>>96720833I think all of them have good points... People hated on Rise too much too often, it had it's issues, like I do think Wirebug combat was bad (fun and arcadey but not good for the more grounded feeling MonHun alwats had, still brought a new buddy through it all the way through sunbreak), and spiritbirds were bad, but wirebug traversal and parkour is some of the best traversal the game has experienced and the exploration aspects it lent to Rise/SB were awesome. Wounding animations are sick, and I think it's a better system than the clutch claw, it's just tuned really badly. If monsters maybe gained a resistance to the stagger with each pop it could be better. Monsters also just need more HP and more damage, they can't keep up with how fast hunters have become, this is true since Rise, somewhat since World when you utilize all mechanics like mantles, evade extenders, etc. The Wilds maps are inferior to both Rise and World's, they've just got the big "open world appeal" which wears off when you realize the tighter designed maps are generally better, but the one thing I will give it: It does give us arena space for longer term potential returning large monsters that I would like to see like Gogmazios, Akantor and Ukanlos, Ahtal-Ka among others. Wilds is a good template but we really shouldn't be accepting templates as full products with full price tags, shit optimization, and a lack of content with crap microtransactions and letting them get away with it every time. Stop letting them shit on your plate and accepting it, you know? 4U was my peak game. Perfect amount of content, best MonHun story that didn't get in your way of hunting freely, most interesting side quest stories and characters, best level of convenience to hard work (still had pickaxes and bugnets which suck), no difficulty trivialization due to item box (another point for the importance of this is how this mattered to gunners, infinite box changed the balancing around the guns), no arcadey stuff, camera works fine with Circle Pad Pro or emulated, map knowledge mattered, monster understanding mattered, less reactive but more predictive gameplay, stuff like how healing and chip damage worked meant they could balance around that instead of one shots being the only challenge to hunters. Gathering was more about pacing things out and fulfilling the simulation. Gets easier with the farm but is never entirely trivialized because it has application when you can't balance around infinite healing. There's a reason quest timers are 50 minutes even if you can eventually build into 3:30-4 minute hunts on average in most of the games at optimal play (time attacks). It's just lost design space now though. Monster Fighter now