The whole "it feels less grounded and more arcadey" or "more grounded" etc always amuses me. Most of the weapons are so inherently absurd for people to wield that honestly the crazy wire bug stuff just feels "reasonable" or at least not too out of place. Most of the weapons are just so massive compared to the hunter that no matter how strong they are they would fall over using them just due to physics (the mass of something that big should just pull you along for the ride once it gets going) so for me the suspension of disbelief is already there for wild abilities on the weapons.
my favorite thing is when folks say they are “weeb bugs” like this game isnt one of the most anime-esque games ever. a man with a giant katana doing thousands of slashes before he unsheathes the sword and a giant bow shooting missile sized arrows wasnt anime to you???
@darkerm76 I might have to disagree I used the hammer and greatsword in the beta and they felt really damn good especially once working out the timing for offsets and guard clashes I think what's throwing you off was probably the lack of response the monsters give when hit to me Wilds seems like the true successor to MH4U and not so much World and iceborne thats the way it felt to me at least especially when I picked up the insect glaive god that weapon is fun in Wilds but I understand that we both had different experiences and I hope that by the time the game fully launches the devs have fixed what problems you and the rest of the community have
@yotuel9064 honestly that's a good thing if every weapon had one it be very boring to just have monsters stun locked with combos of players abusing their counters and offsets there is no fun in that at least not for me
Sometimes I swear I am the only person who is glad hitstop has been reduced. Especially after going through World/Iceborne with the GS. It felt cool at the beginning but by the end there are more times I remember it being in the way or causing odd delays that got me hit or monsters had *just* enough time to get up after a topple and dodge the final True Charge in the combo. I found it more invasive than cool.
I feel like it's a 2. if they find the perfect balance between "skillful monster hunter style" and "arcade flashy fun style" then I'd be happy. I want the game to have some level of difficulty, but I also wanna be a flashy badass hunter
@ well part of it is because of the hit stop, but when you take the TGS in wilds for example you have a ton of hit stop, but somehow I don’t get the same feeling ? There’s some kind of deepness and weight, not like you hit the monster very hard but because you let go of all this strength in the attack
Capcom got the formula right when designing for the “impact feel” in World… maybe they could bring some of it back in Wilds so it didn’t felt like regressing to butter cutting.
One thing I will say, with regards to hit stop and weapon power is this. The build we got to play was an early build. So it's going to be VERY hard to tell what is and isn't missing until we get a newer build of the game or even the full game if we don't get another beta.
Finally I thought I was the only one that got this feeling I was saying this from the first time I played wilds that it had the looks off world but with the fun gameplay of rise you nailed it and I love it
I did get kinda annoyed getting thousands of tracks for investigations especially if you wanted to get it maxed out, but did like it early on leading up to the noster so learned it's normal pathing and see the prints or sheded scales, spikes, and fur. Did miss that in Rise. Would like to see the tracks for the first time especially if on foot tracking, then once our Secret learns the scent and remembers it (in universe reason,) so after the first time we them just find them faster the more you hunt it.
I want Wilds to have Sunbreaks ENDGAME. Fully augmented weapons and armors to swap out skills, decos and stats to improve deco slots, more deco slots, swap out skills for other skills or improve a specific skill. For me that is the best endgame and way better then World with static skills and deco that let's you have fully infinite buildcrafting to exactly what you want for your build. Also Sunbreaks improved Weapon augmentation from Iceborne and fully craftable talismans and decorations
I agree ten billion percent. I love build crafting and I hope they expand on what sunbreak did instead of regress back to world. Its the endgame after all at that point weve beaten everything let us experiment and go crazy with the skills
maybe it was because i used to play around 8 weapons in rise, but qurious crafting felt awful, having to farm so long just to get the roll you wanted and do this for every single build since there werent many times i reused armor, just because it had the qurio roll i needed for the build of another weapon. Nah just too much wasted time and grind, felt tedious at some point.
