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cgRIPPER

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Posts posted by cgRIPPER

  1. This conversation is going nowhere. Japan has never had anywhere remotely close to the kind racial-diversity that either Tellius or America do. If you want to blame Micaiah for the fact that IntSys expects its audience to think a world war is more important than a country's domestic affairs (regardless of whether that's actually the correct state of mind), then just don't be surprised if more open-minded people choose not to blame Micaiah just because her actions aren't drastic enough.

  2. I really hate to say it, but I have to say Corrin is the better character.

    My reasoning for this is a little bit weird, but hear me out please.

    Both of these characters are horrible examples of self-insert MCs. The difference between them is that while Corrin is basically just a self-insert character, Robin is a tactical self-insert tactician character who is good at tactics. The game (in the supports especially) is so over-the-top about shoving "Hey, did you know this guy is really good at tactics?" down our throats that I find it impossible to insert myself into Robin's perspective for even a short period of time. Corrin on the other hand, I can at least forget about the differences for a while because he's so bland.

    Self-insert characters suck, but if it's gonna be a self-insert character I better at least be able to insert myself into that character. If I can't do that, then they are a total failure.

    On a slightly separate note, am I the only one that wanted Robin to be done in the way that the tactician was in FE7?

  3. wow that was a long ass tangent and i am sorry if its not entirely related, long story short i am happy people are starting to take a second opinion and rethink stuff, as its something the world needs in general and that we can come up with this much to say about micaiah instead of corrin shows that IS tried something with new with her and i honestly believed it worked.

    Now how long until IS figures out that it worked and actually tries it again? 10 years? Probably too soon for ol'IntSys...

  4. It's really really hard for me to take anything relating to Corrin (or Robin for that matter) seriously. IntSys insisted on painting the countries of the game in light and dark so that people wouldn't feel bad for choosing the light. Then they go out of their way to coddle the player who chose the dark route. They're afraid of making their players feel like they "made the wrong choice" and that mindset makes it impossible to tell a good story.

    @anyone saying that Corrin doesn't deserve the blame because of his upbringing:

    That's irrelevant. That is an irreversible part of his character (and there isn't even much of that). Criminals who had terrible upbringings that scarred them beyond repair are treated exactly the same as criminals that did something just because they felt like it. Granted that Corrin isn't a criminal, but the point is that someone's upbringing doesn't absolve them of responsibility.

  5. Phalanx Core

    This set works for MUs, any of the children, and some bond units, but works best on Midori.

    Dragon Ward

    Replicate

    Hoshidan Trust

    and any combination of: Quixotic, Miracle, Inspiration, Sol, Aether, and Nohrian Trust. (I'm personally using Quixotic and Aether atm)

    The idea here is to keep the original unit and their replica next to each other so that they will proc Dragon Ward for each other and any ally standing in one of the 10 adjacent spaces. With 30 LCK (Which is actually pretty low for endgame), Hoshidan Trust and Quixotic you get 40% activation, 60% if using Midori or a BU with Lucky Charm. You can further boost this with Rallying, Inspiring Song and Luck Tonics.

    [spoiler=Option Breakdown]

    If you plan on using the set for PVE then Quixotic is a must, but if you're going to try it in PVP then it becomes optional since so many people run around using quixotic themselves and since the double-edged sword makes it a bit risky when procs can be used against you. I highly encourage Quixotic if you're using Nohrian Trust as well.

    Inspiration works quite well since the twins will buff each other with it and any other ally in Dragon Ward range will get the buff twice. Works better if keeping the twins in attacker stance since the damage boost adds up even faster that way.

    Sol/Aether provide self-healing mid-combat which is really nice. Aether adds an extra punch, but the low activation can really be felt when compared to Sol. I recommend sticking to Sol for PVP, but feel free to stack both on a NTrust Bank.

    Miracle works best if using Midori and also works really well in tandem with Sol.

    I feel like it's cheating to use Nohrian Trust; it lets you stack any combination you want of: Aether, Sol, Miracle, Pavise, Aegis or any other procs you happen to have a fetish for on the bank unit. Just keep in mind that you'll need either 2 banks or the bank will need replicate too.

    This set can work on any class, but making the unit a Witch or Sorcerer gives them access to Nosferatu, thus eliminating the necessity of self-healing skills. This works particularly well if you keep the twins in attacker stance since you can get HP recovery from the dual strike as well.

