Really loving the discussion on this one guys! Few people seem to have missed its just a fair balanced discussion on the topic of difficulty in MH and have taken it real personally but the vast majority of you are making this awesome so I appreciate it!
@hiatusvita1570Ай бұрын
@@RageGamingVideos bro, you’re absolutely right in the video. Sure we got better, but it DID get easier as well. If it doesn’t up the difficulty, why not implement restocking everywhere in Souls games?
@SilvaFox16 күн бұрын
The thing I have noticed is the absurd amount of people that seem to forget that this was a beta test, not an early access free to play version of the final product. I will say this again THIS WAS A BETA TEST! I played the iceborn beta and the only thing that carried over from the beta was hoarfrost reach and the new weapon mechanics. Everything else from weapon design, armor, weapon damage, monster damage, etc was completely different when the full DLC was released. No pun intended but when Wilds releases its going to be wildly different from what we all just played. It even says at the bottom of the menus that the menus themselves will not carry over to full release.
@GunlessSnakeАй бұрын
I think restocking is *VASTLY OVERBLOWN* as an issue. Players are for the majority of the time remaining engaged in the hunt and don't just spam panic mid-combat to restock. Like, we've seen so many times where Josh and Cotton get completely crushed despite their "infinite restocks" without it being BS attacks like 1-shots or never-ending combos. And neither are there any real examples of fights in 5th gen that are notably different from past generation fights where things don't spam combos or have major 1-shot attacks, especially MHGU's Deviant endgame. It's not really a crutch, because most players don't bother using it as such since continually doing it on repeat is too much of a chore to do when you're currently fighting or chasing down the Monster unless it's absolutely necessary. It's exactly the same example as the comparison between Seikrets of current and different zones of old, but the comparison this time is map items and beds vs. full inventories. You're simply removing the middle-man of either toughing it out because you're stubborn or otherwise just making a tedious trek to disengage. It's the same kind of misinformed fearmongering that led people to erroneously assume "pocket Hunting Horn" would become an issue when, in reality, it was nowhere near viable at all even based on the limited demo impressions. It was slow, cumbersome, and didn't make up for the amount of time you disengaged from the fight. No, the real way to combat the non-issues folks have with restocking is to disincentivize relying on it. Make it so that you can't just teleport to camps, take away farms that can be used to build up mass quantities of items, make stronger alternatives only available out in the field, etc., and other such ways that don't remove a feature that most players don't actually have any real problems with.
@maxmustermann3938Ай бұрын
Usually if you're running out of, say, healing items or whatever, it's just because you forgot to go restock after the monster disengaged and went elsewhere. The only real exception to that being fights that happen in some arena. But then you'd just farcaster. So really, the only situation that remains is fights in a closed arena that don't allow you to use a farcaster. That's literally all that the restocking concerns apply to. And the simply solution is that you just don't have your Seikret there. And sure, restocking at the tent is the problem there. Guess what you can do if you don't have the tent. Run around the area and collect the items you need to craft more.
@FufuhBRАй бұрын
> It's not really a crutch, because most players don't bother using it as such I think even saying it like that gives restocking too much value. The crux of the issue is that for "infinite" restocking to affect difficulty, it would had to be common to run out of healing items in the old games. Now I only played GU out of the "old games" but given that it has never being made an exception to the rule I assume it's fairly representative to all of them (or at least all post-3rd gen ones), but in that game I never even got close to running out of healing items and I played solo with no healing palicos mor a healing-focused build (with defensive/healing skills or hunting arts). People seem to vastly underestimate the amount of healing you can have in those old games. Seriously, in GU you can: Bring: 10 potions, 10 mega potions, 3 lifepowders, 2 dusts of life, 2 max potions, 1 ancient potion, 1 healing horn Craft: 10 mega potions, 10 lifepowders, 5 max potions (or 10 if you grab a few more honey/sacrifice 5 mega-potions for just 5 potions) Free (from supplies): 12 first-aid med+, potentially 5 more if a subquest is available and completed, potentially 4 ez max-potions in high-difficulty quests Order (with wycademy points): 5 first-aid med, 10 first-aid med+ Scavenge: blue mushrooms, herbs and honey for more mega potions fairly easily, arenas have spots that you can scavenge first-aid med+ too That's over 80 mega potion "equivalent" healing items; I never used more than 40 and there were only a handful of times I used more than 30. You have enough slots for all of these and all 5 combo books to make sure all those max potions are a guarantee craft too. You add the easier gathering, crafting and skills like free meal in post 5th gen MHs and it would've been even worse of a point. Nobody is ever running out of healing items for it to be a difficulty consideration by the developers without ignoring basic mechanics or being extremely shit at the game; and this is ignoring how G-Rank in old games are designed and balanced around multiplayer, soloing is effectively an optional challenge, just like not restocking.
@iMightBeCrazyАй бұрын
I never restocked because it was unnecessary with auto crafting and herbs and stuff everywhere
@isaachepworth7860Ай бұрын
The main benefit of restocking is that the ranged weapons are no longer at a disadvantage on multi monster hunts.
@nestroit5010Ай бұрын
Health augment helped a lot to keep fighting instead of wasting mega potions, I rarely with megapotion, on average even vs Fatalis I only use max potions(up to 7 with re-stock)
@kiriu6408Ай бұрын
i feel like alot of the difficulty in the old MH games was how clunky some of the mechanics were and now that tech has gone past that point it feels "easier"
@sakuranohana1014Ай бұрын
Infinite healing (restocking at camp) in the newer games is what makes it easier.Imagine playing old MH series with that.
@kiriu6408Ай бұрын
@sakuranohana1014 that's fair I guess I never really had the thought of doing that but I see how that's a issue I started with generations ultimate then went to worlds I felt the way I did because gen felt super dated but still fun
@igm4326Ай бұрын
@kiriu6408 replace the world clunky with chonky. The technology to make the character run fast was always technology an option. The slower pace of movement was a choice. It had a dark souls like pace of movement, combat, and reaction time. It's not a bad pace. That's a thing people really don't understand about the older monster hunter.
@sakuranohana1014Ай бұрын
@@igm4326 thanks you nailed it.Gen U and World has the same engine though which is MT Framework (They started switching to RE engine on MH Rise) so tech was never the issue of clunkiness.
@siedra4969Ай бұрын
@sakuranohana1014 gen u runs on the switch though but you are right. Even the switch could run a more modern gameplay. So they either deliberately decided to use the old system maybe because they wanted to stay as close to mh gen as possible or they just copy pasted big parts of mh gen into gen u. Either way it was a deliberate decision to use the old model of hunting for the game
@Mr_megidoАй бұрын
Watch how a guy will say it’s too easy and then a monster in the game just one-shots them and they rage quit😅
@sethmiles9436Ай бұрын
@@Mr_megido Or pauses the video their making to say another game as made them soft.
@Mr_megidoАй бұрын
@@sethmiles9436😂 yeah exactly
@Chrys-marcelMambouАй бұрын
Alatreon and primordial malzeno😂😅
@igm4326Ай бұрын
If they are well acquainted with Momster Hunter, and have beaten previous games, thats not gonna happen. Sounds like to me ypur just trying to stir up trouble since you dont like people who prefer the old world Monster Hunter titles, in comparison to the new world games.
@RatharaineАй бұрын
Yeah... because 1 shots are generally speaking artifical difficulty.... dont get me wrong, i think alatreon is a great fight, but i do think that escaton is bullshit, it takes a fight thats honestly, way easier than most fights in the series, but takes away your ability to play how you want... and whats bad about escaton is that fact that it takes away many ways of playing. Any fight that takes away mechanics, is generally not going to be as good, (ex i fucking hate cenataur because it punnishs wirefall, not by cleaverly timing another attack, but by making it so you just cant use wirefall for half your fall. This makes it feel like the devs are punnishing you for trying to use a mechanic, rather than a monster being smart or powerful, and punnishing you.)
@Muongoing.97cАй бұрын
Listen, I love the challenge. The best hunts for me are the ones I almost don’t make. The first time I decided Monster Hunter was the series for me was the first time I failed a quest. But people who think the games have gotten that much easier for non clunky reasons have clearly not onboarded many new hunters through the fifth gen. The fact that you no longer have to fight the game in order to be able to fight the monster has made the game more accessible, not easier. We’ve just gotten better, and the pool of knowledge on the most effective ways to fight has increased. New people who haven’t played before and don’t watch hours of guides still struggle just as much.
@jockpackage1770Ай бұрын
There is still worthy discussion of what quality of life is too much. The issue is not the early game being too easy, it's these mechanics that make it easier lingering and making it so the endgame stuff that is suppose to be hard has to bullshit you to make it hard again. Like Rage said, zone wide 1 shot attack spam like in Frontier is not fun. That kind of thing is something the Monster Hunter team saw coming in 2006, after MH2, so they made the next 2 flagships less over the top to not just keep power creeping the monsters like Frontier did. Tigrex and nargacuga's existences are "kushala daora's fault" in a way because of this. They were made to make the statement that the team has no interest in going down that dead end road. That's one of the main reasons Frontier died and the main series is still here.
@daocvetАй бұрын
Agree a 100% on this. When people complained that World was too easy, I was sitting there going "no it's not, I am just not fighting the controls too while fighting the monster" lol.
@jimjammhАй бұрын
Honestly exactly this. I went back to 4U and I think capcom always been consistent with difficulty. LR is petty easy then it picks up a bit in HR. Like gore magala in 4U feels very comparable to world when you reach nergigante. And that’s going to be a bigger wall to new players compared to old players.
