Over my time alive on the internet I believe I've found the answer to this question. It's quite simple actually, the answer is EVERYTHING. Yes, specifically in all caps.
I genuinely had concerns about the wavy health bar, but after playing the beta, I actually didn't notice it much. Yes, it was there, but when you're engaging in a hunt, you don't notice it too much.
I dislike it as it's hard to see how much health I have left with how much it stutters around. I hope they add a setting for just a normal static hp bar.
The amount of comments on. The steam forums about the beta performance is mind numbing. They clearly don't know how what the point of the beta was. In case anyone was unclear, the beta (via the MH Wilds beta website) was to test systems implemented in game, and to test the server load for the new lobby set up. It's not a Demo, everyone is acting like it's a demo. No beta/stress test has ever been indicative of the final product.
Funny how people will play early access a week before a release date and have hope that they'll fix stuff before launch......but them MH often does very early betas and testing so they CAN fix and change stuff before release, and you still get all this ignorant hate because they are doing it in a constructive manner.
Nothing about testing systems implemented in the game and the server load would refer to its performance on machines though? The former would be about things within the game-play experiences for things like balancing and bugs and control issues and what-not, and the latter is solely server stuff, according to that language. It'd be very strange game development language to imply "performance" under "systems implemented in game." Sure, you could say that they didn't specify that they aren't looking at actual performance, but then it'd be irrelevant to mention the two things they did specify as though it counters that concern. And also, optimizing performance efficiently is basically a first order issue, where you need to crack down into the fundamentals of the engine and the programming priorities to get good work done out of it - trying to optimize a lot after a Beta is going to get you so much less bang for your buck, and be almost impossible to do in some places after the game is that cemented in so many regards. It is perfectly sensible for people to be concerned about it from a Beta that came out this close to launch. Plus, plenty of Beta and stress-test things have been highly indicative of the final product. Let's also not forget that Capcom has a pretty bad track record of the performance of their games on P.C., even as recently as Dragon's Dogma Two. And World was atrocious, and Iceborne was still pretty bad.
They literally said that the beta was in part made, so people could try the game to test the performance anyway as much as I love MH AAA are never going to optimize their game It's as been proved time and time again
The weather clock was sped up for the Beta environment. Pretty much confirmed in Rurikhan's post-beta podcast with CMs Joe and Jonno. No idea what the actual speed weather changes at, but at least slower than the Beta's.
15:31 “Every vote matters” Until you find out that 90% of the vote is from “gaming new outlets” and 10% is from the gaming audience. So our votes don’t matter.
I can see one legit reason for removing aerial from the Insect Glaive. Balancing. If one weapon can bounce around in the air constantly, they have to make monster attacks capable of hitting in the air. That means either large bloated hurtboxes for monster attacks, or give them specific attacks that hit up high, to smack aerial glaivers out of the air. If they didn't, glaivers could be almost invincible for the majority of hunts. So they cut the aerial, which made balancing hurtboxes and attack animations and that entire hoopla much easier.
@@khaild7856they actually did a lot of balancing for ranged weapons in Rise/sunbreak. You'll notice it especially if you have a palico with the Felyne silkbind. Almost every single monster aside from a couple weak early game ones have some kind of ranged attack, not to mention the wallshakes they can do so you can't just sit ouside of an area and fire away as they'll hit the wall and send you into the area. For shields quite a few monsters got wide curving attacks that can hit you behind your shield, even with it up.
Why does everyone blame IG for hitbox bloat in rise when every weapon could send themselves in the air using wirebugs. Besides, IG could still just camp out most attacks in the air because of slikbind vault. Also, they clearly didn't care about if you were theoretically untouchable in the air because they made Kinsect Slash, an amoral move that left you much less vulnerable to attacks.
The thing is that if it was 100% player vote than it would only be a popularity contest what is not really the purpose of an award but at the same time game journalist (who are the main part of the jury) are known to have opinion that don't aligned with what gamer want
No one realizes how awesome they made the Insect Glaive. Yes they removed constant bouncing but they now melded the Aerial and Ground so perfectly that you are actually constantly swimming between ground attacks, aerial escaping, aerial attack, diving down, kinsect fighting, aerial escaping and attacking again etc. etc. The fluidity of the weapon has honestly never been better🔥
I get your points, but bouncing around like a final fantasy dragoon, and the ability to get up into the air to down monsters like Kushala, were the only reasons I played Glaive at all. I'll be clear, aerial glaive was NOT the optimal playstyle. You had to specifically build for it to get decent damage. But that was the point. It was a hugely fun playstyle with a decent skill ceiling that encouraged entire new builds for the weapon, and now that is gone.
Fluidity has been increased.. yes... but our movement was nerfed overall... not just the bounce. Vaulting lower = less air time, plus the addition of charged attacks means you're constantly pressed for time. Something that would've been solved by the bounce, imo. It doesn't need to be multiple bounces and constant airtime... but some happy medium would've made the Wilds IG even BETTER i think. That and giving a weapon whose thing is its mobility a bunch of charged animation lock attacks really doesn't feel good. People in world complained about aerial glaivers... I guarantee you theres gonna be charged spamming IGers in Wilds.
@@Krescentwolf yeah I agree. I could still walk away with reduction. But complete removal? Ough that was harsh. Imho, it would be better if under normal circumstances we can only do 1 bounce, gaining white extract change it to 2, having all 3 extracts make it 3. This way it feels more rewarding to get all 3 extracts, and this also somehow prevent trollers to play solely jumping around like monkey doing no damage, after all, people who can maintain 3 extracts all the time are hardly casuals anyway, they would make use the aerial kit to the most by doing it accordingly to the situation.
When i hunted safi & kulve taroth i saw a lot of IG users got kicked out, when i asked the host why they said "weak dmg" so im glad it's getting a buff.
Having mained IG in Rise and Sunbreak, I actually enjoyed the Wilds version. Having less air movement was definitely jarring, but learning how to use the new one was very satisfying. It felt familiar but new at the same time which I appreciate.
It’s weird people complain about it too because you know it’s just the ones who do nothing but Air Spam…doing so little damage and contributing to the overall fight when they KNOW the ground combo is your strongest move lol. They make the weapon more intuitive and damaging and suddenly people get mad xD
@ Here’s the thing. I was probably one of those players. Granted I wasn’t in the air constantly, but I’d say a good portion of my hunts were done in the air.
I honestly don't think hit-stop has been removed, only that Capcom considered it minor and didn't implement it on the beta yet. At least that's what I hope.
a huge thing you all need to understand, is there are A LOT of rage baiters and trolls that FEAST on attention on any and all forums. never. ever. listen to them
lol, the ppl crying that the monster designs are not the same as MH World are probably the same players who told Vets to shut up about old world features they missed or new features when World came out.