    Just be wary of savage blow users, ballistas, and Ballisticians if you use this. You'll get the best results if you cluster the rest of your team around the twins, but if you do that around these threats then you'll be enabling your opponent to hit many of your units at once.

  6. ...Why did the artist make her leggings that tight and give her a thigh gap to top things off?

    I am a teenage boy, shoot me for noticing.

    Basically this.

    Because the artist knew that thigh gaps are the hottest things since fire itself. Even if it is extremely uncommon and sexist.

  7. I'd say for now, the bare bones rules should be:

    - No forged items

    - No Battle/Visitation Emblem

    - No Lethality (as an autokill skill is slightly out of the spirit of a competitive game.)

    and that should be it

    You wouldn't think it's necessary to say this, but just to cover our bases:

    Let's add on "No unobtainable weapons/staves/skills." This means no beast skills or avatar skills on 1st gen units too.

    Other than that, sounds good. When we gonna do this?

  8. So if we move forward with this tournament, what will our initial rules be?

    It should be as basic as possible so that we get a good grasp on what breaks the meta. I personally would like to see each weapon have a forge cap in the long run, but initially forged weapons should probably be banned and we can loosen the reigns a bit if necessary as this develops.

  9. Could also do no attack skills and no random critical hits allowed to reduce some randomness of a battle.

    I don't think that reducing randomness by removing integral aspects of the game is a good idea. This isn't a game like advance wars where it can be entirely attributed to skill and strategy, and IMO, much of the skill of FE comes from how a player deals with the things the game throws at them through random chance. Also, certain weapons, skills, classes, etc. will become useless if those types of things are removed. Not to mention that everyone swinging around bronze weapons and javelins to prevent crits would be extremely boring. On the other hand, Lethality is particularly uncompetitive at a fundamental level and I personally feel should get the ban hammer.

    I advocated for the "no skills" ruleset in the past, but after experimenting some more I'm not really convinced it does much to alleviate the core issue with this game. No matter what kind of rules or restrictions one implements, Fates PvP will remain a movement-creep game; an unfortunate consequence of not having Fog of War. Removing the obvious troublemakers like DLC skills/classes and Rescue is all fine and good until one realizes that without them the game becomes a stare-down with both sides being too scared to make the first move. To me the question is less "what can we do to help balance the game?" and more "do we want a blitzkrieg or some trench warfare?". We're in for some shit either way.

    If there's a middle ground somewhere that doesn't overly complicate things to the point where no one's going to bother I'm not really sure what it is yet. =(

    I second this^

  10. (1)So the issue with this is hacking, or the backlash of hacking the the inheriting system. The big thing are the four big skills: Dragon Fang; Hoshidan Unity; Nohrian Trust, and (the worst of all) Aptitude. With the existence of the 'Aptitude Sickness,' limited battles are impossible to be completely inclusive, since anyone who has hacked aptitude on characters has a distinct advantage. You can even max stats at level 1 of an advanced class with careful planning. So limited is a no go.

    With the whole inheritance thing (as well as Corrin's preferred class); you can't fully block skills for characters. Which makes the idea of only allowing a character's personal skills they can get, as well as DLC skills (for instance, Odin has access to Sorcerer, Dark Knight, Swordmaster, and Master of Arms, so he would only be able to equip skills from those classes, as well as any and all DLC skills). Another idea is to first check their S-ranks to see if they have access to the skills they are using, with a little bit of wiggle room for A+support. The only character that should be able to use any skill is Corrin, although with the first recommended set they should only have access to the Prince(ss)/Noble skills and ONE class and its promotions (as well as DLC of course)

    (2)With weapons, I'd say simply just don't use forged weapons. The only problem with that are the relics, so Ryoma and Corrin have a distinct advantage, and therefor gives Hoshido and Valla paths a big bonus over Nohr. So the relic weapons are pretty much up on the air. The two seals should be banned as well.

    Skills should definitely be limited (case in point replicate). Also, the Rescue+Warp combo should be banned, as it allows for an easy win. Both are fine by themselves and perfectly balanced, but together are completely unfair.

