Appreciate you're only people I see putting sources on this stuff. Chat was mentioning this stuff during stream with "I heard it in a video" with no source in those videos. Keep up the good work bro.
seems like beta test for a game where the combat is the primary focus actually worked as intended and capcom got their much needed feedback from the community
Only real concern was the hit stop. Everyone and their mom with common sense (I said common sense cause not a lot of people have it) knew they were gonna work on performance and the aerial thing was an bonus for those IG who couldn’t git gud with their ground game
I mean hold on until we get it ourselves but looking like it yeah. Was so concerned after how terrible DD2 was (and still is tbh, my open beta 1 test had better performance lol)
@@nicholasmarquez3399 its not about git gud buddy, people who played with tbis weapon in world, want the aerial style, for fun, not every thing needs to be optimized, just as i like bonk with hammer i can like the fly high playstyle
@@fogheta that kinda of an unfair comparison for DD2 how can they compete with Monster Hunter. It’s like Cm Punk said “your arms are too short to box with god” DD2 never stood an chance in hell
@@nicholasmarquez3399 Bro, why are people still giving backhanded compliments to people who want aerial IG back? I swear I never saw this amount of pettiness towards any other weapons (except maybe LS)
Anyone against hitstop is crazy. Hitstop is one of the best visual things Capcom added in World. Nothing felt more satisfying than seeing the weight behind all your attacks when hitting monsters because of hitstop.
When I think about hitstop I think about MH. MH nails how hitstop is done, it's the most satisfying out of any game and to just ditch it on the latest entry would be such a waste.
@@ek9750 MH Rise actually had MORE hitstop than MH World, believe it or not. Rise hits felt "weaker" because of the lack of camera work like zooms and shakes.
@@josefernandez4423 we won't surely get it in wilds. Did you forget the massive data leak capcom suffered? The one that leaked all dealings with other companies? Now unless capcom fixed their relationship with other companies, i doubt we're getting that.
With customisation you'll be able to turn your seikret yellow, it will do the trick, but what would be cool is having the skin of an actual chocobo and custom his color like for example okami palamute in MHRise. This would be great.
IG main here, I stay in the air situationally because it's easy (for me) to get a feel of monster moves and evade away if needed while doing damage. Not the best damage for speed runners but it's an evade tactic imo.
i did it in world because the ground combat is boring imo. im one of the people who likes the change on IG in wilds because they made the ground combat actually fun, im okay with there not being bounce but i really do hope they fix the control
I mean going aerial is the optimal way to reposition and evade. It lets you reposition much faster while also dealing damage. Just dont overuse it and pivot to using shorter aerial bursts the more you learn the monster
The best evade tactic for the IG has always been ONE dash away from the attack. Hanging in the air too long gives you 0 s and makes you susceptible to very tall, invisible disjointed hitboxes. Anyone that autokicks IG players after too many experiences with aerial flopping people has my understanding.
I love that they’re listening to feedback and taking the game in a great direction. Though I must say as a CB player I’m a little disappointed that it wasn’t mentioned getting any changes.
Same was kinda hoping we’d be able to go into savage axe mode out of a guard point, instead of it just being a perfect guard. Or heck just allow us to activate it whenever. Currently it just sorta feels bad when the monster is down and you aren’t in savage axe mode. SAED is my preferred way of playing CB and now they’re weaker and harder to access now. Still not sure how I feel about Wilds CB yet.
@ I had the same idea with the guard points. I generally prefer savage axe play style but it’s undeniable that SAED is too weak. But playing charge blade in multiplayer felt really bad, needing to get perfect blocks when the monster can aggro on up to four different players. Relying on wounds was also annoying, especially when one of my buds started using bow and would just insta pop them all. I think they should just change the activation requirement for savage axe, or at add another thats in complete control of the player.
As a CB secondary option when choosing what to play as. I liked the changes they made, the weapon feels less clunky with a lot of damage output options, less chance to full discharge by accident or when the monster gets out of the way, and finally, players aren't going to chase that burst damage all the time, making the weapon less "one way" and more like a play style. Edit: I just remembered that certain options are only available after a perfect guard or guard point, and that's something that bothered me, wish they changed it, even though it makes the players more aware of the guard points and let then output more damage after dominating the weapon a lil more, still is a very situational mechanic.
@@Mostbaleia I disagree that the weapon will be more play style based. As it is now SAED play style is significantly weaker than the savage axe play style because of the changes they’ve made. Though I do agree of course that focus mode makes missing SAEDs very difficult, it’s just not enough.
Why are people worried about the difficulty of low rank hunts? They are supposed to be easy. You can’t put walls up for new players that early on. If you’ve 50-60 hours of MH experience under you belt you are going to find intro low rank hunts easy.
I find it funny I have friends who I've gotten to buy world on sale and they struggled hardcore with the game even in low rank. So I feel like you said its not bad to ease people into the game. while it might not be as challenging as it was to us seasoned vets. I think the nostalgia of our 1st monster hunter game clouds what we view as difficult. What we find easy now might not be true still with people trying to get into the game for the 1st time.
@@cyclone327 Completely agreed. I played World/Iceborne first, got 700 hours into it, played Rise/Sunbreak, and then went back to MH3U, 4U, and GU, and let me tell ya, the difficulty is so overblown by vets that it's not even funny, at least for LR Village. Even so, HR wasn't some big step up in challenge either. It wasn't really until Hub HR that I started to sweat a little, and even then that's solo for 3U and 4U, when this mode was primarily intended for multiplayer.
@@ThroughfulGamer95 As someone who has played since Tri, very much agreed. While i find the older games a little more difficult, a lot of that comes from them feeling more *clunky,* which simply makes it harder to get into, especially if youre completely new to the series. I also think people are really overblowing the easyness of the Wilds demo tbh. A few months ago ive started a new Worldborne save to play through it with someones whos new to the series, and also played the Wilds demo with her, and maybe im just not used to the new moves and monsters in Wilds, but i definitely struggled more with these early game Wilds monsters than 80% of MHW low rank lol. Same goes for my solo hunts in both my World replay and the demo.
Regarding your question about how we feel about a more story focused MH experience. If the story’s good it’s a huge bonus, if it’s not it takes nothing away from the game due to being used to lacklustre/secondary story in these games. There’s no negative side to it really.
Glad to see the devs listen to the community. Most Insect glaive mains use a loop of aerial for repositioning, stacking mounts, and reliable damage on fliers/wings, then land and do their big damage ground combos when the monster is incapacitated. Some others stick solely to the ground, while others solely to the air. Regardless of play style, its just good to have aerial movement again as a glaive main. Its a core part of the weapons identity that makes it unique.
god, you were actually able to put it into words. I was playing Worlds again, and noticed just how much I use the "bounce" to reposition... and feeling disappointed that I'd lose that mobility in Wilds. I'm glad they put it back since I feel like it's the weapon's signature. Besides, we don't really have any defensive moves/shields to speak of, unless I've been missing something massive the whole time
ig has always done more damage on ground, though people did abuse the mounting system with it when it was first introduced, while cb was overturned as hell at that point start knight armor and the crimson fatalis ig was all you needed
Adding a full blown story aspect to Monster Hunter has to be considered a win. It's going to be the same game we all know and love with the same grind and tried and true system of hunt monster, skin monster, wear monster to hunt next monster. All they have done is added something extra on top that you can choose to enjoy or skip at your leisure. That's a W.
Yeah, but I dont play for the story. I like MH characters for their simplicity. I hope the story does end up being good or great even. I don't want the story to be a drag when I just want to get to the next hunt.
@@justabomb8629 Completely understandable. I know for sure you are not alone either. As long as these story beats are skippable for the people that don't care I think we are all going to be very happy.
It's a good thing for sales. Some people would just want to jump in and fight monsters. Others would enjoy some cutscenes to feel like they paid for a complete game. I don't mind because i could enjoy it the first time i play it and then just focus on getting better gear to become a better player. @@justabomb8629
Welcome my friend! It has a big learning curve, but it is a really satisfying gameplay! If you are overwhelmed, what I did at the end of my MHWorld session, was after killing a monster 2 times, I would watch a mix of casual and speed runs of this monster, with my weapon. So I could learn new tricks with the weapon, and some special characteristics about the monster (sometimes their behavior change, or their weaknesses, etc). It was really fun!
I put in my feedback that I would have been happy with at least being able to cancel some combos into jump so that since you can't chain jumps you could at least do them more often. But I'm very glad it is returning to the good 'ol way. I also hope they adjust wyvern dive to give a buff to damage for each bounce like in rise.
@@truecross4090 I agree i would like to mix helicopter with aerial trust even if i'm with the 3 essences active, we will gain more controle on our vault like this with buff damage in rise this would add aerial gameplay more variety with also all the move we got in rise with kinsect dash and other moves.
@@MrEstampilleur Lower your expectations severely. This is Wilds, and once again, folks who got their hands on the latest preview build mention it feels a LOT like World 2. What's likely is the team will take IG in their own direction instead of the hypermobility that was Rise's premise.
I've said it once, and I'll say it again. Is glaive bounce optimal? No. Do a lot of us find it fun? Absolutely. To each their own. I like that they brought it back. The bounce players can do that, and people who like new glaive can focus that. Now, the new glaive supporters now have something extra they can do
Except now it breaks the flow of the grounded followup because the bounce isn't optional. I just wish they'd split the weapon in two if they are gonna cave to aerial people and stop ruining oldschool IG players' weapon.
