I think something people like Rurikhan needs to accept is that if the devs added some features that is received well by the players, they don't have a reason to roll back from it. This goes for QoL like the mount sharpening, camp restock, etc. They can't just remove a feature to appease a portion of their player base when their goal is to get new players
@@captaint.tearex9279 personally I didn't even do that much in Rise, the novelty of it seemed to wear off rather quickly it's basically a more fun way of going "Hold on, I left the toaster on in Area 4, I'll be back in a minute!"
@@TheAnaz41745the camp restock is different. mounted sharpening doesnt really affect the gameplay, whereas having access to your entire storage box on the hunt has lead to the devs making even the smallest of hits do considerable damage. in the past games only the stronger attacks did chunks of your health bar, while the smaller hits did less important chip damage, not requiring you to heal as much as modern games.
@@kingofflames738 theyre online exclusive, but bruh theres no rotating event quest, the main quest on the village however does rotate based on ingame day
As far as silent protagonists finally getting a voice.. let's hope the devs have taken some notes from Dead Space 2. That was pretty damn close to being perfect.
@@gerharddamm5933 Cutscenes are not the problem to me. Characters talking non stop during the fights bother me a lot though. I hate that in World and Rise made it much worse. So with the addition of the Hunter talking and the palico, I feel like there will be a lot more of that. I hate hunters taunting the monsters too, like in rise. It feels out of place. I will give it a chance though.
@@ghlutton7971 It really does. Monster Hunter World was beautiful in its own right, but this game may be top 20 best looking games, which is quite the change for MH (no disrespect intended!).
@@Tcrror I just got Rise since I learned it was crossplay. The combat is fun but the environments are nothing compared to World. Looking forward to Wilds and hope it's the full package.
In reference to the “why would a hunter carry poop with them?” Well, I’m actually a hunter and if I’m hunting deer but I know that there are bears in the area I’ll carry bear spray on my hip. If bears are not in season or I didn’t get a tag to hunt them then I’m not going to shoot one unless it’s a self defence situation. So I look at dung pods as monster hunters equivalent to bear spray. And to anyone that doesn’t know, bear spray is basically a mini fire extinguisher filled with pepper spray used as a non lethal way to ward off unwanted “visitors”.
We are able to sharpen and use consumables on palamutes on Rise/Sunbreak, and yet no one does it unless the monster is changing areas and you're pursuing it
In almost every lobby i joined (mr 700+) I've noticed people doing it. It's valid if you don't notice it at first cuz of how fast paced rise is. Dont say no one does it just because YOU don't do it lmao
@@valkai5036 nop, still not seeing people do it. Sure, there are people out there who does that, but it not as prevalent as you're trying to make it seem. My point is, this wasn't an issue in Rise, so there is no reason to believe this will be an issue in Wilds
So many people sharpened on the palamute, if not most lol. If you're needing to sharpen, why would you do it stationary? Sharpening on the palamute was extremely advantageous
@@victormateus211 For me personally; the novelty of being able to move while sharpening wore off after a while It's no different than running to a different zone in the older games to sharpen... I mean, you can and it's definitely safer, but is it necessary? No it is not tbf though, I eventually started running two cats instead of one cat and one dog in order to get more materials from the cats
Focus mode is also very nice on GS TCS for wake-up attacks. No more block, roll back, tcs combo just to miss and embarrass yourself in front of your friends
10:18 I would agree if monster behavior was just like World. But in Rise, despite the mobility of wirebugs, powerful monsters were coded to be able to handle it. I assume mid and late game monsters will have ways to punish players for abusing sakret, just like how monsters could punish wire dodges.
They still kinda werent "able to handle it", the hardest fights' in rise difficulty is still tremendously reduced by the absurd power level of the hunters and their ability to just negate being knocked on our ass, which is an inherent design issue to overcome irt balance. I started with rise, basically, and after 1400+ hours across both games now i really wish wirefall never existed, personally.
@user-sz6wo3in7k But the AI could handle the movements, which was my point. And a lot of times, using wirefall actually opened you up to damage you otherwise would be invulnerable to. The fact that they couldn't handle player power is a completely separate issue.
@@ElderGamerX oh i mean they could handle the ai yeah, but what i mean is that because of wirefall, the monsters had to be focused to be super fast and have a bunch of followups and tremendously high aggression in a wau that forced the way to beat them to include a lot of countering and nonstandard ways of avoiding damage, if that makes sense
@user-sz6wo3in7k Sure, it definitely changed the way the game played. I'm just hopeful that if they found ways to keep monsters dangerous in Rise (before player power broke the game) that they'll find ways for the monsters to punish mount abuse is Wilds.
Everybody saying stuff like this as if World was never released 😆 Enraged monster can not only follow you through your "zone swap", but hunt you down through the whole locale - only campsites will save the retreater. And no quick-travel in camp during the fight (except farcaster - special item just for this reason, btw) - losing aggro from the monster first. So, was World too hard for the players? Do masses whine about necessity to learn timings (or use bushes and/or smokebombs ffs) for heal/sharpen/reload?
@@LordOfAsshes It's so funny how people are joining this 'complain about Sekret sharpening' as if Rise hadn't already showed that this mechanic is not an issue to how challenging the game is
@@victormateus211, you just signed the bar, saying "I'm bad at analyzing stuff", with smile. Rise - the most "mobile" part of the franchise, made mainly for weak portable console (which influenced not only the graphics, but the time you needed per hunt), where hunts must be faster and the whole cycle of hunting were nearly cut through different map design, fast traveling on the dog and spider-man jumps. Part, where every monster, except lategame ones, can do nothing to the hunter, cos of how absurdly mobile the player are. Even one of devs favorite - Rajang, - is castrated there, while having almost the same moveset, as in Iceborne. And you telling me, that if Palamute in your eyes wasn't the problem for the game's challenge, for which already the balance of the hunt was changed heavily for quicker, portable sessions, this proves your point about the Seikret emergency button? Really? Does the word "context" mean anything? If you and others just in general like Rise's tempo philosophy more, than the mainline game's grounded one, that's alright. Maybe the next portable title after Wilds will be even more cracked and speedy. But if you can't comprehend, that mechanical aspect from the game with different core balance of the mechanics overall can have different influence on the other game with another mechanical context, then it's just either incompetence or sheer indifference to nuances just for the sole reason of looking right from the side.
As a Marine I routinely had to carry out my own poop in a wag bag in my pack and never used it, but if a hunter recognizes it as a tool then he surely would utilize it. In much the same way a hunter will coat himself in deer urine to mask his scent.
@@deinonychus1948 Considering that most of its large Monsters used the same skeleton it is kinda interesting that the Elder Dragons it had turned out to be this unique.
I mean, what's the difference between sharpening on the Seikret or sharpening in a different zone? Other than the different zone being safer I mean. Recently replaying GenU I found myself going out of the area to sharpen/shake the Alchemy barrel whenever I got too fed up from constantly being interrupted by faster monsters.
Its just a matter of opinion but I prefer the QoL improvements of Gen 5. Some MH vets consider those overpowered and lessens the experience. I agree that running to another zone is as bad/good as sharpening on a mount awhile circle strafing a monster.
