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Monster Hunter | No More Wirebugs 

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herny.carrd.co/ these are all my links!
Hey guys, I missed y'all (: Let me know your thoughts!Hope you've been alright & I'll see y'all soon.
#monsterhunter #rise #sunbreak

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21 фев 2023

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Комментарии : 1,6 тыс.   
@JustSomeMemes
@JustSomeMemes Год назад
To me, Rise is more of an experimental entry in the series, where they took the base of World's quality of life improvements and tried to see how crazier they can make the combat with elements and flavor from GU, and are using the feedback for the next main entry. The combat has intensified due to the amount of mobility wirebugs give you in contrast to the more stiff controls of previous games, resulting in the monsters needing more aggressiveness to compensate. Good video as always!
@FlutterSwag
@FlutterSwag Год назад
Its always been that way, theres a more serious title (world) and then a more experimental one comes out (MHXX and Rise) rinse and repeat
@Hernyy
@Hernyy Год назад
For sure, I honestly really liked the elements that they took from GU, & implemented into world in a more grounded sense. I assume they’ll do the same with Sunbreak. There’s actually many elements from Sunbreak I hope they keep in MH6 (or w/e they make) but just slightly toned down. I enjoy all the spice and the flashy stuff, I just don’t want it to go tooooo far lol & Thank you my man I really enjoy your videos 🤌🏽
@fulltimeslackerii8229
@fulltimeslackerii8229 Год назад
if they wanted fan feedback, rise wouldn’t have been made the way it is. clutch claw was extremely controversial as was the lack of difficulty and gimmicky bosses like alatreon judgement and they doubled down on it here.
@TornaitSuperBird
@TornaitSuperBird Год назад
Rise was in development around the same time as World.
@alderwield9636
@alderwield9636 Год назад
nice opinion but collab with herny when
@harrydsgn
@harrydsgn Год назад
Switch Skills really are the best version of implementing the ‘Hunting Styles’ idea, really hope they keep them or something similar as a mainstay.
@aiellamori
@aiellamori Год назад
I just hope they balance them so certain switch skills aren't just so obviously better
@user-vs2hp5vt3r
@user-vs2hp5vt3r Год назад
​@@aiellamorisome switch skills are there to compensate for player skill, to give people an easier time Though I agree they can go a bit crazy on the switch skill and introduce a lot more variety with different styles of gameplay mind
@judsonhester1407
@judsonhester1407 Год назад
Yeah thematically switch skills are so far removed from wire bugs it would be so easy to keep them for future titles if wire bugs never make a return.
@delstarn5405
@delstarn5405 Год назад
Yeah but I prefered the styles in GU they were just more fun
@Cipriboris
@Cipriboris 11 месяцев назад
I love the switch skills and the movility that the wirefall and all the movility it gives. Same with the clutch claw and Sling. I think some form of all that Will transpire into the New mainline series... Thats how it has alwais been: they add new things, that things get out of hand and then they get some of them again for the next installmen... And some just dissapear
@vitorvena
@vitorvena Год назад
Honestly i loved the Sling thing from World, i felt that it became a little too much when we got the Clutch Claw but i liked the way we could use it to interact it with our weapons and monsters so for me it was the best weve got so far...
@rhettbutler5397
@rhettbutler5397 Год назад
Plus it felt natural. A grappling hook/sling shot. Nothing game breaking but opened up for unique plays and environment interactions
@johncronk8867
@johncronk8867 Год назад
My only real gripe with it is that it forced armor to have one gauntlet different than the other, but an version that doesn’t intrude on armor design would be great. Also clutch claw would need a rebalance/rework. It shouldn’t be a necessary mechanic to avoid bloated time.
@totallyathome
@totallyathome Год назад
I agree with the slingshots stuff and I also didn't really like the clutch claw part. I found it fun to slam monsters into walls like the silk spider in rise(can't rmb the name, marionette?) Because those felt limited. whereas the clutch claw was "anytime I see the not enraged symbol".
@WaltherEghus
@WaltherEghus Год назад
​@@johncronk8867 clutch claw rework where it simply doesn't exist hopefully
@serenity3157
@serenity3157 Год назад
​@@johncronk8867world is already better without CC
@blakleychazon
@blakleychazon Год назад
You make a great point Herny, they should bring back the magnet spike in the next title
@Nitrox-.
@Nitrox-. Год назад
Pobo! We also need the one and only Pobo (-rubarumu)! I am astonished how we have managed to play through all these games without being blessed by the presence of this adorable Akantor shaped hunting horn whale. Honestly there are a lot of Frontier Monsters that have interesting and unique concepts that would add way more value than 70% of the World additions. Sadly the only Frontier ports to date are Lavasioth and Espinas, which imo are quite lacking compared to what could've been.
@tamonowo247
@tamonowo247 Год назад
Frontier 2 is coming, I can feel it COPIUM
@DevilJhoMama
@DevilJhoMama Год назад
Herny
@darkcrypter
@darkcrypter 6 месяцев назад
@@DevilJhoMamaThat is his name, yes.
@DarkHeroCC
@DarkHeroCC Год назад
Nothing like a new Herny video to improve your day
@Hernyy
@Hernyy Год назад
Thank you my man, was happy to see your return as well a while back 🤌🏽
@gaijinhunter
@gaijinhunter Год назад
Always a nicer day when you drop a vid ^^ Good job putting together the thoughts that a good amount of us feel :) I love me some classic cheeseburgers myself.
@jenniferdowning7974
@jenniferdowning7974 Год назад
Don't we all! (Looking forward to the next Title Update really just to get my every other month Gaijin content in form of Third Fleet lol cya there!)
@darksamus6738
@darksamus6738 Год назад
Frog 🐸
@rhettbutler5397
@rhettbutler5397 Год назад
>.>
@MooseCastle
@MooseCastle Год назад
MH is a series that I want to see switch it up with every entry, including going back to basics sometimes. Keeps the game fresh and gives each title its own identity.
@nicj_art
@nicj_art Год назад
How would going back to basics make a new entry unique? Thats literally just regression towards a previous title that already exists. I'm asking because if we can ask the right questions then we can truly get to an answer that fixes the actual problem. what exactly are we looking for in a new title?
@chrisg3678
@chrisg3678 Год назад
@@nicj_art I assume they mean making games that have some extra skills to use like GU and Rise, but also still making games that don’t have those extra flashy bits too. Doesn’t make every single game unique, but mixing it up every once in a while can help keep things fresh
@thenonexistinghero
@thenonexistinghero 6 месяцев назад
World went back to f***ing basics -__-
@blulikefriendlyhit1213
@blulikefriendlyhit1213 6 месяцев назад
Cause it's fresh at the time. Same reason why COD started going futuristic and then went back. People want to experience new things, and sometimes, having the old realiable with current graphics is all you want after 5 years of trying new things. But it's not really a problem, since MH has been doing this from the start. They make an OG game, they make another game with an experimental mechanic, maybe two games, and then they release another OG game.@@nicj_art
@themesoceneofficial8559
@themesoceneofficial8559 6 месяцев назад
Wilds: Adds Slinger, Clutch Claw, and Wirebugs all in one
@Koijn2K
@Koijn2K Год назад
Something that used to be really important in monster hunter, before we got all the counters and long s, was positioning. It is still something you gotta think about, but not as much as you used to back before generations.
@blackyraypatrick9041
@blackyraypatrick9041 Год назад
running around feels so boring. im really glad that now you can focus more on fighting instead of running around.
@Koijn2K
@Koijn2K Год назад
@@blackyraypatrick9041 well, positioning is part of the combat, I'm not talking about the running from area to area.
@blackyraypatrick9041
@blackyraypatrick9041 Год назад
@@Koijn2K i know and in my opinion 30 seconds of running around a monster until you get to the right position for channeling your attack is really boring. i prefer using the wirebug for jumping to the position. it let's me fight earlier again.
@Koijn2K
@Koijn2K Год назад
@@blackyraypatrick9041 i miss it because if you were good at it, you didn't have to run around for 30 seconds to get an attack in...
@baloe48
@baloe48 Год назад
​@@blackyraypatrick9041 Positioning isn't running around until you see an opening, it's knowing an opening is coming so you don't need to run all the time.
@Kamiyouni
@Kamiyouni Год назад
"I feel like I'm managing cool downs and meters" This man is spittin'. I felt that
@LucasTigy2
@LucasTigy2 Год назад
it's become an MMO now hasn't it... :P
@Sephyroth97
@Sephyroth97 Год назад
@@wits_end. All events that were once limited time are available now, there's no need to mod. You DO need to be connected to the internet, though, which is bullshit.
