Top 10 Community Concerns in Monster Hunter Wilds

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  • Опубліковано 20 вер 2024

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  • @torvamessorem6686
    @torvamessorem6686 12 днів тому +736

    I disagree with having no control over RNG. You can totally ensure a certain item will never drop for you by simply wanting to have it.

    • @mitchgowing2336
      @mitchgowing2336 12 днів тому +47

      Underrated comment.

    • @alderwield9636
      @alderwield9636 12 днів тому +45

      Ah yes desire censor

    • @LordShonji
      @LordShonji 12 днів тому +42

      The desire sensor is working as is intended

    • @shinjimirou928
      @shinjimirou928 12 днів тому +18

      the unlisted feature of all time by capcom. Desire Sensor

    • @PKshockwave
      @PKshockwave 12 днів тому +5

      Listen, this was me and that Cloudy Moon Shard back in 3U and the Flaming Espinas mantle in Sunbreak

  • @Crowmag
    @Crowmag 13 днів тому +428

    You know, most hunters stop farming for charms right before they get the god charm.

    • @AscendantStoic
      @AscendantStoic 12 днів тому +40

      The god charm is a lie 🎂

    • @irsandar10
      @irsandar10 12 днів тому +30

      That's why I completely prefer charm RNG...... I felt like in a constant grind to make armor sets while having deco RNG. :(

    • @ev_artwork6443
      @ev_artwork6443 12 днів тому +30

      ​@@irsandar10 Having been playing MHGU, World and Rise, give me crafting decos. For one, crafting charms makes them very static, meaning you barely have to even touch them beyond a couple, because only things like Challenger matter, and then it is completely done. Also the charms are very weak until you can max them out, so you are even further gimped by having weak charms that the good ones only do one thing until late, and potentially having crap decos on top.
      Two, from my world playthrough, no Deco rng sucks ESPECIALLY the 4 star decos, which is the same random problem of rng charms but now you need even more of them.
      So yeah, I'd rather be able to target farm decos to complete a set, and then charms enhance it on top of it. It has been the standard of the series, World is currently the outlier. So we'll see which they choose

    • @christophersebastiao7501
      @christophersebastiao7501 12 днів тому +1

      The cake is a lie. ​@@AscendantStoic

    • @weshagler642
      @weshagler642 12 днів тому +1

      @@Crowmag lol stahhppp

  • @Gavincie
    @Gavincie 12 днів тому +151

    With the multiplayer cutscene issue- they literally had a fix for this in World- KT and Safi sieges were skippable if everyone voted for it sure BUT whats worse is things like the behemoth introduction cinematic- where everyone's hunters were visible and part of it. Why the main story couldn't have the "main" hunter (the player who posted the story quest mission) be the focus point but the other players hunters be background characters was a missed opportunity. I don't think its purely on players not caring about the story- but players wanting to experience it as a TEAM together with friends- since you can play the game as such

    • @yop_ic
      @yop_ic 12 днів тому +19

      They literally had it right back in 4u hub. When you fought gog fatalis and dalamadur there was a multiplayer cutscene you could skip.

    • @enemystand2981
      @enemystand2981 12 днів тому +6

      @@yop_icI think even Akantor, Ukanlos and Dahren had the same. It’s been forever since Iv done guild hall in this game though, so happy to be corrected

    • @kotetsujeeg7999
      @kotetsujeeg7999 12 днів тому +4

      It was also solved in the 4U hub quest cutscenes!

    • @Zulban48
      @Zulban48 12 днів тому +2

      The Behemoth cutscene and having all the hunters be included is baffling to me. They can obviously do it, but they just simply chose... not to. I'm suspecting that cutscenes are likely only going to be in between major quests this time around and not be part of the middle of hunts which would likely circumvent the issue, but I still think it would have been cool to see all hunters involved in a cutscene even if just tangentially.
      And how about this: now that the hunter is a voiced character, what if your friends took the place of certain NPCs during certain cutscenes? That's probably asking too much and you might have situations where the same voice actor is talking to 'themselves', but depending on the context I think that would be pretty cool.
      For the 4U cutscenes people are mentioning, those were all at the start of the quest and I'm fairly sure even Dah'ren Mohran had a similar skippable cutscene at the beginning. Thinking about it now, the Behemoth quest cutscene was right at the beginning too right? I could have sworn they start that quest already in his arena instead of at camp. Even so, I'd rather have players teleport into the area than have to sit in the gathering hub twiddling their thumbs waiting for the opportunity to join the quest.

    • @squiddler7731
      @squiddler7731 12 днів тому +3

      Also this wasn't an issue in Rise either (not sure why anyone else hasn't brought that up lol).
      I'd be shocked if this problem skipped a game and came back in Wilds

  • @aner_bda
    @aner_bda 13 днів тому +113

    It probably goes without saying, but I'm sure Jonno has been made aware of this poll. It is a small subset if users, but it would be good to make sure these concerns make their way to the Capcom team if possible.

    • @rurikhan
      @rurikhan  13 днів тому +58

      Jonno has seen it.

    • @Ikadyne
      @Ikadyne 12 днів тому +5

      @@thepowerfulpaet4937 no one thinks that, the point is that they might have had the information conveyed to them. but yeah, I do agree that it's too late to really change anything.

    • @aner_bda
      @aner_bda 11 днів тому +1

      @@thepowerfulpaet4937 I'm not saying he has any sway, I know he doesn't. He at least has access to the channels to bring it to the attention to people that do. It is part of his job as community manager to both communicate for Capcom, but also to filter information back up to Capcom. Whether that has any difference is another story.

    • @rurikhan
      @rurikhan  11 днів тому +2

      The team absolutely listens to Jonno and Joe and other community managers to get feedback. Then they decide as to whether or not they should act.

    • @Ikadyne
      @Ikadyne 11 днів тому

      @@thepowerfulpaet4937 That's a ridiculous wager.

  • @KyloB
    @KyloB 12 днів тому +61

    The problem with RNG decorations is the ratio/percentage of your build that becomes RNG. With decorations in world, 40% of your total skill points on average come from decorations. That means almost half of your build cant be deliberately targeted and crafted and is purely up to dice rolls you have no control over. Compared to in sunbreak, the talisman made up for maybe 10-12% of your total skillpoints, and you could literally pick the skill you wanted on the talisman if you did cyclus melding.
    I'd rather be able to deliberately craft a huge majority of my build because Intentionally set out to do so, as opposed to just making do with what i have with a bare skeleton of a build because i have 0 control over it.
    The best example is my wife stopped playing worldborne after 500 hours, because she couldnt make any builds. We played together all the time, did the same quests, same effort, everything, and i got a handful of decorations i wanted and got to make a few builds, while my wife gradually lost interest and stopped having fun entirely because she literally got nothing to show for it. At least in sunbreak she could make 90% of every build she wanted because we could clearly determine goals, and deliberately target them and achieve them.

    • @petercottantail7850
      @petercottantail7850 10 днів тому +2

      The reality is they both are terrible end games, and we shouldn't argue over a 'which is worse'
      we should all be agreeing both are bad, it's a scape goat for the devs to hide behind when disagreements like these come up, they could do much better
      and give us a meaningful endgame.
      I think gu did an amazing job, and rise could have made the apex like the deviants we could grind for tickets that had values that went up as the quests got harder in different ways. didn't feel like a chore at all and a very meaningful reward at the end was really cool armor, there were tons of deviants to choose from too, all can be done while trying to level hunter rank. (although gu also has rng charm farming and craft your own decks and it did kinda gate how strong you could be 🤭)
      this would be the dream for wilds but it is probably copium cause of the new quest system.

    • @shmekelfreckles8157
      @shmekelfreckles8157 8 днів тому +3

      @@KyloB lol, in Sunbreak good talisman literally makes or breaks your build. Otherwise you have to heavily compromise. All World’s rare decos are more for improvement and minmaxing of your build.

    • @KyloB
      @KyloB 8 днів тому +8

      @@shmekelfreckles8157 Nonsense

    • @Chiomerogamer
      @Chiomerogamer 5 днів тому

      ​​@@shmekelfreckles8157 Agree. Whith the fatalis armor, the true endgame build was a min max that needed rarity 10 or higer decos, but until then, u r using mixed sets that give you the skills that you want with some low level but easy to get decos and some grind for the charm. The problem is the source of this decos, taking into account that the best way to farm them was always in an event quest, mh wilds should have a good way to obtain both common and rare decos at least, without being an event quest or without the drops being limited as in research investigations. Hopefully whith a change like thay the rng will feel less punishing

    • @johndelanie3649
      @johndelanie3649 3 дні тому +1

      ​@@petercottantail7850GU did something better than gen 5? Stop the presses. It's still the gold standard for MH tbh.

  • @IGiochiDiTomz
    @IGiochiDiTomz 12 днів тому +86

    Sabaku no Maiku (an italian content creator) actually asked the developers about how cutscenes are handled in multiplayer and they told him it won't be an issue anymore. Players can freely skip cutscenes but will have to wait if someone in the group is still watching story content. Let's hope this is also true in the final release

    • @peterduprey7286
      @peterduprey7286 12 днів тому +6

      Oh so it’s like the mini cutscene before safijiiva siege

    • @jacktheomnithere2127
      @jacktheomnithere2127 11 днів тому

      i heard of Sabaku - because i'm Italian, and because i watch another content creator, called Cydonia, and Sabaku was with him when the former played the soulsborne games.

    • @eddyram4932
      @eddyram4932 11 днів тому +1

      This is how it should always be. When I used to play FF14, I used to watch all the cutscenes and would say so to the team, they would all take the moment to go get drinks or food😂

    • @andreybelyshev5093
      @andreybelyshev5093 3 дні тому

      @@peterduprey7286 it used to be like this before world

  • @ManlyPicnics
    @ManlyPicnics 11 днів тому +18

    RNG Decos being preferred to charms is insane. There are anywhere between 5-18 decoration slots on a set, as opposed to just 1 charm. Decos are effectively required to put a build together, charms are simply candy on top. I think the desire for no RNG Charms is for hardcore optimizers that want exactly the right skills and exactly the right decorations slot on it in SB. God Charms are NOT required for a build to work well, whereas if you have no decorations, you're just running a neutered build. I had so many god awful decos with trash skills that no one ever uses in Worldborne. I didn't get the Mighty Bow decoration to literally access an entire part of the Bow's kit for 600+ hours. If you wanted that, you were stuck with absolute garbage armor sets. Risebreak was amazing, I got several viable charms, none or which were super meta, but they were more than sufficient for my build, as I just filled in the gaps with decoration I could freely craft whenever I needed. Oh, I need 3 Evade Window decos? Let me just go farm the monster parts I need, whilst the Melder cooks me up a new charm. Worldborne was like "Oh, I need an Evade Extender/whatever level 4 deco, let me just grind out these random quests and sell all these Stonethrower decorations.

    • @ramigilneas9274
      @ramigilneas9274 2 дні тому

      @@ManlyPicnics
      I know that God Charms aren’t required for a build to work.
      But I really don’t like the idea that there are extremely good items with a drop chance of one in a billion that I can only get through luck with no option to increase my chances with skill.
      I got a few very good charms… but it bothered me that I never got an upgrade again after THOUSANDS of tries.
      That’s why I preferred the system in World… although I got my first attack jewel after 400 hours of playing. Realistically you probably only needed 4 attack jewels to build all sets you want and maybe 3 of the other level 2 jewels and almost all iceborn jewels with 2 skills were optional.
      But there were always jewels to hunt for that were potential upgrades and let me optimize one of my sets.

  • @guitarluva90
    @guitarluva90 12 днів тому +59

    Re deco vs charm rng.
    If you don't have a great charm you can still use a suboptimal one and build around it. You can still make like 95% of the build.
    If the game refuses to drop specific decorations you're kinda screwed and it can really heavily reduce your options.
    I'd rather see craftable decorations of the two.
    Maybe they should put in some sort of pity/anti rng system. Every 50(?) hunts, of sufficient difficulty, you get a ticket that can be exchanged at the melder for a decoration of your choice or something.

    • @otrikas
      @otrikas 11 днів тому +4

      I think the X hunts pity system would just turn deco hunting into "beat the weakest monster X times" to get charm you want.