@henrydragoАй бұрын
People always use the controls as argument to say the game was not easier, heck no, that's just QoL updates, but some new mechanics like overflow of items, skills and indicators makes the game easier, palimutes/Seikrets are a signal of that, believe or not but MH was supposed to be played in multiplayer, that's why older games divide Mulfiplayer and Village quests, and Village quest ARE easier, the monster has less HP and damage output, but multiplayer has the endgame and exclusive quests as well, but now they mixed everything and make the difficult of the game seems artificial not gradual.
@jockpackage1770Ай бұрын
@@henrydrago I agree about the palamute and items stuff but having no solo scaling for hub was a lack of foresight on the team's part for a long time. Punishing the player for having a bad connection or daring to play game that's old enough that the server is down is dumb. Having solo scaling is better.
@mcjagergamingАй бұрын
This is just a reminder in the older monster hunter games. You could stack up on flash bombs, traps, and the materials to make them. Keeping the monster permanently stun locked. Also the monsters back then didn't have a resistance build up to them. You could also leave the Zone entirely to sharpen, and heal with no consequences. The monsters also moved much slower, and weren't as aggressive either. As for the people who say the game is too easy because you can restock at camp. If you're actually good at the game you will never even use that feature, you won't even know that it existed. The only decent counter argument I have ever heard against why you shouldn't be able to restock at camp. Is that it makes the end game way too difficult. Which is the complete antithesis of this entire video.
@DookieMeister51Ай бұрын
that's bs tbh. how good at the game do you have to be to never be in a position that incentivises restocking no matter what you fight. I rarely used it in world, which is what I started in, but knowing in the back of my mind that I can use as much potions as I want stay max health and tp back to camp when I'm out jus kind of takes away the tension from the late game of world and rise for me personally.
@DatsTehUberАй бұрын
@@DookieMeister51 You can also leave the fight and go stock up on craftable items in every single game and are incentivised to do so, so I'm not even remotely sure what the issue here actually is.
@DookieMeister51Ай бұрын
@@DatsTehUber still a time limit for quests, and it’s actually engaging you’re getting the stuff from around the map, and crafting it. How is that the same? You can call it tedious but like he said, if you’re good at the game you’ll rarely need to do it anyways. Especially now that we literally have a grapple to gather stuff on the back of a mount. You definitely weren’t gathering and crafting up 20 more mega potions after running out of them in GU there was no time, probably just gathering materials as you chase the monster run back from a cart etc. It makes you manage your resources which feels better at least personally. I’m not a pro at monster hunter, I’ve had hunts where I run out of potions and I have to run back and restock and it just doesn’t feel as satisfying it doesn’t feel like I outplayed the monster it feels like I never really figured it out and just rammed my head at it with brute force. I would say maybe that’s just me, but clearly it isn’t. However, I do understand sometimes you gotta sacrifice the wants of the dedicated fanbase to bring in new people.
@jimjammhАй бұрын
yeah most of the complaints I've heard about the newer games being too easy is actually just things that are time consuming rather than difficult; "sharpening on a mount" you can just go to a different zone in older games, "restocking" you can just go collect items easily on the map. I mean yeah technically restocking makes it easier if you abuse the hell out of it but that's just boring and player choice. Actual valid things are like skill bloat and mantles. But I personally rather have those things but have the monsters get harder. Even with the mantles every monster in world is doable without them.
@ArmegisАй бұрын
@@jimjammh the amount of items you could collect during the hunt were still limited though, it's not like you could sit beneath a honeycomb and pick 50 honey, usually you would get around 15 depending on the map and if the map even had honey for you to get. if you didn't have a book of combos you'd have at most like 8 extra potions during a hunt
@ValkaidenАй бұрын
I think a lot of people look at MH [especially older titles] and gauge the 'difficulty' on Low and High rank monsters. They don't quite understand that's just warm ups
@spilleraaron4748Ай бұрын
I find difficulty can be based on how the scales are balanced. If there are too many tools for the hunter and their too strong it can feel to easy; but this incentives the devs to give monsters tools to handle said strength. Unfortunately, this can lead to different mechanics that lean less towards genuine difficulty and more towards annoyance
@joereed8872Ай бұрын
This is really close to my take.
@faedeaway4147Ай бұрын
MH Rise: Sunbreak (my current favorite MH game) had that problem of hunter ability and monster ability, especially in the base game. It was not until the expansion that they found some ways to balance it. One was raising the damage and health of monsters to punish any mistake, but the other was better. Some monsters abused your own ability to move/recover fast, and would punish you for using it at the wrong time, but would have ways to still reward you for thinking about how the mechanic could help, like Amatsu's wind wall.
@mhzaneimpact1419Ай бұрын
GU had this things in them, in base game you got standard stuff then you get to endgame of them and they have move to counter your valor/adept styles making you adapt
@kaeseheldАй бұрын
I really don’t think restocking does anything really to the difficulty. I just played through mhgu again and there was one g4 quest where I ran out of healing. In all other quest I either failed faster then I could use up all the potions or I beat the monster. ( especially with the delivery of first aid) Struggled way more with the limited availability of items and mats running out on me constantly . ( steam works really ruined this in iceborne) I would see the real fix for this to shorten hunt times . Give us 30 minutes quest timer for meant to be hard fights and you will be forced to stay in battle instead of tenting . I think restocking just made the game more enjoyable. The amount of times I forgot to empty my pockets before the new hunt . Zone in , abandon Quest , back to loading screens. Click on my loadout , accept the quest again , load back in , realize I forgot to eat now because I thought I did from Before. Abandon quest , loading screen , accept quest , eat and load back in to finally start playing the game. I’m very glad that doesn’t exist anymore and hopefully will never come back.
@NijonibiАй бұрын
The people that are arguing that the game is getting easier, are people that are fans of the series. The game overall isn't getting easier, they are getting better at the game. Entry into the game for new players how ever, is getting easier.
@alexcarter8283Ай бұрын
It feels like that's been a trend with CAPCOM and their titles recently, making the barrier to entry for their games lower for newcomers to one of their franchises. MonHun and Dragon's Dogma being two great examples. And honestly, it makes a huge amount of sense. They want more people to not just play these games, but to get invested in them, to become fans. The easiest way to do that is to tone down your learning curves and make your game approachable. Not every game needs to be exceedingly punishing to be fun or challenging, and a game wanting to open itself up to more casual players doesn't mean it's bad.
@ALUCARDTWILLIGHTАй бұрын
It's one of the things I've been thinking about like some people have been playing this series for over a decade now and they've perfected their craft. What do they expect to happen even if the game was the same difficulty you ad player have grown immensely over the years and years there's changes to the Mechanics over the years but fundamentally they are still the same.
@25DzoneАй бұрын
The issue I have with people complaining about Wilds is we don't have the tools that the Developers want us to have to vary the difficulty to our own tastes - we can't be judging a game before we've had a few hours experiencing the gameplay loop, the progression, the farming, the map etc. They're making these decisions to make the game both accessible AND challenging depending on the player and their experience level with the franchise. I'm thankful they're still trying to change things and make it both - it's nice seeing a franchise still trying things in their games.
@iHeartAMP13 күн бұрын
Don't wear any armour and see how easy it is then
@kieranwaswrightАй бұрын
I think the other fun side of the coin is, while the game has grown into modern day gaming; in game progress has also been made. Hunters grow and adapt, how they hunt, the tools they have access too will grow and evolve over time.
@zespyre6726Ай бұрын
Maybe only allow restocking, after a successful hunt. (Since Wilds keeps players in the map, instead of teleporting us to village. Restocking is very much needed for the new flow of the game) From a story perspective, its like your allies coming over, collecting whatever they need for their research, and dropping supplies while they are here.
@derrickfarbes1805Ай бұрын
Restocking in tents is not that much of an issue.the only players that would be utilizing that would be the new people doing it. As an avid sos player to help people , no matter the amount of unlimited health they have the casual players will still cart nonstop and fail nonstop missions. For vet players we barley get hit so we don't even use that system
@VelkhanaTheIceborneWyvernАй бұрын
I agree
@hiatusvita1570Ай бұрын
Bs, the unlimited heals hinder new players from learning and provokes a careless playstyle. Why learn all the monsters moves if mistakes aren’t even punished that much.
@mhzaneimpact1419Ай бұрын
@@hiatusvita1570while not as aggressive, I do see a lot of players on endgame who cant even deal with stronger monsters there and alatreon/fatalis is too hard for them, when alatreon needs only learning his moveset and even decent amount of element is plenty enough as for fatalis, tbh that one is mostly a punching bag until 3rd phase without horn break which is a lil troublesome but not massively hard as people make out to be
@hiatusvita1570Ай бұрын
@@mhzaneimpact1419 and your point is?
@mugiwara929Ай бұрын
@@hiatusvita1570 he was adding to ur point brother
@duo166614 күн бұрын
If the difficulty of the game comes from you fighting the game more than engaging with the game, you did not make a difficult game, you made an easy game as shit as possible. If people are complaining that newer games are too easy because they fixed all the problems you had with older games that was you fighting the game to just do what you wanted to do in the first place, then they dont have a legitimate complaint. If you want to say that the games are easier because of the QoL so we can actually play the game instead of fighting the game, and so we would like more engaging challenge from the monsters at a higher level since we can handle them, then you have a real point.
@KeeriijraАй бұрын
I’m not worried about difficulty personally, but I am hoping for a feature to turn of the health bar warning just because I am not that big a fan of how it looks. If that setting doesn’t exist, it’s whatever, just would be nice to have.
@dezmeonchisley6444Ай бұрын
i the same about difficulty the health bar I could care less
@JeanKP14Ай бұрын
I get the feeling we will be able to turn it off.
