World's Tail Raiders and Rise's Palamutes in one system minus the Doggo Drifting.) However. You can make it even faster to the monster by knowing the correct shortcuts. I've made it to the monster earlier than friends who chose to teleport to a camp simply by following after a monster on foot. So knowing the environment is not a dead mechanic. That and you are always rewarded for knowing your environment by the way your weapon interacts with the environment. (Ledges, Scalable Walls, Hook Beetles.) As well as environmental traps to give your hunting party openings, or like in World. Knowing if a wall you're aiming for can be used to send an monster reeling to the floor. You need to know if the monster can make that distance. Thus you need to know your environment and the monster. And I nearly forgot to comment about normal preparation. When you start out. There's no easy way to stock up on items. I had to gather stuff like anyone else, and went through loops I knew well to gather things like Fire Herbs and those Shrooms to make bombs. Kelbi Horns which I didn't have an exact technique to break the horns consistently until later. If you want to make sure you're topped off on traps, or ammunition, or coatings, or healing items. You gather. Like anyone else. So you'd spend time in expeditions, away from the time you're playing with others online. To gather items you'll need until you get to a point where you can passively farm these items. Which is nice. But there is also a point you get in Master Rank where you're no longer spending time gathering Coal so you can't use the gacha as an easy service either. But I do enjoy the ability to farm items passively after a while. At first though. You need to farm to prepare. Like any other person.
@victorscjholwa3386
Күн бұрын
@@honeychonav4027 There is no healing item not easily farmed , so either your friend goes afk for hours or you're lying . As a matter of fact items are made easier to craft , especially potions and healing items , due to the Blue Shroom non being used anymore. Enviromental traps are figured in the map . A monster changing area to a far one means the optimal way to reach it is to tp to a camp near him , otherwise use the Tailraiders and prepare while riding. The VERY FEW times map knowledge can help you like the ascending air current in the Cristal Highlands or the holes in the branches in the Ancient Forest are totally optional and sometimes not even optimal . Playing World and Rise like older MH titles means completely ignoring game mechanics and wasting time .
@honeychonav4027
Күн бұрын
@@victorscjholwa3386 Great Sushifish Scale. They're a Wide Range user. You can't easily get this like you can the other healing items because you have to go out of your way to farm them. And during harder content when my friends and are progging. He tends to eat through these scales a lot. Fixed in place yes, but you bait a monster into them. You use the environment to your advantage to position for attacks like the Hammer or DB spin. When clanging you need to understand the distance the monster travels. And there are even walls in the environment that won't trigger a wall bang. So you avoid those and bait the monster into a wall you can toss them into. You can get from say the first camp in wild spire to the water area relatively quickly by making use of hook beetles that I sometimes manage to beat my friends who teleported to the camp down there. In fact knowing how to chain Hook Beetles and where they are can get you up to the highest point of Coral Highlands too. Alternatively instead of porting to a camp. You can use the ziplines in that area, or even a few places you can drop down. Just because you think map teleporting beats knowing the environment doesn't mean that knowing the environment gets thrown out the fucking window.
@victorscjholwa3386
Күн бұрын
@@honeychonav4027 Everything can be easily farmed with the Mercantile , and the map examples you just gave me are the bare minimum , just enjoy your game made for retards , at least until even hunting is automated in the next Mh gen .
@machiiiiiiiiii
4 күн бұрын
Something I'm worried about is a high emphasis on counters and perfect guards. It just feels like that would dominate the gameplay in a way that devalues the core of monster hunter's combat. I'll have to see how it feels in late game hunts but I don't want to counter all of the time cause it's too good to not use. I care more about positioning and commitment and it seems like we're getting less of that here.
@JF-vz1ju
4 күн бұрын
I am so sick of counters and deflections. Fromsoft did it once in Sekiro and now it's all any action game devs want to do.
@machiiiiiiiiii
4 күн бұрын
@@JF-vz1ju Yeah it's unfortunate to see action games chase that trend now as it usually results in more boring simplistic gameplay. I just want action games to force me to make immediate on the fly decisions which I won't be doing when I'm rewarded heavily by just timing a button press. It's especially bad when there is no heavy punishment for mistiming a parry like a lengthy animation.
@petercottantail7850
4 күн бұрын
yes I'm sick if them, if the game made it rewarding for me to not counter id be fine. but usually counters lead to the strongest combo route right off the bat. and we know perfect guards increase chance of clashing attacks which is more free damage 😂 I'll probably just stick with ig so i don't have to worry about any of that (even though it gets i frames on backwards vault so probably a counter in a different way) the only way i see this working out is monsters using more follow up attacks. i remember adept style in gu being unusable on certain monsters cause you'd be stuck in the dodge animation from the first attack and then shrek'd by the second hit before you could dodge again. if there were a plethora of those moves then countering isn't a good idea and you'd be forced to learn the monster after all
@lordmcsmith
3 күн бұрын
I feel this. Combat in the older games had a clearer sense of give and take, requiring you to watch carefully for gaps in the monster's attack patterns that you could take advantage of to varying degrees based on your weapon's moveset. But the game design philosophy for this decade is all about perfect parries and unlimited uptime, and it seems like a lot of the weapons in monster hunter are being pushed in that direction, which makes me worried that these new iterations will feel less distinct than they did before.
