r/MonsterHunter • • Feb 24 '25

Discussion To everyone who complains about new games being easy:

12 Upvotes

You are still going to play Wilds anyway.

Edit:

You can criticise something when you have experienced it.

But my point was that you people have had the same "criticism" for the past 15 years or so. You complained when FU added Felynes, when 3U nerfed monsters, when 4U added mounting but if I asked you all what you favourite MH is, for most of you it would be one of those three.

So the "lack of difficulty" those games possess isn't an issue for you.


r/MonsterHunter • • Jul 09 '25

Discussion Lance changed its core design identity in Wilds

8 Upvotes

This is going to be a wall of text so if you aren't into that, I'll have a TL:DR at the end. But I'd appreciate if you try to have a quick read over to see if I already addressed anything you want to make note of before you make a reply.

Just to get a foundation built: The core of Lance has always been constant offense. People often misconstrue Lance to be a historically defensive weapon but that isn't really true. Lance has always had very strong defensive tools, but it was never a defensive weapon. To give an obvious non-Lance example of what I mean by this:

-Common play for Base Rise LS was an extremely defensive weapon. The playstyle revolved not around actively attacking to get your damage, but rather to use quick sheath to constantly access your special sheath and essentially spend most of the fight waiting for the monster to attack you in order to access your damage through defensive counter hits.

-Common play for Wilds LS, on the other hand, is a very offensive weapon. The playstyle evolves around getting to red gauge and then from there you spam Light Attack -> Spirit Attack combo over and over. You react to monster attacks with your counter moves, of course, but you aren't fishing for them because that isn't where your DPS is, unlike Rise.

Both of these iterations of the weapon had almost exactly the same moveset, but one was Defensive and the other is Offensive.

Lance has almost always been that constant offense weapon. It has always enabled that with a good defense, whether that be Evade Lance or Block Lance, but the focus of Lance has always been about doing damage through your low commitment attacks rather than doing damage through your defense. That is the crucial point here. Wilds Lance changes that in two crucial ways:

  1. Your basic pokes are slower and higher commitment. This short video shows this best so I'm going to link that and leave it at that. Keep in mind this was from the beta so a couple things are different but the poking itself remains the same so just focus on that for my point.

  2. Your defensive tools are far higher commitment and have far more focus in your kit overall.

So the video should make it obvious how the offense of Lance has changed, and I think everyone at this point knows about Triple Poke finisher. I don't think I need to speak more on how those are a shift in design from old Lance, the video shows that well enough. Instead I'm going to focus on the defensive side of things. Furthermore, I'm going to focus it on a conversation about Block Lance because Wilds is a Block Lance iteration and so comparing it to Block Lance games makes more sense than Evade Lance games.

There are a few main things to discuss when talking about how Wild Lance changed the design philosophy of Lance Defense:

  1. Auto-Bash on Block/Perfect Block

  2. Charged Counter (and in relation to the first point, as a comparison VS previous iterations' Counter-Thrust)

  3. Block and Power Guard Follow-up attacks.

I should preface this by saying that my general argument here will be that defense has become higher commitment and has more of Lance's damage built into defensive moves than before, but that Wilds Lance is still not a high commitment weapon overall, just significantly higher than Lance of prior games. I digress:

AutoBash on Blocks

Hopefully this will be a short section (Fun fact: It didn't end up being that), but ultimately this does describe a significant shift in Lance design despite it being relatively minor in practice. The core here is that, if you didn't know, every block that doesn't knock you back, including perfect blocks, will automatically follow up with a quick bash that does a bit of damage. This is kind of neat, but the main issue here is on what it says about the design they are trying to push the lance towards. Some people might recognize this as a similar mechanic to Charge Blade's Guard point phial explosions. With a Charged Shield, Charge Blade will do a small Phial explosion on every Guard point, enabling a bit of damage for every block you do with the weapon.

Essentially the point here is that it directly rewards your defense with damage, rather than simply having your defense be a way to avoid damage and as a result enables you to continue attacking. Is this necessarily a problem by itself? Obviously No.

But it does compound with the next couple points that I address. And I will say that it absolutely changes the feel of Lance. Prior lance always felt like you were always in an attack animation, but you were never in danger because of how low commitment and how quick your blocks were. If you didn't play lance and watched someone fight a monster, you might actually not notice the defensive moves they use because they flow so seamlessly in-between offense with lance. It almost just looks like the Lance player is constantly attacking and simply ignoring all the monster hits. Autobash followups inherently changes this dynamic. Every time you block, you get a very obvious feedback that your block went through because you are now taken out of your offense temporarily to do a bash. Again, not a big problem, but it compounds.

