Monster Hunter Wilds

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Will you play it at launch?


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    238
Claw counter from Iceborne is still one of the coolest moves Lance has ever had. It was basically a counter that allowed you jump onto the monster to wound or wall-bang it, and it also gave you hyper armor while you were attached to the monster so monsters couldn't shake you off.
Probably one of the better things they've done for Lance users, and they need all they can get...well I say they're in a good spot now actually.
 
Probably one of the better things they've done for Lance users, and they need all they can get...well I say they're in a good spot now actually.
Wilds Lance is definitely in a good spot, maybe still a bit weak damage wise but not nearly as bad as it was in launch. One thing that I can appreciate in Wilds is that compared to Iceborne there are very few completly unblockable attacks and those are mainly the cinematic attacks like Jin Dahaat's nuke etc.
However I think that best Lance has ever been was in Sunbreak. The silkbinds for Lance were just perfect and helped to fix so many problems Lance has like poor mobility.
 
I know I wrote some level headed analysis of the game in this thread when it came out, I've changed my mind.
This game is fucking shit ass trash shit and it sucks dick.
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. The amount of videos I've seen players just absolutely bulldozing, stun-locking monsters to kingdom come is absurd, a majority of the monsters simply aren't equipped to deal with the shit hunters can do in these games - this used to be something that required specific, meta builds and a lot of planning back in the older games, but it's just normal now, I guess.

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).

In World you just equip a flash pod on your slinger and at literally any point you can just press a button and fire it off. You can aim them up at the sky whenever they're escaping too. If you run out, guess what? You can go back to camp and restock, or craft some on the fly. So everyone used this to make a bunch of fights beyond trivial. Capcom now tied flash pods to a very important game mechanic and they couldn't just get rid of them. So they decided they'd just patch a bunch of monsters either incredibly resistant or straight up immune to them. Thus we've gone from a situation where there was an item that had an opportunity cost to use and rewarded players for preparation and planning, to a situation where they had to basically remove the mechanic from the fights where it would matter most because they'd made it too easy to use.

I think there may have been something to the clunkiness of the combat that just made it more satisfying to me. I could still happily go back to Generations or before today but I know if I booted up World I'd get bored quickly. Monster Hunter had been so normie-slopified it barely feels like there's any commitment to actions anymore.
 
I think Gogma or one of the ATs after Gogma was the last thing I did before uninstalling.
I migrated to Nighreign accumulated over 1k hours that felt like 100 hours and had the time of my life with that game.

I'm not getting a g-rank wilds if or when it comes out.
I was debating if I hated focus mode or the birds more and it's pretty close but I think it's the birds.
It was when I realized they are always there staying "close" during the fight, just running around creating messy visual clutter that your brain has to filter out, it's worse when there's 4 players.
 
Monster Hunter Wilds feels less like you're hunting monsters and more like you're clubbing helpless seals
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.

Tl;dr: I'm unsurprised at this because it sounds like they're just making MH normietard-friendly, so of course all the things that made MH interesting and all of its challenge will be removed for the sake of brainlets who couldn't win a QTE that has no failure state.
 
I think Gogma or one of the ATs after Gogma was the last thing I did before uninstalling.
Gogma is what killed any interest I had for the game. Just thinking that if I wanted to get better weapons I would have farm that piece of shit fight pisses me off. I'm actually amazed how Gogma fight got a green light for a release.
Phase 1 the fucker is so big that with melee weapons you spend 90% of it staring one claw, and getting fucked by attacks that you can't see coming. He also moves around way too much and often you get disoriented what's going on because you just see this massive blob moving around.
Phase 2 is actually pretty good. Since Gogma is leaning to the ledge you can actually see what it is doing and react to the attacks. Too bad that this phase is usually the shortest if people know what to do,
Phase 3 is where the shit gets really bad. First you have to fuck around with slinger shots so you can get the fucker to land, and then you are faced with same problems as in phase 1. Also god help you if you are playing a weapon with shit mobility like the lance.

I'm sure there has been plenty of rants about Gogma, but I just wanted to add mine to the pile because how much it annoys me.

The actual AT fights I think are pretty good. Especially AT Arkveld feels like a really good fight. He pressures you and will cart you if you fuck up. But every fuck up feels like you know how and why you fucked up. Instead of it being shit like getting hit by an attack you couldn't see coming.
 
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.
 
As a baseline, Wilds is fantastic
Lol no. World had a better baseline and base World was mediocre as hell. I do largely agree with everything else you said though, just this one part I very much disagree with.
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".
Why is this so common. I swear some people are just made in a factory with how similar they can be.
 
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Lol no. World had a better baseline and base World was mediocre as hell. I do largely agree with everything else you said though, just this one part I very much disagree with.
I'll only meet halfway at Rise then, lmao, because art style is key in MonHun (and making hammer mobile and not a slog to slug like it was in World).
 