@macvadda2318
2 күн бұрын
@@lordmcsmithi feel like this is just a preference
@heyheythrowaway
4 күн бұрын
In the old games, where everything felt stacked against you, you actually felt powerful when you mastered the controls and monster patterns and kicked ass. In trying to "empower" the player, they've ironically put them in a position where they can never feel powerful. I hated World and Rise because it felt like the scales were tilted in my favor and the game was just letting me win easily and escape any danger. This is no longer "wow, I've bested this tough monster" but instead "yeah I guess everything's just a pushover."
@michaelmcdonald2005
4 күн бұрын
Someone hasn't engaged with Sunbreak's endgame
@heyheythrowaway
4 күн бұрын
@@michaelmcdonald2005 eh it was relatively easy with funlance, especially if you just shell everything to death. Not optimal DPS, but easy.
@DefinitelyNotPedro
4 күн бұрын
@@michaelmcdonald2005endgame difficulty matters little if the whole progression up to that point doesnt offer challenge - which in Rise and Sunbreak it really doesnt.
@darthvaderreviews6926
4 күн бұрын
@@DefinitelyNotPedro I agree that Rise didn't have the same solid difficulty progression as World _(Hub Magnamalo is the only thing approaching a difficulty bump I can think of. the decision to reimplement Village quests was a serious mistake)_ but I'd caution that for returning players, the early game of a Monster Hunter game, especially without expansion content and in the age of Title Updates adding the seriously hard content, is always going to be pretty easy. I think especially in Ratatoskr's community people are coming at this with a Soulsborne comparison, and nah, Velocidrome and Iudex Gundyr are setting very different tones and expectations as a first boss. I do hope Wilds' new monsters surprise me and give me more trouble than I was expecting across the course of its playthrough, but the Urgents do not need to be throwing a hard monster at me every time for me to be satisfied
@petercottantail7850
4 күн бұрын
@@michaelmcdonald2005i had a lot of fun with sunbreak endgame specifically anomaly +180 with risens but it was just an action game, it was not stacked against me in the slightest 😂
@DefinitelyNotPedro
4 күн бұрын
I agree with everything you said. Commitment and tracking were two of my biggest concerns as well. My other concern is if they will nail difficulty/progression throughtout the game just as well as World did. Honestly i really like an idea that Jakob had in one of his videos: tracking could be removed for a greater emphasis on your binaculars as a tool. Instead of tracking or guessing, the hunter could be incentivized to go to a vantage point and scout out the monster. Maybe after you find it with thr binoculars you could mark it and it would appear on your map.
@DefinitelyNotPedro
4 күн бұрын
Thought of another concern - elemental damage. I want it to be reworked so weapons with the right element will always be better than a strictly raw version. Doesnt matter if its dual baldes or greatsword, everyone should be using elemental for optimal play.
@victor5500
4 күн бұрын
@@DefinitelyNotPedrothat’s what they did in Sunbreak
@JahIthBer
4 күн бұрын
The game is called monster HUnTER not I know exactly where the monster is. What a dumb decision by capcom also agree with the points about weapons having too much safety no real consequences
@Biouke
Күн бұрын
I've read the comments section and it made me realise tracking will never content everyone as it is, simply because sometimes a player wants to get immersed and explore, sometimes they just want to go straight to fighting. I think it would be best to keep things as they are with tracking (collect info the first few times then have the glowbugs do their thing) , but expand other systems to provide the exploration and research aspect of the hunt. As we already have systems to use the camera and net to "collect" info about wildlife, it would be great to implement something of that sort to encourage immersion. Like, take a photo of the monster's nest, the monster eating, the monster in each zone of its territory, use the net to take samples of the monster's poop, saliva, etc. and completing research thresholds would maybe give small bonuses when fighting the monster, maybe breaking parts a bit faster or increased yield or quality of materials, things like that.
@yiangaruga4928
4 күн бұрын
Very valid points. If I had to pick two of my biggest concerns/things I didn't like these would probably be it too. There's other smaller things like the auto-heal function and flickering health bar but those are at least optional or probably don't distract the experience too much whereas something like tracking being basically nonexistent is a real bummer
@lukieq12
4 күн бұрын
Why worry about auto-heal when it's completely optional?
@Fatlumpthe1st
4 күн бұрын
There's an auto heal function? Could you give me a quick breakdown of how it works? I don't remember hearing about that
@kozako2253
4 күн бұрын
@@lukieq12atleast read the full comment
@HankJ666
4 күн бұрын
@@Fatlumpthe1st There isn't a auto heal function, it's an option you can set in your radial menu that will automatically pick between a potion or mega potion depending on how much HP you are missing, that's it, it's virtually no different from just having both items in the menu
@HankJ666
4 күн бұрын
From all the gameplay I've seen the flickering health bar isn't really that different from how the camera moves away from your character when the monster is gonna do it's big attack tbh
@arvian8419
Күн бұрын
-No tracking Harry, you don't need to sell it to me
@afloatcashew6828
4 күн бұрын
Very vaiid concerns. The combat, its hard to tell so early of course but it does remove some weapon identity if every weapon can attack 360 degrees, and it puts less emphasis on positioning. We will have to see, it will make combat more fluid but at the same time is likely to negatively impact the core principles. And yeah, the tracking is a little weird but its pretty miniscule overall. SOunds like a mix of world and rise, and I didnt really like either very much, but all 3 of these are still ages better than paintballs. Does seem weird they dont elaborate on it but as long as there are still interactions where monsters leave tracks and whatnot (which im pretty sure they do on account of the ecology focus) It wont be that big of a deal to me personally.