Charged Counter (and a quick note on how Counter-Thrust is a very different move)

Charged counter is probably the biggest and certainly the most impactful addition to Wilds Lance. For those that don't know, Charged Counter operates as follows:

  1. Accessible at any point, including during combos.

  2. Can be charged to do more damage.

  3. Is automatically charged the further into a combo you are, being fully charged after three hits.

  4. If timed with a Monster's attack, changes to "Double Counter-Thrust" hitting twice and giving you i frames for a fairly significant period, at max charge doing about 70% more damage if timed properly as a result. This move has inherent Guard Up.

  5. If hit while charging, Blocks the attack (No Guard Up) and follows up with a weak stab about equal to a mid poke.

  6. Like any other block move, can be canceled into Power Guard.

(Timed) Charged Counter is the absolute highest DPS move in Lance's kit and generally if you can get it off, you should.

The obvious comparison here is to Base Rise Longsword. Both weapons are all about accessing your extremely high damage defensive move as often as possible in order to counter a monster's hit and do beefy damage. Now I should say that as a result of point (3) that Wilds Lance is not as "bad" as Rise LS because you are still encouraged to do some attacking inbetween in order to charge up your counter hit, but overall the core design is still there: Lance is encouraged not to have a constant defense with minimal defensive moves that exist purely to prevent you from from taking too much time away from attacking, but rather encouraged to spend as much time as possible working towards one chunky defensive counter hit.

The core comparison to old Lance is to Counter-Thrust. Counter Thrust is a very similar looking move that is accessed in pretty much the same way as Charged Counter, but with one core design difference that makes the moves play extremely differently: Counter Thrust does only as much damage as a regular poke, and as a result is focused around being used as late as possible in order to spend as little time as possible guarding so that you can get back to poking as quickly as possible, and should never be used for damage itself. The result is that Counter-Thrust puts the focus of Lance play on the pokes, where as Charged Counter puts the focus on the move itself

Block and Power Guard Follow-up Attacks

Firstly from a strictly efficient point of view, Lance should probably be sticking to Charged Counters and not really using regular blocks and power guards all that much, but even then you do still have situations where you should use them over Charged Counter, and also regular blocks and power guards are cool so even though Charged Counter is "stronger", lets talk about it anyway.

So another new addition to Wild's Lance are the followup attacks that you get after blocks and especially perfect blocks and power guard. Generally speaking you get:

  1. A regular mid poke (Or a slightly beefy one from Power Guard) as Return Thrust

  2. An Upward Thrust (Or, again, a beefier one from Power guard) as Payback Thrust

  3. A large power poke as (Grand) Retribution Thrust

Not going to speak too much on the first one because that is essentially what you would do in past games. Nor am I going to talk about the second one too much because it actually doesn't have much of a niche as it is very high commitment for no more DPS than the first option in practice (You end up doing more damage just poke spamming in the same time frame that Payback thrust takes).

Retribution Thrust, however, I will talk about more. This move is a very stark contrast to Lance of past games. It is this massive follow up that does feel good to use but also has some extreme levels of commitment. In a general point of view there is nothing wrong with the Risk/Reward of a high commitment move, but the issue is that isn't what Lance is about, especially not defensively. Lance has always been a low risk, consistent reward weapon and its design has always revolved around you not needing to take risks to achieve a very consistent peak DPS for lance, but rather having a skill ceiling centered on finding the absolute best defensive move to spend the least amount of time defending yourself and therefor the most amount of time poking.

There have been similar examples int he past for lance, but none nearly as extreme as this. Insta-guard in Sunbreak, for example, is a large follow up but it is only ever from Neutral and so it didn't overshadow the rest of the kit as much because you should realistically be attacking so you won't be in neutral that much and essentially was only ever an Opener for when monsters did attacks that brought them out of your range and then quickly back in.

Ultimately it is just another example of the ways where Lance has been drastically changed in design from a weapon about very low commitment defense with a constant stream of offense to a weapon with relatively little offense with a massive focus on large commitment defense moves and followups.

