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you can reorganize them with the dlc pasta breaker
otherwise you just have to break one to go to the next in line
The auto-equip of picked up breakers is a blessing and a curse. My guess is they were viewing it as saving your remaining loadout by giving a filler breaker at various points in the mission. This is an issue when you pickup a breaker you don't really care for. In that case, it's an incentive to use its ultimate attack early in an encounter to force the breaker you want back in.
I hope this helps. ^.^
I was just frustrated because I'm not sure the game ever explicitly tells you there's no way to cycle through them without breaking, so I was going over the controls and pressing/holding all the different buttons to find out how to switch them out.
I've played through all the games, but I almost feel like a fish out of water trying to adjust to the differences in DMC5.
It would also mess with the toys Nero gets later in the plot, that occupy the two "Unused" buttons in his controls. He uses every button. Hell, I had to map Break Away to the D-pad just to make him work.
It's a limitation, but it forces you to get creative and build loadouts instead of equipping of one each and never firing their ultimates.
? I am assuming this happens close to the end of the game? I have reached chapter 18 and nero still has 0 use of the l2/r2 buttons.
Right at the end. It's all available for NG+, and Nero's SoS/DMD missions are balanced around having it. Nero might as well be a completely different character, since you have less than half of Blue Rose's upgrades and there's a ton more stuff besides.
It pretty much makes your Breaker Arm useless
They probably remapped it. I know I remap a lot of stuff.
So much fun potential wasted...