@bastion2805
@bastion2805 Год назад
@@Sephyroth97 Not quite. There are some events that were removed, like the MonHun movie one that gave the Artemis armor set, and the Assassin Creed one to get the hood. As someone who started playing very recently, this was very disappointing.
@RXH14
@RXH14 Год назад
I wouldn’t mind if it was MMO it’s just One shots and DPS checks shouldn’t be what makes a boss fight hard, especially not for something like MH
@Kamiyouni
@Kamiyouni Год назад
@@wits_end. shintaro?
@ZebraQuake
@ZebraQuake Год назад
Great video, Herny. I think your point about cooldowns and meters taking focus away from the fundamentals at 7:30 speaks home to me the most. It became especially apparent with the wirebug cooldowns on screen that I feel I spend way too much time staring at during hunts. It was present even back when we were staring at Absolute Readiness' gauge or wystone timers, but I think those games did a better (but not perfect) job of not taking away from the core combat.
@Hernyy
@Hernyy Год назад
Thank you my man! And dude I literally said the same thing today on stream, & wish I said it in the video as well. Exactly, we definitely spend way more time looking at the cooldowns here than we ever did before. And in the case of GU, where we did have some really strong abilities. We only got a couple per hunt. Thigns like Critical juncture, Corkscrew Jab, Wolfs Maw, the old Shoryugeki. You’d get like 3-4 of those per hunt. But the wirebug moves, we’re blasting out like a dozen per hunt, maybe more. It’s fun yea but it def starts to feel different after a while.
@kuro_mori_vt
@kuro_mori_vt Год назад
to be totally honest, i havent had this issue, it likely depends on the weapon you play. for me, i play a lot of weapons that don’t need wirebugs much, like lbg and lance. as such, weapons like cb and ls feel worse because they’re not just hard to manage on their own, but REQUIRE wirebugs, which is a big oversight in balance to me. you should be able to play with or without, but some weapons lean in TOO heavily while others don’t at all.
@rebillion9442
@rebillion9442 Год назад
As much as I've enjoyed Rise, I still feel the strongest about my time playing tri and 4u, and that I really miss how much less complicated and flashy it was
@Hibernial
@Hibernial Год назад
The only thing stopping me from getting into 3u is figuring out how that talisman table works on newgame files.
@hyruled3g
@hyruled3g Год назад
@@Hibernial Athena's fish finder my friend. It sounds daunting but it's really not that bad. I've been playing on my character I made back when I was a kid in 2013 and only recently figured out what table I have. Table 7 is a mid table but that hasn't stopped me from maxing my build as much as I can. 3U is an amazing game and still has a couple dozen people playing online
@Noah-ns2tx
@Noah-ns2tx Год назад
I feel like MH4U is kind of the golden standard of Monster Hunter. And I think vibes are a bigger part of the game than a lot of people might realize.
@Walamonga1313
@Walamonga1313 Год назад
4U is still the best MH a decade later
@atlasthechamp82
@atlasthechamp82 Год назад
Agreed, the flow of your progression feels organic. The moveset is smaller so each move has to be deliberate, if you fucked up, it's your own fault. This kind of simplicity and underdogs dynamic is what elevated 4u to be the best in the franchise. Also the story is pretty neat
@Koijn2K
@Koijn2K Год назад
"vibes" is a combination of a lot of things, doesn't really make sense to use it to say something is good when you don't describe what made those "vibes"
@Zero0mtk
@Zero0mtk Год назад
I've noticed that for the West (or "international market" perhaps?) this seems to be the case, but in Japan 4U is controversial, or at best people are like "yeah it was great but it had big issues." Personally, I think 4U village experience is "golden standard" as you say, but can't say I like the way Guild Quests and its reward worked. I always find this dissonance between the West and Japan pretty interesting.
@Underground_Owl
@Underground_Owl Год назад
@@Zero0mtk I'd say that the community is guilty of making the guild quests seem worse than they actually are, most notably with the mindless insistence on spamming nothing but Rajang quests, when in reality every single monster with an apex state, as well as elder dragons, is very good for the grind that people decided themselves to do. And speaking of the grind, why stress over that? Getting top tier relics already requires you to beat the hardest quests in the game, so realistically they are just a neat extra to happen upon at the end of it. Players dug their own graves here, and now the game should be criticized for that? Seems wrong to me.
@holydiver4988
@holydiver4988 Год назад
the silly man finally returns
@Dradix35
@Dradix35 Год назад
You say what I've felt for a long time. My biggest problem with the series currently is the fact that my hunter is literally a god amongst men. Nothing could stop him with all his skills, abilities, infinite items, and two batshit crazy AI companions (which makes online hunts 8vs1 in the worst case). I go into almost every quest with the mindset, "yep, I'm about to fuck shit up, cuz I'm unstoppable." Don't get me wrong, it can be fun at times to just wreck everything in your path, but there is nothing that I miss more than being genuinely scared of a monster encounter. Back when the monster was way stronger than my measly human in every aspect. Brute forcing my way through a battle was tough, so strategy, game knowledge, preparation, and solid execution were all major parts necessary for a completed quest. When standing in front of a massive angry dinosaur 10 times my height, I dont want my only thoughts to be "okay big guy, do your one move so I can counter and then follow up with my wirebug move. Lets get this done quickly." I prefer to feel the weight of success or failure in every decision I make. I want to think, "How in the world am I gonna beat that thing?" And when you finally slay the monster after 30 minutes of hard fought battle, no more potions left, down to your last cart... there is no better feeling in gaming to me. Thats what I play Monster Hunter for. I do not want to be a super hero, I am not the chosen one destined to save the world. All I am is an ordinary man with a simple profession. I am a hunter; killing beasts is simply part of the job. And the job should be difficult yet fulfilling and leave me with a sense of pride. Thats my two cents about it.
@boogieofbnt3192
@boogieofbnt3192 Год назад
Nicely said dude
@ManSpider92
@ManSpider92 Год назад
That's exactly my issue. Monster Hunter peaked at 4U imho. It allowed us to traverse via climbing/jumping from ledges and mounting monsters but it never felt overdone. Your character did not feel like some anime protag doing double/triple jumps mid-air, utilizing clutch claws or wire bugs, and having these wild attacks.
@ArborusVitae
@ArborusVitae Год назад
IMO is the issue is more the ease of use of counters and i-frames. The windows are too big. I personally really enjoy the more reactive play style and I-framing stuff but it’s way too easy to pull off and even master in Rise due to the extremely generous frame counts.
@chizitaraigwe3674
@chizitaraigwe3674 Год назад
@@ArborusVitae Rise has the least s in the entire series… it has the most counters tho
@somerandomguywholikesULTRAKILL
@@chizitaraigwe3674 and thats one of the reasons why i use the bow, the other is so i dont have to deal with whetstone to actually be viable
@arisenpawn425
@arisenpawn425 Год назад
Yo the piano, your voice, and the general vibe this video is really cool and chill. Also the transitions and editing are top-tier
@Nasa1423
@Nasa1423 Год назад
This is something I've been thinking about when Iceborne first released regarding the clutch claw, (Side note: I actually like the CC and always did, this isn't about that) I felt that because of the CC monsters needed to be "souped up" to keep up with hunters or at least compensate for the power given to players via the CC, this also made me realize why Lunastra was the way she was in Base World, it was to compensate for the fact people were abusing mantles and flash pods, and then when Rajang was added to Iceborne I immediately recognized what was going on... My conclusion was (and still is) that since making a MH game that has Hunter styles/Wirebugs/Clutch Claw or else with an option to disable them isn't gonna work **Starts glaring intensely at GU's guild style** they should just separate the Flagship games for each generation (ie Tri, MH4, World...etc) from the Portable games (ie P3rd, MHGen, Rise) for said generations by making the former a bit more grounded with the "core MH experience" while the latter has all the over the top stuff that's designed to be adrenaline rush inducing and just pure fun.
@elitereptilian200
@elitereptilian200 Год назад
Nobody abused mantles amd flashbombs, they used them as intented by the devs as a hame mechanic.. if they didn't want people "abusing" mantles and flashbombs they shouldnt have put them in the game as they were, "fixing" a game game mechanic they themselves made for the game by making monsters being absolute bullshit is really absolute bullshit in on itself..
@Nasa1423
@Nasa1423 Год назад
@@elitereptilian200 Well maybe you're right about mantles, but oh boy flash bomb spam was real back then... imagine a 4 player team each with 3 bombs and then an additional 10 flashbugs to craft more, that's 52 flash bombs on a single monster... and the only immunity they had to it is a shorter flashed period but other than that if a monster started flying, or if Teo started to supernova, or if any monster even thought of leaving a zone you just flash them and bada bing bada boom infinite stun spam achieved, congratulations on your 2 minute hunt.
