At the back end of last week, the Playstation State of Play gave us a look at some new bits in Monster Hunter Wilds, and included details on changes coming to weapons at release. This is post-beta, so a lot of people will be pleased/saddened to see what’s changing.
I think the big takeaway here is that Capcom are clearly listening, and seemingly, they’ll continue to do so. Things can be tweaked and changed, and so long as we, as a fanbase are clear and consistent with things we’d like to see change. It seems like things will, indeed, change.
Also, Insect Glaive is back on the menu boys. We’re eating good on launch day!!
Getting hold of this information between videos, translations and other posts online has been harder than you’d think! So we’ve done what we can to get a good overview, but please do bear in mind there’s likely stuff we’ve missed, and it could even be slightly inaccurate.
There are also some changes are still under wraps, and there’ll undoubtedly be more tweaks as we get closer to release.
Hitstop
The big one is that Capcom have cranked up the hit stop, and they might even give it another boost before launch. This should make those meaty hits feel even more satisfying.
Monster Hunter Wilds, in beta, felt a little tame in comparison to other games in the series, and that’s largely down to hitstop.
In plain terms, hitstop is the small lag that you feel (and see) while hitting a monster with a charged attack (Level 2 or higher) or a regular combo. This feature is best felt in weapons that dish out a ton of damage in a single hit, i.e., the Great Sword, and Hammer. Even the Charge Blade (ED/SAED), Switch Axe (Axe Mode), and Hunting Horn also exhibit hitstop.
If you’re familiar with the Great Sword, for instance, you would recall that while trying to land a Charged Slash, you always get a small lag between your hits, especially during True Charged Slash.
It basically attempts to replicate the friction that a weapon would face while trying to go through a monster’s hide. If that makes sense?

Great Sword and Long Sword Adjustments
The True Charge Slash for the Great Sword has had a proper overhaul. They’ve improved the hit stop, sound effects, and, crucially, the damage. Expect some seriously meaty hits.
However, the Long Sword is getting a bit of a trim. The developers reckon it’s a tad over-tuned, so expect some nerfs, particularly to its ease of use and hyper armour.
Will Monster Hunter Wilds see the Long Sword continue to reign supreme in the series? Or will some of these changes help lift other weapons up into the same tier? It’ll be interesting to see over the lifespan of the game.
Bow, Hammer, and Hunting Horn Changes
For the Bow, it’s a bit of give and take here. Normal attacks and Arc Shots are getting a boost, but Tracer Shots are being nerfed for better balancing. Wound application has also been adjusted.
Having 2 weapons for a hunt in Monster Hunter Wilds means I’ve locked-in on the bow as my secondary. Seeing the attack boost is great. Although the tracer shots getting nerfed is a bummer. Makes sense though, if base damages is higher anyway
The Hammer’s upswing attack won’t be launching your mates into the stratosphere anymore. It’ll now cause a flinch instead. A change that some players are not happy about, but the dev team are sticking to their guns.
As for the Hunting Horn, team buffs have been re-balanced to stop it being a “meta secondary” weapon. Self-buffs are more powerful, while buffs for others have been reduced. Switching weapons won’t extend buff durations anymore.

Gunlance, Lance, and Charge Blade Updates
No major balance changes have been announced for the Gunlance, but the reduction of friendly fire will have an impact. Expect less knockback from moves like the Wyrmstake Cannon.
The Lance, however, has seen loads of changes. The Charged Counter can now be chained from any move and allows guarding while charging. Power Guard charges faster, and both Perfect Guard and Power Guard can be chained into a new payback thrust attack. Guard dashes are faster, and the moveset has been refined.
Regarding the Charge Blade, while the Super Amped Element Discharge (SAED) combo flow won’t change, its damage values will be adjusted. Savage Axe mode is currently overshadowing the SAED.
Sword and Shield, Switch Axe, and Insect Glaive Improvements
The Sword and Shield is getting a proper overhaul. Normal and Perfect Rush combos have been buffed, and responsiveness has been improved. Evading is easier, hit stop has been increased, and you can now use a rising slash while guarding. In Monster Hunter Rise I started out, trying to be a Sword and Shield guy, but moved back to Glaive quickly. Not because it’s bad, but because I missed bouncing around. I do often think about giving it more time.
Switching into sword mode for the Switch Axe is now more satisfying. Full release slash has increased power and hyper armour. Counter rising slash is easier to use, and focus strike animation lock has been shortened. Sword mode charge speed will be buffed.
Finally, the Insect Glaive has a whole host of changes. The new Descending Slash is now an offset attack, orange extract negates knockback, and having all three extracts negates wind pressure, tremors, and roars. Vaulting dance and bounce are back, and aerial attack power increases with each vault. When Monster Hunter Wilds was throwing me off, by giving us a weird iteration in the beta. Suddenly we’re back on track!

Other Weapon and General Gameplay Changes
Changes are coming to the Dual Blades, Light Bowgun, and Heavy Bowgun, though specific details are scarce.
In terms of general gameplay, elemental damage is being increased. The developers have promised to buff weaker weapons, so hopefully, everything will feel balanced and enjoyable at launch.
And, of course, this is just the beginning. We can expect plenty of post-launch support and updates, just like with World and Rise.
So, there you have it. Get ready to dive into Monster Hunter Wilds with a fresh perspective on your favourite weapons.
We’re only days away now!
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