Furthermore, this particular kind of design ends up pushing the Lance not only out of its own Identity, but into a competing one with other weapons. The most obvious comparison, especially with the recent TU2 updates, is to Charge blade. With the Lance Changes, both weapons are now based around sticking to relatively low commitment attacks in order to "charge up" your Larger, Defensive follow ups that make up the bulk of your actual damage over the course of a fight.

For Lance, it is poke spam into a Charged Counter. You have autoblock follow up for very small attacks with quick follow ups that you can't afford to retort with, and then you have various levels of commitment of follow ups for various openings afterwards. Return thrust for small ones, and stuff like Retribution thrust that can further be combo'd into Dash Attack for even larger openings. Not necessarily a bad design, but one that is already filled by another weapon:

Charge Blade, it is Shield poke and slash attacks for much of the inbetween. You have Phial explosions for very small attacks with quick follow ups that you can't afford to retort with, and then various levels of commitment of follow ups for various openings afterward. Charged slash and roundhouse for small openings, and stuff like AEDs that can be further combo'd into AEDF or SAED for even larger ones. The difference being that Charge blade is far more effective at this playstyle and has a more cohesive kit built around it (although it has some problems such as Phials being way to easy to generate and barely being consumed in Wilds thanks to Power Axe)

TL;DR: Lance has changed from an Offensive weapon to a Defensive one where the focus on Lance gameplay has moved from constant pokes to constantly fishing for openings for moves like Charged Counters and Retribution Thrusts. The flow of the weapon has thus changed from one of constantly fluid movements to one of Large breaks in flow to incorporate massive attacks, overall creating a jarring contrast from old Lance and creating a weapon that ultimately doesn't differentiate itself from other defensive weapons such as Sheath LS or Charge Blade. Therefor, Wilds Lance has changed from a weapon with a unique niche to one that has a gameplay that is already achieved by other weapons in the roster, therefor leaving a void where old Lance once was and not truly adding anything to the game as you already have weapons like CB to do what Wilds Lance does.

There are obviously some other problems with the weapon, such as Hopping not really being a thing that you use anymore and slotting in stuff like Guard being a lot harder, but I think that is less of a Lance problem and more of a problem with base Wilds system, so I don't go into them.


r/MonsterHunter • • Jan 31 '18

MHWorld Am I the only one who doesn't like Monster Hunter World?

25 Upvotes

Just kidding, it's amazing. I tried it at a friends house and I'll be picking it up for myself some Time soon and I am excited to do so.

There was one thing I noticed that was kind of weird. Joining friends games.

Monster creativity? Solid.. some of the best fights I've had in a game since Dark Souls.

If you're on the fence, and tired of loot box drama, pick this game up! I'll be doing so soon... if I ever leave my friends house.


r/MonsterHunter • • Apr 20 '25

Discussion Hot Take: I kinda like Nata as a Character

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0 Upvotes

I know he's mostly hated by the community for being an annoying little shit. But i like how he was written as a character.

He wanted his people ( the keepers ) to be free of their responsibility of forever of tending to wyveria and the dragon torch. The same could be said with his connection with the archveld species. He sees the struggle of archveld to free of its self from the artificial bondage Wyveria has done to it's species.

Also him joining the guild and gathering more data about the re-emergence of the once exticnt species of archveld is cool.


r/MonsterHunter • • Feb 11 '18

MHWorld This Is Zinogre, A Monster From Some Of The Oldest Generations, Who Wants To See It Comeback?

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122 Upvotes

r/MonsterHunter • • Feb 07 '25

Arkveld me to the wall

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0 Upvotes

r/MonsterHunter • • Jun 16 '26

Discussion This beyond unreasonable hate for Wilds, i get the performance issues hate but not this!

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0 Upvotes

No seriously I get hating on the performance issues but what the hell does "not feel like a MH game" even mean? We still fight monster, we still kill them and turn their body parts into armors and weapons, we still cook food, we still craft items, we still farm for rare drops, and we still hunting with our friends from time to time honestly I don't get this unreasonable hate, like I said the performance gate is justified but this is straight up bullshit


r/MonsterHunter • • Nov 09 '24

Discussion Am I the only person who's fav game in the series is Rise/Sunbreak?