@elitereptilian200
@elitereptilian200 Год назад
@@Nasa1423 I got lucky and I had a group of people to play world with who most certainly did not do that with flashbombs and even when I played with randos I don't remember people being that annoying with them.. but.. then again.. it is a intented game mechanic made specifically combat things like teos supernova and I for one appreciate people who rather flash him out of than let him cart the whole team..
@tarrickmerdev2324
@tarrickmerdev2324 6 месяцев назад
@@Nasa1423 In MHGU you could do the same thing and people did for harder fights. You could carry 5 flash bombs and enough materials to build 10 more, so the team could bring 60 bombs. The mechanic was exactly the same: monsters built immunity to the blinded effect but if they could be flashed then were never immune to the flinch (and thus dropping out of the sky). I don't really know why MHW gets special criticism here other than simply because so many more people played it.
@ce5122
@ce5122 Год назад
mhgu had a good balance of this imo, there was complexity but you also had the option to use the simple basic styles we all know without being punished for it.
@daneelaart
@daneelaart Год назад
exactly why i can't stop coming back to gu
@w0nderlord02
@w0nderlord02 Год назад
And the best thing about GU is that the basic Playstyle is just as effective as the complex styles if you know what I mean. GU is a masterpiece of a game
@FrostyTheCookie
@FrostyTheCookie Год назад
@@w0nderlord02 Well, Valor was definitely a bit too good lol.
@Attatsu
@Attatsu Год назад
TOTALLY AGREE, and the variety of sets and old school style of armor skills only added to this IMO
@WisdomAkpan211
@WisdomAkpan211 Год назад
Try fighting ex bloodbath with guild style. Good luck Sarcasm aside, I feel like deviant and hyper monsters were balanced around everything that wasn't guild style. With some of the endgame fights, it feels damn near impossible without valor style or adept evade etc. Trying to play gu like 4u (guild style) in endgame is incredibly punishing
@zacharyhutter9085
@zacharyhutter9085 Год назад
I’ve always found each game’s monster+ system (apex, hyper, tempered, anomaly) to be rather…distasteful. Regardless of game, I always have the most fun with me, my weapon, and a vanilla monster. There’s a place for these higher systems, but man. They’re not the game, ya know. They’re just extra sauce. Feels like we’re getting drowned in sauce in the recent installments Edit: I should have watched the rest of the video first, now I feel like I just said what he said lol
@josephfrancis3250
@josephfrancis3250 Год назад
So you’re complaining about having variety
@maskquerade3236
@maskquerade3236 Год назад
Yeah I feel that.
@zadonzd8604
@zadonzd8604 Год назад
@@josephfrancis3250 Read what he's saying
@maskquerade3236
@maskquerade3236 Год назад
@@josephfrancis3250 having the same monster with slightly different appearance and 90% of the same moves is not variety. It’s just boring. I’d rather have a few subspecies and vanilla monsters then higher tier. Obviously Master rank, high rank and low rank makes sense but yeah
@elsienova4269
@elsienova4269 Год назад
@@josephfrancis3250 MH difficulty should have stuck to being about more complex quests rather then "AFFLICTED RISEN CRIMSON GLOW VALSTRAX". I have infinetly more fun in MHFU and MH3U's endgame than in the endgame of the two most recent entries.
@codster76
@codster76 Год назад
Really glad to see you back with RU-vid content. You've made some of my favourite Monster Hunter stuff and I'd love to see more.
@Elehk99
@Elehk99 Год назад
As a Lancer, I completely agree. I chose my weapon because it’s really cool standing tall against nukes while countering the medium hits, but now everyone can do that? I’m really tired of weapons losing their identity because Capcom doesn’t want anyone feeling left out. I don’t know if they haven’t realized or just don’t care, but adding these huge gimmicks to every weapon means only a few will really see use
@CaptainEffort
@CaptainEffort 10 месяцев назад
Fr I’ve been a lance main since Tri, but finally ended up giving it up in World because other weapons just completely outshined it. And Rise made it even worse. Edit: I still main lance in older titles, so I still consider it my main. Going through P3rd with it rn.
@ethanmorrow5623
@ethanmorrow5623 6 месяцев назад
I agree. With the wirebugs and switch skills, every weapon feels the same. Now every weapon has a counter. In previous game, the hammer for example felt different than the other weapons BECAUSE it had no counter and you had to approach the fight differently.
@darkspiro6467
@darkspiro6467 6 месяцев назад
I started rise with longsword and have been learning lance the feel of both weapons feel completely different in a good way in my opinion countering with longsword won't save you from every attack you would have to be a god at the game to do that which most casual players including me will never reach I have had less carts since I started using lance
@thenonexistinghero
@thenonexistinghero 6 месяцев назад
That's not the result of the wirebugs, that's the result of the devs adding so many counters and other ways to tank through things. And well, Lance kinda got the short end of the stick in both of the most recent games. But SA got a horrific treatment in base World and it being good in IB was moreso a coincidence.
@Saurygiel
@Saurygiel 6 месяцев назад
@@thenonexistinghero Yeah I agree I honestly think the skill bloat or how skills work + the dangos in rise for example really contribute a lot to this. If you think about it there are actually an insane amount of tools / counters in the game, it just isn't convenient or viable / can be overwhelming to try and use them all, which IMO just tells me there is too much. We already had flash bombs, sonic bombs, barrel bombs, traps, environmental traps in world, palico abilities, items to jack up defense, skills to improve guards, s, flinches, health recovery, etc. A lot of those are situational which almost makes it worse since you never have a reason to really use them since you can beat the monsters just fine without them already, but you still feel like you aren't fully experiencing the game if you don't take advantage of them. It's just lead to a lot of bloat and player confusion on how they are meant to actually enjoy the game.
@GamerNathius
@GamerNathius Год назад
This is why I haven't had as much fun in Monster Hunter as I did when I first played MHGU after World (MHW is the first I played period) The simplicity of variety with hunter styles made it so damn fun.
@jamestdfm
@jamestdfm Год назад
Gotta say, MHGU doesn't have the simplicity, it has lots of hunter arts and styles that add a lot onto the game, I highly recommend playing mh3u or mh4u, those two are the best from the simple formula, no bs, no op shenanigans, just you, the weapon/armor and the monster
@Raptchur
@Raptchur Год назад
take out the word "variety" it doesn't fit with what you're saying. i don't think you people know what you want aside from not being overwhelmed
@aymodaslacker8852
@aymodaslacker8852 Год назад
some people dont understand this comment. having variety doesnt equal complexity during real hunt. thats pretty much it.
@vladorac6
@vladorac6 Год назад
Simplicity with hunting styles? Did I read that right? I miss the simple times of mh4u and maybe base world. MHGU and MHRS are far from being the "simple" options IMO.
@GamerNathius
@GamerNathius Год назад
@@aymodaslacker8852 Exactly what I mean, the variety was very simple, you pick a Hunting Style + Art(s) and thats it, no wirebug, no clutch claw, no mantles.
@KOBULT92
@KOBULT92 Год назад
I'm ok with ditching wirebugs, they just need to give us what the actual goal of the wirebug did without the hyper-action wall run spiderman super fly stuff. Just give the hunters a dedicated jump, no bells and whistles, nothing that turns every weapon into an insect glaive, just something to get you aerial and clear gaps. We don't need a grapple hook, and turbo dash, and ukemi on knockdown. Just a jump and allow the basic moveset for each weapon to have additions be incorporated into that.
@HeyMaruniko
@HeyMaruniko 5 месяцев назад
"powercreeps" thats what i felt since the first year of Rise. monster hunter was about preparation, method of a hunts, and move prediction, rather than combos, counters, and cooldowns from what MHX/MHRise forced us to do. and you're right about monster is getting crazier, it's because the hunter had so many powerful move tools, and crazy damages that monsters need to be crazier to catch up. That is the definition of Power creeps. that's why I somewhat agrees if someone said, "Rise is just another Hack&slash game that pleasing power fantasy instead of realism that we loved back then" or "Rise will be dead if the power creeps continue."
