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* ThatOneComponent: Flagship monsters tend to drop gemstones which are necessary to upgrade weapons into their most powerful forms. However, said items are exceedingly rare, generally having no more than a 3% chance of being acquired by carving the monster's body, or 4% by completing certain quests.

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* ThatOneComponent: ThatOneComponent:
**
Flagship monsters tend to drop gemstones which are necessary to upgrade weapons into their most powerful forms. However, said items are exceedingly rare, generally having no more than a 3% chance of being acquired by carving the monster's body, or 4% by completing certain quests.quests.
** You can give anyone who has fully-upgraded Chaotic Gore Magala equipment horror flashbacks by mentioning Contrarian Scales. They're often required for the final upgrade of each piece of Chaotic Gore Magala equipment, but have abysmally low drop rates and it can take dozens of hunts just to get ''one'' Contrarian Scale.
** Getting the Glavenus tail is a total bitch to do. For one, it's only cuttable when it's orange hot with fire, meaning you have to get in close to recieve some massive damage. That's not the worst of it, however. Since the tail makes up for a majority of the monster's more dangerous moves and is very hard to reach due to the height, it requires massive amounts of farming. Hope you like fighting [[ThatOneBoss Glavenuses]]!



* ThatOneResource: You can give anyone who has fully-upgraded Chaotic Gore Magala equipment horror flashbacks by mentioning Contrarian Scales. They're often required for the final upgrade of each piece of Chaotic Gore Magala equipment, but have abysmally low drop rates and it can take dozens of hunts just to get ''one'' Contrarian Scale.



** Getting the Glavenus tail is a total bitch to do. For one, it's only cuttable when it's orange hot with fire, meaning you have to get in close to recieve some massive damage. That's not the worst of it, however. Since the tail makes up for a majority of the monster's more dangerous moves and is very hard to reach due to the height, it requires massive amounts of farming. Hope you like fighting [[ThatOneBoss Glavenuses]]!
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Added DiffLines:

* ThatOneResource: You can give anyone who has fully-upgraded Chaotic Gore Magala equipment horror flashbacks by mentioning Contrarian Scales. They're often required for the final upgrade of each piece of Chaotic Gore Magala equipment, but have abysmally low drop rates and it can take dozens of hunts just to get ''one'' Contrarian Scale.
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Added DiffLines:

* CameraScrew: [[https://www.youtube.com/watch?v=flSUgxDxoNg#t=436 Try running next to a wall or rock outcropping]]; you'll regret it soon enough, especially if you have motion sickness. Made worse when large monsters cause this to happen by knocking you into a tight corner and trapping you there. ''4 Ultimate'' thankfully remedies this to a good degree, though the same can't be said for when you're fighting a [[WhyDidItHaveToBeSnakes Najarala]].

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* EventObscuringCamera: Once Najarala begins to constrict a target, the game camera then zooms out and moves upward. This effect can be confusing at first, leading to first time victims getting crushed and stunned. This can also occur if players get stuck between its body in its default pose.

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* EventObscuringCamera: EventObscuringCamera:
** Slagtoths' large bodies and slow speed causes them to block the camera more often than not.
**
Once Najarala begins to constrict a target, the game camera then zooms out and moves upward. This effect can be confusing at first, leading to first time victims getting crushed and stunned. This can also occur if players get stuck between its body in its default pose.
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Per TRS, this is YMMV

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* EventObscuringCamera: Once Najarala begins to constrict a target, the game camera then zooms out and moves upward. This effect can be confusing at first, leading to first time victims getting crushed and stunned. This can also occur if players get stuck between its body in its default pose.

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* HighTierScrappy: Adept Style quickly became hated because it's so good. The Insta-Evade timing window, while narrow, is much greater than it seems and allows for dodging even the most powerful attacks with ease, and the resulting Insta-Dodge attacks are some of the more powerful attacks in the game. The Lance and Gunlance equivalents can block any blockable attack without taking any damage or knockback. Even if the Style only allows for one Hunter Art and gives up a couple of moves, the incredible utility of the Insta-Evade is more than enough to make up for that. It may struggle against multi-hitting attackers like Brachydios and Zinogre, but careful movement can avoid even those. Adept Style was powerful enough to become one of the most controversial additions to ''Generations''.



* LowTierLetdown: Prowlers in ''Generations'' are heavily disliked and seen as little more than {{Joke Character}}s because they can't heal themselves except through [[ChargedAttack Support Moves]] that take time to charge, they can't use items, they're lacking in damage output, and overall anything a Prowler can do, a Hunter can do better or more often. And that's just if you're using a Fighting Prowler; less combat-oriented Prowlers are seen as even bigger wastes of player slots that could be used by a Hunter instead. They are useful in gathering runs due to not having to manage usable items and having infinite-use gathering tools, and even then they're not used in "Sakura farming" runs because they didn't have an equivalent to the [[EscapeRope Farcaster]] in ''Generations'', and by the time the Far-cat-ster was added in ''Generations Ultimate'', the bug that enabled Sakura farming was removed. While they did get a few buffs and a new offense-oriented Support in ''Generations Ultimate'', most players would still prefer to have an all-Hunter party.