    (1) I agree, to compare it to Pokemon, you'd think that limited is like the ruleset where the pokemon get scaled down to 50, but that isn't the case due to aptitude/plain old level resets. Being able to grind for competitive play seems unfair to people who don't want to dump hundreds of hours into a multiplayer file, but it equalizes the randomness of fire emblem level ups quite well.

    (2) Perhaps we could come up with a list of maximum forge levels to use for each specific weapon. For example, a Bronze Sword would be allowed up to +5, but an Iron Sword only up to +4. It'd be a ton of work, but it would help to shrink the gap between characters who have unique weapons and characters who don't.

    What about bonus damage and special effect staves?

    Kaden, Keaton, Velouria, Selkie, and Kanas born of those units all have natural beastslayer weaknesses, not counting any units who ride horses and Pegasus/Kinshi. The avatar, Kana, and anyone else the avatar is the mother/father of also have natural dragonslayer weaknesses not counting Wyvern Riders. A max stat lodestar avatar still took a lot of damage from a single hit from an unforged Dragon Spirit.

    And staves. Hexing Rod, Silence, Bifrost (maybe), the one that prevents moving, etc.

    Maybe limit the number of allowed bonus damage weapons on a team. For example, if a player gives a beast slayer to 1 of their lance users, they wouldn't be able to give out another beastslayer, dragon spirit, wyrmslayer, etc. to any of the other units they are using on the team. They wouldn't be able to change equipment by the time they find out which weakness is more prominent on the other team.

  11. Depraved

    D in all weapons except "Other" (beaststone, dragonstone, saw, boulder, etc.)

    Base Stats:

    HP: 16 Str: 7 Mag: 4 Skl: 10 Spd: 5 Lck: 2 Def: 4 Res: 2 Mov: 5 Crit+10 Dodge-10

    Growth Rates:

    HP: 15 Str: 10 Mag: 10 Skl: 20 Spd: 5 Lck: 10 Def: 5 Res: 10

    Maximum Stats:

    HP: 60 Str: 30 Mag: 28 Skl: 36 Spd: 27 Lck: 30 Def: 29 Res: 26

    Pair-Up Stats:

    Str+2 Mag+1 Skl+4 Lck+1

    Skills:

    Lv1 (Soul Collector): Gain Souls* for each enemy defeated equal to the converted level of defeated enemy.

    Lv10 (Praise the Sun): When supported by or supporting an einherjar unit, lead unit gains damage dealt/taken +3/-3.

    Lv25 (Cautiousness): Avoid+20 if user hasn't taken any damage in the last 2 turns.

    Lv35 (Kindled Humanity): When user is supporting an ally and the lead unit triggers a battle, user gains all stats +2 after defeating the enemy until user takes damage.

    *Souls go in inventory and can be used to gain 1 exp per Soul. Max of 99 and carrying a full stack of 99 allows a Depraved to exceed the maximum weapon experience (Absolute max of A).

    Feel free to guess what this is an homage to (not that I think I made it that hard for anyone with any experience in the game).

    Link - Swords and Bows (obvious), maybe Shruikens (to make up for boomerangs), Tomes/Magic (magic in OOT), Beaststones (Wolf Link in TP)

    Not to mention he uses a hammer in many games, so toss axes/clubs into the mix (though I think calling the boomerang a shuriken is a bit of a stretch). Anyway yeah, for Link you'd basically have to specify exactly which Link you're emulating since OoT Link can't turn into a wolf, and SS Link can't become a painting etc. etc.

  12. Yeah, several people have brought up Silas's VoF over in the Best Personal Skill thread because it's relatively easy to activate for a pretty reasonable boost (not sure I would go so far as to say it's one of the best, but it's pretty solid). I haven't done any testing with it yet, but I imagine that the Replicate user and replica would share a single use of galeforce per turn.

    EDIT: Oh yeah, and Azura actually gets 2 songstress class skills that have similar effects to Peacebringer. Voice of Peace causes enemies only to deal -2 damage with physical attacks and Foreign Princess applies only to the purple ghost men/women but both reduces the damage they deal and increases the damage they take by 2. So they're very situational in very different ways from Peacebringer even though all 3 are situational. I'd say Voice of Peace is probably the best since Azura shouldn't have to worry too much about magical attacks due to relatively high Res and weapon triangle bonus.

