In a franchise first, Monster Hunter Wilds lets you carry two weapons, stashing the second on your Seikret when not in use. It’s the game’s best new mechanic. At least, it would be if I remembered it. Mostly, however, I don’t. It’s only when Zoh Shia turns the ground into lava and ragdolls me against a boulder that I remember. I left a bow on the bird. Here I am flailing away with a Great Sword, missing every other swing against Yian Kut-Ku, Dual Blades forgotten in my Seikret’s pack. I’m not a diligent planner, and it’s hard enough remembering to pack a weapon with the right reach and element. Fetching it from my bird in the heat of the hunt? That’s a bridge too far.
Twice the Firepower, Twice the Forgetting

The ability to carry two weapons in Monster Hunter Wilds is a big deal. That’s because weapons in MH perform almost like classes in other games. Your combo list, mobility, guard options, and more can change just by trading your Lance for an Insect Glaive. The strategic possibilities this opens up are numerous. Maybe you want to carry a Bow and Great Sword, softening monsters from a distance before going in for a mighty cleave. Maybe a Hammer and Dual Blades is more your speed, letting you alternate between stunning bonks and a flurry of cuts. I love everything about this mechanic.
Well, almost everything. To be fair, it’s user error. I get caught up trying not to get stabbed by Lala Barina or gooed by Rompopolo. I’m not used to half my equipment being strapped to the back of an 8′-tall incandescent bird. Typically, it’s not until a Wyvern downs me and tap dances on my spleen that I remember that my Seikret has backup gear. This might be a bigger deal if my loadouts were consistent. With dozens of hours in World and a good chunk in Wilds, I’m a fledgling hunter in many ways. Maybe if I were a hardcore Long Sword enthusiast with every cooldown and combo memorized I’d fare better.
How Wielding Two Weapons Changes Monster Hunter Wilds

Why is the abillity to swap between two weapons in Monster Hunter Wilds such a big deal? A few reasons. Range is one. There are a few monsters that are pure pain to fight at certain distances. Whether it’s because they fly, have AoE attacks, or just the ability to whomp melee fighters into a pulp, some monsters demand certain weapons for best results. You can hunt any monster with any weapon, but certain pairings make things harder. Having two weapons relieves that pressure. By bringing weapons with different speeds, strengths, and elements, you can have an answer to far more situations.
One of my favorite parts of Wilds is its ability to smooth the franchise’s rough edges without losing what gives Monster Hunter its identity. Players who like their hunts difficult can still have that. Those who want an easier or just more customizable experience, however, gain a ton from these QoL changes. SoS Flares are an invaluable addition, but I think weapon swapping is just as significant. Sure, I only remember my backup weapon about 20% of the time. That’s still been enough to transform how I play the game. It’s also made the franchise the most fun it’s been for me yet. Now I just need to remember my Great Sword can guard.