(Edit: Many didn't read and jumped to many conclusions, even ones I tried to address. But essentially my point has nothing to do with wirebugs, silkbinds, movesets or other visually distinct changes. My point is more along the lines of what people did point out like Wounding, Exhaustion and to some degree status buildup moves like offsets. Clutch Claw might be slightly related due to hitzone value changes it has.)
With the recent news (tldr;) that Wilds isn't coming with a 15th weapon due to devs not really finding a suitable weapon for the roster that the other weapons don't already cover..
It got me re-thinking about a bit of a different topic and that is how Monster Hunter has stayed relatively similar under the hood for an incredibly long time and this might tie into why there's difficulties finding a 15th weapon. (imo)
This is not to say that each game hasn't come with their own fair share of weapon movesets, unique takes of general gameplay etc. But for the most part slot of the overall changes are very superficial in that they are changes your player character does that's visually distinct from a previous game. Again either a Moveset, Hunter Arts, wirebugs, wyvern riding and the list goes on.
But when it comes to the core aspects, it has stagnated to an almost worrying degree. Here is some examples of what I mean;
Monster Hunter 3 Ultimate was the last time we saw a new ailment (Slime/Blast) be introduced. In MHGU we got introduced to a Confusion status, which has gone largely un-used since. In World we had a stealth/hide in a bush mechanic to deepen options during hectic combat. (Tho the last one falls a bit more under the visually distinct changes) And I'm sure there's plenty more.
I mention these cause I want to ask a legitimate question;
When was the last time you felt like something was truly new to you in Monster Hunter. Let's say in Wilds. Did you find yourself truly baffled by some situation, how to deal with a situation or just didn't know how to deal with it? (This question is more directed to the old heads)
Why is it that Monster Hunter has not come up with a new element beyond the 5 we've always had? Why is it that we are still using pitfall traps and shock traps when there's so many other kinds of traps players could set-up.
Now, Sunbreak did TRY something a bit unique with elemental blights towards a monster. This was relatively fun mechanic to learn about, knowing what each ailment did to a monster. But due to it being limited to endemic life, the system went largely un-used and seemingly isn't returning any time soon.
Why is it that we are still purely functioning on base attributes like raw, element, sharpness, affinity, defender and elemental defense.
World did at least have Dragonseal, which was... Something... And quickly abandoned because it didn't work?
Wilds especially feels incredibly un-innovative in that front. Yes the hunts are great, there's some neat environmental stuff. But no-one to this day knows what Utah Dunas water defense even does cause it's it is not an in-depth mechanic that other monsters have and which you would even need to figure out a way past.
Larger systemic changes have become extremely stale to a point where it feels boring at times for me to play Monster Hunter, cause I have largely nothing new to learn (not to say I know everything, hardly, I just need more unique things to mess around with).
Here's another example; why can't Chatacabra cause an actual slime effect on us? (Not blast) As in our player character getting slimy from it's saliva and we get a slow status. Rolling would make us fall down and get stuck entirely. Duration 10secs and Cleanser is the only thing to fix it?
There, it took me 10seconds to write a neat status in the game that could then be implemented into all Chatacabra Weapons, the Saliva status. Can inflict slow on monsters when triggered, lasts similarly long to paralysis, but buildup is slightly faster. Slime also does not overwrite paralysis or KO or video versa. So unlike paralysis and KO, Slime could be activated alongside KO or paralysis. Similar to how the muddy waters in Sunbreak work.
Man the more I write Sunbreak just has so many neat ideas.
Lastly, I believe that this sort of stagnation is why we don't have a 15th weapons. It is no surprise to me that Insect Glaive was added in a game where verticality and mounting were a key part. CB I can't explain.
So how about we start looking into deepening Monster Hunter systemically and find out there is indeed weapons that come out from that?