I liked so i will comment what you asked and subscribe, you get 1 year of good MH luck!! Corrections: - You can see captured monsters in Selina apparently
The real problem with Astera/Seliana is how they weren't made as the rightful session hub, given for its size. So much space to walk around and yet it's only accessible for single player. Rise corrected this aspect with Kamura Village.
It would be cool if they kept gathering hubs where a larger amount of players could gather, but maybe you could also send a limited amount of hunters invites to interact with your world, or have it as “open”, like with the Room mechanic in Iceborne. Or just make it simple and have like 4-6 players in your World like Kamira, but 12-16 players in a hub or something.
Yeah, world had a big charm for me and I don't think I'll ever have a gaming experience like world, rise didn't really have it for me, I wonder what's for the future though
@@Darkclowd The only Monster Hunter I have played is World/Iceborne. I might jump into one of the earlier titles once I am finished with Iceborne. That could be months from now at the rate I am going!
There is one issue regarding Base World's monsters that I don't see enough people talk about: The terrible elemental distribution for monsters. The number of monsters that use each element for attacks is as follows: 1 uses Ice, 2 use Water, 2 use Dragon, 3 use Thunder, and 15 use Fire, FIFTEEN!!! The number of monsters that use fire is only 1 less then all other elements combined and doubled! Edit: It's actually 14 Fire monsters, not 15. I thought Dodogama did Fire, but they only do Blast.
I'm VERY glad others noticed this as well. I hardly felt like there was any reason to speck into certain resistances, because... well, why would you? A lot of the monsters that used the very limited elements weren't even worth worrying about, so that Element never felt threatening in the first place. Fire was one of the only ones that was worth bothering for purely because of its presence. Iceborne did a great job of alleviating this complaint for me. I could tell the devs knew it was a problem and tried to address it with more variety directly.
@@0ctopusComp1etely idk about that. Kirin especially AT kirin was one if the few monsters i had to get a very strong lighting armor plus stun resist to fight that thing.
Nah this was my main issue with base world that they corrected in iceborne. I complained about this to the high heavens and I saw a large amount of people also complaining. Almost every monster shot fire it was ridiculous
51:03 You can see the captured monsters in Astera They get displayed on a platform simmilar to the one from Seliana, it's located left of the entrence to your house, kinda where the research guy hangs out, you walk past it at 41:35
Hear me out: I like the guiding lands. Now, I know this is unpopular, but I have a reason. I don't care much about augments, or the new drops. I also mostly played at the point where metal raths and brute and the like had event quests that didn't require guiding lands. I like guiding lands because I can load up world, hop in the guiding lands, and just wander around. I don't have to pick quests, load in and out, any of that. I can just wander and fight whatever shows up. The system has problems, horrible problems, but I like the guiding lands.
I like the guiding lands as well, minus the restriction to having only 3 max level areas, if that was changed then I’d probably never leave for any reason other then needing to go the blacksmith
Same I would endlessly hunt monsters with others so having mats for augments was never a problem. It was just fun to not have to constantly see the long loading screens.
i like the concept but their was to much unearned spectacle they spend half an hour showing us godzilla and t rex in a cutscene when it would have been cooler to just start us on a simple hunt mission where they show up in the background.
I'm a 3rd fleeter and fell in love with monster hunter in the old style. Then world blew me away and now I'm one of those who just can't go back. I understand why some miss the more complex and pondersome style of the old titles, but for me, the quality of life changes and the intense action of post world monster hunter is straight up crack and I'm hopelessly addicted.
@@mondoma9861 nah op was just doing a little thing. The fleets are actually made of different parties. I believe first fleet was a mix of hunters and researchers, same with second, third fleet was almost completely researchers, four was probably just supplies and smiths and stuff, and fifth was almost entirely hunters(including the main character).
@@songbird6414 nah OP is saying they're a third fleeter because they started with the third generation. I call myself a third fleeter because of this as well.
@@Ironboundmonk I’m aware I was explaining to the first comment that they were making a fun joke and that the fleets had nothing to do with the gens(and the fleets actually have quite a bit of lore. I’m a third fleeter as well trust me😉
I don't get how people miss the charm farming. I spent months as a cat in that damn volcano in Generations and I never even got close to the charm I wanted. Jewels being rng is much better because when you finally get the jewel it won't be the worst or less optimal version of it, it will be the exact jewel with the exact skill and the exact amount. I enjoy having completely optimized sets, I don't want "just ok" ones. Idk if rise had those awful random values that generations had but if it does than thats a good reason for me to stay away.
my take on the palicos in world is the fact that it made your 1 cat feel more personal rather than having a lot of different cats /dogs in rise. After spending an ungodly amount of time making my palico and palamute in rise I felt sad that they just weren't strong enough, if they can go back in a sense where their abilities were based on their tools rather than a class I'd be very happy
The issue with leviathans is how their necks and bodies would have interacted with terrain. Unlike fanged wyverns, their limbs are too short so they can't compensate height difference with inverse kinematics. Their bodies and tails are also too long. Imagine lagiacrus on a steep slope between two rocks. Every single part of it's body would clip into something. Rise maps are more flat and sparse to avoid the issue altogether. Same reason gammoth can't be in World - he is too big to fit into most "doors" between areas. World is Hunter scaled, while Rise is Monster scaled.
Right point exactly another reason why leviathans weren’t in the world is because there weren’t enough water-based areas for them. Though it would’ve been cool if Gammoth was in world but if two of the fated 4 are in rise hopefully they’ll put the other two
Rise' map size is really good compared to world and can be considered monster scaled, but boy are they barren. Hopefully in the future we get the best of both. Map size like Rise (without those stupid non combat areas that make no sense) with the life and details of World
I don’t care if someone started later or earlier with Monster Hunter, I’m just glad for a game that was so amazingly fun and rewarding that I tried some of the other games to see what the whole series had to offer. The series is fun, especially in a generation of games where that is starting to feel like an optional thing with devs and publishers.
36:00 That player home is on the ship that serves as the hub area of Astera. Before you unlock it as a player home, you can visit that place via the big door in the gathering hub. It even looks a bit different. Sadly, once you unlock it, you can't re-enter it empty. The door will allways lead to your player home you selected at that point. So you need to start a new character if you like to see it empty.
I'd also like to point out that that room also has a book in it that is essentially an origin mythos for Monster Hunter World...I think, as it's rather esoteric tbh, but thankfully it's still in the room after it's converted into your quarters.
Investigations were an amazing way to add extra hunts without making into a live service nightmare. They were randomly generated, had special objectives, and often required you to hunt multiple monsters or higher difficulty versions of monsters you usually couldn't!
Mhw was my first game and that first experience was one of the best feelings ever. I remember the mystifying experience exploring the ancient forest to my fears of a surprise anjanath that spotted me. I still love running around in the maps.
I still remember my first Anjanath, I was curious about what it actually was so I tried to follow it for a while, it went pretty well until it raised it's head and sniffed the air before turning right to me. That was scarier than most horror games lol
listen i understand that ppl dont like wallbangs, okay? but hear me out throwing monsters off cliffs is the funniest thing in the entire monster hunter series
The issue with defender gear in my eyes is the way that it’s implemented. It is an available option right from the get-go, literally character creation, and it is difficult for someone just starting the game to realize what it is they are choosing at the point. More than once I’ve seen TH-cam “let’s play MHW” videos where someone wanting to fully experience this game for what it has to offer chooses to wear defender gear because it looks cooler than leather/chainmail, COMPLETELY UNAWARE that they just chose Easy Mode. They fight some jagras and kestodon in what they consider the tutorial, and then when the big bad Great Jagras shows up they think it’s finally time to get to the REAL game, only to realize upon getting hit that they take almost literally zero damage. This trend continues through all the following monsters, and leaves them wondering “Where’s the difficulty I’ve heard about? When do I get to the fun?” The game isn’t immensely difficult in the beginning even without the crutch, so it really spoils their first impression. Of course, when the first episode goes up the comments are full of people explaining what the defender armor is, and when they take it off they realize that oh, the monsters can actually deal damage. I just hate to imagine the people that didn’t have someone to tell them and ended up dropping the game because of this skewed experience.
I had a friend of a friend that used defender gear through the entirety of World despite me and our mutual friend explaining why the shouldn't. And then suddenly when they reached Iceborne and everything hit really hard and they were expected to grind better gear they stopped playing, saying it was a bad game and way too hard without even trying to learn the deeper mechanics of the game. I didn't really care about defender equipment before but after that happened it truly earned my ire.
i will say that the defender gear, i think, looks ugly. besides that, when i would do my playthroughs i would mix and match it with the leather armor (which i think looks the best, so cute) and then i would follow all different weapons. playing with defender set with defender weapon vs playing mixed or without is a big contrast but i preferred, overall, playing mixed armor/weapon. i so think that the defender gear was a bad move and i can see why people are frustrated by people who want to do a harder playthrough and they pick the defender stuff. i think that your insight is well thought out and i agree with you
@@Hagosha i would agree, but that’s the kind of attitude that defender gear gave ppl. they didn’t know there was a grind bc defender gear made ALL of base game obsolete and not worth grinding. the defender weapons were almost universally better than KJARR weapons. that’s unreasonable, and the fact the game doesn’t TELL you the purpose of defender gear is even more of a problem BECAUSE it’s antithetical to the original game design. i have spent at least FIVE hours of my life having to explain why you shouldn’t use defender gear at ALL. that’s 5 hours that could’ve been a popup in game
I'll add that it's not just the lowered damage you take, but also the "breaking of the game" the weapons introduce. A big part of MHW is how the hunt unfolds. You hit the monster a bit, you get a trip, you unload damage, you learn how to dodge moves, get more hits in, stagger more often etc. But with defender weapons being so incredibly OP, that their last upgrade is literally on par with most weapons SECOND upgrade in MR, you do not get that experience. You reach the stagger thresholds much more often, even just flailing around, so the monster doesn't even get a chance to hit you very much. The armor skills being essentially ass, is moot, when the weapon itself is so powerful. And it also murders the other core aspect of the game, which is farming for good shit. You kill a monster, you get a new upgrade level and your weapon gets shinier and more powerful, but you might fight the same monster a few more times for it. In the process you learn its moves more, get more into your weapon and the next hunt against a new monster, your skills will have improved. With defender weapons you just spend a SINGLE resource and you get a huge dps upgrade. Often you don't even need to fight the monster; I remember "half-speedrunning" MHW to Iceborne with a buddy over the weekend and I just picked up the upgrade mat from Anja by slamming it in the wall on an expedition. We finished base MHW in roughly 4 hours. But hey, at least they totally learned their lesson and improved on that in Rise... Not like they added defender and high-lvl armor right from the start in that game, too :)
I think the perfect way to do the camp is to have a separate inventory you can prepare with limited item slots, your camp inventory, where you can restock your items but only to a limited extent, but you can choose what you want to be restockable depending on what you *think* you'll need more of.
I dont really see the point in limiting you to not being able to restock in camp at all really. Like really a lot of the gripes old MH fans seem to have with World is that it isn't as terribly hard and limiting as previous titles which to anybody other than an old school MH fan sounds like nothing but good things. Kind of reminds me of dark souls players and their inherent elitism over anybody who plays any other games.
@@KripticHCS Yeah i've seen MH vets talk about how being able to move while drinking potions and other items was a terrible design choice but I don't see how being animation locked in a game all about monsters being in your face attacking you is a good thing at all.
@@JudojugsVtuber Yup. I'm all for difficulty but it has to be good difficulty. Artificial bs and limitations is usually not so good and a player can decide to not use certain things anyways
"They were aware of these balance issues" Yeah definitely, a noticeable amount of attacks where built specifically to counter how overpowered rocksteady and temporal were by either killing/pinning the hunter down immediately. Or draining the mantles duration instantly. Scarred Yian garuga multi fireball shot, Rajang literally ripping you off of it, AT Velkana tackle, Aletreon pin attack, all its lightning attacks, Wipe mechanics, Fatalis' bite/charge. It forced hunters to stop attempting to ignore mechanics or attacks for free damage by throwing on mantles and comboing it with clutch claw. Making the fight more engaging when looking for openings. And having some really memorable hunts. MHW had some low points but the high points were incredibly high to me that more than made up for it and let me have some of the greatest gaming experiences with my friends and family in an extremely long time. I'll always treasure this game.
And also a lot of those choices were heavily criticized and disliked. Especially rajangs pin being one of the many issues with rajang in world. And world alatreon is just a bad fight.
@@CleopatraKing heavily criticized because people couldnt slap on temporal and throw him into a wall for free? Sounds strange to me that people were mad they couldnt get free damage for no effort. Aletreon is controversial but literally because of escaton alone. He required actual prep to counterplay. Is that not part of what monster hunter is? To change your layout to counter the next monster? Did people really just want to stick to that boring blast teostra razor sharp meta that much? My only personal gripe with is that it takes so long for it to land when it flies. Stalling for time. Outside of that. It's legitimately a very fun fight, as you learn its moveset. Its almost like you're dancing with it constantly, sneaking in every bit of elemental damage. Constantly on the offensive. He doesnt allow passive play, bailing out to heal meant you had to be on the offensive very often. And his moveset changes significantly depending on the day you fight him. So its practically two different Aletreons.
@@GardeninTool monster hunter never forced different sets onto players before (excluding elemental sets bc those by their nature were situational) alatreon wasn't a fun fight in world and Rajang is sure as hell not either. There's a great vid by Herny detailing why world rajang is gross and stupid compared to og rajang. Alatreon isn't a bad fight when you take out all the garbage of elemental dps checks. Old alatreon tho was a hard and FAST one shot machine for Gunners and was still scary to blademasters. Ppl joke about the icicle attack from it being super ez to dodge which yea but they also tanked your health if you got hit. Could easily punish someone trying to be greedy with their heal. I don't find alatreon fun in world even without escaton but I do in old games, mainly cause I dislike world combat. Even if you say you enjoy it most of the community didn't, it's a set of terrible fights that weren't true to their original fights and also contributed into the power creep problem.
Fair enough, but really you just had to change decorations around and craft a new weapon. Not a whole new armor set to get by. Imo the problem with Rajang is how he can cancel a lot of his moves into the rapid punches which were hard to get out of way of. So he just punishes you for attempting to punish him on moves that normally had longer recovery. I don't have much knowledge of the oj rajang compared to you but if it's anything like Rise Rajang. Then I can't tell you that fight is any fun whatsoever with how much wind up he has on all of his moves. He's a complete joke and a shadow of what it I had to experience. I believe superRAD said GU? Aletreon was boring so I really think it boils down to how people prefer to play monster hunter. If it boils down to taste then I just greatly enjoyed Aletreon for what it is outside of my listed issues. But watching G rank runs of Aletreon in GU makes me think the moveset change was necessary. Otherwise it's just a joke a boss in World.
@@TheDragonshunter Auguments can go to hell. If I have to rate from 1 to 10 World I would remove one entire point because of that trash and Guiding Lands. Makes the game full of padding and awful to replay.
@@yurei4414 But I want a Monster Hunter game to be full of padding tbh. I like to never be "finished" in a game like this. I mean, I already had 100+ hrs of enjoyment easily before even getting close to a point before optimizing my gear like that became a neccessity.
Agreed, or if they do have that grind have it be a partial grind. Heck Worldborne COULD have done so by having *every* decoration be craftable just with a huge amount of points for the more valuable ones that way even if RNJesus hates you you can brute-force what you want. Or Rise by doing something like fusing charms so you can get the slots and skills and point allocations you want after enough failed attempts. I know an endgame grind is kinda important for these games, but for me that grind is done for fun and not because I'm forever chasing my perfect optimal set; too much reliance on RNG just makes me not bother engaging with it and I just go with whatever I get and not care.