@Pikmin0123
@Pikmin0123 Год назад
I love how self contained weapons are in the older games. You can do any move from its moveset or build any resources at any given moment in a hunt. Felt very tight
@captainnickname293
@captainnickname293 Год назад
I can list a couple of moves with a big limit, but GL just takes the cake with how hard Wyvern's Fire is to use for not only middling wake-up damage but a sizable cooldown slapped on it as well. With things like managing sharpness and resources like 3U spirit gauge, GU heat bar, or SA/CB phials, there's been a ton of clunky meter management in the past which have been improved in later titles
@raccoonofmotivation20
@raccoonofmotivation20 Год назад
People hated mantles for cheesyness and yet wirebugs were always more op
@josel125
@josel125 Год назад
Welcome back! I always loved your music compositions. Hoping to see more uploads in the near future
@renerzeletc.4701
@renerzeletc.4701 Год назад
I'm happy the series is innovating and expanding, but I've found that the MH games that keep me engaged and satisfied the longest are the ones with the most limited movement and the simpler movesets where you're primarily using the same low- to mid-tier functional attacks instead of constantly spamming the heftiest and flashiest moves. It's weirdly more complex and feels more nuanced when there are less options, despite that sounding crazy
@gothxm
@gothxm Год назад
Nah it sounds PERFECT. Look how far O, r1 and R2 carried Dark Souls. It's just like in boxing. Every boxer says tje most versatile punch is the jab. That single attack creates endless options depending on the context.
@johncronk8867
@johncronk8867 Год назад
@@gothxm This reminds me of how Vanilla Minecraft is designed compared to many mods. In base Minecraft, you are given items with very basic functionality and interactions, but we used those interactions to construct a vast array of things with advanced uses: Numerous forms of TNT cannons, large-scale transportation, things that test the limits of physics, LITERALLY MAKING A COMPUTER THAT RUNS MINECRAFT IN MINECRAFT. Many mods allow us similar high-end capabilities, but they’re often within one simple-to-use tool; there’s not much flexibility, and what you see is often what you get.
@starO.D
@starO.D 7 месяцев назад
We miss you...
@jimsface
@jimsface Год назад
I agree man. I miss when MH felt simple and not an ever-growing quilt of systems and optimizations to assemble
@thenonexistinghero
@thenonexistinghero 6 месяцев назад
MH hasn't been like that since 4.
@wolfexl7668
@wolfexl7668 Год назад
This beat SLAPS. Thought it was from Persona 5 until I saw you jamming the keys during the beat
@plat4663
@plat4663 Год назад
I think a cool mechanic to add instead of wire bugs could be a jump button. Keeps it simple and still opens more combat techniques.
@Razyeldev
@Razyeldev 6 месяцев назад
and this is why we can't agree on anything, if they wanted to put in a jump button they should've done that but saying it's just cool movement it disregards most of the issues that people have with wirebugs, i don't want down recovery i prefer the invincibility frames, i don't want the wirebug to be integrated into my weapon move set in some cases it's limiting especially with the longsword, there's more pinning moves because of wirebug and if you're out of wirebugs and they're on cooldown well there's nothing you can do it's just bad, if they made the wirebug only for movement and nothing else it would have been ok but it is not and it's a problem, NO MORE WIREBUGS i will spam this shit until the end of time if i have to, and don't get me started on the stupid throwing a barrel to self parry wirebug cheese strats
@vast9467
@vast9467 6 месяцев назад
there’s already jumping in world, it’s just not doable at any moment
@Kebin13
@Kebin13 6 месяцев назад
​@@Razyeldevcrying over pin moves because "muh cooldown? Seems like a skill issue to me, its almost like the game is actively trying to tell players, especialy the "spam muh wirebug to win lol so easy lmao trash game" that no, you shouldnt be spamming wirebugs like a brainless moron, pretty much like old mh titles would say,in the form of a ass wooping, that you should try to spam attack on monsters, no matter how fast you think your weapons are.
@Nandinandito
@Nandinandito 5 месяцев назад
@@vast9467 he says there's already jumping in world like it's the only MH game where you can jump 💀💀
@backslash4141
@backslash4141 5 месяцев назад
But jumping on demand is why I like IG. The verticality makes it really unique, and let's me dodge attacks in unique ways. If you give it to everyone, the only thing IG has left going for it is the kinsect... and honestly, I'd rather just have the glaive part without the kinsect.
@elgnarfowo2678
@elgnarfowo2678 Год назад
Also an important point for me is the identity of the weapons and how it got lost over the MH games, as an example in the lance was always the primary "counter" weapon or let's say the one with the biggest and "best" selection of counters, or in some game like base tri, it was pretty much the only weapon with counters possiblitys, but with the time and with the universal tools hunters got, the lance got heavily left behind, today every weapon can counter like lance or today every weapon can KO a monster like hammer or today all weapons got the mobility of the IG, you get waht I mean. And for me the identity to my weapon and that only I can do that 1 thing the most efficient is really important, so I stopped playing MH games since rise cause I just don't feel validated to play a weapon like lance if some weapons do lance job way better than the originaly counter weapon
@elgnarfowo2678
@elgnarfowo2678 Год назад
I have should describe lance as the weapon with the best defence and not best "counters" but it's still applies, lance doesn't have the best defence anymore by a long shot
@allanpradorocha7265
@allanpradorocha7265 Год назад
The last video i watched on this channel was you talking about rajang in iceborne, and how they "kinda" changed him for the worse. Then, you've said you were experimenting with the idea of putting your original songs in the videos. And seeing today the product of that decision, you've really done the right thing! I agree with everything in this video (except the water combat part haha), but the most impressive is your evolution in music, and how it complements the video. You really did a great job and i hope you continue to do so.
@teero121
@teero121 Год назад
God I missed your videos so much. I'm really happy for your career and hyped that you're back!
@RealSkelzore
@RealSkelzore 5 месяцев назад
I don't like that they removed mounting the monster when hitting an arial attack. Haven't played rise since I realized that lol
@arimor1929
@arimor1929 Год назад
this man really hit us with the best take for a solid 10 minutes and 40 seconds. And then 10:40 happened 🤣
@Hernyy
@Hernyy Год назад
😏
@jinibulfuntr7571
@jinibulfuntr7571 Год назад
And he kept spitting facts💀
@Planag7
@Planag7 Год назад
Yeah sometimes I feel it has gone a little too crazy in terms of what comes up but there are some things that I do like like the speed carving. I have been playingTri on the 3DS again and it is been really slow but I love the monsters underwater
@fatbro7283
@fatbro7283 2 месяца назад
new MH did the impossible for me, it made me not hate flying wyverns I'm very grateful for that
@VultureXV
@VultureXV Год назад
These are all valid. The main thing I have always considered is that Monster Hunter was almost always based on a concept of physics and had somewhat a physics-related animation set. Think of Souls tier weapons, they're huge and you can really feel the impact of it. That was always the game's forte. Right now, they're trying to speed up the pace of the hunt so exponentially that if it keeps up this way MH6 will have players completing objectives in 30 seconds. And "Landing X attack as much as you can" has basically become the routine DPS flow chart for everything except Bowguns. The main problem I have with this game is that I played through with my favorite weapon, Insect Glaive (or bugsticc), and truly just felt despised by the game devs. Not only was every other weapon given aerial mobility, every other weapon was also given _way more useful_ silkbind attacks than the *LITERAL WEAPON THAT DEALS WITH INSECTS.* The honest worst part about the entire thing is that bugsticc still has no counter moves and now almost _every other weapon_ has a form of counter move. Do you. Know. How frustrating. It is. To play IG. With Monster hitboxes. The way they are. Due to. The counter meta? I have never been so frustrated with the game, getting slapped by literal tail sweeps, on the ground, when i'm 10 feet above them. I always used the aerial attacks as openers, after recovering from a dodge because LoL all I can do is dodge. Only to get swatted out of the air by the enemy slapping the ground. There is also still blatant favoritism with the weapons and honestly that just shouldn't be a thing anymore. We SHOULD be past that point, but the developers took one look and saw LS at nearly 25% play percentage and said "We need to nerf Lance/Gunlance!" I love playing HBG to apply status effects quickly and have access to good firepower (sometimes Bow too) Y'know how they treat that? "Lets make melee builds better at status with Status Trigger." They basically gave melee weapons the ability to be the primary status-inducer by having them not worry about items or item availability and just having to *dodge.* Don't worry about me, I ""enjoy"" farming catalysts. Meanwhile the DB user with small paralysis is causing the monster to be stunlocked. I'm not mad, I'm furious. Everything I want to do is illegal apparently. The developers themselves clearly had weapon families they loved more than others and it 100% shows. I hope in MH6, item knowledge comes back because they keep shutting down item usefulness. I remember in 3U I could set a baited trap, exhaust the monster in one area, it would flee, eat the trap in a different location. We can't even get basic "nice things" like this.