Monster Hunter wild is not only a mix between these two. It’s also a mix between monster Hunter four ultimate so I could definitely see a bit of monster 4 ultimate endgame in there too I like the insect glaive in wilds since is more closer to monster Hunter 4 ultimate Honestly, the more you think about it this is just monster Hunter 4 ultimate remastered We create a character and walk out to a sand ship and immediately have problems We get the Lancer back but much much grown up We travel to different location and set up a main camp there like a caravan Some other things, but those are confidentially
I think what switch axe lack is the perfect counter in sword mode, trigger by a successful sidestep while in the counter stance. extend counter stance by a sec or two, add a button to manually swing the sword like we does now if no attacks been counter, and when counter period over we just goes back into normal stance with slightly more animation. add a little sidestep animation and restriction to the ability, like you can stay in counter stance and wait for the attack whereby you counter with 50% damage reducing or you dodge the attack with sidestep I frame and trigger a perfect counter, you get smacked when u you sidestep early and missed the i frame window or the incoming attack is a multi hit attack. it would be fun, could make it into mod if no official change
6:52 I remember that in an interview Capcom said that when it's the first time you encounter a monster you have to find tracks, then when you discover it for the first time you will always see that monster on the map.
Being able to switch between 2 weapons on the fly is the largest change by far. It opens up a huge amount of new builds. Like the status ailment build. 1 weapon with sleep and one with paralyze. Or the cooldown burst build with Gunlance + HBG. You get 2x wyrmfire and full-auto right of the bat.
For me, the arcade-y feel of rise compared to world came down a lot to the maps and the endemic life. World maps felt like ecosystems where many creatures lived. Rise maps felt like arenas, where everything is a powerup or item to use, like all rhe endemic life. Both different styles, and I've loved playing both, but I think that's a big part of the feel of the games
I like to head cannon that scouts/trackers find the monsters for us to go hunt. That's where we get our info, etc. We are just there to do the combat, its a different skillset.
I think the tracking thing was just removed (or truncated) for the Beta. We had limited time to play the game, and it would have been a waste to spend any of it tracking monsters when they could just artificially give us more of the "research" so we could find them all right away. I say that because I recall finding monster tracks/fur/scales/etc while roaming around the map, and that would only make sense if they brought back tracking in some form. At least, that's my take on it. It probably won't take as long to "recognize" a monster on the map as it did with World, but it likely won't be the "Unknown Monster is a '?' on the map, but you know EXACTLY where it is" situation from Rise, either.
Seeing and playing with every weapon get a counter, offset, or perfect evade. Then seeing Insect Glaive gets none of those is sad. On top of that movement after focus mode and Ariel movement is so bad with IG. I tried every weapon during the beta and IG needs some love. I don’t mind taking away the helicopter but it just feels like IG was nerfed and buffed and then nerfed at the same time. Still my favorite weapon.
World is the reason I've played MH at all and I couldn't get into rise. But Wilds just felt like a better world from my limited time in the beta, so I'm all in.
hit stop isnt gone, its because we are still in low rank weapon where the damage isnt that great. you can try that on World or Rise. the more you get higher damage weapon the more hit stop you get
I'm not a MH veteran but did enjoy World and Rise and I played in those games the charge blade, normally it takes me awhile to get back into my weapon, in the demo I did not get my groove back yet with the charge blade, but I did play the gun lance and for me it was great.
I’m curious as to how loadouts will work with two weapons on a hunt. Will we swap to a different set when changing weapons? I’ll be carrying charge blade and bow.
Still hoping that they have some yet unrevealed skill switching system like Rise or that some weapon decorations can actually alter weapon moves dramatically, like adding back the Insect Glaive aerial bounce.