That would a future mh portable title i think.. no more random bs.. and maybe they should remove the grind entirely at that point.. hunt 1 monster then get all weapons and armor immediately after lol
As an IG main I just hated the claw and rarely used it. Trying to use it more made hunts way less fun even though it boosted damage. I hated the way they made it work together with WEX in Iceborne, especially since half the weapons being "lightweight" required you to clutch twice or have that claw boost skill. I just wasn't a big fan of it lol. BUT, replaying on PC, I swapped to hammer and it's a whole new story. I actually will clutch more because you can more easily do it after a bonk combo if you're close to the monster. It feels easier to pull off on hammer
@@GarliccDread Being a SnS main the clutch claw was really fun! As an IG secondary the clutch claw is absolute garbage, I hate it, WHY THE HELL DO HUNTS TAKE SO LONG?!?!?!
Clutch claw is a great addition to weapons that lack range/speed to help against more agile/flying monsters, but it's the way they counter balanced it is the issue...
Claw wasn't the problem. Imagine giving all weapons the same claw combos that hammer, sns and DB had, but without the tenderize mechanic. Claw was great, tenderize wasn't
Based on how the new skill system works and Decorations now having "levels" of 1 to 4 (lv4 likely to return in Sunbreak) my personal ideal RNG farming mechanic would be to have decos and charms/talismans both be craftable at the smithy using materials, as well as to be meldable and/or received in quest rewards. HOWEVER, you can only craft Lv1-3 decos and the charms you craft are upgradable to a certain extent depending on the skill type like in World, but it will have no deco slots and only provide levels in a single active skill. You can then meld for Lv4 decos and melded charms can have deco slots and/or 2 different skills active, but they cannot be upgraded at the smithy. This I feel could balance things out. While you progress through the game you can make your own perfect self styled/comfy set, but still have the thrill to meld a better or god tier lv4 deco or charm at random to push your set even further. Level 4 decos are powerful in that they can provide 2-3 levels of a certain skill or have two different active skills. If you are able to craft Lv 4 decos and they work the same as in Iceborne that would be kind of broken imo. As for the charms you craft at the smithy which can be upgraded they would be balanced depending on how many levels a skill has. For example, with powerful skills that have 5 or 7 levels of activation, like Agitator and Attack Up, a crafted charm at the smithy when fully upgraded would only then provide 3 levels activation. But there could be an RNG melded charm that gives Attack Up Lv4 and Defense up Lv2 and have a level 2 deco slot.
As a vet that's played from MHFU. Iceborne and World's deco farming killed my love for the game. The amount of grinding was so obscene for an attack jewel 1 I stopped after safi'jiva and didn't touch that shit ever again. And here we are July 2022 and Sunbreak just dropped and I'm absolutely loving the series again. Fuck deco grinding, whoever thought of it should be fired
“You could potentially get another wall bang right away which trivializes hunts.” _me staring at my sleep, thunder, and paralysis hammers_ Maybe I am a monster
I really love the Steamworks. I personally don't mind the RNG or the mindless button pressing, it's just cute to see a man and his cats go nuts while I spam random inputs along to the song.
I fall in the category of older players who have a hard time going back to previous installments, personally. All the quality of life and improved controls just made the game better for me and a majority of players I'm sure.
I started the series with Monster Hunter Tri and World is my favorite, it's strange to see it asserted like such a plain fact that the people who defend it ardently are people who started the series with it. It's just a game that values different things. You kept hammering home throughout this that the live service components made this game an unbearable grind, but I legitimately never engaged with any of it. I'm not sure that I ever saw the augment screen. It's a game that has a lot of features that let you play forever, sure, but I don't think that I ever actually grinded beyond what I needed to do in order to get my set and I saw almost all of the game's content through Fatalis. There were a ton of varied, beautiful, fun fights in cool settings with good controls and phenomenal music. The vibes were on point with Iceborne in particular, ending every session with my friends by just chilling out in one of our houses in Seliana was supreme. I loved the 16-person hubs, if you went searching for specific groups it was easy to find full hubs full of experienced hunters who would flow from one quest to the other - dropping that feature was a really bad technical limitation that they faced in Rise, I think. I liked the video, I watched all of it, there was a lot of thoughtful analysis, but it was full of so many moments where you described a feature and then said it was bad like it was a given and it really eluded me. The clutch claw was obviously bad, the DPS check for Alatreon was a strange design decision, but asserting that the game was full of player-retention mechanisms in almost all of the facets of its design when it was damn-near the opposite in my experience was surprising. Also: man, I'm standing by the idea that learning the Ancient Forest is a fun way to develop actual, non-numerical skill and ability in the game. Learning complex maps is fun! I wish more of them were like that! Sorry for the text wall, I just started typing and looking back now I'm realizing how much of it there was. Oops.
I agree with this, also his assessment that World hub lobbies were mostly barren does not match my experience at all. I was almost always in full lobbies throughout my entire 1500 hours with the game. Particularly when a new monster came out but other times in between as well. You just have to filter the results when searching for a hub and you can always find a busy one to join. Great video overall though.
interesting, 3U was my first game and Worldborne is my LEAST favorite. Don't get me wrong, it's a really good game and I do love it, but the endgame grind, the implementation of the clutch claw, forced online, the myriad of mmo-like mechanics present, and in general a more serious tone made it lesser than older entries. I agree on most points brought up in the video. As a side note: I know the Ancient Forest map like the back of my hand, it is one of the worst maps in series history. I wouldn't call it complex, but it is very annoying to traverse and there is a LOT of it.
Maybe it’s a bit too complex a design choice, but what if nergigante integrated it’s prey into its metabolism briefly- for an example of this, let’s say after a turf war with teostra, nerg’s spike attacks inflict blast (or have a wind pressure effect with kushala) for the lifespan of a single molt. While this might bloat the combat a bit too much, but it would serve as a reason why nergigante needs to be taken down- if it makes it’s way to the source of the everstream and consumes it, gog knows what would happen
I started playing MHW and Iceborn in 2020 and I've experienced full and very fun gathering hubs, but I would have to look for them actively. It was awesome, so it's a shame you never experienced them.
Playing through Monster Hunter World & Iceborne was a fantastic experience for me. It felt new and fresh and exciting and I still adore it today. Even if it has its fair share of flaws, I would love to reexperience the game. My biggest gripe, as with every MonHun game, is the Hunter Rank. And the introduction of Master Rank was endlessly frustrating because I WANT TO FIGHT THOSE MONSTERS, but neither I nor my friends have fun in mindlessly grinding 60 ranks. Great video, thank you for your content
I really liked how you tackled the previous games in retrospect, so I’m excited to see what you have to say for this one! I’d say I’m a MH veteran but didn’t get to play *any* video games until I tried out Worldborne, and it made me fall in love with the series again and video games in general, so it has a special place in my heart for sure.
I'm late to the party, but I have to say: Monster Hunter World, despite it's flaws, is the game that saved me in my darkest moments. From starting as a feeble hunter begging for a Great Jagras to stop biting me so hard, to facing a world ending Fatalis, to coming back to the start as some sort of teacher for newer players... It was fantastic. Wonderful game, and I'll keep playing until the servers shut down.
@aaryankhambati2892 my two teenage boys and I just came back to it so happy to see the community still its non toxic awesome self been a blast going through all the old world content and finally seeing iceborne. For reasons we never did play iceborne
Always happy to see proper critiques of stuff I like. Even if I don't always agree with your takes, great video nonetheless. Still think Iceborne is the best MH has ever been, and I hope it's used as the standard for any future entry
@@ZombieMors I played it and world is still better, sure 4U is a fantastic game as well it was my very first but the whole criticism in this video and from people is: its bad because I prefer the old which is preference wise it is not like actually bad stuff its just I prefer this so I think the system is inherently bad.
@@ZombieMors 4u introduced some of the most beloved features to date such as bleeding, frienzy, Apex Monsters and iconic Monsters like Seregios and Gore, but good god, it has one of the most boring endgame I've ever experienced. 3u endgame was much smaller but soo much variegated and fun, 4u is just a Lv140 Rajang Grindfest hoping for a Godroll weapon.
@@NeroNaga you dont need the godroll weapon to beat the game aniway. Your skills are enough by that point. Everything is just an extra. You do it cause you want to and it can be infinite if you want. Its not even forced to you
World was my first monster hunter. A friend of mine got me into around the beta. It was such a completely different experience to any other game ive played. Movemnet, gameplay and the types of weapons and armors and skills. I really didnt have anything to compare it to. Skip forward a year later and i became the highest hr hunter in my friend group but yet I could tell I was still very green, I didnt farm, nor did I have any good sets or understanding of mechanics. Eventually I did learn and soon got rid of my obsession with blast and gunlance and picked up lance. Went on with lance upuntil iceborne. But before iceborne I decided I wanted to try out the other games in the series, seeing another friend was a veteran hunter, I went to him for help about some things i didnt get. With each convo he also explained some things that changed or removed from older gen. He introduced me to MH4U and that became my 2nd monhun game. I immeadtialty felt the clunkiness and sluggishness of the movement and combos. But i disregarded that as I wanted to improve. But what stood out to me once I reached val harbor and ancient step, there was so much character and detail in this lil 3ds screen. Interacting with the people and just wandering the map really took me in. and the lil nuances like needing to actually have a map, paintballs were a nice touch of interactivity into the world. Theres alot of changes that world did that I really enjoyed after paying through 4u. Movemnet, combos and recovery is a much smoother and less frustrating experience. the skills and armor changes are a bit so and so for me. On one hand I do like the idea of balance with negative skills and craftable decos (so much better) but on the other I can see how a bit simplified in how world handled it with so many skills you can have active at once and no difference with gunner / blademaster armors along with deco rng in base world was horrendous. World in a gameplay I perfer much more, overall a better and smoother experience that still keeps some of its old world stuff and that lil blend of gu movesets is a really nice touch. But in terms of world building, areas (and monsters but thats its own thing cause new engine blah blah) 4u and overall older monhun had that so much better with its intricate map design and layout, and interactivity with the world and npcs. I hope in the next mainline entry they bring back the old map design (by that i dont mean loading gates, i mean how each area is unique and those lil details of the ancient civilization ) but still have it connect, a mix of both armor systems would be neat and please no rng decos or rng weapon stones.
strangely, I prefer the older gameplay, everything is slower, and it is clunky, but it makes you be more intentional with your movements, it is really something I liked in monster hunter
I've played monster since MH1 and have seriously played it since MHF2. MHW+IB is, in my opinion, the best monster hunter to date. Having been following the series and seeing the changes with each iteration, I got the feeling if world didn't do it's overhaul, there wouldn't be much left to improve in MH. Case in point mhgu being an anthology with crazy variant monsters and hunter styles. As for long time players feeling disenfranchised, that happens with any change. You have to remember these developers are trying to innovate as well. As long as the heart of the series is still intact, which it is, I have no major complaints with world.
yeah, generations wasnt really good for me, 4U was the pinnacle of gen 3, generations wasnt needed really, it could had been a single game, but they really like to make the game in 2 parts, makes more money that way, and world was already being developed so maybe it was just to fill the gap. I really didnt liked the styles, you really missed the moves the styles didnt had, and you were just doing some gimmick instead of properly fighitng the monster. Some parts were good and all. Rise is similar, is not an improvement over world, is just "we need to add something new for this one", if gen 5 ends here it would be weird that the better game was the first one, because that wasnt the case with all the other gens, every game builds on the last one, even if you dont have the same hardware.
Finally finished watching this and wow, it must've been a lot of work! It was very enjoyable to hear your thoughts on World and Iceborne with a more fresh perspective after you played through it again. Fantastic video, thanks for taking the time to make it
On the topic of Augmenting, I think that the reason power creep is included so often is that players simply complain if there isn't power creep. When a new monster is introduced, if the activity does not give improvements to their gear, they will complain that it's pointless, there's no reason to hunt a monster. Part of the game's identity has become "Hunt really fun tough monster, take it's skin to make a hat.", which is the fundamentals of something like a looter-shooter or MMO.
Yeah and I'll say that's kinda what I want. The entire game is set up to make you more powerful both in personal skill, but also in gear. Striving to get to that next wishlisted gear by farming, is essentially what propels you onward and lets you experience fun hunts on the way, either alone or with other players. If Alatreon, or even worse, Fatalis, didn't have better gear, then there would really be no point in fighting them. In Souls if I fight a hard boss, it's not because I'll level afterwards, but because it's something I want to complete to understand more about the world, to feel like I'd achieved something, to see if it drops something that's interesting, to see if there's something to explore behind it etc. In Monster Hunter there's no story (there's not), you don't explore after a monster hunt, you don't really care about the lore; it's all about the loot/gear you get. And if that's not good, then what's the point? You can't create an entire game around the concept of grinding and upgrading and then drop it at the end.
@@dowfreak7 I think some people see the power creep as a problem because the new additions don't add interesting sidegrades, but just add another step on top of the gear track. It makes gearing much more linear and buildcrafting a lot less interesting.
@@sauceinmyface9302 That's just an inherent issue with the design, though. You'd have to fundamentally change the game, in order to fix that issue. I mean I'd love if we got armor sets that catered specifically to certain weapons (for real, not just "this has a bit of guard, ooh"), but obviously you can't do that with hard endgame challenges, because then all the other weapons get shafted. So by design, they have to be generally good and better than the stuff that came before. Really a flaw that only becomes apparent when the game lives long enough to make it noticeable and also not the hugest flaw. I mean Fatalis armor is so far above the rest, that its ridiculous power level actually enables you to create nearly any build you want (due to the amount of slots and general health/stam upgrade). Now if MHW was actually an MMO and didn't just kinda feel like it (in a good way), that's when I'd agree and say it's an issue that needs fixing and we'd need more horizontal progression, but as a singleplayer game it's in an alright spot.
@@dowfreak7 Actually, the current system is more mmolike. A new update brings new monsters, sort of like a new raid tier. The newest raids generally give the highest level of gear in MMOs, which is exactly how it works in MHW. I think people prefer the gear of update monsters to just not be so above and beyond better, I suppose. Fatalis is so monstrously powerful compared to the second best option, but stuff like valstrax and even safijiva have tradeoffs that you need to balance.
Can confidently say this game was in my top 5 it was such a beautiful experience especially since it was my first monster Hunter game I remember stressing out due to nergigante then making friends online and defeating fatalis it was beautiful
The base world mansion is located in the gathering hub, it's the aft castle on the Galeon used as the gathering hub. If you load into the gathering hub and run to the doors near the aft you can enter your room
World was my entry point into MH and despite its flaws and the very valid criticism older fans have its hard to deny that it's a fantastic entry point into the series. I played through world with some friends who were long time veterans and the way they talked about some of the older games made me really excited to eventually visit some of them. World made me a monster hunter fan.
32:40 , finding monsters are actually easy, since they have a spawn point, even without finding tracks hunt 1 or 2 in 1 map you'll know where they spawn or rotation, later noticed that in my 200 hr mark.
