Somewhere along the way, the Monster Hunter community decided that if you’re not running the mathematically optimal damage build, you’re doing it wrong. Not in speedruns. Not in organized competitive play. In random multiplayer lobbies with strangers. People get kicked before they’ve swung their weapon once. New players copy spreadsheet builds before they’ve learned a single monster’s attack pattern. The whole culture has shifted from “hunt the monster” to “parse the numbers” — and it’s killing what made this series special.
Mukluk, a Guild Wars 2 content creator, recently put out a video asking a question that applies way beyond GW2: when is meta a requirement, and when is it just a recommendation? He’s talking about GW2 raiding, not Monster Hunter — but the examples he walks through and the toxicity he describes map onto the MH community so well it’s uncomfortable. And it points to the same conclusion: World broke something.
Mukluk’s GW2 Parallel
In the video, Mukluk walks through specific examples. Brutallus in World of Warcraft’s Sunwell — a boss with a hard six-minute enrage timer where every DPS needed to hit roughly 4,000 damage per second or the entire raid died. That’s a fight where meta matters. If you showed up with a meme build, you killed 24 other people with you.
Then he shows the other side: Slothasor in GW2, where 10 Scourges (a non-meta composition) just stood in poison, spammed shields, and burned the boss down — ignoring every mechanic. Or Gorseval, where a raid cleared the boss completely naked. No gear. On a boss that has an enrage timer.
His point? If a raid can be cleared naked, then kicking someone from a group for not having the “right” build is absurd. And yet it happens constantly. Mukluk shared that his GW2 inbox was flooded with hate mail — not from casuals, not from PvP players — from tryhard raiders who were disgusted that he dared post fun-but-effective GW2 builds that weren’t meta.
Sound familiar?
The Old Monster Hunter Didn’t Have This Problem
I’ve been playing Monster Hunter since Freedom Unite. Meta existed back then — of course it did. People knew which weapons were strong, which armor skills mattered. But the old skill system made optimization a genuine puzzle. Skills activated at point thresholds: you needed 10 points for a skill to turn on, 15 or 20 for stronger versions. Having 9 points in Attack gave you literally nothing. And if you mixed armor carelessly, you could hit -10 in something and activate a negative skill that punished you.
The result? Most endgame hunters ran 3-4 active skills. The tradeoffs were real. Running Attack Up (Large) meant giving up Earplugs or Evasion. And because the system was complex, people respected personal choices. Forum threads were full of hunters proudly sharing their mixed sets — defensive skills, comfort skills, utility skills. Nobody was getting kicked from a lobby for running Evasion+2 instead of squeezing out 5% more raw damage.
The community celebrated creativity because the system demanded it.
World Changed Everything
Monster Hunter World simplified the skill system. Every armor piece now directly gives you skill levels — one point equals one level, no thresholds, no negative skills, no punishment for mixing. On paper, this is a quality-of-life improvement. In practice, it made the “optimal” answer so obvious that choosing anything else felt like a mistake.
Stacking Weakness Exploit 3, Critical Eye 7, Critical Boost 3, and Attack Boost 7 went from being a complex optimization puzzle to being the only correct answer. When you can see exactly what gives you damage and exactly what doesn’t, the entire armor system collapses into a damage checklist.
Then came the damage numbers.
Before World, no Monster Hunter game showed floating damage numbers. You gauged effectiveness through monster behavior — limping, drooling, broken parts. The hunt was a conversation between you and the monster. World put color-coded numbers on every hit. Orange for weak spots. Yellow stars for crits. Suddenly every swing became a micro-optimization problem. Players started chasing bigger numbers not because hunts required it, but because seeing big orange numbers felt good.
And then DPS meter mods hit PC. SmartHunter, HunterPie — real-time damage breakdowns for every party member. The same tools that breed toxicity in every MMO they touch. One player openly bragged about posting DPS charts in chat when they carried. Others immediately recognized the danger — they’d seen what damage meters did to MMO communities. A hunter running Wide-Range support or applying paralysis and sleep would show 20% on the meter and get judged as dead weight, even though their contributions made the hunt faster for everyone.