Cos you need at least to run to the specific point of the zone, and only then be safe. To be more specific, that's disengagement. You lose your hunting time more, you breaking the contact with monster and can't see it's movements (also, monsters in the older titles tend to appear on the middle of the zone upon entering after a while, so you also lose time there to close the gap). On the Seikret you just activate ultra-instinct and "dodge" monster's blows, while healing and gearing yourself. You can even position better for the next attack during this time, cos you see the monster movements and stand in the attack proximity. When in World you need the cover in the tall grass/foliage while being behind the monster, throw smoke bomb or take the risk during lengthy animation for sharpening or slow reload, now you need nothing - just tap the "save me birb" button. It steals good and immersive challenge in order to... what, exactly? Why we really need this QoL? And everybody screams about zone swap after that video, like World wasn't the processor for Wilds and 4U or older title was. In World we're not only do not have instant zone swaps - enraged monster can follow you there without second thought. Was it that bad? Newcomers felt too oppressed with healing, sharpening or reloading? I heard no such complains in the masses. So again, why do we as a hunters need this challengeless QoL, which makes one of the core specifics of the series - know your enemy (it's behavior and moveset), - less meaningful? I don't see any real reasoning. We're already 10 times more agile and reactive, than we were in 4th generation. Now, how it looks like, we're couple of times even more quick and unpunulished for mistakes and bad timings.
Mechanically, the difference is being safer, the result is basically the same, but the feeling is different. Stepping away from the fight to heal, craft and sharpen and doing that on the back of a mount "mid combat" will FEEL different to each person, and they don't like the FEEL rather then the actual mechanic.
@@LordOfAsshesPeople tend to forget the amount of monsters on the maps in Wilds. It seems like most of the hunt time will be focused on ensuring that other monsters don't interfere with the hunt, especially if you're hunting a monster that travels in packs (like Yian Kut-Ku, apparently). That being said, it'll be harder to disengage from hunts in Wilds because you'll have multiple monsters bearing down on you in many more circumstances than in previous games. It'll basically be like an arena quest at any given moment with the amount of monsters that can congregate in one area. Plus, the open nature of these zones means that there's potientally less cover to safely hide in. On top of that, monsters as a whole might be more aggressive than they've been in previous games as a baseline. Coupled with the sheer amount of things going on with the systems in this game, it makes sense that you'd be able to sharpen on your mount- it'd be very difficult to get the time to do so in the middle of a hunt, especially if you don't want to lose track of the monster you're hunting. That being said, the scoutfly system does indeed worry me, though it might be because the devs couldn't really figure out how to make the system work with multiple individual monsters of the same species, like tracking an individual Doshaguma that isn't the pack leader.
I really hope there is a good balance between solo and multi-player. I prefer playing alone and I would hate it if I am "forced" to experience the game with other players or bots.. But I also understand that there are a lot of people that enjoy playing with others...! I guess I just want this particular aspect of the game to feel fair for both types of players..
If i remember how the mounting attacks work. Light attack can be done while bracing. Heavy attack is slower but better than light attack and can not be done while bracing. Weapon attack does more damage and ends the mount sooner but might not create wounds as easily. Weapon Finnisher can be used on a wound to end the mount immediately and does a big burst Mounting Finnisher knocks the monster over for longer but must be built up to with knofe attacks like worlds mounting.
Realistic question, I've heard your Sekhret sharping campaigns for awhile now. How is this any different that in your Fatalis hunt you used cannons, mega bombs then attacked a few hits. The user farcaster to retreat to tent to resupply. Now as I'm sure your aware retreating to tent automatically heals and sharpens weapon. So whether it's using farcaster or Sekhret to do this and Devs have said its limited how is it any different. To me sounds the same just something wierd to nick pick.
This is precisely my point. In my opinion, the Fatalis fight is tuned to take all those things into account, I did them, that doesn’t mean I like doing them or that I think this is the right direction for the series. Same thing with Seikret sharpening, I’ll use it if it’s available, but I don’t like it or believe it’s the correct way for the series to go.
@@rurikhan Maybe they'll patch in an option to turn it off. But I can also guess as to why their doing it. Ease of use for new players as I belive Wilds will bring alot of new people to the game. I've only recently started with world myself. But it seems the fan base grew exponentially with Return to World event. I could.be wrong but thats my guess. As a new player I would like to see the difficulty spikes in hunts more even out.
Im glad that Elder Dragons wont be as much of a focus. As long as the few ones that are have good fights like Fatalis and Alatreon I will be satisfied, but I much prefer the normal hunts. They just need to make some harder encounters with regular monsters like Raging Brachydios, which was my favourite fight in World.
I don't get Ruri's argument though. Since that aside from Alatreon, Fatalis, Nergigante (early on), Zorah and Lunastra (1st encounter), every other elder dragon was a normal hunt. They just were part of the story, but there was no scripting. I do love the focus on normal monsters though. Making those guys more powerful, if anything, make Elders scarier and more rare, which is what the in-game universe perceives them.
Does anyone know if you'll be able to change the item bar controls to the d-pad? I got really used to it in World and switched them to the d-pad for rise
there is an advantage to grounded sharpening. you can roll out of sharpening and still gain some sharpness back, therefore youre able to stay closer to the monster and in the action. theres a clip of it in the monster hunter reddit.
I wanna do charge blade and hammer for the KO synergy, one cuts off tails, the other breaks horns and shells. I love both but can never commit to hammer so having it as a secondary will be awesome. Completely agree about kills, I like running CB with offensive guard and resentment, so when I take chip damage and time my guard, I'll get a double stack of damage for good timing and in this game it seems like it will be great for counter abilities. Then agitator as it's cool thematically, " your mad? Well I'm mad to!" I just think that's badass.
19:25 I think that is definitely going to happen. Hunters can swap weapons, so Capcom will 100% balance monsters around that. I won't be surprised if a monster that is weak to an element, goes into a second or third phase, becoming stronger to that element and weaker to another. I think there is no way they won't lean into that aspect, since hunters are getting more options than before. For bow players this will be really good, because you won't need to go back to camp to switch to a different bow for another monster. Multi-monster hunts were really fun in World, but you always had to either plan beforehand and compromise when choosing the right bow/build, or go back to camp and select a different loadout.
It’s not like these ideas are completely new. They were there in the older games, just more low-key. Wilds is just taking things up a notch. The Raider rides, weapons with skills, etc... What you said with monsters changing elemental weaknesses, nothing new at all. Alatreon: Switches between Fire, Ice, and Dragon Active states. Resistances change with each state: Fire Active mode is weaker to Ice, Ice Active mode is weaker to Fire, and Dragon Active mode has balanced resistances. Xeno'jiiva/Safi'jiiva: Resistance changes depend on the part of the body attacked. Safi'jiiva absorbs elemental energy, modifying its resistances and attack power. Namielle: Alternates between "wet" and "dry" states. Wet state increases Fire vulnerability and Water resistance; dry state changes these resistances. Barroth: Gains Water resistance and Fire vulnerability when covered in mud. Loses these resistances once the mud is removed or dries. Jyuratodus: Has increased Water resistance and Fire vulnerability when covered in mud. Resistance changes when the mud is knocked off. Lavasioth: Gains Fire resistance when covered in hardened magma. Becomes more vulnerable to Water and Ice when the magma is softened. Paolumu: Shows slightly increased Thunder resistance in its inflated state. Thunder resistance drops when deflated. There are probably more, I don't know every single one. My point being, Wilds is literally the Guiding Lands turned into a full game. Literally. Capcom made the Guiding Lands to tease what's coming up.