@battlecarrier it's as Ruri says. If you don't like it, you don't have to use it. That simple. My best friend and I will be happy in our little corner killing monsters as the Dragonfly Attack Squad
I hope the fact they had to rethink it led to them also taking another look at how it fits into the rest of the moveset. I'm curious what other changes were added to the weapon. I'm sure we'll see a video presentation on it eventually. I'd like it to have more than just one charged attack, especially an aerial charged attack. An advancing slash of some kind would also be really cool with a charged state.
@@Guildmaster_xero I think what he was meaning was that "Strong Jumping Advancing Slash" after it was preformed and you landed on the ground you were able to combo into either the Y button combo finisher or the B button combo finisher. Now you are forced to vault dance if you hit the last hit even if you didn't want to (unless there is an option to land straight after from that move by maybe holding the button Y perhaps but I honestly wouldn't know). And I'm not talking about stringing in Descending thrust after Strong Jumping Advancing Slash because all these moves take different amount of time to complete, and positioning to safely pull off whatever maneuver. It's not a simple "if you don't like it don't use it" situation. Sometimes you do need to close the gap and string Midair Evade to Strong Jumping Advancing Slash but landing that last hit extends your animation vaulting back up unwillingly when you just wanted to stick close to continue comboing. There is no alternative to close that distance efficiently the way those 2 moves pair together.
Did they say if they fixed the controls for the Insect Glaive? Because that is a huge gripe I have with the weapon in the beta version. P.S. I'm so glad they gave us the aerial combo back ;w;
@@RicochetForce Really? Do you mind telling me which ones also had controller button issues? I noticed in the video that they said they would "overhaul" the Switch Axe, Lance, and Sword & Shield. I'm kind of surprised the Switch Axe is one of them. Was it that bad during the beta?
I personally love stories in games, If a story is good it adds to my immersion and enjoyment of games. But even if the story isn't great as long as gameplay carries the game its great as well.
Story doesn't just manifest in the actual cutscenes and dialogue either. The presentation of towns, areas and missions throughout the game also become vastly more interesting when they incorporate story elements in a cool way, so even players that ignore the actual story elements still benefit from there being a cool world and concept behind why the player is doing what they're doing.
IG too. All the comments from Japanese coverages I watched in the last few months are all ABSOLUTELY SCATHING towards IG, whereas the other weapons are mixed at worst. Saw some comments straight up questioning Capcom's sanity even lol. Never saw such an outright rejection of a weapon.
yeah because if it were for the western fans we'd only get the IG changes, if any, a lot of people were actively trying to gaslight people into thinking SA, Lance and SnS were fine
@@hua.. I can't say much on the other weapons, but I do main the SnS and even though I enjoy a lot of the changes (the new perfect block/parry attack is very enjoyable, the new cross-chop attack, and the new wound attacks to name some) it had issues. The biggest ones being it's overall low damage and Perfect Rush having no use in it's kit. Not sure what other things players had a problem with the SnS though, but I'm glad that they are reworking it.
Especially when it's gear you're not supposed to have, like my dude going "OMG, how am I going to defeat this new threat: Magnamalo", while wearing a helmet made from a Magnamalo... XD
@@theoaremevano3227 Bro, when the Commander told us he wants to leave the future up to us "young hunters" and my character is older than him and my handler is in a big fluffy palico mascot costume. One of the best scenes.
I'm glad Lance and SnS are being adjusted, i'm a huge fan of these weapons and it felt clunky to me. It's pretty neat of them to take feedback seriously. Thanks for the video, keep up the good work
Same SnS felt a little too smooth? Idk I felt like Mitzusune had be bubbled half the time. Certain moves had too much movement and not enough UMPH. But maybe I'm the oddball out here.
@@truecross4090 Hoping they give PR a little more juice, at least enough to make it the best move on downs. Spamming that 1 new charge move is super lame
@@truecross4090The new ability that allows SnS to constantly make small movement adjustments when attacking was where the smooth feeling was to me, and I personally loved that new feature. Allowed me to stick to the monster like glue. I agree with the lack of "umph" in the weapon, but that could be because of the low damage and lack of hitstop? Didn't help that Perfect Rush was so weak that there was no reason to use it over their new combo finisher (Cross Chop is the name I think?). Regardless, I just hope for the best on them improving ton making the weapon feel stronger.
Me a lance main playing wilds lance felt so clunky and I kept telling myself that I'd get used to it (especially with addition to focus mode) But hearing that yeah its a shared issue made me go "Oh ok then it really does need adjustments" and im glad they came around
@nicholasmarquez3399 offensive decos go on the weapons via weapon slots and innate weapon skills and defensive skills go on the armor slots and innate armor skills. Also some skills have been lowered to get the maximum benefit from them, such as guard only needed 3 levels instead of 5 now.
I do really hope that they improved the SAED for the Charge Blade as well. Nice to see them changing things from the beta, and as a CB main that is my only real major issue with the Wilds version of the weapon.
imo Bouncing with the IG is very useful in it lets us dance around the monster in the air while attacking all the while avoiding attacks like beams or swipes that could hit us. it's not the best way to do damage but its a safe way to keep attacking while avoiding attacks; since landing leaves us open to land lag animation. so bouncing lets us also chain an air combo to either finish with a drop spin attack or a plunging attack. which we can use to continue a combo or more easily roll away after landing. So i'm very happy they are bringing it back.
In regards to difficult, I don't think there will be a big issue, for a few reasons: 1. Lower difficulty in a beta test would be hugely beneficial for allowing all the Game Urinalists to actually be able to accomplish what they need to do in order to provide reviews/thoughts within the short beta periods. Making things too difficult early on would only tend to lead to negative reviews from people that are only getting a very small glimpse of the game. 2. The nature of Wilds compared to older MH games - being much more open world, much easier multiplayer access (compared to stuff on handhelds, for example), what is likely going to be a massive install base (based on numbers from World/Rise, as well as the previous beta, etc.), and the addition of systems such as Support Hunters from the get go - all seem to be significant changes that will allow players to get into the game right away. Even fairly bad players will be able to make decent progress with little issue through the start of the campaign, where that might not have been the case for older games. However, the existence of HR, MR, and other higher difficulty ranks means that, even if the beginning of the game is fairly easy, it is *also* very, very easy for Capcom to ramp up the difficulty later on. Allowing lesser skilled players to still enjoy a huge chunk of the game while staying at lower ranks means new players won't be locked out of things, since there will always be a decent population, as well as helpful in-game systems to allow them to continue playing. They can progress at their own pace, and if they never end up getting better, they can still enjoy things. 3. Most experienced players I've watched over the years barely care about the early game, regardless of the difficulty. They are often so experienced that virtually *any* difficulty is going to feel easy to them - simply due to the monsters being Low Rank, with all that entails. Making that part easy, such that the experienced players can move on to HR/MR/etc. means less time spent feeling like they are doing busywork to get to the real meat of the game. It also helps push those players out of the easier areas faster, so that there's a solid population of people in each rank that are actually at that skill level, rather than too many that can just carry an entire team of others past where they should be. The nature of the more open world means you are going to *want* that skill level separation more than previous games, most likely, so that you don't have as many people coming in and utterly destroying whatever you're fighting.
Yeeessss. It brings me back to how much the endgame stuff in Iceborne really was showcasing "this is not for casuals". I have faith in the devs that they'll know how to handle this appropriately.
I care about difficulty in low rank and high rank actually I care about it more then endgame . 1 expriance with monster matter for me verry mutch. I actually go back to older generation and was suprised how hard is low rank even with ubgraded armor Tigrex did like 70% on my HP with 1 charge . I dont care that this is too hard for normal people . I only care what I want in video games.
@@JeronymKucera While it's fine that that is your opinion of difficulty, it is generally going to be in the vast minority of people. Especially for newer games. There are way, way too many options nowadays to make most games inaccessible early on, especially when a game specifically has and increasing difficulty level over time. Older MH games were, generally, designed the way they were because they were still fairly niche, and the people that did play them were typically much higher skilled than the average MH player nowadays.
Im really hyped to see what they will do with lance, with all of the feedback they've gotten I kinda want clucht claw counter and corkscrew jab back, dont think it's likely though other than that i really hope they make: ->the charge run and the guard advance leaping thrust loop faster ->rebalance the charged counter thrust ->make pay back thrust and espeacially follow up rush not so akward to use (hopefully allow us to do twin finishing thrust directly after the heavy hit) ->give lance an overall damage upgrade, since it was lacking badly
The story is crucial to the game. World building, monsters living out their lives etc. instead of just being there for you to kill them is what the game is about.
Glad they are listening to the feedback. After the beta my only concern was choosing between Gunlance and Switch Axe. With possible Switch Axe updates my only issue is, choosing between Gunlance and Switch Axe. Looking forward to the game.
I think a "performance" beta on pc would be helpful for people who had a rough time during the original beta. Thats literally the only question mark i have from here on out and its a big one.
LET'S FUCKING GOOOOO INSECT GLAIVE IS BACK BABY! All the people coping that the beta insect glaive was fine and didn't need changes were rightfully proven wrong by capcom and thank god for it.
Non-Glaive users really believe that the helicopter is a primary attack on its own, they don't understand the use for repositioning to do the stronger downward attacks.
But the Beta IG was literally fine. It's in the upper half of the speed runs against Rey Dau and super safe to use as a weapon. The weapons, objectively, was not bad. They just needed to fix the odd button layout, which they just said they're addressing.