12:05 What do you mean? The infnite combos of insect glaive are all still there in wilds. In fact, you have at least 1 more than before. The problem is that IG fundamentally works different from other builder/spenders like swax, cb, or ls. These weapons need to play the game to build up and then can spend on an opening. IG cant play the game until triple up (because unenhanced IG moveset is literally unusable) and thus uses its gimmick minigame (kinsect) as builder. Before, you were rewarded with being able to play the game now for x mins, but with RSS the best use is to spend the essences directly, bringing you right back to your minigame. I.e. if RSS spam is optimal, IG will no longer actually play the game. You are a minigame into nuke simulator, which undermines your ground combos.
insect glaive gone wrong sounds very negative when in reality a malfunctioning weapon that stood there aiming insects instead of playing the game got turned into a weapon that actually uses its weapon mechanic via gameplay to get the buffs now. I really think wilds should be on 7 just from what we saw until now ( maybe there is still switch skills ) . you ride around a mount and sling for items into your pouch ( rise arcade style ) We got the mount back ( which we can also summon during combat to get heal/sharpen). Many focus skills or new skills use the claw instead of wirebug but are the same thing. we got the follower npc system back which can aid us on hunts npc now all have names just like the rise npcs. the wound popping mechanic really feels inspired by anomoly spots which were popped to deal extra dmg. The only thing that feels a bit like world is the new maps instead of recycled ones, the platforms its released on and the more ground style slower fights (which might even change with gear + switchskills ? )
The lack of the glaive bounce is so odd, it screams “we only asked speed runner type players” I understand that its not optimal for dps but so what? I bounced on every single monsters head, in world and iceborne, I played “sub-optimally” and I had fun doing it
I have to give it a 4.5 on your scale, this is coming from a IG main who has returned to rise after completing everything on world, and aside from dealing with the changes to my favorite weapon, some of which I do generally love, the monsters health pools felt more like Rise then world, being stuck with base weapons and playing different armors, it never felt close to world difficulty until I was dealing with 4 star plus monsters, something in the final game I feel we will have upgraded gear at least once before fighting. Offline had pause game function, another Rise feature, and the IG controls also feels closer to Rise then world. Graphically it's world all the way, so it feels kinda like Rise combat on large World maps, with monsters changing arenas a little too frequently to hide smaller health pools
I think if you compare low rank to low rank its pretty similar to world. Even comparing speed runs of low rank world vs the wilds obt vs rise its closer to world in time. Few minutes in world and wilds obt vs 40 seconds or in rise
As “overpowered” longsword is I still see players get carted across World, Rise, and now the Wilds Beta. It’s almost like you will get punished for making the wrong decision against a monsters attacks.
I hope they continue to focus on the game being fun as opposed to aggravating. All the people complaining about weapons being better for the player to use need to go back to pre nerf radahn and leave the rest of video gaming alone.
For me Hit stop make or Break a game. As a Great Sword main I want my Attack to feels Heavy. Testing the Wilds beta made me hate it. I hope Capcom will fix this
euch no please dont be like monster hunter rise, like I enjoyed monster hunter rise but CHRIST please dont mix flashy anime ass abilities and appearances with my goat monster hunter worlds aesthetic
I don’t get the anime argument when capcom are a Japanese studio along with LS and DB existed since the beginning of mh. Also Wilds has flashy moves too
@@Mare_Man You obviously have not played the first 2-3 games. It has only been after MH4 where hunter were given special styles that I felt the series started being more like a shonen anime. Yes, carrying around big weapons is super anime but it felt more grounded cause and the hunter's abilities were more realistic like using certain tools and dodge rolling.
I don't think the insect glaive spam hop needs to come back I actually prefer the slightly more grounded (no pun intended) and I guess I mean as grounded as things get in a still very anime-ish fantastically over the top game like monster hunter. Spam Hopping wasn't even very effective of a play style and it's all most players ever did with it. The rework from the beta definitely still needs some adjustments but I'm excited to see how it'll play on release when we have the ability to make builds and use different kinsects.
