Monster Hunter is well-known for any number of oddball mechanics that many players, especially outside of Japan, may find clunky or unintuitive. It's rather telling that Monster Hunter: World did away with a lot of these mechanics.
- Trying to play the PSP games, where movement is assigned to the analog nub and camera control to the D-pad. The same problem comes back in 3 Ultimate on 3DS, unless you've invested in a Circle Pad Pro for the second Circle Pad and two extra shoulder buttons, or you figure out how to control the camera on the touch screen.
- Area boundaries. Players crossing one move to the next area, but monsters don't. This becomes a hassle if the monster decides to stick around out of reach (e.g. due to being exhausted), as it can eat up a few minutes that could be spent whacking the monster to death. You could try ranged weapons, but if you happen to slay the monster while it's beyond the boundary, or break off one of its parts and that part ends up landing beyond the boundary, say goodbye to your carves! This is a non-issue in World, where areas are now seamlessly connected.
- The lack of online multiplayer for the portable releases up until Monster Hunter 4 means that if you don't have local friends to hunt with, you may as well pretend that the multiplayer component doesn't exist. This can make some quests nightmarishly hard, especially if the target monster is a Damage-Sponge Boss and it's not a "slay or repel" quest. This may be fine in Japan where the series is popular enough that it's easy to find local hunting buddies, but it was a huge detriment in parts of the world where Monster Hunter was a niche title at best at the time.
- The Randomly Drops mechanic is also this for some players - see "Desire sensor". Repeating a boss fight because you thought it was fun? Great. Repeating a boss fight dozens of times because you need that one item that will complete your armour set or weapon? Then it stops being fun and becomes full out Scrappy. It's worse if there are ways to increase the drop rate to just double digits such as capturing or breaking part of the monster... and it still doesn't drop.
- The Artificial Stupidity of CPU-controlled allies like the Shakalakas of 3 Ultimate and the Felyne Comrades / Palicoes of other games. Having a couple of critters assist you with healing, attack and defense buffs, traps, and the like would be great...but their AI is set to follow you wherever you go if their focus isn't on a monster or gathering, which means they'll happily stand next to that damage-dishing monster you're trying to fight, failing to pull off any of their support abilities because they keep getting caught in the crossfire until they're forced to retreat due to low health, something they could easily avoid by simply standing on the opposite side of the area and then using their abilities. They're also terrible when it comes to Slimeblight / Blastblight, as their poor pathfinding means they get it very easily, and they have no way of removing it by themselves. While the Shakalakas will continue to fight before inevitably blowing up, the Palicoes will end up panicking, a Scrappy Mechanic in its own right. The same applies with other status ailments and Blights; your Healing Forte Palicoes (and Main Palico if they have Detox Horn) won't think to use Detox Horn to cure poison, for example, so if you don't want them to get knocked out, you'll have to waste time using an Antidote Horn or an Antidote with the Wide-Range skill.
- Trying to get items from the Veggie Elder? Normally, he'll give you an item (often Psychoserum), up to two or three times. But if you have a tradable item, he'll refuse to do business with you if you decline to trade, not even giving you no-trade items. If you have more than one kind of tradable item, he'll pick one and refuse to let you trade using any other such items. All of this even if you're on a delivery quest and the item he wants you to give is one of the items you need to complete the quest; sure, you can just put the target items in the delivery chest to do away with them, but if this causes you to complete the quest, you won't be able to talk to him anymore. On top of all this, you won't know what item you get until you perform the transaction; it could be something useful or something you don't really need. The only way to surpass the RNG in certain titles like Unite is to give him a Veggie Elder Ticket, which he trades for a specific item based on the type of ticket used. Unfortunately, they're often only rewarded after accomplishing a certain number of high-level guild quests.