* TierInducedScrappy:
** Prowlers in ''Generations'' are heavily disliked and seen as little more than {{Joke Character}}s because they can't heal themselves except through [[ChargedAttack Support Moves]] that take time to charge, they can't use items, they're lacking in damage output, and overall anything a Prowler can do, a Hunter can do better or more often. And that's just if you're using a Fighting Prowler; less combat-oriented Prowlers are seen as even bigger wastes of player slots that could be used by a Hunter instead. They are useful in gathering runs due to not having to manage usable items and having infinite-use gathering tools, and even then they're not used in "Sakura farming" runs because they didn't have an equivalent to the [[EscapeRope Farcaster]] in ''Generations'', and by the time the Far-cat-ster was added in ''Generations Ultimate'', the bug that enabled Sakura farming was removed. While they did get a few buffs and a new offense-oriented Support in ''Generations Ultimate'', most players would still prefer to have an all-Hunter party.
** Adept Style quickly became hated because it's so good. The Insta-Evade timing window, while narrow, is much greater than it seems and allows for dodging even the most powerful attacks with ease, and the resulting Insta-Dodge attacks are some of the more powerful attacks in the game. The Lance and Gunlance equivalents can block any blockable attack without taking any damage or knockback. Even if the Style only allows for one Hunter Art and gives up a couple of moves, the incredible utility of the Insta-Evade is more than enough to make up for that. It may struggle against multi-hitting attackers like Brachydios and Zinogre, but careful movement can avoid even those. Adept Style was powerful enough to become one of the most controversial additions to ''Generations''.



*** Prowlers are beloved in ''Generations'' and ''Generations Ultimate'' ([[TierInducedScrappy/LowTiers except by speedrunners and others who favor big DPS]]) due to their ease of use and setup (less materials needed to make equipment, far less inventory management, able to get the Prowler equivalent of armor skills without having to research armor sets, etc.) and the BadassAdorable factor. Sadly, Prowlers did not return in ''World''.

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*** Prowlers are beloved in ''Generations'' and ''Generations Ultimate'' ([[TierInducedScrappy/LowTiers ([[LowTierLetdown except by speedrunners and others who favor big DPS]]) due to their ease of use and setup (less materials needed to make equipment, far less inventory management, able to get the Prowler equivalent of armor skills without having to research armor sets, etc.) and the BadassAdorable factor. Sadly, Prowlers did not return in ''World''.
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Proper indentation on quotes


--> '''Guildmarm''': Nothing says "I haaaaate you, Gold Rathian!" like lopping off its tail!

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--> ---> '''Guildmarm''': Nothing says "I haaaaate you, Gold Rathian!" like lopping off its tail!
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Typo fix


** Another point of contention with the games' fifth generation (and potentially hypothetical future generatoins) is the treatment of the games as a live service, with updates to the main story and monster lists (rather than just Event Quests and a select few monsters like White/Old Fatalis) being trickled out over time. Some feel that this helps gives the games more longevity, as a longstanding problem of the series is that much of the playerbase gets through the multiplayer quest list within the first month or two (especially Low Rank, and in the case of ''4 Ultimate'' in the West due to ''4'' not being brought over, High Rank as well), so lobbies for non-endgame quests feel quite bare after that intial hype period. Others dislike this practice due to the games being essentially incomplete on launch day, not only forcing players who progress faster to wait a month or two at a time but also being biased against players who do not have internet access (particularly in poorer parts of the world) and therefore might not be able to enjoy the game's contents past the 1.0.0 release (as opposed to some older releases like the much-vaunted ''Freedom Unite'' and ''4 Ultimate'' being entirely playable offline with roughly 90% of the essential content there already), as ''Monster Hunter'' games don't have later {{Game of The Year Edition}}s that include all the post-launch updates.

