
I’ve seen harsh criticism everywhere, and at first, I thought, what kind of crappy system removes freedom?
I’ve been trying out various weapons recently and I’ve noticed that when I switch weapons, it usually just involves actually switching the weapons, so I’m starting to think this system might actually be convenient…?
It’s helpful that I don’t have to replace everything every time I change my weapon, so I don’t have to think about it.
MONSTER HUNTER WILDS
I don’t think the problem is in the division of skills itself, but rather in how poorly it was divided.
It’s fine that weapons, armor, and accessories are categorized separately, but I can’t help but sigh when there are skills attached to weapons that don’t make any sense.
I somewhat like it because there is significance in switching.
It’s good that you divided it.
Why is the strength buff in the weapon slot?
It’s good in the sense that it accommodates weapon swapping, but…
As a result, the desired skills vary by weapon type, leading to the emergence of restrictive weapon categories.
Increased ammunition speed change, concentration, heightened defense, strong artillery or attribute enhancement, desired for charge axes, etc.
I understand that it’s reasonable to separate skills for weapons and armor since you can now use a bowgun as a sub-weapon.
However, in that case, I really think it would have been better for the armor side to handle the general skills of evasion and attack…
Other than that, I honestly have no particular complaints.
“Integrate the gas characteristics and gas strength already!”
I think it’s fundamentally correct that the guard-type skills are on the weapon side, as it relates to the purpose of this system.
The place that needs a brush-up is somewhere else.
I understand that skills dependent on weapon types are assigned to the weapon side.
I don’t understand why an attack that is supposed to be independent of weapon type is attached to a weapon.
I want the combinations of composite beads to be more lawless.
Iron Wall 3, Strong Wall 1 or Mind’s Eye 3, Stimulation 1, etc.
It’s the opposite of the strong wall jewel and the iron wall jewel, right?
Skills that are only used with specific weapons are fine to be associated with the weapon itself.
I can’t help but think that attacks and dodging could have also been done with armor, right?
Having too many skills attached to the weapon ends up making me open a lot of decoration slots, which feels quite uncool.
I’m not sure if it’s weapon-related due to the complexity of the mixed jewels, but I feel like skills like Crit Boost and Maximum Might would have been better suited for armor instead of challenges.
Please summarize the performance of the Iron Wall and the Strong Wall.
The problem is that there is no point in using sub weapons at all.
I understand that you want to say to play around with various things, but then I think you should give us more content like big consecutive hunts.
Defeating just 2 monsters is too easy with a single weapon.
Make my response the color of Babaconka.
It’s been a while, so I don’t have any particular complaints about the decorations, but I really want the paralysis production skill to be improved.
In the first place, I’m not using weapon switching, and even if I were to use it, I would only do so with the same weapon type and since I’m using Artya, I have the exact same setup, so it doesn’t make any sense…
It’s the same with the sword-drawing technique, but it tends to go too far in bringing things that should be on the armor side over to the weapon side.
Especially, the sword-drawing technique can be deadly depending on the type of weapon.
Maybe everyone hated that each one of them had full dodge from attacks, but if you make it a weapon skill at skill level 7, no one would use it…
I wish the skill setup with things like Draw Attack on the Gunlance would be changed.
Is it really necessary that the skill slot doesn’t apply to perfect guard and the guard properties are strong?!
I wanted stamina-type skills to be on the weapon side and to have more gaps in the weapon’s slots.
In the end, it feels like it just became restrictive since the skill composition will end up being similar anyway.
Give me the three types of compound jewels with the master release.
Please give me a strong defense with lots of energy.
It’s fine because it’s unthinkable for a great sword or katana user to wield a crossbow.
Such abnormal people should be banned.
At least if the gunner’s defense was strong… the skills added to the gunner’s weapon are surprisingly lacking in personality.
Is the sword-drawing technique not effective for gunners?
It’s just not very meaningful.
How many people even carry both a melee weapon and a gun?
The guy called “Batto (Power)” has been garbage since his first appearance.
I really want the talisman slots to be unlocked soon… It’s hard to evaluate this system when something that was clearly stated before the release hasn’t been implemented…
The swordsmanship should apply to all weapons, right?
On top of that, there are things that can be effectively utilized as weapons and things that are difficult to do so.
The problem is that it’s being forcibly attached even though it’s difficult to make effective use of it.
I don’t get the impression that it’s being criticized as much as people say, and it’s obvious that it’s designed for swapping.
That being said, I still think armor has power skills after all.
I think the slashing technique of the Rabara weapon is just trying to balance things out by making the base weapon performance low with skills.
Are there any techniques for drawing a sword other than with a large sword?
It’s not that strong even if it’s a great sword.
There are no options for armor at all, right?
Everyone has the same skill composition.
Moriba is so cute! I want to strip it!