    • @Makenshiii
      @Makenshiii 11 днів тому +4

      @@otrikas they could tie the best decos to the hardest monsters. Want an attack deco? Kill fatalis 50 times.

    • @guitarluva90
      @guitarluva90 11 днів тому +2

      @@otrikas That's where the "of sufficient difficulty" comes in.

    • @Druid-T
      @Druid-T 11 днів тому +2

      ​@@guitarluva90 But there would still be a weakest monster, it would just be in comparison to a smaller pool. The repetition is the problem they're worried about, not the actual difficulty of the monster itself

    • @ashtonshephard3852
      @ashtonshephard3852 7 днів тому

      ​@@otrikaspoor rathian

  • @kirafleur9870
    @kirafleur9870 11 днів тому +20

    On the topic of skill bloat: I think capping skills at 5 to 7 is restrictive for the sake of being restrictive. Personally, would prefer a return to the 'old' skill system. Armor, charms, and even decorations would give you skills as they do now, however they would often carry 'negative' skills too which would activate at a certain threshold.
    Stack all the skills you want! Stack too many though, and you may be dealing with things like getting stunned more frequently, increased damage taken, or decreased healing. Power, at a price.
    That change alone will drastically increase build diversity, simply because the most optimal damage would often be too risky for your average hunter. Instead, you'd have to find the balance that's right for you.

    • @Majiger
      @Majiger 4 дні тому +1

      Except if you look at old MH skill sets, 5-7 is the average amount if you count dual skills as both skills. So he's not wrong in sayin 5 and 7. That's also not including the sprinkling of random skills you might pick up.

    • @AcceptGamingDKD
      @AcceptGamingDKD 3 дні тому +1

      Or or hear me out. Just limit yourself to the number you want while leaving the rest of us to have all the skills. The game is am Action RPG after all. I enjoy the freedoms it gives you and feeling so limited and skill choice would make me wannanplay the game less. Grind less, and enjoy it overall less.

    • @Majiger
      @Majiger 3 дні тому

      @@AcceptGamingDKD So go play Assassin's Creed and the like instead?
      The point of skill limits is having to make sacrifices in regard to your build. Want damage? Unlikely to be able to get defence skills. Want to not die? You will have less damage.
      If you want your cake and eat it too, go play Generations and Rise, which are clearly the kinds of games you want to play.
      Mainline MH shouldn't be Rise Lite.

    • @AcceptGamingDKD
      @AcceptGamingDKD 3 дні тому

      @Majiger Well, I barely played rise. Im more viewing it from the builds you could get in world.
      And being limited by slot types, how many of the decos you have, etc, allowed for a lot of build and armor variations

    • @Majiger
      @Majiger 3 дні тому

      @@AcceptGamingDKD End game world had 3 pages of skills, pure upside skills.
      Compare that to end game builds pre-world, this is an end game GS set in MH4U.
      Sharpness+1, Focus, Critical Draw, Sheath Control (quick sheath+punish draw), Evasion+1
      Depending on charm rng, you can get more or less, that set requires Fast Charge +6 with 3 slots to work, otherwise you lose the evasion.
      Until that stage, you are using like 3-4 skills max, assuming you want to avoid negative skills, which means that you are trading the getting useful skills for your weapon vs getting skills that might help you vs the hunt (lightning res vs zinogre or fire res vs rath/ian/alos) or more skills at the expense of suffering from negative skills like hunger, stamina drain or lower defense.
      I would agree on the slot type limit, if "3slots" weren't op and you just needed as many of them on your armor as you could have.
      If you could only put a 3 in a 3 or 2 in a 2, I'd agree, but that is not the case since you can always "waste" slots by using a lower tier deco which was superior anyway.
      Being able to just mash every skill on every armor makes the entire system pointless. Might as well just have a MMO skill tree so you can spec into whatever you want, which at the end of the day makes it not Monster Hunter.
      I want to feel like a hunter, not a superhero.

  • @riemaennchen
    @riemaennchen 12 днів тому +44

    Its not even the Cosmetic Event Rewards. Its the actualy Gameplay altering Rewards. World had the Guild Palace weapons, the Meat Hammer, Beer and Fish Dual Blades and more as actual usuable weapons from Event Quests.
    Sunbreak had ZERO weapons. And Rise also only had 2. And both weere from the USJ Quest.

    • @roar104
      @roar104 12 днів тому +2

      not sure I'd really call any of those usable except the fish ones (until you get one of the few better ones). Guild palace was outclassed already when it got introduced into the game, and the others function better as skins on weapons than the actual weapons themselves.

    • @riemaennchen
      @riemaennchen 12 днів тому +10

      @@roar104 Guild Palace weapons are awesome on a new save.
      The moment you can craft them they are pretty much the best weapons you can get at that moment.
      Also sometimes you just want to beat a Monster to death with a giant chicken leg.^^
      Also also it doesn't change the fact that we didn't even get Weapon skins in Sunbreak.

    • @miguelcabreracastro6968
      @miguelcabreracastro6968 12 днів тому +3

      @@riemaennchen weapon skins? sunbreak lets you change the skin of any weapon you like, what you mean?

    • @kampfer91
      @kampfer91 12 днів тому +8

      @@miguelcabreracastro6968 More like , in Rise and SB , the amount of weapon skin and layer armor reward from event quest got cut down compare to World and they turned the cool and goofy looking one into paid DLC which leave a sour taste in many players , some said it is greedy move and i disliked it too , unfortunately people will either oblivious to the upcoming storm or just brush it off with the excuse of you don't need it to enjoy the game .

    • @osirisavra1301
      @osirisavra1301 12 днів тому +2

      The Horizon zero gun is the best thunder gun in the game I think and it was the only way playstation speedruners could beat PC players on the specific category

  • @coycen
    @coycen 12 днів тому +35

    i really think the discussion about charms is weird. in sunbreak you never needed a god charm. all you needed was like a 3-2-2 charm with no skills and you were good to go. if you got a charm that had either those slots or instead of slots desirable skills it was exactly the same.
    even if you hadn't had the ideal charm - the decos are what enables a build. charms just flesh them out. not surprised ruri would change his mind on it though

    • @lewisqb12
      @lewisqb12 12 днів тому +7

      It’s cause people wanted the perfect meta build as a flex/FOMO factor. If you had let’s say an attack 3 wex 2 charm with 3-2-2 you could tear through any monster on any investigation level because you could have any build at all. But that wasn’t a realistic charm and most people just used pc hacks to get it and everyone else felt left out and sought after that beautiful charm. I agree with you that it’s a good system though. I prefer it personally but I do understand it.

    • @coycen
      @coycen 12 днів тому +4

      @@lewisqb12 is that even a possible charm? pretty sure some pc hacked charms are impossible to get.
      i had a AB3 3-2-1 charm and i usually only had to lose like one or two skill points at worst. doesn't matter too much if you had AB7 or AB5, it's not like i was going to do speedruns anyway

    • @lewisqb12
      @lewisqb12 11 днів тому +1

      @@coycen probly not I was just giving a quick example to assist with my point!! Its was more so just to emphasize!!

    • @coycen
      @coycen 11 днів тому +1

      @@lewisqb12 oh, gotcha. I didn't catch that.

  • @Mari1432a
    @Mari1432a 12 днів тому +24

    about the cutscene thing, i think we had confirmation that its gonna basically be like this: you go in with a party, story starts so u all get split into your own instances where u have to do the story segment and watch the cutscenes alone, once all of you do it youre gonna be put togheter again to finish the hunt.
    so basically youre gonna be in the same party but your own instance of the story till u finish cutscene

    • @Zyckro
      @Zyckro 11 днів тому +3

      if that's how it works, I'm wondering how they will handle desynced gameplay. if the story segment involves you dealing X damage before a cutscene happens for example, what will the game do when all the party members finish at different times?
      I'm wondering if the solution will involve sending the party members to whoever's instance is completed first. Otherwise, I can't really think of a good way to do it without forcing players to sit in a loading screen until everyone is ready.

    • @Mari1432a
      @Mari1432a 11 днів тому +1

      @@Zyckro party leader probably

    • @Zyckro
      @Zyckro 11 днів тому

      @@Mari1432a I was thinking that but what if the party leader isn’t the first one to finish?

    • @Shadowl
      @Shadowl 4 дні тому

      Why is Capcom so incompetent? They can't even code a simple skip cutscene option? Jesus Christ.

    • @wowitsfrostygames155
      @wowitsfrostygames155 3 дні тому

      @@Shadowlyou good? They have that, but only if everyone voted to skip it. That’s the proper way to do it.

  • @omarzemmar476
    @omarzemmar476 12 днів тому +9

    An italian content creator (Sabaku no Maiku) asked the developers about managing the skills of 2 different weapons with only 1 set of armor, and they answered that in wilds all offensive skills will be on the weapons, while utility and defense skills on the armor. So basically every weapon should have the skills needed to make them work best (for example Crit draw on Greatsword)

  • @ratkon
    @ratkon 12 днів тому +12

    I really like when rpgs let you make game breaking builds, so guess i'm one of the few who actually enjoy the skill bloat instead of having it as a concern.

    • @adventuretuna
      @adventuretuna 12 днів тому +1

      Yeah. Didn't even know that was a concern.

    • @Corey91666
      @Corey91666 9 днів тому +1

      For me it sucks to not have distinct builds. Doing mixed sets is super blant if you get everything and part of the fun for me is to come up with something unique.
      Also with potential rng decos/charms (i hope decos) you will feel like constantly lacking sth if you cant max out those skills. Doing a specific build means you dont need everything.

    • @Hambs23
      @Hambs23 3 дні тому

      I think skill bloat is more of an issue because there's a very limited number of things you can do to increase your damage or survivability/defence in Monster Hunter games, and that hasn't changed much between old and new systems.
      In the old games, you could increase your Attack stat, Critical Rate, Critical Damage and 1 Elemental Damage at a time, and for Defense you could increase your Defense stat, 1 Elemental Resistence at a time, Health Regen, Fast Eating and Guard or Evasion skills depending on the weapon. They were good and reliable skills to have, even if just one of them and It was impossible to get all of them. You would almost certainly get a few negative skills along the way that prevented you to get others on the list. Since 5th gen, you can get most if not all of either Offensive or Defensive skills at max levels and still get some other skills maxed out with 0 consequences on practically every armor set. There's not enough meaningful new skills that you can build to diversify what you need in terms of defence and offense.
      Basically every set ends up being either a Defensive or Offensive set with some misc. skills.
      I get it that it's not a concern for everyone if they come from different franchises and expect different things, but for Monster Hunter, your amor set is usually a big factor in how you approach the game. Skills that used to be the main crux of why you want a certain armor, like Trap Master, Bombardier, Artillery, heck, I'd even put Evasion and Evade Up here, are now considered secondary because they're much cheaper to built and therefore can be put on everything.

  • @FoldingTeaLeaves
    @FoldingTeaLeaves 12 днів тому +8

    Regarding skill bloat, I'm okay with cutting down on skills if the "mandatory" skills are removed/built-in to the weapon already. For example, Artillery for GL or Mighty Bow, etc. These are skills that every user will use and it feels like it hampers our actual choices if we have even less slots

  • @Kojisama
    @Kojisama 12 днів тому +17

    With Wilds, they can afford to make the most brutal new world game, and if we cart a bunch they can send us a message like: "You can use an SOS flare to bring NPC companions to help you out" We are in a timeline where fromsoft games exists and are popular, I'm sure people won't be scared away by difficulty, especially if you have an option like summons/NPC companion to make it easier.

  • @damienp6187
    @damienp6187 12 днів тому +9

    I hear people say people don't play Monster Hunter for the story. I have to strongly disagree with this. The story is EXACTLY why I started playing this game when it was introduced to me in 3 Ultimate. I loved the story in that game. Kept me engaged even after I finished the story. I really loved the 4 and 4 Ultimate story. I didn't finish generations due to the lack of story. Didn't like how they just threw monsters into the game forr content. And most of the people I have played with that this is their 1st game have told me the same thing they loved the story. So YOU may not play the game cuz of the story, but there are a vast majority now that play or have come to play the game because of the story.