@Mfolsom245
4 күн бұрын
They didn't only buff the ability of weapons to change direction when attacking, they nerfed some too. It appears that the longsword can no longer use special sheathe to completely change the direction it is facing anymore. Seems like you can only shift about 30 degrees with it now.
@sephi7ac
4 күн бұрын
The scoutfies in world could have been subdued a bit for the green. The blue ones I felt were fine. But the biggest issue I had with them was the neck-break camera jerking if they wanted you to backtrack.
@ORLY911
4 күн бұрын
yeah i was never a fan of camera control being taken from the player.
@pandamoniumsan
4 күн бұрын
its like the game is being designed for a first impression over timeless cult classic
@tj6191
4 күн бұрын
I wouldn’t mind if they removed ONE of the drawbacks to helm breaker, like you could dodge out of it but still lose the energy or you commit to the attack but don’t lose the energy, it really is the most expensive attack in the game, more than TCS and SAED honestly (unless you foresight slash for all your energy)
@axelmartinez1235
4 күн бұрын
The saed charge blade playstyle is already dead with the new chainsaw mode mechanics. Removing that commitment factor helps the charge blade actually compete in dps with other weapon types with the playstyle that you want and desire. I think from what we've seen with the new gunlance and that fact that the bombs apparently FINALLY scale with damage skills, I love the idea of letting more weapons become used in new ways so that I dont keep using the same weapons i've used for the past 4 games. Movement speed creep is already a thing in iceborne and sunbreak; slower weapon types needed this. Sidenote, despite the longsword being really good and fun to use, on paper it still doesnt have the highest dps in the past games. The flowing and fast decision-making nature of the longsword is a Feature, not a detriment. Hitting a helm splitter doesn't require the same skill as a tcs or super amped SAED. it's very easy, but the mental stack of a longsword player is still complex with the multiple avenues of decision making
@blazingruin2975
3 күн бұрын
I too, appreciated the tracking aspect of World, and I enjoyed the tracking system of Pre-World. The one where you had to fight a monster enough to know the spawns and the retreats because nothing showed on the map. (Unless you had Autotracker skill in your set) In the old games, it really set you apart as a "skilled" player when you knew all the nuances of spawn locations, retreat locations, and were able to capture before signs of retreat by knowing roughly how long each monster took to be killed. I loved setting traps "early" to capture monsters mid fight while everyone was still wailing on it, and see them say, "Wow, I didn't think it was ready yet." I do find it a shame that people would much rather have all that detail just given to them at the start.
@garbodude4365
4 күн бұрын
The return to the more realistic aesthetic, honestly, is a choice I don’t care for. I love the Nintendo era look for the games personally, 4U and Sunbreak especially, and seeing the series move on from that bums me out a little. Not a ‘do not buy’ factor, but I’ll change my PC background to a screenshot I like from Sunbreak or something
@Paperbat
4 күн бұрын
not the "nintendo era look" you mean the ANIME STYLIZED GRAPHICS....
@garbodude4365
4 күн бұрын
@@Paperbat yeah that too. Either or really, it’s more colorful and fun to look at for me I guess
@sethington719
3 күн бұрын
As long as the monsters become more complex and dangerous, I think being able to control and cancel actions is a good idea. If they don’t get any harder than World, then yes, it will have made the game almost trivial. I’ll always be one for faster pace gameplay up until we’re reaching speeds that people can’t react, and especially where the character can’t be controlled to adapt.
@robbyw.8616
4 күн бұрын
Let's hope that they compensate the easier use of the weapons with stronger monsters.
@porkwhisperer3050
4 күн бұрын
Even if they do this I won’t be happy honestly.
@AysarAburrub
4 күн бұрын
this doesnt solve the problem, in fact it kinda makes it worse because it creates power creep. I dont want the monsters to have more BS moves or their speed to be bumped to high heaven to counteract the BS the devs gave me as a player. Just look at the terrible design of Elden Ring bosses compared to older Souls titles. Elden Ring gave the players too many powerful tools (summons, ashes, etc.) and to counteract that the bosses were made to be hyper aggressive as if they're on crack and were not fun to fight at all.
@mykal4779
4 күн бұрын
@@AysarAburrub idk i didn't use summons or ashes and i loved most elden ring bosses 🤷♂️ not a brag, they were very hard, some took me hours, but that's what i want from a from boss
@AysarAburrub
4 күн бұрын
@@mykal4779 i wasnt talking about difficulty, I was talking about fun. I also beat ER solo, but a lot of the bosses werent really fun to fight because of how hyper aggressive they were.