  13. Yukimura's isn't amazing, no, and it doesn't belong on a best personal skill list or anything, but it's +5 hit with no negative effect besides having to field Yukimura (and maybe being close to units? I dunno, I never used him), so not really worst-skill material if you ask me.

    Felicia & Jakob... Yeah, these would've been so much better with one simple change: Just have it so it works with Corrin/Kamui, as well as S/A+ partners and their children. Still, as it is, it's at least useful for someone.

    Silas... No, Silas is the one who benefits from his skill, not Corrin/Kamui. And it's quite a benefit for Corrin/Kamui's HP entering Vantage range. I'm sure this has been stated elsewhere in the thread, but does Corrin/Kamui need to be paired up with Silas as well as on <50% HP for Vow of Friendship to work? Because I remember hearing somewhere that it didn't require those two to be paired up, but I dunno for sure.

    As for Izana, yeah Peacebringer is the worst skill. I'm sure there's some use for the Quiet Strength-that-also-lowers-damage-dealt-to-enemies (maybe for feeding kills to lower-level units?), but why bother with it when you can just use Sakura and have the actual Quiet Strength, which is pretty much superior since it doesn't hamper her effectiveness in combat (since, if Izana is attacking an enemy, they're probably inside of Peacebringer's lowered-damage radius). At least Arthur's Misfortunate, as not-quite-great as it is, isn't upstaged by another character having the same thing but better. This is the worst skill, at least as far as I can tell.

    Pretty sure Yukimura's applies the hit bonus to every single unit you control regardless of map positioning (just as clarification).

    Applying the retainer skills to A+/S supports is a really cool idea actually. Though I don't think they need this to be decent since their boosts are actually pretty significant in early game and only require you to pair them with or just stand next to Corrin.

    I am also pretty very sure that Silas does not need to be paired with Corrin to receive his boost.

    Also, Izana's Peacebringer is actually even worse than that. This was mentioned already, but since it decreases damage dealt and not damage taken it requires unsafe positioning to get the full effect since Izana wants to make sure that the enemies are the ones inside his aura, and it also has the potential to aid enemies up to 4 tiles away since one of your units can be on the very edge of the aura and attacking an enemy 2 more tiles away while still dealing -2 damage to said enemy thanks to this absurdly bad PS.

    Peri/Hisame/Kiragi - It's really only good if she can move again otherwise it's useless

    First off, Peri's gives speed so that will help her survive a little bit so that's something. Hisame and Kiragi also both provide stat bonuses that help survivability as well.

    Secondly, moving again is pretty easy to do since we get Azura way way way before any of the said characters, and also Replicate makes excellent use of these since both the original unit and the Replica will get the boost simultaneously.

    Bloodthirst is like rally but a bit useless because one turn and it's gone

    Vow Of Friendship forces you to pair up with Cyrus/Silas

    @Bloodthirst: except rally is only 1 turn as well...

    @VoF: I'm pretty very sure that Silas will get the buff regardless of whether he is paired with Corrin.

  14. [spoiler=Off-topic Conversation]

    I had no idea how pvp works, admittedly. At any rate, it's more a case of me realizing how much resources I need to get a weapon to +7 and immediately saying "Nope" - 128 weapons, and 247 gems for the weapon type to be forged, nevermind the part where the player only gets gems of one type (two if they're playing Revelations) in their castle, or the part where they can only carry 99 of any resource). Meaning that I REALLY have to go out of my way if, say, my gems are for tomes, but I want to forge a sword. It's very hard, bordering on impossible, for me to be impressed when I have to go out of my way to such an extent. Anyways, how much cash are you assuming the player's getting in one run of Ghostly Gold?

    Anyways, so I don't drag this off topic, I agree with Shuriken Mastery and Highwayman being good personals.

    I average around 65k-70k at endgame for each round of ghostly gold. I should point out that nobody should try to bother with +7 weapons before they reach endgame/postgame anyway. Anyway, my point was that the resources used in forging have no other purpose at all outside of giving people silly stuff to wear for appearances. Also, you really only have to exchange for a resource that you don't have 1 time and then multiply it through the arena, which is fairly easy to do once you figure out which skills work inside of it, and thanks to the accessories that allow you to control who uses the facilities you can make the same person fight in the arena every single chance and/or make it so you always get a sale on your purchases/forges. Being able to use the arena to multiply your supply of a resource you don't naturally obtain is kind of a moot point though since there really isn't any reason for people to restrict themselves to offline only play once they reach postgame anyway.