Monster Hunter Has No DPS Checks
Here’s the thing that makes all of this so frustrating: Monster Hunter doesn’t have enrage timers that wipe your party. That’s the fundamental difference between MH and MMO raiding. In WoW’s Brutallus, if you don’t meet the DPS check, everyone dies. Period. Meta is a requirement.
In Monster Hunter, you get 50 minutes per quest. Most hunts take 15-20 even with average builds. There is no mechanic in standard Monster Hunter that demands optimized damage. Every weapon type, every reasonable build, can clear every hunt. The game was designed around preparation, adaptation, and learning — not spreadsheet optimization.
The one time Capcom actually added an MMO-style DPS check — Alatreon’s Escaton Judgment in Iceborne — the backlash was massive. Players called it the exact opposite of what Monster Hunter is supposed to be. And they were right. It proved that the community knows MH isn’t supposed to work that way. Yet those same players will kick you from a lobby for running Divine Blessing instead of Attack Boost 7.
Mukluk nailed this contradiction perfectly. He asked: when a raid can be cleared naked, how can you justify kicking someone for their build? The same logic applies here. When any weapon and any reasonable set can clear any hunt, the meta enforcement is pure ego.
A Dead Hunter Does Zero DPS
The community’s best counter-argument to meta elitism writes itself: a dead hunter is zero DPS. I’ve seen it over and over — players copy glass cannon speedrunner builds, cart three times, and fail the quest entirely. Meanwhile the hunter with Earplugs, Divine Blessing, and Evade Window finishes in 18 minutes instead of 14 but actually finishes.
Mukluk’s video makes the same point with an example from Mighty Teapot — another GW2 creator who ran a full raid in Celestial gear — every stat, lower individual numbers, but tankier across the board — cleared every single enrage timer with no problems. The fights took longer but were dramatically safer. Given the choice between a guaranteed kill in six minutes and a risky strategy where you might wipe twice and spend fifteen minutes total, the “slower” option is actually faster.
It’s the same in Monster Hunter. The “meta” build that saves you two minutes per hunt costs you twenty when you cart and have to restart. For the vast majority of players, comfort is efficiency.
The Real Cost
The damage this meta obsession does to the average player is real. New hunters look up “best builds” before they’ve even learned monster attack patterns. They skip the entire discovery process — the part where you figure out what works for you — and jump straight to copying a spreadsheet. They never learn why Evasion matters, why Guard is valuable on Lance, why Health Boost might be the single best skill in the game for someone still learning. They just stack damage, cart repeatedly, and either quit or blame themselves for not being good enough.
Mukluk said something that stuck with me: the meta is like a living organism — it changes patch to patch. But the community forgets that meta is a recommendation, not a requirement. And when they forget, they get a stick up their butt and kick people from groups for not playing the “right” way, even when it’s completely unnecessary.
He also said something about communication that applies directly to MH: if you’re going to run something off-meta, talk to your group. And if someone in your group is running something different, maybe see how they perform before you kick them. They haven’t even taken a swing yet and you’ve already decided they’re the problem.
It’s a Game
At the end of the day, Monster Hunter is a game about hunting monsters. Not about parsing damage numbers. Not about matching a build guide pixel for pixel. Not about enforcing conformity on strangers.
Mukluk closed with something I think about a lot: if you want to go Unga Bunga biggest numbers, find other Unga Bungas and go Unga Bunga together. And if someone else wants to do arts and crafts with their build, let them do arts and crafts. There is no need to harass each other.
Monster Hunter was never designed to be a DPS race. The old games knew that. The old community knew that. Somewhere between the floating damage numbers and the DPS meters, we forgot. And the people paying the price are the new hunters who never got to experience what made this series special — the thrill of crafting your own solution, learning a monster on your own terms, and earning your victory your way.
That’s what Monster Hunter is supposed to be. And no meta build guide will ever replace it.

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