    • @vbun4662
      @vbun4662 12 днів тому +1

      Yea even my dumbest friends who tend to not follow much of anything say they enjoy the MH stories as simple as they might be. The personality comes through in the various stories and dialog. Most of the people I meet at cons and online enjoy the story in this series. I don't think the audience is as cynical as Ruri makes it out to be.

  • @jordick8427
    @jordick8427 11 днів тому +4

    Difficulty and the amount of paid DLC vs "free" cosmetics. Those are probably my biggest concerns about the game, and in that order.
    I'm no expert in MH games, but even I was able to breeze through all the content in MH RiseBreak without a hitch. So I was pretty disappointed in it difficulty vise.
    As for the paid DLCs, Capcom's track record in the recent years suggests that they'll only increase the amount of paid DLCs and decrease the quality of those in-game cosmetics.
    Or at least to me it does.

    • @otrikas
      @otrikas 11 днів тому +1

      Sunbreak wasn't that much easier than World. You can't just add difficulty to a prequel because you have people come over having played 3 years of endgame in the last 2 games.

    • @jordick8427
      @jordick8427 11 днів тому

      Still doesn't change the fact that RiseBreak was significantly easier experience for me than WorldBorne was.
      Even after returning to WorldBorne earlier this year I felt like World is harder game than Rise is. And I enjoyed it.
      Must be just me then. 🤔

  • @devasprime6700
    @devasprime6700 12 днів тому +16

    To address the actual concerns listed in the video:
    PLEASE PLEASE give me a reason to have different sets. Tone back the skill bloat and help make kits feel special instead of just Agitator/Crit Eye/WEX

    • @xRadiantOne
      @xRadiantOne 12 днів тому +9

      It's part of the reason I liked sunbreaks endgame. You pursued mixed sets to get rhe best skills and interactions (like strife and berserk). Then with decos you can add in the QoL you want. I was able to have good damage and great QoL such as EW 2 or 3 and EE 1 or 2.
      Also I hope they make the levels of each skill feel awesome. Level 1 evade extender and did something other than make the dodge feel like a really wide step.

    • @hellokatyfac3
      @hellokatyfac3 11 днів тому +3

      in fairness, this is mostly a symptom of the "Meta" disease. We've got 27275950 guides on "BEST NUMBER 1 DPS EVAR" and nothing else. And it turns out when you're pursuing big numbers, there's only a few ways you can go. Even players new to the game aren't asking "What's a gear set that'll let me progress" or "What set will help me improve" its "What is the highest DPS" - and it took World players until Iceborne to realize that having 99999DPS doesnt matter if you keep getting two-shot, carted, and can't land a hit.

    • @Stroggoii
      @Stroggoii 10 днів тому +2

      @@xRadiantOne Sunbreak is the only game to date where you can just build wathever late-game set you want and don't feel drastically underpowered because you didn't bring Fatalis like everyone else.
      A set leaning on Wind Mantle is good. A set leaning on Berserker is good. A set leaning on the Frenzy skills is good. A set leaning on Heaven Sent is good. A set throwing a little bit of everything in is also good.
      We'll likely not see such freedom of choice in play style until Portable 6. But I at least hope Ryozo is not dumb enough to go back to the outdated "last boss armor makes everything else obsolete and you gotta grind for god charms if you want to add anything in" ways.

    • @xRadiantOne
      @xRadiantOne 10 днів тому +1

      @Stroggoii ive only played iceborne and sunbreak. I didn't particularly enjoy icebornes endgame as it focused, at least to me it focused, too heavily on grinding elder dragon.
      I know lots of people had issue with the qurio crafting system (mainly the harsh rng of trying to get better skills) but that level of freedom was amazing and would love something akin to that in wilds *fingers crossed*.

    • @AcceptGamingDKD
      @AcceptGamingDKD 3 дні тому

      ​@Stroggoii Lets be honest here. Fatalis armor is only good because of the deco slots. It gave the most build freedom of any armor set and as long as you had the decos you could make it into anything you wanted it to be. All defense? All attack buffs? Weird helper healer skill build? All of it was available for the Fatalis set.

  • @eduardosolistinoco9698
    @eduardosolistinoco9698 12 днів тому +12

    In regards to Charm vs Deco rng, the argument "I eventually got what I needed" its a bit flawed, and the proof of that is Gaijin Hunter, I've been watching the 3rd fleet podcast, and he said in one "In all my playtime, I never got the bow deco, which is necessary", and this is GJ people, his playtimes are crazy long.
    "Yeah, but I didn't get a good charm in rise", but the question there is, did you NEED that good charm? Or at least, how much it really affected you?
    Lets talk about extremes, imagine you didn't get ANY usable deco in world, and now imagine you got a pretty bad charm on rise, how badly it affected your builds on those game, both in solo play and compared to others.
    As someone who got pretty mid charms in rise, builds are way more customizable there, the charm is just the difference between excellent builds, and crazy good builds, I've seen people taking charms with bad skills but making great builds because it had DECENT skill slots to customize.
    At least on my experience also replaying world, the decos are way more limiting, decos are more impactful there, when I finished base game (with a lot of armor farming so more decos) I've only got 2 steadfast and 1 crit eye as good decos, rest of my slots were either empty or filled with "filler" decos (the guaranteed melder ones) and I didn't feel good about it, there's a lot of potential lost, and the charms are barely a band aid.
    Does that mean rise its the better rng? If it was base game maybe, but with sunbreak and the updates, hell no, charms are no problem, but Qurious Crafted armors? That feels way more limiting if you don't get the good combos (as someone who had to farm a lot to "upgrade" my velkhana GS frost craft set into a "better" armor.
    To end this ramble, if it were for me, I fuse world charms and classic decos systems to remove rng all together (and world charms are not bad in itself, but get worse with random decos) and forget about the rng augment systems like rise, so builds are more "craftable" than luck dependant.
    BUT, if we have to choose, no questions asked, crafted decos, I prefer a good but nearly negible rng (charms) than "I potentially could spent hundred of hours without seeing good decos, or ever".
    I've seen someone in the comments arguing that the problem isnt rng decos itself, but the god forsaken odds we got with world.
    And you know what? I kinda agree, I believe people wouldn't be so angry with decos if the odds were more reasonable.
    But on principle, I still don't like that solution, leave anything to rng, and the lower the odds get the higher the probability some players going to suffer a lot while other "lucky" ones get everything gifted

  • @anoveaulix4324
    @anoveaulix4324 12 днів тому +4

    I'd much prefer randomized charms over decorations, because most of your build at the end of the day is built around the slots that sit on your armor really. Being able to eventually craft all those necessary jewels rather than having to luck out is a better system tailored toward general gameplay.
    Since most times a single charm isn't the cornerstone of your set, it's the suite of decorations you accumulate that fill out most the skills. Having that be random makes for a lackluster experience however many hours in when you're lacking pivotal jewels for whatever set. On the other hand a charm is mostly an additive variable in a set, not the meat of your build.

  • @cmelda13
    @cmelda13 11 днів тому +4

    MH games are best known for their core gameplay loop - crafting weapons and armor. The issue here is that most armor and skills are useless for the whole LR and first half of HR. There is no theory crafting, no grinding for better armor because you are stuck on a key quest. You can ignore all skills, upgrade only defense and be completely fine.
    "If you grind for materials you can create this bad-ass looking armor piece with Poison Attack +1 or Honey Hunter+1, Yay!!!"
    I think they need to make better armor system, with more meaningful choices (full set bonuses on LR armor, more/less item slots per armor, poise values per armor, etc.).

    • @Vexal50
      @Vexal50 9 днів тому +1

      Well, they've already shown set bonuses on LR armor in the Wilds demo. No meaningful armor choices is also a World/Rise specific situation. In the 4th gen games, the low and non-variant high rank armor would more or less be identical when it came to skill points provided. In World them intentionally gimping low rank armor made sense, as the entire game's story was designed as a rather sluggishly slow tutorial. In Rise, this didn't really happen so the gimped low rank armor honestly made no sense.

  • @EugeneMaartens
    @EugeneMaartens 12 днів тому +14

    Curse you Rurikhan!!! Im still losing my life to MHW. The wife left, but the child stayed with me, she is playing dual blade 😂
    Thank you again for introducing me to the world of MH. It is a blast and the wife is still around, considering going with IG.🎉

  • @peterduprey7286
    @peterduprey7286 12 днів тому +8

    As someone who always tried to get all my preset armor skills to max level before slotting any extra ones in with decorations, skill bloat never really bothered me.

    • @derrickfarbes1805
      @derrickfarbes1805 11 днів тому

      Yea that's a weird cry lol

    • @Lusacan
      @Lusacan 11 днів тому +2

      yeah, i don’t understand complaining about more skills to work with lmao “oh no, i have so much build variety… what will i do..”

  • @Rkilla7
    @Rkilla7 12 днів тому +15

    A thing im mostly concerned with that no one seems to be talking about..the mantle situation. I really hope rocksteady and temporal mantle doesnt make a comeback.

    • @AcceptGamingDKD
      @AcceptGamingDKD 3 дні тому

      I mostly use rocksteady to avoid being tripped by teammates without meeding to invest in the skill

  • @william_sun
    @william_sun 12 днів тому +43

    I think the biggest problem with the argument about whether it's worse to have random charms or random decorations is that people generally aren't actually arguing about "whether it's worse to have random charms or random decorations", but instead are arguing about "whether it's worse to have random charms or *World's implementation of* random decorations".
    For example, Rise added an option of locking in one skill on your charms in exchange for not being able to generate the absolute best possible charms, which at least gives you a stepping stone to use while farming for more optimal charms and is a much better system than previous titles. There's nothing preventing Capcom from making an improved version of World's random decorations. As I've said elsewhere, I think random decorations would be much more palatable if each monster had increased drop rates for decorations of skills related to that monster.

    • @bobnewkirk7003
      @bobnewkirk7003 12 днів тому +4

      I still have the screenshot of when my Mighty Bow dropped in World. At that point I had swapped over to explosives and was spam farming "the Name's Lavasioth", despite being a bow main, because it was so frustrating to build without. I agree that having build-enabling decorations more targetable makes sense but it also needs to be coupled with some B-Grade armor having the skill innately; to create a "progression path" in the builds for that weapon. I actually liked the MHW Attack Deco grind because ultimately the extra player power from the deco was just icing on the top of an "almost finished" cake (build).

    • @squiddler7731
      @squiddler7731 12 днів тому +15

      Personally, I prefer charm rng because I think it does a better job of filling the role that rng is meant to serve in the first place. The only reason there's any randomness at all is to give people some endgame goal to strive for, something where there's always some extra bit of power to reach for even if it it'll be countless hours before you get it, or never get it at all. With charms, that extra bump is notable, but mostly irrelevant in the grand scheme of things. If you don't have a perfect charm you can work around it, and you'll only be missing out on two or three skills at worst, a charm will always be the cherry on top of an already good build no matter how it's implemented. But if you're missing the decorations you need, there's nothing you can do about it. Decorations were originally designed to be that workaround, not the endgame grind itself. The difference between having all the decorations and having none of them is massive compared to the difference between having no charm and a god charm. Sure you could improve the numbers for getting the decorations you want, but eventually that's no different from just crafting decorations from monster gems like in every other monster hunter game. It's no longer filling that niche of creating the endgame grind, so why even have it be random at all?
      Personally, I think even the random charms in sunbreak left a lot to be desired. That system would've been far more tolerable had they implemented a dedicated charm menu that allowed you to easily see the skills of many charms at once and find the ones you're looking for, like we had in MH4U and GU. No need to actually change any of the drop rates, just make the menuing less tedious.

    • @Rathadude
      @Rathadude 11 днів тому +2

      Exactly, the issue with World's rng deco system was simply drop rates. Instead of like 0.0125% chance of getting an attack deco, make it a 1-2% chance if you're fighting the appropriate tier of monster, which would put it in line with old gen plate/ruby/mantle drops.

    • @thedarkemissary
      @thedarkemissary 11 днів тому

      Isn't that what the Elder Melded was for?

