Jump to content

Marc71

Member
  • Posts

    30
  • Joined

  • Last visited

Previous Fields

  • Favorite Fire Emblem Game
    Awakening

Marc71's Achievements

Newbie

Newbie (1/14)

  1. A few (noob?) questions from me regarding support/assist units in a pair-up unit -Does two DG+ or DS+ skills (both main and support) stack? -Do Skills like Charme (passive boosts for surrounding units) still work in that position? -Is it possible to get DualStrike+ by other means (read: other units than Chrom and Lucina)? (Getting a 100% DS chance is kinda nice) -What are good "support" skills (assuming that I do not switch them out in regular gameplay or assuming that this very idea is good at all. Maybe that unit should get regular skills too?)? What I already know -Activation skills (ex. Luna) do not work in that position -They can bypass defensive skills (Pavise/Aegis) in that position -They can still crit in that position (Braves are still better) -Dual Support+ does not stack (Lissa and Owain...) -Hit rate skills will still increase the hitrate of that support unit -Weapon triangle affects that unit too regarding the hit rate I also notice that those in that assist/support position have trouble hitting enemies for some reason (The frustration of a maxed Chrom missing the final boss multiple times where he is the only one who can reliably damage it at all! (This was on Lunatic without any DLC))..I am aware that they do not get the support boosts and pair-up boosts...
  2. If this has to be related with Fire Emblem: It should have multiple difficulties that have to be labeled properly. An easy mode for the beginners, a normal mode and one or two harder modes. So everyone has their right difficulty. The game should not shame you in any way if you pick easy mode for some reason An easy mode is...an easy mode. Since FE13 is the best selling FE, this was necessary to keep the series alive. For those who are familiar with the series, the harder modes are availble. Normal mode is half-way between easy and hard, which is self-explanatory Now the harder modes is where things get interesting. There are a few do's and don'ts. -Enemy stats should increase but not overwhelmingly so. Increasing the difficulty with stronger and more enemies is ok, but not as the only means of so. -Harder objectives in harder difficulties. This would make a big difference where in easy/normal mode you just need to kill the enemies/boss where in hard+ you need to protect or defend for an example -Turn limits in higher difficulties, either as forced objective or as a means to unlock additional chapters. -Informing the player is very important, in all difficulties. You should not fail because the game failed you to tell you something critical that is needed to win the game. -You should not lose the game because your luck is terrible. While the idea of lethal enemies with killer weapons is kinda neat, do not overdo them. -Harder or more advanced map layouts in higher difficulties. See Advance Wars. -Units by themselves must be balanced, gamebreakers should be eliminated whenever possible, it would encourage vareity. (MUsolo, Galeforce pairs, etc.) -For that matter, onemanning should be discouraged, no single unit must be able to do everything. How to implement...I don't know (proper fatigue system, restirctions, splitups...?) -Reinforcements should NOT spawn and act in the same enemy turn. They should spawn when your turn starts so your pegknight wont be killed by an ambushspawned sniper. -Resource management should be encouraged in higher diffculties. -Level grinding (like in FE8/13) should be avoided in a FE game, at least in higher difficulties (it must be still beatable) -Most importantly, you must be able to complete a game without paid DLC. -Optionally grading after finishing the games like in FE4-FE8. -Each difficulty including the hardest one must be properly playtested so it can be beaten -A proper difficulty curve. FE13 Chapter 2 L(+), I am looking at you! (Early Game Hell should be avoided) Hard games are good but only so if these hard games are fair. In a way that the game only punishes your mistakes when you really did these mistakes. Not because the game design is flawed. Difficulty should not be a luck based difficulty. While L+ in FE13 theroetically required adaption, in practice its a luckfest, hoping that no one had Luna+/Hawkeye. Another idea is a proper hardcore/ironman mode. A additional difficulty option that would autosave every couple seconds, where the savefile cannot be copied and thus, resetting would be theoretically impossible. Every decision is final. The RNG may be a fixed table of RNs that cannot be changed anymore. However, the luck factor must be at least somewhat removed, at least by a bit, so that your units will not die from 1% crits by giving you a skill that negates low enemy crits for an example.
  3. So far I did not use a 3rd gen Morgan since...time travel issues. I try to ignore that, now that I know that a 3rd gen Morgan can still support 2nd gen chars. I am not sure if we can use parents that already have galeforce. I am aware that a galeforce pair being able to kill three times (+1 if you use Olivia) is what makes that a game breaker. We still need at least one healer (even then I dunno if that is needed) and at least one rallybot, so some deployment slots are already taken. What I am trying is to get an even number of galeforce units that can support each other. (S support is desired though due increased DualStrike rate)