@mykal4779
4 күн бұрын
@@AysarAburrub different strokes for different folks i guess. i would say that about maliketh but i really did enjoy most of the bosses personally
@House_of_Green
3 күн бұрын
I agree wholeheartedly. I thinks it’s huge missed opportunity to make tracking monsters more engaging. I want certain monsters to be rare to find.
@Jazzy--
4 күн бұрын
Knowing the insane difficulty of iceborne, I'm almost confident that all the buffs weapons get, will be balanced out by the monsters being faster and/or stronger. The new generation is different. We just gotta get used to that i guess
@CuriosityMisledMe
3 күн бұрын
Search up “Power Creep”. It is not a good thing.
@Buttersaucee3
3 күн бұрын
My only hope is that just like World with Rise, Wilds gets released with an accompanying title that somehow goes back to the Old World MH. Because with each step into the New World, they remove or diminish the aspects about the franchise that made me fall in love with it under the guise of accessibility, quality of life, and being beginner or new player friendly. It’s alright if you want to make New World games for people who like those styles, but don’t pull an Aonuma on me and shrug off Old World as something that shouldn’t be gone back to because it’s less freedom or it’s less options.
@alathreon8315
4 күн бұрын
It's not the first time Capcom did that, they remove commitments and make things easier each game. Since world, potions can now be cancelled and you can move while using them, since rise, you can sharpen while on mount. And it's just two examples, so for me, it's like any other new mh change at this point. For the monster displaying on the map, yes this is a big problem, I really hated this in rise.
@roofusmakesbeats1972
18 сағат бұрын
Im telling you straight up, the reason they’re reducing the commitment to a lot of attacks, is because the late game monsters will make Fatalis look like a cake walk.
@roofusmakesbeats1972
18 сағат бұрын
Also, if the Tracking worked like it does in world, you would spend AT LEAST 20 minutes aimlessly wandering around for tracks.
@ori7737
4 күн бұрын
I don't think the changes to attack commitment will matter in practice, and in some cases may raise the skill ceiling of good play. There's also lots of context regarding motion values and mechanical changes that we'd need to get an accurate picture of how these changes fit in. A few thoughts on the bigger changes: - Helm breaker cancels will be hard to pull off in the moment. The clip they've shown where the monster randomly decides to limp away is an ideal scenario, and I think it's fair to reward players who can react in time to that situation. When a monster is actively engaged and attacking it'll be harder to decide whether to cancel or not. Whether the spirit level should decrease depends on the rest of the changes they've made - maybe it's much harder to gain levels now - Being able to redirect TCS seems fine given how slow it is to do so. Again, not something that will be easy to use in a regular hunt without good monster knowledge. The fact they're demoing on chatacabra (the easiest monster we've seen so far) makes it look much more impactful than it seems. - Demon dance phases are still quite long, the monster will have plenty of time to punish bad choices there. We also don't know how damage scales between phases - maybe most of it comes through at the last stage?
@itsaUSBline
4 күн бұрын
Finally a sensible comment. I don't think we know enough to know how things will pan out in practice.
@strateks9611
4 күн бұрын
The whole idea is that once you start these moves you can't go back, taking that away makes the commitment way lower. Deciding when to cancel helm breaker isn't gonna be hard either, even with just general monster knowledge you'll know when to cancel it out. Your only thought process will be "will the monster start an attack?", or, "will the monster start moving?", which unless it's a monster you have no clue about, you'll know if it's gonna move and if you're not sure, just cancel it. Helm breaker is an attack which you do with an opening or when you're predicting the monster's move, if you can cancel it out you don't have to wait for an opening and just take your chances with the A.I. Tbf, it's not gonna change gameplay too much, LS has another move which you can do after HelmB which does a lot of damage, so you're gonna want to use that one as much as possible, which means you're gonna wait for a good opening. I have a bigger issue with Iai Spirit Slash. TCS is the worst offender because GS' entire playstyle is good positioning, you're taking a good chunk out of it's difficulty by being able to just redirect attacks, sure, you can't move forward so you have to calculate the distance, but now you get to pick and choose which part of the monster you wanna hit, which was also another thing you had to account for. There's also the sweet spot of the GS, which isn't so bad in this case, you'd still need to calculate it with focus mode, but you still have an easier time getting that sweet spot since you can change the angle, which will also affect the distance. Demon dance is the same as the others, this one just straight up locks you into place for it's entire duration, it's meant to be very high commitment. I see how focus mode could affect DB's and GS's MV, but, LS is cancelling the move so idk there. I guess it could be that you need to start those moves in focus mode to be able to cancel them out. Still then, even if there were MV changes, I'd still not like the changes since it's still taking one of my favorite things away, and I'm not dumb enough to not use them in focus mode for the safety they provide (unless it's safe opening but that doesn't count), I am dumb, but not that much.