@iownall2222Ай бұрын
I dont think easiest or easier is the right word. I think the more appropriate word is comfortable. Bc there are plenty of people who got their asses absolutely handed to them in world/iceborn but also rise/sunbreak, but with how the games don't necessarily punish you for failing and directly reward you for being well prepared, there is comfort in both failing and succeeding. Meaning it doesnt necessarily push people away from the game due to them not succeeding. Also on the note of restocking from your tent, this plays directly plays into the comfort level. Bc if you havent taken the time to gather and have a healthy stock of potions and crafting materials, then it doesnt matter that you can restock from your tent bc you wont have resources to restock from. But if you're good about gathering and keeping a good stock of materials then you'd be able to constantly restock.
@PandaUkuleleАй бұрын
The way Wilds is set up with seamless gameplay limiting restocks would not work out at all. Its designed for you to stay in the field and just keep hunting. Also most veteran hunters don't need a restock mid-hunt anyway. I still slot free meal even with infinite restocking because I don't like to go back to camp.
@AngelBlkraptorАй бұрын
The opening shows a big, subtilte change. Used to get wheeled in Ass Up, now they cart ya Yamcha'd.
@facade11663Ай бұрын
From the demo there are now 2 different carting animations. There is the single player cat carries you to camp on seicret and the multiplayer cats roll you in on a cart. Ass up was a frontier thing as well as the upskirt cam on the roll in.
@ArmegisАй бұрын
The amount of items you could collect during the hunt were still limited, it's not like you could sit beneath a single honeycomb and pick 50 honey up, if you were super lucky you'd get like 20 in the whole map, depending on the map and if the map even had honey for you to forage. If you didn't have the books of combo you'd fail most of the crafting and those would cost like 3-4 inventory slots. People making the argument that restocking is JUST LIKE foraging during the hunt are either being intentionally disingenuous or just never played the old games.
@ArmegisАй бұрын
In the newer games, if you ONLY had the option to forage that would be spectacular because now the gathering points respawn really fast, you don't need as many ingredients to craft a healing item and you also don't have the chance of it failing. My ideal vision would be you being able to fully restock with no restrictions during Low rank, then limiting it (maybe by time like how supplies are) at High rank and then fully removing the option at Master rank.
@igm4326Ай бұрын
@@Armegis I'd feel like that'd a more reasonable thing than what's been going on in modern titles.
@Groggimus_PrimeАй бұрын
Being a MH Vet, healing in tents doesn’t really bother me because I hardly ever have enough materials in my box to keep healing infinitely After not playing MH for a long time because Rise isn’t really what I wanted, I went back to World and right now I’m running through MR stuff in Iceborne with just what I have on my belt because I only really use expeditions to gather materials for weapons and armor
@Monsterhunter16Ай бұрын
Even in rise it was difficult to even get heals for me. I went through the latter half of the game with 6 mega potions in my inventory. most people don’t need to restock infinitely and the people who do it will help them a lot.
@JamieJohnson-eh4pcАй бұрын
First, never played a bad monster hunter game, i own them all, replay them all. Difficulty is a personal opinion on how you feel about a challenge presented to. If you can over come a challenge with no effort that means you were suited to the task. Thats not saying you cant overcome a challenge without understanding how you did it and attributing it primarily to luck without breaking down all the factors that led to the outcome. Information is the downfall here. The more accessible it is to post and consume information the less people are going to be walking in the dark. For all the "we want more realistic worldborne style"... it is... the game becomes more adjacent to what you would actually do in real life with each iteration. That being if we were to live in this world as hunters we would advance the way we go about it. Wepons would advance and we would neutralize actual threats with every odd stacked in our favor and do everything to mitigate failure. Its metacognition, not the ability to do things in a more streamlined manner. Either way if you want a game to play exactly as the last one boot it up the next title won't update the previous. All im saying is after hearing the announcement of 3u and then 4u coming to the states the first thing i did was buy a second psp and freedom unite for my wife to get her hooked. I am now playing with wife, son, and finally daughter. I know we will have a blast with wilds and i hope no matter how this one turns out that they are successful enough to merit a sequel.
@durakeno5575Ай бұрын
You made a squad with your own family… Color me jealous AF
@proffesorspiderlastname5654Ай бұрын
Here's the thing, low rank has always been the easiest part of monster Hunter, I doubt they've shared everything in their hand yet just mid tier low rank monsters like the Anja and jagras, great jaggi and royal ludroth etc. equivalents. It's going to still give the same challenge that isn't just frustration due to janky mechanics in hunts like the really early games had (not that this was bad but it would be viewed poorly now and as bad game design). Ok, you said basically this, well then.
@johnofwar016025 күн бұрын
Most players did not like Fatalis or Alatreon. Hell most players are unable to reliably beat Fatalis or Alatreon without grouping with those who can. They are largely examples of what the majority do not want. Those who have at least 1 year of (regularly) playing Monster Hunter (any of them) under their belt should also consider that some or the "getting easier" is just them getting better at this series of games. Those for whom this will be their first game or those who only play maybe an hour or two a week will still find the challenge. That said I do wish a lot of the QOL features in the current/upcoming games would get an on/off toggle allowing players to chose how they experience the content. Would also like to see some more tradeoffs to using mechanics that otherwise simplify the fight. For instance maybe healing while on Seikret will only have 40% efficacy and sharpening will be 50% as effective since you are also trying to ride a mount (some of your potion spills etc.). "Damage that does not kill you does not matter": I get the point here but at the same time when I get hit once or maybe twice and my HP have dropped to 20%ish how I play changes drastically and the moment has changed from tense but fun to downright stressful. Most players want some tension in their game but also play to relax and not feel the same stress that they get from work or school. Do love the focus the Devs have put on building the world and adding to the behaviors of the monsters in them creating a more "real" world that is more than just a series of combat arenas. Would love to see them iterate on it further in the future by allowing Hunters to lure or chase monsters to a region that is unsuitable for them causing changes in the monsters stats and behaviors (lose some attacks or the attack changes in some fundamental way). In example luring a Royal Ludroth to a desert will dry it out and any water based attacks will either fail or be much weaker. Conversely chasing the monster to a place that matches its needs will see stronger (better not necessarily more damaging) versions of its powers or even an area exclusive attack.
@thinktwice3211Ай бұрын
If the new options bother you, dont resupply mid fight, dont take advantage of switching weapons. Just do your own thing.
@ChousanIchiАй бұрын
Personally I think the idea of infinite health should be encouraged through builds and the build mechanics of the game, not in the sense of "the damage you take doesnt matter" but moreso having players think about sustainability and survival type skills to add to their builds to give the illusion of infinite health if they're going for that kind of approach, like Free Meal for example (something I almost never go on a hunt without). If a new player, or anyone for that matter, wants to "not die" there's plenty of skills to help with that.. Free Meal, Divine Blessing, Recovery Up, Defense Boost. etc etc. Granted, those skills won't necessarily give what's essentially unlimited healing, they'll at least keep the player engaged in the hunt while providing sustainability as well as help with the learning curves I feel. With that said, I don't think those skills should feel absolutely mandatory, especially for anyone new to the game/franchise. All players should feel as though they can approach each hunt with whatever is provided but also not feel over or underwhelmed by the "difficulty" or "lack there of"
@the_clawing_chaosАй бұрын
I mean the only time I used restock was if I started a hunt and realize, oh I forgot to restock/eat/change weapons or armour'. What it prevents is an abandon quest, do all that and start again. Otherwise, you can always, you know, not use restock. Someone else raised a good point though, you can go around getting herbs and honey as fast as they respawn and craft new potions, so it's just removing steps. Really, it's a qol change
@siedra4969Ай бұрын
I think one part of the problem is also the engine and the hardware. We want the devs to fully use the potential that they have and that means better fights and faster and smarter monsters but also bigger and cooler attacks. That means the fights become more challanging because it feels weird if a big heavy attack would deal less damage or the monster were as fast as they were in the older games. But that also means that we as hunters have to become more powerful as well because fast attack combos and big hits consume a lot of potions and if we couldn't restock, we would run out of potions pretty fast. So at the end of the day I think it's less of a difficulty thing and more of a gameplay thing. However I agree that infinte potions is ridiculous and I think restocking once for every cart, like you said Josh, is a brilliant idea for balancing this because I also miss this constant fear of getting hit and thinking of your potions left
@truebacon133Ай бұрын
I feel difficulty in MH usually comes down to the player. Do you want to zone transition for free heals, do you want to restock, will you be using meta weapon/armour, will you be gathering bugs and endimic life for bonus stats and boss debuffs/stuns. It also comes down to a few things as well. The controls are way smoother than they have ever been, making it a much more fluid game and hitboxes are a lot better meaning you wont be getting cheap deaths like in the past or at least as often. Monsters are made faster and do more damage to compensate. New moves are added to adjust for the hunters' abilities. Many game franchises have this same sort of discussion. If you play a type of game, you will gain skills that can easily be transferred into each subsequent game. Compare this to someone who has just picked up the game, and they will probably feel as you did on your first entry into the series.
@RogueAssassinIIАй бұрын
I started in base world, and remember first getting to anjanath. He destroyed me, but it required me to go back, assess, and grind gear to help for my lack of experience, and it was so satisfying to finally beat him. I can’t say much for the games getting to easy, but either way I am so excited for wilds.
@Angelic-TigerАй бұрын
Monster hunter is not easy, the people who think that are the people who've been playing it since monster hunter 1. It's the same with dark souls, some people who have been playing dark souls games since dark souls 1 think elden ring is too easy. Elden ring is easier than some dark souls games (mostly cuz it's not as clunky), but it still has plenty of challenging bosses and is far from easy. Monster hunter world had very challenging fights such as safijiva, alatrion and fatalis. I'm pretty sure wilds will have plenty of difficulty once you get to master rank.
