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About Ertrick36

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    Creepity Creep
  • Birthday 03/28/1995

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    Wide range of games (e.g. Metal Gear, FE, Sims, The Legend of Zelda, Fallout), politics and themes in creative works, music, lets-plays/streams, friendly discussions, bad hacks or bootleg games, oddities, and sometimes discussions about PC hardware might peak my interests.
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    Zanzibar Island, 5 PM

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  • Favorite Fire Emblem Game
    Three Houses

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    Oboro (FE World)


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  1. There are several ways to make a 0% growths run work, depending on the game. Permanent stat-boosters: Feed all your perma boosters to one or two units, that's their "progression" in this playstyle Temporary stat-boosters: Only viable for games like Awakening or Fates, but you'd make more liberal use of them in this kind of run Skills: Once again only viable for games with skills, but every advantage you can muster will help ensure your units dish out enough and take enough to push through the game Weapon forging: In games that have it, you may find yourself making abundant use of the mechanic just to up the damage output Using already powerful units: Your Jeigans and Alans really pay off, here - later prepromotes even moreso; a 0% growth run is one of the few kinds of runs where such characters and the obligatory endgame sage/warrior are your only powerful units, you might just end up with a party of crusty old men/women (probably with the addition of dragons, too) Promotion: Always valuable for anyone that can do it, 0% growth runs don't forbid you from doing it unless you specifically place that limit on the run I think the idea is to demonstrate that even when nobody gets growths the game is still technically beatable, meaning units who actually have no growths do have value and that you'll always have something to fall back on. Of course, you won't take everyone with you in a 0% run - a character like Book 2 Alan will be extremely valuable at first, but unless you feed him stat boosters his marginally better base stats won't carry him to the end like later units' base stats would. Incidentally that means a game like Gaiden where the bulk of stats comes from promotions is easier than a game like Awakening where you expect your units to gain anywhere from 20 to 40 level-ups in each of their stats from actual level-ups. Then again, you'd probably be forced to defeat Duma with Nosferatu, which is easier said than done.
  2. If anyone tells you the game can only be beaten with grinding, they're telling you absolute BS. Like you said yourself, your failing was trying to give too many units EXP (maybe also bad levels) - early on you should just immediately bench some people. As with any other FE game (barring certain black sheep that are less than balanced), you should only focus on a limited pool of units or else grind incessantly. I get that FE Awakening doesn't have the best balance or map design in the world, but I've hardly ever heard of people familiar with the franchise struggling to complete the game on Hard. And you still won't even acknowledge what I've been telling you about the Spotpass battles you can use to grind EXP. If EXP is what you're looking for you don't need to rely on the regular map skirmishes because you can summon legacy characters via the Bonus Box feature to fight instead (they come with teams to fight alongside them), their only drawback being that you don't get money or items from beating them. It's like Shadow Mir said, it's nowhere near as bad as that one person said, not on the difficulty you're playing on. You're being punished for playing in a very poorly optimized way - you tried leveling up characters that you should've just left on the bench, and it sounds like you're incapable of using formations that block off an enemy's advance or using the level design (the chokepoints/walls) to your advantage. Awakening is not a very difficult Fire Emblem game, but it will punish you for playing poorly, just like any FE game that isn't Gaiden/Shadows of Valentia or Genealogy of the Holy War would.
  3. Well, like I said, try the Bonus Box Team battles. Look for teams with bosses of a lower level than your own team's average, and summon them. Go to them and parley, then choose to challenge them to a fight. You don't have to recruit them post-battle, you just do this for the free skirmish essentially, and you can do it as many times as you want. Just shy of that I'd either say buy the grinding DLC or start over, but I don't think you should have to do either of those things.