Focus Mode dosnt make the whole game easier, it allows for inexperienced hunters to have a better time and play more accurately, while experienced hunters will become more even better with their weapons
@@FrancescoCrispino-m8h definitely can still miss it though. It just makes it a lot easier to hit certain spots, and getting pushed around while the monster is down with GS was the absolute worst
@@FrancescoCrispino-m8hAnyway, TCS here its not anymore that strong here. Like, still the strongest movement, but now does not do the absurd damage it did in 5° gen.
As an insect glaive main the controls complaint is a combination of "focus mode vs charging circle vs camera control" because the expanded ground combat that replaced air style is in the focus mode. It wasn't till I watched my bro and tried other weapons to see how little they use focus mode in comparison to the bug stick
The thing with insect glaives helicopter is that in world none of the hits did mounting damage except for the last hit in wilds every hit does mounting damage so there's no point in having it bounce because youll get a mount before you can start an aerial combo
Can easily be fixed that only the diving thrust does mounting damage, so you won't do constant mounting damage from helicopter slash. Afterall, that was what I hate from World, that I got "stuck" mounting monster while doing helicopter. Like why?! I wouldn't do a helicopter move to begin with if I want to get stuck on one place, I want to fly around.
I'm a LS main, and idk if I ever really paid attention to hit stop, I loved the beta and can't wait until the release. Ik other ppl had issues with performance and whatnot, but I'm on PS5 and didn't have any issues. Also as far as monsters running away as often as they did, that didn't bother me too much, gave me time to hop on my mount and sharpen my blade as I chase them down.
I think contextualizing Wilds as being the first Monster Hunter game after Rise should really at least validate the removal of IG's old aerial style. In Rise, *_EVERY_* weapon got an aerial style, and as a result it negated the threat a lot of the monsters could really pose, be it a buildup CB build abusing CSS and Air Dash to relatively safely inflict their debuff, Hunting Strike GS, either top face button Silkbind Attack on Hammer, etc. all made anything that wasn't post-release & designed for such an abuse as a result. Having seen the result of that, I can understand why a team would elect to remove the aerial style on IG to avoid things like a post-Magnet Spike Frontier. Could there have been a more elegant solution to that? Perhaps, but when you've got hundreds of people working towards a deadline, it's hard to create a cohesive solution that doesn't take a long time to reach through testing and such when you can simply remove the offending mechanic if only for a game. So while yes, not removing options for a playstyle would be ideal, we *_DO_* have to consider the reality that that's not always a viable solution
Imho, the solution is simple if they just make it under normal circumstances, we can only do 1 bounce, gaining white extract change it to 2, having all 3 extracts make it 3. This way it feels more rewarding to get all 3 extracts, and this also somehow prevent trollers to play solely jumping around like monkey doing no damage, after all, people who can maintain 3 extracts all the time are hardly casuals anyway, they would make use the aerial kit to the most by doing it accordingly to the situation. I could still walk away with reduction. But complete removal? Ough that was harsh.
nothing you said makes any sense, rise giving aerial combat/escape to a lot of weapons doesn't mean that wilds couldn't have a single aerial weapon, IG has no shield, parry or super/hyper armor, aerial combat was it's one defense option and by far the most fun and in-depth one in the franchise, it worked great for world because the game was made with it in mind so why couldn't wilds be as well? like great, can't wait for them to remove the Lance and Gun Lance's shield as it also "negated the threat a lot of the monsters could really pose"
I think it's that it can be more intrusive than the others, at least it was in world. Longsword, dual blades, switch axe, and charge blade all have their mechanics as part of the general flow of the weapon, whereas for IG, you needed to essentially stop attacking the monster and focus on "hitting the target" to get the right buffs. The others you can get the buffs through attacking, even though there may be certain attacks that you have to do to get them
@@dgoalie92 yes, it's true. The main difference from IG is that you gain the buff by a separate way than you attacking normally, hence they called it "mini game"
Those are bad examples and I don’t think you’re an IG glaive main. I myself main it but semi ditched it for LS because it is 100% a minigame. You have to completely halt combat and sometimes, it goes out at insanely vital moments. The two examples you gave still involve continuing melee combat to get both gauges up. IG combat halts to a screeching stop, which can take a whole minute sometimes to get moving again (some monsters are notoriously hard to get all 3 Kinsect parts). Just for the monster to run away lol. We’ve all been there IG Mains ;___;
my biggest issue with the wilds beta was the inability to completely disable the radial menu, I'm old school, I just hold L1 and use square and circle, and like being able to keep using my camera while doing so, and even with everything taken off the radial menu in the beta, you still couldn't use the camera while changing items the old way also, as much as I love monster hunter, and am hyped for wilds, it being more anticipated than gta 6 is the funniest thing I ever heard🤣
I used the radial menu so little it caught me off guard every time I tried to cycle through the inventory lol. Yeah disabling it would be my preference, it doesn't save me any time over just setting it with Square and Circle.
@ reread my comment. I know it’s not flawless. My point being people complain about stupid shit. The worst complainers just bitch and moan that it’s not A 4U remake. The game is incredible though. If the game is so bad to them they can just shut up and go make a better game. 🤷♂️🔥👍
@@Thevikingninja117 Bitching about stupid shit isn't exclusive to monster hunter, it's seen in every community. Just because some people make mind-numbing takes, it shouldn't undermine real complaints.
One crazy thing i was talking to my buddy about is Capcom seems to be having a "Monster Theme". MH Rise monsters had a KAIJU vibe to them while this time around im getting a Resident Evil vibe. These monster look grotesque and just bad ass at the same time. Rey Daus and Infernape look badass while the others are almost terrifying to look at lol
people need to stop using speed running as a statistic for the majority of players, im sorry but the majority of players are not speed running they are just playing the game for fun, so regarding the IG who cares that its still in a decent spot, if people are no longer having fun playing it because it feels ruined to those players who enjoy it. STOP USING SPEED RUNNERS AS A DEBATE THEY ARE NOT THE MAJORITY OF THE PLAYERBASE, Speed runners should only be used to show the potential of weapons, not how fun the weapon itself will be
Even speedrunners have stated that the weapon feels clunky to use. I did enjoy this new iteration of IG, but the controls were atrocious so I straight up did not use charge attacks during fights. I am not learning a new grip for a weapon, so I hope they change something. I am used to holding down a button 24/7 while doing other combos from DMC4, but it just feels awful when you start doing it, meaning people will just skip the weapon because it feels bad for the first 6 hours.
Exactly tbh at the end of the day just play weapons you like if it feels too bad use a different weapon you haven't used before i mean there is 14 weapons lol
@@shimik11 thats crazy, aerial combat was the one interesting thing that set IG apart from the other weapons, if you got bored of aerial combat you could always play any one of the other 13 weapons, like if you got bored of the GS's slow attacks you could always play LG, nerfing the GS' charges into oblivion isn't the answer to make people play it more ,it's just homogenizing the playstyles
@pauloricardo-wn6ps it being the focus was the boring part, i'd rather have a mix of both, which is exactly what Wilds' version is. Also, your point makes no sense cause i could say "why use a melee weapon for aerial combat if you can just use a bow/bowgun?".
