I really hate what this series has become; I saw a comment a while ago that put it quite aptly; Monster Hunter Wilds feels less like you're hunting monsters and more like you're clubbing helpless seals....
World started this appealing to normie slop by adding all manner of "QOL features". A good example of one of this that bothered me are flash pods. Before, if you wanted to stun a monster because it was being annoying and flying, you had to scroll through your items to ready a flash bomb, get to the right position and then perform a clunky throwing animation so that the flash goes off in front of the monsters eyes. Whenever you're trying to use them its taking time and effort to get right. They also take up an inventory slot (and those used to be extremely precious).
Honestly, the only honest seal-clubbing is removal of paintballs/constant GPS lock onto the slippery, bubbly seals, giving us free Ubers around the map, and finally giving us fluid movement for the clubbing parts.
These aside, gaming industry as a whole (starting with fighting games) underwent this Disney Star Wars enshittification of bulldozing decades of loyal fans in vain favor of gaining some plebeians by making everything "so easy even a LS main can do it." Shitfuck Souls and its awkwardly placed and timed telegraph windups became a code goddamn action game design element that bled into technical fighting games where it had absolutely negative zero business being in.
Why did World do so, so good? Gee, maybe Capcom finally fulling away from Shitendo as their main western release system on TOP of finally coming to PC had a wee bit to do with it. You know, juuuuust a Velocipray's talon worth. World leaned too much into that "western audiences like that bullshit grit for art direction and totally cereal games" and lost its signature charm. Rise got that back, but being an in-between game added extra upon extra mario party mechanics that "community" hated. And Rise also came to PC leaving Shitendo in complete and rightful dust at the end of the day which was a glorious move.
And the finale is internet. Internet became so stupidly accessible and rewarding for sweats that they started crunching game numbers and publicly teaching the entire game's population about most broken builds that shave away the core point of a MonHun game. Throw this back a decade and there was a considerably smaller fraction of people who knew about OP builds compared to now.
As a baseline, Wilds is fantastic and just needs to mature a year more + expansion + its TUs to be in its full glory. Plus stop forgetting that it's now on motherfucken PC and mods can finally be an easy thing since it's running on RE engine that the community knows very well.
I can't say I'm surprised if true (haven't played Wilds) because literally everyone I've tried to introduce to MonHun as a series has had two complaints: weapons are too slow, and monsters aren't fun to fight. I dig for more when friends and family say things like this, because I wanna know why:
The first one seems to come down time after time to "I went with the greatsword/longsword and it wasn't fun, but I also won't try anything else".
The second one always comes down to "big monsters aren't fun to fight because they can bully me".
I like to compare MonHun to traditional Fighting Games just for shiggles, but those two things in particular are basically the same thing I hear about why normies won't playing fightan - they tried one character and didn't like them but they also won't try anyone else, and they didn't effortlessly steamroll the first real opponent they came across.
MonHun is like 2d Guilty Gear - it won't make sense until you put in enough time for basics to click, and THEN it's a sushi boat of fun and skill ceiling allowing for plenty shenanigans, but not until you earn that right.