Like High Rank before it, every one of these quests can be tackled both solo and in online multiplayer, making things easier when dealing with the increased difficulty in quests. Moving up through Master Rank is streamlined, with only two to three quests needed to be completed before moving on to the next part of the story. You can keep the Rampage Skills on High Rank weapons of course, but Master Rank weapons won't use them and will have higher attack stats that are better suited for Master Rank monsters. In Sunbreak, Rampage Skills are replaced by Rampage Decoration slots for your weapons, making your weapon arsenal even more customizable, as these Decorations are not locked to specific weapons. However, they were necessary to get items used to craft Rampage Skills, which granted specific buffs to each weapon. These Tower Defense fights were forced upon the player in the base game and weren't all too popular with fans. It seems like Capcom really listened to players' feedback for the base game because Rampages are nowhere to be seen. There are also new Silkbind moves for each weapon, making each hunt feel fresh and new. I didn't pay much attention to Switch Skills in the base game but the versatility offered with the Swap Scrolls improved my hunting experience tenfold. Players can assign different Silkbind and Switch Skills to each Swap Scroll and change between them on the fly to diversify attacks during a hunt. A large focus is placed on Switch Skill Swap Scrolls, which is pretty hard to say ten times fast but offers options to customize your movesets even more. The new mechanics in Sunbreak are stellar. Monster Hunter Rise Sunbreak Hopping Skewers Dango (Image credit: iMore)
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