Wilds is actually the ultimate Monster Hunter hybrid don’t you think? Enjoy!
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Monster Hunter Wilds is the next new monster hunter game with incredible new Monster Hunter Wilds gameplay with all the Monster Hunter Wilds new monsters monster flying mount buddy Monster Hunter Wilds new weapon great sword Monster Hunter Wilds weather new map 2025 returning monsters flagship monster MMO Monster Hunter Wilds secrets breakdown Monster Hunter Wilds bowgun elder dragon open world Monster Hunter Wilds all new monsters returning monsters Monster Hunter Wilds gameplay trailer all new monsters reveal Monster Hunter Wilds new monster great sword attacks story world slinger ceratonoth doshaguma chatacabra seikret Monster Hunter Wilds flagship balahara gore thor magala railgun wyvern new weapon gemma alpha monsters great sword long sword bowgun hunting horn camp loading screen screens village NPCs focus mode attacks wounds power clash gameplay review Monster Hunter Wilds dbs dual blades new monster gameplay focus mode focus strikes map village gameplay new attacks moves seikret items slinger Monster Hunter Wilds gamescom trailer scarlet forest lala barina rey dau pop up camp reveal details new Wilds gameplay health bar set bonus armor skills map underwater bbq cooking capture net endemic life weapons hunting exclusive pop up tent new gameplay all changes Monster Hunter Wild best weapon new attacks Monster Hunter Wilds best weapon endemic life amstrigian glide flagship monsters Monster Hunter Wilds release date confirmed 2025 February 28 Monster Hunter Wilds flagship arkveld the white wraith uth duna quematrice details story characters npc wudwud tribe apex monster yian kut ku Monster Hunter Wilds scarlet forest congalala hunt gameplay tokyo game show snake wyvern details secrets breakdown full hunt Monster Hunter Wilds new elder dragon dragons performance PC specs Monster Hunter Wilds game awards demo release date Wilds 15th new weapon ryozo stream presentation rathian Monster Hunter Wilds closed open beta test demo elder dragon the black flame rompopolo ajarakan Monster Hunter Wilds beta gameplay character creation weapon guide all weapons rey dau quest weapon Monster Hunter Wilds great sword bow charge blade gunlance long sword switch axe dual blades hammer hunting horn insect glaive lance sword and shield heavy bowgun light bowgun guide new attacks moves best weapon speedrun ranking rey dau Wilds Monster Hunter World Iceborne Monster Hunter Rise Sunbreak!
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Monster Hunter wild is not only a mix between these two. It’s also a mix between monster Hunter four ultimate so I could definitely see a bit of monster 4 ultimate endgame in there too
I like the insect glaive in wilds since is more closer to monster Hunter 4 ultimate
Honestly, the more you think about it this is just monster Hunter 4 ultimate remastered
We create a character and walk out to a sand ship and immediately have problems
We get the Lancer back but much much grown up
We travel to different location and set up a main camp there like a caravan
Some other things, but those are confidentially
One thing I will say, with regards to hit stop and weapon power is this. The build we got to play was an early build. So it's going to be VERY hard to tell what is and isn't missing until we get a newer build of the game or even the full game if we don't get another beta.
I did get kinda annoyed getting thousands of tracks for investigations especially if you wanted to get it maxed out, but did like it early on leading up to the noster so learned it's normal pathing and see the prints or sheded scales, spikes, and fur. Did miss that in Rise. Would like to see the tracks for the first time especially if on foot tracking, then once our Secret learns the scent and remembers it (in universe reason,) so after the first time we them just find them faster the more you hunt it.
Hit stop might seem like its gone but once you land those offest moves or counters that satisfaction is there to be had and enjoyed
I've heard it said…
The B team experiments with the 'off' games.
And the mainline games use that experience for improvements.
