Thanks for watching, please consider liking, commenting, and subscribing. Correction: 1. Softening is actually an endemic mechanic via the mud beetle, thus solidifying that the clutch claw has been fully integrated into endemic life. 2. I meant mid-air dodging as I show in the footage, not wire dashing. I got the terminology mixed up.
the only drawback for clutch clawing was enraging the monster... witch you want thanks to the agitator skill. edit: the hunting horn was perfect in iceborne, i wanna see them bring back the spinning move at least. it was the status applying cousin to the hammer and i miss how hard it used to hit.
I thought about the mud beetle at that time in this video but then I realized it wasn't really the same. Softening in World weakened the hitzones of the softened area which increased the damage on said area to acceptable levels whereas Mudbeetles just give a partbreaker esque effect.
You can already wall run after using a wire bug from a distance... you are not linking to the wall cuz you are adding a jump at the end of the wire bug
Just wanted to point out that monster softening does already exist in Rise's base game as a mechanic exclusive to endemic life. Specifically, inflicting Waterblight on a monster with a Mudbeetle will reduce the overall hardness of their carapace and allow you to damage parts of the body you couldn't normally hit.
There is also your dog's tool that is described as you being able to deal more damage to the part its connected to, so its kinda like tenderize? But it's your doggo doing. Not that anyone is running that with parasol being so strong at applying status/element. And blitz scrolls just buffing that.
@@furner837 Blitz does so little tho I'd prefer the affinity increase of the Flurry Strike Scroll over getting slightly more status procs/element damage.
This post makes me wanna boot up world that I haven't played sense fatalis came out, join the Dodogama preservasion co. then quit it seconds after mercing several Dodogama.
I like they are fixing all these technical aspects, at this point the main things I want is -to be harder -a more robust endgame personally my favourite version was weapon honing from 4U - apex armour and weapons, - better event quests by acutaly changing things like size/damage and number of monsters as well as better rewards I.e layerd armour rather then selling it separate. Also side not for MH6 I'd like to see them build on the living breathing world so build on turf wars, monster interactions, more dynamic day night/weather cicle and a season system from dose, as well as doing things to make the village feel more alive from dose
Also, in mh6 I would love for the devs to expand on the concept of following tracks. Scoutflies in world were fun at the start but got boring quite fast. Rise just gives you the monster location from the start, which is fast and effective but maybe a tad too easy. Moster tracks could really do wonders to the game's immersion.
@@mrmuffin8994 the big one for me is a season system that could go In hand with a migration system with different resources being available and unavailable during the seasons like honey hot being available in the winter, or monsters moving to different locations from season to season
@@stormerjc9493 I would love that. A single map looking different whenever the seasons change but, of course, there wouldn't be a lot of purpose to having different maps other than just having different monsters and resources but maybe i'm just not looking at the bigger picture
I was actually talking about this with a friend some days ago. Seems like the development team is really paying attention to the community's feedback and trying to address some of the major complaints from the players. This is great and it gives me a lot of hope for Sunbreak and for the future of the series in general. I wish more game devs were like this tbh.
There's a zero percent chance of them adding this but my last big gripe with Rise that hasn't been addressed is the lack of cross-play or cross-save. It's slightly excusable with this game since it seems like the PC release even happening was an afterthought, but if they continue to mess this up with MH6 it'll be a real bummer. How did Portable 3rd, 3 Ultimate, and Generations all have cross-play and cross-save support but the games on consoles with what amounts to actual native support for those features don't? It's ridiculous.
They already did talk about the cross-play/cross-save function. It was a tweet asking what people wanted and cross-etc was a big thing. They later tweeted that they saw the feedback and were unable to implement it into Sunbreak. Unlike the crybabies who complained, it does seem like something they wanted to do, but were already too far in development to include. Now, I do recognize that the tweet about it could have been a PR move that backfired, but I have no reason to believe they'd tarnish themselves like that. It also could have been something on Nintendo's side. The games on switch that have cross-etc are either games that came out on PC first like, Smite, OverWatch, etc. Or just random games. MH6 may potentially have it. But, just gotta hope corporate things don't come into play.
Technically, MH3U was the only (international) MH game with cross-play and you needed both systems (3DS and Wii U simultaneously) to do it, it basically routed MH3U(3DS) through the Wii U in lieu of playing MH3U(Wii U) directly. (edit: but I think they could cross-play locally, just not online) Two-way cross-save only existed in MH3U and MHXX in Japan; MH4G (in Japan) and MHGU featured save importing but that was strictly one-way from the base game.
@@Stratelier You could transfer saves in 3G, XX, and P3HD. You could also perform cross-platform multiplayer. I'm not sure what you're correcting me on.
im actaully so glad you pointed our that we can wall run without bugs. i love using ledges and walls in world and rise so much . a guiding lands situations with maybe frontier rules would be cool for the people who want an endgame. and area we can go hang out in where we might be able to encounter rare monsters with rare mats.
For the wyvern riding activation option, its says "attack or A" its possible that the "attack" part of that is permanent and the only thing you can switch is the "or A" which would really suck, but its possible
To be more specific, the biggest problem people had with the Clutch Claw is that they fucked hitzone values to force you to use the softening mechanic on top of making it a huge damage boost. Clagger, shitty long softening animations, weak softening levels - everything was compounded on top of the initial issue.
I think the addition of an item crate to replace the resupply at camp could be really good. Instead of having access to your entire inventory while on a hunt, you just have an item crate that you can resupply at in camp that you put items into beforehand in order to prepare for the hunt. The items would stack like they do in your item pouch, 10 potions in a slot, 1 ancient potion per slot, etc. It'd be a good way to reintroduce limited item availability without straight up taking away our ability to resupply.
@@caesarthemonkey2488 Because a limited amount of items encourages players to perform better during a quest because there is only so many times you can heal, meaning you have to at least learn the monster's patterns enough in order to get through the quest without running out of healing items. It also adds an element of preparation before a hunt that's kind of missing in 5th gen, where you don't *need* to prepare for a quest before it since you can do most things at camp. It would cause players to think about what they would need before a quest and plan ahead.
honestly? that would be a good middle ground but I'd prefer the camp resupply function gone entierly. changing weapons/weapon loadouts, sure, but restocking entire pouches just throws the game balance off so far. especially with how strong hunters have gotten in the past two titles.
@@Fox_Olive I was thinking that there'd only be about 10 slots to store items, that way it's just there to top up some of your items if needed without giving a whole second inventory. Honestly, I think the main issue with the powercreep in MH is that most monsters haven't been scaled with the hunter so we end up wiping the floor with them. Hopefully Sunbreak fixes this issue so that getting to the endgame isn't a cake walk and actually feels more like a journey like the older games.
You have no idea how happy I am that hit effects are going to be reduced. Thank you so much for the update. This is why SuperRAD is one of the best mh content creators, informing the community is a God send. Thank you legend.
I definable admire the dev teams want to improve the game. I've always seen monster hunter as a series that is really good at figuring out what worked last time and moving those things while leaving behind the experiments that didn't work and the clutch claw is a good example in saying "this form of power is good, just don't have it on the player at most times"
waterblight is indeed a softening mechanic, same as clutch claw softening but it's not mandatory again since it doesn't affect weakness exploit anymore while on world it became mandatory because softening gives 20% more affinity on weakness exploit
Once again, in my opinion changing the mount to wyvern riding wasn't an issue. However they made it so the game literally forces you to wyvern ride. How? by simply make a single interaction from side monsters a insta mount. As well as making the side monsters really easy to mount with your silkbind attacks. This whole thing is ALSO applied to invaders, which is just a little disappointing. Invaders need to do their job, to invade YOU. But in rise they only funcion as a free wyvern ride. If they change this, and instead you have to actually make use of your silkbind attacks to obtain a wyvern ride, then it wouldn't be a problem. PS: Actual turf wars are an exception, it could be just fine if turf wars trigger a ride, but just one single monster attack is meh.
this guy named heavy wings made a good suggestion, he suggested that they should use apex monsters as invaders, they cant be wyvern ridden(?), so they could actually act as an invader rather than a free wyvern ride
@Prince Kanbatsu Well... some players love Rajang version of Rise. More dignified ost, behaving like his name "King". Me myself like Rajang that act like an A Hole that keep wreak havoc during hunt.
@@kamilion1 That wouldn't stop the problem since they attack the other monster that's the quest target and thus a ride would happen. His suggestion literally does nothing.