Spawn points and roost points are something you pick up fairly quickly, just by hunting a lot. I don't think I'll ever forget where Rathalos spawns and goes to sleep in the Ancient Forest. The whole "paintball" nonsense actually sounds horrendous to me. Like an outdated mechanic they used, because the game simply couldn't make it work any other way. Honestly don't get that point of critique. Once the monster's found, which is made easier via research, you'll know where it is. So what would the point of going back to paintballs be, where you need to find the monster first and then do an extra action (using a paintball) to keep tracking it. Just sounds like nostalgia goggles to me, because the paintball method is just one different step in a process that would otherwise fall under the exact same critique.
@@dowfreak7 I think rise has done it best, but I still think Paintballs were much better and more fun than tracking in world. Paintballs added to the feeling of “preparing for a hunt” that the newer games have done away with. Inventory space mattered more because you couldn’t carry as much loot. So what you brought in mattered more too. Plus you almost always brought pickaxes and nets just in case you got something rare, and potions and drink of choice in area. Your inventory felt more important in the older games, and paintballs played into that mechanic. Without the higher importance of inventory management that the older games had, paintballs feel unnecessary. While I do like them, I don’t think they should come back, because now they just are redundant. You almost never fill up your inventory in a regular hunt. The only time I have is when farming rocks for an hour.
@@Xandian Gotta disagree with you there tbh. Rise just instantly showing you where the monster was on the map at all times, even if you'd never seen said monster before, felt boring and uninteresting. Maybe that's just me, but I genuinely found enjoyment in getting to know and study the monster I was hunting. Removing that in Rise felt like taking a step backwards, amplified even more so by the fact that you still had to wander around the whole map every single hunt if you wanted to buff yourself into being half-decently prepared, even if you knew exactly where every monster was already. Otherwise you'd just get 1 or 2-shot by 90% of attacks, or if you're a stamina-centric weapon, end up playing at sub-par potential. Not to mention that this strengthened Wyvern-Riding even MORE because you could exploit monsters halfway across the map and bring them over to get insane damage even if you hadn't encountered them yet just by exploring.
Hard agree on disliking the live service angle. I burned out on the Iceborne hamster wheel and dipped I think after Rajang was added, and I never went back because it was equal parts a slog and a drain on my patience. The drip feed of event stuff is not out of the norm for a Monster Hunter game, but when World was new, the quests rotating in and out meant that you had to stay on top of updates or potentially miss out on things until the quests decided to pop up again. Pair it with weekly bounties, and it completely changes the lens some people view the game through. You're no longer only playing because you want to, you're being incentivized to do chorelike things that you may not normally do because there's a carrot on a stick to chase, or because OMG there's an event only here for one week have to play right now right now!!!. The vibe is very much like mobile game throwaway missions and temporary events that are there to drive up player retention, engagement and induce FOMO rather than continuing to build onto the existing experience. Something about the experience as a whole rubbed me the wrong way and my interest to keep up with the game died off. Also deco grinding is hell and I'm not doing it a second time lol
1:32:00 I'mma hard disagree on the HUB scaling, that varied wildly, especially if you actually had teams of 4. Was playing 4U awhile back, did a G-Rank Hunt with 3 randoms and we fought a Tigrex and Zinogre, 4min, that's all it took to kill both of them, it should never take 4min to beat 2 G-Rank Monsters. On the other side some of the later stronger monsters were scaled up to be more difficult such as Akantor, Ukanlos, etc, but the difficulty could be killed just by them having more players and you being able to inflict more damage. 5th gen introducing scalable health meant that every monster could be fought in any group without the size of your group trivializing the monster with only your teamwork being the main factor of how much it took to kill a Monster. 1:50:23 So I disagree on this as well, kinda. While I agree they shouldn't have let you full restock, the one benefit I find for this is during certain hunts with multiple monsters the ability to swap gear is useful. If anything a limited form in the ability to bring a single spare armor would be fine as it would allow for players to not just go with the run-raw only option, possible a set of spare items as well for these longer hunts too. Fights are not built around it at all, my proof? Alatreon actively disabled farcastering and Fatalis damn near punishes you for it with the 20sec cutscene you have on the windrake. Then there's old school Fatalis, 4U Fatalis will delete 85% of your HP by brushing past you, Fatalis damage wise did not change at all. I wouldn't say preperation is gone, I still find myself preparing for every hunt similar to how I do in 4U. Also damage numbers....yeah they could go. 1:57:10 I'mma counter and say LR Ceadeus is worse on this front than Xeno. Felt like a slightly more engaging Zorah in the sense he doesn't really notice anything I'm doing. I was basically beating an old man. I've yet to meet Goldbeard so....no answer on that yet. On your preparation critism, part of the preparation feature I think you yourself might have forgotten is the armor building prepation with the exception of Raging it seems. Similar to if you go into Chameleos's fight and Kushala in 4U with poison resist and wind resist respectively it takes away form the more annoying aspects, the same goes for Viper Tobi and Blackveil, go into their fights with the armor skills you need and suddenly its less of an issue. You did do a great job of detailing the issues on grinding though. I think everyone can agree the grind to MR100 was extremely excessive, base world had it only at HR50 and if you weren't rushing the story you basically were around HR35 by the time you beat Xeno thus the grind was small to unlock everything. Very fair point on the Guiding lands though. I like it as a map but the grinding is.....tedious. Overall good video, I know it was long but I think you needed to look at some features a little more and why they were changed to be this way. I still prefer World miles over the old school due to my general displeasure of how the old games did challenge, the hard tracking, small monster hell, potions, hyper restrictive skill system, no aiming for flash bombs, village that is worthless to the HUB making the Village pointless when playing with friends, etc.
Hub was always scaled around two players; adding more is always going to make it easier because the game is rewarding you for cooperation. (Which G-rank? 4U has four levels of it. Also remember multiple monsters in a hunt penalises their HP quite dramatically.) EDIT: to be clear, World wasn't really dynamic either, it was just tuned for about three players except for way worse thresholds on everything. It made 2P hunting an intolerable slog.
Scaling punishes you for coop because unless both me and the other people are playing optimally it's just the same speed if not slower than me just focusing and trying hard because I myself am dealing with less than half of the hp they'll get in multi
@@AcceptGamingDKD Just because you _can_ change an option doesn't mean it's reasonable to _expect_ people to toggle it in practice. There's a whole lot of research on why this is the case, but it basically comes down to funny human psychology quirks. This is why we always consider defaults a _design choice_ when talking about systems and the intent behind them.
I’m a new player to monster hunter, but i really really appreciate your absolute understanding and lack of aggression to those who share different views, a trait that is quickly becoming rare online… your content really is a breath of fresh air and i respect you massively for that. keep it up :)
I picked up World when it first release, got to Safi, beat it, and quit playing. Rise was announce, played it to my contentment through it content, and decided to test out old world games. I am in the boat of loving Old World more than New. I like that I don't have to remember certain supplies to go get materials and a lack of whetstones that the New World brought, but that is about it. I started with Gen Ult, and have worked backwards. It's difficult to describe, but the feeling and design is just more enjoyable for me. The new games are awesome and fun, but their is this soul in the originals that makes me excited to play. Monster Hunter in general is amazing, but Old World has something special.
I agree on Astera being bad. Imo it's tge worst village/city in the entire series, I detest it. It's not at all built or designed for verticality while at the same time having the most vertical layout we've seen up until this point in the series, the lifts don't even feel like they were planned and only added after they noticed how bad Astera is to navigate. The placement of some of these lifts is horrible as well, like putting the ground floor lifts ALL the way away from where you spawn into the area as the worst examples.
I never understood why they didn't let us pick where to spawn in Astera. There's an area right next to the armory where you can depart , but they always make you return from the front ugh.
As a fifth-fleeter, I don't mind the clutch claw because I'm confident enough in my ability to complete a hunt without it and can chose to. Unfortunately, Rise doesn't give me the option not to smash a monster's face into a wall because any hit during a dizzy state will force a mount.
For the section on Astera I'd like to add that a popular mod for base MHW was putting all the important NPCs (smith, farm, etc) in the multiplayer hub so they were all right in a small area along with the actual quest desk
also second thing about Astera I forgot about until right now: The 3rd housing area (the suite) is located through the big doors in the multiplayer hub area. That door used to be some kind of uh... church like space I wanna say? But at some point in the story it becomes your living quarters and gets remodeled accordingly
Freedom 2 in middle school as well as Freedom Unite thereafter were my first games then I stopped playing because of how clunky and hard/restricted I was for higher quests and nobody to play with and how bad I was at the game. MHW and Iceborne was years after that so I was a veteran at gaming, but MHW and Iceborne made me git gud like no other game has. I have yet to play dark souls but when I do itll be another git gud situation. I like MHW for how smooth and interactive the fights and world are and I have fond memories of Freedom 2, but the environments were so damn lifeless and empty that I cant go back to older titles especially with that loading screen crap.
So, Monster Hunter Worldborne is a great game, I won't deny that. But since I played GU, i couldn't help but feel it lost a few things in the fun factor. The battles were a bit less active until a good chunk through the game, the first map being as confusing and convoluted the way it is startled me, and a few design choices actively upset me (like no pause button and it being an Expected to Play Online game). But recently, i did start to appreciate some of the things it did not only for itself, but for the rest of the franchise and the fandom. Sure we got a lot more vocal gatekeepers and stuff, but we also got millions of new players and fans, and now they're helping pave the way for new Hunters in Rise as well. Monster Hunter Worldborne was the first Monster Hunter game I played with an actual friend that wasn't a rude, overbearing lardass. This game gave us Turf Wars, more smooth combat, beautiful movement, and some pretty damn good music. It might not be my favorite Monster Hunter game, or even the best one. But it damn well deserves my respect. And I'm happy that my friend convinced me to give this game a shot.
Mantles are pretty cool but the most used ones like rocksteady and temporal are terrible. They made the game less fun for me. The problem with defender gear is that most new players are already overwhelmed by the game, they don't know what they are doing and end up stumbling over overpowered gear that allows them to skip a big part of the game. Then they wonder why the game is so easy, why monsters do no damage, why all the interesting looking stuff is worse than the beginner equipment and they don't learn how the game works. And then they reach MR and suck balls and the worst part is that they end up being a burden to even average players.
True I think a better solution would have been to just give players mats of monsters at the end of LR and HR so new players wouldn't have to farm as much for the gear and could make their way to MR faster without necessarily making things a cakewalk. Farming xeno is boring but his gear was some of the best until you could do AT monsters so it'd probably be more enjoyable for newer players if they could skip farming xeno and just get to trying harder monsters.
@@Lunk42 What? Xeno gear was terrible. I remember playing back then and I only got Xeno gear, because I thought it looked interesting and I got excess mats from farming it for weapon upgrades. You'd just use Teo/Nerg and the wex eye patch. And later on you'd get Drachen and that would essentially be the HR armor, unless you really wanted to switch stuff to archtempered, which you really didn't need to. A good solution would either be a proper introduction to defender gear (as the "easy mode that doesn't reflect the game"), an actual "skip to Iceborne" button or just locking the defender gear/skip button, behind defeating Xeno, so you can use them on a new character. But this aspect is clearly them trying to sell more, rather than improve the game, so I don't think you can really implement a feature like this in a way that does the game justice.
Rise is what got me into the series. I went back and played world and was surprised how different it felt. Everything is shinier, the monsters are cooler and actually having to track the monsters is cool (to an extent. I’ve found that the flies are inconsistent when finding the next footprint leading to a lot of meandering) but I do prefer rise’s movement, everything feels faster and more streamlined in that game
I remember World being the game that introduced me in the series. It was a point in time where I felt like there wasn't a game that had everything I wanted, that scratched the itch so well, when I started hearing whispers about it before its release. When the trailer dropped I watched it, and I was just utterly OBSESSED. It was so cool. Giant monsters that are responsive to the player and the environment that were visually interesting with such interactive environments. But we didn't have an Xbox, and I was 14 so I couldn't afford it. From then I was on the hunt for the older games, I just needed to get my hands on monster hunter. Finally, in a CD shop with my dad while we were out promoting his band, I saw it. In a little bin next to the cash. Monster Hunter 3 Ultimate. I was so excited. I flipped my shit and begged my dad for it. We were pretty poor so I was expecting a no, but he said yes, told me not to tell my stepbrothers. When I got home I started it up and it all just hit me. I don't know why, but the series has always been so homey and comfortable for me. 3U even more so, it just has this air of relaxation ironically. Idk where I was going with this, but, please play both gens. New and old. They both have so, so much to offer
So this is coming from someone who didn’t get into world until recently and played a bunch of rise and a little bit of mhgu, I think this is the perfect game. Me and my friend played for 2 months straight. We grinded guiding lands to get strong enough for end game, mostly for fatalis and alatreon. Once we were done with pretty much all we could do in endgame we started a new save and we’re attempting to see how fast we can kill fatalis without doing guiding lands. I’m really thankful for world it made me love and appreciate monster hunter and cannot wait for wilds.
One thing that has always stuck out in my mind about the charm vs. decoration debate is that some weapons were absolutely hamstrung by the change. I went about 200 hours without getting Capacity Boost in World. I literally could not get that one decoration , and I think I only got it halfway through my Iceborne playthrough after a story hunt of all things. It honestly just annoyed me, because I'd done plenty of grinding for the decoration and gave up to just play the game instead of wasting my time grinding - and here it was, after 200 hours on a random story hunt. I think those who defend the change never had to experience that and think of the worst part of RNG decorations being that you don't have the right amount of attack boosts for the meta build. Being forced into a grind with no guarantee of the decoration and being forced to awkwardly build around that one skill you need sucked. This didn't matter too much, as nothing was impossible to do with a Capacity Boost charm, but it was annoying knowing that I was basically missing out on using charms that had rarer deco skills because the game's RNG decided it wouldn't give me a needed decoration for my weapon.
I sincerely believe that people who prefer RNG deco because "RNG god charm like in Rise is statistically impossible" simply play weapons that have no "required skill" so to speak. Imo this debate needs to be judged based on how hard it is to get a compromise set, not meta set. Vast majority of players don't need to push their Attack Up to level 7, but they certainly need Guard 3 within a reasonable timeframe.
I feel like a good middle ground would be loading a limited number of items into a supply chest, so you'd have a slightly larger inventory when out on a mission, but not your entire item box. Slightly more forgiving if you failed to prepare, but only so long as you restock it. I agree on the clutch claw. I'm not great at finding openings, or guiding monsters into walls, so fights just feel tedious at times. Not exceptionally hard, but long.
I think it would be really cool if MH 6 were focused on the relationship between the hunters and villages. A cool way to handle it would be by having us the player sent to the village at the star of the game by the guild to be it's first hunter. A new village that is just starting out, many villagers already know each other but see us as an outsider and as we help build and grow the village it becomes more alive. There could even be no hunter hub as they just haven't set aside an area just for hunters as you are the only hunter they have, at high rank some villagers may set out to become hunters and other hunters come to join you. Some villagers like children could even want to hear stories of your hunts. Telling them stories would act as another hunt, but you would gain no materials as you are just reliving a memory. This would also work with seasons which I would like to see come back alongside underwater combat. Monsters that may not be available due to to migrating away can be fought by retelling stories. I would also like to see more minigames, darts would be cool to do with friends between hunts and would bring more options than just arm wrestling. I am not sure if Monster Hunter would ever make a game without RNG charms or decos but if they do I would prefer it be charms. They should also have an event quest for charm farming with each monster in the game. The set of quests would give charms with skills present on the armor of that specific monster. Having those quests set to 30 minutes would also change it up limiting the time but allowing you to do other stuff when on that quest, or they could have each quest set to just 15 minutes. For example hunt a rathalos and you will get 5 different charms at the end, those charms can only have skills on the rathalos armor. While there is still RNG, it is targeted and makes sure that all monsters could be relevant as you might want a charm with the skill that a certain monster's armor set is built around. I would also like for the old skill system to be combine with the Alpha/Beta armor, it would be nice to also have the negative skills exclusively on those armors. Negative skills wouldn't be on decorations or charms which would help players that want to use a full armor set as the decorations and charms could not only negate the negative skills but provide more skills. I like the old skill system as it makes skills more powerful and limits the players from being able to have essentially all attack skills.