@jimjimson6208
@jimjimson6208 6 месяцев назад
Landing X attack as much as you can literally describes the combat routine for every monster hunter though. There will always be a best attack/combo for each weapon that you will use as often as possible. In Rise those attacks are bigger than previously but the game plan is the same. Obviously you are going to use your strongest move whenever you can. Also, I haven't actually played longsword in Rise but from what I've heard they absolutely gutted its numbers in Sunbreak compared to base Rise. And I also think that buffing melee status is a good change, sue me. Bowguns have basically had a monopoly on status for decades. I'm so sick of people hyperbolising the state of weapon balance. Idk about sunbreak but in base rise speedrun times for weapons were within like 1 minute of each other for almost all monsters. I've played PvP games with way worse balance and I am literally going to snap if I see one more monster hunter player acting like the most opressed minority on earth because their favourite weapon takes 2-3 minutes longer to kill the funny lizard.
@DTPandemonium
@DTPandemonium Год назад
I loved the olden tried and true monster turns twice 90 degrees and you slap it's head with greatsword/hammer. Don't think that's exactly gonna come back but hey it's something (You can still do it after some attacks but doesn't feel the same) The slowness of combat is also why I play the older games from time to time. My dopamine receptors had enough from the non stop spectacles.
@neoman289151
@neoman289151 Год назад
I think the most frustrating aspect of silkbind moves for me is that they were already done well in GenU. Having to earn hunter arts by engaging with the normal combat mechanics worked perfectly fine, but having silkbind moves refresh off of time alone makes them way too spammable, especially since you can lower the cooldown with extremely easy to fit in armor skills. Hunter Arts felt like an added bit of flare to GenU's combat loop whereas at times it feels like silkbinds *are* the combat loop of Sunbreak, and if you aren't spamming them you're almost playing the game wrong. At the risk of sounding overly cynical sometimes Sunbreak almost feels like a MOBA where your ultimate is always off cooldown.
@valoricintake
@valoricintake Год назад
In Generations, getting a hunter art charged up felt like getting a super in a fighting game. Soooo much more satisfying. I definitely agree with the MOBA bit.
@paulbunions8580
@paulbunions8580 Год назад
Waiting to charge up your super meter is significantly worse than just having another attack. The balance is rise isn't spam this move whenever I have wirebugs, its do I use this move or this move with my wirebugs or do I save them to wirefall. Wirebugs can be used offensively or defensively but not are the same "meter"
@MillenniumEarl014
@MillenniumEarl014 Год назад
​@@paulbunions8580denial
@friskycalibri2293
@friskycalibri2293 7 месяцев назад
​​@@paulbunions8580meter is much better tho. If you're good in Rise you can just spam supers, not so in GU.
@Apoollo_11
@Apoollo_11 5 месяцев назад
Atleast you aren't forced to use hunter arts and styles in Gens
@DearMetallia
@DearMetallia Год назад
"Bring back underwater combat" alright you've lost me again 😔
@mmfsnotsakuga3408
@mmfsnotsakuga3408 Год назад
Bruh!! I was literally binge rewatching your videos yesterday!!!
@Mode_na
@Mode_na Год назад
For me, good monster hunter should feel like a dance, both side gets to lead a bit, never overwhelming the other (unless it's a 4 man TDS speed run). Now with all the new combat options, I'm just spamming wire bugs when it's off CD, then waiting for wire bugs when it's on CD. I'm no longer thinking about the monster-hunter dynamic, I'm only thinking about performing my moves as frequently as possible, with reckless abandon.
@Walamonga1313
@Walamonga1313 Год назад
Exactly. It's just bug move spam, then when you're in their downtime you feel like you're wasting your time cause regular moves aren't nearly as good
@electricboogaloo11
@electricboogaloo11 Год назад
Wonder how many times I'll rewatch this for the 7 months till the next vid
@ASpaceOstrich
@ASpaceOstrich Год назад
The thing about that evening out is that it can make things less fair. Theres a game I quite enjoy called Vermintide that has this problem. Its a game about attrition. You progress through a level and try not to make mistakes in combat. Every mistake costs you health. Health is replenished using resources you find during the level. If the rate you make mistakes exceeds the rate you progress to find health items, you lose. In Vermintide 2, they screwed this up by adding talents and abilities that significantly increase player power. Most notably, the ability to effectively heal yourself by fighting. This fundamentally breaks the core gameplay loop. You can't get slowly worn down by mounting mistakes and increasing tension when you go into every fight with effectively full hp. But despite this, I'd say Vermintide 2 is considerably harder than Vermintide 1. But its not as fair. In order to actually challenge a player who is effectively immune to the intended gameplay challenge of dwinding resources and increasing tension, they throw more stuff at you and make the core combat more difficult. This increases the challenge, but its a different kind of challenge and its a less fair challenge. In Vermintide 1, you generally see a loss coming. It comes at the end of rising tension as your supplies dwindle. You lose people on your team as they go down. It provides great moments where you can clutch a victory and losses feel fair. You never just turn the corner into a mountain of bullshit and wipe from full health. In Vermintide 2, you generally go into the fight that wipes you with full hp. In fact, your party might be on full hp only 30 seconds or so before a wipe. Theres no mounting tension as your health, supplies, and numbers dwindle, because thats not how the game challenges you any more. It challenges you by overwhelming you, not wearing you down. You lose the tension. The potential for clutch plays is still there, but much rarer, and much less fair. It's more like you outbullshitted the enemy. My point is to take this example from one game franchise and relate it back to monster hunter. People will argue with you about these bells and whistles by saying things like "you're still losing to Risen Valstrax". They will point to the difficulty level of the game as if it still being hard means its still the same as it used to be. But that just isn't the case. If a monster nuked the arena the moment you arrived it'd be hard, but it wouldn't be fair. And likewise, if the monsters have to be faster, more aggressive, have wider reach and extended attacks to counter the players increased offensive tools, then a simple hunter swinging a telephone pole sized sword is going to have a less fair fight. Thats not to say all extra tools are bad, but its to point out that by adding new tools, the old ones become less important. Making the monsters stronger to counter your new toys might make the fight the same difficulty, but that doesn't mean it'll be the same fight. EDIT: So I typed this up while half way through the video and you proceeded to say basically the exact same thing, so I guess I'm preaching to the choir on that one. Leaving it up anyway, but that's pretty funny.
@toottootsonicwarrior5777
@toottootsonicwarrior5777 Год назад
The shortest and simplest way I would explain MHs direction is that its leaning much into an "Anime" aesthetic with flashy, weightless attacks and monsters that feel like punching bags rather then threats. I miss the more realisim/low fantasy orientated MH where hunters had to rely on positioning and attacks were much more deliberate and carried weight. Monsters were a product of their environments rather then having a theme like in SB. Speaking of SB, most of these issues with the series's identity seem to spark from rise and its place as a "portable" title which have always been soley combat orientated, and are the games that tend to experement with wacky mechanics such as wyvern riding and the wirebugs.
@ados1280
@ados1280 Год назад
Personally I have felt Rise/Sunbreak to be kinda shallow in general for a while now, and I could never really put my finger on why. But something you said in the video REALLY struck a chord. How like, you're always trying to land "that one move". I find myself always trying to land Bullet Barrage with Gunlance, or always trying to stick to the monster with Switch Axe, or always trying to land True Charge / Strong Arm Stance with Great Sword. Why? Because the game kinda enables you. In older games, it felt very satisfying to land these moves because they were hard to hit and there was a lot of risk to throwing them out. And getting away with it felt really good. But in Rise, your "Super moves" let's call them, are so easily accessible, not terribly hard to land, and with a few exceptions there isn't much risk to just throwing them out since a lot of our Super Moves don't have much end lag, and every weapon has a counter of some sort. EVEN IF you get hit, it's pretty easy to just disengage from the fight and heal very quickly and of course there isn't much risk in healing since you can run while doing so. Generations Ultimate is an example of good Super Moves, because even if you whiff it, or you use them at the wrong time ect, your punishment is that now you have to build the art back up, which can take some time and requires you to engage with the Monster, while in Rise you just have to wait for your wire bugs to come back which doesn't take that long. There's just a lot more variety in the moment to moment decisions you make and moves you use mid hunt as a result of the systems in place in the older games. To use your food analogy, Super Moves are like chocolate, really sweet so it tastes amazing, but too much of it and it starts to taste kinda gross, and maybe even give you diabetes. Sorry for the wall of text I've just really been trying to figure out why I don't really like Rise/Sunbreak that much and I think you finally helped me figure it out.
