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Dark Holy Elf

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About Dark Holy Elf

  • Birthday 01/22/1982

Profile Information

  • Pronouns
    He/Him
  • Interests
    Video games (Fire Emblem, JRPGs, and Nintendo games in particular), fantasy novels, writing, ice hockey, and mathematics
  • Location
    Canada

Previous Fields

  • Favorite Fire Emblem Game
    Three Houses

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  1. That's fair, but I do think this last point is the key here. I agree with you that activity points are valuable, though fortunately this comes after the point where they're most valuable, especially if you (as I do) get Pegasus Knight as her second Intermediate class, rather than first. By this point you are at least able to sub in some flower gifts for other motivation/support boosters in a pinch. I suppose it does depend on route somewhat. I'd argue that on non-Lions, it's a practically no cost due to the synergy with getting Ingrid (and thus Galatea/Luin/Healing Staff). A bit more on Lions, but still not bad IMO. Especially since getting in pegasus saves you on training for Byleth later... Wyvern Rider is one of the easiest Advanced classes to unlock (B/C is 980 compared to 1300+ for the classes which are solo A or B/B) and this gives you a head start on it since you start gaining flying exp in battle.
  2. Azure Moon is a little more different than that - Arianrhod (as you mentioned) and Derdriu are unique fights, and then both Merceus and the two Enbarr are very different in terms of enemy placement (and obviously there's a different final boss). That's still at most 5 chapters out of 22, so I do agree with you. It's somewhat akin to the Binding Blade or Sacred Stones path branches rather than a more true routesplit like Crimson Flower vs the other routes (or Birthright vs Conquest).
  3. Plus Edelgard or Catherine but... well, even if you have a lot of pegasus knight candidates, you usually don't have everyone in the class at once, because you also want to master other Intermediate classes like Brigand (and maybe Archer? I rarely bother but I know some people do). So your characters can take turns. And then once Chapter 8 hits you have 3 flying battalions + potentially Galatea as a fourth. Getting the needed flying for pegasus is pretty easy, just a D rank which is just 4-5 tutoring sessions by the time you want to be in the class. As a bonus it lets you (on non-Lions runs) recruit Ingrid with no further effort, which is desirable because her paralogue has great rewards. It's actually another little advantage female Byleth has (male Byleth probably needs to go to at least D+ via faculty training, since the first flying class he can get is Wyvern Rider).
  4. I usually use female because of personal preference and I'd obviously encourage anyone else to do whatever they personally prefer, too. I do think it's got a slight advantage for gameplay, though. Not for falconknight or warmaster, but for pegasus knight: that class is much better than any other Intermediate class IMO. (And to top it off, Darting Blow is a good skill and free Sylvain is nice for non-Lions runs. Even if you don't plan to use him much, getting the Lance of Ruin in Chapter 6 without needing to waste valuable earlygame time units building Sylvain's support rank and/or Byleth's Reason is good.)
  5. So in your version of the story Edelgard would be trying to change the world so that nobody would have to suffer from human experimentation like she did by... doing human experimentation herself? 🤔 At the moment there are only two times human experimentation is actually needed for the plot, instead of just being something attributed to evil people because they're evil: -It's done by Rhea in order to revive Sothis -It's done by TWISTD to create their Seiros-killer (Lysithea presumably being a earlier test run). Needless to say, Edelgard and Hubert can not be responsible for any of these. If you're removing TWISTD then the need for the second point is gone, so either you also remove the experiments on Lysithea/Edelgard entirely (a rather drastic change to their characters and Edelgard's motivation in particular), or you attribute them to someone else, e.g. Arundel, as part of a political power struggle within the Empire. I could definitely see the latter working, but it's a pretty serious rewrite.
  6. To a certain extent I agree with you, but I'd say they're definitely all army vs army fights (except Aelfric), before ending in a boss fight. Although I do rather like the boss fights themselves, since it really does feel like your entire army chips in on them in one way or another - one of the things Three Houses does better than other games in the series IMO. I ended up casting a vote for Hegemon Edelgard partly because of this: I appreciate you still have that endless wave of war masters and dark knights to contend with if you plan to fight her via a slow method. While the others are pretty helpless if you kill absolutely every one of their allies first. (Although for me, personally, I always have some enemies left undealt with on the final maps, and the ones on CF and SS at least will push towards you as you fight the boss.)
  7. Luck adds to evasion, for what it's worth. Regarding supports: "proper" Fire Emblem supports aren't too different from what exists now sin some cases, but there would be considerably more of them - in actual FE4 it's possible for many characters to fall in love and have zero dialog about it, which feels very lazy. It's understandable considering the limitations of an ambitious SNES game, but in 2021 we can and should expect better. Also, a more robust support system would allow the player to have these conversations in the base, instead of permanently missing them because you sent the two characters to opposite sides of the battlefield during the part of the chapter in which it became available.
