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Popers1328

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Everything posted by Popers1328

  1. 1. My Gamestop Divine Edition order is set to arrive on Monday. 2. I can't verify this but I looked around on feg and someone said it's Alear+13
  2. This literally just happened to me a couple hours ago while I was watching Choopi/Chaz's stream where he was playing the leaked game.
  3. Welp, I'm pissed. I can't believe some people actually defend these terrible localizations.
  4. We already know her class. It was revealed in images that were story spoilers. Also that Chinese playthrough linked before is up to chapter 9. He talks a lot though and it's hard to hear the audio. He's playing on normal/casual but you get to see a full playthrough of the maps.
  5. The sticker is adorable and her voice is enchanting. I listen to her intro cutscene on loop.
  6. IT'S PERFECT!!! She's so beautiful, I think I'm gonna cry
  7. So no outfit customization for battles at all. I've been super positive about this game all around but I'm genuinely fucking pissed about that. I NEED to be able to play dress up with Hortensia in battle. She looks amazing in other outfits too.
  8. I asked for clarification for anyone who was still unsatisfied with the previous answer.
  9. As far as I can tell, there isn't really much evidence to the idea that males cannot be Griffon or Wyvern Knights. I'm willing to bet that the main reason they even brought Griffon Knights back was so they could reskin Falcon Knights into them to make them gender-neutral. We know that males can't become basic fliers so they would have to reclass from an already advanced class. The only time we've seen the class change menu for a male character in an advanced class was for Vander on the class change twitter post and at the time he only had axe proficiency so he wouldn't have met the requirements to become a Griffon or Wyvern Knight.
  10. Sword, Lance, and Axe fliers are confirmed to be female only. It seems Griffon Knight and Wyvern Knight can be accessed by anyone though.
  11. It's so you can get Panette's DESUWA virus injected directly into your brain.
  12. I saw that Zephia was a sword wyvern but I still thought it could have been a unique class instead of a regular one since she's important. At least on the sprite the wyvern looks pretty different from Celine or Rosado's wyvern sprites. Blue sword probably makes more sense then axe yeah. I thought axe made a lot of sense because I guess she's supposed to have good Build which is why she uses blades and her character profile mentions her being really strong. I figured if she has good build it would make sense to give her axes as a secondary weapon. I also thought that because Kagetsu is a swordmaster and Goldmary is a lance hero that they would give her axes as a clear way to differentiate them but that probably isn't a smart assumption. I plan on making her a Griffon Knight anyways so blue swords and not axes would be better for me anyways. That's kind of my bad. I was so focused on seeing A axes confirming his innate proficiency that I didn't even double check the other weapon. For some reason I had thought it was already confirmed that Rosado used lances, I guess just because that's what wyverns normally use... BUUUUT I decided to go back and check and in Rosado's original combat introduction video on the boat map he 100% has a useable silver lance in his inventory and no swords. I'm actually confused now. Unless there's some shenanigans going on, they may have just accidentally given enemy Rosado the wrong version of the Wyvern Knight class. It wouldn't affect anything since he only has a steel axe anyway. It's also plausible that blue proficiencies aren't tracked or function properly for enemy characters so they made custom enemy only classes for a Wyvern with A axes and a Hero with B lances for this map and then a mix-up somehow happened there.