@KaiKrimson56
@KaiKrimson56 Год назад
Your comparison of Hunter Arts vs Wirebugs is a very interesting observation I never thought about and sums up how much of a crutch they are.
@hongigo
@hongigo Год назад
I miss the simpler weapon move sets of MH4U
@chironthecuddley6144
@chironthecuddley6144 Год назад
Ay, it's another Herny video. Good to see you upload again after almost a year. I have mixed feelings with the wire bugs. The mobility and literally being able to zip half way across the map is awesome, but wire bugs in combat feels different even compared to Hunter Arts with were pretty hands off to the point you could not equip anything and still enjoy the game without feeling like you were missing something.
@vlixle2781
@vlixle2781 Год назад
“But also, bring back underwater combat” Me and my thalassophobia: _Please don’t_
@SuzieB23
@SuzieB23 8 месяцев назад
I miss Herny :(
@luckysgi-5karrow378
@luckysgi-5karrow378 Год назад
Games getting simpler or retreading the already beaten paths probably won't sit well with Capcom and players as well. Getting Pokemon syndrome ("This just feels like Pokemon Red version again") isn't good especially if we can expect yet another price tag to get in. Middle Earth Shadow of Mordor and Shadow of War had a similar instance where people complained it wasn't new enough with the asset flips and reused animations among other things. God of War and God of War Ragnarok also had similar sentiments where people generally felt it could have just been a relatively expensive, large DLC instead of a new, full price game. It could have just been like a Xenoblade Chronicles 2 + Torna Golden Country. Probably a good comparison for MHR is Street Fighter, as well as both being from Capcom. That series can kind of be called "Gimmick Fighter". Other fighting games tend to improve on the last a little bit with a slightly new system addition and slap a new title number. SF always has something very new per installment, and now SF6 is basically slapping on everything 5 had all at once with yet more additions which feels like the sentiment for MHR here. If one installment just reverted back, people would complain why it has to be a new game with a new price tag for old ideas.
@afilthy6digit839
@afilthy6digit839 Год назад
Herny's so chill man, it's always good to see him back
@Crihnoss
@Crihnoss Год назад
The thing about this BS arms race, its that you are slowly and but surely becoming a flashy super hero. But at the same time mosters lose their mystique and no longer feel terrifying. (Yeah i know, kongalala exists, kutku exists... But you get my point)
@CoolSmoovie
@CoolSmoovie 6 месяцев назад
Hate how everything glows in this mfing game
@J_A_Niss
@J_A_Niss Год назад
A lot of games have been going through similar; granted it's not within the same genre, but Josh Strife Hayes made many videos on feature creep: i.e: Stuff is added on top of original stuff that overshadows previous stuff and then taken out once the next game/iteration/version/expansion comes along and _adds new stuff on top of old stuff that overshadows previous stuff_ etc..
@HareHeadGFX
@HareHeadGFX Год назад
I always worry about complaints like people not wanting wirebugs, because for me, wirebugs are way to broad of a concept. They are 1) movement tools to be used in and out of combat 2) A resource tied to a variety of different abilities, most of which are either highly damaging, or have i-frames/counters (+wirefall) As movement tools, I don't think wire bugs have a particularly big effect on the game. Being in the air is generally not particularly useful and you fall down quick enough, and its rare that horizontal wiredashing will be particularly more helpful than rolling or running. I have a far bigger issue with moves that have lots of I frames, hyperarmor or are counters. The main thing that set monster hunter apart from other games was how positioning worked, and how it lead to monsters feeling substantially different. Having easily accessible s and hyperarmor means that staying infront of the mosters face is not difficult, and in some cases encouraged far more than any other strategy, leading to both monsters feeling less unique, and the franchise feeling less unique. And the problem with complaining about wirebugs is that while wirebugs are very much tied with these mechanics, they aren't intrinsincly related, so removing wirebugs doesn't neccesarily solve the problems their existence brings. World is the game that introduced tackle and foresight-slash into the standard movesets of weapons, so rather than seeing rise an expreimental game, I feel like its the logical conclusion of where World was going, and I fully expect MH6 to still double down on having easy access to hyperarmor, i-frames, and counters. Overall, when people say they expect MH6 to be more like world, I still expect it to have the problems world began to introduce and rise inherited, so I kind of have little hope in ever enjoying the franchise as much as I liked the older games, even as someone who started with World.
@KoAkaiTengami
@KoAkaiTengami Год назад
XX/GU really was peak. They had the extras on the side but never stopped anyone from enjoying guild style and enjoy that simple style. It was like a little of A a little of B. Nothing felt too out of place and I while I really enjoy 4U simplicity, I still want some ways to vary our hunting styles from one another using the same weapon.
@thenonexistinghero
@thenonexistinghero 6 месяцев назад
World's far simpler than GU. Tried to go back to GU recently and it took me a few hours to figure out how things work again. No issue like that with World or Rise, I can just jump straight in because micromanagement is a lot simpler. The actual fights are a bit more complex in Rise, I guess thanks to the wirebug. But not in World, outside of the special DLC fights and some late DLC fights, fighting the monsters is simple and straightforward.
@TheSmurph129
@TheSmurph129 Год назад
Too much extra sauce in the combat for sure. I would love to see the prep stuff deepened to make it feel more like a hunt.
@w0nderlord02
@w0nderlord02 Год назад
I feel like MHGU had the best balance between Standart traditional MH Style and Flashy combat style. And the best thing about it is that both of these „styles“ are effective when played correctly. MHGU is imo one of the most successful MH Games ever.
@Commanderfang
@Commanderfang Год назад
Your videos are always a joy!
@definitleyadoggo7416
@definitleyadoggo7416 Год назад
that palico kinda...
@Leo-kc2kp
@Leo-kc2kp Год назад
Ikr
@donjuan2001
@donjuan2001 Год назад
One small and totally unrelated thing I found to be a detrimental change was the way hubs have been phased out in favor of quick join either through join requests in Rise or the SOS flare in World. To me, the idea of hunters all dropping their weapons at the door to chow down and decompress together after a hunt is core to the franchise’s identity. The online experience feels lonely and impersonal now.
@timvoorhees8102
@timvoorhees8102 5 месяцев назад
based, the previous hubs were a better matchmaking experience as a whole
@jzharayjarol2543
@jzharayjarol2543 Год назад
"And also, bring back underwater combat." Yes and please. We no longer have consoles that do not have two sticks for us to make use of combat in that capacity. Also chill vibes as always. Always a treat.
@117neoshadow
@117neoshadow Год назад
Honestly, I feel like MH Generations did it right. Hunter Arts doesn't fill up automatically; the player must strike the beast in order to charge it. Hunter Arts is the payoff- but the biggest reward is that the player would learn that by anticipating monsters' attacks they can dodge and retaliate with one of their own, thus fill up their Hunter Arts more often. Funny enough, the Hunter Art system wasn't a special move button as it was perceived, but an art of making the player a better hunter...
@inpadin
@inpadin Год назад
0:46 you can fix the frostcraft bar not scaling with the UI scaler mod by going in to the mod's lua file(reframework/autorun/UI_Scaler/UI_Sclaer_Element_Setup.lua) and adding "["snow.gui.GuiHud_frost"] = {}," under the GuiHud_Sharpness line. literally just fixed that myself before seeing this video in my sub box lol
@mokadelic4037
@mokadelic4037 Год назад
Monster Hunter World was perfect. It didn't need any significant changes, all it needed was... more of it. It was THAT good. They really nailed the formula for me in that game. The only thing I would take from MHR and take it into MHW are the dog palico (cause the idea was there in World but was implemented really poorly) and the new monsters.
@kingkiller14000
@kingkiller14000 Год назад
World was still boring. Rise actually made MH fun because it finally felt like a proper game and not "What if we did slow/deliberate combat like Dark Souls, but not as good".
@daylem5829
@daylem5829 Год назад
imagine thinking world is slow🤡🤡🤡🤡🤡
@MillenniumEarl014
@MillenniumEarl014 Год назад
​@@kingkiller14000Except Monster Hunter came before Dark Souls.
@blackyraypatrick9041
@blackyraypatrick9041 Год назад
Monster hinter world was my first monster hunter and it was extremely boring to me. always running for ages and positioning yourself. so many drinks potions and else needed for preperation before finally getting the chance to do whats fun personally for me. hitting and killing monsters..... Monster hunter rise did a great Job for more casual players to focus more on these aspects. i understand the criticism of old school Monster hunter players. but I personally don't think that it will be gone. they just make a new genre inside of the genre with the same IP. MHW is still much more popular and I dont think they will throw away this userbase. they just like to get more players into the market with multiple playstiles divided over different MH games...