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** Another point of contention with the games' fifth generation (and potentially hypothetical future generatoins) generations) is the treatment of the games as a live service, with updates to the main story and monster lists (rather than just Event Quests and a select few monsters like White/Old Fatalis) being trickled out over time. Some feel that this helps gives the games more longevity, as a longstanding problem of the series is that much of the playerbase gets through the multiplayer quest list within the first month or two (especially Low Rank, and in the case of ''4 Ultimate'' in the West due to ''4'' not being brought over, High Rank as well), so lobbies for non-endgame quests feel quite bare after that intial hype period. Others dislike this practice due to the games being essentially incomplete on launch day, not only forcing players who progress faster to wait a month or two at a time but also being biased against players who do not have internet access (particularly in poorer parts of the world) and therefore might not be able to enjoy the game's contents past the 1.0.0 release (as opposed to some older releases like the much-vaunted ''Freedom Unite'' and ''4 Ultimate'' being entirely playable offline with roughly 90% of the essential content there already), as ''Monster Hunter'' games don't have later {{Game of The Year Edition}}s that include all the post-launch updates.
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None


** Another point of contention with the games' fifth generation (and potentially hypothetical future generatoins) is the treatment of the games as a live service, with updates to the main story and monster lists (rather than just Event Quests and a select few monsters like White/Old Fatalis) being trickled out over time. Some feel that this helps gives the games more longevity, as a longstanding problem of the series is that much of the playerbase gets through the multiplayer quest list within the first month or two (especially Low Rank, and in the case of ''4 Ultimate'' in the West due to ''4'' not being brought over, High Rank as well), so lobbies for non-endgame quests feel quite bare after that intial hype period. Others dislike this practice due to the games being essentially incomplete on launch day, not only forcing players who progress faster to wait a month or two at a time but also being biased against players who do not have internet access (particularly in poorer parts of the world) and therefore might not be able to enjoy the game's contents past the 1.0.0 release, as ''Monster Hunter'' games don't have later {{Game of The Year Edition}}s that include all the post-launch updates.

to:

** Another point of contention with the games' fifth generation (and potentially hypothetical future generatoins) is the treatment of the games as a live service, with updates to the main story and monster lists (rather than just Event Quests and a select few monsters like White/Old Fatalis) being trickled out over time. Some feel that this helps gives the games more longevity, as a longstanding problem of the series is that much of the playerbase gets through the multiplayer quest list within the first month or two (especially Low Rank, and in the case of ''4 Ultimate'' in the West due to ''4'' not being brought over, High Rank as well), so lobbies for non-endgame quests feel quite bare after that intial hype period. Others dislike this practice due to the games being essentially incomplete on launch day, not only forcing players who progress faster to wait a month or two at a time but also being biased against players who do not have internet access (particularly in poorer parts of the world) and therefore might not be able to enjoy the game's contents past the 1.0.0 release, release (as opposed to some older releases like the much-vaunted ''Freedom Unite'' and ''4 Ultimate'' being entirely playable offline with roughly 90% of the essential content there already), as ''Monster Hunter'' games don't have later {{Game of The Year Edition}}s that include all the post-launch updates.
Is there an issue? Send a MessageReason:
None


** Another point of contention with the games' fifth generation (and potentially hypothetical future generatoins) is the treatment of the games as a live service, with updates to the main story and monster lists (rather than just Event Quests and a select few monsters like White/Old Fatalis) being trickled out over time. Some feel that this helps gives the games more longevity, as a longstanding problem of the series is that much of the playerbase gets through the multiplayer quest list within the first month or two (especially Low Rank, and in the case of ''4 Ultimate'' in the West due to ''4'' not being brought over, High Rank as well), so lobbies for non-endgame quests feel quite bare after that intial hype period. Others dislike this practice due to the games being essentially incomplete on launch day, not only forcing players who progress faster to wait a month or two at a time but also being biased against players who do not have internet access (particularly in poorer parts of the world) and therefore might not be able to enjoy the game's contents past the 1.0.0 release., as they don't have later {{Game of The Year Edition}}s that include all the post-launch updates.

to:

** Another point of contention with the games' fifth generation (and potentially hypothetical future generatoins) is the treatment of the games as a live service, with updates to the main story and monster lists (rather than just Event Quests and a select few monsters like White/Old Fatalis) being trickled out over time. Some feel that this helps gives the games more longevity, as a longstanding problem of the series is that much of the playerbase gets through the multiplayer quest list within the first month or two (especially Low Rank, and in the case of ''4 Ultimate'' in the West due to ''4'' not being brought over, High Rank as well), so lobbies for non-endgame quests feel quite bare after that intial hype period. Others dislike this practice due to the games being essentially incomplete on launch day, not only forcing players who progress faster to wait a month or two at a time but also being biased against players who do not have internet access (particularly in poorer parts of the world) and therefore might not be able to enjoy the game's contents past the 1.0.0 release., release, as they ''Monster Hunter'' games don't have later {{Game of The Year Edition}}s that include all the post-launch updates.
Is there an issue? Send a MessageReason:
None