I didn't think the lance or the switch axe felt all that bad honestly, but I won't complain about them getting some upwards adjustment. It's amazing to see a large company like this actually listening to feedback from players and really taking it all to heart. I was always going to put a few thousand hours into this game, but I'm even happier about it now!
switachaxe was horrible. as someone who has mained it in world and rise, it needs to be overhauled. stop talking about things you know nothing about please. its because of tourists like you that games come out in the terrible states they do.
That part about the hitstop being really increased for the last hit of the combo is really gonna be nice for SnS. It’s hard to feel where the last hit is in the triangle/y combo, because I always like to spinning reaper. Also it’s awesome how much the Capcom creators listen to the Player base. That they brought aerial Glaive bouncing back, with that in mind I think the charged diving wyvern(I don’t remember its name) attack will be a great combo finisher.
I'm pro story mode on all games. It's a lost art and I dint think it's an issue. As long as the option to skip cutscenes is there for people that don't care for story, it'll be fine.
Thanks for the video Ruri, I am still really looking forward to the game but only cautiously optimistic about the performance of the game. I do trust that the team will eventually get the performance up to snuff but still not sure if it will be like that right way at launch. Still, it is very good to hear they are listening to and addressing all the feedback instead of pretending the criticisms/bad parts don't exist, it breeds a lot of goodwill and confidence.
I think monster hunter definitely has a good story it can tell. People shouldn't mind a story in a game. I'm pretty sure they would not show 30min of cut scenes
Omg this video just allievated any doubts I had about this game. Literally every small gripe of mine was addressed and is being fixed, and the confirmed level of customization sent me. I am now going full NO spoilers mode at this point and blocking everything I can about monster hunter wilds until release. I’ll be back to watching your videos after February! Hope you have a great time leading up to the game.
Brooo, seeing the changes being made to Insect Glaive instantly put a smile to my face! at first i was really anxious all throughout, worrying if I could learn to love the new style or not. But yessss that aerial glaive clip looks so sick!!
Thank you for the video man! Love all the content as always! So amazing to see Capcom(MH team rather) listening to feed back. And i'm glad Takuda said the beta was an older build, because a lot of people seemed to not understand that even though that was clear because of the TGS showcase vs beta. Also I am very excited to see what the story will bring. I do really hope the game is not too easy and hope that that was just a preview build they where experiencing. The game is going to be incredible and I can not wait.
Hell yea Hitstop!! About cutscenes: I definitely don't give a damn about story in MH but I will pay attention to it on the first playthrough since 99% of my playtime will be on endgame anyway. Being able to skip cutscenes is essential, it doesnt matter if you are a person who likes the story or not. MH World was horrible in this aspect because unskippable cutscenes killed any desire I had to create new characters.
The difficulty being easy could also just be because they were playing the first 5 hours of the game, which is all Low Rank. Which thanks to a chatacabra monster info image that came out we do have it confirmed now that Low Rank still exists
This is the one complaint i could never wrap my head around for this beta lol.. I'd argue the first four monsters of wilds are quite a bit more challenging than great jagras, kula yaku, pukei pukei and Tobi Kadachi lol Also, you start the beta with divine blessing 3 i think ? Which you can get rid of for something else
I'm not entirely convinced it's all low rank but it could be, im just not sure why they'd throw gems at us at low rank even though world and rise changed this up and said that gems were for HR only
there's also the Palico with all the abilities unlocked, and the higher-end gear skills on the lower-tier equips for the beta. I prolly would've carted from stuns/paralysis with the expected gear in that phase of the story.
@@Nebby_smells I think the only high rank thing about the beta monsters was the drops and that’s probably only because either they wanted to give players the thrill of carving gems, or because they worked the HR tables first. There’s no way the monsters themselves are HR if they were dropping to Rarity 1 gear that fast.
I come for the Story! So I am glad they are doing something good, MH4U is still on my heart as peak MH Story mode, and I want something as good as that.
I'm actually pretty excited about the story being expanded! I know that its annoying for some people that just want to hunt monsteres but having a solid background makes me feel more invested. Besides that, I'm happy to see Capcom listening to the community! It shows that they care about us and their product.
SWAXE CHANGES!! I made sure to write an extensive list of problems I had with the weapon in the survey so I’m happy other swaxe players did the same to the point they are making changes!
low rank will never be difficult, i started with world and i remember being pretty pissed off because i was stuck on some monsters while seeing people on the internet complain about how easy world is, same thing happen with rise. everyone complained about how easy rise was and then there is a guy who quit the game because of low rank khezu, i think capcom have a pretty good grasp on the difficulty curve and they never gonna change it. i dont think im gonna struggle with monsters untill the end game of wilds, most i will get would be a cart or two thats just how capcom do monster hunter
Man I remember when low rank odogaron was my wall and made me change to lance. I love it and thank the red bastard all the time for introducing me to lance.
Honestly, I really enjoyed Worlds cutscenes. Especially Icebourne, but the kicker for me was always having to go back to camp if you wanted to do multiplayer for the story. If they incorporate the other players or just play the cutscene for everyone in the hunt, I think it would be a great experience. I'm sure they will have a bunch of hunts just for the sake of grinding after you get through those cutscenes, at least I hope the do! Lot's of neat things announced and Thanks for the great video going over it all Rurikhan!
The moment that made me fall in love with monster hunter was the hit stop from true charge into a flinch into a true charge quest finisher. I'm ecstatic to see them put it back in wilds
One of the 10 lance mains here. Nice to see they are looking at it. I felt it felt a little off. As for the story stuff. I generally play MH to hunt monsters, but its not something that i would see as a deal breaker. Its no big deal. I just hope they allow you to skip all that stuff on subsequent playthroughs with new characters.
Maybe hitstop should be tuned on a per weapon basis. Chonky with GS, H, some CB attacks, etc. and then next to no hitstop for weapons like DB, LS, SnS etc.
Customizable pop-up camp was a really smart element to add considering how much field time we'll have in this game. These improvements look great! In regards to difficulty, I assume all we've seen is the equivalent of low/village rank. These games usually don't ramp up until you get to high/G rank style content. If this game just ends up being easy from start to finish, that'd be a appointment. But it would also be such a departure from the design philosophy as a whole that I'd be surprised to see them make that pivot in what is expected to be another breakout title for them.
I still want those silly warning to be removed. The game is holding your hand way too much, I don't need a warning about an attack that can kill me, I'm not stupid.
i dont see it as hand holding. lots of games, even hard games, do this. Sekiro is probably one of the biggest examples. i get not liking it and i think there should be an option to turn it off, but its not hand holding, especially since it prevents moments where your camera gets messed up or something from turning into a cart.
@epsilon1372 Sekiro doesn't warn you about every attack that will kill you, and Sekiro actually is seriously difficult, which is something that can't really be said about the last couple of MH titles.
8:00 i dont think it was a minority i remember those complaints, i think it was a lot of newer people being taken aback with how strong the hit-stop is in world and people just got used to it and liked it. i do wonder if they overcorrected it this time, ive seen some comparisons videos to world and the hitstop is actually longer lol
@@RicochetForce Uuum, no. Rise had a lot of hitstop, even more than World on occasion. There are recent videos, in response to the beta, that showcase that.
As long as the story is skippable in a second playthrough onwards I'm very happy to have a better story. Pull me in to the story and make me empathise damnit! I'll be real, I adore a good story, no downsides as far as I'm concerned XD
IDK if its just me, but does it look like the hit stop on Strong Jumping Advancing Slash at 8:23 look a little too extreme? Animation looks very choppy like that and those swings don't necessarily look like heavy enough hits to warrant all that. Also It's cool they added back Vault Dance to IG, I don't necessarily believe it needed it with how nicely the animation canceling charges altered its gameplay. However, having the utility especially after a big move like RSS is always a plus in terms of options.
Less hitstop originally sounded good to me, playing with it I ended up hated it. I loved the hitstop amount in world. Rise felt like it had too much hitstop on ls helmbreaker, but chargeblade's extra hitstop in savage axe felt awesome. Curious how extra hitstop at the end of the combo will feel.
For story, better/more interesting story is a plus. I'd play the game regardless so long as mechanics and gameplay is enjoyable. A better story would improve the experience for me personally.
14:15 5-6 hours to kill all monsters leading up to Uth Duna sounds a little ... short? And Arkveld shows up already? I hope it's not already the fight against it, given that it's the flagship. I'm a little concerned that the focus on cinematic story means there's gonna be fewer hunts, and more importantly fewer monsters to encounter. If we're only gonna have a handful of monsters in each locale ... I don't know, that's got me worried. I know they said they want to deliver more content than what base World had, but I hope they mean actual content and not story. Like I'm on board for a nicely executed story, but I don't want the monster hunting aspect to suffer as a result
In World, Nergi first showed up halfway through low rank for story reasons, but the "real" hunt wasn't until several hours later. I wouldn't be too worried about Arkveld showing up early.
Let's fucking go!! Great to see them listening to feedback and that makes me much more positive about the final game. All of those weapons I felt were a bit flat, especially the Lance, so great to see them overhauling them.
Healthy skepticism is good, but i feel so many go from critiquing to doom posting anytime something in BETA isnt perfect. How about we give feedback without dogging on devs for a bit, especially when they're as open to critique as this team
people dogged on them because they fully knew that the game isn't running great and put frame generation as a requirement in the recommended specs/settings. frame gen and upscaling should never be expected to be turned on. those technologies are crutches for aging hardware to keep up, not to excuse lazy optimization.
