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Let me start saying that I am currently playing both Dauntless and Monster hunter rise. I am having fun with both but when playing both I am starting to see why Monster Hunter rise is a AAA game and Dauntless an indie game.

Let me break the noticeable parts.

Bugs

This is a given. I have around 90 hours by now on monster hunter rise and I have encounter 2 minor bugs...same time frame in Dauntless I get around 100+ minor and several major bugs and I hope I was kidding. This is something that makes Dauntless as a product feels amateurish, especially when things break that are not listed in the patch notes. Some times weapons break while no where in the patch notes mention changes, sometimes input controls break when there is no mention in the patch notes, etc. People wonder how something breaks constantly every patch in different features that are not even changed in the patch notes.

Performance

While in the demo I had constant fps drops in monster hunter rise the release product works so good I cannot believe my eyes. In my playtime I had noticed 0 fps drops. Meanwhile Dauntless keeps dropping fps all the time. It's performance is so bad that I believe for that reason the fauna do not spawn unless you are too close. The islands lack the detail,fauna and overall liveness of monster hunter rise...how can it perform so badly then?

This is something that should be looked at , because for sure something is seriously going wrong here when games like monster hunter and warframe can pull it off and Dauntless cannot.

Builds/traveling attacks,etc

This is where it gets tricky, while both monster hunter rise and Dauntless can make some broken meta builds...monster hunter at least can have variety and fun to them. This is mostly because in monster hunter there is no skill to give you attack speed...Attack speed in builds ruin any hope of fun builds as it is mandatory to even have a good time with the weapon you play as. Dauntless would have benefit a lot if they gave an attack speed of 10-20% baseline as every player agrees most weapons feel bad without the wild frenzy perk and remove any attack speed cell from the game.

Some things feel bad, like we have gliders but no method to attack with them, comparing with monster hunter rise I can jump from my dog and attack, I can use wirebug and attack, I can wall jump and attack,etc. It gives so many choices comparing to Dauntless where gliding is only a means of travel.

Currencies

You don't know how much I hate Zennies in monster hunter rise. Everything cost so much, the farming is real...but you know what? It is one currency vs on how many currencies Dauntless have.

Dauntless is infested with currencies, it is not only confusing new players it is also creates dead useless currencies,limiting player choices and tons of other problems as you need new methods of obtaining each one,balancing the economy of each and such. My question is why....why we need so many currencies.

Why not use the monster hunter rise example. Use the money currency and monster parts/gatherables for items. Decorations are craftable that way...why Dauntless cannot do that?

Make more use of the behemoth parts instead of creating more currencies

Selling parts/cells

In monster hunter rise I can sell my monster parts, why not in Dauntless. I know this existed and it was removed. It should definitely get added back.

Loadouts

In monster hunter rise the loadout is a simple list which you can name them and choose easily between them. In Dauntless for some reason it is designed to be as bad as possible. Playing on switch every time I need to change loadout I get a freezing and God have mercy on me when I need to switch a loadout from my 1st slot to the last slot. This is not designed good and it's something I am sure a lot of players feel its inconvenient the way it is. Just a simple list like monster hunter rise can make wonders...not only that it will open more ways to sell loadout slots.

Me vs Monster/Behemoth

When I play these games it is mostly because I love hunting huge monster/behemoths, that give a fair challenge. Most of the time playing a behemoth in Dauntless it feels I am fighting something else than the behemoth. Be it pillars spawning at random throwing projectiles on me , electric pools or whatever. Or the newest addition of primal behemoths which adds again another gimmick. Let me say this that I do not, again do not enjoy them. They are fine on escalations but they should have never existed in the main part of the game which is now hunting grounds.

Heroic behemoths was a good idea. That was enjoyable, existing behemoths but tougher and with few enhanced moves. Why is this idea gone? Why we are forced to play against the same behemoths but at the same time avoid electric balls that spawn behind me or any other unfun part that does not feel I am against the behemoth but against the modifiers?

I would love the idea of tougher behemoths with few stronger moves than the same behemoths but with modifiers. It feels lazy, it feels unfun and it is a bad direction to follow.

People hated modifiers when they were added in trials...why is it now a major part of the game?

Conclusion

I still love the game, If I didn't I would have not played it in parallel with monster hunter rise. This game can still evolve into something good.

Also my english is very bad, sorry if you had to suffer reading this.

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over 3 years ago - /u/CreatureTech-PHX - Direct link

Thanks for the well thought out post! A lot of great points there, and even more added in the comments below.

I've gone ahead and pass this on to our developers to read over.

Thanks again!