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Weapons come with specific skill-focused bonuses on them, like one focused on health, another on crits, another on stun power, etc. Unlocking and upgrading them all is ideal, as they also have stats to unlock and act as permanent bonuses, even when not in use.
Sigils are passive bonuses you slot onto your characters. Increased health, crit chance, ranged damage, debuff resistances, etc. This is where a good chunk of your utility and strength comes from.
Reach levels 80/90/100 to unlock Over Mastery. This lets you spend MSP to get a random assortment of additional stats that you can reroll as often as you want to get the perfect stats.
The MonHun-like structure is that you enter missions to get materials to upgrade your weapons and sigils, as well as acquire money and MSP to level up your own stats. Go in, complete the mission, leave with the spoils.
There is no prepwork like in MonHun. No traps or any other inventory to organize.
* Weapons : mats to level, different mats to uncap a wep's several max levels stopping points, awakening the ascension weapon and grabbing late-game rare mats for its many ascension ranks
- Farming for and slotting the right gem (wrightstone) into your weapon
- Farming final mission for exclusive weapon per character (think Fatalis armor in MHW, best-in-slot) (RARE and rolls for UNLOCKED characters)
* Farming for late-game sigils, especially those with two passives
- Farming for curio box-specific sigils which are best-in-slot
- Farming for character-specific sigils from "gacha" (which is relieved through save scumming to reroll)
* Getting the right Over-mastery passives after you finish your mastery tree
Good luck.. Big time sink to gear your party instead of one character and unoptimal DPS.
PSO/Monster Hunter-like mission system
Certain characters can equip skills that grant debuffs like time stop and paralysis for example.
-Mission based hunt system. You can also break parts like usual.
-Each character plays differently.
-Four active skills (changeable) that you just click and use with your normal basic moveset.
-Upgrade character via farmable skill points. (short of resources at the start but it eases up)
-Upgrade character via gears (sigils and weapons). Most of the grinding end up going here. You have level for your gear, and you can +99 it, and then awaken it. All require different resources.
-You get limited amount of potions per match like Dark Souls (except that you have 4 types)
-No traps and the battle is not so "slow and clunky" (MH trademark). You just have your standard skillset of different attacks, buffs, debuffs, heals. Like one of those MMO things. No stamina bar either. When you die, you get a shared Critical bar that depletes the longer you stay 'dead'. You can revive as many times as the critical bar allows you. Once it reaches 0 everyone loses. So its more "how long people stay dead" and less "how many times you die".
You build your chosen character in this game through the use of passive bonuses called traits. You gain traits through your weapon and sigils mainly.
Each character also has a skill tree but you'll just end up buying every active skill and passive stat boost eventually.
Weapons are pretty straight forward. They mainly boost HP and attack. They also give you ranks in various traits too.
Sigils are your main source of traits and they come in various rarities. You can also find "+" sigils as well that have a random second trait.
Traits are passive stat boosts that come in various flavors. Some are simple and just boost your attack, HP, Critical Hit chance or Critical Hit damage. Others are more situational and boost your attack based on what your current HP% is or buffing you when you perfect dodge. Traits have a max level like how armor skills work in Monster Hunter.
Wrightstones are an additional source of traits except what traits they give are semi-random. A stone's main trait always seems to be the same, but the other two are random. They work like weapon enchants in other games. You consume the stone to grant your weapon additional traits. To be clear applying another stone to the same weapon overwrites whatever the previous stone gave it.
There are also character specific sigils that unlock once you're far enough into the post game stuff and those are tied directly into a character's unique mechanics.
Similar to how all the different weapons in Monster Hunter play very differently, the characters in Relink also have very different playstyles.
I just unlocked the hardest tier of missions and but they AI had no trouble handling any of the missions I did before this tier. I assume they'll manage at this difficulty too assuming they're around the same power as whoever your main character is. You could also easily build all three of them to support your main character if that's what you want to do.
You grab and go on quests from a hub, but Relink doesn't have any tracking or exploration really. The story has some of that stuff but post game missions all appear to be linear affairs where you drop into an area, and fight a bunch of enemies or a boss.
No trap usage of any kind in this game. Some quests have throwable objects like explosive barrels but most part you and your allies are doing all the damage yourselves.
On a final note, the game does resemble Monster Hunter on the surface but I would say that Relink has faster, less rigid combat if that makes sense. You can cancel a lot of your attacks into a dodge for example. You also have dedicated buttons for each of your character's 4 skills(special attacks, buffs, etc) rather than having purely combo based attacks like Monster Hunter.
TL;DR: Relink's gameplay loop is similar to Monster Hunter but the combat feels different.
It sounds like it takes the things from MH that I like, and leaves behind the stuff I hate (slow/rigid combat, traps, prep, etc...)
Much appreciated! going to jump on this game.