Monster Hunter Wilds – Hunting is Changing – New Armor & Weapon Skill System Guide – Good & Bad!



Lets talk about the new skills system in Wilds and if it’s good… Enjoy!
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28 thoughts on “Monster Hunter Wilds – Hunting is Changing – New Armor & Weapon Skill System Guide – Good & Bad!”

  1. i'm really glad they have made this choice and since i play too many weapons, this will be perfect 🙂
    I'm tired of been obligated to go CB/WEX/CE/ and max attack.

    Especially when you have a ton of skill who are fun and CAN'T be use if you want to hunt the last monster (Fatalis and velak AT) and there DPS check dumb mechanics

    Reply
  2. So basically, if even one weapon cannot use a skill, it automatically becomes a weapon skill. E.g. Gunners cant sharpen their weapons, therefore it cannot be an armor skill (because it would be useless) and is now a weapon skill, despite not being "offensive".
    But then if every weapon CAN use the skill, would it be able to be an armor skill ..? E.g. Peak Performance or Max Might. Those boost stats that every hunter has (attack and affinity) based on your health and stamina respectively. So by my current understanding of the new system, they should be armor skills still.

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  3. Oh, YT is being weird. I can't find my post. Was gonna edit and mention that I think they said decorations was part of the end game not talismans. I think. I am confused about it now 🤣

    But yeah, YT being weird and blocking me from editing my post 😂

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  4. Of course Having attack up or crit eye naked in on the weapon would be silly as they are analogous to higher stats. So I’m guessing you’d still have attack up decos that you can place on any slots. Well no idea why I said that but I did and it’s late. Good night. Great vid as always.

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  5. Your balance argument is intersting but scale is key as well. For example an extreme one like say attack up is 3 levels. You’d hit a ceiling a lot earlier than say 7 levels. So it’s interesting that they reduced the maxed level. My guess is set bonuses may take up the slack because you need the scaling to feel progress through the game.

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  6. I will personally use the swap weapon/loadout feature. In MHW, there were instances like against Rajang or raging brachydios that I would main great sword, but whenever they become enraged, I woulda liked being able to swap on the fly to my gunlance build. Monster Hunter Wilds may not have many instances like that, but having the option to swap on the fly without far casting to camp sounds like a win to me.

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  7. I like this change on paper but implementation will be key. I feel like there's gonna be another round of "I have to wear this mish mash or random armor for the buffs I want cause no one set has build synergy which is a thing they've been doing for a LONG time. Example being that if I need perks for Stamina cause I'm using a Dual blade build I probably don't need some random harvesting buff or paralysis immunity or whatever. A LOT of sets tend to have 'dead skills' which is a bit unfortunate most of the time. They have been getting much better about that but it tends to still happen a LOT with earlier craftable sets where they have 'why would I need these skills together EVER' collections of perks on lower tier monster sets…

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  8. I play SNS for the versatility… I get another weapon!? Hmm… what is my weapons main weakness? It's short range.. hmmm wish I could increase my range somehow… oh I can switch to a ranged weapon? I will absolutely be switching based on situation. In fact, I found myself swapping in the beta.. oh no rey dau is flying and someone is mounting him.. I can't hit him when he's up there swinging his talons around… BAMM SWAP, now I can shoot him. It's going to be awesome. I'm sure I'll have specific weapon setups when I am hunting something specific too.

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  9. Free Element and Partbreaker will definitely be on weapons if they're in the game. The former literally adds an additional damage type to your weapon, and the latter could TECHNICALLY be considered 'utility' but only if you don't look at the way it actually functions–the skill allows you to to break parts faster because it increases your part break damage, hence, offensive skill.

    I think the categories for some skills are going to be surprises to us. I mean, look at the 1st built-in weapon skill we saw: Speed Sharpening. Doesn't directly affect damage in the slightest, but I guess it counts because of its weapon related effect. That may be the deciding factor…

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  10. I switch weapons at times during the beta, depending on geography (hated using dual blades on slopes), so if the monster was badly positioned, I switched to bow instead, and switched back when the geography felt better.

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  11. Not a fan of this new system. Monster hunter world had it perfect. All they had to do was make all skills mix and mash with decos or let us craft skills to get wut we want. Everyone is just gonna run the same weapons now of they got rid of the 2 skill deco gems. Example in world i like to use Nergis GS over anything else, but if focus is on something else why not use that

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  12. My understanding from the video is that certain attack skills are on specific weapons. For example, the Hope Blade III always has Critical Eye and Speed Sharpener. If this is the case, I think it will further hurt weapon variety and choice. Basically if weapon A doesn't have skill X or Y then it isn't viable to use, which further reduces the weapon choices players already have.

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  13. Im not sure how im going to feel about this tbh, i don't see the point in limiting build options in such a stupid way. It certainly takes a little away from the hype of the game for me.

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  14. I think weapon swapping will make sense when the game comes out. Let's say you have a electric elemental weapon and a water elemental weapon. Some monsters will be weaker to one over the other, so swap. That's just one example. There are a lot more

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