In regards to the hit stop, I could be misremembering here as it’s been a while but playing the game on PC with a ps5 controller, there was a lot of subtle vibrations while playing which made the game feel more impactful. Just my own personal observation and experience, and if someone plays mouse and keyboard they’re definitely not going to get that kind of sensory input so I can see how it would feel lacking.
It’s hilarious that the “insect Glaive does no damage” joke is relevant here because the air combos were never your biggest dps lol. Ground combos were, always. So Wilds puts emphasis on that and oh no suddenly everyone is mad! Smh..geez people
the aerial combo never felt very good either imo, it was simultaneously weak in damage and strong cause most monster attacks couldn't effectively punish it
As someone who's mained ig since 4, im 100% fine with the removal of aerial. The fully grounded play style is great and the infinite aerial combo was too over complicated and infinite combos are too boring, IMO. You're free to your own opinions, but that's mine
One: The fully grounded playstyle is clunky and slow due to the changes in moves and combos. Two: The aerial combat does not exist anymore. Three: The only smooth, nice, but incredibly different playstyle is hybrid. Goal is to get all buffs instead of just red now, either through target aim or focus attack. Then you charge attack and use RSS leaving you airborne, from there you can charge mid air for wyvern dive, then into RSS for a quick burst DPS if you win the RNG luck of collecting all essence from RSS, or use focus attack(mid air) if there are wounds to get all extracts to charge attack into RSS again or use it grounded then into charge attack into RSS. It is now a loop of charging, expending, filling(Wound mechanic or RNG on RSS), and charging into expending that it. The charging is incredibly awkward due to it being a IG which never had that before, and makes it a nightmare on controller due button layout. But the combo is now more streamed lined and reparative than ever. These are the problems and thoughts I gathered about wilds IG Beta. Don't get me wrong I find the new hybrid playstyle fun and could be interesting to master and play, but is it really that worth it to lose two other ways to play the IG that were nice and fun. No I genuinely don't believe it was. We all knew ground IG with use of aerial for positioning and burst dps; was the meta for last two games, and no surprise that it will be like that again in wilds. But there was no reason to change grounded that much and to remove aerial. Those playstyle hurt no one except those that played them, and before you say what about team stuff. If an IG main played endgame missions with others, while using those playstyle builds they deserved to be booted unless everyone in the team was okay with them playing suboptimal.
@tinchinsaber6438 One: grounded felt amazing and very fluid to me in the beta Two: good. I didn't like the aerial combat at all. Three: I prefer a wilds hybrid compared to previous games, as it's less convoluted and easier to manage. I'm glad they removed aerial combos, but they still kept a good amount in for positioning and you can mount the monster for burst. I don't care about team stuff and prefer solo hunting.
@@leemon4559 I dont see how the old ground infinites light>light>heavy>repeat was convoluted or hard to manage, and I definitly dont see how the new loop of gather extracts > charged attack >spend extracts > repeat is actually better.
Idk, I’m worried the story will put our characters on the back burner like last time and focus on NPCs but hopefully I’m wrong and we can play as the hero this time
I think alot of this will age better in time, performance issues aside alot of this is done with intent of making the experience smoother. Less hitstop means your timing in your head will be more accurate, hitstop slows you down substancially and i dont think its that bad (i think the weapon sound design is a little iffy tho). Now mind you, i play charge blade, so i have a mix of fast and heavy fuckin attacks, and i thought the attacks that needed good hitstop had it, and after seeing gs gameplay i don think gs has it bad either, remember that tcs got a substancial nerf to counter its dominance in world so it needs to feel like that, hammer is now the one-and-done and greatsword has returned to a 4u esque style of being more or less combo oriented.
Genuinely can not care about fluidity if it removes the main purpose or aspect I play with. Sunbreak was fluid and was heavily air glaive favored. It was great. Just for them to remove everything that was great about air glaive and give of a couple of sprinkles. The post was aggressive but valid in the sense that they removed half of the weapon and replaced it with things that were apart of other weapon fantasies. New glaive feels like it should've been a new weapon and that's why I hate it. Tonfas definitely could have taken its place with no issue.
I guess what the new monsters lack is a prominent face. The bodies are fantastic designs but the head looks like scrambled eggs. It's kinda hard to see the monsters' facial features. It has a similar problem to animated VS live action Lion King.
It would make sense and could be an easy alteration for the final game to actually make the dynamic healthbar (I'm talking about the way it reacts when a monster is about to do a big attack) a toggleable option in the settings menu. That way, the people who hate it can turn it off, and the people who like it or don't mind it can leave it active. Just like how the Palico speech is a toggleable option.
I think the new IG is the best it has ever been, but also not the same IG. I think a lot of old IG users will hate it, but overall it will be loved by more people as long as people give it a try
As an ig main the constant draining of the buffs to make your special move and the need to have all of them to be able to attack properly are the biggest downsides in the beta
I think best example of how much those monsters are different then previous monsters are first trailer of monhun when nobody even knew they watching monster hunter...
2:17 it’s not that I have complaints with the new controls, I just really REALLY want the aerial bounce back. That actually made insect glaive so unique and fun compared to the other weapons
Slight theory but the reduction of hit-stop is probably due to increase in crowd density of monsters AND more alpha + herd types of hunts present, leading to more cleaving hits with the bigger weapons...
For IG I didn't play it much but liked the aerial style against flying monsters. For the UI. I turn most of it off. Small map and hp bar and that's it. When I learn the map I turn off the mini map.
In terms of the weather changes i’d like them to implement a weather stability rating for quests For example, in unstable weather conditions the weather changes faster than in stable conditions (maybe even add an extra stable condition where the weather wont change at all, or very rarely) I think something like that will keep the weather switches from feeling too scripted, and also let people hunt in their preferred weather cycle longer
They can hate all they want but from what I’ve learned MH community has been really good and passionate about the game and a lot of people are giving valid criticisms which will help along the way
Ground IG was always stronger than airborne. The issue is, airborne glaive is fun as hell. I don't really play IG because I'm not good at it, but I do enjoy it when I play it.
Technically, you can still be an aerial IG. The monster just needs a whole bunch of wounds opened up. Using focus mode in the air keeps you in the air for a follow up.
You _could_ end up in a solo lobby in the beta... You just had to trigger their afk kick feature. Was about a half hour of no input before the game moved you to a private lobby.
somewhat unrelated but something I realised watching this. I killed about 10 chatacabra in the beta, I had no idea they're tongue was a weak point since I killed the first one before it got to that voice line XD
You can't be launched in the post-mission screen. Noticed it after a hunt that even hammer cant launch anymore yet can yeet other hunters mid hunt I doubt they removed the upswing power of any weapons as ive seen it still happening in the middle of the fight
I absolutely enjoy the new IG. Simply charge while doing basic melee moves and follow up with the charge move. It’s new and ‘feels clunky’ because no one can do this smoothly.
While I 100% understand removing some of the interactions with other hunters from some of the moves to prevent people from being a-holes. I will miss it because that was always a fun game my friends and I would do after the hunt in the 60 seconds before the mission end would be constantly trying to launch each other(after everyone had carved obviously). We even used it occasionally in hunts on purpose to get a mounting attack in an area without ledges!
