• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Monster Hunter Rise |OT| A Whole New World

Eevee86

Member
SbrljacXh9rv4Q7T9anOqHJpWX-G0Dhp4Vft8WoUUkcSTfQcDA0LilAPL0y86gXDrUX7sDFn9TH3ip_wmnsN1DNtfmig9TZfCN8NqQNI8kGQbgBSmLLP9bkiT28T1WWdoqMvsw05PidWIYnjYAZ-Uo6D8T7nrL73gqGbZ_Lg2-fC3cGfxBYn3AYPYCEXzpx_97hRWMVZrUxPCr6uwVZ5DWXBrQfcvhqr4NcbBrY1EFpQ9gTVJD9e1i7dXvp0JYDD6FazrWxtP559Mkhs9qrxofE8fI-deaDkwlINEdB5M1IB6yqmZ7c345sw8jJgaklmniIYvrX0qCA7qyxPk57Z4qzjHIr8OoErq4xXVbdXlx8Y9Y-w08xlc4VSysKPS10atYtQCO887hdwFa-_Sg1zdgvmSpX_8n_o2KQDuHVv3RoVW2ooRIha87q__BSpRI6fzOU2UFBJR4PtKvKHQq8-So4_hwAXydJSnsW6W8hJXLPHTK8byoLL3e-bK2Z5peG36qPfJ9rJmWgdJEcmIcrG0kGe9S_a4pD31kJAY86o8iLAYmmmoYd80GNT3T9Zq0Igy4OOmT2yj5fXq4MMOZieKxr5kBKe18cMxhAeSWpOl6fRRDsADpE9U8TvZ0KnWx09ZEjpN65O43a4SJVoUuukaojAHaMDnWDMr_jGVwVlDjTevYPpjCRMFpbZ7xl9Y06E8ojEQtenKr9AdjAXbcoTo7g=w1080-h609-no
76 hours in and I've completed every quest. Safe to say it's my favorite Monster Hunter yet.
 
Have you saw some women armours?! They are basically lizard-esque bikini...
Thankfully so. The female model is attractive to same with the twin quest maidens, although Honaoa is the nicer of the two.

Just glad reeesetera, and the sjw woke cult didn't get their mits on this game. Long live Japanese culture. Being able to play an attractive woman with exposed skin is what makes me pick a chick to play over a guy. It's only when they make them manly, fugly I won't play, and will default to making a character that is a pumped up version of myself.

As for the game. I'm loving it. Last mh I got into this much was mh3u on 3ds and freedom unite on psp.
 

Brazen

Member
Ok eventually I'll make a survey after most people have had time to fight most of the monsters available, but I'm just curious in the interim, MH-GAF.

  • Main weapon
  • Sub weapon
  • Favorite monster to fight
  • Least favorite monster to fight

  • Gunlance
  • Will be a range weapon - Probably Bow because it's what I know, might consider trying LBG for the first time though.
  • Tigrex
  • Basarios
I enjoy the Magnamalo (2x plates in five-ish kills, har har), Almudron, & Goss Harag fights also and I assume one of them will become my favorite fight when I get the full feel for em. If HR comes after apex Arzuros then I'll be there sooner than later... I just didn't do so hot on village rampage so been putting off the hub one for some time now. Hopefully today I'll feel like smashing my face against the controller.
 

Dream-Knife

Banned
I just did the hub level 2 urgent quest and when I beat the monster with others I couldn't loot it. It appeared like it was asleep and we returned really quickly. Whats up with that?
 

TintoConCasera

I bought a sex doll, but I keep it inflated 100% of the time and use it like a regular wife
Was able to try the multiplayer today at a friend's house. What do you think of the multiplyer with 4 hunters? Is it just me or does it look much more chaotic than in previous entries?
 

TintoConCasera

I bought a sex doll, but I keep it inflated 100% of the time and use it like a regular wife
Isn't it because you have 4 hunter plus 4 helpers?! 4 more pg on screen compared to the past.
Probably yeah. There's also a fuckton on special effects when hitting the monster, so maybe that doesn't help either.

I'll try enabling the hunter siluette, maybe that helps.
 
Last edited:

GymWolf

Gold Member
Probably yeah. There's also a fuckton on special effects when hitting the monster, so maybe that doesn't help either.