  13. I'm trying to determine each character's starting proficiencies. Starting proficiencies will be really important in no Emblem runs because they determine which classes any given character can become, can't be gained without Emblems, and have an effect on your weapon ranks. We know characters can start with anywhere from one to three proficiencies, one of which being a blue innate proficiency. The ones they start with appear to be whatever is necessary for their intended "canon" promotions. Alfred and Celine are shown to have exactly the proficiencies needed to promote into their unique class. With that knowledge we can try to predict which proficiencies each character will have by default. Here are my best guesses based on what we've seen so far:
  14. I haven't played Three Houses since Cindered Shadows came out because I can't stand the gameplay but I think I can provide at least some insight and my perspective on what Three Houses does well with it's characters. I'm drawing a lot off of memory and what also might just be my interpretations rather than author intent to some degree. Sylvain's character is one that I like a lot and I'll use him as an example. There's probably other people who have a much better analysis of him, but this is what his character means to me. Sylvain's story unsurprisingly uses a theme that comes up a lot in 3H characters, the effect Crests (and the nobility associated with it) have on people's lives. As far as Sylvain is concerned, Crests have taken away any control over his life that he could have had. His Crest is the reason his brother tried to kill him which led to Miklan's disownment and eventual death. His Crest is the reason he will become the next Margrave Gautier and inherit all of those noble responsibilities. His Crest is the reason he'll never be able to marry a woman he loves and will eventually be forced into a political marriage. From his perspective, the only reason any girls even accept any of his advances is because they want him for his Crest and nobility, not for who he is. As a result, Sylvain has developed a jaded worldview. Nothing he does matters because his life is already set in stone for him. He chases women because it doesn't matter and at least until he graduates and inherits his title, he still has a chance to do what he wants, so he may as well take the chance to play around before his free time is up. He doesn't believe heartbreaking women matters because he genuinely believes they're trying to take advantage of him as much as he is them. At the end of the day though, he knows it's temporary and understands his duty to step up when the time comes for him. The key thing is that while his flirtatiousness may seem simple, one-note, or repetitive, it's entirely informed by his worldview which comes from the world and his experience. Since everything is Sylvain's life has been affected by his nobility and his Crest, his story informs the player about the world and it's central conflict that drives Edelgard's actions. You can find this similar level of depth in pretty much every character and it's all important to giving the player a perspective on Fodlan and understanding a critical piece of the main plot. You don't get anything close to this with any of the characters in Fates or Awakening. Every character trait is explained in a simplistic way that doesn't inform the player on the world in any way, let alone in a way that's intrinsic to the game's central conflict. Charlotte wants to marry rich because she used to be poor, the end. Severa is a tsundere because she misses her mom, the end. Gaius likes candy because they thought it would be a funny quirk they could utilize while writing his dialouge. Lysithea likes candy because it's a trait that creates conflict between her true self and the version of herself she wants to be which has pretty much entirely to do with the way Crests have affected her life. I think this is what most people are getting at when they say "Three Houses has such well-written characters." I don't think this is just a post-Awakening change either. Almost no characters have this kind of world-building behind their lives even in past games. Side characters that end up revealing something important about the world and connecting to the game's story like Joshua are rare, but well loved. I can appreciate this about Three Houses, despite it being my least favorite game in the series. I don't really want every character to be written in this way, any cast should have a mix of characters of varying significance. I like important characters like Jill and I like dudes who are just kind of there like Aran. I feel like the rare side character gem loses a lot of it's luster when everyone has to be well-written and important. I hope we get this out of the Royals in Engage, but it doesn't bother me at all if Framme is just a fangirl and that's it.