@blackyraypatrick9041
@blackyraypatrick9041 Год назад
@@daylem5829 without the movement tools, gapclosers and more and longer s it is. because you need to play much more patient and tactical....
@ethanplaysmc2731
@ethanplaysmc2731 Год назад
Having the opportunity to play the game in its simplest form and it’s still be a fun a interesting game is what we need, I played ice born without learning the clutch claw and it felt like I had to use the full 45 min hunt time almost every time, I was punished for simply playing the same way I played for years
@ZackFairlady
@ZackFairlady Год назад
How do I get into composing music like you? I want to learn how to start, I've been a long time guitar player but I want to get into producing melodies into compositions on a piano or something. Any recommendations on how I can start? I kind of just want to get a small midi keyboard or something and go from there.
@lamelukas
@lamelukas Год назад
Really hoping they keep switch skills but also very much believe they need to add new weapons. It's almost been an entire decade since new weapons were added to the main series. Playing Wild Hearts, faults aside, really made me realize just how badly I've been wanting a new weapon in the franchise.
@fatguy4137
@fatguy4137 Год назад
Or Bring back forgotten Ones.
@SpeedDemonAJ
@SpeedDemonAJ Год назад
I think we need a full bow gun rework, probably the tri system of custom bow gun pieces because the current system has hbg many times feeling just worse and not unique. I think it needs a regular roll again like pre world or even look towards making it a hop weapon like Lance and GL because this fat roll just doesn't feel good and playing games like frontier or gu and being able to roll without the end lag causing you to get punished for rolling one attack just feels much better. Also the special ammo having more options that are also viable since right now they take forever to load, and don't do enough in terms of damage or utility to be worth it. I really would love a siege system back especially since the idea of not being able to move in modern games is a balance tactic in itself already. With the clunky mechanics and all, there was something special about old worlds gunning.
@Argnos2293
@Argnos2293 Год назад
A fast attacking blunt weapon pls
@fatguy4137
@fatguy4137 Год назад
@@Argnos2293 Search "Monster Hunter Tonfa" A Sweet Memory of Mine.
@elitereptilian200
@elitereptilian200 Год назад
@@Argnos2293 S & S tree has few "swords" that are outright clubs.. I know its not exactly what you're asking for but you can go fast clubbing with them.. kinda..
@caioapgs
@caioapgs Год назад
I totally agree, also I think that pickaxe, bug net and whetstone should be unlimited, but occupy slots in inventory, i loved the management we used to do back in the day, to actually prepare for a hunt, also bring back paint bombs and remove the capture icon, paying attention to the monster should be necessary, at this point the limping animation is just useless in rise...
@NovaBushido
@NovaBushido Год назад
I think the key here is balancing, I don't think there's anything wrong with adding something to the player, and the monsters, but balancing how powerful those things are are the issue.
@y4wnd3r3
@y4wnd3r3 Год назад
good to see you around again, and real excited to hear about the music stuff going super well for you (sidenote if you have a link to the track in the FS section with the jazzy nyc 99 with it you gotta let me know where it's at) i really fell in love with the series with GU, tried rise, and immediately recognized the series was going into a different style that i thought was excellent, but not to my tastes. that being said, i think even GU falls into the "too many toppings" trappings to some extent. as much as i love styles, sp mode, HAs, the stupid alchemy barrel, and the interplay between all of them i *absolutely* understand it feeling a little too MMO gauge management and not enough MH Hit Thing With Stick Well. and like you mentioned in another comment, there really isn't any true solution, especially as long as capcom seems to be happy both with the state of innovation of pre-rise mh (assuming they decide to make an "mh5" or something) and post-rise, so all i can hope is that the series doesn't burn itself out on feature creep
@GothamKili
@GothamKili Год назад
For me a lot of the skill in the old games came from positioning and knowing the weaknesses, when you can attack and what moves you should lay low. Beginning with worlds temporal and LS counter it became a different game loop. Rise just lets you dodge anything and fly in the air.
@yaboiash6207
@yaboiash6207 Год назад
But luckily the temporal mantle is completely optional, and you can always go to a different weapon. The main thing that made world different than the classics was Clutch Claw. But you can get by without using it at all. And of course it's quality of life changes but that's about it.
@GothamKili
@GothamKili Год назад
@@yaboiash6207 you can kick the monster to death if you want to but temporal especially before the patch was mandatory just like clutch is if you don't want to be under leveld against a monster. You could always play rise without wirebugs as well with your logic but that's not a sound argument
@yaboiash6207
@yaboiash6207 Год назад
@@GothamKili Temporal was never mandatory, hell I've never used it once. And clutch claw is only mandatory for the end game fights, but that's about it honestly. And even that it wasn't anything completely game changing. In rise, wirebugs are the focus of the combat, and when the game first released no monsters were really fit for dealing with the mobility of them. The only one who was meant to combat it was Magnamalo. And the game turned into just managing your wirebugs, cause they practically do everything. They do evasive, counters, attacks, they do everything on every weapon. Which not only makes the weapons lose identity which was what made monster hunter really fun for me in a way. Again, I consider Rise to be a sort of different take on monster hunter, but now it's just wirebug management the game since that's the main things that do damage. Clutch claw actually had flaws, and the temporal mantle got nerfed down to something not completely broken. it'll only save your life 4 times now afterall. But wirebugs come back so fast compared to that, and are also the main source for damage. It's still monster hunter, but just not the same kind I grew up with, as it does honestly feel like a pretty different game. World has it's differences but it was still pretty close to the original, Rise is just... Wirebug management the game now, since everything revolves around that one mechanic.
@axidrain
@axidrain Год назад
@@GothamKilitemporal was never compulsory. You mostly use it to speed up farming so you can land as many hits possible while it's active.
@GothamKili
@GothamKili Год назад
No it was. I am Right bye bye. I win.
@LuxZoltan
@LuxZoltan Год назад
This was so on point I really miss the feeling of playing Monster Hunter when I didn't have so easy access to internet in the psp and Wii Everything was so amazing and going to hunt felt like going to the wild out of the safe zone of the village It was scary what monster could be also in the map It really felt like hunting in a world where I didn't was the protagonist, the monsters where the protagonist and I loved that
@toriitoraa
@toriitoraa Год назад
Yeah that's a feeling I miss a lot, being a fuckass no-one going in a open field and you didn't know if you'd get clapped
@Virapp
@Virapp Год назад
So happy to hear you'll be uploading more content!
@rubenbuffoblin1485
@rubenbuffoblin1485 Год назад
I wish you the best too Herny, good luck in this 2023:)
@Tomkon
@Tomkon Год назад
It's always great to see you upload :) I feel the same way, and I wonder if the pressure to 'bring something new' to justify each new release means we'll keep seeing the problem in some way or another. Imo they could get around it by keeping things traditional and introducing some new weapons , or bring back underwater combat
@exquisitemeat5845
@exquisitemeat5845 Год назад
Rise is my favourite entry in the series - and the one I want to have the LEAST influence in future installments
@blackyraypatrick9041
@blackyraypatrick9041 Год назад
does this make sense?
@magnabueno5360
@magnabueno5360 10 месяцев назад
​@@blackyraypatrick9041yes.
@ryudhal
@ryudhal 6 месяцев назад
​@@blackyraypatrick9041I think they just mean it's their favourite entry, yet if the mainline loses it's identity by copying what Rise does, it would be a negative. Rise works because Rise is Rise. Monsters are faster, more aggressive, you're faster, has more options for mobility and counters, but if you took these parts and forced it in say, even an already faster paced but more classic MH game like World, it would feel out of place and lost the old identity of MH.
@TheOriginalTuhat
@TheOriginalTuhat Год назад
Thank you for coherently describing the problem I’ve had that I can’t articulate for myself 😆
@KaosIsMyName
@KaosIsMyName Год назад
Not only does my mans have the best taste in burger joints (always love me some Smashburger) but also the best take of Monster Hunter's state currently.
@zipzip070
@zipzip070 Год назад
There's a couple of things that I've discussed with friends that both enjoy the game and others that don't. One is that preparation is virtually nonexistent in Rise - with things like Hot/Cold drinks being gone and the monster being immediately visible on the map. Restocking anytime means there is no tension with regards to bringing materials to safely clear a hunt. The other is similar to what you have detailed - that we as hunters have a bevy of tools to counter and lock down the monster now, so the response from the monsters is now a lot of one-shot potential moves and moves designed to catch wirefalling. The sense of danger has shifted from surviving the environment and the monster over a longer hunt, to playing in fear of a one-shot move (that you can usually counter in some way). It isn't necessarily a BAD thing, but it's certainly different. Rise for me is a lot less Monster Hunter, and a lot more straight up Monster Fighter, even though I still enjoy it.