NGL the complaints about the new IG changes are really starting to grind on me. New IG is great and people need to give it a chance. World + Rise will still exist for your helicopter shenanigans.
Oh, I wonder if the armor for Rey Daus head will have the horns to the side and when your in focus mode they perk up like ears. Could also make the horns move in Demon mode for Duel Blades.
The only gripe I had with the monsters thus far is, they are all constantly fleeing to another location all the time. I spent more time chasing them then fighting easily.
I think IG charges fast enough that you shouldn't really need to charge while attacking, and Focus is just going to reduce that charge time even more. The biggest problem is controlling the camera while attacking in focus mode. That was ultimately got me to switch to mouse+keyboard, since I don't like how it feels using paddles to attack. I still loved the weapon on my normal DualSense on the PS5, though. I will admit that mouse+keyboard is the best way to play the game, though.
Not entirely sure if this has been covered by anyone yet, but in terms of the 3D map there is a very thorough filter that allows you to turn on and off just about whatever you want that makes it so much less overwhelming. There's also the ability to activate highlights so you can easily find what you're looking for. It is a HUGE improvement over World's map filter. On another note, I really don't like that IG feather fall after using the special spiral slice. It leaves you incredibly open with how stagnant you are and it just doesn't look great with your character being stuck in that pose until you hit the ground again. I'd like to at least see a varied animation for it.
You can actually do aerial Focus Thrust in the air after Spiral Rising Slash akin to Kinsect Slash in Sunbreak, but shorter range. So it's not completely stagnant unable to do anything until you hit the ground, and if you happen to hit wound, you will regain all of your just spent extracts.
I actually like the lauch attacks. Playing GS and then someone sudenly lauches you up in the air, so you have ro react quickly if you want to use the oportunity for a mount attack. And since flinch free is a thing i dont think they need to revome it to everybody
As for the IG thing, I am PERFECTLY fine with it having a greater emphasis and balance on *actually* using the ground combos because I cannot tell you how many times I went online in world and had IG's just helicoptering around doing a fraction of the damage everyone else was. Its fine in lower ranks because it IS fun but when youre in G rank you really need to pull your weight
Its hilarious how some people still think everything runs like the beta when theres been several vids of newer stuff areas and monsters running smooth as butter.
Am I the only one who thinks the CB should have a power clash move in Blade mode? I mean it is basically the same "form" as the greatsword and it even has a "block" animation, also it would be really cool to have the offset or the power clash depending on which form you are using
Truth be told this might be the best title in the series 🤟 first time I've played the beta I'm desperate for more! Now any game that I play is boring compared to wilds
I have to agree with the UI guy. It is very overwhelming for me, all I want is for us to have more in-depth customization for the Ui like being able to change location, sizes etc
Let's be real, the aerial bounce on the insect glaive was fun, but it made no sense at all. It has to go away if we want the weapon to grow and have a real identity, not just "Haha funny helicopter meme"
My hot take: I wasn't a fan of the beta, I don't know why, but it didn't scratch the itch. Here's hoping that the full game or another beta scratches this itch for monster hunter
same most important part of hitting monsters with a big weapon just didn't feel good at all. Spent 1.8k on a new pc just for this game, so i really hope they fix it LOL cancelled my pre-order for now, just didn't have any fun
"What's wrong with people?":
The eternal question.
A question the universe may only know-type shhh💀😂
Over my time alive on the internet I believe I've found the answer to this question. It's quite simple actually, the answer is EVERYTHING. Yes, specifically in all caps.
@@pigsmacker213 That's what I was going to post originally.
The answer is 'everything'
Nothing wrong, just a normal people being 😂
Honestly, I found Wilds’s UI to be really intuitive with a lot of useful information.
The only thing I dont really like is the jiggly health bar but yeah, otherwise it's really nice
@@chabaloo8855 it squiggles wildly when a lethal hit is about to happen
People who have never played Monster Hunter and played a free beta? Yea what could possibly happen lol
😂😂
I think people forgot that at the beginning of the beta they literally give you the option to have anywhere from no popups to increased popups.
tbh. yeah, I totaly forgot that this was a thing o.o
but outside of the chat popping up, I wasn't bothered by the UI at all tho.
I genuinely had concerns about the wavy health bar, but after playing the beta, I actually didn't notice it much. Yes, it was there, but when you're engaging in a hunt, you don't notice it too much.
I dislike it as it's hard to see how much health I have left with how much it stutters around. I hope they add a setting for just a normal static hp bar.
@@paledrake Its already been confirmed that a setting for it exists.
@paledrake It was a little hard to get used to it, but after playing it for a while, it got easier.
It shows danger u should pay attention to it
@@paledrake they literally said that we can change it. people like you are insufferable.
Putting a bad review to a game that isnt released is WILD
S
I get it
😂
What you mean is that only good reviews are allowed. 🤦🏽♂️
The amount of comments on. The steam forums about the beta performance is mind numbing.
They clearly don't know how what the point of the beta was.
In case anyone was unclear, the beta (via the MH Wilds beta website) was to test systems implemented in game, and to test the server load for the new lobby set up.
It's not a Demo, everyone is acting like it's a demo. No beta/stress test has ever been indicative of the final product.
Funny how people will play early access a week before a release date and have hope that they'll fix stuff before launch......but them MH often does very early betas and testing so they CAN fix and change stuff before release, and you still get all this ignorant hate because they are doing it in a constructive manner.
Nothing about testing systems implemented in the game and the server load would refer to its performance on machines though? The former would be about things within the game-play experiences for things like balancing and bugs and control issues and what-not, and the latter is solely server stuff, according to that language. It'd be very strange game development language to imply "performance" under "systems implemented in game."
Sure, you could say that they didn't specify that they aren't looking at actual performance, but then it'd be irrelevant to mention the two things they did specify as though it counters that concern.
And also, optimizing performance efficiently is basically a first order issue, where you need to crack down into the fundamentals of the engine and the programming priorities to get good work done out of it - trying to optimize a lot after a Beta is going to get you so much less bang for your buck, and be almost impossible to do in some places after the game is that cemented in so many regards.
It is perfectly sensible for people to be concerned about it from a Beta that came out this close to launch.
Plus, plenty of Beta and stress-test things have been highly indicative of the final product.
Let's also not forget that Capcom has a pretty bad track record of the performance of their games on P.C., even as recently as Dragon's Dogma Two. And World was atrocious, and Iceborne was still pretty bad.
I didn't think it was a demo. It's weird.
Feel like someone needs to nake a video on how to gauge betas.
They literally said that the beta was in part made, so people could try the game to test the performance anyway as much as I love MH AAA are never going to optimize their game It's as been proved time and time again
It feels weird to not have Cotton doing this but Hollow did a good job in his stead.
The weather clock was sped up for the Beta environment. Pretty much confirmed in Rurikhan's post-beta podcast with CMs Joe and Jonno. No idea what the actual speed weather changes at, but at least slower than the Beta's.
