Monster Hunter
Hunter's Handbook
๐ Relevant Posts Only
Keep it related to Monster Hunter. Plain and simple. If it's questionable, be ready to back it up.
๐ Respect Your Fellow Hunters
Greenhorns or oldhats, we all start somewhere in the series. Everyone is welcome.
No racism, bigotry, flaming, trolling, or any other behavior unbecoming of a guild hunter. We're here to play and discuss Monster Hunter with like-minded folks, act like it.
No "game shaming": This isn't a place for title vs title arguments. Take that to steam forums or elsewhere. Compare/contrast mechanics between games, discuss what worked or didn't and how. Devolving into flame wars of "MHX sucks, gib more MHY" will not be tolerated.
No "off-meta" shaming: having fun playing the game is the meta. Discuss strats, builds, and give suggestions, but that's all they are, suggestions.
๐ Original Art Only
No AI art: too easy to spam, too low effort.
Attribute original artists with links, watermarks, and mentions where available. If you don't know the source, say so.
If an internet sleuth finds a poster cribbing others' art as their own, that's a bannable offense.
๐ Safe-For-Work Only
SFW cosplay only: no nudes/lewds
No Rule 34: make your own MH34U
๐ Resources
spoiler Official MonsterHunter.com
MH 20th Anniversary Site
~~Monster Hunter Twitter~~ :::
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In GU there's a higher need for material gathering during hunts and item preparation before hunts. Rise took away the need for cold and hot drinks. Whether or not that was a valid quality of life change, it is a necessity to keep in mind in certain maps in GU. Whetstones, bugnets, and pick axes also break.
Combat has more emphasis on animation commitment, timing, and placement. GU has a certain turn based sort of rhythm in combat. Punishment for breaking the rhythm is higher since there aren't wirebugs to gain distance after getting slammed. I haven't played in a year, but I do remember fights lasting longer than Rise. Some can go on for 20-40 minutes the first time you face a new monster. There are a lot more monsters in GU than Sunbreak. It looks like GU has 93 large monsters vs Rise with 46, Sunbreak with 27, so 73 total. One criticism I've read about GU is the pacing and lack of story. Since it's a generational celebration and there are so many monsters, you don't get the handpicked progression of power that's present in older titles. Rise has a more coherent story, with monsters relevant to it's progression. They missed out bringing back a few monsters, but overall Rise Sunbreak's roster is really strong. With GUs monster roster and weapon skills, there are so many monster vs weapon/skill matchups to master that you basically have near endless content.
Another difference between games is that GU has the old school map areas that you load into, meaning you can get juggled out of the area you're hit multiple times near the edge of the map. I've been juggled out of the area from multiple hits on high rank monsters a few times. It's kind of cheesy, but it gives you a moment to heal or sharpen if needed. In Rise you can wirebug to a higher area or ride your palamute to do the same, so it's different implementation of refreshing mid battle.
GU was my first view into aspects of the old school Monster Hunter games. After playing 150 hours it solidified Monster Hunter as my favorite game franchise.