World had a better baseline
I fucking love the progression in base World so much. Wilds progression is fucked and there's no salvaging it. I predict MR to have an even rougher curve than Iceborn and what the AT monsters have introduced as well. They've got no idea how to balance the game with wounds and focus, and the community wants boss rush CBT at this point.
Wilds was a step down from World. Fight me.

The mount is the problem it puts the whole game on rails to such an extent that you don't even need to learn the map.
What a daring and controversial statement. Especially in the thread that's mostly saying the same thing.

The mount is no worse than it was in Rise. You had just as little incentive to actually learn the map there as you do here. World was the last game to even attempt to make you learn the maps and even then you could just spend 15 minutes on an expedition in each area to max out your monster tracking and never bother with it again. But even that was too much work for people apparently, so here we are.

What I think is funny with this complaint is that it's entirely self inflicted. There's nothing stopping you from just roaming the maps and learning the layout. Literally nothing. You can just hop on the bird and start exploring. But nome of the people with this complaint do this. They all just start a hunt, hit the Uber button, and then go online to complain that the game hasn't forced them to explore.
No one bothers to actually gather anymore, either, which would help learning maps too. The excuse is "well the farms and the support ship make it less efficient" which is no different than blaming the game for you choosing to use the auto pathing instead of exploring.
 
I predict MR to have an even rougher curve than Iceborn and what the AT monsters have introduced as well
I doubt that. In Iceborne the progression was so rough because Drachen set was so ridiculously over powered that no MR set was able to compete with it until you got really far into the MR. In Wilds we don't really have a set that is so high above the other sets as Drachen was in World, so it will be much easier to replace your current set in MR.
 
Every player thinks their weapon needs all the help it can get, even if you can easily clear all the content in the game with it.
No, remove all the new shit from GS and go back to, at minimum, 4th gen's moveset. I hate seeing what they've turned my simple weapon into.
 
The mount is no worse than it was in Rise. You had just as little incentive to actually learn the map there as you do here. World was the last game to even attempt to make you learn the maps and even then you could just spend 15 minutes on an expedition in each area to max out your monster tracking and never bother with it again. But even that was too much work for people apparently, so here we are.
I never played Rise. I liked Monster Hunter Generations Ultimate a lot. You can simp for this title all you wish but it didn't click for me. Maybe their next one will. I played the shit out of World.
 
Wilds was a step down from World. Fight me.

The mount is the problem it puts the whole game on rails to such an extent that you don't even need to learn the map.
And who is making you use it if you don't want to? Same shit as not using the doggo in Rise.
 
And who is making you use it if you don't want to? Same shit as not using the doggo in Rise.
The game literally forces you onto the bird for just about every pre-hunt "tracking" section until the credits roll. The maps are designed around the bird with their bird only routes and some sections of the map are completely inaccessible without it. Your supply chest is also tacked onto the bird along with weapon swapping. The dog in Rise was not like this, it was just a battle buddy you could ride to get around about as fast as good wirebugging, and it also didn't have autotracking. It was ignorable because the maps were designed around wirebugs, not the dog.

Core gameplay mechanics are tied to the bird, you cannot ignore it like you can ignore the dog. By the time you can kinda-but-not-really ignore it, the game will have already conditioned most players into using autotracking because they've had literally no choice but to use it for autotracking for the first 15 fucking hours. At no point does Rise ever shove the dog down your throat like Wilds does with its avian asshole.
 
The game literally forces you onto the bird for just about every pre-hunt "tracking" section until the credits roll..... the maps were designed around wirebugs, not the dog.

Core gameplay mechanics are tied to the bird, you cannot ignore it like you can ignore the dog. By the time you can kinda-but-not-really ignore it, the game will have already conditioned most players into using autotracking because they've had literally no choice but to use it for autotracking for the first 15 fucking hours. At no point does Rise ever shove the dog down your throat like Wilds does with its avian asshole.
lmfao. Credits roll after the tutorial is over.

If the game conditioned its total noob population to suck their own cocks, then YOU being a vet of the genre has nothing to do with any of that, now does it?

Rise NEVER exactly told you you COULD just use 2 cats, or 2 dogs for that matter, instead of 1:1 combo.....

Beauty of MonHun as a franchise is that it literally doesn't shove anything down your throat from newer iterations unless you've been thirstin for it, and then just makes it harder to deny so.

Unlike most, whatever "competitive or similar" games even would be, MH as a series never cock blocks you from using your birth suit of no armor to beat it like you would yourself while doing so. Upgrades are but scripted in cheat codes for noobs not willing to learn the dance of the living that then makes some dead. You can re-craft most of your inventory mid-"game" yet you're not moaning that's cheating like you would in all other games..... Read all of this in Duke Nukem's voice before chewing bubble gum and kicking your own ass.
 
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