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Ascendance Is Still Treating World’s Difficulty as a Problem

Rurikhan

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Ascendance Is Still Treating World’s Difficulty as a Problem

30 231 просмотр · 9 часов назад
Rurikhan
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30 231 просмотр · 9 часов назад
Monster Hunter Wilds: Ascendance director Takuro Hiraoka told PC Gamer at TGS 2026 that Capcom is retuning difficulty for the expansion’s endgame — and that Wilds was built so players wouldn’t bounce off a game they already bought. #MonsterHunterWilds #Ascendance #MHWilds Chapters: 00:00 Hiraoka Interview: Capcom Retuning Ascendance Difficulty 02:46 Why 9-Star and 10-Star Don’t Fix Wilds’ Campaign 06:21 Rey Dau Should Have Been a Wall 09:35 Armor Spheres, Crafting, and Forced Progression 13:02 Why Easy Normal Hard Modes Don’t Work in Monster Hunter 17:27 “Players Got Better Than We Expected” 20:30 Rise Village vs Wilds: Which Was Actually Easier 22:26 Why World’s Anjanath Wall Was Good Design 27:30 Ascendance Will Likely Save the Challenge for Endgame 29:51 Players Remember Hunts, Not the Story 32:51 Savage Omega and the Endgame-Only Difficulty Plan 35:50 Boost Bracer Is Not Always On 36:20 Famitsu: High Story Clear Rate Isn’t Proof Wilds Worked 38:22 Why Iceborne Guardian Armor Was a Problem 40:48 Boost Bracer From the Start of Wilds + Final Thoughts