I'll try enabling the hunter siluette, maybe that helps.
Don't forget the most hideous blood spit effect that i ever saw in a videogame, that shit is too ugly, big and visible...
 
No real problems doing high-rank Hub missions but damn if Magnamalo isn't still kicking my ass in that Urgent Village mission.

Is there really a downside of just focusing on high-rank hub missions and ignoring the village missions for awhile?
 

Eevee86

Member
I just did the hub level 2 urgent quest and when I beat the monster with others I couldn't loot it. It appeared like it was asleep and we returned really quickly. Whats up with that?
Close to the end of a fight, monsters will start limping away and their icon will flash blue on the map. At this point you can Pitfall or Shock trap them and hit them with a few tranq bombs to end the fight. You get more items and they can still fight for quite awhile if you don't, so it's pretty much always worth it.
 

Brazen

Member
I hope we'll get a carapaceon or neopteron type down the road in an update/expansion. Would rather have a few new types than more variants of the wyverns/beasts/leviathans. Though I wouldn't say no to another temnoceran or "small" elder or two. A chimera/hydra monster to fight would be fun also.
 

Pejo

Member
I can't wait to see all the cuh-razy collabs we'll get this time around. Nintendo is back on the menu so I'm sure we'll eventually see a BotW2 collab, but I wonder what else. Maybe some Splatoon LBG/HBG. I'd like it if Capcom dug into their library a little more for the collab stuff though.
 

STARSBarry

Gold Member
Well just shy of 80 hours (have taken 2 weeks off) I have finished everything available.

Its a much easier game, largely down to some of the changes, largely wirebug to mobility giving you almost complete control of the battle, this is especially true for prior low mobility weapons such as the Lance's, Great Sword and Hammer.

Sadly the game in incomplete and perhaps I feel there is no challenge because they haven't thrown anything hard at us yet as the game is unfinished. Not a single varient monster. Speaking of which has anyone else noticed how useless dragon element immunity is? I don't think there is a single monster currently available to fight that uses a dragon element attack.

Apex's I wish could be fought on a map and had a unique armour set rather than just materials for a terrible weapon that is outclassed by mid tier high rank weapons. The game is unfinished and honestly it feels a bit underwhelming considering there's at least another tier of rarity to unlock that feels required as the story was just building up to its crescendo before a throwaway line of dialog throw it to a screeching halt and we have to wait for Capcom to finish the game.
 
Last edited:

Dream-Knife

Banned
Sometimes when I slay a monster it wants me to clear room in my pouch then I end up loosing out on parts. This seems to happen randomly. Do you always need pouch space for monster parts?

What does the axe gauge do with the switch axe?
 

F31 Leopard

Member
I really hate that they got rid of separate blademaster and gunner sets. I also really think it's puzzling how some full sets have 1 blademaster skill and 1 gunner skill as someone like myself who does not use mix sets.
 
Sometimes when I slay a monster it wants me to clear room in my pouch then I end up loosing out on parts. This seems to happen randomly. Do you always need pouch space for monster parts?

What does the axe gauge do with the switch axe?

Look carefully at the menus when it makes you clear room out, it will have you switch with something currently in your inventory, and if you back out it deletes whatever it shows is in the box on the right (can't really explain it better than that, just be careful you don't accidently toss some good shit out). You can quick travel to your tent at any time and dump your inventory if you need room.
 

F31 Leopard

Member
Well just shy of 80 hours (have taken 2 weeks off) I have finished everything available.

Its a much easier game

Sadly the game in incomplete
.

Apex's I wish could be fought on a map .
In comparison to Base Monster Hunter World I have to disagree. LR in World was equivalent to Village and HR was equivalent to LR in difficulty. I mean come on this is a HR 8* Elder Teostra.





I agree the game feels incomplete and I think it's unacceptable considering this game was in development the same time as World. Feels like Capcom is trying to stretch out the game by releasing the rest of Rise's content in segments.

I agree that apex monsters should be fought normally instead of Rampage quests only.
 
I agree the game feels incomplete and I think it's unacceptable considering this game was in development the same time as World. Feels like Capcom is trying to stretch out the game by releasing the rest of Rise's content in segments.

Monster Hunter always has more content after launch and Capcom always tries to stretch out their game. This isn't unacceptable, it's fucking awesome.
 