To be fair, that's something the industry has fostered itself, because they basically renamed demos as beta tests. 90% of the beta tests I have seen in the last 10-15 years were done a few days to a week before the release, and was pretty much the release build with a small chunk of content for the players to get a taste of the gameplay. There was zero beta testing being done as there was no time to implement any feedback anyway. People have come to expect that beta tests don't do shit because the industry has been teaching them this. Now of course this beta happened a quarter of a year before the release so we can expect to see feedback being taken into consideration. But I don't think it's fair to put all the blame on the gamers here, when the publishers and devs have been consistently showing players that beta tests are basically just a marketing tool at this point and not actually part of quality control at all. Monster Hunter is different, but can't really blame people for not believing in it anymore. Personally, I'm hyped as heck.
As long as SnS adds the ability to do rising slash from guard again, ill be really happy. Its a great way to start combos. I think its time to retire guard slash anyway, just replace it with rising slash so they can keep the new sliding move on the guard input too.
I am looking forward to the story as Sunbreak's story and characters/followers was awesome and it keeps me way more motivated in the story and invested in the characters(especially my palico), the world and my hunter.
Complaining about mounted sharpening is such a braindead take. Like "yes I would like to be forced to sit out of the fight for a few seconds to sharpen my weapon", as if it adds anything but inconvenience to the game.
This is why I clarified that helicopter is not an optimal playstyle. I’ve also already stated I no longer care about seikret sharpening because Capcom made sharpening way too easy anyway. It’s barely even a mechanic anymore.
There are people who were complaining about it. Some moves recovery can be too terrible because of it. (Why I never did the insect glaive dive move) While I never complained to Capcom about it, I just avoided moves while the hit stop was too bad or immersion breaking. Funny enough Rise and Sunbreak had even more hit stop, but it didn't bother me at all in that game.
As an insect glaive player, aerial glaive has always felt like a copout from actually fighting the monster. Monsters don't have a way to interact with aerial glaive like they do with any other weapon. Just my opinion don't castrate me
the only (not really) complaint i now have is the position of the clock/timer in the top right, why was it move compared to previous titles. its not a big thing (except the fact my OCD cant understand why its below the weapon inputs) but i always liked how it looked in the top left, just something small i have seen no one even comment on. also on the whole difficulty things is that we have only played the "low rank" part, high rank will be better difficulty wise.
14:30 I'm fine with more story, though the beta made me skeptical. Specifically Y'sai being dumbfounded by a sword. Hunters? Weapons? Wow! This is all new to me. I was just born yesterday, you know. Like seriously, they live in a dangerous environment with huge monsters and have no clue what a sword is?
I think he was dumbfounded because the weapons hunters use are far from normal weapons. Granted, the sword and shield and dual blades are pretty close to ordinary in design but every other weapon is absolutely massive for its kind(longsword, greatsword, hammer, bow) or is so obscenely complex in design that it borders on fantastical(switch axe, charge blade, bow guns, insect glaive). Most weapons are both. I don't think it's all that unreasonable for him to be perplexed when your hunter walks in holding a sword that's 2x his size and can conjure explosions.
He probably knows about swords dude, he was more amazed at the fact you took down a monster... Did you pay attention, or did you forget the guild had no reach there, it is pretty believable considering IRL there's been cases of tribes being found, that have never had outside contact with others, Kunafa is pretty much that case.
@LokiToxtrocity "He probably knows" sure, but based on how he talks it really seems like he doesn't. It's just not conveyed well. Besides that, Alma explaining "only hunters are allowed to use these 'tools' and they're never ever allowed to hurt anyone" was just weird, like she's talking to a toddler. Again, it's written like he's either a baby or ignorant.
I think people having a problem with the hitstop in World was mainly a knee jerk reaction, not liking it because it felt different. And I’d actually be okay with like 10-20% less hitstop on some of the big attacks compared to World. It is extremely exaggerated and a little jarring at first, but you get used to it and it feels good
People not liking hitstop back in world makes sense to me. Remember, this was the first introduction to many of you gringos to Monster Hunter and most of those people were more used to things like devil may cry. Lots of people new to the franchise got understandably frictioned by the slower gameplay.
I think MH wilds having a story, and hopefully a good one, is going to be one of the key pillars that determines whether or not it gets GOTY 2025. Can you imagine if Black Myth Wukong for example didn't have a story, but it got nominated? Every good AAA game needs a story.
I liked the fluid combat personally. I'm not upset that they're adding more hitstop, but it would be interesting to see them do one MH game with fast-paced combat like in the beta
Nah it was fine you just had to git gud with your ground game son but I guess since capcom hear your numerous response that the ground game is too hard they let you guys have it back
@@thedarkwolf25 but you failed to see the precedent that follows this cause if IG gets the aerial back which was stuck under focus strike attacks why can’t they do the same for CB SAED attacks which are restricted by GP and AED why should IG get this treatment and not CB where the equality
@@nicholasmarquez3399 I imagine that combining the focus mode into the maunal aiming mode for the kinsect would make the most sense, and I have seen a few people request exactly that. As for the CB I can't comment, I've literally never picked it. If it has a similar issue then I hope that it gets resolved as well.
Ruri without glasses is like that one time my dad shaved his mustache
Brother, you haven't seen Ruri without glasses AND beard.
Glasses up eye breakers
He looks great. Looking good broozah!
For i was about to comment, "Ruri without glasses is cursed"
I think he should get a nose ring, it'd look great
Appreciate you're only people I see putting sources on this stuff. Chat was mentioning this stuff during stream with "I heard it in a video" with no source in those videos. Keep up the good work bro.
Are you reconsidering Glaive as an option? You got your bounce back bro!
The walkthrough legend himself
seems like beta test for a game where the combat is the primary focus actually worked as intended and capcom got their much needed feedback from the community
A dev team running an open beta and actually acting on the feedback? That’s Wild
@@joshlewis8860MONSTER HUNTER wilds 😊
@@joshlewis8860Say that again
@@joshlewis8860 say that again?
@@peampeak hawk tuah
In regards to difficulty, the beta gave you armor with divine blessing level 3 and you were fighting early game monsters. Of course it was easy.
to me raidou was hard because im not used to gunlance new playstyle i keep dyin to gunlance combo animation
Strange that they gave high rank materials though, I wonder why it was programmed that way?
@@Bryanneo1 most LR and HR monsters share the same movesets, only difference in stats tho
@BadEnd98 sometimes yes, it's just an odd quirk for the beta to see + materials lol
Shhh. If we keep complaining we might get an awesome fight like the Magnamalo in the rise demo.
Massive W for Capcom. They listened to the feedback and fixed the top 3 concerns from the Open Beta Test.
Only real concern was the hit stop. Everyone and their mom with common sense (I said common sense cause not a lot of people have it) knew they were gonna work on performance and the aerial thing was an bonus for those IG who couldn’t git gud with their ground game
I mean hold on until we get it ourselves but looking like it yeah. Was so concerned after how terrible DD2 was (and still is tbh, my open beta 1 test had better performance lol)
@@nicholasmarquez3399 its not about git gud buddy, people who played with tbis weapon in world, want the aerial style, for fun, not every thing needs to be optimized, just as i like bonk with hammer i can like the fly high playstyle
@@fogheta that kinda of an unfair comparison for DD2 how can they compete with Monster Hunter. It’s like Cm Punk said “your arms are too short to box with god” DD2 never stood an chance in hell
@@nicholasmarquez3399 Bro, why are people still giving backhanded compliments to people who want aerial IG back? I swear I never saw this amount of pettiness towards any other weapons (except maybe LS)
This isn't Ruri, this is his evil twin with good vision. Riru.
Evil twin, nahkirur
Aha, sounds like a Zelda character
i think he's Ruru ! ^^'
Anyone against hitstop is crazy. Hitstop is one of the best visual things Capcom added in World. Nothing felt more satisfying than seeing the weight behind all your attacks when hitting monsters because of hitstop.
When I think about hitstop I think about MH. MH nails how hitstop is done, it's the most satisfying out of any game and to just ditch it on the latest entry would be such a waste.
Actually, every single MH has had hitstop. World had LESS hitstop on some moves compared to earlier games
Hit stop has really been in a thing in the series further back but with MHWrld I guess it felt or looked better because man is it clean.
@@ek9750 MH Rise actually had MORE hitstop than MH World, believe it or not.
Rise hits felt "weaker" because of the lack of camera work like zooms and shakes.
I feel that it's coming from new players who are used to fast combat games. Smaller hitstop makes an attack feel fast, but not impactful.
I really want a Final Fantasy crossover to get a chocobo siekret
We've had it in world. We will surely get it in wilds. Imagine a chocobo racing mini game!
@@josefernandez4423 we won't surely get it in wilds. Did you forget the massive data leak capcom suffered? The one that leaked all dealings with other companies? Now unless capcom fixed their relationship with other companies, i doubt we're getting that.
I'm already making my FF14 character lol
With customisation you'll be able to turn your seikret yellow, it will do the trick, but what would be cool is having the skin of an actual chocobo and custom his color like for example okami palamute in MHRise. This would be great.
There is no doubt that this will happen
IG main here, I stay in the air situationally because it's easy (for me) to get a feel of monster moves and evade away if needed while doing damage. Not the best damage for speed runners but it's an evade tactic imo.
i did it in world because the ground combat is boring imo. im one of the people who likes the change on IG in wilds because they made the ground combat actually fun, im okay with there not being bounce but i really do hope they fix the control
100% it is an evade tactic whenever the monster isn't flying, and I could not be happier that it isn't being removed.