MH1 Kirin was more of like an event quest, on rotation. Lao and Fatalis showed up at certain points of progression. I believe hr13 urgent and the hr20 urgent or something along those lines. Lao I believe was hr19 urgent, Fatalis hr20 if I remember it right. But, again we are talking 20 years ago now.
26:33 Ooh, this is the first time hearing about this. I'm a big fan of mixing and maxing set bonuses in World, and this could be a fun way to take that to the next level.
One of my favorite skill combinations I made in sunbreak was a bubbly dance coalescence hybrid for insect glaive. Having heightened invasion for one part of the hunt and once that wears off I get more damage. Rinse and repeat. I really hope we get more options like that in wilds
The site that talks about the beta specifies that monsters who've received a certain amount of damage wont be eligible for starting a hunt against them, so you may be wrong about being able to beat up a monster in the middle of another quest then swapping to their hunt afterwards to maximize rewards.
"but the thing I like about monster hunter is hunting the monsters, so for me, them not focusing as much on elder dragons is a good thing" - Personally, I would already be happy if the marquise story fights (previously guys like zhora magdalos, narwa) wont be some gimmick turret section lifted from 2008 peak gameplay design. Just feels like they think they need to do something "special" for these fights, which I do not need to begin with and the execution was not to my taste in world / rise, but might just be me.
2:02 Just a heads up, iirc they confirmed a new "hunter link" system that allows parties to stay connected across different instances of the world. I think what's going to happen is that a party will select a quest, be seperated during the story segment, and then use that "hunter link" sytem to come back together again and finish the actual hunt segment together. They said they had a system for keeping groups together during story segments so I hope im not too far off the mark here.
I know this is not the best place to talk about this, but it is something that came to my mind while watching the video. There is one thing that it is really bothering me and nobody seems to be talking about this is the lack of visual effects when you hit the monsters. There is almost zero visual effects besides the damage numbers when you hit the mosters. Sometimes i can't tell when the player is hitting the monster. If you compare to MHWorld and Rise there is much more visual effects and particles flying around when you land your attacks, specially when your attack crits. I hope that what we are seing now is just a beta thing
I agree with your worries about seikret, if you can just run rings around monsters then it will be way too strong. Same with aiming attacks mid combo like the TCS on the greatsword
I don't mind seikret sharpening. Regularly monsters run away before I ever need to sharpen anyway. I just sharpen as I chase them down. This complaint feels like people complaining about no longer having the paintball mechanic.
Doing my best to stay spoiler free from videos and pictures. But I did listen in to the video. All the new additions and changes sound really interesting. Can't wait for rhe demo to see and play gameplay and experience the game.
Capcom has done a pretty good job preventing major spoilers though. Everything we've seen so far has been about the very first area of the game and always the same monsters. This video was pretty safe too.
With the weapon switching and the rework of the skill system, I wonder if all the elemental attack skills will be consolidated to encourage having two different elemental weapons rather than my first instinct which would be a para/sleep to support a main raw weapon.
I know that I will most likely just bring two Charge Blades. But there is a part of me that imagines some scenario where I go back to my pre-MH4 days of sometimes using Heavy Bowgun. Mostly for the times when a monster is running away. Though, having seen the mounted damage, a big part of me wonders what's even the point? Tickling the monster with some pellets until it stops running barely seems worth it. Maybe Lance will get some cool jousting animations while mounted? That might be more up my alley.
How I see it, sharpening on a Seikret is no different from running to another area or running away from the monster to do it. Atleast you can still be in the combat zone when doing this without being annoyingly punished by the monster halfway through sharpening.
I do wonder what happens if I have a special weapon buff, and swap to a second copy of this weapon. Can I get self improvement and cycle through 2 Hunting Horn song lists? Turn myself and my pals into gods?
One thing im wondering...idk if it's been detailed or not, but do the village/map hubs all have different instances? As in, if you go to one hub will you see a different set of 16 players than another one? Or is the whole "world" 1 giant instance? Kinda like the idea of a rotating instance, could see more players just chilling as you travel along the map(s)
Oh nice, I don't need to use a smoke anymore so I can sharpen but I am gonna miss that. Every action used to have consequences or a price, now its QoL galore. I do hope in the end game DLC, they would limit test the difficulty to balance out all this QoL like a monster just scaring the seikret when they reach second phase. I'm from MH:Worlds so I am a bit biased since I like killing monsters raw without companions, I'm just scared I am not allowed to leave the seikret at HQ since its an integral transport of the game, but then again I have not seen it attack unlike the palamute so it should be fine to keep around.
I hope you don’t have to mount Sekiret to switch the weapons. I hope we can switch weapons by standing next to the mount. In any case, I like what I’m seeing so far and I do appreciate the coverage.
How is the UI? Is it less.... unique? More streamlined? Are animations more forgiving? Like how in mhw you can't start sharpening until a previous, long animation is over?
What is the hub? Cause as far as im award there has not been a single mention of a cetral hub/city to go back to like we will always be on maps is my impression. Unless u meant the base camp
Sharpening on your mount between zones, perfectly fine. Sharpening while moving faster than the monster you're fighting during combat is kind of a joke.
I want the hunter to have a voice in cutscenes. I DO NOT want them to do cringe anime-esque one liners during combat. One of the many reasons I couldn't stand rise.
I knew the instant I turned on Rise for the first time I would be turning that off the instant I made my character. Out of all the gameplay I've watched I haven't heard any of the Hunters do that in Wilds thankfully, I would like to think that it was the portable team being weird again but we will have to wait and see.
You could sharpen both on tailriders and on palamutes in combat not to mention you could always sharpen in combat this is nothing new. I remember how often I'd have to pull a risky sharpen while the monster was distracted on my palico or another monster.
I just hope, as the next showcase is being hosted by PlayStation, that they announce the PS5Pro version of the game, everything looks awesome already, i just want the 60fps to be there 🙏🏻 (I'm aware of the 60fps version on base ps5 but still...)
Can you make a video complaining about the mount so we don't have to hear it every video 😂 (Tbh, do what you want. I don’t find it to be nearly as big of an issue [I didn't even use it in rise] as many seem to)
I wouldn't be surprised if max potions are just gone. They are the biggest offender of infinite restocks. Now that well done steaks fill that need for hp increase it would be better if they where gone
Would not like to see when and how weather is changing on the run. In camp, okay. But if the game is telling you all the time that is such an extrem Immersion breaker! It is like seeing the pop up telling you "there is a turfwar even tho you could see that yourself in 5 seconds or be surprised because you did not notice the other monster. Dos not feel like hunting using magic to just always see what will happen, what monster is there, where (pinpoint position! ) a herb is growing... Overall the game looks good 👍
I don't like the seikrat much, I feel like it has too much combat utility. It lets you mount monsters for starters by jumping off its back. Might as well add the insect glaive jump to every weapon in the game instead. Makes utilizing the environment for such things moot.
