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Dark Holy Elf

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Everything posted by Dark Holy Elf

  1. I think the "miss one extra battle to recover from your wounds" is a great compromise idea. You could make units have to sit out even more time if you combined it with the gold idea. A gold cost to heal units faster would also be a decent idea but it would have to (a) be significant enough to make you care, and (b) scale with the unit's level so it isn't too expensive early / too cheap later.
  2. If Rebecca is such a high level, any contributions she may have made are offset by the exp she got that other units didn't get. It's pretty difficult to have more than a small number of people above Level 15 by Kinship's Bond on EHM/HHM. If you noticed the stats posted earlier, the enemies there are Level 7-8, and you get 3.33 less exp per kill for every level you are above your foe. By the time the gap is ~6, you're gaining very little exp at all (single digits).
  3. Disagree here. Level 10 Rath: 27 HP, 9.5 Str, 10 Skl, 11.5 Spd, 6 Luck, 7 Def, 3 Res Level 15 Rebecca: 25 HP, 9.6 Str, 12 Skl, 14 Spd, 11 Luck, 5 Def, 5 Res Despite the level disadvantage, Rath is already competitive with Rebecca. His biggest loss is speed, though it's worth noting that gap only exists when they're using iron or short bows; if they need to reach for Steel or Killer, they're within a point. They have the same strength, and Rath has more durability (not huge for archers, granted), and a horse, which means +2 move and far greater rescuing capability (in fact, Rath can rescue every single unit in the game). From here he's going to be gaining exp much faster so he'll close the speed gap and open up a lead in strength. Then, whenever you promote them, Rath gains access to swords. Rath definitely looks better to me. He may not have HM bonuses but he doesn't need them to outclass other archers statistically.
  4. Maybe by people who have terrible opinions. Mages having actual weapon flexibility (without needing to trade), targeting res in a game where the gap is higher than normal, and ignoring terrain in the game where terrain is the most impactful in the series, all help make them very useful indeed.
  5. I agree, virginity is never mentioned in FE's version of it, which is why I said it merely referenced a similar trope about it. I don't remember which games talk about pegasi preferring "purehearted" riders (and in fact a few pegasus riders I can think of the series would seem to contradict this, namely the ones fought as bosses and even arguably Farina) but if so that hews even more uncomfortably close to the unicorn myth where "pure" had a different meaning (as did "maiden"). Regardless I don't really get wanting to fight to keep this particular piece of lore.
  6. "Pegasi don't like men" is pretty weak lore anyway to be honest - it doesn't make much sense (animals typically don't give a fuck about the gender of other animals) and it doesn't actually add anything to the world. It also references something quite ugly IMO, the unicorn myth which treats women's virginity as having inherent worth. (Although in FE's defence, it doesn't seem to care about that particular aspect... but it still feels pointless.)
  7. I'll add my voice to the chorus of nays. It always annoyed me that there were no male pegasus knights or female fighters/pirates/etc. @Johann has covered my thoughts perfectly.
  8. Heroes basically has classes, though (sword infantry, sword cavalry, etc.), although it does get rid of some of the pointless first-tier duplicate classes like combining myrmidon and mercenary, or fighter and barbarian.
  9. IS is one of the few developers I trust to put together a big-budget strategy game. I'd be deathly afraid that someone else would screw it up by making boring maps or removing the high level of polish I associate with the games. I'd go in with an open mind, but I'd be worried for sure. I'm not sure what this is getting at. We like this series, right? You can quibble with some of the decisions made of course, but there's a reason I'm here and not on, like, some fan site devoted to GTA or Witcher instead.
  10. Savage Blow is useful because even if it only gets one extra enemy, the 20% chip damage makes them that much easier for your other units to kill. Some of your units (Effie and Xander for instance) aren't going to double many things but at 80% a OHKO is more possible (or a one-hit-and-a-dual-strike KO). Other units with lower Str like Niles or Selena can't ORKO bulkier enemies normally but will once they're at 80% HP. etc. Regardless, I'm not sure how this is being framed as Savage Blow vs Rally Defence. Why not both? There's very little reason to class change Camilla before Level 5 - she'll be Level 1 to 4 while she's crushing everything in her path anyway. The only reason I can see is to get started on lance rank sooner and that's not a very compelling reason for me. Get Savage Blow at 5 and Rally Defence at 6 if you want.
