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alatartheblue42

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About alatartheblue42

  • Birthday 04/12/1999

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  • Interests
    Video games, anime, more video games... And music. Lots of music.
  • Location
    Caelondia

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  • Favorite Fire Emblem Game
    Blazing Sword

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    Madoka

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  • I fight for...
    Elibe

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  1. 1) Rather than Stride, the better adaptation is the March Ring (+1 move while equipped) and Warp/Rescue being uses per battle rather than per item. Stride is good on everyone. March Ring is only particularly good for slow people, because mounts generally aren't going to get a huge boost from just one more move. Warp/Rescue are part of the new "use per battle" system, which makes them less valuable/more usable. I don't have to worry about saving my one or two Warp staves in the game for some emergency situation, I can just pop my armored god to the front lines and watch stuff die. 2) Speed is still crucial for units to have, especially flimsier ones. They haven't really solved this issue, its just that 3H is a pretty easy game overall even on Hard. If you know what you're doing, then you can work around your speed issues, but at the same time, may Naga have mercy on your soul if an enemy can double one of your mages or something. 3) Flying is still god tier. Its just again that the game isn't super challenging yet (so other units still seem good) and that even just Pegasus Knight is an Intermediate class (which means you probably won't have one on the third or fourth battle you fight in). Golden Deer is easily the worst house overall, change my mind
  2. Play Awakening, because its a fine enough game, the first of the 3DS ones, and already being a good entry point to the series. If you are willing, play Fates: Conquest since its the only good route. They had actual map design (usually) and they at least attempted to have a decent story (even if they spectacularly failed). Playing it is by no means essential though, unless you want to see the cast of Fire Emblem Heroes in action more. Skip Fates: Birthright, because both the gameplay and the story could be better made by a 4th grader. Ok, maybe a 7th grader. Skip Fates: Revelations because its only fun for being the "true" end route to Fates, but has even worse writing than any of the other routes, maps that are only interesting for 5 seconds and then annoying, and really only has value in being able to play all the important characters on the same route. Play SoV because its different from any other FE game. Its plot and maps are both unremarkable, and its characters show the signs of being originally an NES game, but its still unusual enough gameplay that its worth a go. Plus, you might as well play it rather than Gaiden.
  3. Hmm, I suppose that's another way of looking at it. Personally, if I ever needed a Jagen to soften up an enemy, I'd just use an Iron weapon (for something like an armor mook) or whatever was needed to reduce the boss effectively without killing them. No need for Bane to activate. It also annoys me that it was Sothe's T3 skill rather than just Lethality or something.
  4. No, I know the one that shows on the battle preview screen. I meant during the actual combat animation, it would be nice to have one. Isn't the point of a Jagen to be an emergency "Oh hey, I need X dead" or "I need to tank Y with something other than my main lord's face"? Can't really deadify things in emergencies if you randomly leave them with 1 HP instead of actually killing them sometimes.
  5. Oh, yeah, portraits. Uh, I'm useless when it comes to art stuff, but if anyone wants to try their hand or knows someone who'd (probably) be willing, a portrait of my avatar would be cool. Otherwise, I'll see about asking around the forum or something if anyone's willing.
  6. Thanks for making this! The things I noticed: Wow, I've played way too much SRW and not enough FE lately. I made some serious noob choices because I forgot SRW has things FE doesn't. Crimson is broke af. Part of that's her def, part is her targeting Res, and part is that there doesn't seem to be any benefit to staying unshifted, nor penalty for being essentially permanently shifted other than using 2-3 uses of your stone per chapter. I'd personally consider giving some sort of incentive to being unshifted so that its not 100% inferior, or maybe reduce the shift duration. Eclipse kinda is too; the only things that give her any trouble in the slightest are the axes in the second area and the shaman. Depending on how hard you want the gameplay to be, I'd consider reducing a couple of her bases by a point or two. It'd be nice to have an in-battle indicator whether someone is attacking 2 times. A shapeshift turns remaining counter would be convenient. Not that its a major inconvenience to unshift; I can just reshift that same turn anyway, but its still preferable to know how much time I have left. Not really much reason to use Ana's Mythril sword when it only adds 2% evade, 5% crit, and 1 AS in exchange for losing 5% accuracy and 2 damage. Unless you're on an AS threshold, I suppose. Is it possible to get the left village without using Kat? I think the thief starts moving a turn too soon to realistically do it with land units, other than maybe rushing Ana out to kill the thief as the #1 priority and hoping for the best. The Therian transformed map sprite looks more like a giant squirrel than a cat. Bane is a cool concept, but (imo) you should either not implement it or you should look into a way to make it never trigger on an attack the enemy is going to die from. In the two times Bane has activated for me (once here, once in RD), both times it ended up sparing someone I thought I was going to kill.
  7. I don't really have any suggestions about other users to add or what the story should be like, but I would like to recommend there be a compiled list somewhere visible to everyone of what we have (relatively) confirmed, like a roster, any planned features, story ideas that should be voted on, etc. I assume that Von Ithipathachai and Joshii have their own lists/plans somewhere, but I think a public one would be good so that people can stay up to date. Speaking of the roster, I'll try to compile my info and add some more at some point. Gen 2 is imo a foolish idea for a game such as this. Its not necessary for the plot, not going to be super usable in a relatively short fangame, and will just lead to awkwardness of having users be considered children of other users. I mean, if a pair/trio/etc wants that, then they can have their own family relationship like a Fir and Bartre or something, but it shouldn't be for everyone. Manakete Triangle Attack, yes please.