@@Mare_Man Recognizing that hop spamming for speedrunning with the Insect Glaive (I.G.) is inefficient essentially admits that it's not the optimal method overall. I never stated it was entirely impractical against any monster, only that it wasn't the most effective way to utilize the weapon generally. I believe they will refine the rework the weapons received, and once the full game is released and we can create builds, it will be a very good option for players who previously mained it.
honestly, I kind of hate the idea of Wilds being this between thing/half assed between World and Rise. I really hope that's not what it becomes. It's like you have your 2 favorite flavors of ice cream and you will choose one depending on your mood. Then the shop owner says "we don't have those anymore, we have a swirl of both and that's it. Take it or get out of my sight." I've always criticized the lazy implementation of GU's left overs in Rise but also in how Wilds is just being lazy by cloning adept style for a lot of things. I hope they don't do this, I hope they don't dilute things like that going forward. I certainly don't want them to just pull the main team towards portable style and portable going into full on Frontier bullshit. This is getting close to a huge mistake but they can prevent it. As much as I'd hate it, I'd meme Wilds into oblivion if they were dumb enough to just clone valor style for the expansion, Most weapons are still fun, I tried 11 and only really bounced off, or am hesitant to play on release, for like 3 or 4 of them. Sunbreak SA was trash, that one counter being "the core of the weapon" only holds true because it lets you skip the actual core of the weapon, same goes for Rise CB. I fucking hated how Rise just let you skip aspects of a weapons' identity by landing these lazy counters so they all felt the same. Wilds seams to be doing that with some weapons, a few more so than others. Bow is the biggest offender because it lets you ignore both coatings and stamina by spamming it.
Technically true, technically false. Every Monster Hunter game has pros and cons. They are ALL good games, which makes the series/franchise one of, if not outright, the best games in the business.
Rise was trash, world was always where its at. And wilds is the successor to world made by the same team. Rise did away with the ecology which is the point of the hunt to begin with. But it was made by the handheld team with handheld mechanics as a vision. So no wonder it sucked.
@@Mare_Man Absolutely not lmao. World had better fights than Rise. It was trash in all aspects. They even Ruined Rajang completely, bro was a cakewalk in Rise.
I agree and many others too. There was a lot of hype for Rise when it came out. I was sceptical but gave it a try. The arcade machine feel never really did it for me. World is by far the best and most successful monster hunter game to date, and wilds will be taking that spot easily when it releases.
Not sure how a discussion on how Wilds is the best of both 5th gen monster hunter titles combined has some upset a small group of people but okay.
NOOOOO YOU DELETED THE THREAD WE WERE HAVING FUN DX
The whole "it feels less grounded and more arcadey" or "more grounded" etc always amuses me. Most of the weapons are so inherently absurd for people to wield that honestly the crazy wire bug stuff just feels "reasonable" or at least not too out of place. Most of the weapons are just so massive compared to the hunter that no matter how strong they are they would fall over using them just due to physics (the mass of something that big should just pull you along for the ride once it gets going) so for me the suspension of disbelief is already there for wild abilities on the weapons.
my favorite thing is when folks say they are “weeb bugs” like this game isnt one of the most anime-esque games ever. a man with a giant katana doing thousands of slashes before he unsheathes the sword and a giant bow shooting missile sized arrows wasnt anime to you???
Hit stop might seem like its gone but once you land those offest moves or counters that satisfaction is there to be had and enjoyed
Only counter and offset maybe but As A Great Sword and Hammer main the game feels bad. It's like you are hitting air. This is why I hated the beta
@darkerm76 I might have to disagree I used the hammer and greatsword in the beta and they felt really damn good especially once working out the timing for offsets and guard clashes I think what's throwing you off was probably the lack of response the monsters give when hit to me Wilds seems like the true successor to MH4U and not so much World and iceborne thats the way it felt to me at least especially when I picked up the insect glaive god that weapon is fun in Wilds but I understand that we both had different experiences and I hope that by the time the game fully launches the devs have fixed what problems you and the rest of the community have
@@darkerm76hammer felt fine to me, especially when bonking monsters in the head. Lol
Not all weapons have offsets or counters.
