Friday, January 16, 2015

Details on Hyrule Warriors' MM DLC

As with previous DLCs, there's going to be an update to go along with it, and many features will be added. The level cap will be raised again (presumably to 200), meaning the new Adventure map is likely to be excruciatingly difficult. New mixtures will be added, though there are no details at this point. There'll be more medals too, presumably the same as with the other adventure maps. The smithy is going to get many extra features, including the ability to delete skills (making building great weapons much easier) and selling weapons without a full inventory. Now why these weren't in the game at launch, I'll never know. Never heard of a game that only allowed you to sell stuff when your inventory was full. Speaking of obvious stuff not being there at launch, how about the option to restart a mission without going back to the Adventure map? Better late than never, of course, but still. Total damage inflicted will also be visible during missions, so no more guesswork as to whether you got that A-rank or not before the mission's actually over. Finally, it's not 100% confirmed, but new weapon skills may be added as well.

7 comments:

  1. The level cap scares me, I don't want a repeat of the TP map. However, at least it will make the TP map easier. As for everything else, most of the other changes should have been easy to implement, and if they were planning on having them, we should have gotten them earlier.

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  2. So OoT costumes for the ninjas and Skull Kid for Lana. Alright, not too bad, but I think Skull Kid might've worked better for Ghirahim. In any case, I'm looking forward to release.

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  3. Meanwhile... I just nearly finished the first Adventure Map. A-Ranked everything, got all the weapons and heart containers and pieces. I just have 3 Skulltulas left and I decided to wait, because I have one to get on Zant's 3rd Rank Weapon map and I'm terrible at not getting damaged with him since many of his combos can't be canceled by a dodge. But even then, I'm still half-way through the Master Quest Map, because I had grown bored of the first map after a while, so... XD
    On a completely unrelated-except-not-really note, my current 3DS background theme is the Slowpoke one.

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    Replies
    1. Here's a piece of advice: just use the mixture that gives you permanent item power-ups for things you struggle at. Really useful, especially for vulnerable characters like Zant.

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    2. Uh. I tend to gravitate towards the Guard-Breaking Mixture when time is the problem (though I only actually needed it once), but I hadn't though of that one as far as staying safe goes. I guess it's better to learn about this trick now than wait until I start raging against the Twilight map. (I tried its first 2 squares for the laughs and while the first one was no problem, I did see where they were going at with the second one. I still A-Ranked it, but it did make me sweat quite a bit considering Midna was only around level 60-65.)

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    3. Well personally I prefer mowing down officers with Light Arrows when that's the case, they can't do anything to you if you stay away as long as you dodge cancel after each shot. Super Bombs are also great as a substitute to stuff like Zant's C6, which leads you wide open for a good while.

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    4. I tried it out and you were absolutely right. A big thanks for the tip !

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