>>319075001
I feel like the biggest hurdles with a VR Monster Hunter is specifically getting the right balance between the player's new freedom of motion combined with the balance of a monster's more pattern-based movement.

For example what would you do to the player if they got hit by a heavy knockback attack? How do you throw the player about like that? How do you balance a GS vs a SnS if both are technically weightless in the hands of a VR player without feeling like you're being handicapped like just having some arbitrary cooldown timer between hits.

Lots of things that wouldn't translate very well to the VR landscape but could be rethought to take advantage of it.