  4. I'm gonna break up this little two-sided conversation thread by adding my voice as a third side. If you have Spotpass activated for the game, you can grind on the Bonus Box Team battles through the Wireless menu. This can be an effective replacement for the normal skirmish battles, which would cost around 5,000G to forcibly spawn (with Reeking Boxes), at least on the difficulty you're playing on. Especially since you don't have to pay for Spotpass, either in-game or with real-life currency (apart from of course needing internet). With this said, I'll give a few bits of advice that I think can apply to Awakening. Not everyone is actually good in Awakening. Some may tell you that you can make anyone a good unit, but that's only true if you're grinding. The reality is, you'll want to use some units and avoid others like the plague. I'll list some examples here, but generally speaking you'll want to focus on a specific set team. Donnel sucks if you aren't grinding. The only way you can use him is as a support unit in pair-ups until he gets enough levels from assists to be able to fight on his own. He is good as a father, as his child will get the incredible Aptitude skill which makes unit growth ridiculous, but he's awful to use without a lot of care and attention - IMO substantially worse than Mozu. Frederick, on the other hand, is bae. Seriously, don't be afraid to bust him out from time to time, when you really need it. Even if you don't use him as a combat unit, he provides much valued protection against enemies that use non-magical attacks. Virion is kinda bad by virtue of being locked at 2-range. In some games archers are absolutely amazing, even in some games where they only have access to 2-range attacks, but in this game they're just terrible because they have no notable strengths to make up for their lacking short-range capabilities. That said, he might be a solid unit for baiting mages, but I'd say you should avoid using him much unless you plan to reclass him. For dealing with mages, you might want to consider having healers and mages pair-up as support units to your main combat units. By that point in the game I think you have four total magic units. It may not be a bad idea to use the mages as combatants either, but be warned that units with non-magical attacks will destroy them. The best tactic for this chapter is to wait for the enemy and rely on enemy-phase counterattacks to soften up the enemies for finishing blows. Don't let your units get too hammered by attacks, and if need be push weakened allies back behind safe lines to get healed. There are three main choke points, and you have plenty enough units to hold them all. Chrom and one or two others should take the west flank, a tanky unit paired up with someone should take the middle stairs, and the rest of your allies should be on the east flank. I know it may seem difficult and BS, but I know that the chapter can be beaten with good tactics because I've beaten it consistently without grinding, you just have to be constantly defensive, and if your units are dying all the time either you're being too aggressive or you screwed up and spread unit levels too thin. The further you get through the game, the more overpowered your units get. But at the same time, the game will occasionally throw absolute BS difficulty spikes, mainly in Chapter 12.
  5. A couple issues I see with the term: First is it's really vague in definition, I think due to just being named after a character. People generally have an idea of what a "Mary Sue" is supposed to be, but there's no clear line for what it actually is. Second is it may not be a gendered term, but it is a notably female name (I'm sure there are probably a few guys named "Mary", just like there are girls named "Kevin", but it's very obviously meant to be a female name). The issue here is that I believe it makes female characters more subject to accusations of being "Mary Sues" than male characters. Sensible people would obviously be equal opportunity critics, but sensible people also wouldn't use the term recklessly. A lot of the time I just see it thrown around by people who just don't like female leads being strong in any capacity - sometimes it is warranted, sometimes it isn't. And even when sensible people use it, I still see a notable slant towards its use with female characters versus male characters - when talking about male characters, I usually see them talk about them being just "perfect in every way". For example, people accuse Alm in SoV and Ephraim of being without notable weaknesses/flaws, and never use the term, yet will call a character like Rey from Star Wars a "Mary Sue" for suffering from basically the same problem - although the Sequel Trilogy is a whole can of worms to sift through, not gonna lie. What a word is said to mean in a little dictionary doesn't matter nearly as much as how it's actually used, and I don't see an equal distribution between male and female "Mary Sues", even though there sure as hell are plenty of male characters who could fit that bill just as well as the female characters accused of being such. I just hate it as a term because it's a term that subconsciously invokes biased use and reactions out of people in a way that only sets up discussions on the subject matter to derail horribly. We'd be better off just explaining our thoughts out instead of just saying "Mary Sue" - yes, it might take longer to explain what you mean, but at least you can have a sensible goddamn conversation instead of going off on a tangent about feminism or SJWs or whatever.
  6. You're the kind of person who should be documenting stuff and speedrunning games, lmao. Not many would dedicate this much time to a game.