I think what switch axe lack is the perfect counter in sword mode, trigger by a successful sidestep while in the counter stance.
extend counter stance by a sec or two, add a button to manually swing the sword like we does now if no attacks been counter, and when counter period over we just goes back into normal stance with slightly more animation.
add a little sidestep animation and restriction to the ability, like you can stay in counter stance and wait for the attack whereby you counter with 50% damage reducing or you dodge the attack with sidestep I frame and trigger a perfect counter, you get smacked when u you sidestep early and missed the i frame window or the incoming attack is a multi hit attack.
it would be fun, could make it into mod if no official change
I want Switch Skills. Specially the Surging Slash for Great Sword. Bring it Back
I agree with the 3 rating. Its close to world with some things from risk but not the same arcady feel
For me Hit stop make or Break a game. As a Great Sword main I want my Attack to feels Heavy. Testing the Wilds beta made me hate it. I hope Capcom will fix this
Let’s hope they got the kushala from risebreak and not from world borne.
In world the one reason they made us follow tracks is because the maps are so more complex than rise.
Seeing and playing with every weapon get a counter, offset, or perfect evade. Then seeing Insect Glaive gets none of those is sad. On top of that movement after focus mode and Ariel movement is so bad with IG. I tried every weapon during the beta and IG needs some love. I don’t mind taking away the helicopter but it just feels like IG was nerfed and buffed and then nerfed at the same time. Still my favorite weapon.
Sometimes I swear I am the only person who is glad hitstop has been reduced. Especially after going through World/Iceborne with the GS. It felt cool at the beginning but by the end there are more times I remember it being in the way or causing odd delays that got me hit or monsters had just enough time to get up after a topple and dodge the final True Charge in the combo. I found it more invasive than cool.
Its definetly a 3.5 on that scale imo. so many weapons got moves from risebreak added into their base kit.
MHRISE was a mistake.
6:52 I remember that in an interview Capcom said that when it's the first time you encounter a monster you have to find tracks, then when you discover it for the first time you will always see that monster on the map.
6:27 bro is molesting that chatacapra
12:27 again really !
It’s not really hit stop but that “oomph” that you get in every hit, even sword and shield or sword attack with the CB had this feel
Finally I thought I was the only one that got this feeling I was saying this from the first time I played wilds that it had the looks off world but with the fun gameplay of rise you nailed it and I love it
And I'm kind of hoping they have something similar to switch skills later in the game that would be nice
I would say a 5
I don't think the insect glaive spam hop needs to come back I actually prefer the slightly more grounded (no pun intended) and I guess I mean as grounded as things get in a still very anime-ish fantastically over the top game like monster hunter. Spam Hopping wasn't even very effective of a play style and it's all most players ever did with it. The rework from the beta definitely still needs some adjustments but I'm excited to see how it'll play on release when we have the ability to make builds and use different kinsects.
Still hoping that they have some yet unrevealed skill switching system like Rise or that some weapon decorations can actually alter weapon moves dramatically, like adding back the Insect Glaive aerial bounce.
I believe just a cinematic introduction with some tracking and that's enough I wanna fight/farm more not fooling around with tracks…
As “overpowered” longsword is I still see players get carted across World, Rise, and now the Wilds Beta. It’s almost like you will get punished for making the wrong decision against a monsters attacks.
Rise was trash, world was always where its at. And wilds is the successor to world made by the same team. Rise did away with the ecology which is the point of the hunt to begin with. But it was made by the handheld team with handheld mechanics as a vision. So no wonder it sucked.
I open video, i hear hollows voice, i close video
I'm not a MH veteran but did enjoy World and Rise and I played in those games the charge blade, normally it takes me awhile to get back into my weapon, in the demo I did not get my groove back yet with the charge blade, but I did play the gun lance and for me it was great.
Being able to switch between 2 weapons on the fly is the largest change by far. It opens up a huge amount of new builds. Like the status ailment build. 1 weapon with sleep and one with paralyze.
Or the cooldown burst build with Gunlance + HBG. You get 2x wyrmfire and full-auto right of the bat.
insect glaive gone wrong sounds very negative when in reality a malfunctioning weapon that stood there aiming insects instead of playing the game got turned into a weapon that actually uses its weapon mechanic via gameplay to get the buffs now.