Monster Hunter 6 should take inspiration from MH Tri and have a small village with a resource systems just like in that game. It would ingrain the intimate relationship between the player protagonist and the village folks within the gameplay rather than through a explicitly told narrative
@@unicorntomboy9736 I completely agree, having a more personal story would be great. There are so many things that it can accomplish that a large story where we are the chosen one could never achieve. I would also like to see some player interaction. Having some points where you choose what to say or just continuing to be in control of your character during cutscenes could do a lot. Telltale games are pretty nice so having dinner points in the game where smiley actions could be possible for MH.
@@lijahgil Also I think that Monster Hunter 6 should go back to a Medieval European Fantasy aesthetic like in Generations 1 and 2 (and perhaps Rise Sunbreak too) Overall MH 6 on the current gen consoles should scale back the scope with its narrative, in the sense that it centers around a small familial village (like Kokoto or Moga) and not try to do a grand narrative with end of the world stakes like with MH World.
@@BitTrippin Low and High rank could be about establishing the village, then Master rank would have us traveling around different villages as we have become the lead hunter for the village.
As one of the many people who disliked your first MHW video, I have to say this one was fantastic. Your arguments were concise and persuasive; I actually found myself agreeing with most of your points. This was Joseph Anderson levels of scripting and arguing, well done.
I played one of the DS MHs pretty extensively years ago and it really didn't feel much different in the be grand scheme of things. You kill progressively bigger monsters to make gear progress and learn new monster mechanics. Getting rid of loading screens was something i always assumed would become part of the franchise and honestly makes it feel a lot better.
I wish they bring back negative skills, it really gave each armor piece a personality that matches the monster they're made from. You wanna look like Jho then you'll starve like jho etc. Hell the fatalis armor had the opposite of divine protection which gives their armor description some merit because it's obvious that armor is trying to kill you in exchange for getting the power of fatalis. Also the best thing imo they added is health augment, high risk high reward gameplay is now more accessible and not locked to only the best speedrunners.
I think the fancy room was in the gathering hub, there's a door up there that leads to the player room that i remember leading somewhere else before i unlocked that room, i might just be trippin though.
I joined Monster Hunter with World, and I really appreciate your perspective. This video is great and your channel has reminded me that I eventually want to go back and play some of the older games. I also really liked your Hander video. Great stuff.
The thing I found most inexcusable with regards to weapon designs were when the awful slapped together designs were used for returning monsters. I can at least somewhat understand that development time for World was allocated to other places, but there's no excuse for weapons that need little to no design work, as they have already existed in the past.
Not only that, some of the slap on design of the 5th gen monsters were carried to Rise as well. (Kulu lance, Jyrutodus DB, etc.). That being said, the devs did gave new weapon designs to the monster with new weapon trees (Pukei GL for example).
Yeah, I'll give you that one. I dislike a great many things about Rise and think it's ultimately much worse than World and a huge letdown to tide me over until MHW...2 arrives at some point, but one thing that game did right, was cool weapon ideas. The designs look cool for the most part and very different, where quite a bit of MHW stuff just looks too samey. Especially things like the Brachy and Glavenus Greatswords were crushingly disappointing. Especially after I saw the Glavenus dual blades and expected a similarly cool design for the Greatsword, ugh.
I'll never stop being grateful to Rise for making me love MH again. The end of Iceborne was one of the worst experiences I've ever had in videogames, and alone if I think about Raging Brachy I could destroy my controller.
Hell yeh awesome!! I'd asked for this retro a while back and you said you were making it !! My bad not putting notification bell on but it's as good as I hoped !!
As someone who started with MHFU. MHW is my absolute favorite in the series. I liked that it dialed back the wackyness we had with MHGU and it felt a lot closer to older monster hunter games for me. The immersion I got from this game is something I sorely missed after playing Rise.
Honestly glad the mainline team learned from the mistakes of World and avoid them in Rise/Sunbreak. Naturally some aspects did stay on, such as layered armor and weapons (more convenient for weapons, too), the simplified skill system while also bringing back the original way of getting gems and talismans, and of course weapon augments with the Qurious Crafting system. There is still a bit of a power creep present in Rise, but not really as bad as World's in my opinion as not one single monster completely dominates the game's meta.
I took my sweet time to go through the whole video and I still feel that you encapsuled a lot of my thoughts on this game quite good; like your history videos, these are quite enjoyable and I hope to see more in the future, keep it up!
I loved the streamlining and QoL changes in World, and the only big gripe I had was the crazy difficulty spike of Alatreon and Fatalis. I played solo often and beating Alatreon with a Hammer wasn't going to happen. I could beat AT Nergigante with 2 minutes to spare with a Hammer, but the elemental damage check for Alatreon was too much for me, and because of that I never got to fight Fatalis. It was great up until then, though.
I was the same I thought the dps check with alatreon was too gimmicky (still do) but as I kept fighting him I got better and now he's both my most slayed and favorite monster to fight. The challenge is great to me I always skip out on the dawns triumph fight though since he's nerfed there but other than that I'm always trying to help others beat him. If you're on ps4 I'll help you too if you're up for it. Imo Fatalis is much easier to solo I needed a full team and a few days for my first alatreon slay but I beat Fatalis solo on the second day of his release the siege weapons make things super easy.
I wanted to go on a rant about clutch claw, but it's be too long for anyone to want to read, but in my opinion tenderising monster parts is not forced and kind of feels hardly necessary, even for most Master Rank monsters (outside of possibly Guiding Lands as I am not that far yet or multiplayer), but launching a monster into a wall/other monster is stupid good My personal main issue with clutch claw is how sometimes when aimed at a desired monster part, it can launch me on entirely different parts, like aiming at a Rathian's head only to find myself holding onto their wing on the other side of their body Thank you anyone for reading
Im a new Monster Hunter player, World being my first game, havent finished yet. I agree with your points about Defender Gear, but it has the flaw of not properly communicating to the player how overpowered it is. I used it at the start due to thinking it was necessary "If its the best, then thats what i should be using" only to find that my damage and defense dropped INCREDIBLY when i switched to a cooler looking set and weapon. This is isnt a deal breaker, but it guides the new players toward an easy mode, without communicating properly how this sets alter the experience completely.
51:02 this was probably already corrected. But captured monsters also show up in seliana near the guy who updates your research levels. (sorry if this gets corrected later in the video, but I have the attention span of a goldfish and would probably forget about this otherwise)
Easily one of the best games last generation. 1800 hours playtime and still not sick of it. An absolute modern classic and can't wait for Monster Hunter for PS5/Xbox project X-S
Another great video! Monster Hunter World and Iceborne is a masterpiece. It's flawed enough that I "only" put like 600 hours in, but come on... Basically all of my gaming is in Monster Hunter. I'm totally pleased with finishing the game and playing around as long as it feels fun and after some years I'll come back and start a whole new character. Replayed MH Freedom2 / Freedom Unite in the last months and it was such a great and nostalgic experience. Pokke is the best in my opinion... Now I'm grinding my guild card achievements on MH Rise and try out some weapons for fun. I even shy away from Generations Ultimate, because it would take so long that I'd have to stop as soon as Sunbreak comes out. Each title of this franchise has it's flaws for sure. But each title is worth (re)playing.
Thank you for this 2 hour video really loved all the topics covered! I found myself agreeing with some, but also disagreeing with others, and overall great content!
Honestly i kinda wish that they put a "HEY, THIS WILL MAKE THE GAME BABY EASY" pop-up before trying to pick the defender gear At the very least it'll let newer players know what they're getting themseves into (which i sadly made the mistake of doing when i played Rise)
Even thou i never played Iceborne (i stopped World after reaching endgame because the Kulve Taroth which i hated) im still a big fan of the series im playing for over 10 years now and its nice to see that there are many people like me who feel not that happy about some changes in the games :D. Deserved my sub
Great point on the end game monsters. Every game before it felt like you were facing the REAL end game monster, but with zorah and xeno, they were just filler until the REAL endgame monster was released: Fatalis.
first game was world with the insect glaive, had no problem reaching any monster parts 😎 now I'm playing 3U and GU and the monsters just don't stop fucking moving, especially in the first ranks where you don't have a follower to distract it and get a shot at the tail. But I'm already seeing myself become more of a monster hunter purist the more I play.
Iceborne really gave me that 'escape the real world' feeling. I met a lot of new friends as well. I am thankful for the experience and everything it offered!
I actually the we should have charms and decos both RNG AND cartable. You can do deco farming quests to get a bunch of decos at once but RNG, and crafting for when you want specific ones.
I just started playing this game like two weeks ago and I can already tell I'm going to be playing it for years to come. I wish I started playing back in 2018
Just wanted to say I absolutely love your content and haven't missed a single upload for months. By far my favourite TH-camr in general. Thanks for doing what you do and keep up the amazing work!
I literally only finished watching the intro and I have to say, I really appreciate the message you wanted to get out. I got into MH more than 10 years ago with MH3U. Since then I´v poured multiple thousands of hours into different entries of the game. And throughout that whole time spent whenever there was a new game released it made me appreciate the older titles way more. And I don´t mean to say that the older games were better, I mean to say that with every new entry you could see Capcom take into account feedback for the previous entries. My best example for this is Underwater Combat in 3U. I personally didn´t mind the Underwater Combat and I really loved all the monsters they had us fight in that way, but I can also accept that the movement underwater was really werid. I always thought that was on purpose, the Hunter usually doesn´t fight underwater, so it made sense that the movement wouldn´t be as "smooth" underwater (atleast thats my headcannon). Having said that I am 100% sure that Underwater combat is the reason we have Wyvern-riding, aerial combat (ledges, slides and Insect Glaive) the Clutch-claw and Wirebugs. Had Capcam not taken the risk of implementing a new way of combat in 3U, chances are we might have never gotten any of the newer combat mechanics. And this is exactly what I love about the MH games. Every games takes a unique approach to the basic concept of hunting monsters and grinding for their gear. Every game takes it a step further by improving what previous titles did and implementing new things to support that. Really looking forward to watching the whole video and hearing all your thoughts about World and Icebonre (If the intro was any indicator I believe this one is gonna be really good video).
I enjoyed my time watching this video, it pointed out most of my gripes I have with this game, but one thing I would like to mention that I find is an issue with this game is mostly that since the hunter has more mobility in gameplay the developers tried to even out mobility by adding statuses that made the hunter get flinched more often, which made it pretty frustrating, because if you don't want to get stunned a lot everytime a monster makes an attack that moves the ground, a monster roars or you got hit, you had to put a bunch of skills that countered said statuses, which wouldn't be a problem if those statuses took less time to get out of normally, most of the time getting out of the status "Stun" is really annoying because it takes a lot of time to get out of it, even moreso because rarely your palico tries to get you out of being stunned. But overall I enjoy the game it had certain great aspects to it, although I wish the developers try to make a hybrid between the old games and the new ones instead of only the new ones(Faster paced combat), because having a really fast paced combat with monster hunter it leads to a bunch of problems like the thing I mentioned above on getting stunned a lot and making the monsters have more damage to make things more difficult which lead to Alatreon and we all know how it turned out, but overall great vid SuperRad it was pretty enjoyable video to watch.
Honestly was a great video, I GREATLY disagree with allot of your points but its interesting seeing this game from a different perspective, sure the game has some issues but it's among one of my absolute favorites!
Same here, appreciate the effort put into it but there are sooo many things that sounded so very wrong for me. Learned long ago that to each his own though. Respect.
I just love your videos and I'm happy to see that I'm not the only one with those gripes about the game (and possibly capcom itself had some issues since most of that is absent in rise). My main issue with this game is the absurd amounts of time it DEMANDS the player for most content, the live service characteristics just didn't worked for me and if you want to be a completionist or experience most of the content you really REALLY need to dedicate your time like a full time job.
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Corrections:
- You can see captured monsters in Selina apparently
You can see them right next to the old research guy
Eastern side of seliana near the ecologist area
great idea for guiding land/everwood systems in the future, just do quests to unlock the stronger monsters in the map
I liked so i will comment what you asked
and subscribe, you get 1 year of good MH luck!!
Corrections:
- You can see captured monsters in Selina apparently
53:15 you can actually bring 2 is Rise
The real problem with Astera/Seliana is how they weren't made as the rightful session hub, given for its size. So much space to walk around and yet it's only accessible for single player. Rise corrected this aspect with Kamura Village.
At least in Seliana they improved it so you can have pillow party in your room.
Yeah but that Selina hub was so dope I’d hate to never have a hub area again.
It would be cool if they kept gathering hubs where a larger amount of players could gather, but maybe you could also send a limited amount of hunters invites to interact with your world, or have it as “open”, like with the Room mechanic in Iceborne.
Or just make it simple and have like 4-6 players in your World like Kamira, but 12-16 players in a hub or something.
and so far wilds base seems smaller but you got the same amount of ppl and then just get Thanos snapped the moment you take one step outside.
@@Ramotttholl That's because the expedition setting is individual, not shared. The monsters spawned in the map can only be seen by you.
Experiencing Monster Hunter World: Iceborne in its prime was such a surrealistically good experience tbh
Jep. It´s was like living the monster hunter dream in the moment. I knew from day one this is special, really special.
I got into it near the end of its life cycle from a friend. I wish I could’ve found out about the series earlier
Yeah, world had a big charm for me and I don't think I'll ever have a gaming experience like world, rise didn't really have it for me, I wonder what's for the future though
You guys ever play GU?
@@Darkclowd The only Monster Hunter I have played is World/Iceborne. I might jump into one of the earlier titles once I am finished with Iceborne. That could be months from now at the rate I am going!
There is one issue regarding Base World's monsters that I don't see enough people talk about: The terrible elemental distribution for monsters.
The number of monsters that use each element for attacks is as follows: 1 uses Ice, 2 use Water, 2 use Dragon, 3 use Thunder, and 15 use Fire, FIFTEEN!!! The number of monsters that use fire is only 1 less then all other elements combined and doubled!
Edit: It's actually 14 Fire monsters, not 15. I thought Dodogama did Fire, but they only do Blast.
It's base Tri all over again except the Fire monsters are doubled
Wow I never thought about this, when put like this it's sad
I'm VERY glad others noticed this as well. I hardly felt like there was any reason to speck into certain resistances, because... well, why would you? A lot of the monsters that used the very limited elements weren't even worth worrying about, so that Element never felt threatening in the first place. Fire was one of the only ones that was worth bothering for purely because of its presence.
Iceborne did a great job of alleviating this complaint for me. I could tell the devs knew it was a problem and tried to address it with more variety directly.
@@0ctopusComp1etely idk about that. Kirin especially AT kirin was one if the few monsters i had to get a very strong lighting armor plus stun resist to fight that thing.
Nah this was my main issue with base world that they corrected in iceborne. I complained about this to the high heavens and I saw a large amount of people also complaining. Almost every monster shot fire it was ridiculous
51:03 You can see the captured monsters in Astera
They get displayed on a platform simmilar to the one from Seliana, it's located left of the entrence to your house, kinda where the research guy hangs out, you walk past it at 41:35
I actually said you couldn't see them in Selina, which is still wrong apparently so thanks for letting me know
I always say hi to the monsters I capture.