Northeastmonk

Gold Member
I got to the credits. It’s a perfect Monster Hunter for the Switch. Also if you’re use to playing a game, finishing it, and then playing something else. I do see the complaints of no major optional bosses for some of the gear and the lack of content afterwards. Up to that point though, it’s certainly a fun and satisfying game. It may not have the complete package that MH fans want.

I read people were getting to HR within one to two days. If you gave this game to me without having any knowledge of the complexity, added content with G rank, and all the in depth details.. I wouldn’t exactly think it was terrible. I think it’s a good Monster Hunter game. I see people getting gear weapons and they prepare you for what looks to be some hard ass fights. I stuck to one main set with LS. It all had fire and damage boosts. My last fight was really fun, but I also mounted 3 times during the entire thing. I also had zero faints too. They really give you a ton of stuff to forge and upgrade. It is probably missing that big expansion.
 

Pejo

Member
What does the axe gauge do with the switch axe?
Switch Axe has 2 gauges, all on the same little graphic of the switch axe below your stamina bar. The little line on the inside is your Sword Mode gauge. It goes down as you use sword mode attacks. When that meter gets below the cutoff on the icon, you can no longer use sword mode until you "reload" it. This is done a variety of ways in this game, like using your unsheathed wirebug ZL + A move, or just hitting ZR when it's below the cutoff. You generally want to avoid that in combat though, because it locks you into an animation that's long and you can't cancel out of.

The "outline" of the graphic is the 2nd gauge, it builds up as you use sword mode and connect with hits to the monster. Once that bar is full, both your sword and axe mode hits deal additional damage (related to the phial type of the switch axe) until it runs out. I think it's default 40 seconds or so, but can be extended with skills. Also, when it's full and blinking, you can do the mounted discharge move. Essentially, if you hit a monster with the X+A sword attack anywhere while the gauge is full, it will mount them, you jam your sword in its nearest mountable part, and then mash X to do a shitload of damage and finish it with a huge explosion. Unlike in World, you can actually stay on even if the monster does an attack or two, but you will still take damage if it's an attack that would use the body part you're mounted to. There are also bigger attacks that will throw you off, but it's a lot less likely than in World.

There's some sort of hidden stat in this game that affects how quickly the second gauge builds up, and I haven't figured it out yet. The Nargacuga SA for instance will fill up in about 5-6 hits, but the Magnamalo switch axe will take a good 15-16 hits to fill it. At first I thought it might be affinity related, but I think it actually might just be a hidden stat for each Switch Axe, which is frustrating. At any rate, hope this helps.

Anyways, I just went through tonight and cleaned up all of my 1-2* hub quests that I skipped, trying out different weapons every 5 or so hunts. I tried SnS, Gunlance, IG, and Charge Blade. I unlocked at least 2 of the switch skills for each of them, so I played around with the various uses of each. Afterwards, I pretty much decided that SA and IG are the only two weapons for me in this iteration.

Gunlance is more mobile than it used to be, but I just can't get a feel for when I should be shelling vs. poking, and I hate the feeling of waiting for the monster to come to me. Maybe it'll get easier on higher ranks where the monsters aren't so passive. It also has so much going on, I never know which move or which attack to use at any given time. I'd say the complexity is right up there with Charge Blade this time, with all the switch skills taken in to consideration. That aerial full burst is god damn satisfying though.

SnS is very busy, but until I get a Flinch-Free deco I'm going to put it on hold. 90% of random co-op that I do is with Longsword users and you can imagine how that goes trying to do literally anything. So frustrating. I can't imagine why with all of the QoL improvements they made, that they still kept friendly tripping in, especially after making Longsword (an already popular weapon) really strong and a weeb magnet with the new moves.

Charge Blade kinda sucks for me in that the whole weapon is just one big boring pattern of building up phials and charging stuff just to do SAEDs. The aerial SAED switch skill is so satisfying to do and much easier to aim than the ground version, but I still get really bored of the gameplay loop which has no real room for playing differently. At least in Iceborne they had the spinning axe mode that you could leave the weapon in to hit tails or larger enemies. As far as I can tell, that's been removed in Rise, but you can do 1 hit of spinning axe from a switch skill. It's a shame that they didn't make sword and shield mode more viable instead of just a "reload" for the big damage.

