I’ve already argued about hunter mobility and jet-packs, with mixed responses as to whether or not they need rethinking. My other issue is the strike system. I understand the need for it, especially early on when the monster is level one, but at level 3 it just serves as another barrier for Hunters to overcome in order to stand a chance against a fully leveled monster.
If a hunter team does particular bad at the beginning or mid game, they are SEVERELY crippled later on; or it could just be done to one bad fight. The strike system is a good idea during long fights as it helps balance out the fight (EG. Monster wipes three people out. Uh-oh they’re back to full health! That’s imbalanced).
BUT, if it gets to the point where all four hunters have two strikes against they’re name, they cannot do jack against a monster. Okay, so perhaps a very highly organised team could pull something off, but that’s few and far between. An example I’d like to draw upon is a game I played earlier today. Both sides did really well, however the monster reached level 3 and we lost a particular fight by a mere few bars of the monster’s health. The monster was able to retreat and armor up whilst only one hunter was left standing to defend. Upon re spawning, all hunters were wiped out within a mere few seconds due to the strength of the monster and the strikes against them.
My suggestion: Upon respawning, remove ONE strike. This way the hunters are not too crippled as to get one-shotted by, say, a level 3 Lightning Bolt, but are not too strong as to completely make redundant the monster’s previous attempts to whittle them down.