  4. Okay..are physical 1-2 ranged weapons any good? For that matter, are 1-2 ranged weapons any useful in the postgame (other than celicas gale)? With proper abuse of Galeforce and Rescue...I dunno. And about waste, how should I forge that (due its poor hit rate)? Main issue with waste is being a dark tome and mire sucks IMO (very low damage and poor hit rate that cannot be forged) For that matter, is a shadowgift sage!morgan any good or should I get a third-gen sage!morgan instead? otherwise Forging by itself should be straightforward. +5 to Mt, +15 to Hitrate, rite?
  5. Try to list a few of these. The main problem is that few of them require some luck to obtain. If you can obtain them from somewhere (DLC?) tell us. I give a try -Brave weapons for it's ability to strike twice. Even better when forged. -Celicas Gale and Waste, tomes that attack twice. Again better when forged -Breaker weapons (+50% hit and avoid for that weapon type) -Legendary 1-2 range weapons? (you cannot forge these though) -On this subject, the Ragnell that is the only ranged physical sword in the game that is usable by everyone? -That one ranged axe that is effective against fliers. Dunno it's name.. -Forged Hammers and Beastslayers? -Fortify staves. Main issue is the difficulty of obtaining these. And since forging is expensive, where can I get quick gold for that?
  6. You got three parents (Sully, Nowi, Tharja) that procude daughters and do not have the pegasus class and therefore are unable to pass down Galeforce by themselves. HOWEVER, you got three male parents (Male Avatar, Donnel, Gaius) who can, thanks to their male-exclusive classes, can give these three daugters the pegasus class set which in return allows them to learn Galeforce. So what are the best pairups for these six chars? Condersider a postgame scenario. Issues: -Tharja is a dark mage. Other than a magic focussed Avatar, all two or three suitors are physical fighters. -Donnel, other than a few skills, suffers from worse caps, does that influence his child badly? On the subject...is Donnels Applitude worth passing down? Sure, it allows to max one out faster but when the stats are maxed it is useless! And what about Underdog?
  7. I was refering to units that are prone to bad levelups in one playthough. They still remain good as supports. Yep, children will eventually become better than their parents but they require quite a lot level grinding to eventually surpass their parents and the parents are sufficient for the main game (Apo is not planned for that playthough, I still have to figure up proper pairings). Think them as a bunch of Ests (Unless you got one child whose parents are overleveled or Morgan). Forging weapons is too expensive without DLC IMHO. Unless AT kicks in which only Donnel can use reliably in the main game. Maybe it ended up being like this because I do not like to grind levels. And no Level ups were rigged during this process (its on classic where battle saves are disabled) And my Morgan got better, just a bad first impression.
  8. Now condersidering unique designs.... Like 1. Frederick as a Great Knight. In contrast compared to other armored classes.. 2. Priam as Hero. That scarf really helps to offset that odd shield 3. Nah as Manakete. Especially when compared to her mother. 4. Henrys default outfit. A dark mage that is not an exhibtionist..looking at you Tharja!! 5. Dread Fighter. All of them. 6. Merc outfit, simple yet effective 7. Wyvern Rider/Lord. Especially Gerome. 8. Sniper. Nice Helmet 9. Archers, especially Virion. Maybe its just him. 10. Sages. Unlike mages, this time it makes sense Dislike 1. Anything related with Donnel. That pot-head is still there! Villager is an exemption because it fits there. Not so much when he is a hero. 2. Nowi as Manakete...I think it explains by itself. 3. Anything related with armor, Frederick does not count here. Strange animations and lack of chains. Come on, look at the GBA designs, they did that right. 4. Female War Clerics. That skirt thingy is not nice at all... 5. Female Wyvern Lords. You are supposed to wear armor for that armored class. Then again, maybe its better that way when looking at the other armored clases 6. Cavaliers. Toilet bowls? At least you can promote out of it 7. Mages. Wizard hats...really? 8. Female sorcerers....see above. 9. Berserkers..uhm..... 10. Lissa as Sage. A bit too close and too soon..
  9. Hmm, looking at both classes -Grandmaster has Ignis and Rally Spectrum. Ignis does add a flat damage boost based on 50% of your other attack stat, but Luna is better IMHO (same activation rate), but since procstacking exists, it works as a backup. Rally Spectrum is nice, but we have rallybots for this. (To be fair rallybots require a lot of grinding so rallybots are only available in the postgame) The class itself is a jack-of-all-trades, but in the postgame practice you it ends up being a master of none, so you better start to specialise. Sure, that class can use Celicas Gale, but if you want to use tomes then reclass to a sage. ->Get Ignis then get out of this class -Hero This class uses swords and axes, thus allowing the use of the weapon triangle. The Hero skills by themselves are kinda lackluster. Sol is counterproductive when using Ignis/Luna and Axebreaker only works against axes (but it does its job really well). Stat caps and pairup bonuses are great, high skill benefits Dual Strike and proc rate, only issue of this class is the bad resistance. Condersider this as a final class. Ironically this class is a jack of all trades too, sort of, yet its better than the other class...