Of course elder dragons won't be as much of a focus as they were in World, at the very least, that game was all about the elders. I would be surprised if we didn't get any elders in base game, like they're gonna give us the teostra esc ones in some form. Rise is not an argument for this, that game was not finished on release. They used tittle updates to finish the base game later cause of the plague and deadlines. I doubt we'll ever see that again. Maybe the normal elders are a side thing that aren't as focused on in the story. Or they exist after the story but before tittle updates. I would appreciate it if, to change things up, the big bad of the story wasn't an elder. Maybe the flagship is actually the main threat and it's not a case of falsely blaming them again. Voiced or silent protagonists, I'm fine with either. They are narrative tools and it's all in how you use them. Personally, I have only 1 good eyes so having a voiced cat and less text on screen that may be imporatnt is a good thing. Some may disagree so it being optional is nice. I never minded even the repedetiveness of Rise dialogue or Dragons Dogma all that much so this is fine. They've stated in interviews that the weapon swap is not intended to be mandatory at any point, if a title update monster changes that know that that is that team, that skeleton crew, going rogue and doing their own shit. We shouldn't have this nonsense of phases where certain weapon types swap for best to useless so you are required to have a butting, bunt, or ranged weapon to do any damage. Like many things in Frontier, the main team is not that stupid so they won't pull that shit. I like that they're kind of forcing you not to stack only offensive skills but I don't want them to mess this up. I don't want a situation where a player is kicked from teams because they dare to use a weapon type specific skill and that means they aren't using as many offensive skills. Best example is like guard, if that's in the same category. Weapon utility skills taking up offensive slots won't end well in the community.
I actually worry about the storytelling, part of Monster Hunter's appeal was always how bare bones the story was so you could project whatever you wanted onto the plot and I'm legit worried of situations where plot will dictate your character's decisions I will be like "No my hunter would not do that." Same goes with our hunter speaking, while our characters always had voices for grunts and exclamations I hate the idea of our hunters possibly saying something that we wouldn't want them to say.
I LOVE that the hunter can speak now. Like a lot of others, I don't like self inserting in games. So anything that makes my character their own being is a welcome addition for me.
I'm the opposite. If a game have a character creation, I'm gonna try to create a character is close to myself as possible. If I can't then I cannot immerse myself in the game. When I want to play games that doesn't have self-insert characters, I play a game that do not have character creator system. I hope there's an ability to turn off the voice for the hunters, else I may find myself losing interest because of lack of immersion.
@@AntonioCunningham you might skip this game, cause there's no way they put an option for that specially they're going the story telling with heavy cutscence route with you as the "protagonist" not the world were the handler was the protagonist not you
Yup, the grunts and groans when getting attacked, the jubilant yell after eating, but as soon there is a cutscene they are as loud as a drop of feather. It just gets old, now they have personality. I also hope we can change the Palicoes' voice, I don't want it sounding like Happy I want Panther Lily from Fairy tail.
I think having a character just nodding for everything in the whole game is so weird, even mute people are more communicative than silent protagonists.
@@gigahertz7352 Yes. I can't play games I where I can't immerse myself into it. This is one of the reasons I can't play western style RPGs. They lack immersion for me. I need something I can latch onto. With character creation, it's the character. If I can't immerse myself with a custom character I make, then there's no point of me even playing it.
I'm wondering how they've changed IG. (my beloved main) So far it looks really bad in a mechanical sense. Some moves look cool for sure but all things combined it doesn't look good. Hope high rank IG will pack a punch cause the low rank glaive gameplay we've seen is underwhelming af.
New drinking game:
Take a shot whenever Ruri complains about Seikret sharpening.
Take another shot whenever Ruri complains about any feature that makes your life marginally easier
I think something people like Rurikhan needs to accept is that if the devs added some features that is received well by the players, they don't have a reason to roll back from it.
This goes for QoL like the mount sharpening, camp restock, etc. They can't just remove a feature to appease a portion of their player base when their goal is to get new players
@@TheAnaz41745
It doesn't help that Rurikhan specifically is arguing against mounted sharpening in bad faith.
@@captaint.tearex9279 personally I didn't even do that much in Rise, the novelty of it seemed to wear off rather quickly
it's basically a more fun way of going "Hold on, I left the toaster on in Area 4, I'll be back in a minute!"
@@TheAnaz41745the camp restock is different. mounted sharpening doesnt really affect the gameplay, whereas having access to your entire storage box on the hunt has lead to the devs making even the smallest of hits do considerable damage. in the past games only the stronger attacks did chunks of your health bar, while the smaller hits did less important chip damage, not requiring you to heal as much as modern games.
One of the coolest details I've noticed is that the hunters carving knife changes with every armor set, Lala Barina's is a little stiletto :P
As for Monster Hunter 1, there are 3 elder dragons. Those being Kirin, Lao Shan Lung and Fatalis.
fivers didn't know that.
@@kevinferdian746 and I'm pretty sure all of them are online exclusive and rotating event quests.
@@kingofflames738 theyre online exclusive, but bruh theres no rotating event quest, the main quest on the village however does rotate based on ingame day
@@ChiefHellHunteryian garuga Is a Flying Wyvern and I'm sure he was introduced in Monster Hunter G or Freedom
@@TheDevilDucker shit youre right. Techhnically FU is just the Grank expansion of MH1 but youre right.
I just came here to say, I am NOT ok with the thumbnail for this video. He has gone TOO FAR
Bird up.
well, he was always an odd egg, this just confirms it.
As far as silent protagonists finally getting a voice.. let's hope the devs have taken some notes from Dead Space 2. That was pretty damn close to being perfect.
Yeah, cutscene short speeches and very occasional comments here and there for impact during gameplay.
@@gerharddamm5933 Cutscenes are not the problem to me. Characters talking non stop during the fights bother me a lot though.
I hate that in World and Rise made it much worse. So with the addition of the Hunter talking and the palico, I feel like there will be a lot more of that.
I hate hunters taunting the monsters too, like in rise. It feels out of place.
I will give it a chance though.
@@BoogieWoogieCat your character never spoke in world though, what are you talking about?
@breamnaiade1794 calm down I think he meant in general, also characters talked A LOT in rise
I like when they talk. Turn it off yourself.
Man, this game looks beautiful.
@@ghlutton7971 It really does. Monster Hunter World was beautiful in its own right, but this game may be top 20 best looking games, which is quite the change for MH (no disrespect intended!).
@@Tcrror I just got Rise since I learned it was crossplay. The combat is fun but the environments are nothing compared to World. Looking forward to Wilds and hope it's the full package.