- Quests that require the player to transport items are reviled by many, and it's rare to go online and see someone attempt one of these quests rather than large monster quests. Players regard them as exceptionally tedious, on top of being frustrating due to the long time to travel from the pickup point back to base, a single high drop or monster attack destroying the item in question unless one has the right skillsnote , the game happily throwing dozens of monsters in one's way, and often times extra obstacles popping up on subsequent deliveries to force the player to take alternate routes. The rewards for these quests are often high, but players ignore them anyway; that "Deliver 4 Powderstones" quest may dish out 18,000 zenny, but who wants to deliver four of those health-draining suckers by themselves? You could bring along other hunters to ease the pain, whether to deliver the items en masse or to provide defense, but having a larger party divides up the monetary reward. They're not even necessary to complete for HR-increasing Urgent Quests in most cases anyway.
- The aiming for Gunner weapons prior to World is incredibly awkward, offering you very little control over the cursor speed and in general just really bad precision.
- Many early games (up to 4 Ultimate) have weapons with "dormant" elements that do nothing unless you have the "Awakening" armor skill. This forces you to craft new armor sets just to be able to use these weapons fully. Generations mercifully does away with this. World brings it back, but at least that game has more lenient armor skill requirements and motivation to not awaken elements.
- If you put down a trap, you cannot put down another trap of your own until a monster either gets caught in it, destroys it, or the trap self-destructs after several minutes. If you're hunting with others, they could put down another trap for you, but if you're hunting alone, you're stuck waiting until your trap goes boom just so you can perform the last step of a capture quest. It wasn't until Generations Ultimate that players could finally destroy any traps they set down.
- North American and European copies of the game are compatible with each other for multiplayer purposes, but not with the Japanese or Korean versions, and likewise there's two separate servers for each online-enabled game, one for the NA and EU versions and one for the Asian versions. Do you have an NA copy and want to hunt with your friend in Japan playing the Japanese version, for example, or want to go to a MonHun meet in Japan with your NA copy and socialize with fellow Hunters there? Sorry, no.note World finally fixed this, making all regions able to play with each other.
- Materials that cannot be obtained via carving, capture, or quest rewards — they can only be obtained through breaking body parts or through shiny drops — are a massive pain to obtain. In games without subquests, this means going through the entire, often difficult fight just to have a chance at obtaining them. Even then, there's a chance you won't get the drop, even if you do break the part. These parts often happen to be the hardest parts to break, often due to being in the range of the monster's deadliest attacks or being very high off the ground. For the shiny drops, there's a greater chance you'll obtain a Wyvern Tear or Large Wyvern Tear (or a rare drop, which is great but not what you'd want) than the desired item. Such examples include Ghoulish Gold Horns, Skypiercers* , Kirin Thunderhorns, Redhelm Ragehair, and Hellblade Powders. Some quests have a chance to reward these drops, but they tend to be DLC bouts against souped-up versions of these monsters.
- The Complacent Gaming Syndrome. At High Rank or G rank, most weapons become hideously imbalanced. While some games have had their own fluctuations bumping some weapons up or down tiers, within every weapon there's always at least one or two specific weapons that outshine all due to either raw power or utility or having the useful slime or blast effect. Bonus points for when they happen to be tied to a monster who is annoying to fight like Brachydios, Deviljho, Teostra, Lunastra, (Black) Diablos, Hellblade Glavenus, Nergigante, or Behemoth, meaning you have to farm pieces from them.
- The Kulve Taroth weapons, especially the Kjarr weapons, take this Up to Eleven. They are randomly obtained after successfully defeating this Marathon Boss, and the ones that aren't outright terrible outclass the majority of craftable weapons if not being outright the best in their class. It's bothersome enough when you have access to multiplayer and decent teams, but for those who don't, Kulve Taroth is an hours-long, incredibly boring slog just for one attempt at the weapons.
- You can block a monster's roar if your weapon has a guard command, however because this may make you flinch (as if you just blocked a heavy hit), you might as well be stunned by the roar anyway. It becomes a problem if you have Earplugs, which makes you immune to roars, and you guard, you'll still go into your flinching animation as if you didn't have Earplugs at all. This gets especially annoying for weapon commands that require pressing the guard button, such as using items as Sword & Shield with your weapon drawn (hold down the guard button, then press the item use button) or using the aiming sights for the Prowler's boomerangs (hold down R and A, although this can be avoided by holding down A and then R as well).