@yotuel9064 honestly that's a good thing if every weapon had one it be very boring to just have monsters stun locked with combos of players abusing their counters and offsets there is no fun in that at least not for me
Sometimes I swear I am the only person who is glad hitstop has been reduced. Especially after going through World/Iceborne with the GS. It felt cool at the beginning but by the end there are more times I remember it being in the way or causing odd delays that got me hit or monsters had *just* enough time to get up after a topple and dodge the final True Charge in the combo. I found it more invasive than cool.
i initially felt opposed to the reduced hitstop but after replaying a lot of world recently, i've also come to agree with this lol
You're not alone, just the few that really hate it, hate it more and louder.
I feel like it's a 2. if they find the perfect balance between "skillful monster hunter style" and "arcade flashy fun style" then I'd be happy. I want the game to have some level of difficulty, but I also wanna be a flashy badass hunter
It’s not really hit stop but that “oomph” that you get in every hit, even sword and shield or sword attack with the CB had this feel
"It’s not really hit stop but that “oomph” that you get in every hit,"
What do you think causes that "oomph"?
@ well part of it is because of the hit stop, but when you take the TGS in wilds for example you have a ton of hit stop, but somehow I don’t get the same feeling ? There’s some kind of deepness and weight, not like you hit the monster very hard but because you let go of all this strength in the attack
Capcom got the formula right when designing for the “impact feel” in World… maybe they could bring some of it back in Wilds so it didn’t felt like regressing to butter cutting.
@@Pjin2D for real ! World had the best feeling out of all games
One thing I will say, with regards to hit stop and weapon power is this. The build we got to play was an early build. So it's going to be VERY hard to tell what is and isn't missing until we get a newer build of the game or even the full game if we don't get another beta.
Finally I thought I was the only one that got this feeling I was saying this from the first time I played wilds that it had the looks off world but with the fun gameplay of rise you nailed it and I love it
I did get kinda annoyed getting thousands of tracks for investigations especially if you wanted to get it maxed out, but did like it early on leading up to the noster so learned it's normal pathing and see the prints or sheded scales, spikes, and fur. Did miss that in Rise. Would like to see the tracks for the first time especially if on foot tracking, then once our Secret learns the scent and remembers it (in universe reason,) so after the first time we them just find them faster the more you hunt it.
I want Wilds to have Sunbreaks ENDGAME. Fully augmented weapons and armors to swap out skills, decos and stats to improve deco slots, more deco slots, swap out skills for other skills or improve a specific skill.
For me that is the best endgame and way better then World with static skills and deco that let's you have fully infinite buildcrafting to exactly what you want for your build.
Also Sunbreaks improved Weapon augmentation from Iceborne and fully craftable talismans and decorations
I agree ten billion percent. I love build crafting and I hope they expand on what sunbreak did instead of regress back to world. Its the endgame after all at that point weve beaten everything let us experiment and go crazy with the skills
maybe it was because i used to play around 8 weapons in rise, but qurious crafting felt awful, having to farm so long just to get the roll you wanted and do this for every single build since there werent many times i reused armor, just because it had the qurio roll i needed for the build of another weapon.
Nah just too much wasted time and grind, felt tedious at some point.
For a sec I thought you was talking about that anomaly end game, that anomaly shit got boring for me 😂
Agreed completely. I've said this and will stand by it overall I preferred World but Sunbreak endgame destroys Iceborne
Monster Hunter wild is not only a mix between these two. It’s also a mix between monster Hunter four ultimate so I could definitely see a bit of monster 4 ultimate endgame in there too
I like the insect glaive in wilds since is more closer to monster Hunter 4 ultimate
Honestly, the more you think about it this is just monster Hunter 4 ultimate remastered
We create a character and walk out to a sand ship and immediately have problems
We get the Lancer back but much much grown up
We travel to different location and set up a main camp there like a caravan
Some other things, but those are confidentially
🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣
I think what switch axe lack is the perfect counter in sword mode, trigger by a successful sidestep while in the counter stance.