  7. The DLC does make the game easier. Mainly the stat-boosting items and the skirmishes. Sure, the skirmishes are difficult at first on account of the enemies being even more overleveled than before, but they give you a stupidly easy foothold to gain over the Maddening enemies, getting you to the point where you may well end up having some of your units actually doubling the enemies consistently instead of the enemies doubling your units consistently and you struggling just to keep from getting doubled. So I'd say the DLC can negatively impact your enjoyment if you're looking for a fun challenge. Maddening absolutely can be beaten without the DLC. Probably the only elements that would actually enhance the playthrough are the new characters and classes the DLC added, because AFAIK they don't break the game completely.
  8. Yeah, I'll have to second (or third?) the sentiment on Miklan's chapter. I mean, it was great for Sylvain's story, but its design is the same reason I dislike a lot of Binding Blade's level design. All there is to the map is you slogging your units from one point to another, smashing enemies along the way and maybe occasionally picking up treasures. There's so little variance in how you approach it - the most you might do is consider leaving a unit behind to help poor ol' Gilbert fend off the ambush units from behind. Also don't like that one city chapter. You know, the one where at least two paralogues take place in. Maybe I just get sick and tired of playing the same map over and over again, but I've never had fun playing this map. Not sure what the best would be. It's been a while since I've played the game normally, that is without NG+, DLC stuff, and ceaseless grinding. I ought to challenge myself to never use broken weapons and to do normal new game. Probably would have a substantially funner time.
  9. Hmm... Any dislike I might have for a character isn't ever particularly strong. So bear that in mind as I provide a list. Among FE games, because I guess everyone's doing it this way... A lot of the main cast of Fates could fit the bill. I mainly think of Corrin, Azura, and Xander. I'll qualify my stance on Azura and Xander because I don't think they're particularly bad in supports (though I don't really care for Azura in her supports), but I really just don't like Corrin. Strangely enough, I don't dislike Camilla. I don't particularly like her, and it irks me when she's given a lot of attention over a number of other characters, especially when that attention is wasted on shameless pandering, but I think beyond the pandering and in her original incarnation she was alright. Alm and Celica are big time dislikes for me. Mostly because of how they were handled in SoV. There were things that they did right with that game, but the protagonists weren't among those things done right. Like most say, Alm should've been more of a proper reflection of Duma/Rigel. Celica... well, there are ways for her to fall into the trap of Jedah that didn't involve reducing Celica's brain to a single-cell organism. Maybe Donnel in Awakening, if only because of the memes getting a bit much. I was fed up with him right around the time some journalist asked KT to add him in FEW. The lancers they did pick over him were much better choices, lmao I guess I'd add Nowi too? I know she has a fandom, and I don't like a sizable portion of that fandom. Kind of an annoying character too, IMO. Kaden from Fates is her done substantially better, and without the whole "I'm a secret 1000 year-old that looks like a kid" trope going on. If there's any character that's popular which I don't like from the Archanea games, it's Camus. I'm sorry, but he's not much better than Xander, the difference is that instead of the king being an obvious dickhead he's just an inept ruler who I'm pretty sure is implied to be on his death bed. I can't help but compare him in my mind to Lawrence. Lawrence is effectively in the exact same position as Camus, the only differences being that he's old, likely has been serving in Grust's military for longer, and just so happened to be friends with the king of Talys. They literally had Camus take the fall just because it's so much more dramatic if it's a young man who is the love interest of one of the protagonist's main allies take the fall instead of an old man who's just a friend of a character you probably forgot about by the time you reached the chapter you meet these two characters. That's about all I can think of from FE. As for outside this franchise... Welkin Gunther... I do like him for the most part, but I really don't like him as a brother. He just doesn't interact with Isara at all. Not in a meaningful way, apart from calling her a pet name. Where's the goddamn sibling banter?! Asuka Kazama... she's