Hey, thank you so much for the video! Its always good to see game features be analyzed and very fairly critiziced by more experienced players. Ever time I see one of your vids I leave with new knowledge and for that I'm grateful! I don't really know what does the game "need" as almost everything is new to me, but a thing I would definetely "want" back is prowler mode. Gotta say, playing as a Palico was the bomb dot com. Maybe we could play as Palamutes as well? I know this may be way too out there, but a man can hope, haha! See you in Sunbreak! ♥
I'm nearly sure the devs mentioned air doges will be able to trigger wall running. (Don't quote me on that.) but it might be in a search result. Update: Yes air doges will trigger wall running.
Fix the quest rewards by putting in Charms as a reward. I loathe the gacha mechanic of the meld rewards. I don’t want to stop my hunting rhythm to check the meld box, just give me one or two charms in the quest rewards 😢
I'm glad the developers listens to players complains and aware of the design issues. I hope Sunbreak will be kickass. What's left is the difficulty or not letting players blast through the game/story quickly without giving tedious things.
Sunbrake needs a traditional seige monster fight mixed in the rampage setting image the return of shen guren with a horde of shoguns and dimyos charging the gates
I think simply increasing the threshold for triggering a wyvern ride and the cooldown for wirebugs will really help balance the combat. Also reducing the amount of health potions heal since they restore health a lot quicker than in other games.
honestly, i'm now even more worried about the difficulty of sunbreak you can walbang, wyvernride, get a free stun from the thunderbeetle and attack during the wyvern ride "stun" also, i want invaders to be a threat, the only thing they do right now is become rideable, and it's not much of a challenge at all the wyvern ride "stun" should also take less time the more you attack it
It's hard to get behind the "don't like it, don't use it" argument when the game centers it's design around said mechanics. Some things for sure, but others make for a poor experience.
@@randommortal3383 between the game beign challenging and make your own game challenging there is a Big difference. When the game is by default harder it feels good to complete a hunt. Need to skip game features to get that challenge completely removes that satisfaction and gives you a fake sense of success IMO
@@mysterygamers3603 yeah thats true, but endemic life still respawns and there are now multiple endemic life that are a bit too good, the marionette spider, the marionette spider V2, the thunderbeetle and more i like that you can choose to roam around a bit to buff yourself up and gather endemic life, but the buffs that you get from roaming around a bit seem a bit too good in sunbreak, and i hope that it doesnt make the game TOO easy.
We need Lao Shao Lung reintroduced into the series with Sunbreak. It's design suits the European Medieval fantasy art direction for Sunbreak, s d would fit right in
I'm sure I'm not the first person to conceptualize this but I think an interesting balance to wyvern riding would be to explicitly introduce a state called like "wirebug exhaust" or something. where you can initiate wyvern riding if you want, or disable it and get a topple. but the twist here is you have to constantly keep up your dps if you want to get a topple. if you sheathe your weapon you lose the ability to topple. but at that you could also use it as a time to recuperate. idk how it would work in multiplayer that's kinda where the idea breaks down.
It's very easy up forget just how broken the mounting mechanic was in MH4U before MHG tried changing some aspects. A little bit of growing pains have always been part of each new generation and its nice to see the full potential of new mechanics realized over the course of a generation.
I love both MH dev teams, they clearly love their games and community and want the best for both. Such a breath of fresh air from a major game developer.
It's probably impossible, but bring back the old gameplay of hunting horn. I feel like not everyone like that the weapon is much faster and flashy. Also the fact that we just have 3 melody instead of 5(not sure of the exact number). If I was the director of the game, I would create two class of HH : One for rise gameplay and one for the old gameplay
You can change it into the old stack notes and melody style as a Silkbind Skill tho. Granted the songs are still very simple and stuff, but its the old gameplay
now that I think about it, re-introducing SnS oils might be a good way to make slashing more competitive vs bashing, assuming the oil affect doesn't apply to shield hits.
This isnt about sunbreak but for monster hunter 6 i would love to see water combat return because it would have soooo much potential and could be extremely fun and beautiful
As i only saw others play underwater in GU i guess it did not work for me. Especially thinking that melee weapons and underwater are physically so impracticable. And even ranged weapons like bullets or arrows realistically are slowed so much down underwater that the only thing really working imp would be with daggers catch on the monster and stab it countless times or even barehanded...but who is talking reality when it comes to monster hunter...i don't...and that's fun.
@@krakatoom it was 3U that had underwater combat, and i think it would be very easy for them to make it in the story that the research team created special ammo and arrows that can be used underwater. Also my wish for underwater combat is for it to simply be a way more refined and developed version of the underwater combat u see in 3U. Also the realism is very realistic in terms of monster hunter like wirebugs for example literally let hunters fly through the air
Sick, good ass video commenting to help you get your family back from TH-cam headquarters and defeat the algorithm. I really love how much Capcom has been on a roll improving the games over time while listening to community feedback. Makes it feel like its worth it to make videos about the games in hopes that improvements will be made on our favorite series.
Really good video overall. You're right that Sunbreak is defo improving in many great ways. Sometimes people forgot the old games build up on one another, engine wise and just how the games are built. So over time they've fixed issues each game has had, e.g. mounting in 4U was improved in Gen. We're seeing that again in 5th gen which is great to see. Rise is a fantastic game, with a lot of small and some big flaws that put some fans off, and they're seeming to be fixing that which is awesome. If they continue on this path I can see it being at least in the top 3 MH releases, or maybe even the best if they get difficulty and endgame done correctly from the get go.
You actually can wire-dash midair into a wall to start wall running as long as your wirebug is near or touching the wall. In your examples you perform a wire-dash and then immediately perform a midair evade; this will cancel the wire-dash and you will fall.
My biggest hope is that they rework monster AI and movement/attack speed to better keep up with the copious amounts of wonderful movement options the player is getting. Instead of removing those movement options in Gen 6 it would be much more fun if they simply increased the difficulty by spending more time on the monsters they port to 6.
I think I remember seeing a clip of the devs talking that mid air dodging can also initiate wall running tho I think it was in a single clip so I might be remembering wrong
I _think_ I read somewhere that wall-running out of an airdodge will be allowed too. I forget if it was on the official Sunbreak website or some other source, but I think I saw that there's gonna be several toggle options for automatic wall runs, such as whether your hunter can only start them outside of combat (which is smart to prevent accidental maneuvers while evading monster attacks)
I'm not too sold on potentially disabling wyvern riding. The menu option could just be: Attack or B instead of Attack or A, but they could've done the same with just A or B if attacks were always going to activate the riding.
I do really like the moving of mechanics like wallbangs onto endemic life. Not only does it limit them to keep the game from having Iceborne's problems, but it gives you more reason to explore and seek out this life - which in turn helps to justify Rise's emphasis on exploration and mobility. As for what I'd like personally? I'd like to see G/Master Rank remove the ability to restock items from your box in the middle of a hunt. To me that's totally thrown off the balance of the 5th gen games. If monsters give you any time to heal or retreat, you're invincible. So to actually be a threat, monsters have to be absurdly aggressive and often have combos that can kill you extremely quickly. As a result, Rise tends to feel either very easy or very cheap, with uneven difficulty spikes that keep me from being interested in the higher difficulty content. Also, monster-specific Apex Armor. The limited rewards for hunting Apex monsters is the other reason I just didn't really care to try and get good at hunting them. I feel like that alone would fix a lot of the issues I had with Rise's limited endgame (and I'm not talking compared to World's - which I didn't like anyway - I'm talking compared to classic Monster Hunter like the 4th gen).
My biggest thing is the UI. the UI is just so much cleaner, functional, and clearer in older titles. i thought rise was going to resurrect the UI and improve on it with color/shape coding icons buuuuut that didn't happen
I miss the ablity to topple by striking the monsters legs. I understand why it was removed but it was part of the fun when paying a blunt weapon and every other hunter was in the monsters face - going for the legs gave you a chance to knock the creature over and a different target than just getting hit repeatedly by attacks ftom the front, especially with charging monsters.
I enjoy the streamlining of Kinsects in Rise. As a long time IG player I've seen the changes and, while I do think it's a mess, I sorta wish we had more freedom to upgrading them as equipment like in GenU specifically. Though Kinsects have always had a ideal way to upgrade each one, I would love to see that verity again. One major issue is just how goddamn slow they all are in Rise. IG is a decently close ranged DPS weapon if you want to consider it, but back in the day fighting bigger foes, say Alatraon or maybe Akantor, I remember needing to wait, mark, time my kinsects, time my marks, and really over all utilize the bug more. While I LOVE the assist type kinsect in Rise, it doesn't do much aside from being flashy and otherwise sometimes getting a KO if blunt. I would love to see the return of kinsect skills more so than what we have in Rise now, and more reason to just throw the lad out there aside from 'oop! red wore off. Let me juust... ok good back to xxa xxa xxa.'