** Another point of contention with the games' fifth generation (and potentially hypothetical future generatoins) is the treatment of the games as a live service, with updates to the main story (rather than just Event Quests) being trickled out over time. Some feel that this helps gives the games more longevity, as a longstanding problem of the series is that much of the playerbase gets through the multiplayer quest list within the first month or two (especially Low Rank, and in the case of ''4 Ultimate'' in the West due to ''4'' not being brought over, High Rank as well), so lobbies for non-endgame quests feel quite bare after that intial hype period. Others dislike this practice due to the games being essentially incomplete on launch day, not only forcing players who progress faster to wait a month or two at a time but also being biased against players who do not have internet access (particularly in poorer parts of the world) and therefore might not be able to enjoy the game's contents past the 1.0.0 release., as they don't have later {{Game of The Year Edition}}s that include all the post-launch updates.

to:

** Another point of contention with the games' fifth generation (and potentially hypothetical future generatoins) is the treatment of the games as a live service, with updates to the main story and monster lists (rather than just Event Quests) Quests and a select few monsters like White/Old Fatalis) being trickled out over time. Some feel that this helps gives the games more longevity, as a longstanding problem of the series is that much of the playerbase gets through the multiplayer quest list within the first month or two (especially Low Rank, and in the case of ''4 Ultimate'' in the West due to ''4'' not being brought over, High Rank as well), so lobbies for non-endgame quests feel quite bare after that intial hype period. Others dislike this practice due to the games being essentially incomplete on launch day, not only forcing players who progress faster to wait a month or two at a time but also being biased against players who do not have internet access (particularly in poorer parts of the world) and therefore might not be able to enjoy the game's contents past the 1.0.0 release., as they don't have later {{Game of The Year Edition}}s that include all the post-launch updates.
Is there an issue? Send a MessageReason:
None


** Another point of contention with the games' fifth generation (and potentially hypothetical future generatoins) is the treatment of the games as a live service, with updates to the main story (rather than just Event Quests) being trickled out over time. Some feel that this helps gives the games more longevity, as a longstanding problem of the series is that much of the playerbase gets through the multiplayer quest list within the first month or two (especially Low Rank, and in the case of ''4 Ultimate'' in the West due to ''4'' not being brought over, High Rank as well), so lobbies for non-endgame quests feel quite bare after that intial hype period. Others dislike this practice due to the games being essentially incomplete on launch day, not only forcing players who progress faster to wait a month or two at a time but also being biased against players who do not have internet access (particularly in poorer parts of the world) and therefore might not be able to enjoy the game's contents past the 1.0.0 release.

to:

** Another point of contention with the games' fifth generation (and potentially hypothetical future generatoins) is the treatment of the games as a live service, with updates to the main story (rather than just Event Quests) being trickled out over time. Some feel that this helps gives the games more longevity, as a longstanding problem of the series is that much of the playerbase gets through the multiplayer quest list within the first month or two (especially Low Rank, and in the case of ''4 Ultimate'' in the West due to ''4'' not being brought over, High Rank as well), so lobbies for non-endgame quests feel quite bare after that intial hype period. Others dislike this practice due to the games being essentially incomplete on launch day, not only forcing players who progress faster to wait a month or two at a time but also being biased against players who do not have internet access (particularly in poorer parts of the world) and therefore might not be able to enjoy the game's contents past the 1.0.0 release., as they don't have later {{Game of The Year Edition}}s that include all the post-launch updates.
Is there an issue? Send a MessageReason:
None


** Another point of contention with the games' fifth generation (and potentially hypothetical future generatoins) is the treatment of the games as a live service, with updates to the main story (rather than just Event Quests) being trickled out over time. Some feel that this helps gives the games more longevity, as a longstanding problem of the series is that much of the playerbase gets through the multiplayer quest list within the first month or two (especially Low Rank, and in the case of ''4 Ultimate'' in the West due to ''4'' not being brought over, High Rank as well), so lobbies for non-endgame quests feel quite bare after that intiial hype period. Others dislike this practice due to the games being essentially incomplete on launch day, not only forcing players who progress faster to wait a month or two at a time but also being biased against players who do not have internet access (particularly in poorer parts of the world) and therefore might not be able to enjoy the game's contents past the 1.0.0 release.

to:

** Another point of contention with the games' fifth generation (and potentially hypothetical future generatoins) is the treatment of the games as a live service, with updates to the main story (rather than just Event Quests) being trickled out over time. Some feel that this helps gives the games more longevity, as a longstanding problem of the series is that much of the playerbase gets through the multiplayer quest list within the first month or two (especially Low Rank, and in the case of ''4 Ultimate'' in the West due to ''4'' not being brought over, High Rank as well), so lobbies for non-endgame quests feel quite bare after that intiial intial hype period. Others dislike this practice due to the games being essentially incomplete on launch day, not only forcing players who progress faster to wait a month or two at a time but also being biased against players who do not have internet access (particularly in poorer parts of the world) and therefore might not be able to enjoy the game's contents past the 1.0.0 release.
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None