popular among the Tekken fanbase, right? I mean, she's a Kazama, so you'd think that'd count for something. And hey, she's one of my mains because I like playing a character with a BS moveset that is barely telegraphed. But damn do I dislike the direction her character arc had taken. At first she had a whole vendetta, and there was an implication that she'd get involved in the internal Mishima feuding... like, it seemed like it'd be cool. Although for whatever reason they had to throw in the trope of the girl getting angry with the boy, which tends to lead to a romantic relationship... but it was between her and Jin, and they're both cousins (or at least, they were at the time). Apart from that, though, the arc could've gone somewhere. But then they had to waste her arc on being a petty rival to some rich girl who really has no business being the rival of any fighter in the Tekken universe. And that's all she is now, and so here I am complaining about a story arch for a goddamn fighting game. Also, she's been gradually far removed from her relation with Jin, for... reasons, I guess. I dunno. While I'm talking about 3D fighters... in the weird, specific context of Soulcalibur where I'm talking about their existence in the games instead of just as characters in general, Darth Vader and Yoda. I don't think people liked Yoda as much because he was broken due to his height, but people always ask for Vader. Like, why? I know he's popular, but not every popular character belongs in every video game setting. There are plenty of fantastical elements in SC, but hell, it takes place in the late 16th Century. While I'm at it, I'll add Talim to the pile. I hate how people keep stanning this 15 year old girl like it's okay just because it's fiction. Chris Redfield and Leon S. Kennedy from the Resident Evil series. TBF I actually liked Leon in his original incarnation, but I stopped liking most of the cast after their second appearances. That applies to almost everyone (I think Jill was alright in RE3), but it especially applies to these two dudes because of what they've turned into. Was never really into Chris, but he's become the poster child of RE that they just have to jam into every RE crevice, and he's probably one of the least interesting characters in the series. Leon, meanwhile, just went from rookie cop whose first day was effectively canceled to elite super agent seemingly overnight. Seriously, compare Leon in RE2 to Leon (even at the end of the game) in RE4, he's basically a different character entirely. I know he went through hell in RE2 just to survive to witness his home get destroyed, but that doesn't exactly distinguish him from any other Joe that went through this apocalyptic event, or even from your average soldier who I'd say also goes through some pretty awful shit. Though maybe I feel this way because of the Outbreak games, where you play as 8 characters, one of whom is a veteran cop that looks like Tom Cruise and another of whom is a Vietnam War veteran. None of them became super agents as far as I know, though I think Yoko actually testified in a court of law against Umbrella Corp and their heinous crimes. That's really all I can think of, and I might've even been stretching with some of these choices.
  10. Mystery's a good start in terms of getting familiar with the SNES titles - many would say it's one of the best balanced FE games. If you want truly massive scale conflicts, you're gonna want Genealogy of the Holy War. There are some chapters where you literally fight through an entire kingdom. I'm not kidding - Chapter 1 is all of Verdane. They're long chapters, and it's a lot of ground to trek - the chapters are so long in fact that they let you save progress in the middle of a chapter. It also has probably the highest deployment limit in the series, though it's mostly because it doesn't really have a deployment limit and the amount of units you have never exceeds 24.
  11. There's an actual condition for this, you know. It's called autism spectrum disorder, and while it generally has pretty variable effects it always affects one's ability to understand and communicate with other people. You should think about how such people might feel about making jokes like this before you make them. And if it's meant as a serious piece of advice, then you chose to frame your words poorly.
  12. I'd ask a speedrunner/LTCer or hacker, either of them with a YouTube or Twitch channel with videos/VODs proving they know enough about the game to speed through it. I wouldn't trust random nobs on the internet to answer conclusively, and the vast majority of people either forget details like how many exact kills certain units got over others or they aren't the type to test things repeatedly like a speedrunner or a hacker would.