I'm *so glad* they have an option to *turn off* that new wall run. I never fought near walls in Monster hunter world because it was rage inducing to accidentally start climbing a wall durning a fight. As far as rolling in air not clinging to a wall. That was something I liked. I would do that to *avoid* wall climbing because regular falling automatically wall climbed and I hated that. As far as some of the changes I want with Sunbreak... Improve elementary play I don't care about meta or speedruning. However someone building a set dedicated to a monster should be able to preform better than a stock damage set. If a monster is weak to fire, there shouldn't be a RAW weapon that out preforms a Fire weapon.
Yeah, I'd also like to see Wyvern Ride being optional when you attack the monster -- good point about comparing this major DPS opening to the DPS from wallbangs. However, the overall downtime when in that state needs to itself be reduced in Master Rank, and/or alternatively nerf the ability of one monster to put another monster into this state for you. I would also like to see a physical release with _everything_ launching off the cartridge -- current images show the physical edition having Rise's basegame cartridge + a Sunbreak download voucher.
The wyvern riding option reads to me as the added ability to pick up shiny drops and endemic life without initiating the ride, as they share the same button in the current version of Rise.
Overall, I’d say that my main gripe with Rise is its endgame, particularly with the Rampage mode being required for Apex monsters early on before their inclusion in regular quests. The Rampage as a tower defense style mechanic can be fun every once in a while but after a point, there’s a setup for each of the 4 sections that you can get that have relatively optimal placements so it becomes a game of doing the same thing over and over. Conceptually, Rampage weapons and Safi’jiiva weapons (which I consider as the predecessor idea) are interesting, though it does run into issues currently where either the Rampage weapons are the best with no real contest or not even a decent side grade compared to other options (*cough* Nargacuga *cough*) Basically, I’d like to see better weapon balancing in Sunbreak in the sense that while there probably will be one single best weapon for each of the 14 types, there should still be other equally viable options. Obviously, every weapon could be ran in Rise, but generally there’s no real reason to when 1 or 2 absolutely dominate.
I would love the option of customizing the size of certain UI elements - specifically the hunting horn song list, which I feel takes up so much space on my screen that it impedes the potential enjoyment of the weapon.
What I want Sunbreak to fix is a proper endgame with dedicated activities and mechanics. They can even add a few less monsters, but please give an endgame with good challenge and longevity. Rise was a fun game, very fun, but it was also the MH I played the least. With MH6 supposedly coming only in 2024 (for the 20th Anniversary of the series), it would really suck to play Sunbreak only for like 3 months and then leave it there, like base Rise.
hey superrad, you probably won't see this but i'm a recent MH fan, i got into it with World and even more with RIse! I love watching all your videos on the history of the weapons and stuff and the 6 hour long history video is apparently watched mostly in my sleep cause it's a good way to make my autism brain shuddup and let me sleep. Thanks for doing what you do, and hopefully i get to hunt with ya someday!(I do run flinch free)
Great video! Really gets the hype train rolling more and more! The changes I would like to see is one of the most obvious: Apex monsters are given equipment. Simple as that, give me a reason to fight them. Another change I want is a return to the old ways of talismans dropping in quest rewards. Forcing talisman acquisition solely to the melding pot was one of the worst design choices in my opinion. And one final fun thing I want to see added is being able to inflict dragonblight on monsters.
I miss investigation quests from MHW. The random challenge hunts for a chance at rare jewels didn't feel amazing at the time, but in the MHR postgame I have a hard time even picking a quest -- I've done them all multiple times over. I'd like to see investigations come back to add a slight element of "new quest" felling, and for the reward to be 1-3 random talisman rolls based on difficulty
that's nothing but a good thing, it's even better that a lot of the Sunbreak stuff being given to us is optional so if you don't like them or care you're fine if you ignore it. it's letting us customize our experience, not force feeding us these changes. one of the bigger issues with softening was some weapons getting screwed with the animation being too long like heavy bowgun, if it has wyvern heart often other weapons would be fine to soften parts but you would be stunk on too long and get hit. we sort of have a softening, water beetles though it's for the entire body, not sure how much it changes hit zones off hand for comparison but still the same idea being put in as an item on the map that you have to find. my guess is there will be an option for wyvern riding that is A (sheathed only) because that normally will do nothing or like grab a herb i guess. they've already shown that you can set it so wall running won't always trigger, like in combat if say a silk bind launches you at a wall you can pick if you want that to count as wall running.
Considering that Rise was the game where I decided to learn Sword and Shield, I would be so friggin happy if Chaos Oil and oils in general came back for Sunbreak. I would also love to see the feature where you can trade for monster parts from monsters not in the game to get more armor and weapons, but that's maybe not as possible since they aren't just reusing old models after switching to the new engine.
I hope they bring back more of the grappling attacks from IB in Sunbreak. It shouldn’t even be that hard to rework them considering the clutch claw & wirebugs are both functionally just a grapple hook
I honestly haven't really heard much complaining about clutch claw in MHW. I personally enjoy it. It felt like just an added level of depth to the weapons and overall gameplay. And I feel like it definitely didn't make the game easy. It still took me multiple attempts to take out most endgame monsters. I was honestly disappointed a lot of the clutch claw mechanics were gone in Rise, the wire bugs are okay but it felt like I just had an entire part of my kit just missing and just patched with a tiny little bandaid.
@Mat Sci it felt so rewarding as a switchaxe main. If I played aggressively and utilized the clutch claw, I could put out stupid amounts of damage with the SAEDs. It just makes it feel like I'm missing such a big part of my kit now with it being gone.
One of the things I loved seeing the most was the new MS lifeform. Im glad to know that the MH teams are willing to bring bad old ideas that didnt work and not just abandon them as "failed" I really wasnt a fan of the clutch claw, but seeing them still willing to set up arena traps, and give us a tool to trigger them is great, I loved that in World. I much prefer a few iterations across a few games than a mentality of "Didnt work the one time wont work ever again"
I wonder how rampages will change in Sunbreak. They're obviously not gonna drop such a developed mechanic, but the rampage as we know it it's caused by the serpents we slayed in Rise and it's characteristic of Kamura village. Also, I wish Sunbreak will add Apex equipment and alternative armor designs for all g-rank sets (I'm specifically referring to the different Z/X/GX/XR sets from GU and past games, even World/Iceborne had different designs for the alpha/beta/gamma sets)
I would like to hear the older sounds in the new games again such as item pickup. Maybe have a classic sound option. Might be minor to others but something like that is just as much MH as anything else. Maybe we will also find out tomorrow what that Wyvern Ride button change really does. The change I like so far is reducing visual effects. Hopefully I can have the blood now and turn down the other effects since it's a separate option to the new one.
Think the thing I want the most is for the Apex monsters to have special weapons and armor. I think Sunbreak needs a healthy Endgame grind. Something similar to the Tempered Monsters that allows us to make our gear just a touch stronger. Or really just anything that adds a healthy element of replayability. Rise was really lacking here. It is such a fun game and the combat flows really well, but I lost reasons to keep coming back to the game myself.
I really hope they add more customization options for the Hunting Horn UI. Playing it on the Switch in handheld mode is grating with how the song list takes up too much space and is too close to the center of the screen.
Here is something i caught up on Rise not really related to video in any way doesnt the fact that you can bring palicoes and palamutes on Multiplayer hunts invalidate a piece of the lore the fact that a disaster happened when 5 people went to a hunt, and after that the guild set a limit of 4 per hunt and yes Palicoes are people they are as smart and as important as the human NPCs
Technically already invalidated by stuff like Zorah Magdaros or just sieges in general, if you want you can just imagine they realized it was superstition and stopped enforcing it
Improving the apex monsters and giving a reason to fight them. Seeing as they are basically the deviants from Gu with a different coat of paint, it would be easy to just slap in the deviant equipment with a colour swap or new equipment entirely.
Apex Rathalos and Apex Zinogre are pretty, heavily different from their deviant forms. Plus they have new roars, and the apex theme is much better then the deviant theme.
Totally excited for this, but having just barely 100hrs into Rise I almost feel guilty about it.😂 Been trying to catchup with Gen and 4U as they were the first MH games I’ve played since Freedom U on PSP but man, trying to keep up with more than one MH game is tough! 😖
I love how the MH games are set up. They all work off eachother to eventually one day get another generations esc game. Like its sweet that they have a two team system to bounce ideas back and fourth slowly building each title different yet similar.