@Randomness-hz7kj
4 күн бұрын
While you are correct that it is worth waiting until we have more context, what info we already have makes it seem that commitment as a whole is massively reduced. Also, for the difficulty of LS gaining spirit levels, believe me when I say that it has literally *never* been easier for LS to raise its level than in Wilds. Landing the Iai slash levels it up, you can shortcut into the spirit combo to get to the round slash faster, hell you can just *hold R2 for 1.5 seconds, release, and that immediately gives you the roundslash.* Not to mention, the new Focus Strike for LS gives it levels based on the number of wounds destroyed, and yes it is 1:1, if a monster had 3 wounds and you land the focus strike, you instantly hit level 3. Enough about LS though, the lack of commitment can be seen across the board. The weapons with shields are able to cancel *the sheathing animation into a block.* Dual blades, as mentioned, had demon dance reworked, which I’m honestly fine with the idea of, having multiple stages that get stronger, but it is yet another case of removing restrictions. Bow, I would argue, has had almost all of its restrictions removed, if only because the new perfect dodge is so core to the weapon, giving back stamina, and the new resource needed to apply coatings. What it really frees up, is positioning, bow is now free to stand wherever it wants with no real fear of danger so long as the player has adequate timing.
@matteoday
3 күн бұрын
A smaller complaint, but I really dislike the new monster icons from what I've seen. World's felt detailed and intricate, like they were actually carvings or murals made by people in universe. Same goes for Rise, the watercolor style felt natural and was really stylistically interesting. In wilds though, we just have uninspired cartoony renders that feel flat and out of place. The icons were one of my favorite details in World, sucks to see this (subjective) downgrade. That said a mod to replace them sounds easy enough to make in the future.
@voltaicburst4279
3 күн бұрын
I didn’t like how rise changed the kinda Aztec? Tribal? Style of the icons. Mh Tri and world are my favourites that i can remember.
@ArielK-a
2 күн бұрын
@@voltaicburst4279 Rise decided to go with a more Oriental aesthetic, as culturally they would use ink and brushes, so you get more rounded corners instead of straight lines that cultures that wrote in stone/clay tablets had to use. Since Tri they started adding more and more detail into the icons, it's just that with Wilds is probably getting too detailed so starting to feel off.
@voltaicburst4279
2 күн бұрын
@@ArielK-a i understand that, was just stating my preference. I think tri icons look so damn cool.
@kevin850406
4 күн бұрын
The problem with tracking system is, it doesn't blend in well at the late stage of a grind heavy game, it'll just become chore. World has this problem, and imagine with Wild's map, how badly the problem is gonna scale.
@DefinitelyNotPedro
4 күн бұрын
World literally does not have that problem. I can hop on my 500 hour save, go into any map and know instantly where any monster is because my research level is so high.
@stephenvianna8736
4 күн бұрын
I may be wrong, but I think World had a separate scout flies level which would decrease if you hadn't hunted that certain monster for a while. Then you may have to find a couple of tracks to start of the hunt.
@kevin850406
4 күн бұрын
@@DefinitelyNotPedro More like you memorized their spawn location; from time to time it still takes 30sec to 1min to make them pop on the map. I've had both 600+ hours on World and Rise, I'm sure I like Rise's way of doing much much more.
@kevin850406
4 күн бұрын
@@stephenvianna8736 And then a pack of jargras make the flies dissapear, boo boo.
@stephenvianna8736
4 күн бұрын
@kevin850406 yeah so frustrating. They then have to die.
@EDD8209
2 күн бұрын
The one thing I have t liked about the new Gen MHs is the prep work that goes into a hunt. The cold and hot drinks are one example. It takes away the full experience of organising yourself for a hunt. Doing the leg work to get the potions you need because your planning on fighting X monster seems to have completely disappeared. I’m just old school I guess
@IWestrada
4 күн бұрын
I feel like parries and perfect evades have no business in monster hunter. A game that rewards positioning does not lend well to mechanics that use reaction time to remove the need for positioning.
@tapwaterandhairstraighteners
2 күн бұрын
If anything, those mechanics worked much better in frontiers dos engine rather than in the new gen ones.