I mean going aerial is the optimal way to reposition and evade. It lets you reposition much faster while also dealing damage. Just dont overuse it and pivot to using shorter aerial bursts the more you learn the monster
The best evade tactic for the IG has always been ONE dash away from the attack. Hanging in the air too long gives you 0 s and makes you susceptible to very tall, invisible disjointed hitboxes.
Anyone that autokicks IG players after too many experiences with aerial flopping people has my understanding.
should have brought back kinsect slash instead the garbo copter
I love that they’re listening to feedback and taking the game in a great direction. Though I must say as a CB player I’m a little disappointed that it wasn’t mentioned getting any changes.
Same was kinda hoping we’d be able to go into savage axe mode out of a guard point, instead of it just being a perfect guard. Or heck just allow us to activate it whenever. Currently it just sorta feels bad when the monster is down and you aren’t in savage axe mode. SAED is my preferred way of playing CB and now they’re weaker and harder to access now. Still not sure how I feel about Wilds CB yet.
@ I had the same idea with the guard points. I generally prefer savage axe play style but it’s undeniable that SAED is too weak. But playing charge blade in multiplayer felt really bad, needing to get perfect blocks when the monster can aggro on up to four different players. Relying on wounds was also annoying, especially when one of my buds started using bow and would just insta pop them all. I think they should just change the activation requirement for savage axe, or at add another thats in complete control of the player.
@@CEDL0W genuinely didn't understand why GPs aren't counted as perfect counters, I mean, that's literally what they are!!!
As a CB secondary option when choosing what to play as.
I liked the changes they made, the weapon feels less clunky with a lot of damage output options, less chance to full discharge by accident or when the monster gets out of the way, and finally, players aren't going to chase that burst damage all the time, making the weapon less "one way" and more like a play style.
Edit: I just remembered that certain options are only available after a perfect guard or guard point, and that's something that bothered me, wish they changed it, even though it makes the players more aware of the guard points and let then output more damage after dominating the weapon a lil more, still is a very situational mechanic.
@@Mostbaleia I disagree that the weapon will be more play style based. As it is now SAED play style is significantly weaker than the savage axe play style because of the changes they’ve made. Though I do agree of course that focus mode makes missing SAEDs very difficult, it’s just not enough.
Why are people worried about the difficulty of low rank hunts?
They are supposed to be easy. You can’t put walls up for new players that early on. If you’ve 50-60 hours of MH experience under you belt you are going to find intro low rank hunts easy.
I find it funny I have friends who I've gotten to buy world on sale and they struggled hardcore with the game even in low rank.
So I feel like you said its not bad to ease people into the game. while it might not be as challenging as it was to us seasoned vets. I think the nostalgia of our 1st monster hunter game clouds what we view as difficult. What we find easy now might not be true still with people trying to get into the game for the 1st time.
@@cyclone327 Completely agreed. I played World/Iceborne first, got 700 hours into it, played Rise/Sunbreak, and then went back to MH3U, 4U, and GU, and let me tell ya, the difficulty is so overblown by vets that it's not even funny, at least for LR Village. Even so, HR wasn't some big step up in challenge either. It wasn't really until Hub HR that I started to sweat a little, and even then that's solo for 3U and 4U, when this mode was primarily intended for multiplayer.
It was scary getting + mats from monster carves, it felt like we were fighting HR monsters.
@@ThroughfulGamer95 As someone who has played since Tri, very much agreed. While i find the older games a little more difficult, a lot of that comes from them feeling more *clunky,* which simply makes it harder to get into, especially if youre completely new to the series.
I also think people are really overblowing the easyness of the Wilds demo tbh. A few months ago ive started a new Worldborne save to play through it with someones whos new to the series, and also played the Wilds demo with her, and maybe im just not used to the new moves and monsters in Wilds, but i definitely struggled more with these early game Wilds monsters than 80% of MHW low rank lol. Same goes for my solo hunts in both my World replay and the demo.
Regarding your question about how we feel about a more story focused MH experience. If the story’s good it’s a huge bonus, if it’s not it takes nothing away from the game due to being used to lacklustre/secondary story in these games. There’s no negative side to it really.
the downside if its bad is that it was a lost opportunity cost, like zorah magdaros taking a year of World development time
Glad to see the devs listen to the community. Most Insect glaive mains use a loop of aerial for repositioning, stacking mounts, and reliable damage on fliers/wings, then land and do their big damage ground combos when the monster is incapacitated.
Some others stick solely to the ground, while others solely to the air. Regardless of play style, its just good to have aerial movement again as a glaive main. Its a core part of the weapons identity that makes it unique.
bars
god, you were actually able to put it into words. I was playing Worlds again, and noticed just how much I use the "bounce" to reposition... and feeling disappointed that I'd lose that mobility in Wilds. I'm glad they put it back since I feel like it's the weapon's signature. Besides, we don't really have any defensive moves/shields to speak of, unless I've been missing something massive the whole time
ig has always done more damage on ground, though people did abuse the mounting system with it when it was first introduced, while cb was overturned as hell at that point start knight armor and the crimson fatalis ig was all you needed
Adding a full blown story aspect to Monster Hunter has to be considered a win. It's going to be the same game we all know and love with the same grind and tried and true system of hunt monster, skin monster, wear monster to hunt next monster. All they have done is added something extra on top that you can choose to enjoy or skip at your leisure. That's a W.
Yeah, but I dont play for the story. I like MH characters for their simplicity. I hope the story does end up being good or great even. I don't want the story to be a drag when I just want to get to the next hunt.
@@justabomb8629 Completely understandable. I know for sure you are not alone either. As long as these story beats are skippable for the people that don't care I think we are all going to be very happy.
@@justabomb8629 you can skip all cutscenes now so there is that.
thats not how budget works, anything added to the game took time and money that could be spent somewhere else
It's a good thing for sales. Some people would just want to jump in and fight monsters. Others would enjoy some cutscenes to feel like they paid for a complete game. I don't mind because i could enjoy it the first time i play it and then just focus on getting better gear to become a better player. @@justabomb8629
This will be my first Monster Hunter title I have ever played.
Welcome. Hope you stay. 👍
Welcome my friend! It has a big learning curve, but it is a really satisfying gameplay!
If you are overwhelmed, what I did at the end of my MHWorld session, was after killing a monster 2 times, I would watch a mix of casual and speed runs of this monster, with my weapon. So I could learn new tricks with the weapon, and some special characteristics about the monster (sometimes their behavior change, or their weaknesses, etc).
It was really fun!
Thats awesome 👌 welcome to the Hunting Community if you ever need help feel free to ask been playing this series for twenty years 😂
You should really check out world iceborne, its always on sale and the gameplay will prepare you for wilds
The bounce is good for repositioning. If they only added 1 additional bounce, I would be 100% on board with that.
I put in my feedback that I would have been happy with at least being able to cancel some combos into jump so that since you can't chain jumps you could at least do them more often.
But I'm very glad it is returning to the good 'ol way. I also hope they adjust wyvern dive to give a buff to damage for each bounce like in rise.
@@truecross4090 I agree i would like to mix helicopter with aerial trust even if i'm with the 3 essences active, we will gain more controle on our vault like this with buff damage in rise this would add aerial gameplay more variety with also all the move we got in rise with kinsect dash and other moves.
@@MrEstampilleur Lower your expectations severely. This is Wilds, and once again, folks who got their hands on the latest preview build mention it feels a LOT like World 2. What's likely is the team will take IG in their own direction instead of the hypermobility that was Rise's premise.
I've said it once, and I'll say it again. Is glaive bounce optimal? No. Do a lot of us find it fun? Absolutely. To each their own. I like that they brought it back. The bounce players can do that, and people who like new glaive can focus that. Now, the new glaive supporters now have something extra they can do
Except now it breaks the flow of the grounded followup because the bounce isn't optional. I just wish they'd split the weapon in two if they are gonna cave to aerial people and stop ruining oldschool IG players' weapon.
@battlecarrier it's as Ruri says. If you don't like it, you don't have to use it. That simple. My best friend and I will be happy in our little corner killing monsters as the Dragonfly Attack Squad
I hope the fact they had to rethink it led to them also taking another look at how it fits into the rest of the moveset. I'm curious what other changes were added to the weapon. I'm sure we'll see a video presentation on it eventually. I'd like it to have more than just one charged attack, especially an aerial charged attack. An advancing slash of some kind would also be really cool with a charged state.
@@Guildmaster_xero I think what he was meaning was that "Strong Jumping Advancing Slash" after it was preformed and you landed on the ground you were able to combo into either the Y button combo finisher or the B button combo finisher. Now you are forced to vault dance if you hit the last hit even if you didn't want to (unless there is an option to land straight after from that move by maybe holding the button Y perhaps but I honestly wouldn't know). And I'm not talking about stringing in Descending thrust after Strong Jumping Advancing Slash because all these moves take different amount of time to complete, and positioning to safely pull off whatever maneuver. It's not a simple "if you don't like it don't use it" situation. Sometimes you do need to close the gap and string Midair Evade to Strong Jumping Advancing Slash but landing that last hit extends your animation vaulting back up unwillingly when you just wanted to stick close to continue comboing. There is no alternative to close that distance efficiently the way those 2 moves pair together.