I think what i want for Sunbreak is for them to give us deviant gear, but also optional wyvern ridding. Because, although i don't mind it, having the option of choosing to ride it or not wouldn't harm these games at all. that being said, besides having the A button to ride it, the only other button they could choose is the B button but then again, that has it's issues. It can't be the X button because it's the attack button and that would confuse the hunter, it can't be the Y or R button because it's the sheathing option, It can't be ZR or ZL because that's both the guard/special action button and the wirebug aiming. If it's the B button then they would need to take out the dodge action and that just ruins it. The A button is also an attack button, but then that just begs the question of what it will replace. Both buttons are the attacking buttons, while the rest are command actions for movement for the hunter. So unless they decided that they will give the option that instead of A it's B, that's gonna bring problems. Imagine trying to dodge a monster attack to heal and then being forced to wyvern ride it, sure you're safe but that health ain't coming back anytime soon, and if that monster you are ridding somehow get's toppled by the other, you are in DANGER my friend. so either it becomes optional to wyvern ride, or they completely take out a Hunter's action so that you don't press A.......for hand comfort
On 7:45 to be fair you CAN grab a ledge and climb up it if you have the timing right and in my experience it been forgiving climbing very far below the ledge like 7:30
To add on to your point about wall-running, what if they introduced wall attacks with the remade wall-running mechanic? Hell add some slik-bind moves that you can use while wall-running. Imagine a Silk-bind move where you spin off the wall with your hammer and do a big slam once you land. Or what if you could perch up on the wall as a gunner for a short while as a silk-bind move? I love the way you think about Monster Hunter.
I genuinely hope they add the loading Wyvern Stake frome Iceborne, even if it's as a Wire Bug or if it's a switch skill that replaces the current Wyvern Stake. There was just something cathartic about having all explosive attacks explode twice. It also made a full team of Gunlance players busted because since all of you would be doubling each others' explosives.
7:48 According to the official website, this is also getting changed. They say that evading (both on the ground and in the air) will allow you to initiate a wall run as well Seeing all these quality of life changes makes me really hopeful that the stuff that bothered me with Rise will get addressed. In particular I really hated the talisman system and how difficult it is to sort through all the talismans you end up making. I miss the menu we had back in 4U and GU to see a bunch of talismans as well as all their skills at once and being able to sort them accordingly, really hope that comes back. ...I also really hope they tweak the gyro aiming more and give us more options there, but I'm a bit less hopeful with that cause I know I'm in like the 1% of players who actually uses it
Changing the ride to another button would be great. I think its a bigger problem that moutable state is triggered so easily. I really enjoy wirebug riding but it can be frustrating to be optimal with it. I may want to grab a 3rd wirebug before mounting a monster to maximize on their damage - yet if the monster goes mountable on top of the wirebug, or too far away from it, I'm sol. When I see a 2nd monster zone in I have to immediately get ready for the ride, and if I don't take that mount then I just miss my chance. Another problem is when a monster zones in, I can't control which becomes mountable first. Sometimes 2 monsters will become mountable at the same time which is also a complete waste. imo - wyvern riding needs to be more purposeful. Doing a wirebug attack on a non-target mob is good, and excessive wirebug attacks on a target mob isn't bad either - but monsters colliding shouldn't trigger mountable state. If we want the invader mountable that isn't a hard decision to make, we don't need it force on us. Again - I love wyvern riding - its just done in a way that is often wasteful and without purpose.
If they make wyvern riding being able to be triggered without hitting the monster, i just want it so that the monster doesnt stay still for like 10 seconds or more cause thats super inmersion breaking, i want them to make it so that when you attack a monster in wyvern riding state that you have to hit a threshold, like if you do 2000 damage or whatever number the monster scapes wyvern riding state
For me, I would like to see: 1 - Monster-vs-monster attacks don't trigger a rideable state (as easily) 2 - Shorter overall duration (especially since it's Master Rank)
The biggest thing they could fix, I think, would be how monster battles and turf wars work. In Rise when two monsters show up in the same area they either battle or initiate a turf war - okay, sounds good. They fight starts, you stand by and get your mount and attack the other monster with wyvern riding. But then, after you're finished wyvern riding, one of the monsters always just leaves. They leave even if you don't get the mount either, or sometimes the victorious monster just leaves. The game makes it so that two monsters never stay in the same zone together for long without the hunter being able to wyvern ride one of them, but that doesn't make any sense (it also makes dung bombs irrelevant as not only do the two monsters never pose a direct threat to the player, but the player is supposed to actively want another monster to show up to get the wyvern ride). I think it would be cool in Sunbreak if they could add monsters that don't fight each other when the two enter the same zone, and instead come to the others' aid battling the hunter (a bit like Qurupeco calling Deviljho). Keeping with the monsters of European folklore theme, maybe Malzeno could summon Lunagaron or Garangolm to protect it when you get it down to low health. At the very least make it so that at some point in the hunt the monsters recognize the hunter as the most dangerous creature in the zone and work together to stop them.
i would really love it if the only way monsters could make other monsters rideable was if a hunter specifically rams one monster while riding another. i honestly hate that the territory disputes were effectively removed entirely in rise. i think the only real exception is magnamalo vs other monsters unless i'm misremembering. i continue to find it incredibly unsatisfying when your target monster attacks an encroaching monster once, and immediately the other monster is rideable. also buffing monsters' resistance to riding when they aren't the target monster. when i can just start every single hunt by using a single wirebug attack against a non-target monster and use that monster to bully a target monster (and thus get a free knockdown to bully them more) it really cheapens the idea that these monsters are supposed to be powerful, even more so than wirebugs already trivialize them.
They definitely should have made wyvern riding a really rare occurrence. The first 20 times it was fun and exciting, but after the 100000 time it gets stale, and it feels cheap. I hope they actually make it difficult to pull off in Sunbreak.
After getting to play the demo, Holy crud are the wirebug punishers varied and devastating. Astalos easily swats you out of the air if you try to wirebug mid combo and chunks more than half your health. It's going to be a PARTY!
I would like to see several changes to multiplayer to make it relevant again. It seems that with the monster HP scaling and the high drop-rate of any monster part (meaning rare parts are much easier to come by) multiplayer hunts have taken a hit. With Rise, they need to give players an incentive to engage in co-op, and I think the best way to do this is making armor sets harder to build with more various monster parts and reducing drop rates for rare parts. Also, something as simple as being able to give a custom name (such as "turns" or "rath farming") to your gathering hall would go to promoting more and longer co-op sessions. I can't tell you how many times I joined a gathering hall just to find that they were afk or ppl only stayed for one hunt or even half a hunt. Ever since gen 5, the days of hunting with the same 3 randos for hours on end are mostly gone. With a custom name, you can at least pick out which halls are doing content that you need, like in all pre-gen5 games. In my opinion, MHGU had the best online community. Joining a hall gave you an easier and quicker way to farm materials and you had longer more meaningful social interactions. I also would like to see the removal of the drop-in drop-out system for the same reasons, but I feel that most of the community likes these for their convenience now, so that wouldnt be a realistic wish.
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Correction:
1. Softening is actually an endemic mechanic via the mud beetle, thus solidifying that the clutch claw has been fully integrated into endemic life.
2. I meant mid-air dodging as I show in the footage, not wire dashing. I got the terminology mixed up.
They can't keep getting away with this!
They have already confirmed that mid-air dodging into a wall will initiate a wallrun :)
the only drawback for clutch clawing was enraging the monster... witch you want thanks to the agitator skill.
edit: the hunting horn was perfect in iceborne, i wanna see them bring back the spinning move at least. it was the status applying cousin to the hammer and i miss how hard it used to hit.
I thought about the mud beetle at that time in this video but then I realized it wasn't really the same. Softening in World weakened the hitzones of the softened area which increased the damage on said area to acceptable levels whereas Mudbeetles just give a partbreaker esque effect.
You can already wall run after using a wire bug from a distance... you are not linking to the wall cuz you are adding a jump at the end of the wire bug
Just wanted to point out that monster softening does already exist in Rise's base game as a mechanic exclusive to endemic life. Specifically, inflicting Waterblight on a monster with a Mudbeetle will reduce the overall hardness of their carapace and allow you to damage parts of the body you couldn't normally hit.
Imma add this to the desscription
There is also your dog's tool that is described as you being able to deal more damage to the part its connected to, so its kinda like tenderize? But it's your doggo doing. Not that anyone is running that with parasol being so strong at applying status/element. And blitz scrolls just buffing that.
Water element monsters could also inflect waterblight through wyvern ride and, with some attacks.
@@furner837 Blitz does so little tho I'd prefer the affinity increase of the Flurry Strike Scroll over getting slightly more status procs/element damage.
didnt know this at all lol
In a way, softening with endemic life was in base rise with the waterblight that could be inflicted on monsters
The best improvement would be the addition of a baby dodogama.
Preach my dodogama brother
This post makes me wanna boot up world that I haven't played sense fatalis came out, join the Dodogama preservasion co. then quit it seconds after mercing several Dodogama.
