20 Impressive Details & Hidden Techniques In MONSTER HUNTER WILDS



Monster Hunter Wilds gameplay guide, with weapon tips, hidden mechanics, cool details, and “secrets” the game doesn’t even tell you about! Did you know all 20 of these were possible?!
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PC gameplay from the beta.

00:00 Monster Hunter Wilds
00:19 Monster’s Weak Points
01:00 Great Thunderbugs
01:25 Barrel Tips
02:06 Secondary Weapon Synergy
02:52 New Movement Tech
03:49 Seikret Pouch
04:13 Perfect Guard & Perfect Evade
04:52 Sneak Attack
05:10 Bleeding Pods
05:35 Bowgun’s Focus Blast
05:58 Mount Drift
06:23 Arachnophobia Assistance
06:48 Tranq Blades
07:12 Thorngrass Pods
07:49 Mounted Attacks & Wounds
08:11 Hunting Horn Tip
08:40 Buried Treasure
08:54 Favorites Menu
09:08 Fishing
09:24 The Map
09:50 Overall Thoughts On Wilds

#MonsterHunter #MonsterHunterWilds #Capcom

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39 thoughts on “20 Impressive Details & Hidden Techniques In MONSTER HUNTER WILDS”

  1. Wow I didn't know half of this and I was looking for something similar to this. Specifically, the environment that you can interact (falling rocks, walls, etc.) and uses of the endemic life during a hunt.

    It would be great if you make a video of these when the game is live. These are the things that I always look for when a new MH game/dlc is released since they're always useful and knowing where they're located, the hunt will get easier.

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  2. I never played a MH game so the Beta made me overwhelmed with the controls and pretty much everything. But I enjoyed my time even though I wasn't sure what I'm doing for most of the time. I'm sure to pick up Wilds, assuming optimization in the full release is better and at a sale!

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  3. Big world fan and after playing wilds I decided to kill the time until wilds comes out and play rise. Rise sucks lol I hate it so much, it feels terrible and I’m sad now that I don’t like it. Rampage quests are trash, the combat feels goofy and doesn’t match the monsters speed imo. Feb can’t come soon enough

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  4. You don't need to land a perfect guard to make a guard clash happen btw, it just fills your meter faster. I made these numbers up but think of it like, you need to block an attack 5 times to make the first clash happen (or instead 2 parries), and then it takes 25 blocks to make the second clash happen (or 12 parries)

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  5. I am going to sound like I am an old fart who is complaining and just hating on the hunters of today; but this new version of Monster Hunter is making things way too easy.
    I started with Monster Hunter Tri, and one major monster mechanic that was introduced that would change how we hunt, was "Monster Behavior". During your hunt, not only did you have to learn the monster's moves, but learn to look for signs that indicated what the monster would do next, like:
    steam coming the monster that indicated the monster was enraged; the monster begins to stagger and drool, which indicated it needed to eat for a recharge; and limping would indicate that the monster was close to death as it fled back to its nest or lair.
    If you didn't mark a monster with a paintball, you had to get to know its patterns and routes. MH World eliminated the need for this with scoutflies and being able to mark whatever you want on your map.
    Evasion and vulnerability depended on timing; that need has been eliminated thanks to MH Rise and the introduction of Wire Bugs.
    Now we have Wilds; this next generation of Monster Hunter has completely eliminated the need to prep for a hunt, the need to study and learn monster behaviors or your environment, and the need or desire to perfect one's experience with any one or more of the 14 weapons.
    In my opinion,if the introduction to the story is an omen as to the future of Monster Hunter gameplay and mechanics, pretty soon all a "Hunter" will have to do is follow a series of button cues/prompts, and if your timing is right, the monster is hunted in a series of captivating scenes.

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  6. I've played the beta and had near zero knowledge of the franchise, I had fun but was clueless. Since I've now experienced the graphics of Wilds and the fluidity of the gameplay should I still try out MH World? There's still time until February, but maybe it will be a jarring experience? What do you guys think?

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  7. About the HH:
    Yes, you keep the buffs.
    Echo Bubbles you are correct on.
    The Focus Strike you kinda just glanced over. It does let you queue in up to 5 Notes but you have to do it in Rythm. Per perfect Note you deal DMG and the Finisher deals extra DMG.
    The Flourish lets you input a Second Note on its second swing and now new in Wilds, the Overhead Smash also lets you input a second Note, when the Hunter smashes the HH down. And of course the Hiltstab still exists.

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  8. I'm a hunting horn main and I'm not exactly thrilled about the trick you shared about dooting before switching off the horn. But I guess it's helpful for whoever wants to try it.

    Idk if this counts for this video, but since you've shown some stuff with the hunting horn I might as well mention it. In world/iceborne, the directional B move is a flourish and you could input a second note in the second half of the animation. In wilds, the superpound (directional Y+B) now also gained this feature allowing you to input a second note.

    I've watched a few speed runs for the beta and they all buff themselves with heavy bow gun's demon drug shot. I wonder if that will become a stable when the full game comes out.

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  9. 4:23
    Perfect Guards are NOT required to do a Power Clash. Instead you just guard any attacks a certain number of times to build up an invisible meter, then you guard specific attacks when the meter is full to do the clash.

    Same thing applied to Offset attacks.

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  10. On the hh buffing other weapons; self improvement WILL NOT carry over. The icon stayed during the beta but the effect did not work. I think I read somewhere else that they confirmed that it would not be passable

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  11. in regards to hunting horn, friends and i tested it in pb, if you stay with hunting horn all stat increase are 20%, if you swap/other players it gets reduced to 5% (everything else stays how it is so still usefull for stuff like earplugs)

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  12. That menu one sounds super helpful! ^L^
    I definitely went around collecting many living shock traps, and crafting many tranqs (despite only 1 sleep herb on the map).
    Some notes on the tranqs: Don't use the knives on the monster is asleep, use the bombs instead. This can be useful to pre-apply the first tranq before you set up your trap. Also, this means that you can now hold even more tranqs between these two forms, if you wish to do so for marathon expeditions.

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  13. I really wish that destroying monster parts had a bigger impact on the fight. for example destroying rey dau's horns stopping it from using the railgun lightning attack but in turn using more aggressive physical attacks instead or something like that. judging from the beta, it seems to have no impact whatsoever.
    Glavenus in World would still use it's tail sharpening animation and tail slash long after you've already cut of the sharp blade end of its tail.
    wish they had more detailed change in monster behaviour depending on which parts you break.

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  14. I found that on hunting horn, trying the dual input 8th notes during bubble and wound breaking often doubled an input, resulting in a bonus note, ruining the melody. Hope it's fixed in full release.

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