  11. Wyvern Lord is nice for the Beastkiller on one or two maps if you can raise her lance rank (either via combat or Arms Scroll). But if you're just planning to class-change and forget, do note that you'll give up Trample (+5 damage against almost everything) from Level 15 Malig Knight, and WL's strength isn't so much better as to make up for this. If I have the money/seals to pull it off I prefer to do a dip in Berserker from 11 to 15 -> back to Malig for Level 16 (netting both Trample and Axefaire) -> whatever final class strikes my fancy.
  12. Impressive. I kinda assumed it would fall short of Hyrule Warriors because Fire Emblem isn't quite as big as Zelda, so I'm glad to be proven wrong. In general I'm really happy with Fire Emblem being so alive and well sales-wise; seeing even a spinoff like hit these figures is a good sign for the future.
  13. So hey my country gets one of these too. http://www.cbc.ca/news/canada/toronto/toronto-van-attack-victim-identifications-1.4632509 Looks like the shithead who did it was inspired by Elliot Rodger. Disgusting internet misogyny claims more victims.
  14. Depends. Elibe style: Stuff like Ilia/Sacae, Bartre/Echidna, Lloyd/Linus Four-Fanged Offence, and Kenneth/Jerme is terrible. Choosing the route you get based off an opaque mechanism is not something I want to see. Eliwood/Hector-type split is... in theory could be cool, though it felt only barely relevant, since aside from the first map and the one where they get Durandal/Armads the routes were basically the same (aside from some arbitrary changes which don't make much sense). Sacred Stones: This worked well enough, although I can't help but feel it would be strictly stronger if you just made the game six maps longer (it still wouldn't be terribly long) and alternated between the paths. You lose some fake replay value but gain a more coherent story on the first go. Gaiden, Radiant Dawn: See Sacred Stones. This worked pretty well. Fates: Is a fine idea, but it's at the core of the structure of the whole game(s), so it wouldn't make sense to use this as a baseline unless the story called for it.
  15. You still need to engage those laguz at melee. Also, most range is inaccurate, so heaven affinity helps you land those hits with javelins etc. I can't believe I'm still seeing "this person has less move than others so they won't even be able to get in support range" in 2018. Fiona also has more trouble than Meg getting to second tier.
  16. It's closer to the Japanese systems but takes a huge amount of liberties with it, so it's fair to say it doesn't resemble any legal system that closely. One of the most striking conceits of the AA legal system is that an accused is presumed guilty unless someone else is proven to have done the crime, which bears no resemblance to any legal system ever as far as I'm aware. (You probably also know this, but it has to be emphasised that there have absolutely been various "legal systems" which are even more heavilly rigged in favour of the prosecution. Witch trials for an obvious example. Or the USSR during the height of the gulag system. If you've played Spirit of Justice, THAT system is actually closer to ones which have existed in history - except that in real life, Phoenix would have lost no matter what arguments he made.)
  17. Res growth being low feels like a historical holdover from the games where it didn't grow at all. Notably, in some of the more recent games, it's actually not especially low. Since FE7, most new non-remakes in the series have Def and Res growths be pretty similar (I think FE9 is the game that has them furthest apart, and even there the gap between average Def and Res is just a few points at endgame). That said, Def and Res are typically lower stats in general, since you want Atk to overcome them by more and more as the game goes on, so that damage will continue to rise as max HP increases. Magic usually has a large advantage in hit and/or atk over Hand Axes, so it's useful even in games where enemy def and res are similar. Additionally, some enemies have vastly more Def than Res and vice versa, and since you usually have more physical units than magic, that gives the magic ones a niche: targeting low-res enemies like dracoknights.
  18. That's not what apostrophes are used for, either in French (which the name is clearly trying to sound like) or English (consider: don't, it's, etc.). It's not a syllable separator, but rather indicates that a vowel which used to exist there has been dropped. Anyway, I pronounce the name pretty much the same as it is pronounced in Heroes.