@VPT2
4 күн бұрын
For commitment moves. A good counter arguement for Dual Blades is more so Dual Blades has always been a fast run around weapon where you can quickly hit and run and all that similar to Sword and Shield and even Insect Glaive, however it was always very odd that you had this literal 1 attack that was a hyper overcommited slash you could not cancel out of which seems to run against the rest of the weapons moveset, a move that if you flinch the monster during a usual opening the first hit you cannot stop, something you largely can't predict a normal player, you basically are damn near punished by continuing to swipe until you get hit. So what they did, rather than allowing you to cancel demon dance, they split it into 3 parts(assuming what people said is correct) them being Demon Dance 1, 2, and 3. Greatsword as of 5th gen could cancel any of its charged slashes by using the move tackle, you still had to commit to an attack, but tackle also reduced damage making it less punishing. The ability to turn up to 180 degrees during charged attacks is most likely going to be more broken in the hands of speedrunners. Unless focus mode acts like a literal aimbot, even with the ability to go from the turning radius of 30 degrees in either direction to 180 degrees in either direction, unless the game has aimbot, people are still going to miss. Most misses GS I have had with GS not the result from the inability to turn but rather misjudging distance. The ones that is the result of the inability to return are 2 particular situations, 1. The monster is flailing in a manner that shoves you away from them like anything with the Kushala skeleton and Nergi's flailing. 2. You are preparing to attack the monster while they are moving and they overshoot you without knocking you down. In terms of Longsword, its less the problem of it being able to cancel helmsplitter, its the fact you can cancel it ON TOP of all the new things Longsword currently has to power up and keep it at red meter. From the way the helmsplitter appears to work in Wilds, it looks like you can only cancel it on the way up and the top, but not on the way down. This is not that much different than if you were to cancel a charged slash or TCS with Greatsword using tackle when you are charging. Even if this wasn't in the game and you couldn't cancel Helm Splitter, losing red meter in this game is basically a non-issue from everything I've seen so the punishment isn't even that bad. For Tracking Pretty sure its been confirmed that the tracking in the Gamescom showcase is NOT the final products version of tracking, but more to allow players to quickly get to the monster during the very limited 20-30min demo they can play. Would be a bit awful to wait 6hrs then not be able to quickly get to the Monster in less than 5min. Most likely it will work like Worlds scoutfly system where the more you do it and level it up, the more likely a Monster will just show up on radar right away. Quite a few times in my endgame hunts does my game show me exactly where the monster is right away or after grabbing 1 or 2 tracks because I actually leveled up the research. In terms of removing scoutflies, that probably wasn't going to happen due to how Monster spawns work in 5th gen and map detail, especially World. Old games Monsters basically spawned in the same spot every time and the paintballs were used for keeping track of it. Tracking footprints really only works for anything that walks to begin with, if it can fly, well.....what tracks are you gonna follow from A to B? Also paintballs are back, meaning there is more to the tracking than we are currently seeing.
@Well_Meaning
4 күн бұрын
I absolutely HATED the tracking in World-- it was just running around pressing circle until a bar filled up, to the point it just felt like a busywork version of what you ALREADY do in the old games (loading into every map until you see the guy you want to kill.) I actually think it's time that Monster Hunter as a franchise grows up enough to realize that the aspect of the game centered around "finding the monster" was actually a relic of the technically janky "arenas linked by loading screens" structure, rather than a core part of the experience. Because, in reality, you learned the spawns, threw a paintball, and did the hunt. It was always a nothing-mechanic, and World was only a step toward tedium rather than engagement. If anything, the REAL reason Rise bungled this was that the maps themselves felt like miniatures of the extremely fantastical older maps. Edit: To elaborate, if MH wants to really go the route of "hunting simulator" and make it meaningful-- the entire game, from the ground up, literally at its foundation, needs to be rethought. As it stands, the "simulator" enjoyment in the franchise comes from the Monsters themselves feeling alive and reactive when you're whaling on them. The feeling of "this guy moves realistically, he's fun to fight, he limps and flees, he becomes more frantic as he's dying-- and most importantly, I'm going to turn his big frilled neck-leather into a cape later".
@Zero0mtk
4 күн бұрын
"Busywork version of what you ALREADY do in the old games" - is so true. Or dare I say it, it was an infinitely more hand hold-y version of the old games. It's cool when you do it for the first couple of times, but once the curtain lifts up, it felt kinda annoying. Interesting observation on the Rise map factoring into this as well - I would argue that it might have more to do with the insane mobility (both horizontal and vertical) we were given in traversal, though. That made the map feel like a diorama rather than a vast environment you're hunting in (which the older segmented maps somehow still manage to give me the illusion of). It was certainly fun to fly around though to be clear. Also, 100% agreed on the true immersion/simulator aspect of the franchise coming from the monsters' behavior when they interact with us. I say that, because their interaction with the maps aren't great in the slightest - they clip, they can enter "unenterable zones," and need I mention monkeys leaping into high heavens? Yet they feel alive because of everything you say. I don't think people who say "they're turning Monster HUNTER into Monster FIGHTER!" realize what is actually giving them the illusion of "hunting" to begin with...
@Well_Meaning
2 күн бұрын
@@Zero0mtk I also loved the movement in Rise! It's really fun to run up walls and zip around in that game. The main issue (imo) was definitely that the maps felt so 'immediate' and snappy to traverse that it made me wonder what the point of them was. It felt like that game wanted to be an arena fighter but with Monsters. I think Rise would have been super interesting if they had gone back to the legacy maps and made every numbered section really huge and cinematic so that we'd still have a reason to sprint around on the Palamute. It also could've let the Monsters get really insane with AOEs and big attacks, since we had such diverse avoidance options. Either way, my only wish for Wild (which seems to be coming true, at least partially) is that the maps are big again. The absolute worst part of World was that every "arena" you fought monsters in *always* had some frustrating geometry that ruined sight-lines and impeded movement. You were literally always jumping off of shit or watching the Monster clip into an incline, or fucking up the AIs pathing by making the monster climb up and down cliffs, and it made me want to go back and play 4u again. I was literally dying for a plain flat arena to actually test my skills against the monster, but the game kept putting me in hedge mazes, obstacle courses, and transitional hallways.