@@Yohkozuna If you hold the charge button(O on ps) while you do the ground tornado jump, it charges and allows a direct attack from the air after
Did they say if they fixed the controls for the Insect Glaive? Because that is a huge gripe I have with the weapon in the beta version.
P.S. I'm so glad they gave us the aerial combo back ;w;
The person who tested it seemed to indicate that they have fixed the controls, sans the specifics.
They said they're aware of control/button configuration issues and are working on it. This is something that has become an issue for multiple weapons.
@@RicochetForce Really? Do you mind telling me which ones also had controller button issues?
I noticed in the video that they said they would "overhaul" the Switch Axe, Lance, and Sword & Shield. I'm kind of surprised the Switch Axe is one of them. Was it that bad during the beta?
I personally love stories in games, If a story is good it adds to my immersion and enjoyment of games. But even if the story isn't great as long as gameplay carries the game its great as well.
Story doesn't just manifest in the actual cutscenes and dialogue either. The presentation of towns, areas and missions throughout the game also become vastly more interesting when they incorporate story elements in a cool way, so even players that ignore the actual story elements still benefit from there being a cool world and concept behind why the player is doing what they're doing.
Glad their fixing the weapons. The Japanese community was very outspoken about their feelings on Swax, SnS, and Lance lmao.
Pathetic no charge step for the GS this is heresy
IG too.
All the comments from Japanese coverages I watched in the last few months are all ABSOLUTELY SCATHING towards IG, whereas the other weapons are mixed at worst. Saw some comments straight up questioning Capcom's sanity even lol.
Never saw such an outright rejection of a weapon.
yeah because if it were for the western fans we'd only get the IG changes, if any, a lot of people were actively trying to gaslight people into thinking SA, Lance and SnS were fine
@@hua.. I can't say much on the other weapons, but I do main the SnS and even though I enjoy a lot of the changes (the new perfect block/parry attack is very enjoyable, the new cross-chop attack, and the new wound attacks to name some) it had issues. The biggest ones being it's overall low damage and Perfect Rush having no use in it's kit.
Not sure what other things players had a problem with the SnS though, but I'm glad that they are reworking it.
@@silxer3154Really hope we don't get PR spam again
Guess I'm alone in enjoying cutscenes, seeing my hunter, palico and handler in goofy gear.
Especially when it's gear you're not supposed to have, like my dude going "OMG, how am I going to defeat this new threat: Magnamalo", while wearing a helmet made from a Magnamalo... XD
skip cutscene is the single best feature they added so maybe
@@theoaremevano3227 Bro, when the Commander told us he wants to leave the future up to us "young hunters" and my character is older than him and my handler is in a big fluffy palico mascot costume. One of the best scenes.
Not alone, just the minority. Myself included.
Love it
I'm glad Lance and SnS are being adjusted, i'm a huge fan of these weapons and it felt clunky to me. It's pretty neat of them to take feedback seriously.
Thanks for the video, keep up the good work
Same SnS felt a little too smooth? Idk I felt like Mitzusune had be bubbled half the time. Certain moves had too much movement and not enough UMPH.
But maybe I'm the oddball out here.
@@truecross4090 Hoping they give PR a little more juice, at least enough to make it the best move on downs. Spamming that 1 new charge move is super lame
@@truecross4090The new ability that allows SnS to constantly make small movement adjustments when attacking was where the smooth feeling was to me, and I personally loved that new feature.
Allowed me to stick to the monster like glue. I agree with the lack of "umph" in the weapon, but that could be because of the low damage and lack of hitstop? Didn't help that Perfect Rush was so weak that there was no reason to use it over their new combo finisher (Cross Chop is the name I think?).
Regardless, I just hope for the best on them improving ton making the weapon feel stronger.
YESSSS!!!! IG Aerial Mobility is back!
Don’t forget: Switch Axe and Lance are reportedly being “adjusted.” ;)
SnS too
Legit? Damn I’m eating good then, I use Switch Axe and SnS
Significantly too. So much so that they recommend news outlets to not try these 2 weapons since they're planning an overhaul
YES!!!!!!!!!!!!!! My boy the Lance will be saved!
Me a lance main playing wilds lance felt so clunky and I kept telling myself that I'd get used to it (especially with addition to focus mode)
But hearing that yeah its a shared issue made me go "Oh ok then it really does need adjustments" and im glad they came around
I enjoy a good story. Giving an option to skip cut scenes is a good idea for people who don't.
There's even more info regarding skills and armor and I'm feeling amazing
What did they say😮
Speak now boi or be known as an heretic
@nicholasmarquez3399 offensive decos go on the weapons via weapon slots and innate weapon skills and defensive skills go on the armor slots and innate armor skills.
Also some skills have been lowered to get the maximum benefit from them, such as guard only needed 3 levels instead of 5 now.
I do really hope that they improved the SAED for the Charge Blade as well. Nice to see them changing things from the beta, and as a CB main that is my only real major issue with the Wilds version of the weapon.
This take has always been an L unless you played multiplayer. Guard point into SAED will ALWAYS be better than mindless spamming.
imo Bouncing with the IG is very useful in it lets us dance around the monster in the air while attacking all the while avoiding attacks like beams or swipes that could hit us. it's not the best way to do damage but its a safe way to keep attacking while avoiding attacks; since landing leaves us open to land lag animation. so bouncing lets us also chain an air combo to either finish with a drop spin attack or a plunging attack. which we can use to continue a combo or more easily roll away after landing.
So i'm very happy they are bringing it back.
In regards to difficult, I don't think there will be a big issue, for a few reasons:
1. Lower difficulty in a beta test would be hugely beneficial for allowing all the Game Urinalists to actually be able to accomplish what they need to do in order to provide reviews/thoughts within the short beta periods. Making things too difficult early on would only tend to lead to negative reviews from people that are only getting a very small glimpse of the game.
2. The nature of Wilds compared to older MH games - being much more open world, much easier multiplayer access (compared to stuff on handhelds, for example), what is likely going to be a massive install base (based on numbers from World/Rise, as well as the previous beta, etc.), and the addition of systems such as Support Hunters from the get go - all seem to be significant changes that will allow players to get into the game right away. Even fairly bad players will be able to make decent progress with little issue through the start of the campaign, where that might not have been the case for older games.
However, the existence of HR, MR, and other higher difficulty ranks means that, even if the beginning of the game is fairly easy, it is *also* very, very easy for Capcom to ramp up the difficulty later on. Allowing lesser skilled players to still enjoy a huge chunk of the game while staying at lower ranks means new players won't be locked out of things, since there will always be a decent population, as well as helpful in-game systems to allow them to continue playing. They can progress at their own pace, and if they never end up getting better, they can still enjoy things.
3. Most experienced players I've watched over the years barely care about the early game, regardless of the difficulty. They are often so experienced that virtually *any* difficulty is going to feel easy to them - simply due to the monsters being Low Rank, with all that entails. Making that part easy, such that the experienced players can move on to HR/MR/etc. means less time spent feeling like they are doing busywork to get to the real meat of the game. It also helps push those players out of the easier areas faster, so that there's a solid population of people in each rank that are actually at that skill level, rather than too many that can just carry an entire team of others past where they should be. The nature of the more open world means you are going to *want* that skill level separation more than previous games, most likely, so that you don't have as many people coming in and utterly destroying whatever you're fighting.
Yeeessss. It brings me back to how much the endgame stuff in Iceborne really was showcasing "this is not for casuals". I have faith in the devs that they'll know how to handle this appropriately.
I care about difficulty in low rank and high rank actually I care about it more then endgame . 1 expriance with monster matter for me verry mutch. I actually go back to older generation and was suprised how hard is low rank even with ubgraded armor Tigrex did like 70% on my HP with 1 charge . I dont care that this is too hard for normal people . I only care what I want in video games.
Beating fatalis would make about anything feel easy I suppose
@@JeronymKucera While it's fine that that is your opinion of difficulty, it is generally going to be in the vast minority of people. Especially for newer games. There are way, way too many options nowadays to make most games inaccessible early on, especially when a game specifically has and increasing difficulty level over time.
Older MH games were, generally, designed the way they were because they were still fairly niche, and the people that did play them were typically much higher skilled than the average MH player nowadays.
@@AeriFyrein yeah...
PS5 players: waiting for performance to get fixed.
PC players: waiting for polygons to get fixed.
PC players: didn't install the playtest on a fast SSD that's at least as good as the one on the ps5...
Listening to feedback is good. I genuinely hope that the Charge Blade gets adjustments as well.
Honestly I really like that theyre trying to actually tell a good story with Wilds
Im really hyped to see what they will do with lance, with all of the feedback they've gotten
I kinda want clucht claw counter and corkscrew jab back, dont think it's likely though
other than that i really hope they make:
->the charge run and the guard advance leaping thrust loop faster
->rebalance the charged counter thrust
->make pay back thrust and espeacially follow up rush not so akward to use (hopefully allow us to do twin finishing thrust directly after the heavy hit)
->give lance an overall damage upgrade, since it was lacking badly
The story is crucial to the game. World building, monsters living out their lives etc. instead of just being there for you to kill them is what the game is about.
Glad they are listening to the feedback. After the beta my only concern was choosing between Gunlance and Switch Axe. With possible Switch Axe updates my only issue is, choosing between Gunlance and Switch Axe. Looking forward to the game.
I'm so glad that Lance was on the radar for adjustments. Been using that weapon since MH4U and it just felt so off and clunky in the Wilds beta.