I really think wilds should be on 7 just from what we saw until now ( maybe there is still switch skills ) .
you ride around a mount and sling for items into your pouch ( rise arcade style )
We got the mount back ( which we can also summon during combat to get heal/sharpen).
Many focus skills or new skills use the claw instead of wirebug but are the same thing.
we got the follower npc system back which can aid us on hunts
npc now all have names just like the rise npcs.
the wound popping mechanic really feels inspired by anomoly spots which were popped to deal extra dmg.
The only thing that feels a bit like world is the new maps instead of recycled ones, the platforms its released on and the more ground style slower fights (which might even change with gear + switchskills ? )
I think the tracking thing was just removed (or truncated) for the Beta. We had limited time to play the game, and it would have been a waste to spend any of it tracking monsters when they could just artificially give us more of the "research" so we could find them all right away. I say that because I recall finding monster tracks/fur/scales/etc while roaming around the map, and that would only make sense if they brought back tracking in some form.
At least, that's my take on it. It probably won't take as long to "recognize" a monster on the map as it did with World, but it likely won't be the "Unknown Monster is a '?' on the map, but you know EXACTLY where it is" situation from Rise, either.
Tracking actually is in the game just only for the first time u hunt a monster
For me, the arcade-y feel of rise compared to world came down a lot to the maps and the endemic life. World maps felt like ecosystems where many creatures lived. Rise maps felt like arenas, where everything is a powerup or item to use, like all rhe endemic life. Both different styles, and I've loved playing both, but I think that's a big part of the feel of the games
Where are you jack
I like to head cannon that scouts/trackers find the monsters for us to go hunt. That's where we get our info, etc. We are just there to do the combat, its a different skillset.
World is the reason I've played MH at all and I couldn't get into rise. But Wilds just felt like a better world from my limited time in the beta, so I'm all in.
People gotte remember, it's a beta, once the offical game come out, then it's time to start worrying
Wilds dosent have an insect glaive, HOWEVER it does have a focus charge staff.
hit stop isnt gone, its because we are still in low rank weapon where the damage isnt that great. you can try that on World or Rise. the more you get higher damage weapon the more hit stop you get
The whole "it feels less grounded and more arcadey" or "more grounded" etc always amuses me. Most of the weapons are so inherently absurd for people to wield that honestly the crazy wire bug stuff just feels "reasonable" or at least not too out of place. Most of the weapons are just so massive compared to the hunter that no matter how strong they are they would fall over using them just due to physics (the mass of something that big should just pull you along for the ride once it gets going) so for me the suspension of disbelief is already there for wild abilities on the weapons.
Not sure how a discussion on how Wilds is the best of both 5th gen monster hunter titles combined has some upset a small group of people but okay.
The lack of the glaive bounce is so odd, it screams “we only asked speed runner type players” I understand that its not optimal for dps but so what? I bounced on every single monsters head, in world and iceborne, I played “sub-optimally” and I had fun doing it
@RathalosLARP HE DELETED THE THREAD NOOOOOOO
I’m curious as to how loadouts will work with two weapons on a hunt. Will we swap to a different set when changing weapons? I’ll be carrying charge blade and bow.
12:05 What do you mean? The infnite combos of insect glaive are all still there in wilds. In fact, you have at least 1 more than before.
The problem is that IG fundamentally works different from other builder/spenders like swax, cb, or ls. These weapons need to play the game to build up and then can spend on an opening. IG cant play the game until triple up (because unenhanced IG moveset is literally unusable) and thus uses its gimmick minigame (kinsect) as builder. Before, you were rewarded with being able to play the game now for x mins, but with RSS the best use is to spend the essences directly, bringing you right back to your minigame. I.e. if RSS spam is optimal, IG will no longer actually play the game. You are a minigame into nuke simulator, which undermines your ground combos.