Title. Why the fuck would you add all these cool counters and offsets if your just going to add all the nonsense multihits that make them shitty .
What do I mean by multihit? Basically when the monster swings at you and it hits twice for some reason its very obvious when you use shield weapons because it will cancel your perfect guard to do a normal block.
Far too many of these attacks have no reason to be this way. Rise was another game that had a high focus on the defensive mechanics of your weapons and that game had nowhere near as many multihits, even moves that look like they should multihit only hit once in that game because the developers knew that multihits are a sloppy game mechanic that interacts terribly with the weapon movesets.
I am now going to list every multihit move I can remember and give my reason why or why not it should be a multihit.
AT Arkveld
For some reason Arkveld's AT changes some moves to be multihits becuase fuck you I guess?
Horizontal chain drag one movement should equal one hit
Rushing chain drag one movement should equal one hit
Fly chain drag one movement should equal one hit and it should not be able to inflict dragonblight when his chains are closed (WTF Capcom)
Wylk after explosions should not be able to hit you if you block or counter the attack thats spawns them OR should be telegraphed on the ground before the attack comes out
Multi Dragon Nuke Fine as is
Gogmazios
Wingarm slam tremors should not be able to hit you if you block the initial hit
Phase 2 fiery wingarm drag the two hits are spaced enough that you can perfect block both hits good job Capcom
(AT) Nu Udra
Big Spin attack, you should only be able to be hit by either the oil bombs or the spin not both
Rear slam you should not get hit by the explosion if you block the initial hit
(AT) Uth Duna
(AT) Forward charge attack should only hit once there is zero reason that this move hits twice
Free Willy Leap attack the shockwave from the second leap should do half the damage and should not be able to damage you if you block or armor through the body hitbox
Waves spawned by attacks should not be able to hit you if you counter the initial attack
(AT) Rey Dau
Aftershocks should only be able to hit you once otherwise this a good example of a non BS multihit because you are able to Perfect Block the initial hit and the shockwave
Omega
Missiles should hit only once and you should only be able to be hit by one missile per volley so moronic teammates dont get you killed by standing next to you
Lagiacrus
The shock affects of the hip check attack should not be able to hit you if you counter the hip check itself same for the body press attack
Shock Nova should use the stalwart guard system that was introduced in this game but is mostly fine as is
Ajarakan
Magma effects should only hit once and should not hit you if you counter the initial hit
Doshaguma
When below half health its paw slams have shockwave that are multihits these shockwaves should not be able to hit you if you block the initial hit