#Short Hunts

9 messages · Page 1 of 1 (latest)

quick flame
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Every monster should be difficult to fight. Currently, they seem to have very low HP; a group of four players can finish a hunt in under two minutes. This makes the combat feel more like a "hack n' slash" game rather than a strategic hunt where equipment and attack sequencing actually matter.

​Additionally, I recommend removing the feature where monsters glow red before an attack. Countering should be a skill based on anticipating movements; having a visual tell breaks immersion.

​Ideally, hunts should take at least 10 minutes when using gear appropriate for the monster's level. Extending the fight duration would make the victory feel much more rewarding. Spamming two-minute hunts destroys the "thrill of the hunt" and makes the experience feel trivial.

keen swallow
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Agree on everything.

quick flame
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​Regarding the UI, the damage indicators are currently too obstructive and a bit silly. Specifically, having an elemental icon next to the damage numbers feels unnecessary and cluttered. Like in previous Monster Hunter titles, elemental damage should be represented by hit animations rather than UI icons. I also suggest significantly lowering the font size of the damage numbers to keep the focus on the action.

teal grotto
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You can actually disable the red glow effect when the monsters attack on the settings, just saw it earlier

quick flame
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I'll definitely turn that off

quick flame
stark briar
lethal wind
marsh oyster
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I would agree if this was normal monster hunter and wasn't a mobile game. On mobile if the average fight is 10 minutes its too long. You should be able to pick it up for a short play sessions and do more than just 1 monster. There should be longer and shorter fights but the average shouldn't be 10 minutes.

I fully agree with the red glow being removed though.