- Out of all the status ailments throughout the games, none will cause more frustration and deaths than Stun. It is triggered after your hunter receives too many hits in a short time and causes your hunter to become dizzy and unable to move for several seconds, usually guaranteeing the monster a free hit on your hunter. The problem is that your hunter tends to get dizzy at the most inopportune moments, such as when theyre one hit away from death and in most cases guaranteeing a KO. Once youre stunned theres nothing you can do to avoid it other than hope the monster gets distracted by another hunter or your Palico, which can lead to some rather rage-inducing KO's. Furthermore, theres no way to tell how close your hunter is to being stunned, other than to intuit it based on how many hits your hunter took recently. Also unlike every other status ailment, every monster can inflict Stun, so it is always a concern during hunts. Thankfully three levels of "Stun Resistance" will make you immune.
- Underwater fighting in Tri and its Updated Rereleases is awkward, especially near the surface of the water where panning the camera above the surface horrendously obscures your vision. Sure, you can freely move in the three dimensions, and your Oxygen Meter is very generous, but your mobility is limited compared to on land while the monsters get to swim circles around you. Thankfully, underwater fighting was scrapped for later generations of games.
- The Palicoes' panic system. When a Palico panics, such as from a large monster becoming enraged or another large monster suddenly appearing, they'll wildly run in circles before collapsing on the ground for half a minute. Trying to snap them out of it is difficult due to how fast they move, it afflicts every forte except for Leadership, and unlike Cha-Cha and Kayamba's Valor system, it can never be removed. It also occurs to all of them, even Leadership, if they get Blastblight, making them practically useless against monsters that cause it. Generations introduces a skill called Negate Confusion that prevents this, but it's not guaranteed to be on a Palico, and a Palico can only learn one new skill at a time.
- The Fancy Spit allows you to cook 10 Raw Meats at once at the Street Cook's booth, eliminating the tedium of using the BBQ Spit to cook them one at a time out in the field. It does have one irritating drawback: You can't use the Fancy Spit when in a multiplayer room, as the Street Cook's services are closed until you go back offline. This means if you run out of Rare Steaks and Well-Done Steaks, you'll have to leave the room to produce more, or cook them one at a time online, most likely to the ire of your hunting partners. Mass-cooking was overhauled in Generations with Rife Roasts, where you can use up to 10 pieces of Raw Meat to turn into steaks (mostly Well-Done, with a few Rare or Burnt Steaks showing up sometimes); a Rife Roast may be ordered from and claimed from any kitchen, including the ones in the Hunters Hub and Hunters Pub.
- The multiplayer chat in the 3DS online games is easily this, due to making you use the clumsy 3DS keyboard (except on Generations Ultimate on Switch, where you can plug in a USB keyboard, but only if you're docked or have a USB-A to USB-C adapter) and locking that out once the hunt begins, only allowing you to use one of your 18 pre-made macros. Generations gives you 24 macro slots, and Generations Ultimate gives you 72, but it doesn't account for every single thing you wanna communicate to your teammates. While this is meant to curb the G.I.F.T. factor of online multiplayer, even if you're in a party that's strictly composed of players from your friends list you still won't have an in-game way to chat freely. This is why some players will only do multiplayer hunts via local multiplayer and / or online with friends using third-party apps for text chat and especially voice chat.
- The fact that Adept Style for Lance has an Insta-Block but not an Insta-Evade can be a sore point for those who prefer "evasion lancing" (using Evasion skills to take advantage of the Lance's triple-evasion and the expanded invincibility window during evasion) to guard-based lancing.
- The Hunter Art in your first slot can be activated with the unique button combination of R+A+B, but the ones in the other two slots can only be activated by mapping ZL and ZR to those or to use touchscreen panels that take up anywhere between 1-3 panel slots, the latter of which is also the only way to see Hunter Art charges. This can be a problem for players of previous 3DS and WiiU MonHun games, who are probably used to using their secondary shoulder buttons and touchscreen panels for other things.