Ya gonna start some Dodogama drama
so i can stop their infection upon this world before they can mate
I like they are fixing all these technical aspects, at this point the main things I want is
-to be harder
-a more robust endgame personally my favourite version was weapon honing from 4U
- apex armour and weapons,
- better event quests by acutaly changing things like size/damage and number of monsters as well as better rewards I.e layerd armour rather then selling it separate.
Also side not for MH6 I'd like to see them build on the living breathing world so build on turf wars, monster interactions, more dynamic day night/weather cicle and a season system from dose, as well as doing things to make the village feel more alive from dose
Also, in mh6 I would love for the devs to expand on the concept of following tracks. Scoutflies in world were fun at the start but got boring quite fast. Rise just gives you the monster location from the start, which is fast and effective but maybe a tad too easy. Moster tracks could really do wonders to the game's immersion.
@@mrmuffin8994 the big one for me is a season system that could go In hand with a migration system with different resources being available and unavailable during the seasons like honey hot being available in the winter, or monsters moving to different locations from season to season
@@stormerjc9493 I would love that. A single map looking different whenever the seasons change but, of course, there wouldn't be a lot of purpose to having different maps other than just having different monsters and resources but maybe i'm just not looking at the bigger picture
Honing would be fun to have back, I loved having the Healing Honing on my weapons
@@Gayporeon yeah personally I think 4U had the best augmentation system due to it being the most simple
I was actually talking about this with a friend some days ago. Seems like the development team is really paying attention to the community's feedback and trying to address some of the major complaints from the players.
This is great and it gives me a lot of hope for Sunbreak and for the future of the series in general. I wish more game devs were like this tbh.
Consider it was luck, because Kaname isn't at helm. The father of MH games won't budge even if everyone cries lol
Being able to reduce the hit effects is a godsend
Option for turning off the animation will be most welcome.
There's a zero percent chance of them adding this but my last big gripe with Rise that hasn't been addressed is the lack of cross-play or cross-save. It's slightly excusable with this game since it seems like the PC release even happening was an afterthought, but if they continue to mess this up with MH6 it'll be a real bummer. How did Portable 3rd, 3 Ultimate, and Generations all have cross-play and cross-save support but the games on consoles with what amounts to actual native support for those features don't? It's ridiculous.
They already did talk about the cross-play/cross-save function. It was a tweet asking what people wanted and cross-etc was a big thing. They later tweeted that they saw the feedback and were unable to implement it into Sunbreak. Unlike the crybabies who complained, it does seem like something they wanted to do, but were already too far in development to include. Now, I do recognize that the tweet about it could have been a PR move that backfired, but I have no reason to believe they'd tarnish themselves like that. It also could have been something on Nintendo's side. The games on switch that have cross-etc are either games that came out on PC first like, Smite, OverWatch, etc. Or just random games. MH6 may potentially have it. But, just gotta hope corporate things don't come into play.
Technically, MH3U was the only (international) MH game with cross-play and you needed both systems (3DS and Wii U simultaneously) to do it, it basically routed MH3U(3DS) through the Wii U in lieu of playing MH3U(Wii U) directly. (edit: but I think they could cross-play locally, just not online)
Two-way cross-save only existed in MH3U and MHXX in Japan; MH4G (in Japan) and MHGU featured save importing but that was strictly one-way from the base game.
@@Stratelier You could transfer saves in 3G, XX, and P3HD. You could also perform cross-platform multiplayer. I'm not sure what you're correcting me on.
@@sagewaterdragon Cross-platform multiplayer on which games again? Japan clearly had it better than we got with international releases....
@@Stratelier 3G, XX, P3HD, the games I said in the original comment.
Rise is my absolute favourite mh game after 4u and sunbreak is looking so good already, I'm so excited
sunbreak is gonna be so good im so glad I really got into monster hunter with rise haha
Am Rise first player to. To be introduced into such a great franchise is a highlight in my last 1.5 years!
im actaully so glad you pointed our that we can wall run without bugs. i love using ledges and walls in world and rise so much .
a guiding lands situations with maybe frontier rules would be cool for the people who want an endgame.
and area we can go hang out in where we might be able to encounter rare monsters with rare mats.
For the wyvern riding activation option, its says "attack or A" its possible that the "attack" part of that is permanent and the only thing you can switch is the "or A" which would really suck, but its possible
To be more specific, the biggest problem people had with the Clutch Claw is that they fucked hitzone values to force you to use the softening mechanic on top of making it a huge damage boost. Clagger, shitty long softening animations, weak softening levels - everything was compounded on top of the initial issue.
Let's add some salt, softening is useless unless you're also have high affinity with your weapon.
I think the addition of an item crate to replace the resupply at camp could be really good. Instead of having access to your entire inventory while on a hunt, you just have an item crate that you can resupply at in camp that you put items into beforehand in order to prepare for the hunt. The items would stack like they do in your item pouch, 10 potions in a slot, 1 ancient potion per slot, etc. It'd be a good way to reintroduce limited item availability without straight up taking away our ability to resupply.
why should items be limited during hunts?
@@caesarthemonkey2488 Because a limited amount of items encourages players to perform better during a quest because there is only so many times you can heal, meaning you have to at least learn the monster's patterns enough in order to get through the quest without running out of healing items. It also adds an element of preparation before a hunt that's kind of missing in 5th gen, where you don't *need* to prepare for a quest before it since you can do most things at camp. It would cause players to think about what they would need before a quest and plan ahead.
honestly? that would be a good middle ground but I'd prefer the camp resupply function gone entierly. changing weapons/weapon loadouts, sure, but restocking entire pouches just throws the game balance off so far. especially with how strong hunters have gotten in the past two titles.
@@Fox_Olive I was thinking that there'd only be about 10 slots to store items, that way it's just there to top up some of your items if needed without giving a whole second inventory. Honestly, I think the main issue with the powercreep in MH is that most monsters haven't been scaled with the hunter so we end up wiping the floor with them. Hopefully Sunbreak fixes this issue so that getting to the endgame isn't a cake walk and actually feels more like a journey like the older games.
@@Fox_Olive Nobody likes abandoning quests lol
You have no idea how happy I am that hit effects are going to be reduced. Thank you so much for the update. This is why SuperRAD is one of the best mh content creators, informing the community is a God send. Thank you legend.
I definable admire the dev teams want to improve the game. I've always seen monster hunter as a series that is really good at figuring out what worked last time and moving those things while leaving behind the experiments that didn't work and the clutch claw is a good example in saying "this form of power is good, just don't have it on the player at most times"
waterblight is indeed a softening mechanic, same as clutch claw softening
but it's not mandatory again since it doesn't affect weakness exploit anymore
while on world it became mandatory because softening gives 20% more affinity on weakness exploit
I would personally love to see traditional monster mounting to return to rise
Once again, in my opinion changing the mount to wyvern riding wasn't an issue.
However they made it so the game literally forces you to wyvern ride.
How? by simply make a single interaction from side monsters a insta mount.
As well as making the side monsters really easy to mount with your silkbind attacks.
This whole thing is ALSO applied to invaders, which is just a little disappointing.
Invaders need to do their job, to invade YOU. But in rise they only funcion as a free wyvern ride.
If they change this, and instead you have to actually make use of your silkbind attacks to obtain a wyvern ride, then it wouldn't be a problem.
PS: Actual turf wars are an exception, it could be just fine if turf wars trigger a ride, but just one single monster attack is meh.
this guy named heavy wings made a good suggestion, he suggested that they should use apex monsters as invaders, they cant be wyvern ridden(?), so they could actually act as an invader rather than a free wyvern ride
@@kamilion1 i don't dislike the idea, however i miss Rajang being an actual invader sigh.
@Prince Kanbatsu
Well... some players love Rajang version of Rise. More dignified ost, behaving like his name "King".
Me myself like Rajang that act like an A Hole that keep wreak havoc during hunt.
@@kamilion1 That wouldn't stop the problem since they attack the other monster that's the quest target and thus a ride would happen. His suggestion literally does nothing.
@@arapaimagold8088 Imo the OST in Rise for Rajang is worse than Iceborne and previous games one.
Hey, thank you so much for the video! Its always good to see game features be analyzed and very fairly critiziced by more experienced players. Ever time I see one of your vids I leave with new knowledge and for that I'm grateful!
I don't really know what does the game "need" as almost everything is new to me, but a thing I would definetely "want" back is prowler mode. Gotta say, playing as a Palico was the bomb dot com. Maybe we could play as Palamutes as well? I know this may be way too out there, but a man can hope, haha!
See you in Sunbreak! ♥
Rise was a 10/10 for me. Seeing all these QOL changes already being implemented in sunbreak has me thinking it’ll be slam dunk classic.
