Monster Hunter Rise’s Skill Switch Swap Must Stay

Sunbreak's non-numerical designation indicates that this is an intentional and temporary departure from traditional design and that at some point, we will return to more traditional Monster Hunter gameplay. However, Sunbreak's Switch Skill Swap has revolutionized a decade of gameplay and it needs to become a mainstay in the franchise.

Monster Hunter Rise's Skill Switch Swap Must Stay - cover

Monster Hunter typically prides itself on methodical gameplay. Preparation was paramount, players were required to actually track their prey and fights were a test of patience. Ever since, the game has seen a dramatic shift to more arcade-like, high mobility action. Monster Hunter Rise’s Skill Switch Swap is the epitome of this new design. Players have more combat options and logistics have been made more convenient.

This is the most evident in Risewhere you immediately know where your target is upon entering the map, environmental resistance items are not necessary and almost every weapon sends you soaring into the sky. Rise instead, emphasizes its combat. This is its strongest aspect and Capcom could adapt its systems to provide avenues of player expression, skill and creativity in future Monster Hunter titles.

What is the Switch Skill?

For those unaware, the Switch Skill refers to an attack or move that can be changed to a different variant. This also includes Silkbind Attacks, which require wirebugs to be used. Wirebugs are a combat and movement resource that regenerates over time.

A hunter using a wirebug.

A hunter using a wirebug.

These switch skills provide a wide array of options for the hunter’s moveset. This includes high damage attacks, extra mobility and even defensive parries. Some of these moves can be used to outright negate a monster’s attack and change the way you operate your weapon.

In base Rise, you were only able to take 5 skills at any given time, meaning you had to be careful in choosing which combinations of skills to take depending on your playstyle. Still, this added a level of customization not previously seen in the series.

Typically, what armour skills you chose would differentiate your playstyle from other players. To clarify, Armour skills are the passive benefits that are granted from armour pieces. However, fans have found optimal setups, making any experimentation and diversion pointless and sub-optimal. Switch skills remedied that by providing active and tangible changes to how you approach a fight, even within the same weapon choice without providing direct upgrades (most of the time).

So now, you could play the weapon you want, how you want.

Switch Skill Swap and its effects

Suddenly, Sunbreak is released and it doubles the amount of Switch Skills that you can bring on a hunt. It introduced the ability to bring a second loadout of switch skills via the Switch Skill Swap system. That means you have an additional 5 skills on top of the 5 you already have, and you can swap to them at any time during a hunt.

Monster Hunter Rise’s Skill Switch Swap, allows players to fine tune playstyles even further and experiment with skill synergy. Players may lean towards offense, defense and mobility, or mix aspects from all three, creating new unseen builds! The passionate and knowledgeable members of the community have begun concocting great combinations, showing that the gameplay has developed a great amount of depth. Moreover, the system allows the player to adapt reactively. They can switch playstyles in response to what the monster is doing and what is necessary for their efficiency.

An indirect effect of this is that, now players have more potential individuality. The original Switch Skill system admittedly did lend itself to having certain weapons having certain optimal picks; a meta. The Switch Skill Swap has now allowed players to pick more interesting skills without foregoing more beneficial options; efficiency without the expense of fun.

It can be argued that this too will eventually see its own meta. Nevertheless, given that you can swap back to your optimal loadout freely, there is no opportunity cost for taking unorthodox skills.

I personally found that certain ‘bad’ moves were useful because their properties would facilitate easier and quicker usage of better moves. Now, there is a lot more combat diversity and the viability of an attack is no longer judged purely by its damage. Furthermore, developers have additional room for implementing more challenging monster movesets, since you as the player, are expected to fully utilize your full arsenal of Switch Skills. 

How it can be adapted in future titles

As mentioned, Monster Hunter will eventually return to its roots and a lot of these flashier moves will probably not return. The same thing happened with Monster Hunter Generations where we only saw their unique Hunter Arts return in Rise. Previous games like Monster Hunter World featured much more grounded combat, where mobility was really only available to a select few weapons. This design philosophy certainly created more tense fights and gave weapons a more distinct identity.

Yet, just because the form will not fit in future games, it does not mean the fundamental function won’t.

Future Monster Hunter games should implement more attacks and moves via a similar swappable skill loadout system. The ability to chose between a dodge or a sliding slash wouldn’t really affect the pace or tone of the combat, but would definitely benefit player expression. This would also allow developers to add more unique moves to weapons without bloating up the amount of inputs, whilst introducing new ways to wield weapons.

Sunbreak's variety is the best the series has ever seen!

Sunbreak’s variety is the best the series has ever seen!

Whilst it’s clear that Rise’s increased mobility, pace and spectacle may not conform to tradition, its systems that encourage player choice, diversion and creativity follow the DNA of the franchise. As the gaming scene develops, players will optimize their efficiency at the cost of enjoyment and so, newer mechanics must be added and kept, to prevent stagnation and boredom. 

Capcom has created sub-classes within weapon classes. This is huge for the franchise’s development and it should not be taken for granted.

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