I forgot you can see your captured monsters
@@jhart6764 relatable.
@@corrupted3600 I really missed it in Rise tbh, you could even see the part you broke or cut.
Hear me out: I like the guiding lands. Now, I know this is unpopular, but I have a reason. I don't care much about augments, or the new drops. I also mostly played at the point where metal raths and brute and the like had event quests that didn't require guiding lands. I like guiding lands because I can load up world, hop in the guiding lands, and just wander around. I don't have to pick quests, load in and out, any of that. I can just wander and fight whatever shows up. The system has problems, horrible problems, but I like the guiding lands.
I like the guiding lands as well, minus the restriction to having only 3 max level areas, if that was changed then I’d probably never leave for any reason other then needing to go the blacksmith
Same. Mindlessly hunting any monsters I see was great during weekends.
Same I would endlessly hunt monsters with others so having mats for augments was never a problem. It was just fun to not have to constantly see the long loading screens.
Very true, but man do I wish the other areas were bigger, just one more zone or something
I agree. Just chillin in guiding lands and hunting whatever was there was very fun
Personally love how the airship hub is so inconsequential it wasn’t mentioned in any capacity
you go there to stare at half-wyverian feet, and that's it
the different hubs were cool but also uncool cause you have to be in the same hub to see someone else. Wish world had an online city like TRI and MH1
Honestly I see World as a great foundation reset. Not a de facto improvement, but certainly a fantastic benchmark for future games to branch off from.
I definitely hope that's not the case
@@DefinitelyNotEmma ok boomer
@@DefinitelyNotEmma blinded by nostalgia
@@R3in_Ch Or it’s just the old games have actual improvements over the new ones that some might prefer you elitist
i like the concept but their was to much unearned spectacle they spend half an hour showing us godzilla and t rex in a cutscene when it would have been cooler to just start us on a simple hunt mission where they show up in the background.
The guiding lands do give normal monster mats but when you talk to the handler and she gives you those mat rewards
I'm a 3rd fleeter and fell in love with monster hunter in the old style. Then world blew me away and now I'm one of those who just can't go back. I understand why some miss the more complex and pondersome style of the old titles, but for me, the quality of life changes and the intense action of post world monster hunter is straight up crack and I'm hopelessly addicted.
I don’t remember the lore in the fleets does it have to due with the gens of games ?
@@mondoma9861 nah op was just doing a little thing. The fleets are actually made of different parties. I believe first fleet was a mix of hunters and researchers, same with second, third fleet was almost completely researchers, four was probably just supplies and smiths and stuff, and fifth was almost entirely hunters(including the main character).
@@songbird6414 nah OP is saying they're a third fleeter because they started with the third generation. I call myself a third fleeter because of this as well.
@@Ironboundmonk I’m aware I was explaining to the first comment that they were making a fun joke and that the fleets had nothing to do with the gens(and the fleets actually have quite a bit of lore.
I’m a third fleeter as well trust me😉
I don't get how people miss the charm farming. I spent months as a cat in that damn volcano in Generations and I never even got close to the charm I wanted. Jewels being rng is much better because when you finally get the jewel it won't be the worst or less optimal version of it, it will be the exact jewel with the exact skill and the exact amount. I enjoy having completely optimized sets, I don't want "just ok" ones. Idk if rise had those awful random values that generations had but if it does than thats a good reason for me to stay away.
my take on the palicos in world is the fact that it made your 1 cat feel more personal rather than having a lot of different cats /dogs in rise. After spending an ungodly amount of time making my palico and palamute in rise I felt sad that they just weren't strong enough, if they can go back in a sense where their abilities were based on their tools rather than a class I'd be very happy
Eh world/Born's palico is still inferior to cha-cha and kayamba imo.
Those to just have such enjoyable characters.
@@thijsvanruissen1800have you gone mad?!
@@NesLightGunyes.
@@NesLightGunin terms of utility cha cha an kayamba are by far the best companions tho
@@Z50nemesis (I’m so sorry) 🤓
The issue with leviathans is how their necks and bodies would have interacted with terrain. Unlike fanged wyverns, their limbs are too short so they can't compensate height difference with inverse kinematics. Their bodies and tails are also too long. Imagine lagiacrus on a steep slope between two rocks. Every single part of it's body would clip into something. Rise maps are more flat and sparse to avoid the issue altogether. Same reason gammoth can't be in World - he is too big to fit into most "doors" between areas. World is Hunter scaled, while Rise is Monster scaled.
Right point exactly another reason why leviathans weren’t in the world is because there weren’t enough water-based areas for them. Though it would’ve been cool if Gammoth was in world but if two of the fated 4 are in rise hopefully they’ll put the other two
@@DembiBrox its also why bezel was glitchy on release as he was made to go everywhere.
@@dantevic Could this be why Seething Bagel isn't everywhere?
@@AxisChurchDevotee nah that just something they decided for some reason.
Rise' map size is really good compared to world and can be considered monster scaled, but boy are they barren. Hopefully in the future we get the best of both. Map size like Rise (without those stupid non combat areas that make no sense) with the life and details of World
I don’t care if someone started later or earlier with Monster Hunter, I’m just glad for a game that was so amazingly fun and rewarding that I tried some of the other games to see what the whole series had to offer. The series is fun, especially in a generation of games where that is starting to feel like an optional thing with devs and publishers.
36:00
That player home is on the ship that serves as the hub area of Astera.
Before you unlock it as a player home, you can visit that place via the big door in the gathering hub. It even looks a bit different.
Sadly, once you unlock it, you can't re-enter it empty. The door will allways lead to your player home you selected at that point.
So you need to start a new character if you like to see it empty.
I'd also like to point out that that room also has a book in it that is essentially an origin mythos for Monster Hunter World...I think, as it's rather esoteric tbh, but thankfully it's still in the room after it's converted into your quarters.
I honestly wish I could go back to the days where I've played World and Iceborne for the first time, it felt great back then.
Would it still feel great now..?
@@Megaultrastupid yeeees very much soo
@@Megaultrastupid it does but the feeling of playing world for the first time can’t be replicated
It still feels great...
It still feels soooooooooooo good!!! Just re-downloaded it on my new gen console. Started a character from scratch. It’s still amazing.
Investigations were an amazing way to add extra hunts without making into a live service nightmare. They were randomly generated, had special objectives, and often required you to hunt multiple monsters or higher difficulty versions of monsters you usually couldn't!
Mhw was my first game and that first experience was one of the best feelings ever. I remember the mystifying experience exploring the ancient forest to my fears of a surprise anjanath that spotted me. I still love running around in the maps.
I still remember my first Anjanath, I was curious about what it actually was so I tried to follow it for a while, it went pretty well until it raised it's head and sniffed the air before turning right to me. That was scarier than most horror games lol
listen
i understand that ppl dont like wallbangs, okay?
but hear me out
throwing monsters off cliffs is the funniest thing in the entire monster hunter series
The issue with defender gear in my eyes is the way that it’s implemented. It is an available option right from the get-go, literally character creation, and it is difficult for someone just starting the game to realize what it is they are choosing at the point.
More than once I’ve seen TH-cam “let’s play MHW” videos where someone wanting to fully experience this game for what it has to offer chooses to wear defender gear because it looks cooler than leather/chainmail, COMPLETELY UNAWARE that they just chose Easy Mode.
They fight some jagras and kestodon in what they consider the tutorial, and then when the big bad Great Jagras shows up they think it’s finally time to get to the REAL game, only to realize upon getting hit that they take almost literally zero damage.
This trend continues through all the following monsters, and leaves them wondering “Where’s the difficulty I’ve heard about? When do I get to the fun?”
The game isn’t immensely difficult in the beginning even without the crutch, so it really spoils their first impression. Of course, when the first episode goes up the comments are full of people explaining what the defender armor is, and when they take it off they realize that oh, the monsters can actually deal damage. I just hate to imagine the people that didn’t have someone to tell them and ended up dropping the game because of this skewed experience.
I had a friend of a friend that used defender gear through the entirety of World despite me and our mutual friend explaining why the shouldn't. And then suddenly when they reached Iceborne and everything hit really hard and they were expected to grind better gear they stopped playing, saying it was a bad game and way too hard without even trying to learn the deeper mechanics of the game. I didn't really care about defender equipment before but after that happened it truly earned my ire.
i will say that the defender gear, i think, looks ugly. besides that, when i would do my playthroughs i would mix and match it with the leather armor (which i think looks the best, so cute) and then i would follow all different weapons.
playing with defender set with defender weapon vs playing mixed or without is a big contrast but i preferred, overall, playing mixed armor/weapon.
i so think that the defender gear was a bad move and i can see why people are frustrated by people who want to do a harder playthrough and they pick the defender stuff.
i think that your insight is well thought out and i agree with you
@@ArgenteonYT sounds to me like your friend has the issue, not the game or the defender armor.
@@Hagosha i would agree, but that’s the kind of attitude that defender gear gave ppl. they didn’t know there was a grind bc defender gear made ALL of base game obsolete and not worth grinding. the defender weapons were almost universally better than KJARR weapons. that’s unreasonable, and the fact the game doesn’t TELL you the purpose of defender gear is even more of a problem BECAUSE it’s antithetical to the original game design. i have spent at least FIVE hours of my life having to explain why you shouldn’t use defender gear at ALL. that’s 5 hours that could’ve been a popup in game
I'll add that it's not just the lowered damage you take, but also the "breaking of the game" the weapons introduce.
A big part of MHW is how the hunt unfolds. You hit the monster a bit, you get a trip, you unload damage, you learn how to dodge moves, get more hits in, stagger more often etc.
But with defender weapons being so incredibly OP, that their last upgrade is literally on par with most weapons SECOND upgrade in MR, you do not get that experience. You reach the stagger thresholds much more often, even just flailing around, so the monster doesn't even get a chance to hit you very much. The armor skills being essentially ass, is moot, when the weapon itself is so powerful.
And it also murders the other core aspect of the game, which is farming for good shit. You kill a monster, you get a new upgrade level and your weapon gets shinier and more powerful, but you might fight the same monster a few more times for it. In the process you learn its moves more, get more into your weapon and the next hunt against a new monster, your skills will have improved.
With defender weapons you just spend a SINGLE resource and you get a huge dps upgrade. Often you don't even need to fight the monster; I remember "half-speedrunning" MHW to Iceborne with a buddy over the weekend and I just picked up the upgrade mat from Anja by slamming it in the wall on an expedition. We finished base MHW in roughly 4 hours.
But hey, at least they totally learned their lesson and improved on that in Rise... Not like they added defender and high-lvl armor right from the start in that game, too :)
I think the perfect way to do the camp is to have a separate inventory you can prepare with limited item slots, your camp inventory, where you can restock your items but only to a limited extent, but you can choose what you want to be restockable depending on what you *think* you'll need more of.
This is the best idea to the camp i've heard so far. Would be very cool
I dont really see the point in limiting you to not being able to restock in camp at all really. Like really a lot of the gripes old MH fans seem to have with World is that it isn't as terribly hard and limiting as previous titles which to anybody other than an old school MH fan sounds like nothing but good things. Kind of reminds me of dark souls players and their inherent elitism over anybody who plays any other games.
@@JudojugsVtuber I do understand the vets, howerever their 'difficulty' was just tedious gameplay. Bad animations and clunky controls.
@@KripticHCS Yeah i've seen MH vets talk about how being able to move while drinking potions and other items was a terrible design choice but I don't see how being animation locked in a game all about monsters being in your face attacking you is a good thing at all.
@@JudojugsVtuber Yup. I'm all for difficulty but it has to be good difficulty. Artificial bs and limitations is usually not so good and a player can decide to not use certain things anyways
"They were aware of these balance issues"
Yeah definitely, a noticeable amount of attacks where built specifically to counter how overpowered rocksteady and temporal were by either killing/pinning the hunter down immediately. Or draining the mantles duration instantly. Scarred Yian garuga multi fireball shot, Rajang literally ripping you off of it, AT Velkana tackle, Aletreon pin attack, all its lightning attacks, Wipe mechanics, Fatalis' bite/charge. It forced hunters to stop attempting to ignore mechanics or attacks for free damage by throwing on mantles and comboing it with clutch claw. Making the fight more engaging when looking for openings. And having some really memorable hunts. MHW had some low points but the high points were incredibly high to me that more than made up for it and let me have some of the greatest gaming experiences with my friends and family in an extremely long time. I'll always treasure this game.
That´s good game design tho. They didn´t want to just delete a core feature and did what they can to make it work.
And also a lot of those choices were heavily criticized and disliked. Especially rajangs pin being one of the many issues with rajang in world.
And world alatreon is just a bad fight.
@@CleopatraKing heavily criticized because people couldnt slap on temporal and throw him into a wall for free? Sounds strange to me that people were mad they couldnt get free damage for no effort.
Aletreon is controversial but literally because of escaton alone. He required actual prep to counterplay. Is that not part of what monster hunter is? To change your layout to counter the next monster? Did people really just want to stick to that boring blast teostra razor sharp meta that much?
My only personal gripe with is that it takes so long for it to land when it flies. Stalling for time. Outside of that. It's legitimately a very fun fight, as you learn its moveset. Its almost like you're dancing with it constantly, sneaking in every bit of elemental damage. Constantly on the offensive. He doesnt allow passive play, bailing out to heal meant you had to be on the offensive very often. And his moveset changes significantly depending on the day you fight him. So its practically two different Aletreons.
@@GardeninTool monster hunter never forced different sets onto players before (excluding elemental sets bc those by their nature were situational) alatreon wasn't a fun fight in world and Rajang is sure as hell not either. There's a great vid by Herny detailing why world rajang is gross and stupid compared to og rajang. Alatreon isn't a bad fight when you take out all the garbage of elemental dps checks. Old alatreon tho was a hard and FAST one shot machine for Gunners and was still scary to blademasters. Ppl joke about the icicle attack from it being super ez to dodge which yea but they also tanked your health if you got hit. Could easily punish someone trying to be greedy with their heal. I don't find alatreon fun in world even without escaton but I do in old games, mainly cause I dislike world combat.
Even if you say you enjoy it most of the community didn't, it's a set of terrible fights that weren't true to their original fights and also contributed into the power creep problem.
Fair enough, but really you just had to change decorations around and craft a new weapon. Not a whole new armor set to get by.
Imo the problem with Rajang is how he can cancel a lot of his moves into the rapid punches which were hard to get out of way of. So he just punishes you for attempting to punish him on moves that normally had longer recovery. I don't have much knowledge of the oj rajang compared to you but if it's anything like Rise Rajang. Then I can't tell you that fight is any fun whatsoever with how much wind up he has on all of his moves. He's a complete joke and a shadow of what it I had to experience.
I believe superRAD said GU? Aletreon was boring so I really think it boils down to how people prefer to play monster hunter. If it boils down to taste then I just greatly enjoyed Aletreon for what it is outside of my listed issues. But watching G rank runs of Aletreon in GU makes me think the moveset change was necessary. Otherwise it's just a joke a boss in World.
"Have both charms and decos be craftable"
My man, I agree wholeheartedly. If only there was a MH game where that was a thing.. 🥴
Honestly if that game would have something like the guiding lands or another augmentation system yes. I rather farm augments than charms or decos.
@@TheDragonshunter
Auguments can go to hell.
If I have to rate from 1 to 10 World I would remove one entire point because of that trash and Guiding Lands.