    Oh btw, I hope my earlier comment didn't offend you too much, in hindsight it really does look like I'm going after you and I didn't mean it like that.

    Bond units can get some pretty awesome class skills as their personals, like: Rend Heaven or other offensive procs and the breakers. Do those count? lol

  15. Meh. I'm not impressed, given how tedious getting a weapon to +7 is... I'd rather use my resources for other, better things. Especially since opponents in PvP can just turn off that +7 that you had to put a lot of time and resources into getting (or so I read).

    [spoiler=Admittedly rude ranting]I won't say anything regarding people's opinions of what skills are good due to a difference in playstyle, but this post literally gave me a headache from its sheer ignorance. First of all, that's not at all how the pvp works; when booting up the good ol' wi-fi you get to choose limited pvp or unlimited pvp. It's not something that 1 player has the ability to simply turn on and off; both players are agreeing to the rules of the match before they even get paired up with each other. Second of all, you should be impressed by that. This is a +7 thunder tome we are talking about here and it far outclasses freaking Brynhildr! The only things you need for that are the resources and money. You can get enough money to make a +7 iron-tier weapon in just 2 runs of ghostly gold and the ore can be easily obtained by stacking the arena and forge. Furthermore, if a +7 iron-tier weapon isn't impressive, then maybe we should look at a silver-tier weapon? A +7 Ragnarok has a downright absurd stat spread of 22 friggin Mt, 100 Hit, and 15 crit, and before we go bringing up the flaw of silver weapons in this game: 22 Mt doesn't give a crap about -2 Str! This takes the same number of resources and 6 more runs of ghostly gold than an iron-tier. Lastly, there is literally nothing better to spend resources on. You can use your money on eternal seals sure, but those also get turned off in limited pvp. However, eternal seal usage requires money grinding and exp grinding to use. Even then, buying eternal seals over forging weapons is only comparable; I wouldn't personally go out of my way to say that one of these methods is better than the other, but if someone was holding a gun to my head and told me to pick one, I would choose forging.

    *Ahem, sorry about that, got a little carried away there. Anyway, outside of the aforementioned royal's PSs and elemental bloods, I would like to point out Shura's Highwayman and Kagero's Shuriken Mastery. Highwayman is pretty self explanatory, but Shuriken Mastery isn't particularly notable until we look at just how broken shuriken are in this game. The facts that Shuriken Mastery not only reflects half the damage but also the full stat drops, serve as a fantastic deterrent against people seeking to abuse an easily abusable weapon type.

    That being said, I think my favorite is Hinoka's Rallying Cry. Rallying cry stacks with Charm and Inspiration and any other aura based bonuses which allows you to really snowball the damage to crazy levels, and the dual attacks that frequently come with such a tightly knitted attack force also receive the boosts from these auras as well.

  16. Izana's is situational, but unlike Mitama/Nina, it's a lot easier to trigger that situation. . .which is to have Izana move first (and maybe attack), and position him such that the enemies are within two tiles of him. Then, your units can follow him, and as long as they're not standing near him, they'll reap the full benefits of Peacebringer.

    I'm not sure if he stacks with Sakura/Elise/other supporting abilities, but if he does, it adds up.

    Except that you'd have to defeat all of the enemies during that turn, because if you don't then either Izana will still be standing on his own and get jumped during enemy phase or your other units will get in closer just to get crippled by Izana during enemy phase.

  17. The absolute last thing I'll say about Arthur is that, as a 20/20 Berserker, he has an average Luck of... drumroll please... 4. Not 14, just 4. That means that he only has 2 Dodge anyway. Even in the example given earlier where enemies only have 5 Dodge themselves, you have a ratio of 5x:2 where x=the number of enemies within 2 spaces. I'm not saying Misfortunate is good, I just feel like it's balanced enough that it shouldn't be being considered the worst PS in the entire game. I get the impression people are directing their anger at Misfortunate like some kind of mild temper tantrum. Anyway, I won't say any more on the subject.

    I'm surprised you didn't mention Hinata's Triple Threat, which requires him to be missing at least half his HP, and even then only works against swords, lances and axes. That sounds rather hard to set up without him just dying instead. Or Scarlet's, which requires you to be way too close to dying.