It does but it's boutta run like dogshit lol. I really just want to be able to hit 60 fps
In reference to the “why would a hunter carry poop with them?” Well, I’m actually a hunter and if I’m hunting deer but I know that there are bears in the area I’ll carry bear spray on my hip. If bears are not in season or I didn’t get a tag to hunt them then I’m not going to shoot one unless it’s a self defence situation. So I look at dung pods as monster hunters equivalent to bear spray. And to anyone that doesn’t know, bear spray is basically a mini fire extinguisher filled with pepper spray used as a non lethal way to ward off unwanted “visitors”.
That’s so cool!
Shields up Ironbreakers!! 🛡 That thumbnail is hilarious 🔥
Corny
You must be new@Zinyzany
@@camosteve2433 to this channel? been around for a few months admittedly, still corny as shit.
@@camosteve2433 to the channel? Yeah, been here for a few months now. Still corny as hell.
We are able to sharpen and use consumables on palamutes on Rise/Sunbreak, and yet no one does it unless the monster is changing areas and you're pursuing it
In almost every lobby i joined (mr 700+) I've noticed people doing it. It's valid if you don't notice it at first cuz of how fast paced rise is.
Dont say no one does it just because YOU don't do it lmao
@@valkai5036 nop, still not seeing people do it. Sure, there are people out there who does that, but it not as prevalent as you're trying to make it seem. My point is, this wasn't an issue in Rise, so there is no reason to believe this will be an issue in Wilds
I do it 🤷🏽♀️
So many people sharpened on the palamute, if not most lol. If you're needing to sharpen, why would you do it stationary? Sharpening on the palamute was extremely advantageous
@@victormateus211 For me personally; the novelty of being able to move while sharpening wore off after a while
It's no different than running to a different zone in the older games to sharpen... I mean, you can and it's definitely safer, but is it necessary? No it is not
tbf though, I eventually started running two cats instead of one cat and one dog in order to get more materials from the cats
Focus mode is also very nice on GS TCS for wake-up attacks. No more block, roll back, tcs combo just to miss and embarrass yourself in front of your friends
But that's the best feature of the GS! For anyone watching and not playing GS themselves, of course.
@@lasselen9448 yes. but I’m okay with that, knowing that we can throw barrel bombs at a monster before a TCS and laugh at that instead.
Who let Ruri cook the thumbnail in these days...???
It’s not me, Chris m, my friend is helping me out with the channel.
10:18 I would agree if monster behavior was just like World. But in Rise, despite the mobility of wirebugs, powerful monsters were coded to be able to handle it. I assume mid and late game monsters will have ways to punish players for abusing sakret, just like how monsters could punish wire dodges.
They still kinda werent "able to handle it", the hardest fights' in rise difficulty is still tremendously reduced by the absurd power level of the hunters and their ability to just negate being knocked on our ass, which is an inherent design issue to overcome irt balance. I started with rise, basically, and after 1400+ hours across both games now i really wish wirefall never existed, personally.
@user-sz6wo3in7k But the AI could handle the movements, which was my point. And a lot of times, using wirefall actually opened you up to damage you otherwise would be invulnerable to. The fact that they couldn't handle player power is a completely separate issue.
@@ElderGamerX oh i mean they could handle the ai yeah, but what i mean is that because of wirefall, the monsters had to be focused to be super fast and have a bunch of followups and tremendously high aggression in a wau that forced the way to beat them to include a lot of countering and nonstandard ways of avoiding damage, if that makes sense
@user-sz6wo3in7k Sure, it definitely changed the way the game played. I'm just hopeful that if they found ways to keep monsters dangerous in Rise (before player power broke the game) that they'll find ways for the monsters to punish mount abuse is Wilds.
Hopefully we get a Demo announcement dring the new Showcase so we can all test the new mechanics ourself soon.
I was just looking for a good summary/update video. Thanks Ruri!
NO fucking way sekret should hinders you when you sharpen etc
. IN older games you can leave area and sharpen, eat buffs and heal no problem.
Everybody saying stuff like this as if World was never released 😆
Enraged monster can not only follow you through your "zone swap", but hunt you down through the whole locale - only campsites will save the retreater.
And no quick-travel in camp during the fight (except farcaster - special item just for this reason, btw) - losing aggro from the monster first.
So, was World too hard for the players? Do masses whine about necessity to learn timings (or use bushes and/or smokebombs ffs) for heal/sharpen/reload?
@@LordOfAsshesTHIS is why rise is better thand World ngl
@@LordOfAsshes It's so funny how people are joining this 'complain about Sekret sharpening' as if Rise hadn't already showed that this mechanic is not an issue to how challenging the game is
@@victormateus211 it's almost like people are trying to find something to complain about lol
@@victormateus211, you just signed the bar, saying "I'm bad at analyzing stuff", with smile.
Rise - the most "mobile" part of the franchise, made mainly for weak portable console (which influenced not only the graphics, but the time you needed per hunt), where hunts must be faster and the whole cycle of hunting were nearly cut through different map design, fast traveling on the dog and spider-man jumps.
Part, where every monster, except lategame ones, can do nothing to the hunter, cos of how absurdly mobile the player are. Even one of devs favorite - Rajang, - is castrated there, while having almost the same moveset, as in Iceborne.
And you telling me, that if Palamute in your eyes wasn't the problem for the game's challenge, for which already the balance of the hunt was changed heavily for quicker, portable sessions, this proves your point about the Seikret emergency button? Really? Does the word "context" mean anything?
If you and others just in general like Rise's tempo philosophy more, than the mainline game's grounded one, that's alright. Maybe the next portable title after Wilds will be even more cracked and speedy.
But if you can't comprehend, that mechanical aspect from the game with different core balance of the mechanics overall can have different influence on the other game with another mechanical context, then it's just either incompetence or sheer indifference to nuances just for the sole reason of looking right from the side.
It would be cool if they had more multiplayer cutscenes in Wilds.
As a Marine I routinely had to carry out my own poop in a wag bag in my pack and never used it, but if a hunter recognizes it as a tool then he surely would utilize it. In much the same way a hunter will coat himself in deer urine to mask his scent.
Monster Hunter 1 had Elder Dragons. Lao Shan Lung, Kirin and Fatalis.
so MH 1 had Wingless Rathalos, a literal Unicorn and a normal Black Dragon...
it's funny when you think about it that way lol
@@deinonychus1948 Considering that most of its large Monsters used the same skeleton it is kinda interesting that the Elder Dragons it had turned out to be this unique.
I mean, what's the difference between sharpening on the Seikret or sharpening in a different zone? Other than the different zone being safer I mean. Recently replaying GenU I found myself going out of the area to sharpen/shake the Alchemy barrel whenever I got too fed up from constantly being interrupted by faster monsters.
Its just a matter of opinion but I prefer the QoL improvements of Gen 5. Some MH vets consider those overpowered and lessens the experience.
I agree that running to another zone is as bad/good as sharpening on a mount awhile circle strafing a monster.
Cos you need at least to run to the specific point of the zone, and only then be safe.
To be more specific, that's disengagement. You lose your hunting time more, you breaking the contact with monster and can't see it's movements (also, monsters in the older titles tend to appear on the middle of the zone upon entering after a while, so you also lose time there to close the gap).