Makes the game full of padding and awful to replay.
@@yurei4414 But I want a Monster Hunter game to be full of padding tbh. I like to never be "finished" in a game like this. I mean, I already had 100+ hrs of enjoyment easily before even getting close to a point before optimizing my gear like that became a neccessity.
Agreed, or if they do have that grind have it be a partial grind. Heck Worldborne COULD have done so by having *every* decoration be craftable just with a huge amount of points for the more valuable ones that way even if RNJesus hates you you can brute-force what you want. Or Rise by doing something like fusing charms so you can get the slots and skills and point allocations you want after enough failed attempts. I know an endgame grind is kinda important for these games, but for me that grind is done for fun and not because I'm forever chasing my perfect optimal set; too much reliance on RNG just makes me not bother engaging with it and I just go with whatever I get and not care.
That would a future mh portable title i think.. no more random bs.. and maybe they should remove the grind entirely at that point.. hunt 1 monster then get all weapons and armor immediately after lol
I didn’t mind the clutch claw. But I was a hammer and sns main so having the spin grab and the shoryuken was awesome
As an IG main I just hated the claw and rarely used it. Trying to use it more made hunts way less fun even though it boosted damage. I hated the way they made it work together with WEX in Iceborne, especially since half the weapons being "lightweight" required you to clutch twice or have that claw boost skill. I just wasn't a big fan of it lol.
BUT, replaying on PC, I swapped to hammer and it's a whole new story. I actually will clutch more because you can more easily do it after a bonk combo if you're close to the monster. It feels easier to pull off on hammer
@@GarliccDread Being a SnS main the clutch claw was really fun! As an IG secondary the clutch claw is absolute garbage, I hate it, WHY THE HELL DO HUNTS TAKE SO LONG?!?!?!
For some weapons, the clutch claw is a combo extender, for others, it’s either an afterthought or actively gets in your way.
Clutch claw is a great addition to weapons that lack range/speed to help against more agile/flying monsters, but it's the way they counter balanced it is the issue...
Claw wasn't the problem. Imagine giving all weapons the same claw combos that hammer, sns and DB had, but without the tenderize mechanic. Claw was great, tenderize wasn't
Based on how the new skill system works and Decorations now having "levels" of 1 to 4 (lv4 likely to return in Sunbreak) my personal ideal RNG farming mechanic would be to have decos and charms/talismans both be craftable at the smithy using materials, as well as to be meldable and/or received in quest rewards.
HOWEVER, you can only craft Lv1-3 decos and the charms you craft are upgradable to a certain extent depending on the skill type like in World, but it will have no deco slots and only provide levels in a single active skill.
You can then meld for Lv4 decos and melded charms can have deco slots and/or 2 different skills active, but they cannot be upgraded at the smithy.
This I feel could balance things out.
While you progress through the game you can make your own perfect self styled/comfy set, but still have the thrill to meld a better or god tier lv4 deco or charm at random to push your set even further.
Level 4 decos are powerful in that they can provide 2-3 levels of a certain skill or have two different active skills. If you are able to craft Lv 4 decos and they work the same as in Iceborne that would be kind of broken imo.
As for the charms you craft at the smithy which can be upgraded they would be balanced depending on how many levels a skill has.
For example, with powerful skills that have 5 or 7 levels of activation, like Agitator and Attack Up, a crafted charm at the smithy when fully upgraded would only then provide 3 levels activation. But there could be an RNG melded charm that gives Attack Up Lv4 and Defense up Lv2 and have a level 2 deco slot.
As a vet that's played from MHFU. Iceborne and World's deco farming killed my love for the game. The amount of grinding was so obscene for an attack jewel 1 I stopped after safi'jiva and didn't touch that shit ever again. And here we are July 2022 and Sunbreak just dropped and I'm absolutely loving the series again. Fuck deco grinding, whoever thought of it should be fired
“You could potentially get another wall bang right away which trivializes hunts.”
_me staring at my sleep, thunder, and paralysis hammers_
Maybe I am a monster
I really love the Steamworks. I personally don't mind the RNG or the mindless button pressing, it's just cute to see a man and his cats go nuts while I spam random inputs along to the song.
I fall in the category of older players who have a hard time going back to previous installments, personally. All the quality of life and improved controls just made the game better for me and a majority of players I'm sure.
Imo the only thing that actually bothers me still in older games is gathering, basically everything else is a difference in game design philosophy.
I started the series with Monster Hunter Tri and World is my favorite, it's strange to see it asserted like such a plain fact that the people who defend it ardently are people who started the series with it. It's just a game that values different things. You kept hammering home throughout this that the live service components made this game an unbearable grind, but I legitimately never engaged with any of it. I'm not sure that I ever saw the augment screen. It's a game that has a lot of features that let you play forever, sure, but I don't think that I ever actually grinded beyond what I needed to do in order to get my set and I saw almost all of the game's content through Fatalis. There were a ton of varied, beautiful, fun fights in cool settings with good controls and phenomenal music. The vibes were on point with Iceborne in particular, ending every session with my friends by just chilling out in one of our houses in Seliana was supreme. I loved the 16-person hubs, if you went searching for specific groups it was easy to find full hubs full of experienced hunters who would flow from one quest to the other - dropping that feature was a really bad technical limitation that they faced in Rise, I think.
I liked the video, I watched all of it, there was a lot of thoughtful analysis, but it was full of so many moments where you described a feature and then said it was bad like it was a given and it really eluded me. The clutch claw was obviously bad, the DPS check for Alatreon was a strange design decision, but asserting that the game was full of player-retention mechanisms in almost all of the facets of its design when it was damn-near the opposite in my experience was surprising. Also: man, I'm standing by the idea that learning the Ancient Forest is a fun way to develop actual, non-numerical skill and ability in the game. Learning complex maps is fun! I wish more of them were like that!
Sorry for the text wall, I just started typing and looking back now I'm realizing how much of it there was. Oops.
100% this, loved the video but my feelings exactly
I agree with this, also his assessment that World hub lobbies were mostly barren does not match my experience at all. I was almost always in full lobbies throughout my entire 1500 hours with the game. Particularly when a new monster came out but other times in between as well. You just have to filter the results when searching for a hub and you can always find a busy one to join.
Great video overall though.
interesting, 3U was my first game and Worldborne is my LEAST favorite. Don't get me wrong, it's a really good game and I do love it, but the endgame grind, the implementation of the clutch claw, forced online, the myriad of mmo-like mechanics present, and in general a more serious tone made it lesser than older entries. I agree on most points brought up in the video.
As a side note: I know the Ancient Forest map like the back of my hand, it is one of the worst maps in series history. I wouldn't call it complex, but it is very annoying to traverse and there is a LOT of it.
I find it interesting that people didnt like the clutch claw mechanic, as I genuinely felt it added more depth to each fight.
@@subject1196 True! Was really fun to mess with~
Maybe it’s a bit too complex a design choice, but what if nergigante integrated it’s prey into its metabolism briefly- for an example of this, let’s say after a turf war with teostra, nerg’s spike attacks inflict blast (or have a wind pressure effect with kushala) for the lifespan of a single molt. While this might bloat the combat a bit too much, but it would serve as a reason why nergigante needs to be taken down- if it makes it’s way to the source of the everstream and consumes it, gog knows what would happen
18:30
Yep. This. 1,900 hours in the game, max MR and still not a single attack 4 jewel.
At the point your at 2000 hours and still not getting what you want, you might as well mod the game at that point like I did with ps4 save wizard.
@@MillieMaeStar I got it right around 2,400 hours. Finally.
I started playing MHW and Iceborn in 2020 and I've experienced full and very fun gathering hubs, but I would have to look for them actively. It was awesome, so it's a shame you never experienced them.
Playing through Monster Hunter World & Iceborne was a fantastic experience for me. It felt new and fresh and exciting and I still adore it today. Even if it has its fair share of flaws, I would love to reexperience the game.
My biggest gripe, as with every MonHun game, is the Hunter Rank. And the introduction of Master Rank was endlessly frustrating because I WANT TO FIGHT THOSE MONSTERS, but neither I nor my friends have fun in mindlessly grinding 60 ranks.
Great video, thank you for your content
I really liked how you tackled the previous games in retrospect, so I’m excited to see what you have to say for this one!
I’d say I’m a MH veteran but didn’t get to play *any* video games until I tried out Worldborne, and it made me fall in love with the series again and video games in general, so it has a special place in my heart for sure.
I'm late to the party, but I have to say: Monster Hunter World, despite it's flaws, is the game that saved me in my darkest moments. From starting as a feeble hunter begging for a Great Jagras to stop biting me so hard, to facing a world ending Fatalis, to coming back to the start as some sort of teacher for newer players... It was fantastic. Wonderful game, and I'll keep playing until the servers shut down.
Do you still play?
@@amarg7657I do lol
@aaryankhambati2892 my two teenage boys and I just came back to it so happy to see the community still its non toxic awesome self been a blast going through all the old world content and finally seeing iceborne. For reasons we never did play iceborne
Always happy to see proper critiques of stuff I like. Even if I don't always agree with your takes, great video nonetheless. Still think Iceborne is the best MH has ever been, and I hope it's used as the standard for any future entry
You didnt play 4u i bet
and why's that?
@@ZombieMors I played it and world is still better, sure 4U is a fantastic game as well it was my very first but the whole criticism in this video and from people is: its bad because I prefer the old which is preference wise it is not like actually bad stuff its just I prefer this so I think the system is inherently bad.
@@ZombieMors 4u introduced some of the most beloved features to date such as bleeding, frienzy, Apex Monsters and iconic Monsters like Seregios and Gore, but good god, it has one of the most boring endgame I've ever experienced. 3u endgame was much smaller but soo much variegated and fun, 4u is just a Lv140 Rajang Grindfest hoping for a Godroll weapon.
@@NeroNaga you dont need the godroll weapon to beat the game aniway. Your skills are enough by that point. Everything is just an extra. You do it cause you want to and it can be infinite if you want. Its not even forced to you
World was my first monster hunter. A friend of mine got me into around the beta. It was such a completely different experience to any other game ive played. Movemnet, gameplay and the types of weapons and armors and skills. I really didnt have anything to compare it to. Skip forward a year later and i became the highest hr hunter in my friend group but yet I could tell I was still very green, I didnt farm, nor did I have any good sets or understanding of mechanics. Eventually I did learn and soon got rid of my obsession with blast and gunlance and picked up lance. Went on with lance upuntil iceborne. But before iceborne I decided I wanted to try out the other games in the series, seeing another friend was a veteran hunter, I went to him for help about some things i didnt get. With each convo he also explained some things that changed or removed from older gen. He introduced me to MH4U and that became my 2nd monhun game. I immeadtialty felt the clunkiness and sluggishness of the movement and combos. But i disregarded that as I wanted to improve. But what stood out to me once I reached val harbor and ancient step, there was so much character and detail in this lil 3ds screen. Interacting with the people and just wandering the map really took me in. and the lil nuances like needing to actually have a map, paintballs were a nice touch of interactivity into the world.
Theres alot of changes that world did that I really enjoyed after paying through 4u. Movemnet, combos and recovery is a much smoother and less frustrating experience. the skills and armor changes are a bit so and so for me. On one hand I do like the idea of balance with negative skills and craftable decos (so much better) but on the other I can see how a bit simplified in how world handled it with so many skills you can have active at once and no difference with gunner / blademaster armors along with deco rng in base world was horrendous.
World in a gameplay I perfer much more, overall a better and smoother experience that still keeps some of its old world stuff and that lil blend of gu movesets is a really nice touch. But in terms of world building, areas (and monsters but thats its own thing cause new engine blah blah) 4u and overall older monhun had that so much better with its intricate map design and layout, and interactivity with the world and npcs.
I hope in the next mainline entry they bring back the old map design (by that i dont mean loading gates, i mean how each area is unique and those lil details of the ancient civilization ) but still have it connect, a mix of both armor systems would be neat and please no rng decos or rng weapon stones.
strangely, I prefer the older gameplay, everything is slower, and it is clunky, but it makes you be more intentional with your movements, it is really something I liked in monster hunter
@@neolordie Yeah i definitely see what you mean cause monsters had less moves and every bit of positioning counts.
this is the type of retrospective that should be in the library of congress. it stays focused without feeling like things aren't being explained.
I've played monster since MH1 and have seriously played it since MHF2. MHW+IB is, in my opinion, the best monster hunter to date. Having been following the series and seeing the changes with each iteration, I got the feeling if world didn't do it's overhaul, there wouldn't be much left to improve in MH. Case in point mhgu being an anthology with crazy variant monsters and hunter styles.
As for long time players feeling disenfranchised, that happens with any change. You have to remember these developers are trying to innovate as well. As long as the heart of the series is still intact, which it is, I have no major complaints with world.
yeah, generations wasnt really good for me, 4U was the pinnacle of gen 3, generations wasnt needed really, it could had been a single game, but they really like to make the game in 2 parts, makes more money that way, and world was already being developed so maybe it was just to fill the gap. I really didnt liked the styles, you really missed the moves the styles didnt had, and you were just doing some gimmick instead of properly fighitng the monster. Some parts were good and all. Rise is similar, is not an improvement over world, is just "we need to add something new for this one", if gen 5 ends here it would be weird that the better game was the first one, because that wasnt the case with all the other gens, every game builds on the last one, even if you dont have the same hardware.
Finally finished watching this and wow, it must've been a lot of work! It was very enjoyable to hear your thoughts on World and Iceborne with a more fresh perspective after you played through it again.
Fantastic video, thanks for taking the time to make it
Thanks for watching it!
On the topic of Augmenting, I think that the reason power creep is included so often is that players simply complain if there isn't power creep. When a new monster is introduced, if the activity does not give improvements to their gear, they will complain that it's pointless, there's no reason to hunt a monster. Part of the game's identity has become "Hunt really fun tough monster, take it's skin to make a hat.", which is the fundamentals of something like a looter-shooter or MMO.
Yeah and I'll say that's kinda what I want. The entire game is set up to make you more powerful both in personal skill, but also in gear. Striving to get to that next wishlisted gear by farming, is essentially what propels you onward and lets you experience fun hunts on the way, either alone or with other players.
If Alatreon, or even worse, Fatalis, didn't have better gear, then there would really be no point in fighting them. In Souls if I fight a hard boss, it's not because I'll level afterwards, but because it's something I want to complete to understand more about the world, to feel like I'd achieved something, to see if it drops something that's interesting, to see if there's something to explore behind it etc.
In Monster Hunter there's no story (there's not), you don't explore after a monster hunt, you don't really care about the lore; it's all about the loot/gear you get. And if that's not good, then what's the point? You can't create an entire game around the concept of grinding and upgrading and then drop it at the end.
@@dowfreak7 I think some people see the power creep as a problem because the new additions don't add interesting sidegrades, but just add another step on top of the gear track. It makes gearing much more linear and buildcrafting a lot less interesting.
@@sauceinmyface9302 That's just an inherent issue with the design, though. You'd have to fundamentally change the game, in order to fix that issue.
I mean I'd love if we got armor sets that catered specifically to certain weapons (for real, not just "this has a bit of guard, ooh"), but obviously you can't do that with hard endgame challenges, because then all the other weapons get shafted.
So by design, they have to be generally good and better than the stuff that came before. Really a flaw that only becomes apparent when the game lives long enough to make it noticeable and also not the hugest flaw.
I mean Fatalis armor is so far above the rest, that its ridiculous power level actually enables you to create nearly any build you want (due to the amount of slots and general health/stam upgrade).