15:31 “Every vote matters”
Until you find out that 90% of the vote is from “gaming new outlets” and 10% is from the gaming audience. So our votes don’t matter.
Let them hate it. Keeps the community clean. Ill enjoy the game with good vibes.
I can understand why people are upset with some of the changes to IG, but why would anyone dislike the kinsect attacking the monster with you?
Some people liked specific aiming
@@kimtangill guess what….You can still specific aim in Wilds with it…attack the spot you want…
@kimtangill you can still do that.
Kinsect attacking with you was in rise too and it was never anything but good kept your buffs up people just like to complain
it was my favorite addition to rise and now that it isn't bound to a specific Kinsect I am a very happy ig main
I can see one legit reason for removing aerial from the Insect Glaive. Balancing.
If one weapon can bounce around in the air constantly, they have to make monster attacks capable of hitting in the air. That means either large bloated hurtboxes for monster attacks, or give them specific attacks that hit up high, to smack aerial glaivers out of the air. If they didn't, glaivers could be almost invincible for the majority of hunts. So they cut the aerial, which made balancing hurtboxes and attack animations and that entire hoopla much easier.
That's exactly what happened in Rise. Aerial hurtboxes were plesioth hipcheck levels of ridiculous.
bro said balancing as if ranged weapons and weapons with shield and longsword didn't exist.
@@khaild7856they actually did a lot of balancing for ranged weapons in Rise/sunbreak. You'll notice it especially if you have a palico with the Felyne silkbind. Almost every single monster aside from a couple weak early game ones have some kind of ranged attack, not to mention the wallshakes they can do so you can't just sit ouside of an area and fire away as they'll hit the wall and send you into the area. For shields quite a few monsters got wide curving attacks that can hit you behind your shield, even with it up.
LoL. Balance vs Rule of cool
Why does everyone blame IG for hitbox bloat in rise when every weapon could send themselves in the air using wirebugs. Besides, IG could still just camp out most attacks in the air because of slikbind vault. Also, they clearly didn't care about if you were theoretically untouchable in the air because they made Kinsect Slash, an amoral move that left you much less vulnerable to attacks.
In the beta the scenery change timer was sped-up so that you could see everything in a few hunts.
In the game awards judges opinions are 90% and our votes 10%... Our votes don't matter.
Unfortunately.
The thing is that if it was 100% player vote than it would only be a popularity contest what is not really the purpose of an award but at the same time game journalist (who are the main part of the jury) are known to have opinion that don't aligned with what gamer want
as they shouldn't
@liloma20 The thing is it could've been 50 50, 60 40 or 70 30..
No one realizes how awesome they made the Insect Glaive. Yes they removed constant bouncing but they now melded the Aerial and Ground so perfectly that you are actually constantly swimming between ground attacks, aerial escaping, aerial attack, diving down, kinsect fighting, aerial escaping and attacking again etc. etc.
The fluidity of the weapon has honestly never been better🔥
I get your points, but bouncing around like a final fantasy dragoon, and the ability to get up into the air to down monsters like Kushala, were the only reasons I played Glaive at all. I'll be clear, aerial glaive was NOT the optimal playstyle. You had to specifically build for it to get decent damage. But that was the point. It was a hugely fun playstyle with a decent skill ceiling that encouraged entire new builds for the weapon, and now that is gone.
Fluidity has been increased.. yes... but our movement was nerfed overall... not just the bounce. Vaulting lower = less air time, plus the addition of charged attacks means you're constantly pressed for time. Something that would've been solved by the bounce, imo. It doesn't need to be multiple bounces and constant airtime... but some happy medium would've made the Wilds IG even BETTER i think.
That and giving a weapon whose thing is its mobility a bunch of charged animation lock attacks really doesn't feel good. People in world complained about aerial glaivers... I guarantee you theres gonna be charged spamming IGers in Wilds.
@@Krescentwolf yeah I agree. I could still walk away with reduction. But complete removal? Ough that was harsh. Imho, it would be better if under normal circumstances we can only do 1 bounce, gaining white extract change it to 2, having all 3 extracts make it 3. This way it feels more rewarding to get all 3 extracts, and this also somehow prevent trollers to play solely jumping around like monkey doing no damage, after all, people who can maintain 3 extracts all the time are hardly casuals anyway, they would make use the aerial kit to the most by doing it accordingly to the situation.
When i hunted safi & kulve taroth i saw a lot of IG users got kicked out, when i asked the host why they said "weak dmg" so im glad it's getting a buff.
facts, like some other youtuber said, they made the aerial stuff an assist instead of the focus.
What is the problem with the UI? I think its so intuitive and easy to use.
Having mained IG in Rise and Sunbreak, I actually enjoyed the Wilds version. Having less air movement was definitely jarring, but learning how to use the new one was very satisfying. It felt familiar but new at the same time which I appreciate.
It’s weird people complain about it too because you know it’s just the ones who do nothing but Air Spam…doing so little damage and contributing to the overall fight when they KNOW the ground combo is your strongest move lol.
They make the weapon more intuitive and damaging and suddenly people get mad xD
@ Here’s the thing. I was probably one of those players. Granted I wasn’t in the air constantly, but I’d say a good portion of my hunts were done in the air.
@@erickchristensen746 Let me stop you there. Airial does more damage then ground in rise and SUNBREAK.
@@sithstormd2703 Most people combine both
@@erickchristensen746 "do nothing but Air Spam"
found the guy with 5 IG hunts
yeah removing aerial combat was a great idea, the less depth the better
I honestly don't think hit-stop has been removed, only that Capcom considered it minor and didn't implement it on the beta yet. At least that's what I hope.
For some weapons like hammer, the hit-stop still there, but other weapons are removed, and some of them are among the heavier types.
a huge thing you all need to understand, is there are A LOT of rage baiters and trolls that FEAST on attention on any and all forums. never. ever. listen to them
lol, the ppl crying that the monster designs are not the same as MH World are probably the same players who told Vets to shut up about old world features they missed or new features when World came out.
Focus Mode dosnt make the whole game easier, it allows for inexperienced hunters to have a better time and play more accurately, while experienced hunters will become more even better with their weapons
I like the mechanic but giving us a "never miss TCS" button is definitely make the game easier
@@FrancescoCrispino-m8h definitely can still miss it though. It just makes it a lot easier to hit certain spots, and getting pushed around while the monster is down with GS was the absolute worst
@@FrancescoCrispino-m8hAnyway, TCS here its not anymore that strong here. Like, still the strongest movement, but now does not do the absurd damage it did in 5° gen.
I love how a lot of these things they're complaining about, they can easily turn off in there settings. Just too lazy, so let's bitch about it
😂😂😂😂
we not need people like that in our beloved community monster hunter stay peak forever.
As an insect glaive main the controls complaint is a combination of "focus mode vs charging circle vs camera control" because the expanded ground combat that replaced air style is in the focus mode. It wasn't till I watched my bro and tried other weapons to see how little they use focus mode in comparison to the bug stick
I love Chatacabra...so nice not to have an ostrich variant as the main punching bag.