I just wish I could find videos of people using it.
I think a "performance" beta on pc would be helpful for people who had a rough time during the original beta. Thats literally the only question mark i have from here on out and its a big one.
LET'S FUCKING GOOOOO INSECT GLAIVE IS BACK BABY!
All the people coping that the beta insect glaive was fine and didn't need changes were rightfully proven wrong by capcom and thank god for it.
Non-Glaive users really believe that the helicopter is a primary attack on its own, they don't understand the use for repositioning to do the stronger downward attacks.
✋🤚✋🤚✋🤚 LETS GOOOOOOOOOOOOOOOO!!!!! right with you buddy
lmao the only ones who were coping were u whiners
But the Beta IG was literally fine. It's in the upper half of the speed runs against Rey Dau and super safe to use as a weapon. The weapons, objectively, was not bad. They just needed to fix the odd button layout, which they just said they're addressing.
@@RicochetForce and now it's more than fine, which is good
I didn't think the lance or the switch axe felt all that bad honestly, but I won't complain about them getting some upwards adjustment. It's amazing to see a large company like this actually listening to feedback from players and really taking it all to heart. I was always going to put a few thousand hours into this game, but I'm even happier about it now!
Honestly lance mains deserve every good thing they get. They have waited so long for some good positive improvement to their weapon.
@truecross4090 Agreed. I've always liked the lance, so I love seeing it get some love itself.
switachaxe was horrible. as someone who has mained it in world and rise, it needs to be overhauled. stop talking about things you know nothing about please. its because of tourists like you that games come out in the terrible states they do.
@@scragglie ? touch some grass
@@scragglie did you not read the guidelines on the page for commenting? #1 don't be an insufferable.ass
That part about the hitstop being really increased for the last hit of the combo is really gonna be nice for SnS. It’s hard to feel where the last hit is in the triangle/y combo, because I always like to spinning reaper.
Also it’s awesome how much the Capcom creators listen to the Player base. That they brought aerial Glaive bouncing back, with that in mind I think the charged diving wyvern(I don’t remember its name) attack will be a great combo finisher.
As long as the story is done well I have no problems with the game being more story driven
I'm pro story mode on all games. It's a lost art and I dint think it's an issue. As long as the option to skip cutscenes is there for people that don't care for story, it'll be fine.
Thanks for the video Ruri, I am still really looking forward to the game but only cautiously optimistic about the performance of the game.
I do trust that the team will eventually get the performance up to snuff but still not sure if it will be like that right way at launch.
Still, it is very good to hear they are listening to and addressing all the feedback instead of pretending the criticisms/bad parts don't exist, it breeds a lot of goodwill and confidence.
Means a lot about how far your channel has come if I actually believed they were looking at the poll lol
Lol
I think monster hunter definitely has a good story it can tell. People shouldn't mind a story in a game. I'm pretty sure they would not show 30min of cut scenes
IG main here, i'm pretty happy about the return of the aerial vaults, i was already missing bouncing on monster while feeling like a bladed butterfly
Omg this video just allievated any doubts I had about this game. Literally every small gripe of mine was addressed and is being fixed, and the confirmed level of customization sent me. I am now going full NO spoilers mode at this point and blocking everything I can about monster hunter wilds until release. I’ll be back to watching your videos after February! Hope you have a great time leading up to the game.
Brooo, seeing the changes being made to Insect Glaive instantly put a smile to my face!
at first i was really anxious all throughout, worrying if I could learn to love the new style or not. But yessss that aerial glaive clip looks so sick!!
Thank you for the video man! Love all the content as always! So amazing to see Capcom(MH team rather) listening to feed back. And i'm glad Takuda said the beta was an older build, because a lot of people seemed to not understand that even though that was clear because of the TGS showcase vs beta. Also I am very excited to see what the story will bring. I do really hope the game is not too easy and hope that that was just a preview build they where experiencing. The game is going to be incredible and I can not wait.
Hell yea Hitstop!!
About cutscenes: I definitely don't give a damn about story in MH but I will pay attention to it on the first playthrough since 99% of my playtime will be on endgame anyway.
Being able to skip cutscenes is essential, it doesnt matter if you are a person who likes the story or not.
MH World was horrible in this aspect because unskippable cutscenes killed any desire I had to create new characters.
The difficulty being easy could also just be because they were playing the first 5 hours of the game, which is all Low Rank. Which thanks to a chatacabra monster info image that came out we do have it confirmed now that Low Rank still exists
This is the one complaint i could never wrap my head around for this beta lol..
I'd argue the first four monsters of wilds are quite a bit more challenging than great jagras, kula yaku, pukei pukei and Tobi Kadachi lol
Also, you start the beta with divine blessing 3 i think ? Which you can get rid of for something else
I'm not entirely convinced it's all low rank but it could be, im just not sure why they'd throw gems at us at low rank even though world and rise changed this up and said that gems were for HR only
there's also the Palico with all the abilities unlocked, and the higher-end gear skills on the lower-tier equips for the beta. I prolly would've carted from stuns/paralysis with the expected gear in that phase of the story.
@@Nebby_smells I think the only high rank thing about the beta monsters was the drops and that’s probably only because either they wanted to give players the thrill of carving gems, or because they worked the HR tables first. There’s no way the monsters themselves are HR if they were dropping to Rarity 1 gear that fast.
OMWW I LOVE THAT THE BOUNCE IS BACK😭 bruh the bounce into focus mode arial move is gonna be so good
I come for the Story! So I am glad they are doing something good, MH4U is still on my heart as peak MH Story mode, and I want something as good as that.
1:10 Imagine game developers *listening to their players and taking on feedback to improve their game*
thank you ruri for the hitstop much appreciated
I'm actually pretty excited about the story being expanded! I know that its annoying for some people that just want to hunt monsteres but having a solid background makes me feel more invested.
Besides that, I'm happy to see Capcom listening to the community! It shows that they care about us and their product.
Pc perfomance being fixed or better is really just words in the air if the beta they tested was on a ps5
SWAXE CHANGES!!
I made sure to write an extensive list of problems I had with the weapon in the survey so I’m happy other swaxe players did the same to the point they are making changes!
low rank will never be difficult, i started with world and i remember being pretty pissed off because i was stuck on some monsters while seeing people on the internet complain about how easy world is, same thing happen with rise. everyone complained about how easy rise was and then there is a guy who quit the game because of low rank khezu, i think capcom have a pretty good grasp on the difficulty curve and they never gonna change it. i dont think im gonna struggle with monsters untill the end game of wilds, most i will get would be a cart or two thats just how capcom do monster hunter
Man I remember when low rank odogaron was my wall and made me change to lance. I love it and thank the red bastard all the time for introducing me to lance.
I do like the idea of changing your Seikret's name. I totally wasn't expecting that, but it's a very good idea.
Honestly, I really enjoyed Worlds cutscenes. Especially Icebourne, but the kicker for me was always having to go back to camp if you wanted to do multiplayer for the story. If they incorporate the other players or just play the cutscene for everyone in the hunt, I think it would be a great experience. I'm sure they will have a bunch of hunts just for the sake of grinding after you get through those cutscenes, at least I hope the do! Lot's of neat things announced and Thanks for the great video going over it all Rurikhan!
Agree, the monsters in the beta were too easy.
I will continue to skip cutscenes and mash through text but if anyone enjoys it then I’m glad they are putting some effort in.
The moment that made me fall in love with monster hunter was the hit stop from true charge into a flinch into a true charge quest finisher. I'm ecstatic to see them put it back in wilds
One of the 10 lance mains here. Nice to see they are looking at it. I felt it felt a little off. As for the story stuff. I generally play MH to hunt monsters, but its not something that i would see as a deal breaker. Its no big deal. I just hope they allow you to skip all that stuff on subsequent playthroughs with new characters.
Maybe hitstop should be tuned on a per weapon basis. Chonky with GS, H, some CB attacks, etc. and then next to no hitstop for weapons like DB, LS, SnS etc.
That's already how it works for most attacks.
@@staticmass6794 Savage Axe has a built-in hitstop 🤤 close enough
Haha Capcom really waited for the Ironbreakers' approval 😂
Customizable pop-up camp was a really smart element to add considering how much field time we'll have in this game. These improvements look great!
In regards to difficulty, I assume all we've seen is the equivalent of low/village rank. These games usually don't ramp up until you get to high/G rank style content. If this game just ends up being easy from start to finish, that'd be a appointment. But it would also be such a departure from the design philosophy as a whole that I'd be surprised to see them make that pivot in what is expected to be another breakout title for them.
I still want those silly warning to be removed.
The game is holding your hand way too much, I don't need a warning about an attack that can kill me, I'm not stupid.
i dont see it as hand holding. lots of games, even hard games, do this. Sekiro is probably one of the biggest examples. i get not liking it and i think there should be an option to turn it off, but its not hand holding, especially since it prevents moments where your camera gets messed up or something from turning into a cart.
@epsilon1372 Sekiro doesn't warn you about every attack that will kill you, and Sekiro actually is seriously difficult, which is something that can't really be said about the last couple of MH titles.
8:00 i dont think it was a minority i remember those complaints, i think it was a lot of newer people being taken aback with how strong the hit-stop is in world and people just got used to it and liked it.
i do wonder if they overcorrected it this time, ive seen some comparisons videos to world and the hitstop is actually longer lol
That clip of the glaive bounce looks like it has hitstop so bad that it looks like the glaive is running at 5 FPS lol.