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** Another point of contention with the games' fifth generation (and potentially hypothetical future generatoins) is the treatment of the games as a live service, with updates to the main story (rather than just Event Quests) being trickled out over time. Some feel that this helps gives the games more longevity, as a longstanding problem of the series is that much of the playerbase gets through the multiplayer quest list within the first month or two (especially Low Rank, and in the case of ''4 Ultimate'' in the West due to ''4'' not being brought over, High Rank as well), so lobbies for non-endgame quests feel quite bare after that intiial hype period. Others dislike this practice due to the games being essentially incomplete on launch day, not only forcing players who progress faster to wait a month or two at a time but also being biased against players who do not have internet access (particularly in poorer parts of the world) and therefore might not be able to enjoy the game's contents past the 1.0.0 release.
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* MorePopularSpinoff: The ''Portable'' games are spinoffs to the console games, and were quite popular in Japan and were [[KillerApp THE reason to own a PSP]], as it enabled groups of friends to get together in person to hunt. In fact, during the second generation of games, it was ''Freedom 2'' that got a G-rank UpdatedRerelease, ''Freedom Unite''; ''dos'' for [=PS2=] never got one.
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* MorePopularSpinoff: The ''Portable'' games are spinoffs to the console games, and were quite popular in Japan and were ''the'' reason to own a PSP, as it enabled groups of friends to get together in person to hunt. In fact, during the second generation of games, it was ''Freedom 2'' that got a G-rank UpdatedRerelease, ''Freedom Unite''; ''dos'' for [=PS2=] never got one.

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* MorePopularSpinoff: The ''Portable'' games are spinoffs to the console games, and were quite popular in Japan and were ''the'' [[KillerApp THE reason to own a PSP, PSP]], as it enabled groups of friends to get together in person to hunt. In fact, during the second generation of games, it was ''Freedom 2'' that got a G-rank UpdatedRerelease, ''Freedom Unite''; ''dos'' for [=PS2=] never got one.
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Added DiffLines:

* MorePopularSpinoff: The ''Portable'' games are spinoffs to the console games, and were quite popular in Japan and were ''the'' reason to own a PSP, as it enabled groups of friends to get together in person to hunt. In fact, during the second generation of games, it was ''Freedom 2'' that got a G-rank UpdatedRerelease, ''Freedom Unite''; ''dos'' for [=PS2=] never got one.
Is there an issue? Send a MessageReason:
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** Once you set a trap, you can't place another one until either a monster triggers it or it self-destructs, the latter of which takes many minutes to happen. Many players have wanted to throw their devices at the nearest wall because they placed a trap down only for the monster they're trying to ensnare to move to another area. This is especially problematic in capture quests, even moreso if you're hunting solo. ''Monster Hunter Generations Ultimate'' lets players dismantle any traps they've placed by walking on top of the trap and pressing a button.

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** Once you set a trap, you can't place another one until either a monster triggers it or it self-destructs, the latter of which takes many minutes to happen. Many players have wanted to throw their devices at the nearest wall because they placed a trap down only for the monster they're trying to ensnare to move to another area. This is especially problematic in capture quests, even moreso if you're hunting solo. ''Monster Hunter Generations Ultimate'' lets players dismantle any traps they've placed by walking on top of the trap and pressing a button.button; while you won't get the trap back, you can at least set a new one down without having to wait so long.
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* SalvagedGameMechanic:

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* SalvagedGameMechanic: SalvagedGameplayMechanic:



** Once you set a trap, you can't place another one until either a monster triggers it or it self-destructs, the latter of which takes many minutes to happen. Many players have wanted to throw their devices at the nearest wall because they placed a trap down only for the monster they're trying to ensnare moved to another area. This is especially problematic in capture quests, even moreso if you're hunting solo. ''Monster Hunter Generations Ultimate'' lets players dismantle any traps they've placed by walking on top of the trap and pressing a button.
** The aiming controls for Gunner weapons in the "classic" (pre-fifth gen) games are known for being terrible; you can only move the curson in eight directions and it's really difficult to finely adjust the cursor speed. It wasn't until ''VideoGame/MonsterHunterWorld'' that Gunner weapons were finally given more refined aiming controls more akin to [[ThirdPersonShooter Third-Person Shooters]]. The Nintendo Switch version of ''VideoGame/MonsterHunterRise'' additionally introduces the option to use motion controls a la ''Franchise/{{Splatoon}}''.

to:

** Once you set a trap, you can't place another one until either a monster triggers it or it self-destructs, the latter of which takes many minutes to happen. Many players have wanted to throw their devices at the nearest wall because they placed a trap down only for the monster they're trying to ensnare moved to move to another area. This is especially problematic in capture quests, even moreso if you're hunting solo. ''Monster Hunter Generations Ultimate'' lets players dismantle any traps they've placed by walking on top of the trap and pressing a button.
** The aiming controls for Gunner weapons in the "classic" (pre-fifth gen) games are known for being terrible; you can only move the curson cursor in eight directions and it's really difficult to finely adjust the cursor speed. It wasn't until ''VideoGame/MonsterHunterWorld'' that Gunner weapons were finally given more refined aiming controls more akin to [[ThirdPersonShooter Third-Person Shooters]]. The Nintendo Switch version of ''VideoGame/MonsterHunterRise'' additionally introduces the option to use motion controls a la ''Franchise/{{Splatoon}}''.
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None
Is there an issue? Send a MessageReason:
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* SalvagedGameMechanic:
** ''VideoGame/MonsterHunter4'' introduces mounting, in which the player can use aerial attacks to knock down a monster and climb on top of it, then hack away at it with the carving knife until it topples over. Unfortunately, if another player attacks the mounted monster, the one who's mounting has a high chance to be knocked off. ''VideoGame/MonsterHunterGenerations'' makes it so that hitting a mounted monster not only doesn't knock off the player riding it, it slightly increases the mounting gauge, giving those teammates another option for something to do while waiting for the mounting minigame to complete.
** Once you set a trap, you can't place another one until either a monster triggers it or it self-destructs, the latter of which takes many minutes to happen. Many players have wanted to throw their devices at the nearest wall because they placed a trap down only for the monster they're trying to ensnare moved to another area. This is especially problematic in capture quests, even moreso if you're hunting solo. ''Monster Hunter Generations Ultimate'' lets players dismantle any traps they've placed by walking on top of the trap and pressing a button.
** The aiming controls for Gunner weapons in the "classic" (pre-fifth gen) games are known for being terrible; you can only move the curson in eight directions and it's really difficult to finely adjust the cursor speed. It wasn't until ''VideoGame/MonsterHunterWorld'' that Gunner weapons were finally given more refined aiming controls more akin to [[ThirdPersonShooter Third-Person Shooters]]. The Nintendo Switch version of ''VideoGame/MonsterHunterRise'' additionally introduces the option to use motion controls a la ''Franchise/{{Splatoon}}''.
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** Aside from the [[GameBreaker Hellblade]] weapons, a lot of Deviant weapons are ignored because, despite a slight increase in Hunter Art gauge build, many of them are outclassed by their standard forms or are much harder to upgrade for a minimal increase in element, Sharpness, etc.

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** Aside from the [[GameBreaker Hellblade]] weapons, a lot of Deviant weapons are ignored because, despite a slight increase in Hunter Art gauge build, many of them are outclassed by their standard forms or are much harder to upgrade for a minimal increase in element, Sharpness, etc. Unlike most other weapons, Deviant weapons have a fixed 15 upgrades, and each level requires a ticket specific to it which can greatly prolong the process of fully upgrading such a weapon; the same issue applies with Deviant armor as well, which is less suited for mix-and-match sets due to needing the full set to trigger their unique skills while having no other armor skills.
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** Bowgun users mainly use Piercing ammo. This is due to a common misconception that more hits means more damage, which isn't always the case, since multi-hit ammo (Piercing, Shrapnel/Pellet, and Spread) tend to have very small motion values for each tick so that the player must optimize their positionings to get the most hits and damage. Starting in ''World'', players did start using Spread Ammo, which can be a better ammo type and [[ShortRangeShotgun encourages aggressive close-range tactics]]...but its usage is still based on the idea that more hits always means better. Normal Ammo tends to get overlooked for [[BoringButPractical looking too boring, even though the high motion value per hit can make it just as reliable as other ammo types]].

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** Bowgun users mainly use Piercing ammo. This is due to a common misconception that more hits means more damage, which isn't always the case, since multi-hit ammo (Piercing, Shrapnel/Pellet, and Spread) tend to have very small motion values for each tick so that the player must optimize their positionings to get the most hits and damage. Starting in ''World'', players did start using Spread Ammo, which can be a better ammo type and [[ShortRangeShotgun encourages aggressive close-range tactics]]...but its usage is still based on the idea that more hits always means better. Normal Ammo tends to get overlooked for [[BoringButPractical looking too boring, even though the high motion value per hit can make it just as reliable as other ammo types]].types]], especially with the right armor skills and buffs.
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** Bowgun users mainly use Piercing ammo, due to being able to hit the monster multiple times per shot for lots of damage. About the only time you'll see them use Normal shots is against monsters that are not wide or long enough for Pierce shots to get all of their hits in (mainly Fanged Beasts). [[SpreadShot Pellet shots]] are [[ScrappyWeapon widely avoided]] since they can easily trip up other hunters and need to be dangerously close to get all of the damage on the monster, thus defeating the point of using a Gunner weapon. Meanwhile Elemental shots are [[CripplingOverspecialization too situational]].