  15. I think it's a good change, here's my spiel on Turnwheel/Divine Pulse/Dragonic Time Crystals (Do they seriously have to keep making the name longer) which explains why that is. I basically agree with every argument why it can be harmful. It discourages strategy, doesn't punish players for their mistakes, it's obsoletes permadeath and so on. The thing is, not every person playing cares that much about strategy and some just wan to cheat and not get punished for mistakes. Having it there for those players is fine and for other players it's nice to be able to rewind a misclick or truly terrible RNG screwing them over at the end of a map they just really don't want to replay. The issue with Three Houses implementation (which relates to problems with the game's core design) is that the game was designed and balanced with Divine Pulse in mind and actively discourages players from not using it. Here's how Three Houses does that: - When Sothis gives you the power she tells you to use it to protect your students. Byleth also uses it in a cutscene to save Edelgard. This tells the player that it is their job as a teacher to always use Divine Pulse to save their students. - The game automatically activates Divine Pulse when you would normally get a game over. This tells the player that they aren't supposed to get a game over and reset when someone dies, they are SUPPOSED to use Divine Pulse. - The player is rewarded with more uses as they spend renown and complete certain paralogues. This tells the player the Divine Pulse is an integrated game mechanic that's a part of the game's experience and NOT a quality of life feature for people who want it. - The game gives you a very small roster of characters to work with and is designed around you maximizing your investment into those characters. Any character other character is someone you might replace in your team to put that investment into them instead or to use as an adjutant. The game is not designed around permadeath and if permadeath isn't a valid option, it tells the player they should just use Divine Pulse because you're not supposed to let anyone die. Here's how it seems Engage fixes that: - As far as we know Draconic Time Crystals are just something that's given to you and is not involved in the story or cutscenes at all. This tells the player that this power is not a part of the world and should be seen as separate and not a part of the game's intended experience. - The game automatically activates Divine Pulse if Alear dies, but if you press B the game will ask you if you want a Game Over instead. This tells the player that it's okay to choose not to use Divine Pulse and just reset if they prefer. - The player gets all 10 uses at the beginning. While we technically don't know if that actually is all of them, it' s very reasonable to conclude that it is and there's likely no function to get more. This avoids the problem of the player feeling like the game wants them to use it by giving it out as a reward. - The game gives you every character in a single playthrough instead of dividing it's cast into thirds so you actually have options in case somebody dies. Characters have far less investment, mostly just EXP and bond ranks (which you can make up for with arena training and spending bond crystals), instead of months of irreplaceable tutoring you can't make up for if someone dies. This allows Permadeath to be a viable game mechanic. - Maybe this one's not fair but in the Japanese trailer they released on Christmas they introduced the mechanic as being for beginners and basically called it overpowered. Anyone in Japan who saw that trailer knows that Draconic Time Crystals are a mechanic to help people who need it and not an integrated part of the game everyone is supposed to use which is the mentality people should have about it. Basically I think Rewinds as a mechanic work best when implemented and identified to the player as a QoL feature so players feel more comfortable choosing not to use it, while still having it there as an option for people who do want it. The only real changes I would make to Engage's system are to make it not appear at all if you toggle it off in the options or at the start of the game and give it infinite uses regardless of difficulty. If it has limited uses, that tells the player it's a resource to take advantage rather than an overpowered cheat mechanic that enhances Quality of Life for people who just suck at the game and don't care or they misclicked or something. Having infinite uses tells the player it's up to them to decide what's appropriate, whether that be none, 3, 10, or as much as you want. Any attempts to change or weaken it's effects in order to lessen it's impact on players who don't want to be overpowered miss the whole point of Rewinds. It should be there for people who want it but also not designed in a way that's intrusive for people who don't. I myself feel a lot more comfortable going into Engage without using any Rewinds which is something I would absolutely never do in Three Houses. I plan to Ironman the game on Hard mode in my first playthrough and God knows I'm not Ironmanning 3H.
  16. I just asked in the comments of NWR's newest video, the one where Alfred gets killed by Hortensia. They've been answering quite a few questions that people have asked in the comments. Rather than asking for screenshots you can probably just ask them about gender-locked classes generally. One interesting bit of information they told us is about Draconic Time Crystals. Apparently, it does activate if Alear dies, but you can press B to get a game over instead. Also, it seems you start with all of the uses and you don't get more throughout the game, but they of course refresh after each map. (Although they only mentioned up to Chapter 😎 Honestly that fixes my main problem with Rewinds, which is that 3H actively encouraged you to use them and didn't at all suggest to the player that not using them was a viable playstyle. It was clear that Divine Pulse was a part of the intended experience of the game. Having the player get more uses as a Renown rewards or for completing paralogues makes no sense if it's supposed to be a Quality of Life feature and actively integrates it into the games mechanics instead of keeping it as a separate, optional thing.
