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Beelzebub

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  • Member Title
    Lord of Flies

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  • Favorite Fire Emblem Game
    Genealogy of the Holy War

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  1. If an ancient dragon is using him like a sock puppet (like Lewyn) to date cute girls that's super creepy.
  2. Her not telling Alm that she is a princess is a lie of omission, and she lies about her plans to sacrifice herself to her party. She's like Aqua, except the audience already knows her secrets. I just think IS isn't very adept at writing mysterious, magical girls.
  3. I can just see it now-- holy blood transfusion DLC to let your avatar have major everything. Oh I shouldn't be too cynical, SoV is pretty darn faithful.
  4. I loved FE4's class-based weapon ranks. It makes every class unique and it eliminates rank grinding. Played well with the holy blood system, too.
  5. It's pretty video game-y. Maybe I'm oldschool, but I see flitting in and out of professions to gain abilities with disregard to a character's story to be munchkin-y. If your units were an amorphous blob of stats, against an enemies blob of stats, sure, min-max the shit out of them. But the fact that they are unique characters with their own experiences and backstories makes reclassing difficult to pull off without hurting your immersion in the story. Maybe they could do something like dual-classing in old AD&D, where changing your class is permanent, and has strict requirements. A mage could only become a fighter only if they have high strength, and a fighter could become a thief only if they had high dex (or speed). This character would eventually have the abilities of both classes, but might not be as effective as if they had just stuck with their first class. This would increase player choice while still being faithful to a characters stats. Ultimately, I think it comes down to where your sensibilities lie in an RPG. On one end you have a game like Diablo, and on the other you have a game like Planescape: Torment. One focuses entirely on numbers crunching, the other focuses entirely on story and immersion.
  6. The problem with fixed attack power weapons is that they don't play well with stat inflation or super effective damage. Otherwise, you could do some pretty fun stuff with guns. Blunderbuss that could attack in a cone. Musket and bayonet that acts as a gun and a melee weapon. Double barreled pistol that acts as a brave weapon, ect.
  7. They should go back to Judgral personal skills, where two characters of the same class could feel truly unique. Throw some more Prf weapons in while we're at it.
  8. I don't know if this is unpopular, but this is something I've noticed after playing most of the series. Early-game Fire Emblem is better than late-game. There are comparatively fewer variables at the beginning of the game than at the end, and this lets the developers fine-tune the difficulty down to every number. Early chapters feel like a puzzle where you have to use every resource, while by the end of the game it feels like you're cheesing it with a few super-powerful units. Not to mention I generally prefer short chapters to long chapters.
  9. I've noticed that his "internal" level seems to be lower than other promoted units, meaning that he levels up faster than you'd expect. Not that it helps him much with his horrible growths, but interesting nonetheless.
  10. Starting with E weapon ranks upon promoting/reclassing and the tedium it takes to get to a usable level. Honestly, they should just go back to Genealogy's fixed weapon rank system; they've already borrowed unique rank caps from it.
  11. Sure, gameplay-wise Conquest is stricter, but both stories are ostensibly under the guise of a military campaign. To see what I mean, compare the Sevenfold Sanctuary in Conquest and Birthright. In Conquest you are given orders to conquer the isle because it's held by the Hoshidans. Incidentally, you also happen to be told how to improve the Yato. In Birthright you put the war on hold and get teleported(!) there so you can "power up". It's like a training episode in DBZ. Also, being able to grind isn't necessarily synonymous with levity. In Sacred Stones you could grind and that game was deathly serious.
  12. Conquest does get a lot of hate, but at least it actually feels like a military campaign; Birthright feels more like a wacky anime adventure.
  13. I've been seeing a lot of complaints about the RNG in this topic. Has there been some change to how things are calculated?
  14. I miss the days of Thracia where everyone and their mother had a unique weapon. However, I suppose with infinite durability, that would make everyone overpowered. But if everyone is overpowered, is anyone overpowered?
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