  10. Only the main game counts, without excessive grinding...you will eventually max them out if you have the time and patience.. Granted, this was on Hard/Classic, only weak units like Donnel and some of the children required a little grinding. This was on this playthough alone, in other runs those units had better times.. RNG screwed -Cordelia (can't find a reason for this) -Lissa (despite being the primary healer of my group, who gets the most XP, she still falls behind..) -Miriel (For some reason my game hates mages..) -Stahl (when compared to Sully at least) -Vaike (So much for being this...at least hes a good support) -Tharja (Dark mages are not exempt..Henry is a different story) -Lon'qu (he ended up having not enough Str...being unable to do any real damage is not nice at all) -Morgan/Linfan (another mage...WTF? Maybe I should reclass..) RNG blessed -Donnel (to be fair he is designed for this so this may not count) -Kellam (Armor knight ninjas..nuff said.) -Noire (Being fathered by Kellam might help) Did you have any RNG screwed or blessed units? Then post here..
  11. Basically, play this game like the older ones.. Mandatory restrictions -Difficulty is Hard/Classic. Lunatic(+) might be too difficult in the early chapters to do that. Causal mode is not allowed for obvious reasons. Normal mode might be too easy. -No reclassing allowed (except for Donnel, who has to reclass once when his villager class hits Lv10) -Using Pair up is not allowed, but Supports are still allowed. (Albeit the Dual Strike/Guard system will still work even when not paired up..) -Each shop can be only used after its map is completed, completing the next map will lock the old shop out. (Dunno about forging though) [in older games you had to do that in mid-battle!] -Exception: In the earlygame you cannot use shops until C3. After unlocking shops, you are allowed to use all of them until you play the next chapter. -No Anna shops -No DLC allowed. -No Reown Awards -No SpotPass items/chapters/teams -No StreetPass teams -No Risen encounters Optional restrictions -Bench the MU/Avatar once you can bench him. (To be fair, a Tactician unit was present in FE7...) -Restrict some or all Paralogues. While optional chapters were present in earlier games, most of them had only about 26 main chapters or so. -Children characters must be benched after they are recruited in their paralogue, if their paralogue is allowed at first place. -Since units can promote to two classes, restrict promoting to one class (while following classic promotion paths); in order from gained units: Chrom: Lord -> Great Lord Lissa: Cleric -> Sage Sully, Stahl: Cavalier -> Paladin Virion: Archer -> Sniper Vaike: Fighter -> Warrior Miriel, Ricken: Mage -> Sage Donnel: Villager -> Merc -> Hero Sumia, Cordelia: Pegasus Knight -> Falcon Knight Kellam: Armor Knight -> General Lonqu: Myrmidon -> Swordmaster Maribelle: Trobadour -> Valkyrie Gaius: Thief -> Assassin Gregor Merc -> Hero Nowi, Tiki: Manakete (cannot promote!) Tharja, Henry: Dark Mage -> Sorcerer Olivia: Dancer (cannot promote!) Cherche: Wyvern Rider -> Wyvern Lord -Prepromoted units (Frederick, Anna, Libra, Say'ri, Basilio, Flavia) can stay in their respective class, but are not allowed to reclass or to promote. -Try not to reset the game. Not sure if a no-reset run is possible at all, but this sounds interesting... -Restrict supports to 2-3 characters, as I heard that you could only have about 2-3 supports per run in the older games, but cannot confirm this. -Purely an idea: Chrom is not allowed to promote until a certain chapter. To be fair, I disliked that feature... Sure, I could actually play a older game, but I currently do not own anything other than FE13....so that will be the closest thing.
  12. Actually implementing the mechanics in FE4 wouldnt quite work the the lack of holy weapons. This might be better though, since players will be less screwed up if they pair the wrong bloodlines and I do not support eugenics. Plus those holy weapons were overpowered as heck... The idea of your own player character is good, but what I've seen in FE13...well he should be still there, but should be only a minor character or else there is a risk of another mary sue. That can be also downplayed..think about FE9->FE10. Children will get slight stat boosts depending on their parents., but given that FE6 was a game on their own. Either this or the story has to be reworked so that this mechanic would fit in the remake. Also I dunno if other new mechanics (ex. reclassing) should be implemented at all. Or at least, you should be able to promote at any time, being struck at a unpromoted lv20 char is not nice at all.
  13. If I am right, those skills with lower activation chance have priotity if they can activate at all. This and is Chroms Rightful King a flat +10% boost to the activation chance? (Read: If his skill is 40, Aether has a 30% chance to activate with rightful king or 25%?) That is the reason why Lethality is not good (except for trolling in streetpass) when Astra is available...(and use a killer weapon to make the most use of it)
  14. For some reason, any promotional stuff as of lately depicts the female one rather the male one for some reason... Again, I prefer being male since this char is supposed to represent me.... Honestly, only if I could choose my starting class..
  15. See title. I mean, doesnt that causes issues? This could also lead to bad situations.. An example that uses Luna and Sol -Luna activates when you really need Sol (to heal yourself) -Sol activates when your HP is full while fighting a general where you need Luna. And you can't change skills in the battle Granted, this is about using two skills that the same time. Using one skill for the given mission is not the issue. Also, using two offensive skills with different activation rates (take Chrom, he can use Luna when Aether won't active) is not an issue too..
×
×
  • Create New...