extend counter stance by a sec or two, add a button to manually swing the sword like we does now if no attacks been counter, and when counter period over we just goes back into normal stance with slightly more animation.
add a little sidestep animation and restriction to the ability, like you can stay in counter stance and wait for the attack whereby you counter with 50% damage reducing or you dodge the attack with sidestep I frame and trigger a perfect counter, you get smacked when u you sidestep early and missed the i frame window or the incoming attack is a multi hit attack.
it would be fun, could make it into mod if no official change
I actually can't imagine Wilds having an Expansion even though I know it will..... I may actually explode from excitement 😭🤌🔥
6:52 I remember that in an interview Capcom said that when it's the first time you encounter a monster you have to find tracks, then when you discover it for the first time you will always see that monster on the map.
In world the one reason they made us follow tracks is because the maps are so more complex than rise.
And I'm kind of hoping they have something similar to switch skills later in the game that would be nice
Being able to switch between 2 weapons on the fly is the largest change by far. It opens up a huge amount of new builds. Like the status ailment build. 1 weapon with sleep and one with paralyze.
Or the cooldown burst build with Gunlance + HBG. You get 2x wyrmfire and full-auto right of the bat.
For me, the arcade-y feel of rise compared to world came down a lot to the maps and the endemic life. World maps felt like ecosystems where many creatures lived. Rise maps felt like arenas, where everything is a powerup or item to use, like all rhe endemic life. Both different styles, and I've loved playing both, but I think that's a big part of the feel of the games
I like to head cannon that scouts/trackers find the monsters for us to go hunt. That's where we get our info, etc. We are just there to do the combat, its a different skillset.
Isn't tracking coming back slightly as in you only need to find them once then you can see them any where?
I hope this is the case. It would be a happy middle ground.
I think the tracking thing was just removed (or truncated) for the Beta. We had limited time to play the game, and it would have been a waste to spend any of it tracking monsters when they could just artificially give us more of the "research" so we could find them all right away. I say that because I recall finding monster tracks/fur/scales/etc while roaming around the map, and that would only make sense if they brought back tracking in some form.
At least, that's my take on it. It probably won't take as long to "recognize" a monster on the map as it did with World, but it likely won't be the "Unknown Monster is a '?' on the map, but you know EXACTLY where it is" situation from Rise, either.
Seeing and playing with every weapon get a counter, offset, or perfect evade. Then seeing Insect Glaive gets none of those is sad. On top of that movement after focus mode and Ariel movement is so bad with IG. I tried every weapon during the beta and IG needs some love. I don’t mind taking away the helicopter but it just feels like IG was nerfed and buffed and then nerfed at the same time. Still my favorite weapon.
Let’s hope they got the kushala from risebreak and not from world borne.
World is the reason I've played MH at all and I couldn't get into rise. But Wilds just felt like a better world from my limited time in the beta, so I'm all in.
hit stop isnt gone, its because we are still in low rank weapon where the damage isnt that great. you can try that on World or Rise. the more you get higher damage weapon the more hit stop you get
I'm not a MH veteran but did enjoy World and Rise and I played in those games the charge blade, normally it takes me awhile to get back into my weapon, in the demo I did not get my groove back yet with the charge blade, but I did play the gun lance and for me it was great.
I’m curious as to how loadouts will work with two weapons on a hunt. Will we swap to a different set when changing weapons? I’ll be carrying charge blade and bow.
Still hoping that they have some yet unrevealed skill switching system like Rise or that some weapon decorations can actually alter weapon moves dramatically, like adding back the Insect Glaive aerial bounce.
12:05 What do you mean? The infnite combos of insect glaive are all still there in wilds. In fact, you have at least 1 more than before.
