On The Complexity of the Modern MH Title

  1. A shit ton of the new combos are just making it easier to reach moves you already had and letting weapons flow better, and pretty much every new move serves a purpose, I can’t think of a single new addition I’d rather not have

  2. I think that's not necessarily a good thing, though. It creates noob traps, combo chains which exist but serve no purpose other than for people who don't know better. So much of SnS, DB, GS movesets just see no real use.

  3. As a vet you should be aware that the increase in weapon complexity didn't start with World, it started with 4 which I think is important to note since 4 used to be and still is notorious for its fast G-rank monsters.

  4. This is true, however I feel that the importance of positioning was exponentially more important in previous gens. Look at some of the time attacks/speed runs of the earlier games.

  5. I have mixed feelings about a few aspects of the recent combat systems, mainly the shift towards generally more aggressive gameplay and the way certain weapons have had their entire identities changed, but overall I think the changes are far more positive than negative.

  6. For context, I have only played MHFU in PSP when I was 12 or so, and then I recently played World-Iceborne and im playing Sunbreak currently.

  7. I’m new to the series, though playing games since 1990. I‘ve watched games simplify over the years to gain a bigger audience. I was really bad when I started MHR. I have a shitty memory and it threw a lot of info at me. But I’m maybe halfway through the story part and I’m picking it up. I’m enjoying the complexity. The gameplay is engaging, and a cut above most games. I’m learning the rhythm of the monsters, and getting better about my timing and placement (And occasionally still eating shit because I choose to hit instead of move.)

  8. It's only natural as each iteration is always bound to experiment and explore the bounds if what the series can be. Moreso when we have the "portable" team that tends to be more daring with how they experiment.

  9. There are already plenty of weapon types, so when I pick a weapon I want to have access to all of the moves (ammo types notwithstanding). Monster Hunter is about adding to the combo trees, not removing them, and is better for pick-up-and-play that way. Generations' styles were – by far – the worst it's ever gotten with convoluted combo trees and missing attacks. But all of this is tempered by the fact that Monster Hunter isn't out to get you and how you can kill any monster in ~a half hour~ if you just keep hitting it.

  10. I know I'm in the minority here but I've always struggled remembering combos in fighting and action games and have fairly poor reaction speeds so for me the added complexity and speed has been hard to deal with. Although the older games are clunkier, I appreciated the slower speed and stronger emphasis on timing and positioning as I was better able to take in what was going on. I'm still doing okay in Rise (currently MR10) but I do find the added speed and effects a bit overwhelming.

  11. I felt the change from 4th to 5th mostly on some weapons like the Charge Blade. I can’t press forward A without sliding instead of doing the double horizontal slash in the direction I’m pointing. It can sometimes become annoying. Also, the LS gained a ton of things and the normal combo took a step aside for it.

  12. The controls are like a fighting game such as Street Fighter and Tekken. Anyone can just play with the buttons and kind of learn what they do. For example my wife who is terrible at reading the on screen tutorials or explicitly verbalizing the moveset figured out details like palamute riding before I did.

  13. I'm fine with the more complicated weapon paths. What I'm not fine with is every weapon having a button that allows it to ignore what the monster is doing. If you take out the silkbinds, the weapons in Rise all feel amazing and as another user said pretty much every move serves a purpose. The balance of each move in some weapon kits could be better, but overall I like the more options.

  14. I’m certainly not an MH Vet - I’ve sunk a lot of time into World and Rise, and toyed with the demo of MHGU on Switch. My impression from looking back on earlier versions of the game (and comparing to my limited MHGU experience) is that the vast majority of QoL changes are for the best, and that the new expansive move sets make the game more dynamic and fun.

  15. Loved SnS before, it was my main weapon. However, I simply can't stand the 5th gen iteration of the weapon. Too many combos and all very easy to mess up If you press one wrong button. Also, even timing can change your entire combo, too. So yeah, the current complexity of some weapons is simply too much for me. I also miss the old SA sword combo where only one button had to be spammed :)

  16. Started in mh tri. Absolutely love the complexity, makes learning a weapon even more rewarding. I dont like the speed i wish it was a bit slower so that positioning was more important and you had to plan movements more, i feel world was amazing for this but rise is a bit to speedy and spammy for monsters and hunters, i should be punished for being completely out of position, not for a monster just rushing me down in a 2 hit combo. but it is fun in its own way. Also dont like being able to completely re stock in a fight, takes away some of the challenge of preparation. I feel having a select few items you can store at camp to restock would be good and allow gunners to still have ammo reserves but being able to just blast through items because you have access to everything makes it so you have too much ease with hunt prep.

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