Glad you liked it
I'm nearly sure the devs mentioned air doges will be able to trigger wall running. (Don't quote me on that.) but it might be in a search result. Update: Yes air doges will trigger wall running.
LETS GOOO
Fix the quest rewards by putting in Charms as a reward. I loathe the gacha mechanic of the meld rewards. I don’t want to stop my hunting rhythm to check the meld box, just give me one or two charms in the quest rewards 😢
yess
I'm glad the developers listens to players complains and aware of the design issues. I hope Sunbreak will be kickass. What's left is the difficulty or not letting players blast through the game/story quickly without giving tedious things.
I think we can all agree that the only thing Sunbreak needs at this point is POOGIE
Sunbrake needs a traditional seige monster fight mixed in the rampage setting image the return of shen guren with a horde of shoguns and dimyos charging the gates
I just like playing Monster Hunter, no matter the game
Well said
Giga chad
I think simply increasing the threshold for triggering a wyvern ride and the cooldown for wirebugs will really help balance the combat. Also reducing the amount of health potions heal since they restore health a lot quicker than in other games.
honestly, i'm now even more worried about the difficulty of sunbreak
you can walbang, wyvernride, get a free stun from the thunderbeetle and attack during the wyvern ride "stun"
also, i want invaders to be a threat, the only thing they do right now is become rideable, and it's not much of a challenge at all
the wyvern ride "stun" should also take less time the more you attack it
Just dont use any of the mechanics and leave the rest of us out of it. If YOU want a harder hunt then thats YOUR business.
It's hard to get behind the "don't like it, don't use it" argument when the game centers it's design around said mechanics. Some things for sure, but others make for a poor experience.
The wallbangs are one use only because they are an endemic life thing.
@@randommortal3383 between the game beign challenging and make your own game challenging there is a Big difference. When the game is by default harder it feels good to complete a hunt.
Need to skip game features to get that challenge completely removes that satisfaction and gives you a fake sense of success IMO
@@mysterygamers3603 yeah thats true, but endemic life still respawns and there are now multiple endemic life that are a bit too good, the marionette spider, the marionette spider V2, the thunderbeetle and more
i like that you can choose to roam around a bit to buff yourself up and gather endemic life, but the buffs that you get from roaming around a bit seem a bit too good in sunbreak, and i hope that it doesnt make the game TOO easy.
SuperRad may be the most underrated channel on youtube
I appreciate that!
We need Lao Shao Lung reintroduced into the series with Sunbreak. It's design suits the European Medieval fantasy art direction for Sunbreak, s d would fit right in
Would also love Dalamadur or Laviente representing something like Basilisks or Jormungandr
isnt the waterbeetle kind of a replacement for softening?
oh shit, you're right
I'm sure I'm not the first person to conceptualize this but I think an interesting balance to wyvern riding would be to explicitly introduce a state called like "wirebug exhaust" or something. where you can initiate wyvern riding if you want, or disable it and get a topple. but the twist here is you have to constantly keep up your dps if you want to get a topple. if you sheathe your weapon you lose the ability to topple. but at that you could also use it as a time to recuperate. idk how it would work in multiplayer that's kinda where the idea breaks down.
It's very easy up forget just how broken the mounting mechanic was in MH4U before MHG tried changing some aspects.
A little bit of growing pains have always been part of each new generation and its nice to see the full potential of new mechanics realized over the course of a generation.
Super well thought out video. Keep up the good work!
I love both MH dev teams, they clearly love their games and community and want the best for both.
Such a breath of fresh air from a major game developer.
It's probably impossible, but bring back the old gameplay of hunting horn. I feel like not everyone like that the weapon is much faster and flashy. Also the fact that we just have 3 melody instead of 5(not sure of the exact number). If I was the director of the game, I would create two class of HH : One for rise gameplay and one for the old gameplay
You can change it into the old stack notes and melody style as a Silkbind Skill tho. Granted the songs are still very simple and stuff, but its the old gameplay
now that I think about it, re-introducing SnS oils might be a good way to make slashing more competitive vs bashing, assuming the oil affect doesn't apply to shield hits.
This isnt about sunbreak but for monster hunter 6 i would love to see water combat return because it would have soooo much potential and could be extremely fun and beautiful
As i only saw others play underwater in GU i guess it did not work for me. Especially thinking that melee weapons and underwater are physically so impracticable. And even ranged weapons like bullets or arrows realistically are slowed so much down underwater that the only thing really working imp would be with daggers catch on the monster and stab it countless times or even barehanded...but who is talking reality when it comes to monster hunter...i don't...and that's fun.
@@krakatoom it was 3U that had underwater combat, and i think it would be very easy for them to make it in the story that the research team created special ammo and arrows that can be used underwater. Also my wish for underwater combat is for it to simply be a way more refined and developed version of the underwater combat u see in 3U. Also the realism is very realistic in terms of monster hunter like wirebugs for example literally let hunters fly through the air
No
@@crowzet0 🤦♂️
@@karrumu6335 🤷
Nothing better than new SupeRAD video day!
Best MH TH-camr in the game right now
Sick, good ass video commenting to help you get your family back from TH-cam headquarters and defeat the algorithm. I really love how much Capcom has been on a roll improving the games over time while listening to community feedback. Makes it feel like its worth it to make videos about the games in hopes that improvements will be made on our favorite series.
Really good video overall. You're right that Sunbreak is defo improving in many great ways. Sometimes people forgot the old games build up on one another, engine wise and just how the games are built. So over time they've fixed issues each game has had, e.g. mounting in 4U was improved in Gen. We're seeing that again in 5th gen which is great to see.
Rise is a fantastic game, with a lot of small and some big flaws that put some fans off, and they're seeming to be fixing that which is awesome. If they continue on this path I can see it being at least in the top 3 MH releases, or maybe even the best if they get difficulty and endgame done correctly from the get go.
You actually can wire-dash midair into a wall to start wall running as long as your wirebug is near or touching the wall. In your examples you perform a wire-dash and then immediately perform a midair evade; this will cancel the wire-dash and you will fall.
My biggest hope is that they rework monster AI and movement/attack speed to better keep up with the copious amounts of wonderful movement options the player is getting. Instead of removing those movement options in Gen 6 it would be much more fun if they simply increased the difficulty by spending more time on the monsters they port to 6.
new superRAD videos make me very happy
I think I remember seeing a clip of the devs talking that mid air dodging can also initiate wall running tho I think it was in a single clip so I might be remembering wrong
I _think_ I read somewhere that wall-running out of an airdodge will be allowed too. I forget if it was on the official Sunbreak website or some other source, but I think I saw that there's gonna be several toggle options for automatic wall runs, such as whether your hunter can only start them outside of combat (which is smart to prevent accidental maneuvers while evading monster attacks)
I'm not too sold on potentially disabling wyvern riding. The menu option could just be: Attack or B instead of Attack or A, but they could've done the same with just A or B if attacks were always going to activate the riding.
I do really like the moving of mechanics like wallbangs onto endemic life. Not only does it limit them to keep the game from having Iceborne's problems, but it gives you more reason to explore and seek out this life - which in turn helps to justify Rise's emphasis on exploration and mobility.
As for what I'd like personally? I'd like to see G/Master Rank remove the ability to restock items from your box in the middle of a hunt. To me that's totally thrown off the balance of the 5th gen games. If monsters give you any time to heal or retreat, you're invincible. So to actually be a threat, monsters have to be absurdly aggressive and often have combos that can kill you extremely quickly. As a result, Rise tends to feel either very easy or very cheap, with uneven difficulty spikes that keep me from being interested in the higher difficulty content.
Also, monster-specific Apex Armor. The limited rewards for hunting Apex monsters is the other reason I just didn't really care to try and get good at hunting them. I feel like that alone would fix a lot of the issues I had with Rise's limited endgame (and I'm not talking compared to World's - which I didn't like anyway - I'm talking compared to classic Monster Hunter like the 4th gen).
I want weapon honing/augmenting again. Putting health augment onto your weapon feels like playing a completely different game and I love it.
My biggest thing is the UI. the UI is just so much cleaner, functional, and clearer in older titles.
i thought rise was going to resurrect the UI and improve on it with color/shape coding icons buuuuut that didn't happen
Monster hunter is one of the only franchises I know that actually knows how to listen to feedback and make decent changes
I hope they have more or increase switch skills..not the silkbind ones.
I miss the ablity to topple by striking the monsters legs. I understand why it was removed but it was part of the fun when paying a blunt weapon and every other hunter was in the monsters face - going for the legs gave you a chance to knock the creature over and a different target than just getting hit repeatedly by attacks ftom the front, especially with charging monsters.
