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Iceclaw

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  1. Are you seriously arguing that no one at IntSys did pick up on the idea that Brave Weapons could be used to strike four times? Really? While their effect is precisely to double your amount of attacks? Did you even played (your "favorite game" according to your profil) FE4 in which Brave Sword user Ayra can do so to pretty much any opponent in Gen1? And what her kids can do? And that's only the worse exemple. And the problem with weight, in addition to con imbalance is that it's usually a false choice, in that it's never a good idea to lose Speed considering how it's important, save for the really slow guys that are already getting hit and doubled anyway. As such, everyone but those units sticks to what doesn't murder their AS. And no, the case of "Using Steel nets me the 2 mights I need to one hit kill that guy before he counterstrike so I can afford the loss" is too much of a rare ocurrence to really matter.
  2. Nope, sorry. Magic Triangle is only useful when you separate mages in wind/fire/thunder classes. Staves are just a status check and do not involve strategy in any way when you face them. Ballista are bit too much of a hard counter to Flyers, giving them a fixed arc would make them better, FoW maps are just usually pretty annoying, and weight is a broken mechanic that can't be fixed. rescue was turned into Pair Up, and while Pair up need some tuning, it's serves a similar purpose. Enemies using Warp feels pointless, and they can trade healing items, at least in a few games in the serie. While FE13 had some weak points, I still think it has one of the best gameplays in the serie. However, it's kind of edged out by FE9, which feels the overall tighter experience. FE10 is up there, though as it does try to innovates a bit, even if some of thoses innovations don't pan out. Finally, FE5 is kind of the same, clever use of its mechanics, but it's buried in a lot of downright annoying bullshit hindrances.
  3. In Limited or No-Grind run, they are, especially on a guy that's going to have a fairly good Luck. It helps saving on weapon uses, which is a fairly decent thing to do until endgame.
  4. Well, there's grinding and grinding. Catching up those of your units that have fallen behind is a thing, a thing I do. Propelling yourself way ahead of the game's actual progression is a different beast. I don't really see the point in doing so, considering it robs the game of any challenge.
  5. This is a good opinion. As to why FE13 is a scapegoat? Because it's the last, more open to new players entry in a long standing franchise whose fandom prides itself with the idea that it's a hard game. And as many gamers are insecure geeks, anything that may challenge this self-awarded recognition is going to be despised. Hint. FE was never not anime. It just happens so it was taking cues from 90s anime style before, like the hairstyle near all of the FE4 cast rocks. It's nothing new.
  6. Agreed. Though I'll grant that Awakening's story felt really rushed at times, I fail to see how it's supposed to be worse than the rest of the serie, FE9 and maybe 5 excepted. I could do with less creepy sexualised pandering though.
  7. Even playing Unnatural Growth a couple of time wouldn't make the rest of the game a cakewalk, even if you do so freshly out of Chapter 4*. You'd be comfortable for a couple of levels, that's all, but you'd quickly fall in back. Were you playing in Normal? I'll concede it's really easy even without grinding, and that's a legitimate flaw in the game. *= Okay, you sorta could if you fed only one character as much as you can, and mainly used this character afterward for a while. But then you'd be taking a level 15/17 to level 10/12 foes. If that does not ring a bell that maybe you overdid it, I don't know what to tell you.
  8. While I agree that Dual Guard and Pair Up need some serious tweaking, this would be counter productive IMO: I'm sticking my cleric with the knight so she can avoid being hit, not so that she can martyr herself with her 2 def to protect him from a "NO DAMAGE!" or be picked off by an archer. Making so that DG isn't complete innoculation from an attack however, is a good idea.
  9. Nostalgia isn't a very good reason for bringing back bad design, now it is? And both of those were: weight was either trivialised past early game (if based upon strength), or redundant with stats, because most units were either "slow but hard hitting and good constitution" or "quick, but low strength and con". as such, it just made slow units just as slow and hard hitting, and screwed over weaker units if they wanted to use better weaponry than the most basic and weaker tier. FE7 especially was ridiculous about that: All three of the Pegasii sisters had 4 or 5 in con, and only could use Slim Lances with AS loss. And staves, well, were essentially a gear check: do you have a restore staff? Y/N. They admittingly could be fun when once in a blue moon you got your hands on one of those, but they were more of an annoying feature altogether.
  10. That argument is even worse, because it means any game where you can grind is "too easy". And sorry, but claiming it's a flaw in the game's design that you by your own words do "not have the self discipline to say no!" is not very honest. You are to "blame" here if there was anything to blame regarding how you play a solo vidyagamz. :)
  11. -Limiting Pair Up. Maybe by ensuring that the unit in front only get bonuses where the unit in the back has better stats. It'd be more of a "covering each other's weakness" kind of a deal instead of the fusion it is now. -Nerf Dual Guard, so it only reduce damage by an amount equal to the supporting unit's defence. Same for Dual Strikes. -Straightening the plot out. It wasn't as bad as some claims (especially considering the rest of the serie) but it was a bit too quick and confusing on some points. -Better map design. -Bring back the interesting objectives like defense and escape. -Don't bring back weight, status staves and a few other annoying bullcraps that should stay gone.
  12. That's not really true, though. There is simply no Fire Emblem that isn't getting easier on the end, by way of powerful units and other shenanigans. Okay, maybe the games with the hardest settings can still be a little rough, but overall, endgames in Fire Emblem are not that hard. And I really don't get the complaining about how grinding "ruins the game". You don't want to grind, then don't? No one is forcing you to.
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