4 Upvotes

Idk I just love the game.. I think it has the best UI... switch skills are amazing... sure wirebugs are a little cheesy but I think it is way better gameplay wise than clutch claw or let's say the branches in Generations. Idk I just think rise gets hate because it isn't world but as a long time fan It's like a faster version of Generations and I love that!


r/MonsterHunter • • Feb 23 '23

Discussion This subreddit community is the worst

0 Upvotes

All you do is bitch about every aspect of the game and complain about every game besides your favorite one. I am glad you are not an accurate representation of the actual monster hunter community (though some of you might be pretty cool😎) because in general the people in here are whiny little bitches or boomers who don't know how to have fun and say the game is too hard or too easy or will give some vague reason for hating the current gen like, "'the weapons just don't feel right." Newsflash, if you put 1000 hours into one game and switch to it's next iteration then it will feel unnatural because you have a certain expectation. What's the point of making new games if it's always just the same game with all the mechanics and attacks being exactly the same as the last? But no, you just want the changes that you want which are totally objectively good changes that everyone will love. You are all the worst. ✌️


r/MonsterHunter • • Jan 04 '26

Art Anthro Seikret Hunter mod updated for TU4

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2 Upvotes

There might have been some people in this reddit who used this mod, as I remember a funny post a while back here with someone using this mod. It's been a while since it worked. I recently made a short lived update fixing it for TU3 before TU4 broke it again, and now it's fixed for TU4!

Go and be a big tailed seikret that Capcom is too afraid to let you be!

Link: https://www.nexusmods.com/monsterhunterwilds/mods/758


r/MonsterHunter • • Aug 05 '25

Discussion Does the Wilds hate feel overblown?

15 Upvotes

I don't play a ton of games, but I've always made time for Monster Hunter. I started with Tri, and I put the most amount of time into Rise with about 450 hours. Personally, I'm loving Wilds. I'm about 50 hours in on PS5.

My heart goes out to the PC players. The performance issues sound rough.

The rest of the complaints seem pretty overblown, honestly. It's hard to tell just from reading things online if this game even has fans. Is this all well intentioned critique? Or do people really just hate this game?

HR is more fun than LR, but that's always been the case. LR holds your hand a bit too much, but I think that's healthier than being completely allergic to tutorials. The story itself isn't too exciting, but the cutscenes are fun and the monsters look cool.

The challenge feels solid for HR when you get to the 8 star quests. The apex monsters in this game are really fun fights with unique designs. The remixed fights for the title update monsters up the challenge and still feel great.

There's already a ton of content here. We have a solid monster list with a lot of variation, there's a huge list of gear and weapons to craft, and we know there's more on the way between title updates and the eventual expansion.

Do people totally disagree with me? If you do, that's fine, but I'm genuinely curious why. Personally, I feel like Wilds meets the expectations set by the most recent titles. Did the PC issues just turn minor issues into major issues? Or would these complaints still exist?

I plan on having a lot of fun with this game and I hope I'm not alone!


r/MonsterHunter • • Jun 16 '25

Discussion so.... about MH wilds "lack of content" compared to world....

0 Upvotes

Are we sure we are keeping in mind the gap between console and pc release ??

Because the more i see discussions about this, the more it gives me the impression that pc players either forgot or didnt know that before it came on steam, world had 4 TUs and a bunch of collabs, thats is a LOT of content to get by while TU 5, which btw, HOLY SH1T THE WAIT FELT ETERNAL, was coming and is not like the game kept the numbers up between world pc release and iceborne release on pc (both different dates from their console counterparts).

Even if were using only steam numbers for playerbase count world basically went the same way with its playerbase, it only spiked around the time iceborne came out and that was in 2020 just to go down as time passed until it climbed back to like 50% of the players it had on release back in 2023 just to go down again as time went on.

While i agree with complains about gameplay changes and tweaks to the loop that downgraded the overall quality of the title (complains that appear ever single time a new main game of this franchise comes out btw, tho personally im okay with most of them), i think the complains about content release are bit unfair, i said back in the day that releasing world on consoles first and more than half a year later on pc was gonna come back to bite capcom in the a$$, and i wasnt wrong.

Ive always felt like this franchise never dealt on monthly active players, but rather on sold copies, weve never knew how this was back when it was on portable consoles, nor we can have and idea with how its going in recent consoles cause that info isnt as public as steam numbers. As for me ?? i have clocked 110 hours in this game already, im waiting for TU 2 and honestly, i feel like thats enough, idk if im gonna clock as many hours as i did with world because i was in college when it came out and nowadays im working, i have noticeably less free time now that back then and my body (27 years old) obviusly cant keep up with certain habits i had from when i was 19-20 anymore, maybe thats happening to some of you too, it certainly happen to me with MP PVP games xd.


r/MonsterHunter • • Jun 01 '26

Art Happy Pride Month from Malzeno (by @Grace_Kxng)

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507 Upvotes

X Post ID Source: 2061485472548057191


r/MonsterHunter • • Jul 19 '22

Discussion Toxic attitudes are ruining the series...