@Muongoing.97cАй бұрын
This is so true. I’ve managed to introduce a lot of my friends to the series through world and rise. I remember only triple carting once through the story of world/iceborne and twice through rise/sunbreak. But my friends who have never touched a monster Hunter before? If I’m not around, they struggle with things like barroth and rathian. And I’ve watched some content of people starting with world for the returntoworld campaign, and a lot of them are really terrible (funny, though.) People have to remember that Monster Hunter is a very nuanced series with a lot of deep tech that is not explained anywhere in game. The skill ceiling is essentially unlimited. Picture the average hunter you get paired with in a random lobby, now remember that more than half the players are worse than that. More than half because a lot of the casual community probably don’t join random lobbies.
@KyouOneZillaАй бұрын
It's easy in the sense that you can just outlast any monster. But Restocking has very little to do with that. There is an absurd amount of healing options available to hunters that has nothing do with their healing pouch anyway. (looks side-eye at palico)
@JeanKP14Ай бұрын
@@Muongoing.97c It's like when you grew up playing Megaman games. It makes any games that play like them come across as less hard to you because you have the reflexes needed to play them, whereas someone who did not grow up playing pretty unforgiving platformers don't have those tools and will find them WAY more difficult.
@kylequinn1963Ай бұрын
@@KyouOneZilla This is a good point actually. There were a few hunts in world where I actually ran out of time.
@pauloricardo-wn6psАй бұрын
"monster hunter world is not easy bro i swear, look the last boss of the dlc, a siege monsters and a special monster are kind hard, that's like 3 fights in 60+ monsters, you only have to play it for 100 hours to get to the kind hard parts"
@PicoriElderАй бұрын
I want to start of saying that I DO AGREE that we shouldn't be able to restock at camp indefinitely. HOWEVER, like the argument with changing zones is equivalent to using palamute/seikret for healing and sharpening, we also used to have a lot more supplies than what we had in our pockets still as well through gathering. While not quite to the extent of indefinite resupplying at camp, we did still have access to so much more than we brought, but now without the tedium of gathering the supplies a second time.
@TheBlackCoyoteGamingАй бұрын
So sick of you gate keepers its an open world in all games even the most hard core you have a check point thT you run back to, to heal or restock ...this aint darksous relax casuals...
@JeanKP14Ай бұрын
? You could NOT restock items before MH World. What are you talking about lol? You get ONE delivery of a few items in some games after 10-15 minutes has passed but that is not the same thing at all.
@zinogre6225Ай бұрын
I like that Monster Hunter can be both casual and have a high skill ceiling. That way if I’m just trying to relax after work or something I can enjoy some good boss fights without having to have multiple attempts. Then if I’m feeling like a challenge I can fight a harder monster or try soloing. It’s best of both worlds.
@attacpowdergaming709813 күн бұрын
This was a great balanced approach to the discussion of difficulty. You covered both perspectives in a very thoughtful way. These kinds of messages are good to have in the community especially when most people seem to embrace ideas or opinions fully and without open mindedness towards thoughts that run opposite.
@woofergranade2044Ай бұрын
I don’t care if it’s too easy. I play souls games for the difficulty challenge and I play Monster Hunter for the awesomeness that is Monster Hunter. There are not enough hours in the year for every game to be a ball bustlingly difficult game.
@E990RАй бұрын
Capcom introduces difficulties: The Hunter Difficulty: The standard Monster Hunter experience! The Hunted Difficulty: Same experience but Monsters are significantly stronger. The Endemic Difficulty: This game is completely different from your standard play experience. Monsters are all set to High Rank, weapons break more easily, fewer Zenny and Material compensation, and Crafting now has a cooldown limit.
@mysteryrandomasianАй бұрын
I'm hoping they can make more hunts challenging too by making some hunter tools unusable in certain situations, terrains/monster arenas like they have done with Naruga (can't flash/pitfall trap in certain situations), rajang and zinogre interaction with shock trap, stink debuff that disable certain items use( which looks like is coming back) etc. Now it'll be great if we get interactions with modern tools like seikret/slingers being unusable in certain conditions, Setting up a camp in a risky place/situation like it can trigger an ambush event like in dragon's dogma 2 and or some monsters being able to drag the hunter away to their domain.
@Tony-ty2fw16 күн бұрын
So that was a fucking lie. But seriously, restocking isnt the issue oeople make it out to be. You're out there in the wild, even if they stopped you from restocking, the environment around you gives you *literally* the items you need to restock on potions and stuff. The tent stuff is just convenient at that point.
@solaeru1343Ай бұрын
I think a better middle ground for restocking is having to stock on the restock in which hunters need to prepare before the hunt and having a limit to that restock so you still have the mechanic but its also put in the essence of preparation before a hunt back into your inventory more then mindless restock in your camp
@seishosutiguma598Ай бұрын
I agree with everything you said, granted I do find the restocking not as much as a problem due to the fact that most players who've been playing monster hunter from the start don't use that. Sure there are those who abuse it, then cry because it's too easy when they can't admit they just suck (Not saying you because your point is valid that restocking does make it easier) but those who say the game is too easy but don't admit they abuse the restocking. But for the most part older players of the games just run around and gather the materials like herbs and honey (that's what I do out of habit) and just make them again because they know if you learn the map you learn the best ways to take down monsters because you don't need to waste time to go back to camp and restock. If they want to keep the restocking, just make it for like traps, ammo types and everything that's not healing and remove healing as a restocking item. Or for Wilds you can put a number of materials or items in a survivor box, such as just one extra inventory worth of healing, materials and items you use, in that box for a mission and that's all you get for restocking. How it works is like you can only have 10 mega potions in your inventory, you can only have 10 mega potions in the box and that doesn't restock until you're back at main base. The thing with the restocking is people do not do missions or go out and gather resources in games like MH: World because of the botanist who grows their materials and gives them far more then they use. So that makes going out and farming resources pointless, so you don't learn where to find them because you don't learn the map seeing all you have to do is keep up with the botanist. That also takes away from the game due to you not learning the map, you're just learning the pathing of a monster. X monster start at 7, so go here to start and we fight them until they go to 5 where we kill or capture, keep doing that as a farm. How do we get to 5, just follow the monster and if you go to camp just go where they were and follow where they went. Simple. There is no, if we go to 9 we can jump down and get a sneak attack on the monster in 7 dropping them instantly and instead of them going to 5 we can get them mad and lead them to 6 where we can then have them run into bombs get hit by geysers, and so on. There is no strategy, just, monster starts at 7, beat them up until they go to area 5 and when it's weaken to capture or kill. Kind of defeating the point of the game, granted to most people the point is to get their perfect build, but one thing we also didn't have in the first monster hunter is a way to get a overstock the amount of supplies and we had to farm and finish a mission with Herbs, Honey and what not to make our things. For new players the botanist is a saint, for older players, just like restocking, it takes away from the game. Sure you can ignore them, but at the same time gathering materials is, well, annoying, so might as well use a mechanic that's there and do harder fighters. I think Wilds is going to be good, mostly due to it being more open world and less open areas, they're also adding more to the weapons other than just bonk with a Hammer or charge cut with a Great Sword. The map looks bigger and you have to learn it far more then just pathing of a monster. If they do restocking I think what I said with the survivor box is a good idea. If you need more than 20 Mega pots, 40 if you carry honey and turn your pots into Mega pots and you're not learning where materials are, then you're not even playing the game and you're just there to bash your head into monsters to see who's more hardheaded. If that's how you wanna play then by all means you do you, but don't abuse unlimited healing just to prove you're more stubborn then a monster. How we prove that is by not giving up no matter how many times we faint and failed a mission. For a Hunter doesn't fear failing, they fear giving up. But that's just my view, the restocking makes things easier for sure, if you use it. For the most part, I think not having to go out and gather materials is a bigger problem because no one is learning the map, they're just there to use their stock of items and kill monsters. I rarely use the restocking thing, but that's mostly because of habit and I also get the supplies given in the supply box before you take off for the mission starts so I don't really ever have to worry about healing. I hope they nerf the restocking and the botanist because I did enjoy going out on expeditions with empty inventory and restocking that way before even learning how broken the botanist was. But again that's my view, if they're going to give us another botanist then limit how many times we can restock, if they're going to give us unlimited restocks then limit the resources we can use to craft potions and what not. But having both just makes hunts, like you said, feel less threatening because we have unlimited health. Thanks for the video, hope you all stay safe, take care and keep hydrated.
@ohkernos6042Ай бұрын
I don't think restocking is such a big Problem. I started with World and than Rise but recently went back to play the older games starting with 3U and i didn't have a single Hunt where i ran out of potions except for the beginning of the game. I mean in World and Rise you can still choose to not restock and its not like you can't restock in older games you can just run arround gathering and make potions on the fly it just costs more time.
@JeanKP14Ай бұрын
I think another issue is that veteran hunters need to understand that they've gotten much, much better at the games. It's not necessarily that the games have gotten easier. I can recognize when a fight I'm fighting is actually hard, but I have the skills given to me from thousands of hours of hunting to prevent me from usually triple carting, where a first-time hunter in a new game is likely to cart to that monster as much as we carted to our walls in our first MH games. I think that Rise (endgame), SB and World and IB have TONS of challenge. But veterans very often don't find much difficulty with Most of it because they are geared to deal with it.
@Nanot33Ай бұрын
Everyone worried about things being easier or barrier to entry or skill floor lower, just think of it this way... it opens the game into finding new ways to make the game harder, lower the skill floor to enable to bring in more new fans, then expand the difficulty in innovative ways. Remember, we only see the beginning of Wilds which in comparison will be at most, 5 star Low Rank Ancient Forest
@neerodz2650Ай бұрын
personally i'll never be able to be at peace with having to spend 150h before a monster can cart me 3 times in the new games, and i'm not even that good
@granthefato340Ай бұрын
you got better?
