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Yes u pick one, with sunbreak u can pick 2 since u can switch them in combat
Region locked on pc, not on switch
U can download a mod to change that, or just change ur download region to something more popular
U can turn the option and change it so u can keep attacking so no
2. Player base is decent for end game, better if you are in populated servers like Japan or US. For early game and some niche quest it might be hard to get teammates since the matchmaking system is worse compared to World. Region lock can be countered by changing your steam download region, or via mods.
3. Monster riding breaks the flow of fight more than clutch claw and felt much more like a mandatory feature, but it only happen once every 10-15 minutes naturally so I guess it's alright.
4. You grind for jewels that contributes to that 1-3% of DPS for min maxing in Iceborne. You grind for RNG armor/charm that gives could theoretically give you more than 10% DPS increase but with a 100 times worse chance than getting an Attack 4 jewel.
Wyvern Riding can be completly disabled in the options. Wack the monster a few times and he'll get back to fighting. If you use this option, Wyvern Riding still breaks the flow of the fight like the Clagger from IB, but at least it only happens once instead of like 3 to 5 times per hunt.
Thanks for explaining number 1 to me. Generally confused the terms. I'm still in base Rise, I was wondering, with my current options to me, are switch skills and silkbind attacks something that's all on one singular slot atm?
are switch skills and silk binds in the same "slot"? I noticed some weapons cost a wirebug while some just change how the combos can play out. Are switch skills tied to the silkbind attack as an extended feature?
2. Playerbase is region-locked but it's pretty easy to change regions. Just change your download region on steam, which is like 4 clicks.
3. Monster riding is so much worse than clutch claw for me. You can pick a monster from spawn and ride it all the way to the target monster at the other side of the map for some damage. The target monster will be on the ground pretty much all the time (~60+sec) while everyone just beats it to death. And this can be done multiple times per hunt in some cases.
Some people even take the target monster mid hunt and ride it all the way across the map to hit some random monster so you can ride that random monster and beat the target monster.
4. You pray to the RNG Gods on pretty much everthing but your weapon. So pretty bad if you want something specific. In World at least there is a smaller number of choices on deco RNG, Sunbreak is just a nightmare with pretty much complete randomness.
Switch Skills are all weapon moves/combos/special attacks that can be switched to an alternative version.
Silkbind moves are weapon moves that consumes wirebug.
In Base Rise, some silkbind are not switchable, because their alternative is only available through Sunbreak's progression. In Sunbreak, all silkbind moves are switch skills. This is why for 'Switch Skill' menu, you only get 3 slots in Rise but 5 slots in Sunbreak.
Switch skills contains silkbind attacks but also some other movesets for a weapon. For example, Long Swords' draw attack can be converted between two different versions, so it is one of the switch skill. However since the draw attack doesn't consume wirebug, it is not a silkbind attack.
All silkbind attacks are switch skills in Sunbreak. Some silkbind attack alternatives are only unlocked in Sunbreak, so in base rise, some silkbind are not available in the switch skill menu for you to choose.
Could you perhaps give me an example of the 5 slots for either of those weapons in sunbreak?
I get the silkbinds and switch skills but I am a little confused on how you fill the slots.
Using the long sword draw attack example, am I forced to choose one of those 2 draw attack options as one of my 3 (5 sunbreak) slots?
Tackle - Guard Tackle
True Charged Slash - Rage Slash
Charged Slash Combo - Surge Slash Combo
Hunting Edge - Adamant Charged Slash - Strongarm Stance
Power Sheathe - Backslide
The slots aren't really something you "fill", the first move of each slot is part of your moveset by default, and the switch skills are simply an option to replace it.
1. Charged Shelling: the same as in Iceborne (hold shoot to charge and do more damage) // Blast Dash: new skill (mobility, hold shoot to charge forward)
2. Quick Reload: same as in Icerborne (the quick reload after attacking) // Guard Reload: new skill (slower reload, charges 3 (i think) bullets blocks for a second after the reload)
3. Wyrmstake Cannon: same as in Iceborne (the thing that latches on the monster and explodes) // Eruption Cannon: new skill (a buff to slash attacks for a while)
4. Ground Splitter: new skill (moves you forward, does damage and buffs shell damage for a while) // Hail Cutter: new skill (sends you up, reloads and reduces cooldown of Wyvern's Fire, the big boom) // Bullet Barrage: new skill (does everything at once, charges you forward, uses the skills on the 3rd slot, so Wyrmstake or Eruption and uses all shells)
5. Guard Edge: new skill (a counter that gives you back some sharpness) // Reverse Blast: new skill (launches you backwards)
The skills for 4 and 5 uses wirebugs.
You have to pick one option for slot. So you can't, for example, pick nothing on 1 and take two skills on 3
I don't use most of the Greatsword stuff either since I play it old-school... which is to say I don't combo. Just first charged slash. Which means the only Switch-Skill / Silkbind of any use to me whatsoever is Power Sheathe.
Extra skills that use wirebugs to execute. Like Hunter Arts, kinda... though that won't mean much to you if you never played MHGU. Some Switch Skills are Silkbinds, but not all of them.
A bunch of d!cks. Got about equal chance of being helped or hindered. Better to just solo most things.
Yup, but that can be bypassed with a mod.
Kinda. I mean it is better than the old mount system from 4U through to World... BUT Rise makes just about everything do mount build-up, so they tend to kinda force it on you whether you want to make use of it or not. So yeah, it is kinda invasive... but you'll probably take a while to get tired of it.
Pretty horrifying. At least if you're counting both the charms AND all the Qurio nonsense.
I've got the charms I want and ignore the Qurio bullsh!t on principle... so I have effectively avoided the grind.
Each switch skills are assigned to 1 or 1 set of buttons, and you can't do something like put the Guard Tackle into True Charged Slash's slot, that's not how it works.
The candidates are unique for each slot in the Switch Skill's list, and non of the slots can be empty. If you don't see the slots in your list, it means you haven't reached the point of the game where it unlocks the candidates for that slot (for the buttons/combos)
Though I must say, if you exclude the player base in the steam forum, the environment within game itself is still somewhat friendly at the very least, people either communicate for coordination or are too lazy to use the lackluster chat feature.
There will always be people who don't have a clue for multiplayer mannerism like they will insta-cart for not collecting spiritbirds or they will wyvernride main target across half the map but well, random multiplayer has always been like this.
My experience has been more positive than negative on PS4 with Iceborne. The deco RNG hasn't hit me particularly because I really don't farm for them. From what I gather from Qurio farming, its augmenting pieces of armor randomly with positive/negative stats which seems actually engaging but could also be a nightmare and I couldn't sit there for 200 hours farming to make my vambraces gunlance approved. Min maxing is for the younger or at least less time sensitive crowd.
That being said, the idea of so many swappable skills seems fun. But if they aren't balanced well, I am sure there are some dead ringers making lots of the switch skills or their counterparts obsolete by default.