    • @dormrifle6174
      @dormrifle6174 11 днів тому

      @@thedarkemissary the bitch who only helps you after finishing the main game and the dlc story?

  • @JGuy97
    @JGuy97 12 днів тому +4

    I had the exact opposite reaction to deco RNG that you had. On my first run in World, deco RNG didn’t bother me as much, mostly because I had less of a focus on decent set building.
    In my second run though, RNG refused to give me even half of the decorations I wanted for defensive or offensive skills. It was miserable and gave me a newfound appreciation for the craftable decorations that every other game had.
    Ideally, we’ll reach the point where they just let us craft both.

  • @anubrakahn2970
    @anubrakahn2970 12 днів тому +42

    The live stream was great. Despite what that chucklenuts said, you are a great representative for this community and we appreciate you so much 🙏

    • @ilhamadigunawan5264
      @ilhamadigunawan5264 12 днів тому +2

      man i missed the stream, what happened?

    • @vinnyb3211
      @vinnyb3211 12 днів тому +1

      ​@@ilhamadigunawan5264 fr what happened

    • @grundgymoozuh8427
      @grundgymoozuh8427 12 днів тому

      Are people being annoying to Rurikhan?

    • @anubrakahn2970
      @anubrakahn2970 12 днів тому +7

      @ilhamadigunawan5264 No drama, really. Just someone in chat asked him if he was a good representative for the community since some of his views could be seen as unpopular.
      Ruri handled it directly and in stride. Basically, he told the guy that he's reporting everyone's concerns to the devs, not just his own, even if he disagrees with them. Which was, in fact, the purpose of the stream and the polls.

    • @ilhamadigunawan5264
      @ilhamadigunawan5264 12 днів тому +1

      @@anubrakahn2970 aah i see. I thought someone said something that's kinda rude, because sometimes i always found 2-3 people with just malicious intention in the chat. Glad it's just a normal convo

  • @aner_bda
    @aner_bda 13 днів тому +44

    The weapon RNG isn't a concern for me, for the fact that Kulve was horrible, but Safi was actually a really good system. It shows that they learned from the mistakes of Kulve and improved upon it when Safi came out. If there is a similar system in Wilds, which there might not even be one, I'm sure they'll nail it.

    • @m.b.5329
      @m.b.5329 12 днів тому +5

      Safi was just better than Kulve. It was still a bad system. I hope that they never do a similar system ever again.

    • @darthvaderreviews6926
      @darthvaderreviews6926 12 днів тому +13

      @@m.b.5329 Nah, even if you hated World's relic weapons, I fail to see the argument that it's a fundamentally bad idea that Capcom should abandon forever. Why shouldn't they keep experimenting? I understand that Guard Up decos and etc left a bad taste in people's mouths, but I don't understand this aversion.
      I've even seen people saying they want _ALL_ RNG equipment gone from the game, so once they've killed every monster, they can easily make a 100% optimal build. It's a very strange attitude that would seem utterly insane to other ARPG communities

    • @siduxjxhdgzhdjxhxuuxxyhgg1079
      @siduxjxhdgzhdjxhxuuxxyhgg1079 12 днів тому

      ​@@darthvaderreviews6926 saying some vague arpg communities would disagree isnt the best argument for the system chief

    • @darthvaderreviews6926
      @darthvaderreviews6926 12 днів тому +13

      @@siduxjxhdgzhdjxhxuuxxyhgg1079 Any RPG that uses randomised equipment, really. Diablo, Borderlands, Path of Exile, Nioh, whatever, RNG equipment's removal would seem absurd. There's a lot of room to talk about *mitigation,* what amount of RNG is or isn't fair, but the basic idea that there should be rare drops to hunt is vital for a long term RPG.
      Personally, I don't want a 100% optimal build 80 hours in, I like the idea of being 500 hours deep in a MH game and still having a little more efficiency I could strive for.

    • @rathalomaniac6212
      @rathalomaniac6212 12 днів тому

      It's still a bad system because the fact that it's objectively more effective to farm Safi for endgame elemental weapons instead of using specific high-tier monster parts is stupid. Go back one generation and you'll see a set of meta weapons.

  • @VashimuXIV
    @VashimuXIV 12 днів тому +4

    I’m sorry Rurikhan but I can’t say I agree with you about wanting back the decoration RNG as opposed to RNG Charms. While it’s not hard to cobble together decent enough decorations going through World, really I just found the system more tedious and farming the same event quests time and again for the hopes of getting what would be a valuable decoration. I can’t say I was a massive fan of the curious crafting system either, but with the kind of charms you could get via using Anomaly Melding, it offset a lot of the RNG and made many of the armor sets still have valuable skills, in my opinion. I’m not calling RNG decorations a deal breaker, but it’d be nice to have the ability to aim more for specific decorations if you cannot craft them.

  • @schnader
    @schnader 11 днів тому +3

    Even though it's only a "High Rank" game, some of the Tempered or even Arch Tempered fights in World were pretty brutal.
    Those were for sure the hunts I have the most fond memories of playing with my buddies and actually going in with a stratagy.

  • @rept7
    @rept7 11 днів тому +2

    I can agree with being concerned over performance since World and IB's PC launches made me miss out on those games when they were most relevant and new. I'd hate for that to happen again.
    But otherwise, I find myself mostly concerned with multiplayer. We haven't seen the gathering hub equivalent yet, and I'm really hoping they lean into making said hub feel like a social community space.

  • @DiscoFinalBoss
    @DiscoFinalBoss 12 днів тому +22

    The Fatalis armour was a non-issue to me to be honest. He was the "final boss" and the hardest fight in the game imho and the armour felt more like a reward. As for the skill bloat, Rise/Sunbreak took it too far but I do like the new skills that were added and the ability to make some crazy builds was appreciated. I agree with pretty much everything else.

    • @itsyaboiguzma
      @itsyaboiguzma 12 днів тому +9

      That's how I felt. Was the armor powercreep? Oh absolutely. But it's fatalis. Y'know the god of dragons. The end all be all of the world. The final update and sendoff to the game. Makes sense the final update gear would be OP as all hell. It's not like it was added half way through icebornes life cycle.

    • @miguelcabreracastro6968
      @miguelcabreracastro6968 12 днів тому +2

      Yeah if the endgame boss gives you a bad armor, why would anyone hunt it more? considering the vast mayority of armor sets on world were kinda useless, i dont see a problem... ill never make a mix set again if i cant have a transmog set on it.

    • @AxonZshow
      @AxonZshow 12 днів тому +10

      The main issue I have with Fatalis armor is that there is literally no reason to ever use any other armor no matter what. There is literally no build you can make that would benefit from another armor over fatalis, because fatalis did quite literally everything. I'm perfectly fine with the final, hardest fight in the game having insanely op armor, Amatsu armor in rise was insanely OP, but it didn't exist in a state where it was the best option for literally all builds, so there was still variety

    • @azraelselvmord3650
      @azraelselvmord3650 12 днів тому +2

      I have fatty plot armor on PC. Working towards it now. At Alatreon, currently.

    • @DiscoFinalBoss
      @DiscoFinalBoss 12 днів тому +1

      @@AxonZshow if that armour existed anytime before the Fatalis fight, I’d have an issue with it. Besides, I still use other builds using armor pieces aside from Fatalis.

  • @hanabadah5037
    @hanabadah5037 12 днів тому +3

    Skill Bloat: agreed to a certain extent. Some weapons are skill hungry such as lance and weapon performance will be greatly impacted if you reduce the amount skills you can equip in armor sets. May have to combine skills to one

  • @Benri05
    @Benri05 11 днів тому +2

    19:35 What made the charm rng more cumbersome is the amount of menuing needed, if only charms were given in quest rewards like rng decos it would've been better.

  • @Kegaran
    @Kegaran 13 днів тому +23

    I will always stick with craftable decorations over craftable charms. Yes it may be harder to get a god tier charm, but you don't need a god tier charm to get a good set.
    But if the skill you need is not properly on an armor set but only set bonus that fully sucks for the weapon and you won't get the decoration at all shit out of luck.
    MHGU had charms to show up after hunts, simply have them be like that or like the decos in World as rewards from hunts and identified after, that would solve the "Feel better getting after hunt"

    • @AntonioCunningham
      @AntonioCunningham 13 днів тому +2

      Same here. I have to stop playing my Playstation MH World account because even after 1600 hours and spamming the Decorations quest, I never got the decorations I need.

    • @m.b.5329
      @m.b.5329 12 днів тому +1

      The notion that we have to choose is absolutely ridiculous to me. There should never be any kind of RNG in those two systems.

    • @theinternetsightseer2935
      @theinternetsightseer2935 12 днів тому +1

      @@m.b.5329 so you want the game to have no content then.....

    • @Kegaran
      @Kegaran 12 днів тому

      They may elaborate on them further, but those are the two systems we currently do have and know off. So of course we do compare them and which someone prefers. If MH gets an endgame there will be RNG to it.
      So yeah if it comes between one of those two. You did see my comment^^

    • @camil3545
      @camil3545 11 днів тому

      ​@@theinternetsightseer2935 I think they are likely leaning more towards the idea of crafting both deco/charms and have RNG just be monster parts.

  • @PKshockwave
    @PKshockwave 12 днів тому +26

    I disagree vehemently on rng decorations. Biggest reasons are for optimization and the simple fact that charms can have deco slots. You can have a charm that has useless skills for your set, but simply having those deco slots gives you something to work with. With rng decos, if you don't have it, then you just keep grinding until you do if you ever get it. That's horrible

    • @Corey91666
      @Corey91666 9 днів тому

      Did you ever feel like you couldnt build something based on rng decos?

    • @mathieutaillefer8418
      @mathieutaillefer8418 9 днів тому

      It's just min maxing and quality of life though. At the end of the day you're looking at like what, shaving 15-20 seconds off your hunts by having those extra slots vs not having them?
      It gives you something to work towards and the RNG gives that dopamine hit. With no RNG there's a LOT less excitement.

    • @Stephano217
      @Stephano217 5 днів тому +2

      ​@Corey91666 yes not every weapon is brain dead like LS that only needs quick sheathe. Something like lance would like to have evade extender guard up gard offensive guard and without all those decks you can't make a build. To this day in mhw I don't have enough decos to make a good endgame lance build.

    • @Corey91666
      @Corey91666 5 днів тому +1

      @@Stephano217 are you in the endgame? I MR502 and i have everything i need. I dont have perfect decos but its not like i cant build proper endgame sets.
      Also missing a few points here and there is only a big problem in your head. Decos get more important with fatalis armor but in general its not that hard to farm decos.

    • @Stephano217
      @Stephano217 4 дні тому

      @Corey91666 I don't play MH games as much as others with thousands of hours. I have 230 hours and have completed everything in world and iceborne including solo fatalis I just use my second main SnS and GS because I can't use my lance at 100%

  • @cor657
    @cor657 12 днів тому +4

    Rise was first game. I think with the lower difficulty and being able to figure out hunts and how to use weapons on my own is what got me into monster hunter. Now I have soloed 3u, 4u, world, and gu.

    • @---jt5wg
      @---jt5wg 12 днів тому +2

      I think high rank could have been harder. I am the same as you with Rise being my first game, but by the time it came around to high rank and master rank, I wasn't really failing quests (except for the extreme "emergency" ones, and Narwa Allmother got me with her big attack to failing first attempt). Barioth was my big wall in Rise initially, so that was a nice feeling to overcome it after multiple fails. I then played World after Rise, and did not fail a single quest in all of low and high rank, so it was probably even easier for a long time veteran. I do think it could be a bit harder so that I actually fail some quests in Wilds!

    • @adventuretuna
      @adventuretuna 12 днів тому +2

      MH World base game was equally as easy. It was only until Arch-Tempered Elder Dragons where the difficulty picked up. I don't know what these voters are smoking but they are definitely wrong on this point.

    • @doitfaster9553
      @doitfaster9553 11 днів тому +1

      ​@@adventuretunait's because after playing iceborne they either didn't play rise, or they looked at rise as comparable to iceborne in which case it's not it'll be the same statement for wilds til the dlc drops because eventually you stop playing high/low rank except to help friends

    • @Stroggoii
      @Stroggoii 10 днів тому +1

      @@doitfaster9553 World/Iceborne fans aren't Monster Hunter fans, they're World/Iceborne fans. They hate all other MonHun games just because they're not World/Iceborne and I wouldn't be surprised if Wilds gets whined about too when they realize it's more than just "World 2".