@JeanKP14Ай бұрын
You are just good at action games like this, then. As a vet Anjanath triple carted me in LR in World lol You not dying in a video game does not mean it's easy, you are just good at it
@neerodz2650Ай бұрын
@@JeanKP14 good point except that i go back to older titles every now and then, and every single title from 4u to mhfu high rank is harder than 90% of mhwi G rank, if i got good every game would still be as easy as world/rise but no, quite the opposite actually
@Guildmaster_xeroАй бұрын
In my first time through iceborne, Barioth walled me for days. In base world, it was Kushala. In Rise and Sunbreak, it was their respective flagships. MH isn't getting easier. It's getting more convenient for those who know what they're doing. Like Josh said, being warned that an attack is comin doesn't mean you'll know what to do. It makes it easier for veteran players, sure, but for new players, it's a way to lessen the learning curve. You don't want a brand new player putting the game down because they don't have a chance to learn anything. Plus, a little tip for those who think that something makes something too easy, just don't do it. Sharpening and healing on the back of the Seikhret too easy, don't do it. Don't like restocking at camp, don't do it. It's really that simple. Just don't take it as far as the soulsborne players do and say something like "You didn't really beat that monster because you restocked your potions."
@hollowedbethyname5511Ай бұрын
I'm sort of with you on the restock issue, but only if they also VASTLY reduce the number of ways you can heal. Even as a new player, I've never once carted or even bothered to restock because I ran out of healing. Carts only ever happen to me when I'm stunned, combo'd, fail to avoid an attack before I heal, or am one shot. There are 0 monsters in world or iceborne that can deal with 10 mega potions + 10 more from potion and honey. I didn't even know about using ancient / max potion crafting until I fought fatalis, and I never ended up augmenting my gear with health augment. I died due to lack of healing ALL THE TIME in every single fromsoft game, and a bunch of action games, so the fact that healing only matters due to animation time (which can also be cheesed with loading screens or seikret) is weird to me. There'd be so much more design space for difficult monsters if chip damage actually mattered.
@JeanKP14Ай бұрын
That's exactly why stink and poison monsters in older games could be so scary. If you run out of the resources to heal the status, you are chipping into your healing MAJORLY (or in the case of stink, can't heal at all)
@TheDoorOfNight1Ай бұрын
I honestly think they can keep the restocking in tents, just change it so it doesn't have EVERYTHING you have, like it maxes out at the same amount of stuff you can fit in your inventory, and if you reach maximum resources you can still put extra stuff in the box that gets taken back to base by a palico, so you don't have to walk all the way back to base, just give the palico a few points or zenny and there you go👌
@Verbose_ModeАй бұрын
I am 100% with you on the Anti-Restocking Hill. I'm the only one in the group I play with that practices fieldcraft and stocks my stuff out in the field by gathering and crafting as we run about the map... but that's old Freedom Unite in me where you had 10 megas, 10 potions and 10 honey, after that is was a walk of shame back to the camp to get back the missing 3/4ths. One restock per cart could be good, but I think it might be even better to have a "tent box" you have to pre-pack.
@NytrusdeathcydeАй бұрын
same im fine with everything except restocking and changing mid hunt. it makes learning the monsters attacks meaningless as u can just go back and get more pots
@jimjammhАй бұрын
I respect that you go and field stock most people that complain about restocking wont even bother challenging themselves. I personally think infinite restock is fine, i mean limits to it aren't a bad idea. I restock max 1 time in any difficult hunt. I much more player choice over everything.
@darktempest53Ай бұрын
In a world where gathering 3x of any item takes 2 seconds, there should be no restocking. Go out and gather some herb and honey (you don't even need blue mushrooms anymore)
@jimjammhАй бұрын
@@darktempest53 well the game still allows that so it’s player choice.
@darktempest53Ай бұрын
@@jimjammh Sometimes player choice is a bad and boring thing. What's more engaging and challenging can come from having fewer options. Who's going to actually impose that limitation upon themselves realistically? Very few people. In other words, player choice is no real choice when one of the options is made entirely redundant by the other
@MissiletainnАй бұрын
Difficulty is not directly linked to fun and enjoyment, it's all about control and engagement. Something can be super easy but incredibly fun as long as it's not mindless, engaging your focus, and something can be super difficult and incredibly unfun if you have no control over whats happening, or is just mind numbingly boring and repetitive. And vice versa, If something is difficult but requires focus and you have full control, it is fun, and if something is mindless and easy, and basically plays itself, it's not going to be fun.
@CelestialReaperАй бұрын
I would appreciate if Content creators stick to making content, and leaving Developers to create their own thing. leaving feedback is fine and all like if you want the health-bar to not be so dynamic, or your Palico not speaking and such, but please realize that the game is being made for MILLIONS of people around the world with different cultures and preferences and different attention spans. we are not trying to create how you felt 11 years ago and force our audiences to feel that way. that is impossible. not only due to generational shifts of audiences, but the age of the players that have been there since the start or even slightly later. if you have played every monster hunter and you may have thousands of hours on some of em, then congratulations! you are now a dedicated fan and have seen it all. you have improved and have gotten better and there will be mechanics in the game that you can take advantage of for your own satisfaction. you don't want to heal and restock ? simply don't. mechanics are there for people to use it if they need it, or abuse it if it satisfies them. some people just want to get things done. others might just want to improve and maybe stick it out to make it more exciting. TDS Chris did a No hit run. Pepo did a no weapon run. because they wanted to make it exciting for themselves or to just set a goal and meet it. you can do that too Josh, you can just not go back to camp and grab items, delay your hunt, go gather like the old times, the tools are there, use them. Cotton doesn't watch the trailers because he chooses to, no one is forcing him to watch them or not. if Rurikhan wants to sit there and sharpen in danger of an incoming attack, he can do it. also the Seikret is there, he can get on top of it and be at an advantage for using his tools. I think my point has come across. it is all PLAYER'S CHOICE. Capcom has worked years upon years to give each and every player all the tools they can have to make it as exciting and fun for them how they want it to feel. that aside. i love all your videos Josh and i cannot wait to see what you will do with the new monster ecology videos in the near future, get your energy drinks and Ghillie mantle ready.
@CelestialReaperАй бұрын
Now Time to get personal and leave professionalism aside. I think playing souls-like games have really rotten the variety of ways players can have fun and feel challenged in video games. i find players that complain about difficulty in other games are mostly hard-stuck to playing souls-like franchises. can you really not feel challenged if you are not limited at all times and at a unbelievable disadvantage? i think this becomes more of a personal issue and a mentality state of the modern game audience. take MMO players like LoL or WoW players, asides from the fact that they are a literal meme at this point about "unhappy players" most of them are very angry and quite frankly hateful individuals, and even for streamers, if they did not have to meet CoC on their platform, they would say and do horrific things (as some have been brought under light, recently) the same can be said about most shooters and technical shooters. unfair odds with un-interesting mechanics that just gives you a slight rush of dopamine when everything goes well for you instead of the opposition. and if i want to go back to MH topic, i will use myself as an example, i simply do not heal. i do not use items asides from maybe traps, flash-pods and slinger. if my Palico is not healing me, or my Palamute not using healing scroll, or my weapon not regening enough health for me, then i'll simply cart. that's how i play. it is mostly my DMC brain that has made me not use items in most of my games, but it is very doable and at the same time dangerous. so my personal opinion and suggestion is that find your way to have fun with the game and pace your own challenge. coz i do heal on Fatalis...that fight...as great as it is, really kicks butt.
@proverbialpenguin619813 күн бұрын
Personally I am not against restocking at tents. Though that might be because I started playing MH with Ultimate on the 3DS, however there is still a cost to going back to camp to restock and thats time. You have to go through the process of either using a farcaster or losing agro so you can get back to safety. Yes there are some quick parts like pressing ~3 buttons to restock with a loadout, but for a veteran hunter these things aren’t really a problem. The mechanic feels much more geared towards newer hunters who are trying to get into the franchise and is something that has probably let to the franchises growth. It almost seems like a bonfire in Dark Souls or a Pokecenter in Pokemon. You don’t have to use it every time you fight, but it is definitely something people use to get used to the games. Hope you all find this message well and can take it as input from a relatively newer player of the franchise!
@luigiongaming3959Ай бұрын
Idk if I'm just in a minority or what but infinite restocking at camp is not an issue. I started in world and as I was growing as a hunter I used it a few times here and there, but once I got good at the game I never once needed to use it. It's a completely innocuous feature that helps people who are struggling in the game and does nothing to impede veteran players from enjoying themselves.
@GoldenBeHolden13Ай бұрын
Ways a monster can still doom a hunter: Stunned at low health, poison/fire damage, paralasis, and now, following you back to your tent smashing it, and eating you for lunch in your own tent. We haven't seen all the monsters in Wilds but I'm betting there'll be a monster that specifically targets hunters when they go hide away in their tents, the next Deviljho perhaps?
@badasscrusaderАй бұрын
Doubtful tbh,while i like your idea i feel thats a bit much and could see people getting annoyed that they have to deal with a monster jumping there camp while hunting something else(still kinda want to see it happen though)
@GoldenBeHolden13Ай бұрын
@@badasscrusader Just like Deviljho 8D
@mirrorpep2996Ай бұрын
I do agree with the tent restocking point, however, it’s just hard to logically have a good reason on average for why our hunters wouldn’t keep extra supplies at the tent when they use it as a safe haven of sorts Although I really feel like more special monster encounters that take place on unique maps shouldn’t have this benefit, because, for example, the tent outside of allmother’s arena should be impossible to fully fix up when narwa and ibushi are just hanging around next door, so if we just had a little bit of extra supplies on our boat, it would have made the encounter more difficult
@halloweentimemachineАй бұрын
I can’t help but wonder how many people who don’t like “restocking in tents” are actually using that feature or whether they just don’t want someone else to use the feature.