On the Seikret you just activate ultra-instinct and "dodge" monster's blows, while healing and gearing yourself. You can even position better for the next attack during this time, cos you see the monster movements and stand in the attack proximity.
When in World you need the cover in the tall grass/foliage while being behind the monster, throw smoke bomb or take the risk during lengthy animation for sharpening or slow reload, now you need nothing - just tap the "save me birb" button.
It steals good and immersive challenge in order to... what, exactly? Why we really need this QoL?
And everybody screams about zone swap after that video, like World wasn't the processor for Wilds and 4U or older title was. In World we're not only do not have instant zone swaps - enraged monster can follow you there without second thought. Was it that bad? Newcomers felt too oppressed with healing, sharpening or reloading?
I heard no such complains in the masses.
So again, why do we as a hunters need this challengeless QoL, which makes one of the core specifics of the series - know your enemy (it's behavior and moveset), - less meaningful?
I don't see any real reasoning. We're already 10 times more agile and reactive, than we were in 4th generation. Now, how it looks like, we're couple of times even more quick and unpunulished for mistakes and bad timings.
Mechanically, the difference is being safer, the result is basically the same, but the feeling is different. Stepping away from the fight to heal, craft and sharpen and doing that on the back of a mount "mid combat" will FEEL different to each person, and they don't like the FEEL rather then the actual mechanic.
@@LordOfAsshesPerfectly put. 100% agree with all of this
@@LordOfAsshesPeople tend to forget the amount of monsters on the maps in Wilds. It seems like most of the hunt time will be focused on ensuring that other monsters don't interfere with the hunt, especially if you're hunting a monster that travels in packs (like Yian Kut-Ku, apparently).
That being said, it'll be harder to disengage from hunts in Wilds because you'll have multiple monsters bearing down on you in many more circumstances than in previous games. It'll basically be like an arena quest at any given moment with the amount of monsters that can congregate in one area. Plus, the open nature of these zones means that there's potientally less cover to safely hide in. On top of that, monsters as a whole might be more aggressive than they've been in previous games as a baseline. Coupled with the sheer amount of things going on with the systems in this game, it makes sense that you'd be able to sharpen on your mount- it'd be very difficult to get the time to do so in the middle of a hunt, especially if you don't want to lose track of the monster you're hunting.
That being said, the scoutfly system does indeed worry me, though it might be because the devs couldn't really figure out how to make the system work with multiple individual monsters of the same species, like tracking an individual Doshaguma that isn't the pack leader.
I really hope there is a good balance between solo and multi-player. I prefer playing alone and I would hate it if I am "forced" to experience the game with other players or bots.. But I also understand that there are a lot of people that enjoy playing with others...! I guess I just want this particular aspect of the game to feel fair for both types of players..
I suspect the game will scale accordingly, based on how many hunters/bots are in the hunt
If i remember how the mounting attacks work.
Light attack can be done while bracing.
Heavy attack is slower but better than light attack and can not be done while bracing.
Weapon attack does more damage and ends the mount sooner but might not create wounds as easily.
Weapon Finnisher can be used on a wound to end the mount immediately and does a big burst
Mounting Finnisher knocks the monster over for longer but must be built up to with knofe attacks like worlds mounting.
Realistic question, I've heard your Sekhret sharping campaigns for awhile now. How is this any different that in your Fatalis hunt you used cannons, mega bombs then attacked a few hits. The user farcaster to retreat to tent to resupply. Now as I'm sure your aware retreating to tent automatically heals and sharpens weapon. So whether it's using farcaster or Sekhret to do this and Devs have said its limited how is it any different. To me sounds the same just something wierd to nick pick.
This is precisely my point. In my opinion, the Fatalis fight is tuned to take all those things into account, I did them, that doesn’t mean I like doing them or that I think this is the right direction for the series.
Same thing with Seikret sharpening, I’ll use it if it’s available, but I don’t like it or believe it’s the correct way for the series to go.
Fair
@@rurikhan Maybe they'll patch in an option to turn it off. But I can also guess as to why their doing it. Ease of use for new players as I belive Wilds will bring alot of new people to the game. I've only recently started with world myself. But it seems the fan base grew exponentially with Return to World event. I could.be wrong but thats my guess. As a new player I would like to see the difficulty spikes in hunts more even out.
The ability to ride your chocobo while sharpening makes sense given that you fight multiple monsters at once
3:50 Bro you did that Doshaguma dirty with that wound placement
Im glad that Elder Dragons wont be as much of a focus. As long as the few ones that are have good fights like Fatalis and Alatreon I will be satisfied, but I much prefer the normal hunts. They just need to make some harder encounters with regular monsters like Raging Brachydios, which was my favourite fight in World.
Agreed. I'd rather have interesting variants like Raging Brachy than another Teostra or Kushala.
I don't get Ruri's argument though. Since that aside from Alatreon, Fatalis, Nergigante (early on), Zorah and Lunastra (1st encounter), every other elder dragon was a normal hunt. They just were part of the story, but there was no scripting.
I do love the focus on normal monsters though. Making those guys more powerful, if anything, make Elders scarier and more rare, which is what the in-game universe perceives them.
@@MrRenanHappy I think it's kinda a dumb choice. I like elder dragons. They're hype and make combat fun.
Does anyone know if you'll be able to change the item bar controls to the d-pad? I got really used to it in World and switched them to the d-pad for rise
there is an advantage to grounded sharpening. you can roll out of sharpening and still gain some sharpness back, therefore youre able to stay closer to the monster and in the action. theres a clip of it in the monster hunter reddit.
I wanna do charge blade and hammer for the KO synergy, one cuts off tails, the other breaks horns and shells. I love both but can never commit to hammer so having it as a secondary will be awesome.
Completely agree about kills, I like running CB with offensive guard and resentment, so when I take chip damage and time my guard, I'll get a double stack of damage for good timing and in this game it seems like it will be great for counter abilities. Then agitator as it's cool thematically, " your mad? Well I'm mad to!" I just think that's badass.
Great round-up mate, thanks for this.
19:25 I think that is definitely going to happen. Hunters can swap weapons, so Capcom will 100% balance monsters around that.
I won't be surprised if a monster that is weak to an element, goes into a second or third phase, becoming stronger to that element and weaker to another.
I think there is no way they won't lean into that aspect, since hunters are getting more options than before.
For bow players this will be really good, because you won't need to go back to camp to switch to a different bow for another monster.
Multi-monster hunts were really fun in World, but you always had to either plan beforehand and compromise when choosing the right bow/build, or go back to camp and select a different loadout.
It’s not like these ideas are completely new. They were there in the older games, just more low-key. Wilds is just taking things up a notch. The Raider rides, weapons with skills, etc...
What you said with monsters changing elemental weaknesses, nothing new at all.
Alatreon:
Switches between Fire, Ice, and Dragon Active states.
Resistances change with each state: Fire Active mode is weaker to Ice, Ice Active mode is weaker to Fire, and Dragon Active mode has balanced resistances.
Xeno'jiiva/Safi'jiiva:
Resistance changes depend on the part of the body attacked.
Safi'jiiva absorbs elemental energy, modifying its resistances and attack power.
Namielle:
Alternates between "wet" and "dry" states.