Insect Glaive at a glance didn't seem to get the love that the other weapons got, but people are skipping the fact that they totally redesigned the kinsect functionality. Whether I like it or not, I can't say yet. In World, the bugs did everything, so you could build a fast bug with blast dust and never have to look at them again. Now there's all sorts of considerations to make. You have the bugs that attack on their own and leave powder, but they're really slow and their per hit damage is low. Then you have super high damage bugs that travel mid speed that leave no dust. Then you have fast bugs that pull 2 different color extracts each time they hit. I have generally just been using the powder bugs for now, but for faster enemies I think that dual extract one will be awesome. The wirebug moves aren't great so far, one launcher that almost always overshoots the monster you're trying to hit, and one tactical retreat that also recalls your bug. Kinda boring, but I know I saw another one in videos that shoots straight down and does a diving attack for big damage. I haven't unlocked that one yet though. Anyways, I've been having fun with this weapon, the new Tetra slash switch skill gives it a little needed oomph for ground combos, and the spinning approaching switch skill is just flat out amazing. Lots of fast hits for decent damage, and has a built in counter that initiates a jump if you're hit while you're spinning towards the monster, which you can then do aerial attacks with.

Anyways, yep, love this game. Now I need to find a good power prolonger set for IG since getting extracts is a little more of a pain this time.
 

Dream-Knife

Banned
Look carefully at the menus when it makes you clear room out, it will have you switch with something currently in your inventory, and if you back out it deletes whatever it shows is in the box on the right (can't really explain it better than that, just be careful you don't accidently toss some good shit out). You can quick travel to your tent at any time and dump your inventory if you need room.
But I can't quick travel back to the monster can I?
In comparison to Base Monster Hunter World I have to disagree. LR in World was equivalent to Village and HR was equivalent to LR in difficulty. I mean come on this is a HR 8* Elder Teostra.





I agree the game feels incomplete and I think it's unacceptable considering this game was in development the same time as World. Feels like Capcom is trying to stretch out the game by releasing the rest of Rise's content in segments.

I agree that apex monsters should be fought normally instead of Rampage quests only.

How is the game incomplete? This is my first MH.
Switch Axe has 2 gauges, all on the same little graphic of the switch axe below your stamina bar. The little line on the inside is your Sword Mode gauge. It goes down as you use sword mode attacks. When that meter gets below the cutoff on the icon, you can no longer use sword mode until you "reload" it. This is done a variety of ways in this game, like using your unsheathed wirebug ZL + A move, or just hitting ZR when it's below the cutoff. You generally want to avoid that in combat though, because it locks you into an animation that's long and you can't cancel out of.

The "outline" of the graphic is the 2nd gauge, it builds up as you use sword mode and connect with hits to the monster. Once that bar is full, both your sword and axe mode hits deal additional damage (related to the phial type of the switch axe) until it runs out. I think it's default 40 seconds or so, but can be extended with skills. Also, when it's full and blinking, you can do the mounted discharge move. Essentially, if you hit a monster with the X+A sword attack anywhere while the gauge is full, it will mount them, you jam your sword in its nearest mountable part, and then mash X to do a shitload of damage and finish it with a huge explosion. Unlike in World, you can actually stay on even if the monster does an attack or two, but you will still take damage if it's an attack that would use the body part you're mounted to. There are also bigger attacks that will throw you off, but it's a lot less likely than in World.

There's some sort of hidden stat in this game that affects how quickly the second gauge builds up, and I haven't figured it out yet. The Nargacuga SA for instance will fill up in about 5-6 hits, but the Magnamalo switch axe will take a good 15-16 hits to fill it. At first I thought it might be affinity related, but I think it actually might just be a hidden stat for each Switch Axe, which is frustrating. At any rate, hope this helps.

Anyways, I just went through tonight and cleaned up all of my 1-2* hub quests that I skipped, trying out different weapons every 5 or so hunts. I tried SnS, Gunlance, IG, and Charge Blade. I unlocked at least 2 of the switch skills for each of them, so I played around with the various uses of each. Afterwards, I pretty much decided that SA and IG are the only two weapons for me in this iteration.

Gunlance is more mobile than it used to be, but I just can't get a feel for when I should be shelling vs. poking, and I hate the feeling of waiting for the monster to come to me. Maybe it'll get easier on higher ranks where the monsters aren't so passive. It also has so much going on, I never know which move or which attack to use at any given time. I'd say the complexity is right up there with Charge Blade this time, with all the switch skills taken in to consideration. That aerial full burst is god damn satisfying though.