Now if MHW was actually an MMO and didn't just kinda feel like it (in a good way), that's when I'd agree and say it's an issue that needs fixing and we'd need more horizontal progression, but as a singleplayer game it's in an alright spot.
@@dowfreak7 Actually, the current system is more mmolike. A new update brings new monsters, sort of like a new raid tier. The newest raids generally give the highest level of gear in MMOs, which is exactly how it works in MHW. I think people prefer the gear of update monsters to just not be so above and beyond better, I suppose. Fatalis is so monstrously powerful compared to the second best option, but stuff like valstrax and even safijiva have tradeoffs that you need to balance.
Can confidently say this game was in my top 5 it was such a beautiful experience especially since it was my first monster Hunter game I remember stressing out due to nergigante then making friends online and defeating fatalis it was beautiful
favourite part was definitely Jhen vs Zorah
Jhen:
cinematic
dynamic
based
Zorah:
he walks
cringe
The base world mansion is located in the gathering hub, it's the aft castle on the Galeon used as the gathering hub. If you load into the gathering hub and run to the doors near the aft you can enter your room
World was my entry point into MH and despite its flaws and the very valid criticism older fans have its hard to deny that it's a fantastic entry point into the series.
I played through world with some friends who were long time veterans and the way they talked about some of the older games made me really excited to eventually visit some of them.
World made me a monster hunter fan.
32:40 , finding monsters are actually easy, since they have a spawn point, even without finding tracks hunt 1 or 2 in 1 map you'll know where they spawn or rotation, later noticed that in my 200 hr mark.
Spawn points and roost points are something you pick up fairly quickly, just by hunting a lot.
I don't think I'll ever forget where Rathalos spawns and goes to sleep in the Ancient Forest. The whole "paintball" nonsense actually sounds horrendous to me. Like an outdated mechanic they used, because the game simply couldn't make it work any other way.
Honestly don't get that point of critique. Once the monster's found, which is made easier via research, you'll know where it is. So what would the point of going back to paintballs be, where you need to find the monster first and then do an extra action (using a paintball) to keep tracking it. Just sounds like nostalgia goggles to me, because the paintball method is just one different step in a process that would otherwise fall under the exact same critique.
@@dowfreak7 I think rise has done it best, but I still think Paintballs were much better and more fun than tracking in world.
Paintballs added to the feeling of “preparing for a hunt” that the newer games have done away with. Inventory space mattered more because you couldn’t carry as much loot. So what you brought in mattered more too. Plus you almost always brought pickaxes and nets just in case you got something rare, and potions and drink of choice in area. Your inventory felt more important in the older games, and paintballs played into that mechanic.
Without the higher importance of inventory management that the older games had, paintballs feel unnecessary. While I do like them, I don’t think they should come back, because now they just are redundant. You almost never fill up your inventory in a regular hunt. The only time I have is when farming rocks for an hour.
@@Xandian Gotta disagree with you there tbh. Rise just instantly showing you where the monster was on the map at all times, even if you'd never seen said monster before, felt boring and uninteresting. Maybe that's just me, but I genuinely found enjoyment in getting to know and study the monster I was hunting.
Removing that in Rise felt like taking a step backwards, amplified even more so by the fact that you still had to wander around the whole map every single hunt if you wanted to buff yourself into being half-decently prepared, even if you knew exactly where every monster was already. Otherwise you'd just get 1 or 2-shot by 90% of attacks, or if you're a stamina-centric weapon, end up playing at sub-par potential.
Not to mention that this strengthened Wyvern-Riding even MORE because you could exploit monsters halfway across the map and bring them over to get insane damage even if you hadn't encountered them yet just by exploring.
The journey of playing World all the way through to Fatalis will forever be my favorite gaming experience
Hard agree on disliking the live service angle. I burned out on the Iceborne hamster wheel and dipped I think after Rajang was added, and I never went back because it was equal parts a slog and a drain on my patience. The drip feed of event stuff is not out of the norm for a Monster Hunter game, but when World was new, the quests rotating in and out meant that you had to stay on top of updates or potentially miss out on things until the quests decided to pop up again. Pair it with weekly bounties, and it completely changes the lens some people view the game through. You're no longer only playing because you want to, you're being incentivized to do chorelike things that you may not normally do because there's a carrot on a stick to chase, or because OMG there's an event only here for one week have to play right now right now!!!. The vibe is very much like mobile game throwaway missions and temporary events that are there to drive up player retention, engagement and induce FOMO rather than continuing to build onto the existing experience. Something about the experience as a whole rubbed me the wrong way and my interest to keep up with the game died off. Also deco grinding is hell and I'm not doing it a second time lol
1:32:00 I'mma hard disagree on the HUB scaling, that varied wildly, especially if you actually had teams of 4. Was playing 4U awhile back, did a G-Rank Hunt with 3 randoms and we fought a Tigrex and Zinogre, 4min, that's all it took to kill both of them, it should never take 4min to beat 2 G-Rank Monsters. On the other side some of the later stronger monsters were scaled up to be more difficult such as Akantor, Ukanlos, etc, but the difficulty could be killed just by them having more players and you being able to inflict more damage. 5th gen introducing scalable health meant that every monster could be fought in any group without the size of your group trivializing the monster with only your teamwork being the main factor of how much it took to kill a Monster.
1:50:23 So I disagree on this as well, kinda. While I agree they shouldn't have let you full restock, the one benefit I find for this is during certain hunts with multiple monsters the ability to swap gear is useful. If anything a limited form in the ability to bring a single spare armor would be fine as it would allow for players to not just go with the run-raw only option, possible a set of spare items as well for these longer hunts too. Fights are not built around it at all, my proof? Alatreon actively disabled farcastering and Fatalis damn near punishes you for it with the 20sec cutscene you have on the windrake. Then there's old school Fatalis, 4U Fatalis will delete 85% of your HP by brushing past you, Fatalis damage wise did not change at all. I wouldn't say preperation is gone, I still find myself preparing for every hunt similar to how I do in 4U.
Also damage numbers....yeah they could go.
1:57:10 I'mma counter and say LR Ceadeus is worse on this front than Xeno. Felt like a slightly more engaging Zorah in the sense he doesn't really notice anything I'm doing. I was basically beating an old man. I've yet to meet Goldbeard so....no answer on that yet.
On your preparation critism, part of the preparation feature I think you yourself might have forgotten is the armor building prepation with the exception of Raging it seems. Similar to if you go into Chameleos's fight and Kushala in 4U with poison resist and wind resist respectively it takes away form the more annoying aspects, the same goes for Viper Tobi and Blackveil, go into their fights with the armor skills you need and suddenly its less of an issue.
You did do a great job of detailing the issues on grinding though. I think everyone can agree the grind to MR100 was extremely excessive, base world had it only at HR50 and if you weren't rushing the story you basically were around HR35 by the time you beat Xeno thus the grind was small to unlock everything. Very fair point on the Guiding lands though. I like it as a map but the grinding is.....tedious.
Overall good video, I know it was long but I think you needed to look at some features a little more and why they were changed to be this way. I still prefer World miles over the old school due to my general displeasure of how the old games did challenge, the hard tracking, small monster hell, potions, hyper restrictive skill system, no aiming for flash bombs, village that is worthless to the HUB making the Village pointless when playing with friends, etc.
America.
Hub was always scaled around two players; adding more is always going to make it easier because the game is rewarding you for cooperation. (Which G-rank? 4U has four levels of it. Also remember multiple monsters in a hunt penalises their HP quite dramatically.)
EDIT: to be clear, World wasn't really dynamic either, it was just tuned for about three players except for way worse thresholds on everything. It made 2P hunting an intolerable slog.
Scaling punishes you for coop because unless both me and the other people are playing optimally it's just the same speed if not slower than me just focusing and trying hard because I myself am dealing with less than half of the hp they'll get in multi
If he didn't like damage numbers there is a setting to turn them off. Unless that setting was removed when I wasn't looking
@@AcceptGamingDKD Just because you _can_ change an option doesn't mean it's reasonable to _expect_ people to toggle it in practice. There's a whole lot of research on why this is the case, but it basically comes down to funny human psychology quirks. This is why we always consider defaults a _design choice_ when talking about systems and the intent behind them.
I’m a new player to monster hunter, but i really really appreciate your absolute understanding and lack of aggression to those who share different views, a trait that is quickly becoming rare online… your content really is a breath of fresh air and i respect you massively for that. keep it up :)
As a hammer main, I like the clutch claw
I picked up World when it first release, got to Safi, beat it, and quit playing. Rise was announce, played it to my contentment through it content, and decided to test out old world games. I am in the boat of loving Old World more than New. I like that I don't have to remember certain supplies to go get materials and a lack of whetstones that the New World brought, but that is about it.
I started with Gen Ult, and have worked backwards. It's difficult to describe, but the feeling and design is just more enjoyable for me. The new games are awesome and fun, but their is this soul in the originals that makes me excited to play.
Monster Hunter in general is amazing, but Old World has something special.
same i enjoy the new gens but their just something from the old gen that keeps me wanting to go back to it
I agree on Astera being bad. Imo it's tge worst village/city in the entire series, I detest it. It's not at all built or designed for verticality while at the same time having the most vertical layout we've seen up until this point in the series, the lifts don't even feel like they were planned and only added after they noticed how bad Astera is to navigate. The placement of some of these lifts is horrible as well, like putting the ground floor lifts ALL the way away from where you spawn into the area as the worst examples.
I never understood why they didn't let us pick where to spawn in Astera. There's an area right next to the armory where you can depart , but they always make you return from the front ugh.
If you hate damage numbers so much just turn them off
As a fifth-fleeter, I don't mind the clutch claw because I'm confident enough in my ability to complete a hunt without it and can chose to.
Unfortunately, Rise doesn't give me the option not to smash a monster's face into a wall because any hit during a dizzy state will force a mount.
For the section on Astera I'd like to add that a popular mod for base MHW was putting all the important NPCs (smith, farm, etc) in the multiplayer hub so they were all right in a small area along with the actual quest desk
also second thing about Astera I forgot about until right now: The 3rd housing area (the suite) is located through the big doors in the multiplayer hub area. That door used to be some kind of uh... church like space I wanna say? But at some point in the story it becomes your living quarters and gets remodeled accordingly
3U was my first game, and I have hella respect for the vets before me. My problem is when the vets shit on new players rather then guide them. 😔
Freedom 2 in middle school as well as Freedom Unite thereafter were my first games then I stopped playing because of how clunky and hard/restricted I was for higher quests and nobody to play with and how bad I was at the game. MHW and Iceborne was years after that so I was a veteran at gaming, but MHW and Iceborne made me git gud like no other game has. I have yet to play dark souls but when I do itll be another git gud situation. I like MHW for how smooth and interactive the fights and world are and I have fond memories of Freedom 2, but the environments were so damn lifeless and empty that I cant go back to older titles especially with that loading screen crap.
So, Monster Hunter Worldborne is a great game, I won't deny that. But since I played GU, i couldn't help but feel it lost a few things in the fun factor. The battles were a bit less active until a good chunk through the game, the first map being as confusing and convoluted the way it is startled me, and a few design choices actively upset me (like no pause button and it being an Expected to Play Online game). But recently, i did start to appreciate some of the things it did not only for itself, but for the rest of the franchise and the fandom. Sure we got a lot more vocal gatekeepers and stuff, but we also got millions of new players and fans, and now they're helping pave the way for new Hunters in Rise as well. Monster Hunter Worldborne was the first Monster Hunter game I played with an actual friend that wasn't a rude, overbearing lardass. This game gave us Turf Wars, more smooth combat, beautiful movement, and some pretty damn good music. It might not be my favorite Monster Hunter game, or even the best one. But it damn well deserves my respect. And I'm happy that my friend convinced me to give this game a shot.
You'll probably like this vid
@@SuperRADLemon indeed
Mantles are pretty cool but the most used ones like rocksteady and temporal are terrible. They made the game less fun for me.
The problem with defender gear is that most new players are already overwhelmed by the game, they don't know what they are doing and end up stumbling over overpowered gear that allows them to skip a big part of the game. Then they wonder why the game is so easy, why monsters do no damage, why all the interesting looking stuff is worse than the beginner equipment and they don't learn how the game works. And then they reach MR and suck balls and the worst part is that they end up being a burden to even average players.
True I think a better solution would have been to just give players mats of monsters at the end of LR and HR so new players wouldn't have to farm as much for the gear and could make their way to MR faster without necessarily making things a cakewalk. Farming xeno is boring but his gear was some of the best until you could do AT monsters so it'd probably be more enjoyable for newer players if they could skip farming xeno and just get to trying harder monsters.
@@Lunk42 What? Xeno gear was terrible. I remember playing back then and I only got Xeno gear, because I thought it looked interesting and I got excess mats from farming it for weapon upgrades.
You'd just use Teo/Nerg and the wex eye patch. And later on you'd get Drachen and that would essentially be the HR armor, unless you really wanted to switch stuff to archtempered, which you really didn't need to.
A good solution would either be a proper introduction to defender gear (as the "easy mode that doesn't reflect the game"), an actual "skip to Iceborne" button or just locking the defender gear/skip button, behind defeating Xeno, so you can use them on a new character. But this aspect is clearly them trying to sell more, rather than improve the game, so I don't think you can really implement a feature like this in a way that does the game justice.
Rise is what got me into the series. I went back and played world and was surprised how different it felt. Everything is shinier, the monsters are cooler and actually having to track the monsters is cool (to an extent. I’ve found that the flies are inconsistent when finding the next footprint leading to a lot of meandering) but I do prefer rise’s movement, everything feels faster and more streamlined in that game
I remember World being the game that introduced me in the series. It was a point in time where I felt like there wasn't a game that had everything I wanted, that scratched the itch so well, when I started hearing whispers about it before its release. When the trailer dropped I watched it, and I was just utterly OBSESSED. It was so cool. Giant monsters that are responsive to the player and the environment that were visually interesting with such interactive environments. But we didn't have an Xbox, and I was 14 so I couldn't afford it. From then I was on the hunt for the older games, I just needed to get my hands on monster hunter. Finally, in a CD shop with my dad while we were out promoting his band, I saw it. In a little bin next to the cash. Monster Hunter 3 Ultimate. I was so excited. I flipped my shit and begged my dad for it. We were pretty poor so I was expecting a no, but he said yes, told me not to tell my stepbrothers. When I got home I started it up and it all just hit me. I don't know why, but the series has always been so homey and comfortable for me. 3U even more so, it just has this air of relaxation ironically. Idk where I was going with this, but, please play both gens. New and old. They both have so, so much to offer
And your point about the deco/charm switch..😩😚👌
So this is coming from someone who didn’t get into world until recently and played a bunch of rise and a little bit of mhgu, I think this is the perfect game. Me and my friend played for 2 months straight. We grinded guiding lands to get strong enough for end game, mostly for fatalis and alatreon. Once we were done with pretty much all we could do in endgame we started a new save and we’re attempting to see how fast we can kill fatalis without doing guiding lands. I’m really thankful for world it made me love and appreciate monster hunter and cannot wait for wilds.
One thing that has always stuck out in my mind about the charm vs. decoration debate is that some weapons were absolutely hamstrung by the change.
I went about 200 hours without getting Capacity Boost in World. I literally could not get that one decoration , and I think I only got it halfway through my Iceborne playthrough after a story hunt of all things. It honestly just annoyed me, because I'd done plenty of grinding for the decoration and gave up to just play the game instead of wasting my time grinding - and here it was, after 200 hours on a random story hunt.