    • @doitfaster9553
      @doitfaster9553 10 днів тому

      @@Stroggoii that's true, they pretend like it's for them when it started 16 years before that game even came out. I think we'll hear less complaints but people will still complain

  • @zukuu
    @zukuu 9 днів тому +1

    RNG decorations are the worst. I still missing my vital decos after hundreds of hours, forcing me to wear a 2piece mid-tier armor set for the bonus.

  • @aner_bda
    @aner_bda 13 днів тому +46

    I'm not really worried about the RE engine being able to run Wilds smoothly. I played Rise on the Switch at launch, that was the RE engine, and I was absolutely blown away with how smooth that game ran, and how quick the loading screens were. It was absolutely insane how well it ran on the Switch, even considering you could see monsters all over the map if you got high up enough on the some of the maps. I know Wilds is going to be much more open, but I have faith that they'll make it work.

    • @voltaicburst4279
      @voltaicburst4279 12 днів тому +17

      Rise is graphically completely unimpressive. Wilds will be much harder to run. Dragons Dogma 2 had terrible performance for a lot of people ( might be different engine idk )

    • @sonfoku73
      @sonfoku73 12 днів тому +20

      @@voltaicburst4279 no DD2 was the same engine but it just had a very odd & extreme design idea that made its performance bad. DD2 simulated realistic physics for every character & interactable item.

    • @voltaicburst4279
      @voltaicburst4279 12 днів тому +1

      @@sonfoku73 makes sense, that was probably one of the best parts of the game tbh, the physics were so satisfying.
      What do you think of monster hunter having ragdoll physics for the players so we get smashed into walls like DD2? I think it would add so much variety to fights and instead of just being annoying to get knocked around it could be funny. So long as we get a quick recovery sprint move to go with it and we don’t stay airborne too long.

    • @darthvaderreviews6926
      @darthvaderreviews6926 12 днів тому +16

      @@voltaicburst4279 Nah, I don't want ragdoll physics in MH. Adding ragdolls to a game's combat dramatically changes the way it feels- It works in DD because it's physics based at its core. The Yakuza/Like A Dragon series is a good example of what happens when you add ragdolls to an existing combat system, and it took RGG studios a couple of games of iffy combat to realize they needed to re-implement more scripted knockups like air juggling and rein in the ragdolls.
      As a solid compromise though, we have seen that in Wilds, getting knocked down off ledge will extend the knockdown and have your hunter keep rolling, which is _very_ funny

    • @voltaicburst4279
      @voltaicburst4279 12 днів тому +4

      @@darthvaderreviews6926 They gotta add fresh knockdown animations then cause if you’re having a bad run ( which is 99% of my friends runs lol ) then it’s just boring and frustrating getting knocked around all the time and it takes too long to recover. I’ve been playing since Tri so only 70% of my hunts are me getting obliterated 😎
      Also having a way to recover quickly and sprint back into the fight would be good. I want my friends to enjoy mh. They should make the knockdowns more brutal and or dramatic at least.

  • @joalteon8558
    @joalteon8558 12 днів тому +4

    I never hear a reason why people prefer RNG decos over Charms, I think its just MonHun World Stockholm syndrome.
    You can make a really good build with ok charms and craftable decos, I 100% Rise and never I felt the need to have a God charm, I eventually did get one, but most my hundred of hours I just used a Embolden Guard talisman for my SnS build.
    Im replaying World rn (and I plan to 100% it too) and how am I supposed to build something ok with just Slinger Capacity and Tool specialist gems lmao
    In the end, I think charms let you have multiple goods sets, and in World I just feel like Im eternally building one good set

    • @Lord-of-something
      @Lord-of-something 12 днів тому +3

      You can literally just get two lv2 slots on a charm and some fodder skills and it works with most sets. Sure its not optimal but id rather have a working build than to hope to god i get one of the 0.004% decos that i need 4 of lol
      Edit: also with the additions to sunbreaks melder getting a very usble charm was made very easy. Sure yes dlc fixing it wasnt great BUT moving on im hoping they consider those options to allow us to target skills on charms. Or IF theres deco rng ffs let us just meld the charms with some endgame material to skip the rng

  • @KrumtheCaretaker
    @KrumtheCaretaker 12 днів тому +27

    The event quest/microtransaction problem is a big one for me. The coolest gear shouldn't cost extra.

    • @Foogi9000
      @Foogi9000 12 днів тому +4

      It's the fact that they dodged the question that concerns me. I dislike paid dlc in general, i'm in the minority of fans where i believe it should all be obtainable in the game even if it's through event quests.
      It kinda killed my hype for the game as i now feel like the MTX is going to be the worst it's ever been.

    • @WarriorCicada
      @WarriorCicada 12 днів тому

      It's probably going to be similar to Rise/Sunbreak which yeah I really wanted the plushie weapons, but I wanted them in an event. Not because I don't want to buy them, but because I want to earn them in game not from my paycheck​@@Foogi9000

    • @lewisqb12
      @lewisqb12 12 днів тому +2

      Micro transactions give us two plus years of content. As long as it isn’t something that actually affect to the ability in games there shouldn’t be a problem if it’s purely cosmetic paid dlc. It being nicer is what would make it worth it is most peoples eyes. To each their own, you are valid for your opinion. I just hope you can recognize its purpose.

    • @IrionMonk0
      @IrionMonk0 12 днів тому +2

      @@lewisqb12 this argument again... mtx on mh games doesnt fund future content, stop.
      Every piece of extra content its planned and developed when the game its created, the extra money for mtx/dlc doesnt go to the dev team.

    • @lewisqb12
      @lewisqb12 11 днів тому +1

      @@IrionMonk0 cause you definitely know that as a fact. East Econ for you then. If game sells well game gets added lifespan. If it continues to turn a profit during lifespan it gives incentive to continue the series and invest more into it looking for a greater return. Instead of selling us gear and armor pieces or even mats they sell cosmetics. So even if it’s the smallest margin if profit it still feeds into that end of life report that matters. Giving us more time and investment into the franchise. Plus unless you can give actual prove that isn’t just talking out your ass then just like you say it doesn’t go to developers I can say all extra proceeds go to developers. At least have a better argument then that of a 12 year old

  • @matthewwesley4320
    @matthewwesley4320 12 днів тому +2

    I genuinely hope they make more armor skills/sets viable for later in the game. They were definitely trying to lean into making more skills viable in Iceborne but there were still quite a few that just existed and didn't really get used. I do hope they "trim the fat" so to speak on the amount of skills and focus on balancing best bits.

  • @alexedwards5152
    @alexedwards5152 11 днів тому +1

    19:21 okay here’s a solution; GIVE US RNG CHARMS AS QUEST REWARDS!!
    Which is how they were acquired in every other game outside of the 5th Gen MH games!

  • @shaunperron7080
    @shaunperron7080 12 днів тому +7

    I made a similar comment in a previous video, but I don't know how often you go back through older comments. However, while you do mention a better difficulty curve, which is definitely the ideal solution, when you present the matter as just "difficulty/of lower rank hunts," this comes off as just wanting to crank up the difficulty from the start, and I can guarantee that there are a good chunk of people who fervently want that, whether you're in that camp or not. This would be terrible for the game's longevity and its ability to draw in new players, and at the end of the day, profit matters most, they're a business. Gating the entry-level hunts with difficulty will make veterans happy, sure, but it will just chase off new players, some of which could end up life-long fans of the franchise. Like you said in this video, definitely a better curve, but leave the entry level where it is, even in rise, and this is coming from someone who enjoys feeding my inner masochist with hard games.
    Also, as far as deco/charm RNG stuff goes, if it exists at all, there needs to be some kind of crafting or pity system where you can, say, adjust one of the rolls or something, if you get something close to what you want. Especially with crossplay, since it's clear that PC players can and will just cheat in perfect drops and it will be unbalanced and unfair to console players.

    • @Aesieda
      @Aesieda 12 днів тому +2

      ​@@shaunperron7080 Or they can go the Elden Ring route and make it somewhat difficult in the beginning on purpose to weed out players who aren't ready for this kind of game. ER won GOTY after all and still sold millions.
      I don't see why they can't do that. Not every game should be for everyone. Not all new players are going to be bad either, the new players that are determined enough to get through the game will do that.

    • @miguelcabreracastro6968
      @miguelcabreracastro6968 12 днів тому +6

      @@Aesieda winning a goty doesnt make it better. im sure spending 60 dolars on a game you cant even start, doesnt feel good, and not everyone as you said can do it... so 60 dolars to the trash can?
      souls games have their own playfield, everyone knows those are hard to enter and finish.
      monster hunter is a progression, and it wouldnt make sense that a novice hunter has to hunt a monster that almost one shots him at the very beggining.
      helldivers 2 also had that mentality of "a game for everyone is a game for no one" and its almost at rock bottom now because of that, and if not for the feedback of the players, it would be dead already.

    • @Aesieda
      @Aesieda 12 днів тому

      @@miguelcabreracastro6968 >>"so 60 dolars to the trash can?"
      Refunds exist for a reason.
      >>"helldivers 2 also had that mentality of "a game for everyone is a game for no one" and its almost at rock bottom now because of that, and if not for the feedback of the players, it would be dead already."
      There's a difference between good difficulty and bad difficulty.
      Monster Hunter has always given us good difficulty. The hunts started off on the easy side and slowly progressed towards more difficult fights.
      The issue now is, they keep lowering the skill floor, and then when it comes to the difficult fights, those fights are either not difficult at all, or they are difficult for the wrong reasons, like how World did it.
      The older games had a better progression of difficulty.

  • @GhostGaming-yi7pf
    @GhostGaming-yi7pf 12 днів тому +3

    I’m pretty sure we already have confirmation that multiplayer will be seamless now, so none of the leaving and joining after cutscenes. If I remember correctly I saw it on a livestream where they asked about it while playing.

  • @blazingruin2975
    @blazingruin2975 12 днів тому +2

    For event quests, I'm expecting there to be a few more Cross-Over Monsters this time around. At least this is something that I'd expect now since World had that as part of it's end game.

  • @gabagandalfoftheweed
    @gabagandalfoftheweed 4 дні тому +1

    As far as skill bloat is concerned, I didn't mind having pages of skills. To balance things out however, I'd like to see more penalties in form of negative skills for players. And maybe encourage working with skills that capitalize on those penalties (like Rise's Brutal Strike)

  • @trombonegamer14
    @trombonegamer14 12 днів тому +2

    Deco rng feels like something is missing from my build and I'm at the mercy of the gods to actually complete it. Like theres a splinter in my skin and I cant seem to dig it out. Charm rng feels like fun gambling lol

  • @NOMAD-_-
    @NOMAD-_- 12 днів тому +2

    Even if they don’t show everything you know someone is going to post a thumbnail of the not revealed ones to spoil it for everyone

  • @czairkolmoslink5952
    @czairkolmoslink5952 12 днів тому +4

    I be ok with a lower amount of skills if Lance doesn't have to invest in Guard and Guard up so heavily but I like to have a lot of Skills if I have to invest a lot into guard up, brace, and guard.
    My only selfish bias concern is the Lance being overshadowed by other weapons. Like a bunch of weapons got cool stuff but we didn't keep some of the cool stuff. Screw Thrust from Ultimate, Spiral Thrust from Rise/Sunbreak, and being able to shield Bash from Charging in from a Shield Charge. Which could be done with Dash attack as an option with Finishing Thrust.
    Lastly the Shield Bash from Standing Guard I wish they just change it to being like a Shield Tackle as it stops the moment when moving with Lance and it feels bad. There are a lot of things.
    I love what they did with Lance but I feel like they need to do more. Otherwise, Lance is just going to be overshadowed by other weapons.

    • @FireStormUnleashed
      @FireStormUnleashed 12 днів тому +3

      Yeah they should get rid of many highly weapon specific skills imho. No guard up and reduce guard to like 3. No mighty bow, rapid morph and all the other skills that are basically mandatory for one or two weapons and irrelevant for the rest. It should be an interesting choice to chose a skill not a requirement.