I enjoy the streamlining of Kinsects in Rise. As a long time IG player I've seen the changes and, while I do think it's a mess, I sorta wish we had more freedom to upgrading them as equipment like in GenU specifically. Though Kinsects have always had a ideal way to upgrade each one, I would love to see that verity again. One major issue is just how goddamn slow they all are in Rise. IG is a decently close ranged DPS weapon if you want to consider it, but back in the day fighting bigger foes, say Alatraon or maybe Akantor, I remember needing to wait, mark, time my kinsects, time my marks, and really over all utilize the bug more. While I LOVE the assist type kinsect in Rise, it doesn't do much aside from being flashy and otherwise sometimes getting a KO if blunt. I would love to see the return of kinsect skills more so than what we have in Rise now, and more reason to just throw the lad out there aside from 'oop! red wore off. Let me juust... ok good back to xxa xxa xxa.'
I'm *so glad* they have an option to *turn off* that new wall run. I never fought near walls in Monster hunter world because it was rage inducing to accidentally start climbing a wall durning a fight.
As far as rolling in air not clinging to a wall. That was something I liked. I would do that to *avoid* wall climbing because regular falling automatically wall climbed and I hated that.
As far as some of the changes I want with Sunbreak... Improve elementary play I don't care about meta or speedruning. However someone building a set dedicated to a monster should be able to preform better than a stock damage set.
If a monster is weak to fire, there shouldn't be a RAW weapon that out preforms a Fire weapon.
Affinity my man, affinity...
As someone who mainly used the bow in mhw. Walls weren't that much of a problem for me
Yeah, I'd also like to see Wyvern Ride being optional when you attack the monster -- good point about comparing this major DPS opening to the DPS from wallbangs. However, the overall downtime when in that state needs to itself be reduced in Master Rank, and/or alternatively nerf the ability of one monster to put another monster into this state for you.
I would also like to see a physical release with _everything_ launching off the cartridge -- current images show the physical edition having Rise's basegame cartridge + a Sunbreak download voucher.
The wyvern riding option reads to me as the added ability to pick up shiny drops and endemic life without initiating the ride, as they share the same button in the current version of Rise.
Overall, I’d say that my main gripe with Rise is its endgame, particularly with the Rampage mode being required for Apex monsters early on before their inclusion in regular quests. The Rampage as a tower defense style mechanic can be fun every once in a while but after a point, there’s a setup for each of the 4 sections that you can get that have relatively optimal placements so it becomes a game of doing the same thing over and over.
Conceptually, Rampage weapons and Safi’jiiva weapons (which I consider as the predecessor idea) are interesting, though it does run into issues currently where either the Rampage weapons are the best with no real contest or not even a decent side grade compared to other options (*cough* Nargacuga *cough*)
Basically, I’d like to see better weapon balancing in Sunbreak in the sense that while there probably will be one single best weapon for each of the 14 types, there should still be other equally viable options. Obviously, every weapon could be ran in Rise, but generally there’s no real reason to when 1 or 2 absolutely dominate.
I would love the option of customizing the size of certain UI elements - specifically the hunting horn song list, which I feel takes up so much space on my screen that it impedes the potential enjoyment of the weapon.
What I want Sunbreak to fix is a proper endgame with dedicated activities and mechanics.
They can even add a few less monsters, but please give an endgame with good challenge and longevity. Rise was a fun game, very fun, but it was also the MH I played the least.
With MH6 supposedly coming only in 2024 (for the 20th Anniversary of the series), it would really suck to play Sunbreak only for like 3 months and then leave it there, like base Rise.
hey superrad, you probably won't see this but i'm a recent MH fan, i got into it with World and even more with RIse! I love watching all your videos on the history of the weapons and stuff and the 6 hour long history video is apparently watched mostly in my sleep cause it's a good way to make my autism brain shuddup and let me sleep. Thanks for doing what you do, and hopefully i get to hunt with ya someday!(I do run flinch free)
You're doing God's work by slotting flinch free
thanks for the coverage!
I just hope that the map is more fun to explore outside of hunts. A more fleshed-out photo mode would be nice as well, but I doubt that’s gonna happen
Nice Job as always RAD-San
Great video! Really gets the hype train rolling more and more!
The changes I would like to see is one of the most obvious: Apex monsters are given equipment. Simple as that, give me a reason to fight them.
Another change I want is a return to the old ways of talismans dropping in quest rewards. Forcing talisman acquisition solely to the melding pot was one of the worst design choices in my opinion.
And one final fun thing I want to see added is being able to inflict dragonblight on monsters.
I miss investigation quests from MHW. The random challenge hunts for a chance at rare jewels didn't feel amazing at the time, but in the MHR postgame I have a hard time even picking a quest -- I've done them all multiple times over.
I'd like to see investigations come back to add a slight element of "new quest" felling, and for the reward to be 1-3 random talisman rolls based on difficulty
that's nothing but a good thing, it's even better that a lot of the Sunbreak stuff being given to us is optional so if you don't like them or care you're fine if you ignore it. it's letting us customize our experience, not force feeding us these changes. one of the bigger issues with softening was some weapons getting screwed with the animation being too long like heavy bowgun, if it has wyvern heart often other weapons would be fine to soften parts but you would be stunk on too long and get hit. we sort of have a softening, water beetles though it's for the entire body, not sure how much it changes hit zones off hand for comparison but still the same idea being put in as an item on the map that you have to find. my guess is there will be an option for wyvern riding that is A (sheathed only) because that normally will do nothing or like grab a herb i guess. they've already shown that you can set it so wall running won't always trigger, like in combat if say a silk bind launches you at a wall you can pick if you want that to count as wall running.
Considering that Rise was the game where I decided to learn Sword and Shield, I would be so friggin happy if Chaos Oil and oils in general came back for Sunbreak. I would also love to see the feature where you can trade for monster parts from monsters not in the game to get more armor and weapons, but that's maybe not as possible since they aren't just reusing old models after switching to the new engine.
I hope they bring back more of the grappling attacks from IB in Sunbreak. It shouldn’t even be that hard to rework them considering the clutch claw & wirebugs are both functionally just a grapple hook
You’re an absolute legend
Never stop making content :)
I will try
@@SuperRADLemon
You’re doing great 👍
Going through your channel again has been awesome
Really something to be proud of!
I honestly haven't really heard much complaining about clutch claw in MHW. I personally enjoy it. It felt like just an added level of depth to the weapons and overall gameplay. And I feel like it definitely didn't make the game easy. It still took me multiple attempts to take out most endgame monsters. I was honestly disappointed a lot of the clutch claw mechanics were gone in Rise, the wire bugs are okay but it felt like I just had an entire part of my kit just missing and just patched with a tiny little bandaid.
@Mat Sci it felt so rewarding as a switchaxe main. If I played aggressively and utilized the clutch claw, I could put out stupid amounts of damage with the SAEDs. It just makes it feel like I'm missing such a big part of my kit now with it being gone.
One of the things I loved seeing the most was the new MS lifeform. Im glad to know that the MH teams are willing to bring bad old ideas that didnt work and not just abandon them as "failed" I really wasnt a fan of the clutch claw, but seeing them still willing to set up arena traps, and give us a tool to trigger them is great, I loved that in World. I much prefer a few iterations across a few games than a mentality of "Didnt work the one time wont work ever again"
I wonder how rampages will change in Sunbreak. They're obviously not gonna drop such a developed mechanic, but the rampage as we know it it's caused by the serpents we slayed in Rise and it's characteristic of Kamura village.
Also, I wish Sunbreak will add Apex equipment and alternative armor designs for all g-rank sets (I'm specifically referring to the different Z/X/GX/XR sets from GU and past games, even World/Iceborne had different designs for the alpha/beta/gamma sets)
I would like to hear the older sounds in the new games again such as item pickup. Maybe have a classic sound option. Might be minor to others but something like that is just as much MH as anything else. Maybe we will also find out tomorrow what that Wyvern Ride button change really does. The change I like so far is reducing visual effects. Hopefully I can have the blood now and turn down the other effects since it's a separate option to the new one.
Think the thing I want the most is for the Apex monsters to have special weapons and armor.
I think Sunbreak needs a healthy Endgame grind. Something similar to the Tempered Monsters that allows us to make our gear just a touch stronger. Or really just anything that adds a healthy element of replayability. Rise was really lacking here. It is such a fun game and the combat flows really well, but I lost reasons to keep coming back to the game myself.
I really hope they add more customization options for the Hunting Horn UI. Playing it on the Switch in handheld mode is grating with how the song list takes up too much space and is too close to the center of the screen.