I think those who defend the change never had to experience that and think of the worst part of RNG decorations being that you don't have the right amount of attack boosts for the meta build. Being forced into a grind with no guarantee of the decoration and being forced to awkwardly build around that one skill you need sucked. This didn't matter too much, as nothing was impossible to do with a Capacity Boost charm, but it was annoying knowing that I was basically missing out on using charms that had rarer deco skills because the game's RNG decided it wouldn't give me a needed decoration for my weapon.
I sincerely believe that people who prefer RNG deco because "RNG god charm like in Rise is statistically impossible" simply play weapons that have no "required skill" so to speak. Imo this debate needs to be judged based on how hard it is to get a compromise set, not meta set. Vast majority of players don't need to push their Attack Up to level 7, but they certainly need Guard 3 within a reasonable timeframe.
I feel like a good middle ground would be loading a limited number of items into a supply chest, so you'd have a slightly larger inventory when out on a mission, but not your entire item box. Slightly more forgiving if you failed to prepare, but only so long as you restock it. I agree on the clutch claw. I'm not great at finding openings, or guiding monsters into walls, so fights just feel tedious at times. Not exceptionally hard, but long.
I think it would be really cool if MH 6 were focused on the relationship between the hunters and villages. A cool way to handle it would be by having us the player sent to the village at the star of the game by the guild to be it's first hunter. A new village that is just starting out, many villagers already know each other but see us as an outsider and as we help build and grow the village it becomes more alive. There could even be no hunter hub as they just haven't set aside an area just for hunters as you are the only hunter they have, at high rank some villagers may set out to become hunters and other hunters come to join you. Some villagers like children could even want to hear stories of your hunts. Telling them stories would act as another hunt, but you would gain no materials as you are just reliving a memory.
This would also work with seasons which I would like to see come back alongside underwater combat. Monsters that may not be available due to to migrating away can be fought by retelling stories. I would also like to see more minigames, darts would be cool to do with friends between hunts and would bring more options than just arm wrestling.
I am not sure if Monster Hunter would ever make a game without RNG charms or decos but if they do I would prefer it be charms. They should also have an event quest for charm farming with each monster in the game. The set of quests would give charms with skills present on the armor of that specific monster. Having those quests set to 30 minutes would also change it up limiting the time but allowing you to do other stuff when on that quest, or they could have each quest set to just 15 minutes. For example hunt a rathalos and you will get 5 different charms at the end, those charms can only have skills on the rathalos armor. While there is still RNG, it is targeted and makes sure that all monsters could be relevant as you might want a charm with the skill that a certain monster's armor set is built around.
I would also like for the old skill system to be combine with the Alpha/Beta armor, it would be nice to also have the negative skills exclusively on those armors. Negative skills wouldn't be on decorations or charms which would help players that want to use a full armor set as the decorations and charms could not only negate the negative skills but provide more skills. I like the old skill system as it makes skills more powerful and limits the players from being able to have essentially all attack skills.
Monster Hunter 6 should take inspiration from MH Tri and have a small village with a resource systems just like in that game. It would ingrain the intimate relationship between the player protagonist and the village folks within the gameplay rather than through a explicitly told narrative
@@unicorntomboy9736 I completely agree, having a more personal story would be great. There are so many things that it can accomplish that a large story where we are the chosen one could never achieve.
I would also like to see some player interaction. Having some points where you choose what to say or just continuing to be in control of your character during cutscenes could do a lot. Telltale games are pretty nice so having dinner points in the game where smiley actions could be possible for MH.
@@lijahgil Also I think that Monster Hunter 6 should go back to a Medieval European Fantasy aesthetic like in Generations 1 and 2 (and perhaps Rise Sunbreak too)
Overall MH 6 on the current gen consoles should scale back the scope with its narrative, in the sense that it centers around a small familial village (like Kokoto or Moga) and not try to do a grand narrative with end of the world stakes like with MH World.
I love this idea but I'd also love to see another road trip story like 4's
@@BitTrippin Low and High rank could be about establishing the village, then Master rank would have us traveling around different villages as we have become the lead hunter for the village.
On the lack of a pause feature:
As an offline PS4 player: Rest mode is your friend.
As one of the many people who disliked your first MHW video, I have to say this one was fantastic. Your arguments were concise and persuasive; I actually found myself agreeing with most of your points. This was Joseph Anderson levels of scripting and arguing, well done.
Wow ty very much!
I wish I could swing at you
I played one of the DS MHs pretty extensively years ago and it really didn't feel much different in the be grand scheme of things. You kill progressively bigger monsters to make gear progress and learn new monster mechanics. Getting rid of loading screens was something i always assumed would become part of the franchise and honestly makes it feel a lot better.
I wish they bring back negative skills, it really gave each armor piece a personality that matches the monster they're made from. You wanna look like Jho then you'll starve like jho etc. Hell the fatalis armor had the opposite of divine protection which gives their armor description some merit because it's obvious that armor is trying to kill you in exchange for getting the power of fatalis. Also the best thing imo they added is health augment, high risk high reward gameplay is now more accessible and not locked to only the best speedrunners.
I think the fancy room was in the gathering hub, there's a door up there that leads to the player room that i remember leading somewhere else before i unlocked that room, i might just be trippin though.
I joined Monster Hunter with World, and I really appreciate your perspective. This video is great and your channel has reminded me that I eventually want to go back and play some of the older games. I also really liked your Hander video. Great stuff.
Awesome, thank you!
The thing I found most inexcusable with regards to weapon designs were when the awful slapped together designs were used for returning monsters. I can at least somewhat understand that development time for World was allocated to other places, but there's no excuse for weapons that need little to no design work, as they have already existed in the past.
Not only that, some of the slap on design of the 5th gen monsters were carried to Rise as well. (Kulu lance, Jyrutodus DB, etc.). That being said, the devs did gave new weapon designs to the monster with new weapon trees (Pukei GL for example).
Yeah, I'll give you that one. I dislike a great many things about Rise and think it's ultimately much worse than World and a huge letdown to tide me over until MHW...2 arrives at some point, but one thing that game did right, was cool weapon ideas. The designs look cool for the most part and very different, where quite a bit of MHW stuff just looks too samey.
Especially things like the Brachy and Glavenus Greatswords were crushingly disappointing. Especially after I saw the Glavenus dual blades and expected a similarly cool design for the Greatsword, ugh.
Whoever made the glav gs actually sucked at their job, that’s the one weapon where they could have their cake and eat it to.
I'll never stop being grateful to Rise for making me love MH again.
The end of Iceborne was one of the worst experiences I've ever had in videogames, and alone if I think about Raging Brachy I could destroy my controller.
Hell yeh awesome!! I'd asked for this retro a while back and you said you were making it !! My bad not putting notification bell on but it's as good as I hoped !!
As someone who started with MHFU. MHW is my absolute favorite in the series. I liked that it dialed back the wackyness we had with MHGU and it felt a lot closer to older monster hunter games for me. The immersion I got from this game is something I sorely missed after playing Rise.
Honestly glad the mainline team learned from the mistakes of World and avoid them in Rise/Sunbreak. Naturally some aspects did stay on, such as layered armor and weapons (more convenient for weapons, too), the simplified skill system while also bringing back the original way of getting gems and talismans, and of course weapon augments with the Qurious Crafting system. There is still a bit of a power creep present in Rise, but not really as bad as World's in my opinion as not one single monster completely dominates the game's meta.
I took my sweet time to go through the whole video and I still feel that you encapsuled a lot of my thoughts on this game quite good; like your history videos, these are quite enjoyable and I hope to see more in the future, keep it up!
The lvl 3 player home in astera is located in the back of the boat that serves as the gathering hub.
I loved the streamlining and QoL changes in World, and the only big gripe I had was the crazy difficulty spike of Alatreon and Fatalis. I played solo often and beating Alatreon with a Hammer wasn't going to happen.
I could beat AT Nergigante with 2 minutes to spare with a Hammer, but the elemental damage check for Alatreon was too much for me, and because of that I never got to fight Fatalis. It was great up until then, though.
Yeah like I mentioned the MR requirement doesn't make much sense
I was the same I thought the dps check with alatreon was too gimmicky (still do) but as I kept fighting him I got better and now he's both my most slayed and favorite monster to fight. The challenge is great to me I always skip out on the dawns triumph fight though since he's nerfed there but other than that I'm always trying to help others beat him. If you're on ps4 I'll help you too if you're up for it. Imo Fatalis is much easier to solo I needed a full team and a few days for my first alatreon slay but I beat Fatalis solo on the second day of his release the siege weapons make things super easy.
I wanted to go on a rant about clutch claw, but it's be too long for anyone to want to read, but in my opinion tenderising monster parts is not forced and kind of feels hardly necessary, even for most Master Rank monsters (outside of possibly Guiding Lands as I am not that far yet or multiplayer), but launching a monster into a wall/other monster is stupid good
My personal main issue with clutch claw is how sometimes when aimed at a desired monster part, it can launch me on entirely different parts, like aiming at a Rathian's head only to find myself holding onto their wing on the other side of their body
Thank you anyone for reading
Im a new Monster Hunter player, World being my first game, havent finished yet.
I agree with your points about Defender Gear, but it has the flaw of not properly communicating to the player how overpowered it is. I used it at the start due to thinking it was necessary "If its the best, then thats what i should be using" only to find that my damage and defense dropped INCREDIBLY when i switched to a cooler looking set and weapon. This is isnt a deal breaker, but it guides the new players toward an easy mode, without communicating properly how this sets alter the experience completely.
They def give you multiple windows that tell you what defender gear is for
51:02 this was probably already corrected. But captured monsters also show up in seliana near the guy who updates your research levels. (sorry if this gets corrected later in the video, but I have the attention span of a goldfish and would probably forget about this otherwise)
Easily one of the best games last generation.
1800 hours playtime and still not sick of it.
An absolute modern classic and can't wait for Monster Hunter for PS5/Xbox project X-S
Another great video!
Monster Hunter World and Iceborne is a masterpiece. It's flawed enough that I "only" put like 600 hours in, but come on...
Basically all of my gaming is in Monster Hunter. I'm totally pleased with finishing the game and playing around as long as it feels fun and after some years I'll come back and start a whole new character.
Replayed MH Freedom2 / Freedom Unite in the last months and it was such a great and nostalgic experience. Pokke is the best in my opinion...
Now I'm grinding my guild card achievements on MH Rise and try out some weapons for fun. I even shy away from Generations Ultimate, because it would take so long that I'd have to stop as soon as Sunbreak comes out.
Each title of this franchise has it's flaws for sure.
But each title is worth (re)playing.
Thank you for this 2 hour video really loved all the topics covered! I found myself agreeing with some, but also disagreeing with others, and overall great content!
Glad you enjoyed it!
If anyone thinks that loading screens seperating zones is better than a single large map, they're objectively wrong.
Nope
@@SuperRADLemon yep
I don't have internet so when I hit Alatreon, I quit playing. I never fought Fatalis and I doubt I ever will be able to.
Honestly i kinda wish that they put a "HEY, THIS WILL MAKE THE GAME BABY EASY" pop-up before trying to pick the defender gear
At the very least it'll let newer players know what they're getting themseves into (which i sadly made the mistake of doing when i played Rise)
Even thou i never played Iceborne (i stopped World after reaching endgame because the Kulve Taroth which i hated) im still a big fan of the series im playing for over 10 years now and its nice to see that there are many people like me who feel not that happy about some changes in the games :D. Deserved my sub
Great point on the end game monsters. Every game before it felt like you were facing the REAL end game monster, but with zorah and xeno, they were just filler until the REAL endgame monster was released: Fatalis.
first game was world with the insect glaive, had no problem reaching any monster parts 😎 now I'm playing 3U and GU and the monsters just don't stop fucking moving, especially in the first ranks where you don't have a follower to distract it and get a shot at the tail. But I'm already seeing myself become more of a monster hunter purist the more I play.
Iceborne really gave me that 'escape the real world' feeling. I met a lot of new friends as well. I am thankful for the experience and everything it offered!
I actually the we should have charms and decos both RNG AND cartable. You can do deco farming quests to get a bunch of decos at once but RNG, and crafting for when you want specific ones.
I just started playing this game like two weeks ago and I can already tell I'm going to be playing it for years to come. I wish I started playing back in 2018
Just wanted to say I absolutely love your content and haven't missed a single upload for months. By far my favourite TH-camr in general. Thanks for doing what you do and keep up the amazing work!
aww ty so much!!
I literally only finished watching the intro and I have to say, I really appreciate the message you wanted to get out. I got into MH more than 10 years ago with MH3U. Since then I´v poured multiple thousands of hours into different entries of the game. And throughout that whole time spent whenever there was a new game released it made me appreciate the older titles way more. And I don´t mean to say that the older games were better, I mean to say that with every new entry you could see Capcom take into account feedback for the previous entries. My best example for this is Underwater Combat in 3U. I personally didn´t mind the Underwater Combat and I really loved all the monsters they had us fight in that way, but I can also accept that the movement underwater was really werid. I always thought that was on purpose, the Hunter usually doesn´t fight underwater, so it made sense that the movement wouldn´t be as "smooth" underwater (atleast thats my headcannon). Having said that I am 100% sure that Underwater combat is the reason we have Wyvern-riding, aerial combat (ledges, slides and Insect Glaive) the Clutch-claw and Wirebugs. Had Capcam not taken the risk of implementing a new way of combat in 3U, chances are we might have never gotten any of the newer combat mechanics. And this is exactly what I love about the MH games. Every games takes a unique approach to the basic concept of hunting monsters and grinding for their gear. Every game takes it a step further by improving what previous titles did and implementing new things to support that. Really looking forward to watching the whole video and hearing all your thoughts about World and Icebonre (If the intro was any indicator I believe this one is gonna be really good video).
I enjoyed my time watching this video, it pointed out most of my gripes I have with this game, but one thing I would like to mention that I find is an issue with this game is mostly that since the hunter has more mobility in gameplay the developers tried to even out mobility by adding statuses that made the hunter get flinched more often, which made it pretty frustrating, because if you don't want to get stunned a lot everytime a monster makes an attack that moves the ground, a monster roars or you got hit, you had to put a bunch of skills that countered said statuses, which wouldn't be a problem if those statuses took less time to get out of normally, most of the time getting out of the status "Stun" is really annoying because it takes a lot of time to get out of it, even moreso because rarely your palico tries to get you out of being stunned.
But overall I enjoy the game it had certain great aspects to it, although I wish the developers try to make a hybrid between the old games and the new ones instead of only the new ones(Faster paced combat), because having a really fast paced combat with monster hunter it leads to a bunch of problems like the thing I mentioned above on getting stunned a lot and making the monsters have more damage to make things more difficult which lead to Alatreon and we all know how it turned out, but overall great vid SuperRad it was pretty enjoyable video to watch.
Honestly was a great video, I GREATLY disagree with allot of your points but its interesting seeing this game from a different perspective, sure the game has some issues but it's among one of my absolute favorites!
Same here, appreciate the effort put into it but there are sooo many things that sounded so very wrong for me. Learned long ago that to each his own though. Respect.
I just love your videos and I'm happy to see that I'm not the only one with those gripes about the game (and possibly capcom itself had some issues since most of that is absent in rise). My main issue with this game is the absurd amounts of time it DEMANDS the player for most content, the live service characteristics just didn't worked for me and if you want to be a completionist or experience most of the content you really REALLY need to dedicate your time like a full time job.
every single Global* monster hunter that is 😅