    • @czairkolmoslink5952
      @czairkolmoslink5952 11 днів тому +2

      @@FireStormUnleashed agree, I hopefully it's not to much of a crazy investment for Lance at least.

  • @boahnoa99
    @boahnoa99 12 днів тому +9

    I personally prefer charm and even qurious crafting RNG to deco RNG. The reason is that because charms have billions of possible combinations when I get a good one it feels like a nice boost to my build. On the other hand when I finally get that deco I wanted it just feels like I can finally finish my build. With charms anything is possible so I’m not searching for something specific, with decos I can look at my build and be like “well if I had this specific deco it would be better but I don’t.”

  • @ashercubid9848
    @ashercubid9848 12 днів тому +3

    I think I lean to charm RNG and have craftable deco.
    It feels way better to have a great build put together and have a charm be the icing than have to rely on RNG to get decos for a decent build to me.
    I may just have atrocious deco luck though.

  • @JacksDeadInside
    @JacksDeadInside 12 днів тому +2

    I know I’m alone in this but I’m so bitterly opposed to RNG decos that it would probably just make me stop playing after the initial story. God I just want to craft decorations.

  • @akmalamni
    @akmalamni 12 днів тому +1

    Tbh I think bringing back negative skills would be enough to balance out the skill overload issue. You can slot in lots of skills, but you'll end up pooling up negative skills as well. Imo that also makes build creation fun as you need to balance out what downside you're okay with for what you want to achieve

  • @eddyram4932
    @eddyram4932 11 днів тому +3

    The only thing I want is the ability to customize the Sekrait👌

  • @vespaia2166
    @vespaia2166 12 днів тому +2

    Yeah, I always treated the charms in Rise as a neat extra. But then again, I’m quite the casual MH player lol.

  • @zentane5597
    @zentane5597 12 днів тому +1

    As for the Skill Bloat, I believe that the issue lies in the damage skills, as they're not quite "sacrificing other things for them", but rather, they're mandatory.
    I believe that there are a few ways to address this issue, the easy one being removing every single damage skill w/o player agency, but since that's lame I really don't recommend it.
    I think that the proper way to handle the problem is to move the damage skills without player agency (attack, critical eye, critical boost, agitator, etc.) into a new piece of equipment (with its own slot in the equipment, so you don't sacrifice anything by equiping it) that can be upgraded throughout the game (somewhat akin to the petalaces from Rise, but granting skills rather than stats (and also there were many petalaces to choose from, as for this there's only "the one")).
    This way, those mandatory damage skills that act as a check for "is this set good" would no longer act as something that you need to sacrifice something for.
    As for how to upgrade it, it'd be similar to the charms from World, where it asks for monster materials on every level of each skill, but rather than having every skill be its own equipment, every one of them would be added to the same one.
    If done this way, you could make your sets focus on QoL skills or damage skills w/ player agency, such as Offensive Guard. And the skills would still exist, keeping the progression and "big number" stuff intact. In fact, you can show the skills tied to this piece of equipment to a different page in the status, leaving the set's own skills to be a lot more comprehensive at a glace.
    Feel free to tell me how you feel about this, but I believe that this is a massive step in the right direction, you top it off with having a greater focus on set bonuses instead of armor skills and I'd deem the Skill Bloat issue solved.

  • @bladechild2449
    @bladechild2449 12 днів тому +6

    My only concern right now is there being no date announcement likely means we're looking at late next year.

    • @juaquinledesma4618
      @juaquinledesma4618 12 днів тому +3

      I'm perfectly fine with this give them all the time they need to fix the small stuff

    • @zerozone5848
      @zerozone5848 12 днів тому

      ​@@juaquinledesma4618BUT I WANT IT -NOW- AT Q1 2025!!!

    • @zacharyhansen8250
      @zacharyhansen8250 12 днів тому +4

      I don't think it will be late next year given that they have let people go hands on with it. We will probably get a release date from Tokyo Game Show

  • @Link12bb1
    @Link12bb1 11 днів тому +2

    On the topic of skills why cant guard up and guard be one skill? Guard is 5 levels and if u want to get guard up and offensive guard you gunna need another 4 level 2 slots. And when you get guard up sets its normally late game or has some of the worse stats in the game! I played for 3k hours before i got a guard up jewel in world just to have them add it to a shop in post game iceborne.

  • @TBr0III
    @TBr0III 12 днів тому +2

    I don’t believe content wise any of us were talking about amounts of quests and hours. We are more so talking about monsters and maps.
    I also want to say many of us do want to slay monsters but do enjoy a good story. I for one would love a more in depth story mode. Most of the MH releases story mode wasn’t super in depth.
    Performance wise with World/Iceborne CPU was my bottle neck. World/Iceborne was very CPU intensive, my CPU was always pegged. At the time I had i7 3770k, and a GTX 780 Super. Once I upgrade my CPU to an i7 9770k it was perfectly fine.
    Rise ran beautifully with my i7 9770k and RTX 2080TI. It didn’t seem like it was as cpu intensive as World/Iceborne.

  • @Alamand1
    @Alamand1 12 днів тому +5

    I feel like Ruri has some misconceptions when it comes to decos versus charm rng. Like first off, there's one big sentiment I constantly see about charms, and it's getting the absolute perfect charm for your build. I don't think perfect charms are necessary. And I think intentionally trying to find a charm that blows every other option out of the water is just asking for frustration because you're chasing a fantasy. Charms are basically meant to allow you to diversify your skill set, not guarantee the perfect set. They give options, not perfection. I never got the perfect charm for my switch acts, but I did get charms that helped me facilitate the build I wanted, even if it wasn't perfect.
    Then I don't know if ruri made a new game in world and then got lucky with his decorations, but having R and g decos can be way more punishing than Rng charms, because when you can craft any decoration you want, like in other games, you can guarantee some fundamental skills, your weapon might need like guard up, wheras some players are still searching for their guard up deco to this day.
    Lastly, ruri talks about getting decos as quest rewards being better, But that's not unique to world. It's more that rice had a unique charm farming system through the merchant that was inferior to all the gains that came before. They gave charm's as quest rewards, mining rewards and decos as quests Rewards in world. Only risebreak had the inferior reward system.

  • @howlingbeast3x6
    @howlingbeast3x6 11 днів тому +1

    My issue with the skill bloat is how some weapons need more skills in order to be useable. I like being a tank, so in World with a gunlance, I got defense, guard, guard up and the 3 vitality skills. Then its a gunlance, so I had to have artillery and capacity boost. There was very little left to mess around with. I never used any of the meta skills like crit boost, weakness exploit and critical eye. It was just too much of an investment.
    If I have a great big shield, it feels a bit offputting that I need to invest 4-5 skill slots so that I can actually block effectively.

  • @AnimationWarrior301
    @AnimationWarrior301 12 днів тому +14

    I hope the cross-play system works well in mh wilds due to the fact that this is going to be the 1st time a monster hunter game is going to have cross-play for Playstation,Xbox+PC

    • @acrane3496
      @acrane3496 12 днів тому +3

      With that said, it’ll probably be sucky and dooky at launch and be fixed by the following year. This will happen because i will be relying on crossplay.

    • @blazenfate
      @blazenfate 12 днів тому

      I'm genuinely curious how that will work with pc. Regardless of how feel about mods, it can still be considered cheating.

    • @CelticX7
      @CelticX7 12 днів тому +3

      Cross-platform gaming has been around for some time, and I am confident that a major company like Capcom, especially the Monster Hunter team, will implement it effectively.

    • @hotzauhse
      @hotzauhse 12 днів тому +1

      Being cross play i feel like it's going to be a mess with pc being 60fps+ and consoles 30fps 😏

  • @captainjimmy5571
    @captainjimmy5571 12 днів тому +8

    I really don’t have any concerns if it’s gonna be closer to World but no more tenderizing and clutch claw I’m beyond excited.

    • @djgrizzly9353
      @djgrizzly9353 11 днів тому +1

      I don't understand the clutch claw hate. What the fuck is cooler than a grappling hook?! Not to mention the wall slams are super satisfying

    • @captainjimmy5571
      @captainjimmy5571 11 днів тому +1

      @@djgrizzly9353 the clutch claw just turns into “oh the monsters not agitated? Time to wall bang” bc the skill agitator is so strong it just ends up feeling like a chore, ruins the flow of combat.
      Plus tenderizing is so important if you don’t do it the hunts take much longer and it’s also just another thing that messes with the flow. Tenderizing maybe could have been better if it was balanced better, light weapons are just superior in every way when it comes to tenderizing. They are way faster and drop slinger ammo, so with some of the end game monsters there are less opens for heavy weapons like fatalis or alatreon you’re taking a bigger risk for using heavy weapons. It’s just unbalanced I think it could of been implemented better but I rather it just not come back at all.

    • @captainjimmy5571
      @captainjimmy5571 11 днів тому

      @@djgrizzly9353I put a 1000 hours into world so I still really like it lol just think clutch claw/tenderize was a poorly implemented mechanic. I’m excited wilds you just have to hit the same part repeatedly to weaken

  • @ericjoestar1065
    @ericjoestar1065 12 днів тому +14

    if you don't want RNG, what would your ideal Endgame look like?

    • @markos50100
      @markos50100 12 днів тому +4

      Full rng deco and talisman, but able to smelt the skills and slots together by offering enough talismans with the same skill and vice-versa.

    • @spark9189
      @spark9189 12 днів тому +2

      ultra hard quests for bragging rights? something akin to the musous from frontier where you need BiS gear and have to play perfectly to win. have them give you exclusive cosmetic stuff. games don't need infinite grinding, it feels much better to complete a build.

    • @peterduprey7286
      @peterduprey7286 12 днів тому +2

      Community-created quests.

    • @RIP_ZYZZ1738
      @RIP_ZYZZ1738 12 днів тому

      @@markos50100So augmenting but worse? Lmao

    • @RIP_ZYZZ1738
      @RIP_ZYZZ1738 12 днів тому +2

      For these replies, here’s an actual solution: Make certain quests increase the chances of high quality decos, but make the game overall harder

  • @totalwarlock9498
    @totalwarlock9498 12 днів тому +1

    8:50 my man forgot about the exploding monster bazelgeuse didnt have a unique gunlance, but had a unique LS and Lance

  • @23naruto2008
    @23naruto2008 11 днів тому +1

    I'm worried that focus mode just becomes crutch mode after more hands are on the game. Crutch Claw felt bad because if you weren't utilizing it, it was a major loss in damage, time, and combat flow. Certain weapons also were able to flow clutch claw into its combos, like dual blades. Will that also be apparent to focus mode? Also Monster with the weak spots, with little info on how that works, we don't know which monsters will need focus mode to effectively break monster parts or to deal more damage. Maybe only after the public demo releases will these questions be answered. But I rather not deal with a new combat mechanic that has to be used. I'd rather have a choice, which I feel styles had.

  • @xGravityONEx
    @xGravityONEx 12 днів тому +3

    In the current systems I prefer charm rng way more. In sunbreak you can basicially say which charm you want. Except for the bersek builds but overall you can make almost every build in the game by just doing one or two rounds of target rolling a charm. The rng decos took me ages to actually get the build that I wanted and this happend several times. My Charge Blade, Lance, LBG and Dual blades builds all had one or two skills not maxed or completly missing in world. I mean they even had to give out attack jewels via the story because in world those were way too rare. In generel I would favor a changed world/iceborne system because I still dont like faming for the charms in sunbreak. The best way for me would be rng decos but with target farming. I want every monster to have 3-5 specific decos that it can drop. Then I can target farm those decos. They could also implement that more knowledge of the monster in the hunters journal reveals which decos the monster can drop.

  • @Godslayer96
    @Godslayer96 12 днів тому +3

    I am very surprised that people actually believe those slap-on design might ever return, especially after Rise.
    Now that I think about it, most of these complaints fall under that category. None of these things are something any sane person would expect Capcom to repeat EXCEPT for gimped and aimless RNG endgame. They always had issues making anything appealing on that front.
    Concerning performance: Every entity that is not DIRECTLY controlled by the player is an NPC. World choked most CPUs because it had an insane amount of background calculations in addition to being badly optimized. Wilds will almost certainly be well optimized but the calculations are not going to decrease I think.