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** Bowgun users mainly use Piercing ammo, ammo. This is due to being able to hit a common misconception that more hits means more damage, which isn't always the monster multiple times per shot case, since multi-hit ammo (Piercing, Shrapnel/Pellet, and Spread) tend to have very small motion values for lots of each tick so that the player must optimize their positionings to get the most hits and damage. About Starting in ''World'', players did start using Spread Ammo, which can be a better ammo type and [[ShortRangeShotgun encourages aggressive close-range tactics]]...but its usage is still based on the only time you'll see them use idea that more hits always means better. Normal shots is against monsters that are not wide or long enough for Pierce shots Ammo tends to get all of their hits in (mainly Fanged Beasts). [[SpreadShot Pellet shots]] are [[ScrappyWeapon widely avoided]] since they overlooked for [[BoringButPractical looking too boring, even though the high motion value per hit can easily trip up make it just as reliable as other hunters and need to be dangerously close to get all of the damage on the monster, thus defeating the point of using a Gunner weapon. Meanwhile Elemental shots are [[CripplingOverspecialization too situational]].ammo types]].
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** A contention that arose with ''Generations'' and its Hunting Arts + Hunting Styles mechanic is the rise of the [[StopHavingFunGuys "Meta Only"]] attitude among a portion of the fans. While the mentality has been present in earlier installments[[note]]some fans will openly berate others for using what they perceive to be "sub-optimal" loadouts in the belief that the game is all about damage and speedkills, even if the party under scrutiny is using a fairly competent setup that simply wasn't meant for speedkilling to begin with -- see the entry on "method of playing"[[/note]], the fact that certain weapon and armor skill combinations work extremely well with certain Art / Style combinations has given birth to a mentality that if you're not using Meta-approved gear and Hunting Art / Hunting Style setups, you might as well not join a lobby.

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** A contention that arose with ''Generations'' and its Hunting Arts + Hunting Styles mechanic is the rise of the [[StopHavingFunGuys "Meta Only"]] attitude among a portion of the fans. While the mentality has been present in earlier installments[[note]]some fans will openly berate others for using what they perceive to be "sub-optimal" loadouts in the belief that the game is all about damage and speedkills, even if the party under scrutiny is using a fairly competent setup that simply wasn't meant for speedkilling to begin with -- see the entry on "method of playing"[[/note]], the fact that certain weapon and armor skill combinations work extremely well with certain Art / Style combinations has given birth to a mentality that if you're not using Meta-approved gear and Hunting Art / Hunting Style setups, you might as well not join a lobby. This is part of what makes the Prowler a BaseBreakingCharacter, due to debates on whether its gimmicks make up for its lackluster damage.
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** Even ''the method of playing the game'' can divide the players. Is it more fun to find ways to [[{{Speedrun}} speedkill]] monsters and therefore [[BoringButPractical avoid tedium and frustration]], or is it more exciting to drag out and analyze the fight in order to show that ugly wyvern [[RuleOfCool some fancy tricks of your own]], [[DifficultButAwesome like cutting off its tail right in the middle of its sure-kill attack]]?

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** Even ''the method of playing the game'' can divide the players. Is it more fun to find ways to [[{{Speedrun}} speedkill]] speedkill monsters and therefore [[BoringButPractical avoid tedium and frustration]], or is it more exciting to drag out and analyze the fight in order to show that ugly wyvern [[RuleOfCool some fancy tricks of your own]], [[DifficultButAwesome like cutting off its tail right in the middle of its sure-kill attack]]?
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Original reasoning forgot the presence of Brute and Fanged wyverns, which are not winged and are even quadrupedal in the latter's case.


** In the Japanese version of ''Tri'', Leviathans were known as "sea dragon species", which would translate to Sea Wyvern and [[NonIndicativeName doesn't suit them very well.]][[note]] Wyverns have two legs and a pair of wings. Leviathans have four legs and no wings. Furthermore, you can find them in more environments than just the sea; for instance, Agnaktor resides in volcanoes.[[/note]] Leviathan describes them more accurately as the class is composed of serpentine or fish-like creatures.