What about great jagras
Great Maccao was not an ostrich variant. It was a kangaroo variant :^
Its just been a crazy thing this past year, people just want to bash every single game for any simple reason. They all buy the game anyway.
The thing with insect glaives helicopter is that in world none of the hits did mounting damage except for the last hit in wilds every hit does mounting damage so there's no point in having it bounce because youll get a mount before you can start an aerial combo
Feels more like 4u from what i've seen.
Can easily be fixed that only the diving thrust does mounting damage, so you won't do constant mounting damage from helicopter slash. Afterall, that was what I hate from World, that I got "stuck" mounting monster while doing helicopter. Like why?! I wouldn't do a helicopter move to begin with if I want to get stuck on one place, I want to fly around.
I'm a LS main, and idk if I ever really paid attention to hit stop, I loved the beta and can't wait until the release. Ik other ppl had issues with performance and whatnot, but I'm on PS5 and didn't have any issues. Also as far as monsters running away as often as they did, that didn't bother me too much, gave me time to hop on my mount and sharpen my blade as I chase them down.
I think contextualizing Wilds as being the first Monster Hunter game after Rise should really at least validate the removal of IG's old aerial style. In Rise, *_EVERY_* weapon got an aerial style, and as a result it negated the threat a lot of the monsters could really pose, be it a buildup CB build abusing CSS and Air Dash to relatively safely inflict their debuff, Hunting Strike GS, either top face button Silkbind Attack on Hammer, etc. all made anything that wasn't post-release & designed for such an abuse as a result. Having seen the result of that, I can understand why a team would elect to remove the aerial style on IG to avoid things like a post-Magnet Spike Frontier. Could there have been a more elegant solution to that? Perhaps, but when you've got hundreds of people working towards a deadline, it's hard to create a cohesive solution that doesn't take a long time to reach through testing and such when you can simply remove the offending mechanic if only for a game.
So while yes, not removing options for a playstyle would be ideal, we *_DO_* have to consider the reality that that's not always a viable solution
Imho, the solution is simple if they just make it under normal circumstances, we can only do 1 bounce, gaining white extract change it to 2, having all 3 extracts make it 3. This way it feels more rewarding to get all 3 extracts, and this also somehow prevent trollers to play solely jumping around like monkey doing no damage, after all, people who can maintain 3 extracts all the time are hardly casuals anyway, they would make use the aerial kit to the most by doing it accordingly to the situation.
I could still walk away with reduction. But complete removal? Ough that was harsh.
nothing you said makes any sense, rise giving aerial combat/escape to a lot of weapons doesn't mean that wilds couldn't have a single aerial weapon, IG has no shield, parry or super/hyper armor, aerial combat was it's one defense option and by far the most fun and in-depth one in the franchise, it worked great for world because the game was made with it in mind so why couldn't wilds be as well?
like great, can't wait for them to remove the Lance and Gun Lance's shield as it also "negated the threat a lot of the monsters could really pose"
Why do you call gethering essence a Mini Game? Is raising the LS spirit gauge a minigame? Demon Mode in Dual Blades?
Phial charging managment for charge blade?
I think it's that it can be more intrusive than the others, at least it was in world. Longsword, dual blades, switch axe, and charge blade all have their mechanics as part of the general flow of the weapon, whereas for IG, you needed to essentially stop attacking the monster and focus on "hitting the target" to get the right buffs. The others you can get the buffs through attacking, even though there may be certain attacks that you have to do to get them
@@dgoalie92 yes, it's true. The main difference from IG is that you gain the buff by a separate way than you attacking normally, hence they called it "mini game"
Those are bad examples and I don’t think you’re an IG glaive main. I myself main it but semi ditched it for LS because it is 100% a minigame. You have to completely halt combat and sometimes, it goes out at insanely vital moments. The two examples you gave still involve continuing melee combat to get both gauges up. IG combat halts to a screeching stop, which can take a whole minute sometimes to get moving again (some monsters are notoriously hard to get all 3 Kinsect parts). Just for the monster to run away lol. We’ve all been there IG Mains ;___;
Excited to have new hunters join but also upset their gonna hate on things smh 🤦♂️
my biggest issue with the wilds beta was the inability to completely disable the radial menu, I'm old school, I just hold L1 and use square and circle, and like being able to keep using my camera while doing so, and even with everything taken off the radial menu in the beta, you still couldn't use the camera while changing items the old way
also, as much as I love monster hunter, and am hyped for wilds, it being more anticipated than gta 6 is the funniest thing I ever heard🤣
I used the radial menu so little it caught me off guard every time I tried to cycle through the inventory lol.
Yeah disabling it would be my preference, it doesn't save me any time over just setting it with Square and Circle.
Was about to say "isn't this the kind of video Cotton does", and then you immediately say you're taking over for Cotton for once, lol
It's just beta, simple word is, people will hate anything, it's normality tbh
If the game was flawless, literally perfect, they would complain that the sky in the game is blue.
@@Thevikingninja117But it's not flawless, that's why it gets complaints. That simple.
@ reread my comment. I know it’s not flawless. My point being people complain about stupid shit. The worst complainers just bitch and moan that it’s not A 4U remake. The game is incredible though. If the game is so bad to them they can just shut up and go make a better game. 🤷♂️🔥👍
@@Thevikingninja117 Bitching about stupid shit isn't exclusive to monster hunter, it's seen in every community. Just because some people make mind-numbing takes, it shouldn't undermine real complaints.
@@kokujo5288atleast use ur brain and logic to complain unless u dont have that which i can understand🎉
feels like the entire community is agreeing that they want MHRise's switch skill system back but no one is saying it
One crazy thing i was talking to my buddy about is Capcom seems to be having a "Monster Theme". MH Rise monsters had a KAIJU vibe to them while this time around im getting a Resident Evil vibe. These monster look grotesque and just bad ass at the same time. Rey Daus and Infernape look badass while the others are almost terrifying to look at lol
people need to stop using speed running as a statistic for the majority of players, im sorry but the majority of players are not speed running they are just playing the game for fun, so regarding the IG who cares that its still in a decent spot, if people are no longer having fun playing it because it feels ruined to those players who enjoy it. STOP USING SPEED RUNNERS AS A DEBATE THEY ARE NOT THE MAJORITY OF THE PLAYERBASE, Speed runners should only be used to show the potential of weapons, not how fun the weapon itself will be
to me the aerial focus was boring as hell after a while, im glad they changed it up.
Even speedrunners have stated that the weapon feels clunky to use. I did enjoy this new iteration of IG, but the controls were atrocious so I straight up did not use charge attacks during fights. I am not learning a new grip for a weapon, so I hope they change something. I am used to holding down a button 24/7 while doing other combos from DMC4, but it just feels awful when you start doing it, meaning people will just skip the weapon because it feels bad for the first 6 hours.