@optimusprinceps6412Ай бұрын
How about this, just like a nuzlocke challenge in pokemon you make a challenge to not go back to camp unless you defeat the monster. Similarly you could make it harder by only using potions for low rank mega potions for high rank and max potions only for Grank
@mhzaneimpact1419Ай бұрын
this is my guiding lands thing, slay all, back to camp to switch weapon/restock, back to hunt really got my master rank over 800 pretty fast
@zerotsubasa5499Ай бұрын
I kinda agree with you on the restock aspect, but I also disagree with it. As a light bowgun main, constantly running out of ammo is always a threat. It's not always easy to find the nuts and seeds needed to craft on the fly. Specially if you're in a multi-player game and trying to keep up with the party.
@JeanKP14Ай бұрын
Ammo is already being treated differently in this game!
@XZaguerАй бұрын
Old gen hunting felt like going to a national park to hunt bears, new gen feels like looking for mice in the backyard
@Volken1212Ай бұрын
I love these talks that you bring to the table ! Rock on bro💪🏼!!!
@jitteryzeitgeistАй бұрын
You can craft more potions in the field in the old gen hunters.
@skybladebloodheart4247Ай бұрын
honestly as a veteran that needs the difficulty i am concerned with some of the qol, but that's kinda not what the main concern is. worlds busted skill system made hunters insanely overpowered which also completely messed up the balance of endgame. we need it fixed for this one. edit: one of my other main concerns is i really want wilds to have iceborn also known as pre world health scale, it makes the fights last longer, makes them much more involved and you get to enjoy a much fuller fight and when you get good enough at curbstomping a monster you can still kill it in like 5 mins.
@faedeaway4147Ай бұрын
I agree with the healing infinitely being a problem. Personally, I refuse to restock potions during a hunt, and although that does solve my own personal problem, It does still take away from the gravatas knowing that I am fine if I really wanted to be, and the temptation is ALWAYS there, looming in my mind. Even though potions cost resources or zenny, that is only really a problem early on, or for people who mass make gear because "why not", as that cost zenny, but crafting it is still free and easy. Personally, I believe that if the game maintains the fully restocking tent, they should make it harder to obtain healing items by raising the price, and increasing the recourses needed. That may be a hot take as a solution, but it does work. Honestly, I am curious to hear other ideas or opinions on that matter, and if you do not agree with me, I completely understand :)
@fearsomecell7451Ай бұрын
I kinda like that idea. Their making gathering easier so increase what it takes to make something might be a good trade off for unlimited restock. Another idea I saw that might be good is just limit how much stuff you can keep in the tent, like the resupplies we could get in GU.
@Nartard99Ай бұрын
If you feel like restocking an infinite number of times makes the game too easy then don’t do it. It’s player choice simple as that. You can go into your hunt with the exact same limitations as previous games just don’t go into the tent. By saying it needs to stop it does nothing but punish other players who aren’t as good and are still learning everything through. Me personally I would never go back to the camp and restock. Only time I would restock is if I got carted and sent back then I would other than that I’m using my PLAYER CHOICE to not go back and restock. Also if a person is going back to the tent to restock like 10-15 times they aren’t going to compete the hunt anyways since they will probably run out of time. Also they definitely aren’t keeping up enough in materials to constantly do that all game if they are restocking that much in every hunt anyways. Just leave it be, stop complaining, and impose your own limitations on yourself for how you want to play.
@Mario-ky2oyАй бұрын
For the restocking in tent point, I feel like crafting on the fly would need to be removed too. You can't make the argument that removing restocking from tents is all that needs to happen when you have access to the same amount of healing by just making more on the fly.
@dannym2359Ай бұрын
I've always hated artificially inflated difficulty for the sake of difficulty. I have only been playing MH since MH3, but I've noticed that it has gotten easier on most enemies for me, but also more fun. There are always going to be monsters that I have trouble with, but making the controls work better and letting us keep in the fight a little more is not going to make it any less fun. I will also say, I don't think I've gone back to a tent to restock more than a dozen or fewer times. I've always been more inclined to going around and collecting the stuff to make new potions, though that isn't something I do a lot either. Almudron's tail attack almost never ceases to catch me off guard, and I swear Apex Arzuros would wait for me to almost land before taking it's final swipe.
@MeyonazeАй бұрын
I did like the idea of having a limited inventory in the old games, just added that small bit of immersion when you're preparing for a hunt. But I think where "difficulty" is concerned is more so to do with what we have available now in the new games during combat. I find myself having more and more opportunities to just wail on the monster. Verticality was introduced in 4th gen but even then it was just for mounting. But now you can just zip around with clutch claw and wirebugs and create those openings and many weapons have added vertical/midair attacks. In old games, if you couldn't reach a certain part, say the head or tail, you would have to focus legs and trip the monster. Unfortunately I imagine my opinion is pretty niche, but I'd prefer if they just gave us a simple moveset with every weapon, and just focus on the monsters and their mechanics. If they want to add more moves to our roster, I'd much rather have a new weapon altogether.
@TheSilversepirothАй бұрын
I've said this on pretty much every video where balance has been brought up, but I've gotta say that my concern is how the end game is balanced. I'm worried that title update monsters are gonna be balanced around the higher skill tier. Things like how easily LS deals damage, the counter on GS, Bow's dodge to fill up its bar to make tracer arrows more often; all of these things I'm worried are going to shape the post game and make monsters insanely difficult to those of us who simply aren't interested in reaching that level of skill but still want to engage with the content. As for the "issue" of restocking at camp, maybe it's just me but I've almost never used that function of the camp because most of the time I don't even burn through the healing they give me, let alone the healing I keep on myself, something that's only been made easier still by realizing the strength of Mushroomancer. The only times I've regularly stocked up back at camp are the absurdly ridiculous monsters in the end-game of Sunbreak like Primordial Malzeno and Risen Valstrax. Monsters who, by all measurements have frankly too high a combo potential/damage output respectively and make it so even basic survival isn't assured when staying in the same zone as them
@JeanKP14Ай бұрын
I would say that Sunbreak did this well? So I'm not too worried about it. They would bring out monsters that were intended to be possible right after beating Giasmagorm. Obviously some like the Risen and Primordial Malzeno are meant as super endgame challenges in comparison
@stefan1360Ай бұрын
Those endgame title updates should cater to a higher skill level, not everyone needs to get a participation trophy for those. Some people want some challenging content and not everything needs to be neutered so jimmy no hands can feel good about it. Sure he can get to try and beat it but he doesn't need to be able to clear it
@The_RutabagaАй бұрын
I think quality of life/ease of use updates allow the monsters themselves to be more difficult. I like that we’re fighting the monsters more than we’re fighting the controls these days.
@joereed8872Ай бұрын
Before i watch the video, my take is that i would rather see max and ancient potions be removed. They were balanced around a restricted stock and waying the option of using it to survive or easily gain max health after a cart. Without them i actually am fine with infinite restocks.
@jacobanderson5616Ай бұрын
I feel like Capcom has definitely tried to take steps to make it more accessible to new players. My experience with the franchise started with Generations and I would say that it was a really steep learning curve for someone that had never played a game like MH before. I’ve played every game since but I do enjoy the 5th gen games more than 4th, it just feels smoother and I enjoy that feeling of polish and responsiveness and feel like it creates a better experience. As for the infinite restocks, I agree that it could be abused and that the game shouldn’t start being designed around the fact that we’re expected to have a surplus of healing through every hunt. But I did enjoy it as a quality of life change where I could just restock my pots instead of having to clutter my inventory with crafting materials to craft more healing items when I needed them.
@BreagleАй бұрын
As someone who only ever restocks during a hunt AFTER I have carted and likewise everyone that I've ever played with (rando or not), I think the whole restocking thing is a non-issue. Out of all my hundreds of hours of playing World/Iceborne and Rise/Sunbreak, I don't ever recall anyone actually stopping mid-hunt to restock on items unless they carted first. I've also never felt like I was ever tempted into doing it either. I feel like the pressure to not be an inconvenience to other hunters is enough to stop the majority of hunters, who may be tempted to do such things, to not actually do that. Even in single player, it just feels like I A) don't need to restock mid-hunt and B) If I do, it takes me out of the feeling of the hunt a bit and makes it less fun for myself, so that feeling discourages me for even being interested in doing so. In any case, I just think the the whole restocking thing isn't a issue. No matter if you're hunting with others or by yourself.
@wowitsfrostygames155Ай бұрын
The trick is to decrease the skill floor and increase the skill ceiling. As someone who started with world, and then went back to play older games, the barrier to entry for those older games are higher, but the skill ceiling is lower. I actually just find the older games easier. And I think some of that comes from more opportunity of improvement. World gives the player more tools sure, but that also means there’s more stuff to optimize. And there’s also more opportunity to play risky. You can play safe, take your 30+ minute hunt and get your kill. But if you’re like me you enjoy the feeling of improvement. Older games it’s a lot easier to get a feel for what a monster is about to do so it’s easier to know when to take risks. Newer games it’s a bit harder and there’s more opportunities to fail.
@crazymallets8 күн бұрын
The thing people need to realize is that later MH games will always feel easier because you are going from being an experienced Master Rank hunter to starting with beginning monsters again. It should feel easy. Capcon had to ensure it continues to grow its new player base. They can’t do that by making games less easy to get into
@sithdude2436Ай бұрын
Wow... I'm kind of embarrassed about being walled at Deviljho in world now! Apparently it was super easy, but I swear I've failed that quest like 15 times lol. I had more trouble with it than some Apex Emergencies in Rise. First thing in the gane that gave me any real trouble. Edit: As for restocking in tents, I think the issue is way overstated. I restocked like twice in Rise, and haven't yet in my World playthrough. I'm not a veteran either, I quit in High Rank GU before Rise sucked me in. It's just... not that useful? The 12 Mega Potions you get for MR Hunts are pretty much always enough. If you add the 20 you can get from crafting and having them in your inventory? Restocking is basically doing nothing. I don’t carry potions at all, usually, because I can just use the First-Aid meds instead. Also, idk how people forgot this but the older games had infinite healing too (at least GU does). It's called a bed, it fully restores your health. The only difference is now you can teleport to it instead of having to run, but with zone transitions it's not like the monster could threaten you when you ran away. Double edit: Okay, I have no idea where Josh is coming from with that suggested "solution". How the hell is 1 restock per life going to fix the "problem"? I have no idea how anyone could possibly use 40 potions and mega potions without carting 3 times. Maybe it's just a playstyle difference? Like, Dark Souls has a reputation for being super hard but even in that game I only ever ran out of healing once. So maybe I'm just more conservative than most? But I still think Josh is wrong about this being important. I think it's a good feature so you can grab items you forgot to bring with you on a quest.