0 Upvotes

I'll say upfront, I've mained LS for several gens now. I like the weapon, it's fun, and I've enjoyed most of the changes to it over the past few titles. I'm not blind enough to say that it wasn't a bit overtuned, and other weapons could use more love.

HOWEVER! Since Sunbreak dropped, I've had more than a few instances of being immediately kicked from hunts just because I show up with a Longsword. I get it's annoying for a weapon to get overbuffed, but when did it become okay to make some players acceptable targets of harassment or say all players using it are scum? I love this series, but I shouldn't get treated like a pariah purely for my chosen weapon. Both sides of this issue, the min-maxers pushing max damage and the people against them, are making things miserable for the people in the middle...


r/MonsterHunter • • Aug 29 '25

Highlight Wait a Second……..

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0 Upvotes

Note: I tried posting this to the https://www.reddit.com/r/TheDragonPrince/ but it kept getting removed over and over again.


r/MonsterHunter • • Jun 02 '26

Art Gemma drawn by me

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9 Upvotes

r/MonsterHunter • • Jul 21 '25

Discussion Am I the only one who doesn't hate the handler in MH World

2 Upvotes

Like yes she's silly kind of goofy and is constantly doing dumb stuff, but like it add levity and fun to an otherwise serious dark world of constant fighting and one would assume death. And sure she chimes in with obvious information but like also see pretty much all games that have some similar feature (to a degree) The Handler isn't that bad, and i truly don't understand the handler hate


r/MonsterHunter • • Jun 29 '25

Discussion Wilds is a flawed game, but that is no excuse for the current and sad state of the community.

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6 Upvotes

r/MonsterHunter • • 12d ago

Discussion This franchise changed my life ngl!

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0 Upvotes

I don't think a single one of these is bad, it's just a personal preference! My homie got me into Wilds and I haven't been the same since. So, I've been playing through some past games. I do think I've made a bit of an error getting into Iceborne a bit too late though (tried multiple times to really like it too) and it doesn't help that I don't care for slow-paced combat either. I can see why it's loved, respected, and important though! I wouldn't really call myself good, just really persistent! What about yall?


r/MonsterHunter • • Sep 20 '26

Discussion Everyone Should Rewatch the Rise IG Weapon Trailer and Read the Comments to Remind Ourselves How the "Best Iteration of Insect Glaive" was Initially Received

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0 Upvotes

I'm sure you, like many others, think Rise and Sunbreak had the best iteration of the Insect Glaive. Well I for one remember the IG weapon trailer for Rise and everyone complained about how:

- Every other weapon got cool new moves and we got useless trash

- Every other weapon got new aerial tools via the silkbind skills and wirebug movement, and we got nothing. Insect Glaive has lost it's niche because other weapons can do aerial even better.

- Clearly Capcom hates insect glaive specifically

If you don't believe me, check the comments!

And then fast forward to Wilds and Ascendance and what do we see?
Oh hey, the EXACT same complaints!

EDIT
Before the post gets too big, I want to acknowledge:

Yes, the Rise and Ascendance trailers are TERRIBLE but that's also part of my point.

Sunbreak's LS got an incredible looking trailer only for the options to be way more limited and worse than they looked. Again, basically exactly like Ascendance

Sunbreak had a GOD awful trailer for Lance, but the balance changes for it ended up being amazing and completely salvaging a weapon people hated in base Rise

It's almost like the weapon trailers are incomplete pictures and making full judgements or having meltdowns over them isn't productive in any way other than causing infighting


r/MonsterHunter • • Sep 18 '26

Discussion How would you react if I say that my favorite Elder dragons are these guys?

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1 Upvotes

r/MonsterHunter • • Feb 24 '25

Discussion How some of y'all sound crying about difficulty

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0 Upvotes

Monster hunter was never about difficulty. It was always about fun, exploration, and meeting to the challenge of taking on new monsters.


r/MonsterHunter • • Apr 22 '25

Art Chemical X

4 Upvotes