    • @hellokatyfac3
      @hellokatyfac3 11 днів тому +2

      in Iceborne, the slowdowns were due to their absolutely godawful anti-cheat choking the system to death. Even my system which was *great* at the time was struggling. I went from 50fps in base world, down to FIFTEEN at Iceborne's release, occasionally dropping to SINGLE DIGITS during certain intense parts. The SECOND they removed that horrible anticheat, I went right back up to 50+ fps.

    • @DartCZ
      @DartCZ 11 днів тому

      @@hellokatyfac3 I must say this was true the performace issue was beacuse of that. Some of us had 100% usage, it was terrible.

    • @Stroggoii
      @Stroggoii 10 днів тому

      To long term MonHun fans World felt like a step back in design and game play after GU, and Wilds feels like they're doing it again.
      Cutscene focus, tenderizing-like mechanic, ugly "westernized" character and monster designs. There is reason to worry.
      They've also showed some cool weapon designs in the trailers, and a little bit of Rise/Sunbreak's improved speed and flow in combat seems to be present. So it's not all doom and gloom. But we're still yet to see new monsters and armors as cool as Rakna-Kadaki, Goss Harag and Almudron.
      I don't want to look like a hobo all game.

  • @d.b.hemlock
    @d.b.hemlock 12 днів тому +1

    When Kulve released, I wasn't even interested in the Charge Blade. My first ever Kulve weapon was the Strongarm Ice...
    I remember people screaming about it on UA-cam how OP it was. And how everyone wanted one. I felt bad because I literally got unbelievably lucky with rng and yet didn't even want to use it.

  • @Powerghost1.0
    @Powerghost1.0 12 днів тому +1

    What Capcom could do for reveals is to Show a few less Monsters but tell us the exact amount of Monsters. This way it doesnˋt seem like there are 30 monsters in a Game when there are actually 45 monsters in the Game for example.

  • @Sinorras
    @Sinorras 12 днів тому +1

    for decos and charms the best solution would be: have both, random rolled drops AND craftable base versions

  • @djgrizzly9353
    @djgrizzly9353 11 днів тому +1

    One concern of mine I feel I don't see a ton of people talking about is solo play. Monster Hunter is a great Multiplayer game, and is always more fun with friends, but sometimes I prefer to go at a battle solo, one on one with the monster, it feels more rewarding, and I have more control over how the fight goes. I don't have some idiot running towards a limping furious rajang before he has a chance to fall asleep (Yes, that happened). Now, the reason that solo play is in jeoprody is because of the new AI hunters you can call in. Because since Capcom added them, they can design more fights to be centered around having multiple people. I don't mind a multiplayer designed fight on the here and now, and I think the few they had in world were really solid. Behemoth was a great way to do it (I didn't like Alatreon or Ancient Leshen, but the ideas were there). But with the AI hunters, I feel like too many new monsters will be designed around having more hands on deck, and the charm of solo play will fizzle into the realm of those youtubers who can rape Kulve Taroth in 10 minutes somehow

  • @johnpaul-kz6bq
    @johnpaul-kz6bq 12 днів тому +15

    Deco/charm RNG for ME is an essential component for a game like Monster Hunter. It is all part of the fun, not knowing what you will get. I also hope theres more monsters to hunt like in generations ultimate (quests and event quests too!!).

    • @__________8997
      @__________8997 12 днів тому

      Rise Sunbreak had over 140 skills, the three gem slots could be grade 1 to 3, and innate skills could be any level. The RNG combination for that is dog water.
      It's one thing to have 1% to 20% as low drop chances for monster parts. The way they have that done is great. They need a way to target farm and then craft the godly deco you desire that's a reasonable grind, not a pie in the sky aspiration slot machine's lottery chance.
      Using certain beast or wyvern gems and head plates for particular skill categories would be an excellent way to target farm with you not stuck hunting only one monster, you'd have a variety of a said type.

    • @johnpaul-kz6bq
      @johnpaul-kz6bq 12 днів тому

      @@__________8997 yeah charm rng in rise is pretty lame. Mostly play iceborne

    • @LuckyToShoot
      @LuckyToShoot 11 днів тому

      I find I get a lot of less reason to engage in Rise end game because charms were so easy to get, and playing Rise actually made me appreciate world rng deco, it makes me adapt and improvise with what I have, while I hunt for decos that I want, and sometimes I even got decos that inspire me to switch to and learn another weapon altogether and I find that gave me reason to keep hunting more monsters over and over. Rise I kinda just dropped it as soon as I got a decent charm to complete my build fairly early on, which felt empty.

    • @otrikas
      @otrikas 11 днів тому

      @@LuckyToShoot to me it was kinda contrary. Because I was never able to "finish" any build in MHW I never really tried another weapon. Had to restart with some friends to even try a new weapon. Finishing a build feel REALLY good to me. But after 200h I couldn't meaningfully fill my fatalis armor.

    • @__________8997
      @__________8997 11 днів тому

      @@LuckyToShoot I doubt you got the best possible melding combo as the chances were low. I wasn't exaggerating with approaching lottery chances with Sunbreak's melding. You said yourself you stopped when getting a decent one, and you could've changed weapons just like you did with Iceborn due to how bad the RNG is.
      From what I've heard Kulve and Safa'Jiva target farming was egregious, so both implementations of RNG end game grind were poorly executed and could be massively improved.

  • @TheCosmicAstro-
    @TheCosmicAstro- 12 днів тому +2

    RNG Decorations need to not even remotely make a return.
    RNG Charms in rise were bad but thats because the amount of BS they loaded into charms.
    If they just made them like Monster Hunter World Charms, but RNG what tier you get, thatd be MUCH more preferable. And even more preferable if you could target farm specific charms based on the monster you hunt.
    This way if you get unlucky youre only missing 1 or 2 levels on 1 skill. Or you can swap your decos around if you get lucky with a different charm. Makes the RNG much more bearable

  • @Zaney_
    @Zaney_ 12 днів тому +9

    One other point regarding difficulty is with the addition of these new gimmicks and the overall reduction to aspects of hunting that required commitment whether its to weapon moves or even basic mechanics like sharpening , i.e. The mount picking you up easily and taking you out of danger and you can heal- then also easily sharpen as the monster will most likely be unable to catch up or do anything when you're on the mount. There was also the reduction to animation commitment with being able to roll out of healmbreaker, demon dance, etc. Focus mode making greatsword gameplay easier because now you don't need to learn monster positioning because you can just aim mid-charge; when learning the monster was hallmark of player skill expression and mastery.

    • @jeanbatiste
      @jeanbatiste 12 днів тому +1

      @@Zaney_ this has been my biggest concern with the game

    • @AS-iq7dt
      @AS-iq7dt 12 днів тому

      I think the less commitment is kind of on par with their monster design. Coming from Iceborne a lot of those monsters had very fast attacks, a lot of movement, low recovery times, and hit hard (I know it's supposed to be difficult). Any weapon that isn't fast or ranged would just lose majority of its moveset for those fights unless you were a very good player. Just look at frostcraft and how that build is meta on GS for certain monsters because it puts out high damage with less commitment. And let's be real, most players aren't going to reach the skill level to predict TCS hits on something like furious rajang. I believe that giving players more freedom with their weapon and adding difficulty elsewhere is the right move.

    • @vbun4662
      @vbun4662 12 днів тому +2

      Honestly I think most of these are just small conveniences. Tri was my first game but I'm not blinded enough by nostalgia to think the old titles were perfectly designed. The reason sharpening on a mount becoming a thing never bothered me is simply because back in the before times you'd just step outside the zone and sharpen then step back in. Nobody ever sat there and tried to sharpen their weapon while Deviljho was deciding which direction to breathe. Even being able to heal while walking isn't all that much different than changing zones and it still comes with some risk. The only thing I find too convenient is the unlimited restocking on consumables. I like the pressure of having finite resources. That and wirefall is insanely broken but we already know that's not coming back.

    • @Rkilla7
      @Rkilla7 10 днів тому

      Wait for the mantle addition this director enjoys so much. We already have the ghillie mantle.. rocksteady and temporal will be there as unlocks to streamline the gameplay even more

  • @ElectricSphinx818
    @ElectricSphinx818 12 днів тому +3

    I would much rather be able to craft decorations over charms imo, but I wish we could craft both and still have to farm monster parts/ores for them. After 700 hrs in iceborne still don’t have the decos I want. Hope wilds makes build crafting alittle bit easier and not as much up to rng

  • @ZephyrusRaine
    @ZephyrusRaine 12 днів тому +3

    I hate Deco RNG from base World and I still don't want it to ever return in the way that game did it. Build defining decos are locked through RNG, and there's absolutely no pity system to target farm them. I play Charge Blade and I had never got a single Capacity Boost deco throughout my playtime on base World, and I've only got one on Iceborne. It eventually got better on Iceborne because these build defining ones are craftable, but the 4 slot jewels brought a new set of problems for me. Conversely, apart from the cursed charm tables in old MH games, Charm RNG has never been an issue in any MH game because god charms are never mandatory on any build.
    Ideally no RNG would be good. But if some form of RNG has to exist, I think the best of the both worlds is having both Deco and Charms be obtainable through crafting and RNG. Build defining ones should always be craftable through monster materials, with RNG being the extra 5% to minmax your build.

  • @xTiddi
    @xTiddi 13 днів тому +10

    4-7 skills, is okay with grank. I would prefer set bonuses? So that mixed sets are viable.

  • @pegasaurisrex9707
    @pegasaurisrex9707 7 днів тому

    For skill bloat... I think there are 2 things to consider, firstly keeping in mind that skills have levels. Saying "keeping a good set at 5 skills" is a bit of an oversimplification when attack boost and critical eye have 7 levels each, maximum might and artillery have 3, and a bunch of other skills only have one... Especially if they don't change the effect on some skills, because 3 levels of weakness exploit giving you 50% affinity is way more bang for your buck than 3 levels of maximum might giving you 30%. It's tough to just draw a line on "how many skills should be allowed" because they aren't balanced around being equally as useful, and I doubt they ever will be...
    The other thing about skill bloat that I think definitely needs to be addressed is how front loaded skill are, especially in sunbreak. Nobody ever wanted the second or third level of bloodlust, because level 1 was a 20% affinity boost, and then level 2 increased that by only 5%, and level 3 (which was fairly expensive to reach) increased the duration by a little bit. Same goes for blast mantle, wind mantle, and so on. Even skills like buildup boost had a 10% damage increase for the first level, and levels 2 and 3 only increased it by an increment of 5%. Skills being so front loaded I think was such a big part of why skill lists were so long, because the "most optimal" setup was getting the first level of 15 different skills instead of picking a few skills and fully committing to them. World was better about this... but lets be honest with ourselves here, skills in iceborne were pretty basic compared to skills in sunbreak, and that's why basically everyone only ran crit builds
    If skills instead had things like 5% of something at level 1, 10% (15% total) of something at level 2, and 15% (30% total) at level 3, or even 5% at 1, 5% (10% total) at 2, and 10% (20% total) at level 3, I think the skill lists would compress a fair bit. IMO Partial skills should be used to meet some sort of break point, and not be the most optimal...
    I also want to go on a rant about armor set bonuses, and how I think weapons should count towards armor set bonuses... but this comment is already pretty long

  • @Gr0nal
    @Gr0nal 9 днів тому

    My two biggest concerns personally are:
    1) The pace of combat. Whilst I did ultimately enjoy Rise and Sunbreak, I definitely prefer World Iceborne combat and would like to see combat in Wilds be maybe like 20% of the way between World and Rise (much closer to World).
    2) Mouse and keyboard controls. There were certain aspects of the control schemes in both World and Rise that I remember causing me to scratch my head and wonder why things were kinda hard locked a certain way whilst other things were customisable.
    I understand monster hunter has always been a controller game, trust me, I've been playing the franchise since around 2008. But it would be nice to have controls for keyboard and mouse that are a little more customisable. I can't remember specific examples but I recall having significant issues around slinger and wirebug controls when going from melee to ranged weapons.

