MHR:Sunbreak – Campaign Complete

Meaning I’m MR6 with a new cap of MR10.

Monster Hunter games have never been strong on the story front, simply hand waving to present a new set of monsters. You get progressively more difficult monsters and then end up against a mini-mountain to close it off. Narwa was the pinnacle in Rise, and Giasmagorm in Sunbreak. Completing that monster runs the credits and the “end game” begins.

The monster variety in Sunbreak is lesser than I had hoped. You will see every monster but Narwa and Ibushi during the campagin, with a new moveset. There’s a minor increment in challenge here. There are new subvariants, like Aurora Somnacanth (ice), which adds some spice I suppose. The “new” monsters are generally twists of existing types.

  • Hemitaur and Ceanataur are crabs. I don’t understand why there are 2 crabs. They are the first monsters you reach, which makes them easy fodder.
  • Gore Magala and Shagaru Magala are dragon-cats, in the same form as Barioth and Tigrex. They look amazing, but have near identical movesets.
  • Garangolm is a stone monkey. It develops elemental attacks on its fists when enraged. I rather like this one.
  • Lunagaron is an ice wolf. I expected his attacks to be faster.
  • Astalos is an electric drake. This guy is insanely annoying due to the constant stuns and very fast attacks. Fun in a masochistic way.
  • Seregios is a ninja drake. Seriously. He moves constantly and ninja kicks you around. Probably my favorite new monster.
  • Malzeno is a blood dragon. This guy is a fun challenge. He inflicts a blight that causes a DoT that is only countered by attacking him. Has a very large moveset that doesn’t allow safe spaces. The “pure dragon” fights in MH are always impressive.
  • Giasmagorm is the big boss that takes up a large platform. You have less room here than with Narwa, making ranged attacks extremely challenging. It feels like constant explosions everywhere, and some bad RNG can kill you outright. I have yet to figure out how to counter any of his attacks consistently.

There’s only one with a new signature move (Malzeno), which feels like a lost opportunity given the variety of options present here. That said, MH is famous for it’s constant updates and monster additions, so I’m not exactly terribly worried. We’re certainly going to see some death-dealing monsters soon enough.

I will say that the quest variety is a weird one after MR6. There are always some solo fights to tackle (more on this), but there are more group fights than I expected. 3 or 4 monsters are very common. The good news here is that these monsters all have less HP, as the total monster HP for a quest is softcapped. A quest with 3 monsters will have each monster at about 33% total HP as a result. This is less good in a larger map as you can’t capture monsters as easily (I end up killing them accidentally), but very good for arena quests as you can mount monsters in a quick chain for a ridiculous amount of damage.

The solo fights are a weird one. Sure, you want to run them to get the quest done, and potentially unlock something new. But given that every (it seems) monster has a follower quest as well, you are way better off going that route. Having 2 or more NPCs follow you into battle is a huge benefit that doesn’t need explanation.

One additional quirk present here that was also present in Rise is that the end game cycle is self-driven. You may chase some material for a decoration or two, but 3 runs of a monster is usually enough to craft any armor/weapon you want. The RNG is limited to Talismans, which while useful, are not as game breaking as weapons/armor. Raising your MR therefore is a question of wanting to craft as much stuff as possible, rather than much in terms of power increment.

Next step is to get to MR10 for the August content patch. I’m 3 pieces shy of the gear I want, which should mean 1 more Teostra run, and then a couple of Giasmagorm. Let’s see how that goes.

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