I main gunlance, and the switch skills are so different that I'm a bit set in my ways, but this adds a dynamism whereby you can now identify what might be really helpful against a given monster and deploy it. This is a small change, but as you play more it becomes clear how much it improves the hunts. Skill-switching kind of stands for Sunbreak as a whole. Later it becomes even more woven-in to the fabric of your hunting style, as you acquire buffs that activate when skill-switching, allowing you to go overkill on things like weapon sharpening and minimise downtime. At first this is just a nice thing to have, and comes with a neat bespoke animation that can transition into a dodge. One change introduced almost immediately is the 'switch skill swap', which essentially lets you take two different loadouts of switch skills (think: special moves) into battle. MONSTER HUNTER INTERNATIONAL GUARDIAN SERIESTo an extent this has always been the Monster Hunter endgame, and most longtime fans of the series won't bat an eyelid, but a full-price expansion frontloaded with fights against palette-swapped versions of older monsters with a few new moves… it's not as exciting as I was expecting. Sunbreak quickly promotes your hunter to Master Rank, but you won't see a truly new monster until you're ready to go to Master Rank 3-which is a good dozen hours of hunting. It's a theme that continues for arguably longer than it should. While it's got some new moves and, hey, it's a new Rise fight, this is an extremely familiar monster and encounter. Your introduction to the expansion is a variant of the Hermitaur, a crab-like enemy. The opening of Sunbreak does, however, leave much to be desired. A full-price expansion frontloaded with fights against palette-swapped versions of older monsters is not as exciting as I was expecting.
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