@@DLTyrus yes i just seen it its too much
Heavy hitstop was always part of MonHun. The complainers were indeed a minority.
They didn't overcorrect. Oneof the Rise's biggest flaws is the awful lack of hitstop. It feels like you're swinging your weapons through thin air.
@@RicochetForce Uuum, no. Rise had a lot of hitstop, even more than World on occasion. There are recent videos, in response to the beta, that showcase that.
Ruri without glasses is just weird to see
As long as the story is skippable in a second playthrough onwards I'm very happy to have a better story. Pull me in to the story and make me empathise damnit!
I'll be real, I adore a good story, no downsides as far as I'm concerned XD
Give us a updated demo and let us test the performance
IDK if its just me, but does it look like the hit stop on Strong Jumping Advancing Slash at 8:23 look a little too extreme? Animation looks very choppy like that and those swings don't necessarily look like heavy enough hits to warrant all that.
Also It's cool they added back Vault Dance to IG, I don't necessarily believe it needed it with how nicely the animation canceling charges altered its gameplay. However, having the utility especially after a big move like RSS is always a plus in terms of options.
Less hitstop originally sounded good to me, playing with it I ended up hated it. I loved the hitstop amount in world. Rise felt like it had too much hitstop on ls helmbreaker, but chargeblade's extra hitstop in savage axe felt awesome. Curious how extra hitstop at the end of the combo will feel.
For story, better/more interesting story is a plus. I'd play the game regardless so long as mechanics and gameplay is enjoyable. A better story would improve the experience for me personally.
Ive played from beginning world to end of story in iceborne many times, skipping cutecenes is great to have as an option.
14:15 5-6 hours to kill all monsters leading up to Uth Duna sounds a little ... short? And Arkveld shows up already? I hope it's not already the fight against it, given that it's the flagship. I'm a little concerned that the focus on cinematic story means there's gonna be fewer hunts, and more importantly fewer monsters to encounter. If we're only gonna have a handful of monsters in each locale ... I don't know, that's got me worried. I know they said they want to deliver more content than what base World had, but I hope they mean actual content and not story. Like I'm on board for a nicely executed story, but I don't want the monster hunting aspect to suffer as a result
In World, Nergi first showed up halfway through low rank for story reasons, but the "real" hunt wasn't until several hours later. I wouldn't be too worried about Arkveld showing up early.
You can ancouter Nergi in world after 2 hours
@@Cloudy573 oh right, I forgot he shows up so early. Is it during a siege?
Magnamalo shows up early in rise as well
@@lurakin88 yes during both Zorah sieges in Low rank and high rank is pretty short too
people don't play MH for the story but when you look at it from a begginer perspective, it's what will keep you in.
I'm sure we'll find something else to complain about
@@neelzen9975 🤣
Let's fucking go!! Great to see them listening to feedback and that makes me much more positive about the final game. All of those weapons I felt were a bit flat, especially the Lance, so great to see them overhauling them.
Healthy skepticism is good, but i feel so many go from critiquing to doom posting anytime something in BETA isnt perfect. How about we give feedback without dogging on devs for a bit, especially when they're as open to critique as this team
people dogged on them because they fully knew that the game isn't running great and put frame generation as a requirement in the recommended specs/settings. frame gen and upscaling should never be expected to be turned on. those technologies are crutches for aging hardware to keep up, not to excuse lazy optimization.
To be fair, that's something the industry has fostered itself, because they basically renamed demos as beta tests. 90% of the beta tests I have seen in the last 10-15 years were done a few days to a week before the release, and was pretty much the release build with a small chunk of content for the players to get a taste of the gameplay. There was zero beta testing being done as there was no time to implement any feedback anyway. People have come to expect that beta tests don't do shit because the industry has been teaching them this.
Now of course this beta happened a quarter of a year before the release so we can expect to see feedback being taken into consideration. But I don't think it's fair to put all the blame on the gamers here, when the publishers and devs have been consistently showing players that beta tests are basically just a marketing tool at this point and not actually part of quality control at all.
Monster Hunter is different, but can't really blame people for not believing in it anymore.
Personally, I'm hyped as heck.
As long as SnS adds the ability to do rising slash from guard again, ill be really happy. Its a great way to start combos. I think its time to retire guard slash anyway, just replace it with rising slash so they can keep the new sliding move on the guard input too.
yup
I like story, story good.
I am looking forward to the story as Sunbreak's story and characters/followers was awesome and it keeps me way more motivated in the story and invested in the characters(especially my palico), the world and my hunter.
the bounce coming back is all I needed…i dont need to consume anymore content about this game until release.
Can they also fix the charge blade please!!!
8:49
"It's okay! You don't have to use it." :)
Rurikhan proceeds to complain about mounted sharpening 'til the heat death of the universe.
Complaining about mounted sharpening is such a braindead take. Like "yes I would like to be forced to sit out of the fight for a few seconds to sharpen my weapon", as if it adds anything but inconvenience to the game.
This is why I clarified that helicopter is not an optimal playstyle.
I’ve also already stated I no longer care about seikret sharpening because Capcom made sharpening way too easy anyway. It’s barely even a mechanic anymore.
@@rurikhan sharpening was never "hard", it was just inconvenient.
I just hope the story bits don't prevent from progressing when playing in coop like it did in World
Who the hell was complaining about hit stop in world? Like seriously who? This is the first I've ever heard of this even being a thing.
There are people who were complaining about it. Some moves recovery can be too terrible because of it. (Why I never did the insect glaive dive move)
While I never complained to Capcom about it, I just avoided moves while the hit stop was too bad or immersion breaking.
Funny enough Rise and Sunbreak had even more hit stop, but it didn't bother me at all in that game.
ty for info! always cool to see devs listening to feedback
As an insect glaive player, aerial glaive has always felt like a copout from actually fighting the monster. Monsters don't have a way to interact with aerial glaive like they do with any other weapon. Just my opinion don't castrate me
the only (not really) complaint i now have is the position of the clock/timer in the top right, why was it move compared to previous titles. its not a big thing (except the fact my OCD cant understand why its below the weapon inputs) but i always liked how it looked in the top left, just something small i have seen no one even comment on. also on the whole difficulty things is that we have only played the "low rank" part, high rank will be better difficulty wise.
14:30 I'm fine with more story, though the beta made me skeptical. Specifically Y'sai being dumbfounded by a sword.
Hunters? Weapons? Wow! This is all new to me. I was just born yesterday, you know.
Like seriously, they live in a dangerous environment with huge monsters and have no clue what a sword is?
I think he was dumbfounded because the weapons hunters use are far from normal weapons. Granted, the sword and shield and dual blades are pretty close to ordinary in design but every other weapon is absolutely massive for its kind(longsword, greatsword, hammer, bow) or is so obscenely complex in design that it borders on fantastical(switch axe, charge blade, bow guns, insect glaive). Most weapons are both. I don't think it's all that unreasonable for him to be perplexed when your hunter walks in holding a sword that's 2x his size and can conjure explosions.
He probably knows about swords dude, he was more amazed at the fact you took down a monster... Did you pay attention, or did you forget the guild had no reach there, it is pretty believable considering IRL there's been cases of tribes being found, that have never had outside contact with others, Kunafa is pretty much that case.
@LokiToxtrocity "He probably knows" sure, but based on how he talks it really seems like he doesn't. It's just not conveyed well.
Besides that, Alma explaining "only hunters are allowed to use these 'tools' and they're never ever allowed to hurt anyone" was just weird, like she's talking to a toddler. Again, it's written like he's either a baby or ignorant.
I think people having a problem with the hitstop in World was mainly a knee jerk reaction, not liking it because it felt different. And I’d actually be okay with like 10-20% less hitstop on some of the big attacks compared to World. It is extremely exaggerated and a little jarring at first, but you get used to it and it feels good
People not liking hitstop back in world makes sense to me. Remember, this was the first introduction to many of you gringos to Monster Hunter and most of those people were more used to things like devil may cry. Lots of people new to the franchise got understandably frictioned by the slower gameplay.
I think MH wilds having a story, and hopefully a good one, is going to be one of the key pillars that determines whether or not it gets GOTY 2025. Can you imagine if Black Myth Wukong for example didn't have a story, but it got nominated? Every good AAA game needs a story.
I liked the fluid combat personally. I'm not upset that they're adding more hitstop, but it would be interesting to see them do one MH game with fast-paced combat like in the beta
i actually like the focus on story, that’s dope
So happy about the IG fix, I knew the people saying it was fine didn't know what they were talking about
Nah it was fine you just had to git gud with your ground game son but I guess since capcom hear your numerous response that the ground game is too hard they let you guys have it back
@@nicholasmarquez3399Coming from a ground ig user its not about ground being hard its about air time being fun abd that's what games are all about
@@nicholasmarquez3399 And you can still stay on the ground and be optimal, or kick anyone playing IG that leaves the ground, so we all win.
@@thedarkwolf25 but you failed to see the precedent that follows this cause if IG gets the aerial back which was stuck under focus strike attacks why can’t they do the same for CB SAED attacks which are restricted by GP and AED why should IG get this treatment and not CB where the equality
@@nicholasmarquez3399 I imagine that combining the focus mode into the maunal aiming mode for the kinsect would make the most sense, and I have seen a few people request exactly that. As for the CB I can't comment, I've literally never picked it. If it has a similar issue then I hope that it gets resolved as well.
If I had to guess it was accelerating the weather clock that caused the restless monster problem.