Here is something i caught up on Rise not really related to video in any way
doesnt the fact that you can bring palicoes and palamutes on Multiplayer hunts invalidate a piece of the lore
the fact that a disaster happened when 5 people went to a hunt, and after that the guild set a limit of 4 per hunt
and yes Palicoes are people they are as smart and as important as the human NPCs
Technically already invalidated by stuff like Zorah Magdaros or just sieges in general, if you want you can just imagine they realized it was superstition and stopped enforcing it
Improving the apex monsters and giving a reason to fight them. Seeing as they are basically the deviants from Gu with a different coat of paint, it would be easy to just slap in the deviant equipment with a colour swap or new equipment entirely.
Apex Rathalos and Apex Zinogre are pretty, heavily different from their deviant forms. Plus they have new roars, and the apex theme is much better then the deviant theme.
Why is Goku singing ''sins of the father''???
Totally excited for this, but having just barely 100hrs into Rise I almost feel guilty about it.😂
Been trying to catchup with Gen and 4U as they were the first MH games I’ve played since Freedom U on PSP but man, trying to keep up with more than one MH game is tough! 😖
I love how the MH games are set up. They all work off eachother to eventually one day get another generations esc game. Like its sweet that they have a two team system to bounce ideas back and fourth slowly building each title different yet similar.
I think what i want for Sunbreak is for them to give us deviant gear, but also optional wyvern ridding. Because, although i don't mind it, having the option of choosing to ride it or not wouldn't harm these games at all. that being said, besides having the A button to ride it, the only other button they could choose is the B button but then again, that has it's issues.
It can't be the X button because it's the attack button and that would confuse the hunter, it can't be the Y or R button because it's the sheathing option, It can't be ZR or ZL because that's both the guard/special action button and the wirebug aiming. If it's the B button then they would need to take out the dodge action and that just ruins it. The A button is also an attack button, but then that just begs the question of what it will replace. Both buttons are the attacking buttons, while the rest are command actions for movement for the hunter. So unless they decided that they will give the option that instead of A it's B, that's gonna bring problems.
Imagine trying to dodge a monster attack to heal and then being forced to wyvern ride it, sure you're safe but that health ain't coming back anytime soon, and if that monster you are ridding somehow get's toppled by the other, you are in DANGER my friend.
so either it becomes optional to wyvern ride, or they completely take out a Hunter's action so that you don't press A.......for hand comfort
The wall-climb drama is beautiful
On 7:45 to be fair you CAN grab a ledge and climb up it if you have the timing right and in my experience it been forgiving climbing very far below the ledge like 7:30
Turns out sir dodging is gonna be able to wall run in Sunbreak anyway
This is probably more of a World 2/Gen 6 thing but i wonder if Underwater combat might eventually return with some big improvements
To add on to your point about wall-running, what if they introduced wall attacks with the remade wall-running mechanic? Hell add some slik-bind moves that you can use while wall-running. Imagine a Silk-bind move where you spin off the wall with your hammer and do a big slam once you land. Or what if you could perch up on the wall as a gunner for a short while as a silk-bind move? I love the way you think about Monster Hunter.
This is the first I’ve heard of these changes, and I must say: LET’S GOOOOOOOOOOO!
I genuinely hope they add the loading Wyvern Stake frome Iceborne, even if it's as a Wire Bug or if it's a switch skill that replaces the current Wyvern Stake.
There was just something cathartic about having all explosive attacks explode twice. It also made a full team of Gunlance players busted because since all of you would be doubling each others' explosives.
7:48 According to the official website, this is also getting changed. They say that evading (both on the ground and in the air) will allow you to initiate a wall run as well
Seeing all these quality of life changes makes me really hopeful that the stuff that bothered me with Rise will get addressed. In particular I really hated the talisman system and how difficult it is to sort through all the talismans you end up making. I miss the menu we had back in 4U and GU to see a bunch of talismans as well as all their skills at once and being able to sort them accordingly, really hope that comes back.
...I also really hope they tweak the gyro aiming more and give us more options there, but I'm a bit less hopeful with that cause I know I'm in like the 1% of players who actually uses it
definitely suggest the very few reduced/removed hit effects mods if you are on pc. completely changed my multiplayer experience lol
Changing the ride to another button would be great. I think its a bigger problem that moutable state is triggered so easily. I really enjoy wirebug riding but it can be frustrating to be optimal with it. I may want to grab a 3rd wirebug before mounting a monster to maximize on their damage - yet if the monster goes mountable on top of the wirebug, or too far away from it, I'm sol. When I see a 2nd monster zone in I have to immediately get ready for the ride, and if I don't take that mount then I just miss my chance. Another problem is when a monster zones in, I can't control which becomes mountable first. Sometimes 2 monsters will become mountable at the same time which is also a complete waste.
imo - wyvern riding needs to be more purposeful. Doing a wirebug attack on a non-target mob is good, and excessive wirebug attacks on a target mob isn't bad either - but monsters colliding shouldn't trigger mountable state. If we want the invader mountable that isn't a hard decision to make, we don't need it force on us.
Again - I love wyvern riding - its just done in a way that is often wasteful and without purpose.
If they make wyvern riding being able to be triggered without hitting the monster, i just want it so that the monster doesnt stay still for like 10 seconds or more cause thats super inmersion breaking, i want them to make it so that when you attack a monster in wyvern riding state that you have to hit a threshold, like if you do 2000 damage or whatever number the monster scapes wyvern riding state
For me, I would like to see:
1 - Monster-vs-monster attacks don't trigger a rideable state (as easily)
2 - Shorter overall duration (especially since it's Master Rank)
The biggest thing they could fix, I think, would be how monster battles and turf wars work. In Rise when two monsters show up in the same area they either battle or initiate a turf war - okay, sounds good. They fight starts, you stand by and get your mount and attack the other monster with wyvern riding. But then, after you're finished wyvern riding, one of the monsters always just leaves. They leave even if you don't get the mount either, or sometimes the victorious monster just leaves. The game makes it so that two monsters never stay in the same zone together for long without the hunter being able to wyvern ride one of them, but that doesn't make any sense (it also makes dung bombs irrelevant as not only do the two monsters never pose a direct threat to the player, but the player is supposed to actively want another monster to show up to get the wyvern ride).
I think it would be cool in Sunbreak if they could add monsters that don't fight each other when the two enter the same zone, and instead come to the others' aid battling the hunter (a bit like Qurupeco calling Deviljho). Keeping with the monsters of European folklore theme, maybe Malzeno could summon Lunagaron or Garangolm to protect it when you get it down to low health. At the very least make it so that at some point in the hunt the monsters recognize the hunter as the most dangerous creature in the zone and work together to stop them.
Would actually give Dung Bombs a purpose as well lol.
I just want the little stat birds gone, I don't want to run around for 5 minutes getting little birds I just want to go hunt a mosnter
i would really love it if the only way monsters could make other monsters rideable was if a hunter specifically rams one monster while riding another. i honestly hate that the territory disputes were effectively removed entirely in rise. i think the only real exception is magnamalo vs other monsters unless i'm misremembering. i continue to find it incredibly unsatisfying when your target monster attacks an encroaching monster once, and immediately the other monster is rideable.
also buffing monsters' resistance to riding when they aren't the target monster. when i can just start every single hunt by using a single wirebug attack against a non-target monster and use that monster to bully a target monster (and thus get a free knockdown to bully them more) it really cheapens the idea that these monsters are supposed to be powerful, even more so than wirebugs already trivialize them.
They definitely should have made wyvern riding a really rare occurrence. The first 20 times it was fun and exciting, but after the 100000 time it gets stale, and it feels cheap. I hope they actually make it difficult to pull off in Sunbreak.
Sunbreak *needs* a good post game
After getting to play the demo, Holy crud are the wirebug punishers varied and devastating. Astalos easily swats you out of the air if you try to wirebug mid combo and chunks more than half your health. It's going to be a PARTY!
great vid bro
I would like to see several changes to multiplayer to make it relevant again. It seems that with the monster HP scaling and the high drop-rate of any monster part (meaning rare parts are much easier to come by) multiplayer hunts have taken a hit. With Rise, they need to give players an incentive to engage in co-op, and I think the best way to do this is making armor sets harder to build with more various monster parts and reducing drop rates for rare parts. Also, something as simple as being able to give a custom name (such as "turns" or "rath farming") to your gathering hall would go to promoting more and longer co-op sessions. I can't tell you how many times I joined a gathering hall just to find that they were afk or ppl only stayed for one hunt or even half a hunt. Ever since gen 5, the days of hunting with the same 3 randos for hours on end are mostly gone. With a custom name, you can at least pick out which halls are doing content that you need, like in all pre-gen5 games. In my opinion, MHGU had the best online community. Joining a hall gave you an easier and quicker way to farm materials and you had longer more meaningful social interactions. I also would like to see the removal of the drop-in drop-out system for the same reasons, but I feel that most of the community likes these for their convenience now, so that wouldnt be a realistic wish.