I’m getting tired of writing this already!
Well, the skills have been adjusted so that you can fight even when swapping to sub-weapons during battle.
Give me a 3-slot resistance gem, seriously.
There are weapon types that are fundamentally incompatible with weapon switching… especially the charge axe, which requires reapplying rituals.
It’s been said many times, but it feels like the adjustments are based on the assumption of G-rank.
I wonder if it’s really a problem that the standard version becomes cramped.
Well, in reality, the degree of freedom is only demonstrated in the spare capacity once you’ve fully stacked skills to output firepower.
It would be nice if I could put skills that can be used for both main and sub with the talisman… If I’m using both ranged and melee, something like Critical Eye or if I have two melee weapons, something like Artillery would work.
In a two-monster quest, you can generally manage with just one weapon, and if the combination is tough, I’ll just go back to camp and put on specialized equipment.
Was it necessary to divide the flute master levels and also set the slow to 2?
Since there are no options for set effects, everything, including skill composition and armor, is the same.
I don’t understand what you want to make Lance do with sword techniques…
You can bet, but you did it half-heartedly, didn’t you?
If your play style is something like exploring the field and encountering monsters in harmony… then being able to swap without returning to camp would also make sense.
Basically, it’s the same as the usual Monster Hunter quests; you accept a quest, deal with some minor issues, take down one or two monsters, and return, so changing equipment isn’t very helpful.
Armor doesn’t show much personality at all.
It’s inconvenient that there are no composite or II or III types in armor with 3 slots.
I want Defense Jewel III and Resistance III.
You might say it’s easy because you only need to change weapons, but I think it reduces the freedom to build it yourself that way.
By separating weapon skills and armor skills, you can switch them out, etc.
The versatility of armor equipment has increased, so that was good.
Why did you attach a specific weapon skill?
Thanks to that, there are many weapons that haven’t even come up as options.
I mean, isn’t there too many similar skills?
The effects are different, but I can group these and these together, right…?
I guess we don’t need the series skills after all.
If it’s all strong and at a level where I’m troubled, that’s one thing, but it’s just full of trash.
If you’re just going on a quest, one weapon is fine.
When I’m wandering around the area casually and sometimes beating up those who come out.
It can be easier to have a crossbow as a secondary weapon.
Up until now, if I were to seek maximum efficiency, I would have ended up with the same equipment, and I think that for regular hunting, regeneration-type equipment is more comfortable…
The limited skills that can be attached to weapons make it a downside that I can’t create exceptional gear.
In the first place, switching weapons wasn’t necessary.
There was hardly any use for it except for guessing and bringing two types for someone I didn’t know the weakness of.
When considering the pros and cons of the customization of decorations, which is an element I’m always relying on, in relation to the new element of changing weapons, I feel like the cons are greater.
Ultimately, there is no one I have to go out of my way to change for.
All I can say is that I wish Mitsune had two bubble parts…
Who uses stew without bubbles?
It would be great if the weapon switching could be improved, especially regarding the tempo and input sensitivity… like when using two melodies of the horn, switching to a cutting weapon only when necessary, or carrying a bowgun for high-position destruction, or using a guard weapon when dodging isn’t going well.
I wish we could freely equip things like group skills, resilience, diversion, and encouragement! It’s just that the disparity between those who really don’t need things like stealth walking, glide enhancement, and stealth walking is too severe.
If making equipment is as easy as in this game, I don’t think we need excuses like just switching weapons.
In MR, you can attach weapon accessories to armor! I want it to inflate!
When using a hammer, it’s obviously a bad matchup against things like octopuses, so I’m switching it out.
But it’s just octopus and Janath…
They probably created the weapon switch to start battles while wandering around the field instead of focusing on quests.
It doesn’t work much because it mostly starts from quests.
Please quickly change your armor at the same time as switching weapons.
I think poison weapons should simply have something like Offensive 3 instead of useless critical hits or poison enhancement.
I think weapon change should be thrown out like in the opening.
Before I know it, things have switched, and I’m like, “Huh!?” a lot.
I thought it was convenient to switch items while doing the event grab and other quests.
Well, in the end, it won’t change much since I’ll open the item box to refill my ammo anyway…
I think the overall skills of production weapons are not very good.
I cleared the story, but I haven’t seen the earplugs.
Did the earplugs disappear?
There aren’t any situations where I start hunting while wandering around in the field.
The strange reactions can generally be said about all select-related matters, so if it were to happen that a Meowster throws something in G, I think it would be a problem that could be resolved instantly.
I’m not sure if it’s the final update’s roots, Vulcan, or Magios, but I have a vague feeling that they’re planning to destroy all of this equipment.
It will probably come out in three years, so it’s a long wait!
Since I’m not good at balancing between skills, there’s no need to narrow down the options even further.