  13. Really situational. It just depends on if the limit is dependent on a certain bloodline, race, or expertise. Characters like Sigurd, Lyn, or Marth are specifically blessed to be capable of wielding certain weapons. Tylfing responds only to major Baldo blood, the Katti blades seem to have a will of their own that only allow Lyn to wield them, and Marth is the latest heir of the Altean royal family, which I believe is what is required to wield Falchion. Sometimes the rules are arbitrary - why does Emmeryn not wield Falchion, for example. But nevertheless, prf weapons are clearly meant for specific individuals, not just any skilled warrior. But in terms of class weapons, I see it as a matter of being specialized/proficient with those weapons. For example, longbows are often exclusive to archers and snipers - horse-mounted archers and those who use bows as a secondary weapon (e.g. assassins in Awakening) can't wield them. This actually has historical backing, as horse archers had to use special shortbows to be efficient in combat - trying to draw a longbow on horseback is too cumbersome for the vast majority of humans, and due to their size (they were almost always roughly the same height as the wielder) they really could only be used in a mostly stationary position, limiting their use in the hands of a duelist or auxiliary (that is, one involved with the military, but not molded into the military's ranks). Other weapons had specific purposes. For example, pikes were used mostly as weapons of defense against charges - they were too unwieldy to be used as offensive weapons, at least in the hands of your average pikeman. As such, troops trained for specific roles were trained to use certain weapons that others wouldn't. And in the context of high fantasy, it makes sense in a game like Fire Emblem: Awakening for dark magic to be exclusive to dark mages - maybe even with the training, it takes a certain loadout to be able to use the weaponry (a loadout which only dark mages and sorcerers have access to). But if you're asking which type I like more, it might be class weapons. I like when they actually go for historical accuracy in this regard, like how I outlined. Some prf weapons look neat, but others - particular those in later entries - look kind of ridiculous. Also not necessarily a fan of the idea of arbitrary favoritism. Every FE game has a slew of warriors and mages that are just as good at fighting as the nobility that wield holy weapons. The only exceptions to this are Genealogy and Fates, where high quality warriors of humbler origins are more difficult to find because the writers were way too obsessed with jerking off the narrative of the nobility being godly beings. Though of course, every FE game needs at least one character with a godly weapon that can easily slay the overtly evil villain guy at the end of the game. I don't mind the existence of this fantastical element, but I prefer when it's supplemented with a more historically accurate reason for discerning between nobility and the more common folk, or at least with historically accurate sentiments, e.g. the notion that the poor aren't capable of governing entire fiefs or kingdoms. But maybe that's a bit too cynical and real for a game like FE. I'm not sure, because Echoes was approaching this notion, and it's almost implied in Three Houses through supports with Lorenz and commoner character (though he's actually one of the nicer nobles, believe it or not). Maybe I'm just weird and I'm liking some elements of FE for entirely wrong reasons.
  14. Man, the Fire Emblem games can be enough of a slog as-is. Genealogy, of course, lets you field 24, and that coupled with the massive size of its maps makes it the biggest slogfest in all of Fire Emblem. What really slows down the game is a combination of fielding liability units that need extra babysitting, figuring out who to feed kills to and how to facilitate such feedings, getting out of or around tricky situations, and even just preparing the most ideal way you can. Maybe at one point I was reckless and just threw my lot in willy-nilly without much thought, but as a more experienced player I am better off taking my time in my considerations. Anyway, all of that is tied into how many units you can deploy, as more units means more time needed to divide one's attention between units. I think around 14-16 ought to be max. And that's the utmost maximum cap - on average, the limit should be 10-12, the 14-16 unit deployment limits being preserved for the really big chapters. It might also depend on the focus the scope of the cast and fights the individual game is going for. For some games, there should be even lower limits. But never higher than what I listed because, as I said, it just becomes a giant slogfest. I think the only time a giant deployment really worked was in Echoes, and it was just because the vast majority of the game barely required much thought to beat (and the post-game only lets you deploy 10 units).
  15. I'm not sure, since I don't know how exactly your brother would enjoy the story. I think generally speaking the way he'll play will probably play into his favor in terms of inheritance, possibly optimal pairs too as long as he's aware of the ability to check for available conversations and knows to check such things frequently (like, after every castle captured and character recruited). Generally speaking this will lead you to building a respectable enough 2nd Gen. Ayra can have a convo with either Lex or Holyn which increases her love points with one of them, for instance, and either option will grant her a great weapon which is perfect for inheritance and make both children great. You might want to tell him that if he wants to see couples form that he should have them be next to one another at the end of every turn. As for hidden events... I mean, there is absolutely no way for someone to know about them without either somehow accidentally stumbling upon them or through actually looking them up, but I think they should stay hidden for a first playthrough. The only exception I say to this is for the Chapter 10 secret for after you defeat Alvis. For that, I'd say you should hint to it, and only do so once he's gotten to the 2nd Generation. Tell him something like "When you defeat Alvis, go stand next to water". Something that's sort of vague, but understandable enough that he'd get what he'd need to do. I say this because it's a crime that this secret scene is missable.
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