Wet state increases Fire vulnerability and Water resistance; dry state changes these resistances.
Barroth:
Gains Water resistance and Fire vulnerability when covered in mud.
Loses these resistances once the mud is removed or dries.
Jyuratodus:
Has increased Water resistance and Fire vulnerability when covered in mud.
Resistance changes when the mud is knocked off.
Lavasioth:
Gains Fire resistance when covered in hardened magma.
Becomes more vulnerable to Water and Ice when the magma is softened.
Paolumu:
Shows slightly increased Thunder resistance in its inflated state.
Thunder resistance drops when deflated.
There are probably more, I don't know every single one. My point being, Wilds is literally the Guiding Lands turned into a full game. Literally. Capcom made the Guiding Lands to tease what's coming up.
MH1 Kirin was more of like an event quest, on rotation. Lao and Fatalis showed up at certain points of progression. I believe hr13 urgent and the hr20 urgent or something along those lines. Lao I believe was hr19 urgent, Fatalis hr20 if I remember it right. But, again we are talking 20 years ago now.
26:33 Ooh, this is the first time hearing about this. I'm a big fan of mixing and maxing set bonuses in World, and this could be a fun way to take that to the next level.
One of my favorite skill combinations I made in sunbreak was a bubbly dance coalescence hybrid for insect glaive. Having heightened invasion for one part of the hunt and once that wears off I get more damage. Rinse and repeat. I really hope we get more options like that in wilds
The site that talks about the beta specifies that monsters who've received a certain amount of damage wont be eligible for starting a hunt against them, so you may be wrong about being able to beat up a monster in the middle of another quest then swapping to their hunt afterwards to maximize rewards.
I’m definitely all-for having utility mantles over combat mantles. It felt like I couldn’t get through a fight without Temporal Mantle in World
I'm excited to be able to take two HH with me with different melody sets. That is going to be so handy if the buffs stay active when you swap.
"but the thing I like about monster hunter is hunting the monsters, so for me, them not focusing as much on elder dragons is a good thing" - Personally, I would already be happy if the marquise story fights (previously guys like zhora magdalos, narwa) wont be some gimmick turret section lifted from 2008 peak gameplay design. Just feels like they think they need to do something "special" for these fights, which I do not need to begin with and the execution was not to my taste in world / rise, but might just be me.
Oh yeah! Long form Wilds content! I'll get a drink and a snack!
40:34 i like how mantles look especially when they run out
2:02 Just a heads up, iirc they confirmed a new "hunter link" system that allows parties to stay connected across different instances of the world.
I think what's going to happen is that a party will select a quest, be seperated during the story segment, and then use that "hunter link" sytem to come back together again and finish the actual hunt segment together.
They said they had a system for keeping groups together during story segments so I hope im not too far off the mark here.
One thing I haven’t heard anyone mention is if you change from a melee weapon to a ranged weapon will you take more damage?.. and vice versa..
I know this is not the best place to talk about this, but it is something that came to my mind while watching the video. There is one thing that it is really bothering me and nobody seems to be talking about this is the lack of visual effects when you hit the monsters. There is almost zero visual effects besides the damage numbers when you hit the mosters. Sometimes i can't tell when the player is hitting the monster. If you compare to MHWorld and Rise there is much more visual effects and particles flying around when you land your attacks, specially when your attack crits. I hope that what we are seing now is just a beta thing
They put the effect into the controller. There's a lot more immersion with the dual sense. But I see your point
charge blade and gunlance between artillery and magazine have really good synergy if you do still use the same builds for weapon swaps
I agree with your worries about seikret, if you can just run rings around monsters then it will be way too strong. Same with aiming attacks mid combo like the TCS on the greatsword
I don't mind seikret sharpening. Regularly monsters run away before I ever need to sharpen anyway. I just sharpen as I chase them down.
This complaint feels like people complaining about no longer having the paintball mechanic.
In other gameplays i have seen, looks like the seikret slows down a lot whenever you sharpen or drink potions
Like drinking potions in world
Rurikhan on the egg looks like Northernlion lmao
Chris be killing it with the thumbnails lol
RIP the clips of seeing your fellow hunter being dive bombed mid sharpening
That thumbnail is gold
Doing my best to stay spoiler free from videos and pictures. But I did listen in to the video. All the new additions and changes sound really interesting. Can't wait for rhe demo to see and play gameplay and experience the game.
Capcom has done a pretty good job preventing major spoilers though. Everything we've seen so far has been about the very first area of the game and always the same monsters. This video was pretty safe too.
They should have called it "toggle focus" or "focus camera", "focus mode" does not sound like its inteded use case
With the weapon switching and the rework of the skill system, I wonder if all the elemental attack skills will be consolidated to encourage having two different elemental weapons rather than my first instinct which would be a para/sleep to support a main raw weapon.
I know that I will most likely just bring two Charge Blades. But there is a part of me that imagines some scenario where I go back to my pre-MH4 days of sometimes using Heavy Bowgun. Mostly for the times when a monster is running away. Though, having seen the mounted damage, a big part of me wonders what's even the point? Tickling the monster with some pellets until it stops running barely seems worth it.
Maybe Lance will get some cool jousting animations while mounted? That might be more up my alley.
After going back to World I agree about the Wyvern Riding. It was ok at first but the way World handled turf wars was so much more engaging.
How I see it, sharpening on a Seikret is no different from running to another area or running away from the monster to do it. Atleast you can still be in the combat zone when doing this without being annoyingly punished by the monster halfway through sharpening.
Without watching any of this vido yet, Ruri that is a god tier thumbnail lmao
Finally my character can speak
Cant wait for the new reveal on October 23!
I do wonder what happens if I have a special weapon buff, and swap to a second copy of this weapon. Can I get self improvement and cycle through 2 Hunting Horn song lists? Turn myself and my pals into gods?
Genuinely thought that was northernlion in the thumbnail lol
One thing im wondering...idk if it's been detailed or not, but do the village/map hubs all have different instances? As in, if you go to one hub will you see a different set of 16 players than another one? Or is the whole "world" 1 giant instance?
Kinda like the idea of a rotating instance, could see more players just chilling as you travel along the map(s)
Hey Rurikhan will Wide GL have more shells this time around? 5 Shells would be great!
That is rhe best thumbnail ive ever seen
I get criticism that's how things improve after all however it seems like it's a lot of quality of life and I'm all for it
Oh nice, I don't need to use a smoke anymore so I can sharpen but I am gonna miss that. Every action used to have consequences or a price, now its QoL galore. I do hope in the end game DLC, they would limit test the difficulty to balance out all this QoL like a monster just scaring the seikret when they reach second phase. I'm from MH:Worlds so I am a bit biased since I like killing monsters raw without companions, I'm just scared I am not allowed to leave the seikret at HQ since its an integral transport of the game, but then again I have not seen it attack unlike the palamute so it should be fine to keep around.
I hope you don’t have to mount Sekiret to switch the weapons. I hope we can switch weapons by standing next to the mount. In any case, I like what I’m seeing so far and I do appreciate the coverage.