- While you're in an online lobby you're not allowed to explore villages. While most services are available through the housekeeper in the Prep Area, melding Talismans and the Felyne Courier aren't. On top of that, this means that any Request Log quests that you complete and want to report will have to wait until you go offline, which can be a problem because many rewards for these requests include new armor designs, new kitchen ingredients, and most importantly, unlocking more Log quests.
- Some of the unlocks via the Request Log quests (like new armor set designs and kitchen ingredients) are hidden behind Hub quests, which means unless you want these quests to last a tediously long time you have to play with others. Worse yet, some of these quests are gathering quests, and very few if any players care to do these, even in four-player groups to divvy up the amount of effort needed.note .
- The Gunlance's heat gauge mechanic is a large contributor to the weapon's low-tier status. The gauge has three levels: yellow, orange, and red. Yellow reduces damage by 15%, orange is baseline, and red increases damage by 5%. Shelling raises the heat gauge, attacking normally reduces it, and using Wyvern's Fire reduces the gauge and stops it from increasing until Wyvern's Fire cools down. To use the weapon to the fullest, you have to constantly shell to build up the heat gauge, which eats Sharpness quickly. But not too much, because if you overfill the gauge, it resets to zero and locks, lowering your damage and locking you out of Wyvern's Fire, then forcing you to go through the process all over again once the Gunlance cools down. When the gauge is getting too high, you're forced to either waste your Wyvern's Fire, stop shelling, or risk the damage debuff. And even then, if you use Wyvern's Fire at the wrong gauge level, you might end up reducing the meter to orange when the meter goes down. The Artillery skill is supposed to help out, but the reduced heat build makes it harder to get the gauge to usable levels and the reduced time between cooldown forces you to deal with this mess sooner. The gauge was removed in World, to Gunlance mains' relief.
- While the series has always had a random chance for the player to land at a random location in high rank or higher quests, World's implementation tends to be seen by players as rather pointless. This is because of two things, World doesn't have secret locations accessible only through this random mechanics, and the game's new fast travel system makes it more an annoyance, and less of a challenge.
- The Drop-In-Drop-Out Multiplayer has some of its own scrappy mechanics:
- During story related expeditions, you cannot fire an SOS Flare. This is very annoying for some which require specific objectives.
- Having to sit through all the cutscenes before joining in. Especially if the player you are waiting for got lost. Worse still when you do join in it puts you at base camp or in another area, meaning that a player letting their friends run them through will find themselves dealing with a very powerful monster who is now a Damage-Sponge Boss due to their friends jumping in.
- The way World's camera follows the scoutflies when the identify a monster become quite annoying. The most common example is when players fast travel back to camp to resupply, only for the camera to snap around 180 degrees in the opposite direction that the player is running to. This was fixed in the v.3 update.
- The inability to sort investigations. You have a massive list of up to 250 potential quests, but the most in-depth you could sort was by quest level, and that was only by selecting the "not registered" option. Thankfully, the v.3 update added a proper sorting function that includes monster(s), location, and rewards among others.
- World's event quests are temporary, which creates headaches for those who cannot play during the event period or decide to take a hiatus only to realize upon coming back that they missed an event quest. Granted, event quests are not gone permanently and will eventually come back, but it doesn't solve the problem of having to play during a specific period. This is in contrast to "classic" MonHun, where event quests are always available to be played on your own time once they've been downloaded, even when playing offline.
- Later averted, somewhat. After the Fatalis update, aside from the Kulve and Saji siege quests - which indefinitely rotate every two weeks - every event quest was made available online, but not offline.
- For Gunlance users there are no craftable Gunlances with Wide Level 4 shelling. Normal and Long have craftable Gunlances with Level 4 shelling (Royal Burst and Earthshaker Magda Lahat, respectively), but for Wide, the only options come from Kulve Taroth.
- While having Astera's normal BGM replaced with the Final Fantasy XIV theme until you complete the normal Behemoth slaying quest (the final quest in the Collaboration's storyline) is a nice touch, there's just one problem. Thanks to Behemoth being That One Boss, the quest usually ends in failure.