The problem is that IG fundamentally works different from other builder/spenders like swax, cb, or ls. These weapons need to play the game to build up and then can spend on an opening. IG cant play the game until triple up (because unenhanced IG moveset is literally unusable) and thus uses its gimmick minigame (kinsect) as builder. Before, you were rewarded with being able to play the game now for x mins, but with RSS the best use is to spend the essences directly, bringing you right back to your minigame. I.e. if RSS spam is optimal, IG will no longer actually play the game. You are a minigame into nuke simulator, which undermines your ground combos.
Its definetly a 3.5 on that scale imo. so many weapons got moves from risebreak added into their base kit.
insect glaive gone wrong sounds very negative when in reality a malfunctioning weapon that stood there aiming insects instead of playing the game got turned into a weapon that actually uses its weapon mechanic via gameplay to get the buffs now.
I really think wilds should be on 7 just from what we saw until now ( maybe there is still switch skills ) .
you ride around a mount and sling for items into your pouch ( rise arcade style )
We got the mount back ( which we can also summon during combat to get heal/sharpen).
Many focus skills or new skills use the claw instead of wirebug but are the same thing.
we got the follower npc system back which can aid us on hunts
npc now all have names just like the rise npcs.
the wound popping mechanic really feels inspired by anomoly spots which were popped to deal extra dmg.
The only thing that feels a bit like world is the new maps instead of recycled ones, the platforms its released on and the more ground style slower fights (which might even change with gear + switchskills ? )
The lack of the glaive bounce is so odd, it screams “we only asked speed runner type players” I understand that its not optimal for dps but so what? I bounced on every single monsters head, in world and iceborne, I played “sub-optimally” and I had fun doing it
I have to give it a 4.5 on your scale, this is coming from a IG main who has returned to rise after completing everything on world, and aside from dealing with the changes to my favorite weapon, some of which I do generally love, the monsters health pools felt more like Rise then world, being stuck with base weapons and playing different armors, it never felt close to world difficulty until I was dealing with 4 star plus monsters, something in the final game I feel we will have upgraded gear at least once before fighting. Offline had pause game function, another Rise feature, and the IG controls also feels closer to Rise then world. Graphically it's world all the way, so it feels kinda like Rise combat on large World maps, with monsters changing arenas a little too frequently to hide smaller health pools
I think if you compare low rank to low rank its pretty similar to world. Even comparing speed runs of low rank world vs the wilds obt vs rise its closer to world in time. Few minutes in world and wilds obt vs 40 seconds or in rise
Wilds dosent have an insect glaive, HOWEVER it does have a focus charge staff.
I believe just a cinematic introduction with some tracking and that's enough I wanna fight/farm more not fooling around with tracks...
I want Switch Skills. Specially the Surging Slash for Great Sword. Bring it Back
Tracking actually is in the game just only for the first time u hunt a monster
As “overpowered” longsword is I still see players get carted across World, Rise, and now the Wilds Beta. It’s almost like you will get punished for making the wrong decision against a monsters attacks.
DALAMADURRR
People gotte remember, it's a beta, once the offical game come out, then it's time to start worrying
I hope they continue to focus on the game being fun as opposed to aggravating. All the people complaining about weapons being better for the player to use need to go back to pre nerf radahn and leave the rest of video gaming alone.
6:27 bro is molesting that chatacapra
12:27 again really !
YIPEEEEEEEEEEEEEEE
For me Hit stop make or Break a game. As a Great Sword main I want my Attack to feels Heavy. Testing the Wilds beta made me hate it. I hope Capcom will fix this
I would say a 5
Where are you jack
I've heard it said...
The B team experiments with the 'off' games.
And the mainline games use that experience for improvements.
@RathalosLARP HE DELETED THE THREAD NOOOOOOO
Here early for a change lol
I agree with the 3 rating. Its close to world with some things from risk but not the same arcady feel
ThIs ChAnGeS eVeRyThInG
lol everybody says this
euch no please dont be like monster hunter rise, like I enjoyed monster hunter rise but CHRIST please dont mix flashy anime ass abilities and appearances with my goat monster hunter worlds aesthetic
I don’t get the anime argument when capcom are a Japanese studio along with LS and DB existed since the beginning of mh. Also Wilds has flashy moves too
@@geminine970I am pretty sure the comment was more about the wirebugs and the monster riding part of rise being super anime
Don't use God's name like that, brother. He loves you✝
Anime has been baked into Monster Hunter since day 1. Not a single game in the franchise has changed this.