  8. 6 Female, 1 ungendered, 19 Male, yeah, that's pretty sausagefest. Though, as I mentioned, I'm fine with being a female character. Hell, with how rarely I see large sausagefest parties working out well, I'd prefer to be female rather than have such disparity. So yeah, unless we get several more female characters joining up, please make my character female. For my character, I don't really see myself as being the type who would be a recruit from the enemy during the chapter. I'm not really the type to do betrayal stuff normally, unless the enemy side was doing something really unjust, cast me out first, or another type of real strong motivation for turning traitor. So, probably going to end up as either a member of the starting knight brigade, a local town guard who joins up after the town is saved, or something of a similar nature. Edit: Statwise, I mean, I'm an armor unit, and the only traditional armor unit here, so that's probably going to end up being my statline. And with the intended (iirc) extremely low Res growth overall, ooh boy, please keep me away from mages.
  9. I don't have any issues with being a female character if we're still short on female characters. I mean, yeah, they're pretty unique compared to each other, but isn't it a bit weird for Tomes to only go to A and physical weapons to go to S? Idk, I assume it won't really be a major gameplay issue since S weapons usually only show up in the very endgame, are unique, etc, but it just feels a bit weird. Other notes: I do like third tier classes, but there's no point to them if the game isn't going to be long enough to make use of them, and it really needs a game with 35 or 40+ levels imo before third tiers become important to have. As a somewhat random fan game, I don't think it'll end up nearly long enough for that. Also, in your poll, I have no clue what you meant by "Class Schemes", other than maybe the separation of Armors and Mages into weapon types.
  10. Yeah, that's the general argument. Its definitely a good idea to try to increase the Trinity's impact, though I think that rather than just adjusting current classes, the only real way to make it equal to the standard weapon triangle would be to have similar amounts of class diversity (which is impractical and probably not generally desired, and even then, axes dark magic would still suck). Another route would be to make Light have low Def and Res, but considerably more speed to be like a myrmidon style, Anima be a well rounded Soldier type, and Dark be its usual tanky but slow. Its kinda what the old FE games did, but if taken to more extremes, it might work. If everyone's Resistance is lowered and tome power is lowered by a similar amount, wouldn't that just be basically the same as before?
  11. Personally, I was always a fan of the Trinity of Magic existing, despite its flaws. Whatever works, though. Str/Mag split is likewise cool to have. However, most of the classes I've heard tossed around thus far have been the classic classes, not Awakening/Fates stuff. A Str/Mag split is only really relevant if there are people out there using both at the same time. While hybrids are cool concepts, I don't know if you have classes that would work for them, if there would be enough interest in them, if they would mess with balance too much, etc. On that note, it would be interesting to see how having both the Trinity of Magic and hybrid classes would work. Hybrids in FE were only ever with the single Tome category, after all.
  12. Its mostly what @AnonymousSpeed said. Yes, swords, lances, and axes have a ton of weapons too. I'm personally not a huge fan of having a "slim" weapon for every rank, for example. However, there are two factors to consider. First is that there are way more physical units and there is more diversity amongst physical classes. Unless we're getting Barons or some sort of Mage Duelist, most mages are going to be mildly dodgy, decently resistant, and pre-melted butter to cold steel, whereas with just swords, you have sanic myrmidons, all-round mercs, armor swords, and any other class that uses swords. Secondly, note that the majority of swords are "basic weapons", whereas most tomes are "specialty weapons". Fancy swords have a clear purpose: you want to slay, you want to crit, you want to take a risk that always seems to backfire at least for me, or you want magic/range. Fancy tomes each have their purpose, but there are so many that there's not much reason (imo) to use the basic tomes. I'd always run an Iron and Silver sword in addition to my Killing edge and maybe Armorslayer, but for tomes I'd be running 3 elemental things and Nosferatu+Purge/Waste+Miasma maybe. I wouldn't touch basic tomes outside of maybe a basic Fire to have an ammo stockpile just in case. @Von Ithipathachai Your choice on whether/how to reduce tomes, of course. I'd personally drop the low and high rank 3 element tomes, but if you would prefer to axe the Light/Dark that's alright too. Or however else you want. Btw, between Armor Sword and Priest, probably Armor Sword. We've already got a priest, a troubador, and a prepromote(?) priest; a fourth T1 healer would be silly. If your armors get a second weapon on promotion, I'd prefer Lances. T1 Armor Lance would be cool too, but we weirdly seem to be low on swords. Could this be a somewhat more historically accurate than usual weapon distribution?
  13. I'm just skimming at the moment, but rn I'd say the "Alternate" one, mostly because it uses E-S, not just E-A. Either would be fine though. But you have a loooot of tomes, especially in the Alt one. Might want a way to narrow that down overall (like only do one rank of the effective tomes so that they match Armorslayers and the like) or add element specific mages/skills to restrict how many tomes can be used by a single unit. For example in the Alt one, a single weight less and a few more shots would hardly be reason to carry Shine over more effective coverage or more shots of a given element if the chapter is predominately a certain unit type. For the original, the D elemental ones are practically Bolganone except in use amounts, so unless you're mostly fighting infantry, there's no real reason to use Bolganone, especially when you could also then use the fancy C tomes.
  14. Aren't those the only two options? Either its worse and therefore meme-worthy, or better. Its good to want to remain a free project. However, its not like every project member would be working on the actual game building. When the time comes, if every willing project member dropped $5 or something, you could probably get a copy or a few for your actual game dev team to use. Or (potential miracle) you could theoretically garner enough interest to try and make a Kickstarter for said funds. Just a thought.
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