- Forced multiplayer content. While the series has always had a multiplayer focus, most of the multiplayer-able quests just had higher stats and could be easily soloed even if it took a while. World has five monsters designed specifically for multiple players — Kulve Taroth, Behemoth, Ancient Leshen, Safi'jiiva and Alatreon. Their gargantuan health pools are always scaled for multiplayer and their movesets and/or mechanics require cooperation with other hunters to deal with. Soloing these monsters is a feat that only the best of the best equipped with gear obtained from said monsters can hope to stand a chance against. The main problem, and the real scrappy here, is the fact that multiplayer in the console versions is locked behind a premium subscription service. Those who are not willing or able to subscribe or cannot play frequently enough to justify subscribing wind up stuck against insurmountable opponents. The PC version at least has free multiplayer, but if your connection is poor, good luck.
- On a related note, said multiplayer based monsters have a DPS check where if you fail to inflict enough damage to them, then they'll be able to wipe out your entire team and/or end your entire run almost immediately. This severely limits your options and forces you to play aggressive lest you loses instantly because you didn't pass the damage threshold. To make things worse, said monsters have incredibly hard-hitting and wide-range attacks that often force hunters to retreat & heal and not many hunters are expert enough to evade their attacks. Behemoth will not summon a Comet to hide during his Ecliptic Meteor Attack, Kulve Taroth will retreat if you did not deal enough damage and Safi'Jiiva will not create rocks that allow players to hide during it's Sapphire of the Emperor attack. But nowhere is this more prominent than Alatreon's Escaton Judgment attack where unlike other monsters you need to do Elemental damage, and if you don't break Alatreon's horns then it completely reverses it's elemental resistances, severely restricting players to use Elemental-based weapons such as Dual Blades and Bow while rendering weapons like Hammer and Greatsword useless which means that for those who never mastered them, then they're forced to use weapons that are beyond their comfort zone. Not helping matters is that Alatreon tends to zip away and spends half the time flying, away from most melee attackers while having wide reaching and damaging attacks. Said Total Party Wipe more often than not is almost always the leading cause that led to instant game overs in the first 5 minutes of the hunt.
- The Guiding Lands, aka Iceborne's endgame. How it works is that you conduct research (i.e. gathering monster tracks, fighting monsters, etc.) to raise an area's level, with the catch that raising one area's level will decrease the other area's levels, as well as using lures to bait out your desired target. In theory this should work properly, but in reality the process itself requires an inhuman amount of micromanaging and praying to the RNG that literally no other monster spawns while you're looking for the monster you seek, as encountering any other monster poses the threat of lowering your target area's level, thus affecting the roster of large monsters that can spawn in that area. Add to all of that the fact that some unique variants only spawn here and you start to see why a lot of players detest this area/mechanic.
- Succeeding updates to the game have toned this down. First, Capcom gave players the option to lock their Guiding Lands region levels. Then, a later update allowed them to level down a region manually. The latter is important as it creates space towards the combined level cap, allowing players to fight monsters and level areas without risking another area being lowered (which only happens when players are at the combined level cap).
- The Clutch Claw's tenderizing mechanic in Iceborne. Basically by using the claw, you can attach youself into a monster part before temporarily wounding it for extra damage. However in order to do so, you have the risk of getting hit by a monster's attack head-on, often interrupting the flow of the hunt. Furthermore, some weapons require that you wound the monster parts twice before it's considered tenderized which puts you at further risk of receiving huge amount of damage from their attacks. And it's not like you can ignore this mechanic since Master Rank monsters have a significantly greater amount of health compared to it's high rank counterpart while other monsters such as Safi'jiiva or Lavasioth require that you tenderize it's parts before it's weak points are visible. Granted you're supposed to use the Clutch Claw when a monster has just been exhausted but you're better off using it to flinch shot it to the wall to stun it for free damage or simply just comboing the monster which provides more damage output than how much wounding monster parts can do.