I don't mean in a mechanical kinda way. I like the fact that it is challenging. But the entire idea of beast hunting with multiple people i.e. companions is so dull. The game just boils down to damage. Do enough of it and there is no real reason to pull people. You don't need a hammer guy to stagger and interrupt. You don't need a guy with tough or gaurdian to tank certain hits for you or stop an advance. Or a guy who specialises in part damage to skin the monster slowly. You don't need a guy with medic or mender to heal. You want 4 guys that can hit like a truck and maybe dodge a few attacks. (I play on my console so everything might not feel the same to pc players)
Half of the items in this game makes no sense.
Why would anyone want to not get staggered every 15 seconds when you can fill it up two other better perks?
Why does iceborne synergy's with what is meant to be the height of risk reward? Why isn't it instead a buff that triggers when someone drops below 50% and on a cooldown?
What is the deal with the cell 'strategist'? Are you suppose to constantly roll around and help with a 150 shield?
Why is the engineer perk taking away my healing all to give me a wider aoe? Why not make engineer perk a unique perk that allows the use of pylons with pylons being able to be constructed seperately when the engineer perk is chosen and balance the perk around that? Or make it a legendary helm that takes away a cell slot for the ability to use pylons instead.
Why can't my molten edict cannon ball interupt someone but my weighted chain blades can?
While we are here, WHY can my chain blades interupt if they are meant to be played with finesse? Why would chain blades have both the ability to interupt and dodge using its mobility while others are left rolling? I agree every weapon should be able to interupt in some form but interupt should be harder for faster weapons and easier for slower heavier weapons. And yet I can get someone down easier with my chains due to longer range and sweep.
Why is poison pulling a potion and NOT a cell? Like a cell that makes similar to how fire proof reduces the duration of poison and at 4+ gives the ability to pull poisons for a buff every x seconds?
Why does the insulated cell at 6 not allow people to pass through the Stromclaw cage? Wouldn't that make it atleast somewhat useful? Else what's the use? Oh no I can't use the tonics I already used? The most scary thing about it not being able to use flask gamedy you can literally wait out shock with no repercussions. Frozen is hard CC. Burning and poisons are DOTs. Atleast you can justify that. Not being able to use or interact with items is not something that is really worrisome when you can jump and dodge around.
Speaking of anti elemental cells, Molten. Why isn't it more support focused cell? It's practically broken in the sense that it makes so much sense when fighting a fire behemoth but also makes sense just to have it because it buffs your general stats reliably. Why isn't it something like,"Every x seconds, drop a ball that can be picked up to gain y amount of fire resistance. At 4 drop 2 with y resistance. At 5 drop 3. At 6 make you immune to burning" because right now, WHY would anyone take Fire resistant over Molten is beyond me. Infact, why not just make Molten and fire resistant one cell? Situational invulnerability is so much better than weak general invulnerability. Similarly frozen can be bunched in with sturdy to give anti CC where you get out of CCs faster and at 6, you get the ability to neglect a CC every few seconds.
And so on.
But the most frustrating thing of all is why is this gane so boring when I am playing with my friends? We aren't exactly communicating what is happening on the field. I think the most communication we have normally is,"I am down" when they need a revive. Aside from that, it's just us dealing damage. We have no roles. It's either we have the damage or the thing we are fighting has the damage and we are trying to exhaust each other health bars.
And the thing is, there are some hints of brilliance on the game as it is. I like fighting the Skarn as a hammer because the hammer breaks the Skarn's stone skin. It gives my weapon purpose. Similarly, when I fight Hellion, I supply molten to my team mates where possible.
Also stagger damage is the most under applicable thing ever. You spend so much time damaging the behemoth to do one 5 second stun. And unless you have the against staggered cell, you have no adv other than getting in some free hits which is crucial to some builds, I agree. But you know what's more cruicial? 4 people with axes one shotting it. If you can just kill it, why stagger it? Death is the best cc. Why not make staggered beast more vulnerable and staggering actually matter? Not talling about interupts. I think interupts and actual staggers should be different. Interupts should give you shorter windows and no other adv than the attack failing and you getting a chance to counter attack since interupts aren't terribly hard to do. Stagger should have a longer window where the behemoths are more vulnerable even without perks.
And could you for the love of GOD please nerf the damage. Please. A match shouldn't be over instantly no matter how good you are. Like even with expert ability, you should not be killing monster of equal power under a minute. The fights should atleast last a good minute if done by veterans and it should last longer for group of 4 people who aren't as good as them.
And just going all offence should be punished. One of the main reason no one really goes any defensive perks is there is no 'real' downside to offensive perks but the upside is amazing. If someone want to go a completely offensive build, make them dance on the knifes edge. Put them through a 'dante must die' mode every time they pull that sh*t and let only the best pull it off. Let it be a matter of skill and not numbers.
I feel like Dauntless would be a better co-op monster hunting game if there was actual strategy and thought to it. If people could have roles they could play as in the battle field where different weapons have a chance to shine and there is a flow of information between the different roles. Like there is a purpose to each person other than to just add to the damage chart. 4 people going dmg should still be able to kill hard bosses but a well rounded team should be able to do it easier
It doesn't mean it should affect the single player experience in way that enforces multiplayer. It however can change into a more completionist role where the challenge isn't if you can beat a monster but rather if you can master a weapon that is required to hunt down a certain monster. It shouldn't be impossible to beat monster with any weapon mind you but rather each weapon has advantage to it. For Eg. Skarn and alike should be easier to tackle with heavy weapons. Razakiri and Shroud should be easier to tackle with Ranged weapons. And quick enemies that move around a lot like Embermanes should be easier to deal with mobility based weapon like chain blades. You can still kill Skarn by taking adv of his armour peeling off when attacking with other weapons and other flying or mobile enemies with interupts but an obvious advantage should be there.
But yeah. That's my thoughts on the game. I am sure you guys will disagree with me and please feel free to. There are just how I felt when I play the game. It's not lived up to the feeling of monster hunting that I thought I was going to feel. It feel more like a monster farming game.
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