Comandr
Member
Many new players also picked Royal and safely magic spammed everything to death, waiting for their MP to slowly recharge between encounters thanks to the MP regen ring.
Many new players picked Temple Knight and stomped everything with the halberd's incredible early 2h R1 damage.
Many new players also used co-op to summon more skilled players that beat everything for them.
Many new players went through the entire game without finding the second blacksmith, learning to parry, understanding scaling or non-standard upgrade paths, knowing what the Boss Souls were for, experimenting with other weapon types, knowing you could two-hand weapons, understanding what the stats did, etc.
Demon's Souls gave you hints on how to play better, but it didn't force you to do any of that. If you fumbled through the game, the devs were cool with that. That's why it succeeded, because it presented you with a challenge and let you overcome it however you could. Same with Dark Souls, Bloodborne, Nioh, and any number of similarly challenging games.
If MH wants to keep the timer, let it exist as a means for giving additional rewards to fast, skilled hunters, not as a means of putting down less skilled players.
This is why I don't want the timer to be anything more than a fail state. You make the argument yourself. If a fast completion offers bonuses, then what's stopping hyper geared G rank players from coming in and destroying low level quests for their buddies to "power level" them?
No. The timer is good. Instead of having a two hour war of attrition with a monster that could feasibly beat assuming you just never took any damage, the timer acts as a gate. If you don't do enough damage to beat a monster in a very generous 50 minutes (I can only think of maybe 2 or 3 times in my entire MH career that I have run out of time) then you need to have better gear.