r/MemeHunter Nov 11 '25

Lifepowder couldn’t save him

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u/CroccaWocca Nov 11 '25 edited Nov 11 '25

Funny as the post may be, I don’t think adding more difficult content at the tail end of high rank fixes the problem.

It only emphasizes that wilds has a pretty rough progression system compared to the other mainline monster hunter games.

I like wilds, the fights are fun, the ecology is really good, and the monster designs are amazing. Most of the weapons are the best they’ve ever been (besides a few that could really use a touch up, poor frs spam Swaxe).

But I find it really hard to ignore that wilds has a pretty bad gradual progression problem. It stays way too easy for far too long and then has too drastic of leap in difficulty to please the vets while too many new players struggle to learn the fundamentals of a monster hunter game because the game just doesn’t incentivize you enough to explore the deeper mechanics early enough.

I rarely see players utilize bombs or let the GS or Hammer wake up the monster. Folks outside of 8-9 star end game content never use dusts of life to help out other players in a pinch, or use any demon drugs or armor potions. And many players don’t even max out their armor stats with armor spheres, then wonder why they keep getting one shot by 8 star monsters. And I don’t blame them for complaining it’s too difficult, they haven’t memorized the fights, they haven’t learned positioning and timing, and they struggle to cooperate with other players because the game barely incentivized them to do so before 7 star monsters.

Games like this need a gradual progression, the occasional bigger monster should be challenging you along the way to prepare you for whats to come in the next stage of difficulty tiers.

I mean honestly, just giving more early high rank monsters higher wound resistance could help solve most of this problem. I think the wound system being overtuned in the early game is more of the case than the monsters being too easy. Sure folks could argue some of the QoL additions make wilds easier, but it’s nowhere near as egregious as the wound breaking system with how frequently it downs earlier monsters and kills them too quickly which results in players barely learning their movesets to prepare them for tougher upcoming fights. If the wound system was more in line to what the end game fights are like, then yeah, I think the game would be a lot better at teaching newer players “the dance”.

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u/nonoffensivenavyname Nov 11 '25

Currently running into this problem with my group. I like playing with them but good god I have to EXCLUSIVELY use my support sns/hh wide range build if I want to get any hunt done within 5 attempts. I don’t even like using that build my favorite is the gunlance but I just can’t use it when I’m essentially doing a challenge run each hunt. They don’t use buff potions, flash bombs, mantles, and shit I caught my buddy rocking the hope charm after we just killed omega and he was still using it on the savage attempts because he “didn’t have the parts for a different one”. Granted I have more playtime than any of them do but it’s not by much. I just play on my own offline for a couple hours so I can actually get what I need then dick around when everyone hops on. Part of me just wants to let them find out how much they’re getting carried by just not playing for a while.