  19. I really like Camilla; one of my favourite characters in the series for sure. Design-wise, she's a physically imposing, strong woman who looks like she could carve you in half with that axe of hers. In a series which has far too many of the female warriors be dainty-looking waifs this is a welcome change. She is, of course, also pretty; I love the hair in particular. Her armour's dumb, especially the lower half, but you don't actually see that very often. Character-wise I enjoy her confident manner. I like the juxtaposition of the caring character who is brutal to her enemies. I love that she actually trash-talks. A lot of this is tied up in gender-related stuff; a male version of Camilla probably wouldn't stand out nearly as much, but she breaks some barriers hard and I love it. I think her relationship with Corrin is a weak point (though IMO it works a lot better with female Corrin, who I always play as), but she makes up for it with good relationships with the rest of her siblings (Elise in particular, that support chain makes me d'awww so hard), her retainers, and Niles. Her backstory isn't given much time (and hell, some of it isn't even in her own supports), but it's really intriguing and informs an awful lot about the way she now acts. I like that she spirals into depression and near-madness in Birthright. Birthright is in so many ways the "right" choice that it's good to see the bad of it explored, and the bad is how it tears about Corrin's family, especially her.
  20. Is this an explanation for why you didn't respond to anything of my post? But sure, if you insist, I'll respond to the rest of yours. Of course. But just because we aren't always at a 15-point authority disadvantage doesn't mean that hit is irrelevant the rest of your time. At equal stats (and RD enemies actually match up to you pretty well stat-wise), skill/speed/luck cancel leaving you with just the hit from your weapon, which is generally well below 100, so having more hit is useful except for units who are extremely accurate (I brought up authority and biorhythm mostly to emphasise that even for those units who are accurate, even they can suffer). a) Dawn Brigade maps are chokepoint central, and the later ones (i.e. the ones where base Meg is at risk of a ORKO) are defensive to boot. It's easy to keep someone out of trouble on them, and this does not cause problems b) The issue isn't "how good Meg is", but rather how good heaven affinity itself is. Would Meg be better to you if she had another affinity? I'm guessing probably not. Flipside, I know I'd be happier with Jill or Edward or Laura if you replaced their current affinity with heaven, at the very least.
  21. Hit... also helps you kill stuff! I'm not sure why you suddenly seem to think it's devoid of value. Especially not you of all people. That sounds like the sentiment a closet Berserker fan would hold!
  22. Con growth, maybe. It's not a stat that has been seen in a while. Con growth is probably preferable to the FE9-11 system of using Str for Con, since while it grows at least it isn't doing double-duty for being a key growth early, but it would still run into the problem those games have where the entire Con mechanic eventually becomes pointless as everyone gets enough Con to not care. Move growth is a hard no.
  23. It's an objectively minor thing, but one other change I'd really like to see is for battles to give exp, SP, and hero merit, as per normal. This would both make the mode feel more rewarding, and provide a little added incentive for keeping your units alive. Heck why not have difficulty modes at level 5, 15, etc. (or whatever), like tempest trials? I'm always looking for excuses to level up both skill fodder and new faces. This would also let new players experience the mode more; having the lowest requiring swaths of units with level around 30 or higher pretty much gates out anyone who hasn't been playing at least a month or two.
  24. Heaven vs fire is 6.5 hit vs 0.5 atk. Heaven vs light is 6.5 hit vs 0.5 def Heaven vs wind is 6.5 hit vs 2.5 avo. I'm not sure why you think boosting hit is devoid of value, to the point where you think 6.5 hit is worse than 0.5 atk, 0.5 def, or 2.5 evade. Last I checked most people considered FE6 swords better than FE6 axes (certainly including you!), at least if we ignore the ranged weapons options, and they trade atk for hit at a 1:10 ratio at best, while the comparison between heaven and light affinity is 1:13 (though in fairness, it drops to as low as 1:9 in some corner cases due to rounding). Skill is a garbage stat because its effect on hit is weak (1 point of skill is typically 1.5 or 2 hit, so several points are needed to be equal in value to 1 str), but hit itself is still important, certainly including in FE10 with its biorhythm and enemy authority stars (not to mention non-fail enemy luck stats) and Heaven affinity respects this by making the hit boost very potent.
  25. I've not been impressed by the overlay strategy game which seems to have more to do with how good/active your teammates are than anything else but it's possible I'm underestimating it. It wasn't very well explained so I haven't really understood all the nuances of it yet. I would probably be more inspired to if I liked the battle gameplay, which certainly makes up the majority of the mode's gameplay time-wise. (In fact, if the mode is supposed to be about the battle overlay strategy, then surely the case for replacing it with something faster - like core FEH gameplay - is even stronger!)
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