  8. When talking about final bosses, there's a question as to whether you just consider the boss itself or the entire battle. I'm mostly just gonna talk about the bosses here, and assume the player has otherwise controlled the battle before engaging them (which is always an option, one particular 30 range move aside). CF Rhea: Reasonably solid monster final boss, but nothing super-special. The most dangerous thing she has is Wrath so she encourages you to break her late in the fight to not see that. Her adaptive damage is a neat reference to the dragons of Heroes and makes her a bit harder to facetank. That said, I tend to think that if a player can overcome Indech (an optional boss, and easier to miss on this route than others due to his interaction with the player's actions in Chapter 15), they can handle her, which is a bit of an odd feeling. SS Rhea: Most likely the most challenging of the final bosses and a good capstone to the game as a gameplay experience. I don't really like the weird fakeout but otherwise it's neat, and her having the ability to staggering blow every turn is a neat unique mechanic (and those staggering blows certainly hurt, being defence-ignoring). Her latent abilities aren't as potent as most other major bosses (no Wrath or Quick Riposte), but Miracle certainly should give the player a bit of pause. Nemesis: Totally different from the others, which I can appreciate, even though he's not super-difficult as a result. Nemesis is more of a "final exam human boss" being more about the ability to have generally good stats + crit which makes finding people who can survive his counter a bit trickier. Of course the game gives you a bunch of ways to do just that (Rafail Gem, Fallen Star, Blessing, etc.) and he's got such poor HP that you can take him out pretty fast, as in "a very vanilla Lysithea requiring no particular mechanical mastery of the game can take off half his HP by herself" fast. I like how he moves once you engage with him. Hegemon Edelgard: The ability to attack during the entire rest of the fight is certainly a neat twist. As a boss she can be very imposing because of her powerful regeneration, barrier which restores every turn, Vantage to get in extra hits and Wrath on her final health bar (and there's no armour break to get around that). That staggering blow is also extremely dangerous and means low-HP units just need to keep their distance. That said it's also entirely possible to make a good enough statball, especially with good evasion, that she struggles to hit them and she then becomes much easier. With two such statballs she's particularly easy to blitz because she'll provoke two counters on turns she doesn't use her staggering blow. Interesting for sure, though. Aelfric: I dunno, I found him pretty trivial. He uses his staggering blow then he stuns himself and explodes horribly unless he gets really lucky on sending all of your units far away (which is just weird RNG design). In addition to that you can stun him yourself just like the other pure monster bosses.
  9. What is your argument for that? Claude being a good character is reason alone to consider VW a better route than SS, in my opinion. As you note, the two routes are annoyingly similar, with one of the biggest differences (berserk Rhea vs Nemesis as a final boss) being unexplained. But this is a problem both share, and one route having Claude, who actually stands for something and is enjoyable to watch, makes it easy to prefer IMO. And that's why you see threads like this trying to salvage the good parts of VW, despite general consensus being that SS is worse: because no Claude/Alliance means SS is less worth salvaging.
  10. Yeah, I second this. Of course a new GBA-style FE would be cheaper than a new 3D game in the vein of Three Houses, but a lot of the expenses (writing, spritework, gameplay design, playtesting and QA, etc.) are still there. And the sales would be considerably lower too One major problem GBA faces that, say, Mega Man 9 did not, is that the GBA isn't some sort of universal "nostalgia era" for fans of the series. Sure for us English-speaking folk it's our introduction to the series, but that's not the case in Japan (where the games were actually notably less successful than FE3 or FE4, iirc). And then of course a lot of fans only started more recently, with Awakening and beyond. So even as an effort to pander to nostalgia you're only hitting a subset of the fanbase. (Trying to make a new NES- or SNES-style Fire Emblem faces the same problems, which is why those are unlikely too.) For me personally, I'm the same as several others who have posted so far: I'd buy it and play it, but I wouldn't be super-excited by it.
  11. I don't think that many people want to play as an overtly evil protagonist. A morally complicated one: yes, absolutely. But playing as someone actually evil is very off-putting for a lot of people, so I wouldn't expect to see it happen outside a "what if" mode which is clearly not the main game, and may even require the player already beat the main campaign first to unlock (someone mentioned Soul Nomad, that's a good example).
  12. The previous two posters already covered it well, but to add a bit: Be aware that after attacking once, a monster will "charge up" to use its staggering blow, which is a large area-of-effect attack, typically with 5 more power than their normal attack and often adding some status effect or other (you can check the monster's status screen to find details). On the next turn, the monster will use that attack if anyone is in range, or just attack if it needs to move. What's perhaps most important to note is that if a monster is ready to use a staggering blow at the start of the turn, it will regenerate ALL of its shields at the end of that turn (regardless of whether it actually uses the staggering blow or not), undoing all your work UNLESS you fully break all its barriers before then. So in general, you'll want to do one of two things: either gambit once to draw the monster's attention and create a hole for others to attack, OR throw enough gambits (or other weakness-hitting effects) to break all the shields and paralyze it for a turn. And if you're going to paralyze it, try to do so early in the round, because it's a sitting duck for the rest of that round, but will recover the turn after. Once you've fully paralyzed a monster it can never regenerate its barriers again, but be warned that also means that you can never break its barriers (and thus temporarily disable its counterattacks) again. There are a small number of bosses where you might want to time your full-break for a bit later in the fight so you can avoid some of the powerful latent effects they get on later healthbars (especially abilities like Wrath or Quick Riposte).
  13. I totally forgot about Tellius's version! Good catch. Unlike Tellius I was thinking that you could also have individual orders for invidual PCs, but I suppose that's not actually that necessary; it's not that common that you need to move two different, large groups in two different directions. Yeah definitely. In fact Quan and Finn pretty much already have a C-B as is (though you could flesh it out a little). I'd be quite happy with keeping the FE4 thing where many support conversations would in fact give some sort of bonus.
  14. Annette thought Felix was mocking her in their support chain (even though Felix was trying to be nice! Felix is bad at being nice) and certainly disliked him because of it. Hate is probably a bit strong though. And Felix in no way hates Annette. I say this with affection for all the characters involved, but: can you really blame him?
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