@lawyerxsinxdarkky
3 күн бұрын
I like the versatility of the cancelable attacks, ONLY on the condition that monsters are also more active and hard to predict as well. Without that, I feel like the weapons are too good. But with that, I feel like it upgrades the féaux realism. Why would I have to commit to blocking an attack and then transforming my sword shield into an axe and sending an attack in that direction? But that only makes sense if the monster isn’t weirdly baitable into a long animation where it attacks the ground for some far fetched reason
@LouisMcK
4 күн бұрын
INCREASE THE SATURATION
@veganCari
4 күн бұрын
oh yes please, everything looks so gray holy shit
@FrnzFrdnnd
4 күн бұрын
I think that's most likely the specific weather condition on that map. The forest map looked great and even this map looks great during the more lush weather/phase.
@tiltingart9276
4 күн бұрын
@@FrnzFrdnnd No, that is just Capcom. Dragons Dogma 2 was all Yellow- Greenish. They have eye issues, and a mod will fix that day 1.
@susancronshaw4267
2 күн бұрын
"and one of my very few skills... is complaining" - ratatoskr
@TubeYouDSilvy
4 күн бұрын
I see your points with both: 1) tracking. I don’t really care. I’m busy and most play the game for the fights - but appreciate if you in equal measure want a bit more immersion it would be disappointing. 2) animation commitment. I’m ambivalent. As greatsword is one of my mains - the ability to redirect the TCS is an absurd development. We will have to see how it works out in practice. If the monsters are dynamic enough in practice - it will be a welcome addition. However, if you gave me that ability in World, it would probably “break” the game. So we will simply have to trust the devs for now that they know how to tune their difficulty. But the points are well taken - and kind of obvious, honestly. 😊
@gardenofadam79
4 күн бұрын
With Slinger Burst we pretty much have huge amounts of directional adjustment in our Kit, so I don’t see focus mode being too drastic a shift from that. I personally enjoy the tracking and hate how Rise just shows you exactly where the monster is. This game is Monster HUNTER, not Monster FIGHTER. Please Capcom, leave some tracking and actual Hunting in this next installment of the franchise. -a Crusty old First Fleet Hunter
@Cptraktorn
3 күн бұрын
but we do know they that dont know how to tune the difficulty though, world and rise were both joke level difficulty in the base game and in iceborne they just made the monsters annoying in order to counter balance the clutch claw. I didnt play sunbreak (rise sucked) but my understand is that the monsters are just very sped up and deal tonnes of damage at the endgame.
@lonesurvivor8828
3 күн бұрын
Dang. I want to hunt monsters. Im glad the scoutflies are gone, but i wanna learn the maps, get lost a few times and perfect my routes. Learn the monsters habits. Maybe ill be able to get away with not looking at the map, as long as foot prints and clues still pop up. As long as i can still manually track monsters ill be content.
@riverstarmusic8656
4 күн бұрын
I really didn’t like tracking the monster. Not in Generations and not in World, I LOVE the monsters and the fights. I’m the person the changes cater to because I want to fight monsters as often as possible without a 5-7 minute search before each encounter.
@epsilon1372
4 күн бұрын
I think tracking should be improved, but I agree they’ve never gotten it just right so far. I think the best solution with tracking is to make the first hunt a memorable tracking experience and then you can just show me the monster on subsequent hunts. Either that or pick the much harder solution of making tracking something that’s very dynamic and varied each time that it never gets boring
@semoh
4 күн бұрын
i honestly feel like this system sounds like a good middle ground for tracking. it's not as extreme and boring as rise was, but it takes less time than world did. you'll still have to track it once, but then you don't have to anymore.
@riverstarmusic8656
4 күн бұрын
@@semoh I agree. I don’t HATE tracking monsters, but it needs to be more engaging than just finding some footprints.
@petercottantail7850
4 күн бұрын
the tracking in past games was done poorly, there is no reason to like it. usually people would just look up the areas a monster would spawn for a quest and go from there. if there were actually visual signs like footprints, animals running away from an area, roars echoing anything to hint where you should be looking, instead players are just left aimlessly running around hoping to find it. if there was a way to mitigate it, it wasn't explained well. the system in wilds will be a bandaid solution which is more a glorified loading screen waiting for sekret to get to the destination. it will be great for when the hunt starts to auto pilot i have no problem with that tho
@dragumkirisute1998
3 күн бұрын
One thing thats gonna be extremely distracting is the weather changing mid combat. Theres going to be incidents where the weather changes as the monster is doing an attack and its gonna hurt a lot.
@Mfolsom245
4 күн бұрын
Eh I get where you are coming from but I still think being able to cancel helm breaker is a good change. More than half the time I miss it(in world) is because the monster does a comically over dramatic flinch away from me when I hit the initial stab part of the move. That always feels really bad and like pure RNG is screwing me over. I also get the point you're making with tracking but in the context of going on hundreds of hunts on maps that are going to be bigger than ever it makes sense for them to cut out some of the tedium.
@Voltricity435
4 күн бұрын
yeah that was definitely a problem but an easy fix is just not letting the stab from helm breaker flinch monsters
@michaelmcdonald2005
4 күн бұрын
That's an Iceborne issue introduced with their worst addition in all the games (Clutch Claw). In World it was fine
@Jonas-zc1kv
4 күн бұрын
@@Voltricity435you forgot about teammates flinching the monster....
@ArielK-a
2 күн бұрын
@@Jonas-zc1kv With teammates that's just bad team play and you got punished for it (as you should)
@Jonas-zc1kv
2 күн бұрын
@@ArielK-a how is that bad team play!?