  • @nikpad5822
    @nikpad5822 12 днів тому +1

    Only concern i have is that i won't be able to play it day one cause i dont have a ps5 yet lol, but MH wilds and astrobot finally pushed me to make the jump.
    Being that MH world was my first MH dont think i have much to say on concerns with the game. Demo looked great to me so imagine when thr final product hits. So ill let more season players take the stage in terms of questions and concern, as long as i get to poke stuff with my lance I'm good

  • @robertmcpherson138
    @robertmcpherson138 12 днів тому +1

    Yeah I'm also not really concerned about performance, display versions for cons and stuff are typically either older ,more stable, versions or the team have branched a version off at some point specifically for that con to show off specific features. Also they want game to look pretty so it's absolutely in a mode to show off best graphics instead of a performance mode to focus on frame rate.

  • @illburnmydread
    @illburnmydread 3 дні тому

    Bring back aerial vaulting Glaive! If they want to somehow nerf the aerial time as a mean of balance, please at least just make it hard to accomplice for example you only get to vault once on normal state, then get another vault count if you have white extract, then another one if you have all 3 extracts, to a total up to 3 vault maximal.
    Aerial gameplay is the biggest reason I mained Insect Glaive in World and Rise, they perfected it in Rise that they reduce the maximal air vault from 4 to 3 but somehow increased the DpS in a good and incentive way that rewards you with higher dmg the longer you chain aerial vaults. They also fix the aerial evade weird fixed 4-directions angle from World, which is already an improvement even without the dmg buff. Despite whatever meta says about grounded Assist Kinsect, it is a DpS loss if you keep grounded all the time, well unless you were a speedrunners who can knocks down the monsters every 5 seconds, you're going to need to do aerial combos as well to catch flying monsters. The key is to know when to ground and when to aerial.
    Please bring back the helicopter vaults, CAPCOM!

  • @Dogman52x
    @Dogman52x 6 днів тому

    Good way to solve RING is to have the monster drop a Pool of maybe 3 pieces of loot that you can choose one, this way you have
    a better chance of getting what you need without giving the player too much at once.

  • @BerserkerKaji
    @BerserkerKaji 11 днів тому +1

    Oh no no no, RNG decorations are objectively worse and horrible. While there's the chance you never get a god talisman, you can still have a very good one just from the amount of slots it can provide, but not having control over what decorations you have, can have you build stay incomplete for the rest of your playthru, I farmed so many decorations, and i never got a single artillery decoration. Let alone crit eyes, attack ups, or WEx.
    You can make up for not having an amazing talisman with decorations. You CANNOT make up not having decorations with a talisman, specially those crafted talisman.
    Decorations give way more control, which you should just not expect from talisman, talisman are always just a bonus or an extra, and these feeling like that is best.
    And if we can have both not be RNG, that'd be great obviously. Or hell, make it so we can upgrade our talisman and customize it so we can add whatever we want or need to it.

  • @njmontano1625
    @njmontano1625 День тому

    Amount of content will always be a concern for a lot of longtime fans. And base game releases historically has never satisfied. You have to understand that for us old timers, "several hundreds of hours of gameplay" is the bare minimum. If it's not at least a thousand hours it's not enough.

  • @Northern_Silverbird
    @Northern_Silverbird 12 днів тому +2

    Really appreciate what you do, Rurikhan. The care and effort you put into your videos shows.

  • @bladechild2449
    @bladechild2449 12 днів тому +6

    The thing about deco RNG post Iceborne content release is that the game made it significantly easier to get what you want with the steamworks.
    Deco RNG in base World was atrocious. On my PS4 playthrough with 400 hours i only ever got one Guard deco, and that severely hampered my build variety because you were limited to very specific armours if you wanted guard 3
    Whereas with charms in Rise, it didnt really matter what skills you got more than it did skill totals along with slots.

  • @osetor7457
    @osetor7457 12 днів тому +1

    I think the only problem i see with very limited skills (which as a concept inside a vacuum i would be for) is the importance of weakness exploit, critical boost etc. These skills do not feel like a choice, so they essentially reserve a spot in your (or, well, *my*) build without question, turning that 5 max-leveled skills really down to 2 or 3 that you can actually experiment with.
    That being said, I don't know what the alternative would be other than making them easy to come by once you reach the highest ranks and just giving the player the ability to have more max ranked skills (basically World), because these skills are also undeniably satisfying power boosts and "feel like" monster hunter; getting and realizing the power of weakness exploit in one game, and then seeing it again when playing the next game is fun.
    for context
    I am someone who really enjoys choice, customization and buildcrafting (please capcom make weapon choice within a weapon type more involved; *every* weapon in the endgame should come with some sort of armor skill and/or unique effect along with their damage characteristics. Also elements suck and don't actually provide choice and simply make you farm more), but to me that choice only matters when the alternative to the higher efficiency option is noticeably different

  • @nicoblasss
    @nicoblasss 12 днів тому +1

    I feel the fact that now we carry 2 weapons might lead to "skillbloat" being more prevalent

    • @B14nK33Sayzh
      @B14nK33Sayzh 12 днів тому

      I'm sorry I don't really know what "skillbloat" mean could you explain?

    • @nicoblasss
      @nicoblasss 12 днів тому +2

      @@B14nK33Sayzh i could be wrong, but i understand it as having way too many skills active at once.
      i believe he is saying that he'd like to limit the amount of skills you can have from armor sets/decorations/charms so that each build can be more unique.
      It may also refer to the fact that there may be too many skills to choose from. But i doubt it.

    • @Chillz_OG
      @Chillz_OG 10 днів тому

      @@nicoblasss That sounds utterly absurd to me. Less skills on each build would always lead to less build diversity and uniqueness, not more. There will always be objectively best skills to prioritize first, and then you'll be left with no slots left for things that makes builds fun and diverse. Just seems like fast and effective way to suck creativity out of the game.

  • @pyrrhos8175
    @pyrrhos8175 11 днів тому

    Regarding the Endgame grinds of 5th Gen, Iceborne's was more of a grind to complete, but could be greatly accelerated via friends or lobbies hosting their instances. Add in the community quickly finding region maxing methods (Gaijin's safari and carwash was a classic) and knowing the Metal Raths, elders, and Garuga legs were the only main wants for many: it became very streamlined. That being said maxing the Lands as a completionist is still legitimately over 7 thousand hunts and is way overkill. Anomaly in comparison had more rank blockers but with friends could be powerleveled in a similarly exhaustive fashion. The mainupside I give Anomaly was variety. Nearly every map, nearly any target and all hold some use. IB I probably have 8x the number of Namielle kills than any other Elder just because of Trancehide health augment even factoring Day of Ruin/Ode to Destruction spam for decos

  • @pegasaurisrex9707
    @pegasaurisrex9707 7 днів тому

    I think... my biggest concern with the amount of content is mostly with the end game, which doesn't really matter until the expansion, but sunbreak despite its flaws raised the bar so much for me... I really hope they go back to the drawing board and do some reimagining for "power scaling monsters", because it has great potential. I think I would be really disappointed if they just did tempered monsters as seen in worldborne, because the spike in power just... wasn't enough. Threat level 1 and 2 both felt weaker than normal elder dragons, which you fight way before the tempered system unlocks.

  • @MasterDustik
    @MasterDustik 12 днів тому +2

    god i hope the MTX stuff isn't bad.

  • @twig1240
    @twig1240 4 дні тому

    I have to disagree with the idea that the number of skills available on a max set need to be cut down, because while skill bloat definitely can make some weapons maxed sets ridiculous, those extra skill slots are necessary for some others to have any semblance of customizability. The main one that comes to mind is lance that needs to slot both guard and guard up, along with the regular damage skills. Extra skill slots allows for builds to still be viable especially at end game, while leaving enough room for a few comfort skills slotted in.

  • @joereed8872
    @joereed8872 12 днів тому +1

    They way i would balance the amount of skills is two fold. I would allow each end game armor piece total skill allowance of 3 level 2 decos. Each size has a value "equal" to the additive size increase. Ex a size 3 dec is "equal" power to 3 size 1 decos. The second thing i would do for skills is lower the total points required for a skill to max out. So instead of 7 size 1 decos to get max attack, make it 3 size 2 or 2 size 3.
    This is all personal preference, but thats what i would do.

  • @Dibsville
    @Dibsville 8 днів тому

    The charm vs decoration debate is weird because people always seem to leave out that charms are significantly more player-friendly to end builds than decorations. Throwing some random numbers out here, while yes people can crave their Weakness Exploit 3 + Attack Boost 2 with 3-2-2 slot charm, all that charm really is can be condensed down to "7 level 2 slots and one level 3 slot". That's not an unreal goal, for instance if I'm playing Switch Axe I might want Rapid Morph, so if I got a charm with Rapid Morph 3 and Crit Boost 2 then it does the same exact thing for my build as the god-charm from earlier. Meanwhile, if I'm doing an explosive build in World and I don't have multiple Artillery+ laying around, I just straight up can't do the build. There's no way to equal out what I've lost, there's no equivalent exchange I can make that means I can just use a different charm to get the same efficiency. I must simply accept that the build can't be complete unless I change my armor pieces to less-effective ones or downgrade my charm to the Artillery one. I think a lot of level 4 decorations in Iceborne help alleviate this issue as you can say get Evade Window + Critical Eye instead of being out of luck if you don't have a level 4 Evade Window+ as well as a level 4 Critical Eye+. This helps dampen the issue in World, but in Rise *all* charms work this way meaning it is significantly easier to find soft replacements for what you're looking for.
    Having no god-charms in Rise is a weird complaint because you almost certainly have a charm that can be used to the same effectiveness as what you're seeking, meanwhile in World there is no other options, either you have the decorations or you don't. It's nice to play Iceborne now because you can craft that Mighty Bow charm for bows, or that Guard Up for lance, etc, but in base World there were endless complaints about decorations because there was a serious issue with having to downgrade equipment *severely* because a skill that is "necessary" for your build was a super rare decoration that you just didn't have. I remember playing through hundreds of hours of World with Dodogama legs because Capacity Boost was such a good skill for my weapon. I sure would have loved to use any of the endless cool other options but alas I didn't have the decoration luck so I couldn't do it. There is no in-between with RNG decorations, it's completely black and white, you either have the decoration or you get screwed. Even if it wasn't reasonable to find replacement charms in Rise, I'd still prefer that system because missing a point or two in offensive skills that give me 1% more damage is way more preferable to missing basically a whole armor piece because of one mandatory rare decoration.
    My last rant is about how much of your build actually relies on each piece of the puzzle. Decorations literally make or break entire builds in World, as they can make up nearly 40% of the skills actually on your armor, or upwards of 70% of your skills with Fatalis armor. On the flip side, charms in Rise make up maybe a single fully-leveled skill in base Rise, and endgame Sunbreak make up a little more than a single armor piece. That's *at most* 15-25% of your build, so bad RNG has a much lower impact, on top of the aforementioned ability to find replacement charms. The only really good arguments for decorations is it requires significantly less menuing and is more user-friendly for leaving and coming back after a long time. I know in Sunbreak every time I return I get confused on what charms are actually worth my time to keep or not, but in World I can just accept whatever decorations I'm given, dump them all in the elder melder later when I feel like it, and not worry about it anymore. I think overall I like the idea of craftable charms more than craftable decorations for this reason, but I hate RNG decorations more than I hate RNG charms. I think the ideal would be craftable charms with a pity system for decorations like Sunbreak's anomaly tickets to buy rare monster parts. Thanks for coming to my Ted Talk.

  • @solotopp
    @solotopp 12 днів тому +2

    Let me play the campaign with my friends! I had friends that I know for a fact would have played but didn't want to grind the whole campaign solo to start playing with me.

  • @vbun4662
    @vbun4662 12 днів тому +3

    I want hunt prep to matter again, even if it's a small increase in pre prep. Farming mats for sonic bombs, having multiple different elements to exploit monster weaknesses, needing to deal with negative statuses etc. Yes the devs don't want too much getting between you and the combat but I think they can reward tryhard players without hurting the casual experience.