    Except that you don't need to be missing 50% hp before you get hit for Hinata's Triple Threat to activate. This means anytime someone uses a sword, lance, or axe to bring you below half health you get a free counter. In no way is that bad.

    Also, I'm curious. Does anyone know whether Saizo's Pyrotechnics activates even if you kill the only enemy within range? Because that would be absolutely abysmal if it did and would make it dethrone Peacebringer imo.

  18. Izana's skill is worse than Sakura's even aside from its downside. Sakura's is "allies within 2 squares take 2 less" while Izana's is "enemies within 2 deal 2 less". Notice how the latter actually affects less enemies in practice, since Sakura's affects enemies attacking from 3-4 squares away in many cases, if they're attacking into the zone.

    I actually almost brought this up myself, but I figured I'd double-check their exact wordings on the SF PS page since I'm too lazy to go turn my game on to look ;D and it says on there:

    Peacebringer: Allies and enemies within a 2 tile radius receive 2 less damage.

    Quiet Strength: Allies within a 2 tile radius receive 2 less damage.

    So I thought I was remembering wrong. Now I guess I have to check on my actual game *sigh. lol

    EDIT: so yeah, guess I'll go find that thread where you can correct information because it is:

    Peacebringer: All enemies and allies within 2 tiles deal -2 damage.

  19. [spoiler=snip]

    ga7seHq.png

    Pic: how I was able to clear Lunatic Ch26 childless in a reasonable timeframe. Misfortunate is value.

    Kaze's the real unlucky dude. He's got a Luck dump with a useless personal that works off his garbage Luck.

    Correct me if I'm wrong but I'm pretty sure Kaze's skill works off of the lead unit's luck, not his own.

    Arthur's, Saizo's, and Izana's all have effects which can be actively detrimental. I'd honestly rather have no skill at all (read: Dwyer's) than any of those. Izana's has directly caused me a reset before, partially due to my own stupidity to be sure, but the fact that it even has that potential is bad.

    Re Arthur, while crit evade can't go negative, Misfortunate does eat into the boost he gets from pair up or bronze which are absolutely necessary to keep him alive against some enemies (Arthur isn't some sort of death tank who can easily survive many crits).

    Unfortunately crit is one of those stats which is horribly lopsided; it's really not very potent in your hands, and very potent in enemy hands. I might kill an enemy in one less hit than I was expecting, but I have to make strategies revolving around reliably killing enemies anyway so this isn't too valuable. On the other hand a single enemy crit can ruin plans, hence the absolute need to mitigate enemy crits via bronze, pairup, or having enough durability to soak them. This makes something like Misfortunate, which seems balanced on paper, a liability in practice.

    And yeah I'll just note that based on the last three maps of Conquest Hard, average enemy Crit Evade is 5 (thanks, Silver!). So the full effect isn't something you'll even see too often.

    Except that, on paper, it's heavily in the user's favor and is balanced in practice.

    Also, bringing up endgame enemies like they're the strongest thing you'll ever face doesn't work in this game. That's because this game has both streetpass enemies that can and will be far stronger and multiplayer where there should be absolutely no question whatsoever whether it is good. We're talking about a 3:1 ratio at just 1 enemy in range. Even if the enemies you are facing only have 10 dodge you still get a 2:1 ratio at 1 enemy and 4:1 at 2 which is the more common scenario due to the tremendous bonuses that both player and enemy now get from support stances.

    I went and looked at some of the personal skills that I wasn't familiar with because this thread got me curious. Izana's Peacebringer is by far the worst thing I have ever seen. As people have already stated, it does the exact same thing for your units that Sakura's PS does, and furthermore, both of these PS are inferior versions of the Class Skill: Inspiration. Not only is Izana's Peacebringer detrimental to himself like Arthur's, but it's also detrimental to any allies that try to step in and kill the enemies that he can't for him. Granted it's a less severe detriment in that it's less likely to get him killed, but when the radius of detriment is 2 tiles aka: 13 total tiles it's significantly worse.

  20. Dang, I guess making a fool of myself is what I get for talking about Revelations before actually playing it lol.

    Hmm, maybe I should make a F!Corrin Spear Master for my next run, just so that I can get Spear Master Arthur in my logbook...

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