@@Mare_Man You obviously have not played the first 2-3 games. It has only been after MH4 where hunter were given special styles that I felt the series started being more like a shonen anime. Yes, carrying around big weapons is super anime but it felt more grounded cause and the hunter's abilities were more realistic like using certain tools and dodge rolling.
I open video, i hear hollows voice, i close video
I don't think the insect glaive spam hop needs to come back I actually prefer the slightly more grounded (no pun intended) and I guess I mean as grounded as things get in a still very anime-ish fantastically over the top game like monster hunter. Spam Hopping wasn't even very effective of a play style and it's all most players ever did with it. The rework from the beta definitely still needs some adjustments but I'm excited to see how it'll play on release when we have the ability to make builds and use different kinsects.
Aerial was just as effective as any other weapon playstyle if you aren't a speedrunner.
@@Mare_Man Recognizing that hop spamming for speedrunning with the Insect Glaive (I.G.) is inefficient essentially admits that it's not the optimal method overall. I never stated it was entirely impractical against any monster, only that it wasn't the most effective way to utilize the weapon generally. I believe they will refine the rework the weapons received, and once the full game is released and we can create builds, it will be a very good option for players who previously mained it.
honestly, I kind of hate the idea of Wilds being this between thing/half assed between World and Rise. I really hope that's not what it becomes. It's like you have your 2 favorite flavors of ice cream and you will choose one depending on your mood. Then the shop owner says "we don't have those anymore, we have a swirl of both and that's it. Take it or get out of my sight." I've always criticized the lazy implementation of GU's left overs in Rise but also in how Wilds is just being lazy by cloning adept style for a lot of things. I hope they don't do this, I hope they don't dilute things like that going forward. I certainly don't want them to just pull the main team towards portable style and portable going into full on Frontier bullshit. This is getting close to a huge mistake but they can prevent it. As much as I'd hate it, I'd meme Wilds into oblivion if they were dumb enough to just clone valor style for the expansion, Most weapons are still fun, I tried 11 and only really bounced off, or am hesitant to play on release, for like 3 or 4 of them.
Sunbreak SA was trash, that one counter being "the core of the weapon" only holds true because it lets you skip the actual core of the weapon, same goes for Rise CB. I fucking hated how Rise just let you skip aspects of a weapons' identity by landing these lazy counters so they all felt the same. Wilds seams to be doing that with some weapons, a few more so than others. Bow is the biggest offender because it lets you ignore both coatings and stamina by spamming it.
ANOTHER ONE THANKS
🤣🤣🤣
World was better than Rise for sure.
Debatable
Technically true, technically false.
Every Monster Hunter game has pros and cons. They are ALL good games, which makes the series/franchise one of, if not outright, the best games in the business.
Tourist opinion
FIRST!! 😅
Rise was trash, world was always where its at. And wilds is the successor to world made by the same team. Rise did away with the ecology which is the point of the hunt to begin with. But it was made by the handheld team with handheld mechanics as a vision. So no wonder it sucked.
What do you spend 99.999% of MH gameplay doing?
Fighting monsters.
What did Rise absolutely blow World out of the water in?
Fighting the monsters.
@@Mare_Man Absolutely not lmao. World had better fights than Rise. It was trash in all aspects. They even Ruined Rajang completely, bro was a cakewalk in Rise.
I agree and many others too. There was a lot of hype for Rise when it came out. I was sceptical but gave it a try. The arcade machine feel never really did it for me. World is by far the best and most successful monster hunter game to date, and wilds will be taking that spot easily when it releases.
@@Mare_Man Leave it to a brony to have trash taste.
What do you mean by “handheld mechanics” 😂😂😂