@gazza1235Ай бұрын
I completely agree that tents need to go outside of possible map entrances. I've played every single Monster Hunter game that has been available in the UK and lost sooooo many hours to each one. I LOVED when you had what you had when you left the town to get the job done, not endless traps, potions, demondrugs etc... I don't agree that this made the game "easier" but, it made it alot more "safe" which has resulted in the monsters either doing way too much damage (still avoidable so not really a massive issue) or if you get hit by 1 attack, you end up getting combo'd into a cart where there is nothing you can do and that REALLY annoys me as you shouldn't need to play completely perfectly in order to complete a hunt and it just makes things seem impossible to newer players.
@Toast10iАй бұрын
I think the restocking thing has existed from world. Farcasters, just let you go restock, and since it doesn't really have a big time constraints just do it whenever. Rise was just fast travel when out of combat. Wilds seem like though it might be closer, I don't think it will be any different from what it is now.
@omenmarin7903Ай бұрын
Why people is so arrogant I like to speak out of their ass? Sunbreak investigation and master rank is not easy, world was never easy (still a bit clunky when and monster stun you a BIT TOO much) ultimate generation is the hardest game ever made still easy until you reach master rank, even then, some weapons are bullshit broken, difficult has never being the point of monster hunter, interesting challenge that can be a approach in many different ways, cool dope looking monster and weapons as well as a well made combat is the souls of the franchise
@gtmafiaaАй бұрын
speak for yourself the majority considers rise easy...
@JeanKP14Ай бұрын
Honestly I would not exactly call GU the hardest MH ever made but the issue is more that it's TERRIBLY balanced. Monsters in the same tier range from piss easy to super hard, and especially in the online pools it's ridiculous what mosnters are grouped together in the same star level. GU is an example of Too Much, and thus is probably one of the worst balanced Monster Hunters for it (the level of monster content bloat).
@ImSaixeАй бұрын
game got streamlined and that's fine. you don't have to cope that hard lmao. we all know its definitely gotten easier for the sake of fun.
@skeley6776Ай бұрын
Sounds like someone hasnt played either MH1, 2 (understandable that game was region locked) or MHFU. If u think World was hard try out FU lol
@ChimeraguiАй бұрын
I do think that limiting restocks as you reach High and Master Rank would work Low rank can have unlimited restocks, High rank can have two or three and Master would have one or zero
@ShmarveyXDАй бұрын
I enjoyed the difficult most in 4th gen. Nowadays there is just so much stuff going on on the screen, monsters are more aggressive, skills are more aggressive, it's sometimes too much And nowadays you almost fly through Low and High rank, till the G-rank
@sadyn_darkwolf2568Ай бұрын
As a Ranged Weapon Hunter who makes good use of the camp restocks and started playing monster hunting games with the GOD EATER series I feel that having a restock box can be a boon on Hunts/Expeditions were I start hunting entirely different monsters say going from hunting Zinogre to Velkana and like taking advantage of such mechanics. However in terms of difficulty having the restock box more often then not makes it so that I don't even bother with certain types of ammo and during a more laid back hunt I don't make ammo mid battle just pop a escape smoke and grab some more para/poison/cluster ammo. I feel that allow us to set up campsite relief box that only has a limited amount of items/materials in bundles that the player select would be a reasonable substitute feature allowing players to still have the relief of restock facilities but adding pressure in having limited stores of items/materials for a hunt
@jockpackage1770Ай бұрын
I hear you with the ammo aspect and changing weapons. That's why they changed it in Wilds so guns have infinite ammo for basic damage type ammo like spread and pierce now. you can still do damage without restocking. I'd say a good middle ground is let the hunter change armor sets and weapons in the tent as much as you want but limit item restock to ammo only so not for healing. I'm also against the idea of Wilds letting you fast travel to camp mid combat for free. In every other game, you had to carry a consumable for that. If you forgot it or holding it meant you lost a slot in your ideal item loading, tough luck so deal with it. The item pouch is quite generous but a bit less so if you want to craft ammo on the fly. I like the idea of a very small storage you set up ahead of time for that, it's not a bad compromise.
@d3m3nt3d_t3acup_28 күн бұрын
Bowgun players (which includes myself) only really need to restock ammo when using sticky/wyvern/cluster, sometimes elemental. But that's an ammo problem, not a restocking problem
@jockpackage177028 күн бұрын
@@d3m3nt3d_t3acup_ Now it seams main ammo types don't even have ammo. Not sure if element counts there but many ammo types seam to be going the rout of some guns will have them set to infinite. Obviously sticky and clusters won't be. I'd have been all for reostocking ammo to be a thing, to some extent, but just not healing.
@thinktwice3211Ай бұрын
Its easier for a player like me because I have over 1000 kills on SNS, 1000 kills on GS, a ton of kills with Lance and like 3000 kills on the range weapons across 4 games. The fundamentals of the games are very similar. Easy or hard....I just want more.
@nathanfuritskin3155Ай бұрын
Imo getting walled is a good thing, it's that point where u need to stop and look at ur loadout, upgrade or change ur gear, or even try a different weapon
@snoozer0101Ай бұрын
guard weapon playstyles without the ability to restock their healing won't just become harder those weapons themselves would be at such a deficit in the ability to do what they want to do unless they remove chip dmg from guarding other wise "oh great I just guarded this atk to do my thing and now I'm down health and can't heal well fuck me I lost the hunt I guess" if you run out of healing.
@ritten7452Ай бұрын
Lance was one of the best options in mh1 i believe
@snoozer0101Ай бұрын
@ritten7452 My first game was World. Did the first game have chip dmg like world?
@honeychonav4027Ай бұрын
@@snoozer0101 Yeah it's always been a thing. Though in older games it comes at the cost of damage mitigation and a huge chunk of stamina. It was an option but less effective than dodging/avoiding attacks generally.
@zenthorth4874Ай бұрын
This is why in older MH games chip damage was not a thing except in rare cases. Now, it is every monster. This is a game change that is directly resulting from infinite restock. Now the devs can take things that used to be standard, and make them armor skills, nerfing the hunter who does not get those skills.
@amvhateАй бұрын
I never find resocking a issue in world, you have as many potions as you can make or grind for. Carting limit and time limt is suppose to counter the balance amount of potion does not matter in a hunt. Also rajang in world was not easy fight. I think this comes from people who already fight him in other monsters games come in or you like to midmaxer stat in game in general
@SoulShiftzАй бұрын
Do people forget that world is what brought us probably the most difficult version of rajang? It literally took me almost 50 minutes to beat furious rajang when I was soloing the game. And I gave up on trying to solo altars on on fatalis cause hell no those 2 fights were so dofficult
@idkrandomweebgamer693Ай бұрын
Let's not forget if you've played multiple monster hunter games and if you've beat them more than once. Then more than likely you'll say the new one is easier because you have experience whereas someone who has never played a monster hunter game will play Wilds and think it's difficult or hard.
@hieroglyphics9732Ай бұрын
This is an edit only cause I wanted to say my points in a more kinder and focused way. I’d like to apologize if I came off as aggressive. I disagree with your point about potions. As an average player with average skills, I struggled a lot with some of the DLC monsters in both Monster Hunter World and Rise. It wasn’t until I upgraded my gear and learned enemy attack patterns that things started to feel more manageable, though still challenging. I think as long time fans, we sometimes forget that our familiarity with the game can make things feel easier. You mentioned that yourself. Also, players still need to gather herbs and craft their own potions, so running out of them is a possibility if you’re not diligent about gathering during each hunt. Considering that some monsters can one or two shot you, this could really alienate more casual players. If the game became too punishing, it could end up like fighting games where the high skill barrier pushes people away or discourages new players from trying. That’s why I find it odd when people complain about new mechanics. Developers likely wanted to add features to older games, but hardware limitations prevented it. The same goes for Rise they probably intended to do more with the wirebug mechanic but had to adjust due to player feedback. In the end, it wasn’t a bad addition, and it was actually pretty fun. Additionally, I’ve slightly changed my opinion. When it comes to endgame content or DLC, I don’t mind the game increasing its difficulty in certain ways. I actually enjoyed what World and Rise did with their DLC. Yes, some of it was extremely hard for me, but it was fun, and finally beating certain monsters brought a real sense of relief and accomplishment.
@hieroglyphics9732Ай бұрын
Overall it's a good video. However, that last opinion had me thinking, "Nope." The day I have to sweat at Monster Hunter more than I already do might be the day I hang up the towel. Then again, that could just be me getting older and having less time and patience for things that don't offer some form of gratification, even in defeat. Monster Hunter doesn’t really give you anything for a failed run, after all, so it can be frustrating, especially when battling monsters like Fatalis.
@@hieroglyphics9732 I can say, even in MH1 I never needed to sweat at the game. Sure, I failed a LOT of hunts, but that is not a bad thing. You can still have fun and fail a hunt. I would even argue that the failures made the game MORE fun. Something newer gen MH games, MHW onward, do not have. Is it 100% about restocking? No, I do not think so. But I do believe the game design has changed due to restock, and that is a contributing factor.