@NihiliusX
@NihiliusX Год назад
This is exactly what I've been saying to my friends. Been playing through the older games and there was something great about how simple everything was
@winterhunt
@winterhunt Год назад
good to see you uploading and share your thoughts man.
@ariavergil9631
@ariavergil9631 Год назад
What I find really interesting is that I agree with basically everything you said here, but don't have a problem with it. Going with the food analogy, I absolutely get where you are coming from but it works just as well on reverse too. I can appreciate simplicity, but tend to gravitate towards and enjoy complexity more. Both in games and in food lol. What I really like about Rise in particular is that it feels like there is always something I could be *better* at. I'm a sucker for that. Then regarding the "I use my bullshit move" "no, I use MY bullshit move!" part, there's a lot of truth to that, and I feel like it should be expected because that's honestly a pretty perfect summary of how combat has evolved throughout history, from the animal kingdom to modern warfare. There's a never ending search for something even more broken and bullshit than the last thing, and as soon as someone has it someone else is working on something even more broken. On a macro time scale that's evolution, on a micro time scale that's the Americans and Soviets spending 40 years seeing who could make the biggest, most precise, and easiest to deliver nuclear weapons.
@karakatowTV
@karakatowTV Год назад
I mean... I've met players online who just hit monsters and do "the dance". Which I still do too, and not rely on the wirebug stuff too much. But even if a new mechanic is introduced and meant to not be the focus of the new game, you know how speedrunners be. And then someone might go on youtube and find some insane hunt time on a monster and then try to replicate that and their mindset is now all about fast kill time. Then we'd be here again. Nothing against speedrunners, just giving a possibility for argument sake. I feel you but just like new summoning mechanic in YuGiOh or Pokemon mega evolving, getting big or whatever, new mechanics will always result in some type of labbing and then abusing. After all they gotta create something fresh for the veterans and invite new hunters in.
@karakatowTV
@karakatowTV Год назад
Also, please revisit underwater combat again. I love Ceadeus theme song, dunking on Plesioth with 360° movements and free my boys Glavenus and Brachydios!
@TheCaptainPaxo
@TheCaptainPaxo Год назад
I spoke about this sort of thing about 2 years ago before Rise even released. You have no idea how nice it is to hear similar thoughts about the games design from someone like you :D
@Simbaninogaming
@Simbaninogaming Год назад
Henry videos always puts a smile in my face ❤️🙏🏼
@sandguyman
@sandguyman Год назад
Monster Hunter was always damn impressive for how much bang it gave you for your buck, technically speaking. It barely ever released on the most impressive systems, but always managed to create something damn impressive within those limitations. Now that theyre gone, the magic just isnt there anymore. None of the moment to moment things feel emphazised, because they arent. The emphasis is on special moves and oneshots and counter attacks, and Monster Hunter wasnt about that, it was about simplicity executed to damn near perfection. World was probably the best Monster Hunter were ever going to get. It was THE chance for the team to prove what they could do, and they still had limits in place before the big main stream market success, allowing them to operate with new tools, but staying in their comfort zone, and it already had issues handling these new options (looking at hardware issues specifically). Honestly, Id appreciate a faithful remake of MFU2, maybe 3rd. Just to remind everyone that weapons had a clearer identity back in the day. Good vid
@OwenOrNewo
@OwenOrNewo Год назад
I love Wirebugs for traversal. I love MHR's maps (even if they do shrink the scope of the atmosphere) and I feel like Wirebugs are the only way to get around them. Getting around the maps with Wirebugs is HELLA fun! It is always satisfying to do the shoot, shoot, air dash combo. Where I don't like Wirebugs is in combat. Like you said, it is not fun when you are just waiting for the big move constantly or spamming the same one-bug-cost move over and over. Hunter Arts in GU felt great because you built up to them with landing attacks. The basic moves were still important and even if you wiffed it wasn't that big of a deal, they felt like extra. Going forward, if they do decide to bring back the bugs I really hope they make the moves more like HA. For me GU was the perfect balance of the classic hunting experience (The cheese burger) and some over the top shenanigans on the side (Something fancy you can ignore if you want like sweet potato fries or coleslaw). Also, good to see you back man! Your vids are always fun.
@brandonbolden682
@brandonbolden682 Год назад
I really like this video man. As a professional hunter who's been protecting the village since Monster Hunter Freedom I completely agree. Back in the day you could knock out a rathian for 15 seconds or so and although it may be another 5-6 minutes until you get another KO, you would still get that 15 second window to crank some damage. Timing the rolls and sacrificing stamina for a block were huge aspects of the game, and now there are an abundance of ways to negate this. Monster hunter will forever be my favorite game, and I think every iteration of monster hunter has been great.... But with that being said Rise was my least favorite because I felt as though it was too easy. That doesn't mean that you won't struggle through some parts, but I feel as though once you get all of the tools and nuances of the monster down, you can blow through the game. Bring back the days of being punished for rolling at the wrong time, or giving the monster (like ukanlos or akantor) a shitload of health and damage but balancing through slower monster attacks and insane KO times.
@leebaguetteo9607
@leebaguetteo9607 Год назад
A big part of old school monster Hunter for me is about hitting a wall and trying to get past it. It’s why I’ve been enjoying frontier so much. New world mh is more about feeling powerful talking these large monsters down and running circles around them effortlessly. Prior you needed a lot of knowledge on the monster to do that type of thing.(-flash bomb cheeses) Modern monster Hunter is all stacked in the hunters favour now. Why is all endemic life beneficial to us we haven’t lived and evolved in these lands the monsters have. It should be a David vs Goliath type game and it still can be but we can’t deny how the majority of mh now is verry accessible. And if you think that it’s just easy cos good mh2dos kicked my ass my first time through last year. That game really changed my perspective and made me quite sad for what the franchise has developed into. The old games were simple but all about pre-emptive positioning that added a lot of depth due to long recovery frames and generally high commitment attacks. The atmosphere and consistent art style have all changed and i guess I just miss it.
@michaellvoltare
@michaellvoltare Год назад
That was some nice tunes you played on the keyboard, Herny.
@lilwyvern4
@lilwyvern4 Год назад
Glad someone else appreciates underwater combat. Maybe it's because Tri was my first MH game, but I loved diving in and finding the beasts below the waves. Lagiacrus feels a lot more intimidating when you're on its home field.
@Ave-Satanas
@Ave-Satanas Год назад
I started the MH franchise on MHFU, took a loooooong hiatus from the games, picked up Tri and put it down almost immediately (not because I didn't like it, but I was playing a more fun game at the time and forgot it existed) then came back in with Sunbreak. I agree with the parts where you speak about managing meters and cooldowns, and looking for that opportunity to squeeze in as many of those big attacks as you can. Specially as I climbed into MR, I found myself more often looking for the windows for my big damage silkbind attacks and paying too much attention to my wirebug cooldowns as a result. I would say that this actually negatively impacted my performance and enjoyment of the game. I'm in the MR10+/Research grind now and I'm honestly just kind of getting bored and burned out. Going forward I'm going to try to be more concious of just enjoying the gameplay and not paying so much attention to my little blue friends, and I expect I'll enjoy the game much more.
@Kay-Dawg
@Kay-Dawg Год назад
Honestly I feel you man. Looking forward to more content and welcome back 🔥🔥🔥
@tgfnc
@tgfnc Год назад
I’ve been feeling a lot of the same way about Rise/SB. I started with 3U but didn’t play anything else til World released, then feel absolutely in love with Iceborne. I’ve really tried to get into Rise across hundreds of hours, but it keeps boiling down to the same thing for me; it’s too much. And god damn do I FEEL that call for underwater combat to return Absolutely love to see a new vid from you man, I go rewatch some old uploads whenever I need my Herny fix but it’s great to add more to the pile of bangers you’ve put out. Hope you’re doing well and keep doing well
@meideiocre
@meideiocre Год назад
While it can feel messy at times, I really love Sunbreak because it brought so much new to the table. I've been playing this series for a long time, and I've loved almost every entry and almost everything they've tried to do for it. But you're right, some of it needs toning down every time. They did implement Hunter Arts and Styles within MHW's base gameplay in a toned down way somewhat, so hopefully they'll do the same for a lot of the changes in Rise/Sunbreak that really worked for the next game.
@Kojisama
@Kojisama Год назад
100% with you on that one, Sunbreak is great at what it tries to do, but I miss the simplicity of older titles. welcome back, can't wait for more videos coming from you, always very fun to watch!