@TheWerelf
3 күн бұрын
We need to talk about negatives early, so that devs have a chance to see the complaints before the release
@saiyanhashira3445
2 күн бұрын
@TheWerelf. You mean complaints that would weaken the experience? Finding a monster blind in a HUGE map like this would drain the timer too much and would take way too long and them making the combat more fluent and quick is fun. When MH world came out it literally did all these things to MHGU but it was fun. So why is it such a shocker that Wilds is doing new stuff too?
@BaronSterling
4 күн бұрын
I never understand people who are so focused on the slow, heavy-commitment aspect of Monster Hunter. Firstly because I never really enjoyed it and preferred more fast-paced, fluid gameplay. Secondly, because it's not nearly as fundamental of an aspect of the game as its purporters seem to claim. Sure, it's true of weapons like the Greatsword and Hammer, but weapons like SnS, Dual Blades, Lance, and Bow have always been much more freeform and lower commitment. It feels like the people in favor of this heavy commitment as part of MH's core identity are treating their weapon's playstyle as more universal than it really is. As much as I'm not a fan of how much favoritism the Longsword receives from the devs, it seems completely reasonable to me to be able to cancel a Helmbreaker if you realize you're about to whiff and waste an important resource, especially when you compare it to something like the Greatsword being able to tackle or dodge cancel a slash they've already charged to level 3, Charge Blade being able to pull back on an SAED to keep it a basic AED, SnS dodging out of Perfect Rush, etc.
@lukieq12
4 күн бұрын
Big agree. Lance is my main and those pokes come out quick lol
@samirgomeznovelo746
4 күн бұрын
You are most likely a mediocre player, even with quick weapons their most powerful attacks are always slow and/or hard to aim and you can't cancel them. Sure, you can play like mediocre casual and kill the monster in 40 minutes, or you can actually play the weapon as intended and maximize your damage playing it the right way which always involves a higher risk, just take the sns new combo, it has a timing element which comes after a specific combo move and you can't cancel the long animation, it is also hard to aim, so only a player that knows how the monster behaves could land this combo. The lance has been the safest weapon from the beggining, but it is a weapon that also encourages the player to make a riskier move in order to deal more damage, thats why you can only have 3 hit combos with it, and then they require you to make a hop which makes you think about repositioning and also opens you to a higher risk of taking damage. You know nothing about this game, if you want to play like any other mediocre action games go ahead, no one is forcing you to be good at MH, CAPCOM has been streamlining this game to a fault, but don't ask to change the essence of the gameplay old MH players like and enjoy, this is not a hack n' slash game, and before this game was about preparation and commitment, now you don't even have to farm or risk losing all your suplies after a botched quest, if I didn't like something about World it was precisely that it became an arcade game/action game rather than a hunting game where prep and strategy played a role.
@Fatlumpthe1st
4 күн бұрын
@BaronSterling It's true that some weapons have more commitment times than others, but that is still a core part of the gameplay and removing commitment from weapons that previously had it takes away from those weapons' identity. Now instead of having some with and others without every single weapon is agile and non-commital. It's not necessarily about move/attack cancelling either it's about the ability to change direction to extreme degrees as well. Dual blades despite their move set requiring less commitment overall it still had demon dance which required you to stay in one spot to do your big flashy large damage attack. You had to think about when to use it or not, but with Wilds you don't have to think about that at all. All I see is the MH team watering down the gameplay and I'm absolutely against it
@BaronSterling
4 күн бұрын
@samirgomeznovelo746 LMAO. It is hilarious that you just presumptively called me mediocre at the game and then tried to poorly explain Perfect Rush to me - a move I already mentioned by name, am extremely familiar with, and already called out in my first comment as a move you CAN dodge out of, specifically as an example of how even these weapon's most committal moves aren't really that committal. I've been playing since Tri, I have thousands upon thousands of hours in this series, I'm proficient with every weapon, and my average hunt time is 15 minutes. My argument isn't from a position of ignorance, it's from a position of expertise. Please don't try to step to me. You _will_ lose. Stick to actually addressing my points.
@BaronSterling
4 күн бұрын
@Fatlumpthe1st I strongly disagree that the new Blade Dance is watered down, or that the old one required more thought. It used to be that you simply pushed the button when the monster was downed, exhausted, trapped, or otherwise incapacitated. It was a binary "do you have a giant opening currently? Yes or no?" and not really much else thought. The new one allows you to expend Demon Gauge to alternate between Blade Dance and Demon Flurry to reposition or extend the combo, now allowing repositioning mid-attack and the exact degree you want to commit to both be factors you consider. I'd say it's much more engaging and requires more thought. Besides, Blade Dance was always unoptimal DPS in the old games anyway. It was more of a flashy noob trap than a high-risk high-reward option anyway, and it's even been made obsolete in the "flashy but unoptimal" category by the Levi back spin nowadays anyway. I'm glad the move got a face-lift.
@dongodongo12
4 күн бұрын
Capcom pisses me off because they could make perfect games but they never see these small things that could easily be fixed
Пікірлер: 1 М.