Whoever wants the palicos to meow needs to be in jail
since hunters are voiced now, will we still be able to pick our own voice for damage screams and such? or is it just male 1 and female 1?
How is the UI? Is it less.... unique? More streamlined? Are animations more forgiving? Like how in mhw you can't start sharpening until a previous, long animation is over?
What is the hub? Cause as far as im award there has not been a single mention of a cetral hub/city to go back to like we will always be on maps is my impression. Unless u meant the base camp
Sharpening on your mount between zones, perfectly fine.
Sharpening while moving faster than the monster you're fighting during combat is kind of a joke.
I want the hunter to have a voice in cutscenes. I DO NOT want them to do cringe anime-esque one liners during combat. One of the many reasons I couldn't stand rise.
This is why I played world with MonHun nonsense language and Rise with Japanese language. Can’t stand the cringe English dub
I knew the instant I turned on Rise for the first time I would be turning that off the instant I made my character. Out of all the gameplay I've watched I haven't heard any of the Hunters do that in Wilds thankfully, I would like to think that it was the portable team being weird again but we will have to wait and see.
2 weapons? nah
1 weapon for each playthroughs
The game looks amazing
You could sharpen both on tailriders and on palamutes in combat not to mention you could always sharpen in combat this is nothing new. I remember how often I'd have to pull a risky sharpen while the monster was distracted on my palico or another monster.
I just hope, as the next showcase is being hosted by PlayStation, that they announce the PS5Pro version of the game, everything looks awesome already, i just want the 60fps to be there 🙏🏻
(I'm aware of the 60fps version on base ps5 but still...)
I hope we can get a chocobo skin for seikrit
Can you make a video complaining about the mount so we don't have to hear it every video 😂
(Tbh, do what you want. I don’t find it to be nearly as big of an issue [I didn't even use it in rise] as many seem to)
MH1 only had Elders online
Well, looks like Khan needs to play MH1 before Wilds releases
I think they should nerf the health potions and sharpening if you choose to do it while riding on your Sekreid.
Where can I see today's stream
I wouldn't be surprised if max potions are just gone. They are the biggest offender of infinite restocks. Now that well done steaks fill that need for hp increase it would be better if they where gone
Taking two different weapon types won't make a difference since builds tend to have little wiggle room , should have been load out swapping
Oh yes, Poop Nuke. Poop Nukes are gonna be a thing.
Imagine fighting safi jiva in an open world and you can play with 16 players on the same field
Would not like to see when and how weather is changing on the run. In camp, okay. But if the game is telling you all the time that is such an extrem Immersion breaker! It is like seeing the pop up telling you "there is a turfwar even tho you could see that yourself in 5 seconds or be surprised because you did not notice the other monster.
Dos not feel like hunting using magic to just always see what will happen, what monster is there, where (pinpoint position! ) a herb is growing...
Overall the game looks good 👍
thanks
I don't like the seikrat much, I feel like it has too much combat utility. It lets you mount monsters for starters by jumping off its back. Might as well add the insect glaive jump to every weapon in the game instead. Makes utilizing the environment for such things moot.
I hope you'll be able to pause the game well playing offline just like in rise
This was confirmed from Gamescom. It was the first thing I asked of my friend who went to gamescom.
Others also confirmed it online
I hope the scaling isnt like if i summon 3 npc's it scales to 4p scaling since theyre not as effective as real players so 4p health my be too much
rng decos means modding asap rng charms I can w8 till enddgame
Of course elder dragons won't be as much of a focus as they were in World, at the very least, that game was all about the elders. I would be surprised if we didn't get any elders in base game, like they're gonna give us the teostra esc ones in some form. Rise is not an argument for this, that game was not finished on release. They used tittle updates to finish the base game later cause of the plague and deadlines. I doubt we'll ever see that again. Maybe the normal elders are a side thing that aren't as focused on in the story. Or they exist after the story but before tittle updates. I would appreciate it if, to change things up, the big bad of the story wasn't an elder. Maybe the flagship is actually the main threat and it's not a case of falsely blaming them again.
Voiced or silent protagonists, I'm fine with either. They are narrative tools and it's all in how you use them. Personally, I have only 1 good eyes so having a voiced cat and less text on screen that may be imporatnt is a good thing. Some may disagree so it being optional is nice. I never minded even the repedetiveness of Rise dialogue or Dragons Dogma all that much so this is fine.
They've stated in interviews that the weapon swap is not intended to be mandatory at any point, if a title update monster changes that know that that is that team, that skeleton crew, going rogue and doing their own shit. We shouldn't have this nonsense of phases where certain weapon types swap for best to useless so you are required to have a butting, bunt, or ranged weapon to do any damage. Like many things in Frontier, the main team is not that stupid so they won't pull that shit.
I like that they're kind of forcing you not to stack only offensive skills but I don't want them to mess this up. I don't want a situation where a player is kicked from teams because they dare to use a weapon type specific skill and that means they aren't using as many offensive skills. Best example is like guard, if that's in the same category. Weapon utility skills taking up offensive slots won't end well in the community.
If 16 player lobbies are a thing and quests are not required to go on hunts then how will the game handle 4 players hunts?
But it's....a CHOCOBO 😮
I actually worry about the storytelling, part of Monster Hunter's appeal was always how bare bones the story was so you could project whatever you wanted onto the plot and I'm legit worried of situations where plot will dictate your character's decisions I will be like "No my hunter would not do that." Same goes with our hunter speaking, while our characters always had voices for grunts and exclamations I hate the idea of our hunters possibly saying something that we wouldn't want them to say.
32:03 I really hope ragegaming sees this 😂
I LOVE that the hunter can speak now. Like a lot of others, I don't like self inserting in games. So anything that makes my character their own being is a welcome addition for me.
I'm the opposite. If a game have a character creation, I'm gonna try to create a character is close to myself as possible. If I can't then I cannot immerse myself in the game.
When I want to play games that doesn't have self-insert characters, I play a game that do not have character creator system.
I hope there's an ability to turn off the voice for the hunters, else I may find myself losing interest because of lack of immersion.
@@AntonioCunningham you might skip this game, cause there's no way they put an option for that specially they're going the story telling with heavy cutscence route with you as the "protagonist" not the world were the handler was the protagonist not you
Yup, the grunts and groans when getting attacked, the jubilant yell after eating, but as soon there is a cutscene they are as loud as a drop of feather. It just gets old, now they have personality. I also hope we can change the Palicoes' voice, I don't want it sounding like Happy I want Panther Lily from Fairy tail.
I think having a character just nodding for everything in the whole game is so weird, even mute people are more communicative than silent protagonists.
@@gigahertz7352 Yes. I can't play games I where I can't immerse myself into it.
This is one of the reasons I can't play western style RPGs. They lack immersion for me.
I need something I can latch onto. With character creation, it's the character. If I can't immerse myself with a custom character I make, then there's no point of me even playing it.
I'm wondering how they've changed IG. (my beloved main)
So far it looks really bad in a mechanical sense.
Some moves look cool for sure but all things combined it doesn't look good.
Hope high rank IG will pack a punch cause the low rank glaive gameplay we've seen is underwhelming af.