Well, to be honest, they probably want to curb inflation.
If you don’t activate each person’s skills to gather food, the efficiency will be too low…
In Monster Hunter, there isn’t much play around creating unique builds, so I don’t particularly feel like having fun in that aspect.
In that case, it’s still more enjoyable to play with layering clothes for the look.
There’s not enough room for the attack.
I often realize that I’ve switched my belongings by mistake while dancing at the assembly hall.
When you have two Artias, there are times when you accidentally end up holding the wrong one.
Give me a change in appearance for the Artia.
Attacks and evasions should have been part of the armor.
I can compromise and say that weapons are fine, but in that case, I think the upper limit should have been set much lower.
If you pile up essential skills like that, there’s no room to include something like that.
Do the layering of weapons and the tying of layering rather than skills.
In the first place, there has never been a series that allowed freedom in equipment and skills at a higher level.
There are some that don’t use gore, but if you’re aiming for a balance of comfort and a certain level of power, aren’t they quite high up compared to past works?
There is a difference between the truly essential skills required by weapons and the must-have skills needed to enhance firepower.
The skill slots for weapons that require essential skills are cramped…
I want the charm to be linked to the weapon…
It’ll end up being swapped anyway.
It would be nice if the slots on the charm could be free slots, but I wonder when that will happen.
Ideal: Customize your unique build with various accessories♪
Reality: A degraded build if specific accessories do not drop.
Look at this gun! I can’t stack my favorite skills without two slot 3s!
Since Tamamitsune’s skill was really weak, I don’t expect anything from the new skill of Lagiaxrus either.
I thought, “You should completely revamp the skill system at this opportunity, you fool.”
It was an opportunity to cut off the past legacies like Gabu-strong and Jan-tetsu.
Although it’s not an exciting end-game content for Artya,
Exciting digging is hell, so it turns into this instead.
Because I don’t have a weapon slot, there’s no room to put in resistance jewels.
In order to utilize the changeover.
Production is garbage.
It’s hard to understand because the appearance of the art is the same.
I have to first eliminate the triple hardship of making attribute Artia, which is incredibly tedious…
Amulet…? I don’t know anything about amulets; I’ve never even dug one up.
There is no such thing in Monster Hunter.
I think that with the world updates, including the tempered King and the FF collaboration, inflation has progressed, and this is about where we are at this stage, right?
I’ve seen a lot of defenses saying “Monster Hunter has always been like this,” but that’s not really a defense.
Improve it!
The issue can be resolved just by having level 3 resistance in a 3-slot, but what are the developers thinking with this game’s mechanics?
Arthia is certainly stronger than production, but…
When asked if the production is weak to the point where it needs to be carefully selected, the answer is not necessarily so.
It’s not really a problem if there isn’t an artia.
The disparity between weapons with 3 slots and those with 2 or 1 slot is too great.
Please address the weapon balance, the stress factors of each weapon, and the narrow targets for hunting, which have ended up being resolved without considering skills first.
With a weapon that can block, you don’t need to accumulate fire resistance for the Zoshia battle.
It’s tough to secure three slots for resistance right now.
So, when it comes to using a charm… I want to use it for a 3-slot skill, right?
I wish they could hide the inconvenience of the MR a little more.
It’s understandable that game design can be inconvenient, so I can accept that.
The more you do it, the worse the UI design becomes; you really need to fix that.
Sometimes there are times when there’s nothing you can do about your ally’s dragon milk explosion or elemental damage.
I’m not asking for it to be common, but give me some complex jewels for the armor too.
There are too many aspects of the UI that make me wonder what they were thinking.
As long as Zoshia doesn’t have negative fire resistance and has properly increased her defense, it’s all good.
Fire damage is troublesome, but it quickly goes away if you keep rolling, and you can manage without taking any measures.
I participated in the event and played again for the first time in a month to layer my outfits, but I got bored after a few quests.
I don’t know if it’s to make money, but stop this format of event quests.
Do you understand which is stronger, rolling around or hitting at that moment?
Hey, I’m so changeable.
During the event period, I’ve been wearing Sakura Wave 4 the whole time, but there’s no quest that I can’t participate in, so it’s a relaxed environment.
Because my lightning resistance is maxed out, it might be tough to wear it against the Kulve Taroth.
I wish Arty could at least make a shot like a pro.
I don’t think it has been adjusted based on the premise of Artia, and it’s unlikely that it will be in the future.
It seems that Kematorisu is about to leave.
Open Skip
I don’t want it to be completed with MR; I want it to be completed at a higher stage and added on with MR.
It might be more efficient to reduce the damage skills from the charm and boost fire resistance instead, as it would decrease the time spent being affected by fire.
It’s not just about changing the weapon; you need to bring an entire loadout set. Otherwise, you can’t fully utilize two different types of weapons.