  17. Yup, I asked and they posted the personal skills too: https://www.nintendoworldreport.com/media/61522/1
  18. Nintendo World Report was also nice enough to provide screenshots of everything up to bond level 10 for the first 5 emblems. https://imgur.com/a/z4D3lNw Haven't looked at this myself yet, as soon I saw they posted it I thought to share it here first.
  19. It took me forever to notice what you're talking about. It's the achievement that pops up after Lapis attacks. During his 10 minute review he said that he's gotten multiple game overs and had to redo battles he lost. (He's playing on Hard/Classic and doesn't seem to be especially good at the game) If the game is keeping track of battles from attempts he lost in as well as battles he rewound with time crystals, it's plausible to get to 750 combats while not being overlevelled.
  20. New gameplay video by NWR, this time it's one turn of Chapter 7 on Hard/Classic We get to see Jean in action for a bit. One cool thing that happens is the enemy uses Chain guard to prevent another enemy from getting broken allowing them to counter-attack Alear. Also Alfred gets Annihilated by Hortensia's Noble Rapier. Dragonic Time Crystals have 10 uses, I'm guessing you don't unlock more and you just start with all of them then.
  21. They seem like pretty well-designed introductory maps. The first two maps in Three Houses had way too much going on. At least the second one felt more focused but neither we're particularly good at teaching new people how to play.
  22. And this, ladies and gentlemen, is why you're supposed to reread your post to check for typos before you hit submit.
  23. Right, but we also know from Vander class changing directly from a Paladin into a Berserker that you don't have to be the unpromoted class to unlock the promoted class if your current class is already promoted. Thief is listed as a Special class. It's likely Seagall's Dancer class be will too (and maybe a unique class for Veyle too hopefully). You can already see that Thieves learn the skill Pass at level 25, so it's likely they work like special classes in Awakening or Fates (Dancer, Singer, Manakete, Taguel, etc.) where they just have a higher level cap in exchange for being unable to promote. I see no reason why not, assuming he is engaged with Ike when his skill procs. Celine is the only character we've seen the full class list for. Any male character's we've seen such as Louis, Alfred, Vander, Alcryst, or Alear have only had a portion of their list shown to us. Considering the player had to scroll all the way down to the bottom half of the list to see the flying classes for Celine, there's no reason to assume that males can't become fliers. It's entirely plausible those classes will be there if you just scroll down on a male character's reclass list. Considering Griffon Knights exist as an effectively reskinned version of Falcon Knights, it's likely that male characters will be able to become them. There's not really any reason to swap Falcon Knights to Griffon Knights if not to give a justification for allowing males to reclass into them. Even then, the unpromoted version would still be unavailable to them. There's a decent possibility that there are no gender-locked classes in this game at all.
  24. I didn't think it was boons or banes because it's listed between options difficulty and network settings. It would be weird to switch back and forth between a gameplay option for your character and your game settings. Alear seems more similar to Byleth than the fully customizable Robin or Corrin so it would make sense for them to not have Boons or Banes just like Byleth. Also there's no reason why having infinite grinding would interfere with fixed mode's purpose. Most RPGs in general don't use randomized stat growths and most RPGs allow for infinite grinding, so that seems pretty standard. If anything, having infinite grinding makes randomized stat growths obsolete. Random growths allow for a character to be blessed or screwed in certain stats, but if you can infinitely grind, you can just level up until their low stat is patched up. Personally, I prefer random growths because they add weight to the decision whether or not to reset after a death i.e. deciding not to reset for a character that died because someone else got a perfect level up. But people have different preferences and some people play without permadeath and for whatever reason, might want to play in fixed mode. Who knows, maybe someone will use the arena feature to create an Averages Unleashed tournament in Engage. Edit: To clarify in case anyone's wondering, I can't read Japanese. I just copied the Kanji and pasted it into a translator. The option says 成長方式
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