@hieroglyphics9732Ай бұрын
@@RageGamingVideos I hope you continue to grow man and I look forward to seeing more videos once the game drops.
@hieroglyphics9732Ай бұрын
@@zenthorth4874I still find the games enjoyable and appreciate how they’ve increased the difficulty for endgame and DLC content to balance out player knowledge along with skill. I still believe a lot of it comes down to us getting better at the games over time, but I also think that adding new mechanics and utilities doesn’t hurt the player experience. In my opinion, what we need now are more diverse monster move sets and attack patterns rather than taking away tools like potions and restocking. Removing restocking potions feels like artificial difficulty to me, or not a real challenge but more of a masochistic way of experiencing the game. It’s similar to how getting one-shot by an undodgeable or unblockable attack doesn’t feel satisfying or rewarding unless it’s a damage check thing like Fatalis. Take Sekiro as an example it felt incredibly hard and punishing when I first played, especially since I was used to tanky greatsword builds. But Sekiro taught me that learning attack patterns and mastering parries can be just as rewarding, if not more so. That kind of difficulty feels genuine because it encourages skill growth, rather than simply limiting resources. If some players feel they shouldn’t have access to camps or ways to restock materials mid hunt, then they are more than welcomed to not use those in Monster Hunter Wilds since this future game allows players to set up their own camps and gathering items is optional after all so those who prefer a more punishing experience could simply choose not to engage with these mechanics. Ultimately, everyone has their own way of enjoying the game, and while my idea of fun might differ, I respect that others may want a different kind of challenge.
@ShilobotomizedАй бұрын
In my opinion, Monster Hunter games were only "harder" because they were clunkier and limited by the consoles they were released on. And the insistence on sticking to tradition. (I.E, fist pumping after drinking any potion in any game before World) The monsters have evolved as well, and can hit faster. Even on a weapon like longsword, you can't counter half of a lot of Monster's movesets because they will simply swing again after your foresight slash i-frames proc, knocking you out of your spirit roundslash. Blocking still eats stamina and does chip damage on the bigger weapons. Weapons that desperately needed defensive abilities got some. The monster hunter games have always been adapting and evolving, it's just a bit faster about it these days.
@XilibriusАй бұрын
All i know if it wasn't for the streamlined qol progression of World I wouldn't have fallen in love with the games the way I did. spending 10 minutes trying to find a monster and struggling to have items needed to survive hunts are barriers from what I want to enjoy. hunting the monsters.
@mymaskofshameАй бұрын
I don't like the restocking or changing gear even. Its a hunt, its what made it fun was planning it out, talking with other hunters to as who carries what. I'm somewhat okay with the idea of swapping weapons if you go to basecamp but still doesn't make much sense, you get dropped off with limited resources and have to make do with what you find in the wild for the rest. Also the whole zoning out to heal to me seemed more like retreating or running from the monster and when you return they could be elsewhere or even a angry Pickle wanting a word. Made it a gamble at times.
@robertmacfergus9288Ай бұрын
I mostly want an optional mode as a method of increasing the difficulty without purposefully forgoing tools that help make the game enjoyable. Players should have the option to savour Low Rank and High Rank rather speed threw it to get to more difficult content. An example of this would be a single player only toggle(that can be turned off at any time outside of a hunt) that boosts monsters in a similar way to event monsters but also makes the monsters attacks have a minimum damage dealt value and bars the hunter from restocking. The minimum damage not only helps with accidently over armouring and makes it so that one need not expose themself to the risk of one hit kills as they no longer have to under armour to get the difficulty that they desire. Naturally this would offer no reward to the player at all and just be a fun optional challenge and by offering no reward will hopefully not risk tempting new players from using it.
@nickdiz9512Ай бұрын
Being able to ride and heal/sharpen bugs me not because its OP but because its emerson breaking. As someone who's rode horses and tried to drink water it's not so easy. I hope they give the mount a type of leveling system so when your a new rider you heal for less but the more you ride the better you get at healing and sharpening on the mount.
@kylecrawford2365Ай бұрын
So you say you have an issue with the restocking, but an older games they had things that you could restock as the quest went on if you ran out of stuff. No it wasn't infinite but it was a lot more than the world gave you. Now World had so much life built in,you could restock a lot with the life around you. You saying that healing is infinite, doesnt mean quest time is. Also those are still in item box,which is also still technically finite resources.
@idkrandomweebgamer693Ай бұрын
I understand the want to remove the ability to restock at camp. However you could just opt to not restock at all, it's a choice not a thing you have to do. Having said that there's ways they can go about this that combines the aspects of both being able to restock and not being able to. Assuming my games are going in the direction of seamless transitions of quests and whatnot I would love for Capcom to disable the ability to restock items if you are on a hunt but any other time you are free to stock back up. I think that would be the best of both worlds. Oh and one thing I do like about being able to restock is if I happen to waste a trap and I could just grab another one. But now with the ability to pick placed down traps back up, I would like to remove the ability to restock or do what I described above.
@someone999555Ай бұрын
I feel like difficulty in mh really is a weird topic, but i think an approachable game that can satiate the desire for difficulty is easily doable. taking gu as the prime example of what i mean, i dont think the hunter has ever and probably will never be as ridiculously op as in that game, yet EX deviants remain in my mind as some of the most difficult fights in the entire franchise from a soloing them perspective, and ive played since mhf2. You can disagree with that statement, and thats fine, but point im trying to make is: i think if we want that extreme level of difficulty, then it should fall entirely on the endgame to deliver it imo. Maybe its better to call it post-endgame? Whatever you want to call it, i feel like gu's EX deviants and 4u guild quest system(which i guess sunbreak kind of went for too) are the best ways to introduce that absolutely punishing difficulty some people seek(me included), rather than reducing quality of life options in the entire breadth of the game. I.e. If we want to complain about the difficulty not being high enough i think we should look at buffing the monsters in the endgame, and not nerfing the hunter.
@DLTyrusАй бұрын
Gamers after literally anything changes in a game: ITS TOO EASY I HATE IT. Say it with me now: quality of life changes are not ruining your game.
@dynamoschannel5857Ай бұрын
It’s not quality of life, actually. Fundamentally and factually, the changes that have been made to Wilds, and even in World and Rise are not “quality of life,” they are fundamental changes to systems in the game for the purpose of appealing and opening to a wider audience. Whether or not that’s a good or bad thing is up to interpretation, but regardless of that fact, MH’s direction has been and will continue to change away from what it used to be. And Old World fans absolutely have a reason to dislike the removal of purposeful design changes that they enjoyed. In that regard, these “quality of life” changes are ABSOLUTELY ruining the game.
@DLTyrusАй бұрын
@@dynamoschannel5857 cry more
@dynamoschannel5857Ай бұрын
@@DLTyrus I wasn’t even crying, just clarifying a point to you. If your immediate response is hostility, then you’re the one at fault for contributing to and exacerbating this “debate” of difficulty in the community.
@DLTyrusАй бұрын
@@dynamoschannel5857 there's no debate. They are making the game objectively better. The fact that some gamers have such a fragile ego that anything that can be perceived as making the game "easier" strikes them with a mortal fear that they will lose some kind of phantom-legitimacy of their gamer status is not a legitimate concern.
@dynamoschannel5857Ай бұрын
@@DLTyrus They’re not making the game “better,” they’re making the game “different.” Nor have I ever mentioned anything about this being about the game being too easy, as you’re lumping a majority into that assumption. Being “better” is an entirely subjective thing here-consider the millions of players who loved Old World for its Old World style. To them, the Old World is “better,” and that can’t be wrong because it’s an opinion. I never said I disagreed with you about the argument of the game being “easier” being a faulty one. I’m merely pointing out that your claim about “Quality of Life is ruining the game is wrong” is an erroneous claim as well, and that you should consider truly why people make that claim instead of assuming everyone’s saying that “it makes the game easier.” Players who genuinely believe that the changes are bad don't believe that "they will lose some kind of phantom-legitimacy of their gamer status" because it's too easy, they believe that the game franchise they fell in love with is no longer what it is, and that's an absolutely valid frustration to have. Your point absolutely does have merit. There are people who are upset at the changes for being "too easy" with the focus being on their own pride. On that, I agree with you. But it's completely unfair to shut out any and all criticism of these changes just because of that one reason alone, because there's reasons that can be rationally and validly argued on why these changes could be considered bad for the state of the game.
@moonlithenny654928 күн бұрын
The infinite healing at camp argument might be the strongest argument for the game becoming "easier" I do just feel like it has the potential to trivialize a fight, It doesn't really incentivize learning attack patterns and knowing how to dodge attacks, because you could just brute force through every hit and heal, and if you run out of healing, you could just farcaster and restock completely. In older games, being stingy with healing was a good thing, often times getting hit would cause you to debate weather you'd want to play it safe to let natural regen heal you and conserve healing or using a potion to heal instantly, in newer games there's really no reason to be stingy with healing at all and I feel that removes an aspect of strategizing your supplies. I don't think they should remove restocking, I do think it's a good mechanic especially for ranged weapons to restock ammo, But I'd like to see the monsters react more aggressively towards fleeing players, If you're fighting a flying monster and you farcaster away, that monster should attempt to chase you back to your tent, maybe leaving you with a small window of time to restock before your tent gets ripped down.
@TheDEATHBOOMАй бұрын
I agree with josh here the unlimited healing doesn't effect the player it effect the design of monster. In fifth gen small damage doesn't matter as much as old game so the design of monster need to more hard hitting.
@derrickfarbes1805Ай бұрын
The guys crying about difficulty are some vets and they act like if you have been playing the game for a long time that it will get harder. The game is hella hard for your casual players but i have been playing since the first 1 and i never expect things to give a bit of a fight till end game