As a monster player (player level 28 for context) I’ve been playing with all the monsters except Kraken, Kelder and Bob, and my total results are 4 losses to 98 wins, frankly I feel bad about pubstomping and I’m trying to give them a chance (except the git vets who pick Sunny Rogue Val or Extramuralised Lazarus, I eats them). I try to down one hunter per dome and let health loss or time drop it the rest of the way; I scare a lot of birds to let them know where I’m going; I fight in bad spots etc.
I’m not even close to a world-class monster, and I can tell you the skill gap is VERY noticeable. Compare a veteran Val Hank pair to two new players who’ve hit 25ish by now, the newbies are getting much better at using their skills properly and dodging what they need to but the vets still make them look like they’re AFK.
I have the same problem with Stage 2 that I’ve had for a long time with Evolve, I still think it’s too bursty. It can be AMAZINGLY frustrating getting a hunter to a tiny fraction of health only to see them suddenly shield bursted. Then Heal bursted. Then jetpack away. Then getting F***ING HARPOONED. I’m of the opinion that damage and healing / shielding should be lower across the board to the stage that hunter health bars become a lot more like the monster health bar - if the monster player is consistently landing their abilities and hits it shouldn’t plummet like a stone but it should be going down faster than your medic can keep it up and it should stay down for long enough that you can’t just get burst healed back to full in the space of one trip up and down a cliff. That way it becomes all about teams having to consistently outplay each other, rather than A) a hunter getting caught with a Wraith combo and dying straight up or B) a hunter kiting around a rock for a couple of seconds and regaining half their health.