Exactly tbh at the end of the day just play weapons you like if it feels too bad use a different weapon you haven't used before i mean there is 14 weapons lol
@@shimik11 thats crazy, aerial combat was the one interesting thing that set IG apart from the other weapons, if you got bored of aerial combat you could always play any one of the other 13 weapons, like if you got bored of the GS's slow attacks you could always play LG, nerfing the GS' charges into oblivion isn't the answer to make people play it more ,it's just homogenizing the playstyles
@pauloricardo-wn6ps it being the focus was the boring part, i'd rather have a mix of both, which is exactly what Wilds' version is. Also, your point makes no sense cause i could say "why use a melee weapon for aerial combat if you can just use a bow/bowgun?".
In regards to the hit stop, I could be misremembering here as it’s been a while but playing the game on PC with a ps5 controller, there was a lot of subtle vibrations while playing which made the game feel more impactful. Just my own personal observation and experience, and if someone plays mouse and keyboard they’re definitely not going to get that kind of sensory input so I can see how it would feel lacking.
It’s hilarious that the “insect Glaive does no damage” joke is relevant here because the air combos were never your biggest dps lol. Ground combos were, always. So Wilds puts emphasis on that and oh no suddenly everyone is mad! Smh..geez people
the aerial combo never felt very good either imo, it was simultaneously weak in damage and strong cause most monster attacks couldn't effectively punish it
@ Yeah Ig was super easy mode for literally anyone due to the avoidance which annoyed me
As someone who's mained ig since 4, im 100% fine with the removal of aerial. The fully grounded play style is great and the infinite aerial combo was too over complicated and infinite combos are too boring, IMO. You're free to your own opinions, but that's mine
One: The fully grounded playstyle is clunky and slow due to the changes in moves and combos.
Two: The aerial combat does not exist anymore.
Three: The only smooth, nice, but incredibly different playstyle is hybrid. Goal is to get all buffs instead of just red now, either through target aim or focus attack. Then you charge attack and use RSS leaving you airborne, from there you can charge mid air for wyvern dive, then into RSS for a quick burst DPS if you win the RNG luck of collecting all essence from RSS, or use focus attack(mid air) if there are wounds to get all extracts to charge attack into RSS again or use it grounded then into charge attack into RSS. It is now a loop of charging, expending, filling(Wound mechanic or RNG on RSS), and charging into expending that it. The charging is incredibly awkward due to it being a IG which never had that before, and makes it a nightmare on controller due button layout. But the combo is now more streamed lined and reparative than ever.
These are the problems and thoughts I gathered about wilds IG Beta. Don't get me wrong I find the new hybrid playstyle fun and could be interesting to master and play, but is it really that worth it to lose two other ways to play the IG that were nice and fun. No I genuinely don't believe it was. We all knew ground IG with use of aerial for positioning and burst dps; was the meta for last two games, and no surprise that it will be like that again in wilds. But there was no reason to change grounded that much and to remove aerial. Those playstyle hurt no one except those that played them, and before you say what about team stuff. If an IG main played endgame missions with others, while using those playstyle builds they deserved to be booted unless everyone in the team was okay with them playing suboptimal.
@tinchinsaber6438
One: grounded felt amazing and very fluid to me in the beta
Two: good. I didn't like the aerial combat at all.
Three: I prefer a wilds hybrid compared to previous games, as it's less convoluted and easier to manage.
I'm glad they removed aerial combos, but they still kept a good amount in for positioning and you can mount the monster for burst. I don't care about team stuff and prefer solo hunting.
@@leemon4559 I dont see how the old ground infinites light>light>heavy>repeat was convoluted or hard to manage, and I definitly dont see how the new loop of gather extracts > charged attack >spend extracts > repeat is actually better.
I hope we'll still be able to launch our friends to initiate big aerial attacks those were so hype sometimes
Idk, I’m worried the story will put our characters on the back burner like last time and focus on NPCs but hopefully I’m wrong and we can play as the hero this time
I think alot of this will age better in time, performance issues aside alot of this is done with intent of making the experience smoother. Less hitstop means your timing in your head will be more accurate, hitstop slows you down substancially and i dont think its that bad (i think the weapon sound design is a little iffy tho). Now mind you, i play charge blade, so i have a mix of fast and heavy fuckin attacks, and i thought the attacks that needed good hitstop had it, and after seeing gs gameplay i don think gs has it bad either, remember that tcs got a substancial nerf to counter its dominance in world so it needs to feel like that, hammer is now the one-and-done and greatsword has returned to a 4u esque style of being more or less combo oriented.
its 2024 ofcourse people say dumb stuff imo
It’s only going to get dumber from here.
Genuinely can not care about fluidity if it removes the main purpose or aspect I play with. Sunbreak was fluid and was heavily air glaive favored. It was great. Just for them to remove everything that was great about air glaive and give of a couple of sprinkles. The post was aggressive but valid in the sense that they removed half of the weapon and replaced it with things that were apart of other weapon fantasies. New glaive feels like it should've been a new weapon and that's why I hate it. Tonfas definitely could have taken its place with no issue.
I guess what the new monsters lack is a prominent face. The bodies are fantastic designs but the head looks like scrambled eggs. It's kinda hard to see the monsters' facial features. It has a similar problem to animated VS live action Lion King.
It would make sense and could be an easy alteration for the final game to actually make the dynamic healthbar (I'm talking about the way it reacts when a monster is about to do a big attack) a toggleable option in the settings menu. That way, the people who hate it can turn it off, and the people who like it or don't mind it can leave it active. Just like how the Palico speech is a toggleable option.
hot take : i like the less to no hitstop makes the game WAYY smoother
I think the new IG is the best it has ever been, but also not the same IG. I think a lot of old IG users will hate it, but overall it will be loved by more people as long as people give it a try
As an ig main the constant draining of the buffs to make your special move and the need to have all of them to be able to attack properly are the biggest downsides in the beta
Aww man a rail gun HBG would be crazy!
Zinogre: "am I a f-ing joke to you?"
I think best example of how much those monsters are different then previous monsters are first trailer of monhun when nobody even knew they watching monster hunter...
It would be funny if we did get an origami setting and they turned it on for Cotton's first play and Josh acted like nothing was wrong.
2:17 it’s not that I have complaints with the new controls, I just really REALLY want the aerial bounce back. That actually made insect glaive so unique and fun compared to the other weapons
Slight theory but the reduction of hit-stop is probably due to increase in crowd density of monsters AND more alpha + herd types of hunts present, leading to more cleaving hits with the bigger weapons...
For IG I didn't play it much but liked the aerial style against flying monsters.
For the UI. I turn most of it off. Small map and hp bar and that's it. When I learn the map I turn off the mini map.
In terms of the weather changes i’d like them to implement a weather stability rating for quests
For example, in unstable weather conditions the weather changes faster than in stable conditions (maybe even add an extra stable condition where the weather wont change at all, or very rarely)
I think something like that will keep the weather switches from feeling too scripted, and also let people hunt in their preferred weather cycle longer
They can hate all they want but from what I’ve learned MH community has been really good and passionate about the game and a lot of people are giving valid criticisms which will help along the way
Thank you for showing the map. I love it. Awesome video and I subbed
I think a large part of ray dau’s popularity is because it’s basically a combo of Astalos and Seregios, which are both really well liked.