SnS is very busy, but until I get a Flinch-Free deco I'm going to put it on hold. 90% of random co-op that I do is with Longsword users and you can imagine how that goes trying to do literally anything. So frustrating. I can't imagine why with all of the QoL improvements they made, that they still kept friendly tripping in, especially after making Longsword (an already popular weapon) really strong and a weeb magnet with the new moves.

Charge Blade kinda sucks for me in that the whole weapon is just one big boring pattern of building up phials and charging stuff just to do SAEDs. The aerial SAED switch skill is so satisfying to do and much easier to aim than the ground version, but I still get really bored of the gameplay loop which has no real room for playing differently. At least in Iceborne they had the spinning axe mode that you could leave the weapon in to hit tails or larger enemies. As far as I can tell, that's been removed in Rise, but you can do 1 hit of spinning axe from a switch skill. It's a shame that they didn't make sword and shield mode more viable instead of just a "reload" for the big damage.

Insect Glaive at a glance didn't seem to get the love that the other weapons got, but people are skipping the fact that they totally redesigned the kinsect functionality. Whether I like it or not, I can't say yet. In World, the bugs did everything, so you could build a fast bug with blast dust and never have to look at them again. Now there's all sorts of considerations to make. You have the bugs that attack on their own and leave powder, but they're really slow and their per hit damage is low. Then you have super high damage bugs that travel mid speed that leave no dust. Then you have fast bugs that pull 2 different color extracts each time they hit. I have generally just been using the powder bugs for now, but for faster enemies I think that dual extract one will be awesome. The wirebug moves aren't great so far, one launcher that almost always overshoots the monster you're trying to hit, and one tactical retreat that also recalls your bug. Kinda boring, but I know I saw another one in videos that shoots straight down and does a diving attack for big damage. I haven't unlocked that one yet though. Anyways, I've been having fun with this weapon, the new Tetra slash switch skill gives it a little needed oomph for ground combos, and the spinning approaching switch skill is just flat out amazing. Lots of fast hits for decent damage, and has a built in counter that initiates a jump if you're hit while you're spinning towards the monster, which you can then do aerial attacks with.

Anyways, yep, love this game. Now I need to find a good power prolonger set for IG since getting extracts is a little more of a pain this time.
Thank you for the detailed info!
 

bender

What time is it?
Finished all 3-star Village and Online quests today and I also crafted the Nargacuga set tonight.

ExolTq6UUAAIM4f

So nice, I did it twice. Nargacuga S set completed. I probably did the fight 10 times to get the Medulla. Nargacuga is a Gaijin killer. I much prefer playing late at night with my Japanese brothers and sisters rather than suffering through English speaking idiots Leroy Jenkins'ing there way to repeated carts and game overs.

Progress Report: Rank 6 Hub Missions completed. Working through Rank 5 Villages requests now.
 
Last edited:

F31 Leopard

Member
Monster Hunter always has more content after launch and Capcom always tries to stretch out their game. This isn't unacceptable, it's fucking awesome.

True but the additional content was in the form of event quests to get new weapons and armors etc. MH4U, MHGen and MHGU you didn't have to wait to get access to the true ending and unlocking HR cap. Those entries felt complete and anything after was just extra icing on the cake.
 
Last edited:

MagiusNecros

Gilgamesh Fan Annoyance
True but the additional content was in the form of event quests to get new weapons and armors etc. MH4U, MHGen and MHGU you didn't have to wait to get access to the true ending and unlocking HR cap. Those entries felt complete and anything after was just extra icing on the cake.
Monster Hunter Rise G. Please look forward to it.

Edit: Uh oh.


 
Last edited:

Maiden Voyage

Gold™ Member
Sometimes when I slay a monster it wants me to clear room in my pouch then I end up loosing out on parts. This seems to happen randomly. Do you always need pouch space for monster parts?

What does the axe gauge do with the switch axe?

It's also worth pointing out that you can create item sets at your chest inventory thing nearby the quest givers. I have a basic set of items I take on every quest (potions, antidote, powerchamr/armorcharm, etc.) If you select this before each fight, it will clear your on-person inventory for you. It becomes less of an issue.
 
Top Bottom