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** In the Japanese version of ''Tri'', Leviathans were known as "sea dragon species", which would translate to Sea Wyvern and [[NonIndicativeName doesn't suit them very well.]][[note]] Wyverns have two legs and a pair of wings. Leviathans have four legs and no wings. Furthermore, cause confusion with Piscine Wyverns, which share many habitats with Leviathans; furthermore, you can find them in more environments than just the sea; for instance, sea, in the cases of Agnaktor resides in volcanoes.[[/note]] and Nibelsnarf. Leviathan describes them more accurately as the class is composed of serpentine or serpentine, fish-like creatures.creatures that typically inhabit liquids.
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Dual Tonfas is no longer a trope


** The [[DualTonfas Battle Tonfas]] introduced in ''Frontier'' are criticized for ruining the CompetitiveBalance due to their highly versatile moveset. It has the mobility and versatility of Sword & Shield, the attack speed of Dual Blades and charge gauge-based special attacks like the Charge Axe, but with spontaneous damage output like the Gunlance's Wyvern Fire and the ability to do jump attacks similar to the Insect Glaive, with the added perk of ''[[JumpPhysics being able to jump kick against the target]]'' to remain airborne for extended periods, allowing Tonfa users to perform [[VideoGame/DevilMayCry DMC-style]] air combos that also serve to help dodge ground-based monster attacks. On top of that, it can also switch between ''both Impact and Piercing damage'' at will using the charge gauge and is therefore the quickest impact weapon you can use to knock out monsters with. Japanese fans have claimed that this weapon has managed to put the Lance, Hammer, Dual Blades, and Insect Glaive to shame all at once. [[https://www.youtube.com/watch?v=Iw7MRYZfjmw Observe]] [[https://www.youtube.com/watch?v=KUOcBdsbuIQ carefully]].

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** The [[DualTonfas Battle Tonfas]] Tonfas introduced in ''Frontier'' are criticized for ruining the CompetitiveBalance due to their highly versatile moveset. It has the mobility and versatility of Sword & Shield, the attack speed of Dual Blades and charge gauge-based special attacks like the Charge Axe, but with spontaneous damage output like the Gunlance's Wyvern Fire and the ability to do jump attacks similar to the Insect Glaive, with the added perk of ''[[JumpPhysics being able to jump kick against the target]]'' to remain airborne for extended periods, allowing Tonfa users to perform [[VideoGame/DevilMayCry DMC-style]] air combos that also serve to help dodge ground-based monster attacks. On top of that, it can also switch between ''both Impact and Piercing damage'' at will using the charge gauge and is therefore the quickest impact weapon you can use to knock out monsters with. Japanese fans have claimed that this weapon has managed to put the Lance, Hammer, Dual Blades, and Insect Glaive to shame all at once. [[https://www.youtube.com/watch?v=Iw7MRYZfjmw Observe]] [[https://www.youtube.com/watch?v=KUOcBdsbuIQ carefully]].
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Per TRS, this is YMMV

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** The Jhen Mohran village quest in ''3 Ultimate'' is part of the seven-star tier, but is so tough that most players recommend putting it off until the player has progressed well into ''G-rank''. It's an enemy you were once expected to fight with up to four other players, ''solo'', and the mechanics can be confusing for new players. Fortunately, merely repelling Jhen Mohran counts the mission as complete, and it's optional unless you want to fight Alatreon.
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Per TRS, this is YMMV

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* DifficultySpike:
** The first happens once you start doing high-rank quests; it only takes a few mistakes to get clobbered, and some previously trivial monsters can knock you out with three hits, especially the ones that get new attacks. Once you're doing G-rank quests, all bets are off. Specific examples of this case include:
** The first big one is probably when the player fights a Yian Kut-Ku for the first time. Before this, missions were simple [[TwentyBearAsses slaying]] ''x'' {{Mook}}s and gathering missions. The Yian Kut-ku shows the lengths that the player has to go to beat the bosses without getting slapped silly (analyzing attack patterns, finding weak spots, figuring out what weapons are best, etc.)
** In Tri, the Barroth is the first sign that the [[WakeUpCallBoss gloves are coming off]], and it's usually considered to be a harder fight than the next couple of fights after it, largely in part of the fact that unlike some of the later fights, it has armor, is very fast, and that its [[BullfightBoss charge attack]] hits like a truck.
** 3 Ultimate also has the Purple Ludroth, the first "subspecies" that the player will encounter as well as the introduction to High-Rank quests. There is a reason that most high-rank armor usually has at least twice the base defense of low-rank armor, and it is borderline impossible to have any until the Ludroth is defeated, meaning that you are definitely going to feel the difference.
** In 4, replacing the "role" of Yian Kut-Ku is Kecha Wacha. Not only does a newer hunter have to do everything listed above in the Kut-Ku description, they also have to deal with the new vine/web swinging and climbing mechanics that this monster will happily abuse in some areas. There are Sonic Bombs in the supply box for a very good reason.
** ''Generations'' has Blangonga in the Hub quests due to its aggressiveness, speed, and power compared to the three-star monsters fought before it.
** ''World'' has Low Rank Diablos, which makes the monsters encountered before it look like wet noodles. It has astounding speed and ferocity compared to anything encountered before it, even ''Anjanath'', is rather foul-tempered, and is the first monster you encounter that can regularly hit for ''half your health in damage.'' The constant burrowing also prevents you from hitting it and lets it get surprise attacks on you, which complements its high attack power.

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