Ground IG was always stronger than airborne. The issue is, airborne glaive is fun as hell. I don't really play IG because I'm not good at it, but I do enjoy it when I play it.
Technically, you can still be an aerial IG. The monster just needs a whole bunch of wounds opened up.
Using focus mode in the air keeps you in the air for a follow up.
You _could_ end up in a solo lobby in the beta...
You just had to trigger their afk kick feature.
Was about a half hour of no input before the game moved you to a private lobby.
What if there is hit stop, but it's based off of how much damage you do. And since we were doing baby damage in the beta there wasn't much hit stop?
somewhat unrelated but something I realised watching this. I killed about 10 chatacabra in the beta, I had no idea they're tongue was a weak point since I killed the first one before it got to that voice line XD
You can't be launched in the post-mission screen. Noticed it after a hunt that even hammer cant launch anymore yet can yeet other hunters mid hunt
I doubt they removed the upswing power of any weapons as ive seen it still happening in the middle of the fight
I absolutely enjoy the new IG. Simply charge while doing basic melee moves and follow up with the charge move. It’s new and ‘feels clunky’ because no one can do this smoothly.
I saw on Reddit a post about the origami monsters,
Imagine if we get an event quest that lets us hunt the origami monsters just because
Definitely love the elden ring hunting horn and gunlance. And that heavy bowgun...wow.
Yeah Rey Dau's Heavy Bowgun needs the snipe special attack, and it needs to be a railgun shot.
While I 100% understand removing some of the interactions with other hunters from some of the moves to prevent people from being a-holes. I will miss it because that was always a fun game my friends and I would do after the hunt in the 60 seconds before the mission end would be constantly trying to launch each other(after everyone had carved obviously). We even used it occasionally in hunts on purpose to get a mounting attack in an area without ledges!
If they don’t like these “new alien designs” then they’ll love these low resolution origami ones. 😎
NGL the complaints about the new IG changes are really starting to grind on me.
New IG is great and people need to give it a chance. World + Rise will still exist for your helicopter shenanigans.
I want you to say it in every comment for every weapon from now onward 😀
Especially if they remove or change things from your main weapon
As long as they dont force you to use the mantles like they did in iceborne, i feel pretty happy with wilds
Oh, I wonder if the armor for Rey Daus head will have the horns to the side and when your in focus mode they perk up like ears. Could also make the horns move in Demon mode for Duel Blades.
Rey dau's rail gun would be like zinogre's hbg
The only gripe I had with the monsters thus far is, they are all constantly fleeing to another location all the time. I spent more time chasing them then fighting easily.
I think IG charges fast enough that you shouldn't really need to charge while attacking, and Focus is just going to reduce that charge time even more. The biggest problem is controlling the camera while attacking in focus mode. That was ultimately got me to switch to mouse+keyboard, since I don't like how it feels using paddles to attack.
I still loved the weapon on my normal DualSense on the PS5, though. I will admit that mouse+keyboard is the best way to play the game, though.
Not entirely sure if this has been covered by anyone yet, but in terms of the 3D map there is a very thorough filter that allows you to turn on and off just about whatever you want that makes it so much less overwhelming. There's also the ability to activate highlights so you can easily find what you're looking for. It is a HUGE improvement over World's map filter.
On another note, I really don't like that IG feather fall after using the special spiral slice. It leaves you incredibly open with how stagnant you are and it just doesn't look great with your character being stuck in that pose until you hit the ground again. I'd like to at least see a varied animation for it.
You can actually do aerial Focus Thrust in the air after Spiral Rising Slash akin to Kinsect Slash in Sunbreak, but shorter range. So it's not completely stagnant unable to do anything until you hit the ground, and if you happen to hit wound, you will regain all of your just spent extracts.
@illburnmydread ah, thanks for that. I didn't get a chance to figure out all the new combos. That justifies that move a lot more.
I actually like the lauch attacks. Playing GS and then someone sudenly lauches you up in the air, so you have ro react quickly if you want to use the oportunity for a mount attack. And since flinch free is a thing i dont think they need to revome it to everybody
My only complaint is making the heavy weapons feel heavy 😅
I dunno, I kinda like when it feels like there's some weight behind the weapons, like world. ❤
how do you have so many subscribers but so little video engagement in comparison?
Hit stop I’m betting was a mistake. Capcom has hit stops in their dna. I’d bet it will be back.
The first insect glaive one is 100% accurate its like if they made long sword behave like a hammer they need to change it back before release
As for the IG thing, I am PERFECTLY fine with it having a greater emphasis and balance on *actually* using the ground combos because I cannot tell you how many times I went online in world and had IG's just helicoptering around doing a fraction of the damage everyone else was. Its fine in lower ranks because it IS fun but when youre in G rank you really need to pull your weight
Once upon a time, pastimes were a thing you did because you liked it. Seems today people do pastimes they hate too.
There was hit stop maybe in some instances it wasn't there but it was there how did some people not notice it
I feel like cotton should be the one doing this section however I remembered he’s trying to start the game completely classes as to what there is.
Its hilarious how some people still think everything runs like the beta when theres been several vids of newer stuff areas and monsters running smooth as butter.
if they have origami monster pendants id be so happy
Am I the only one who thinks the CB should have a power clash move in Blade mode? I mean it is basically the same "form" as the greatsword and it even has a "block" animation, also it would be really cool to have the offset or the power clash depending on which form you are using
What do you mean? CB has a sword and shield power clash: you block the monster's attack with the shield (R2) and stab its head with the blade.
Truth be told this might be the best title in the series 🤟 first time I've played the beta I'm desperate for more! Now any game that I play is boring compared to wilds
I have to agree with the UI guy. It is very overwhelming for me, all I want is for us to have more in-depth customization for the Ui like being able to change location, sizes etc
Hit stop is the spirit of the great sword..
I want the surge slash combo from rise Sunbreak to stick around that’s the only way I can use greatsword
Let's be real, the aerial bounce on the insect glaive was fun, but it made no sense at all. It has to go away if we want the weapon to grow and have a real identity, not just "Haha funny helicopter meme"
My hot take:
I wasn't a fan of the beta, I don't know why, but it didn't scratch the itch.
Here's hoping that the full game or another beta scratches this itch for monster hunter
same
most important part of hitting monsters with a big weapon just didn't feel good at all. Spent 1.8k on a new pc just for this game, so i really hope they fix it LOL
cancelled my pre-order for now, just didn't have any fun
@@HermanManly glad I'm not the only one ...
Yeah, I didn't hate it or anything, but it just didn't hook me in the same way that the older demo format the series used did.
People hating this prob have dumb arguments
Bring launching back to Charge Blade. Me and my friend make tag team combos out of that with their Dual Blades