Old thread, I'll throw in some takes from a "veteran" of the series (this term is so stupid LMAO)
>World overall
I don't like a lot of changes they made but it's still a good game overall. So far, the series hasn't really had a precipitous drop in quality, even if I prefer certain entries over others.
>Prior experience needed
Zero, story is nothing/irrelevant for all MH. Mechanics are streamlined and made easier to grasp, so it's a decent starting point.
>Multiplayer, SOS flare
In World the HP is scaled, so it's more reasonable than in previous games. That being said it makes the game play pretty differently than solo. I prefer solo or 2 player, but people can play how they like, it's not really productive to bitch at people for wanting to play with others.
>Training room
Great addition, awesome place to test weapon moves, evasion, damage numbers, items.
>Hitboxes
They are usually good enough, the misleading ones tend to be so in a way that you can kind of intuit over time and learn.
>Sticky ammo
Yeah its funny and broken-ish, LBG with rapid fire Sticky 2 is something to behold. KOs, ignore hitzones, high mobility, synergy with Evading Reload. Silly ammo type.
>MH "vets", limited action game crossover
I feel this is a huge shame, both spheres could stand to learn from each other. The boss fight focus and emphasis on melee aiming/positioning is pretty unique to MH, and having some perspective would help the MH community immensely. (though I never fought him, the AT Nerg example seems representative)
Also the "veteran" term is so fucking dumb, nobody uses this in other communities which is a bad sign IMO. Just promotes dumb takes based on how many games you played when you were 14.
>Clutch claw
This is nearly universally hated at this point. The tenderize mechanic is just a chore you have to do for most weapons, light weapons have to do 2 attacks to tenderize, flinch shot trips monsters too often, attaching to the monsters puts a lot of pressure on the hitboxes to be clean. There are upsides, like being able to attack/ground flying monsters, but that doesn't make up for it.
>Guiding lands/decoration RNG
In Freedom Unite and before, all equipment is craftable, which is my preferred system. In Portable 3rd and after, charms were introduced, which are generated randomly within certain limitations, and grant skill points and decoration slots. Getting lucky with a really good charm can give you some powerful builds, but you don't really need it, especially early on. A charm with 3 slots and points in some decent skill (reasonably common in mid-late game) is good enough for basically all content, I don't go out of my way to farm for charms ever.
World swapped it, so that the charms are craftable and the decorations random. This is way more annoying, as builds use many more decorations (10-15) than charms (1). Additionally, they're all drawn from a giant pool based on monster difficulty.
In previous games, if you needed an Attack decoration, you would be looking for a certain item, say Rath Wingtalon, and you would have an idea of who to fight and what to do (Rathian/Rathalos, break the wings, maybe carve the body). The droprates are usually pretty generous and you would make steady progress on your materials, learning the fight as you go.
In World you can't target a specific deco really, it's just random, so you hunt whatever random monster is in the tier you need and pray it drops. The Guiding Lands (called Grinding Lands by the community) is another layer to this, since you have to level up the areas by hunting random low-tier monsters in order to get access to the high-tier ones.
The whole thing is just dumb. In patches they added some mechanics to make the Guiding Lands stuff less random, and you can bypass the system to some degree by making equipment from the monsters added post-launch, but still. IIRC Rise reverted back to the random charm + craftable deco system, probably for the better.
Overall a really good series, World is a lot of fun.