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Natsu_T

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  1. Ahh, that explains it alright. Thanks.
  2. The enemies all seem to have C rank. Sword enemies are routinely getting this 1 extra damage, while axe enemies with C rank are not getting theirs. Is there a chart that shows how much a unit is supposed to gain from each proficiency?
  3. So I revisited Awakening after actually getting good at Fire Emblem to see it from a different perspective. One thing I am immediately having trouble with is being able to tell how much ATK an enemy will have, as in the actual amount seems inaccurate. For instance, the very first bandit on hard difficulty is a myrmidon with 6 str and 3 mt on the bronze sword, and yet his ATK value reads 10, and he hits me for 10. I'm noticing this extra 1 damage on quite a few units, but it's not on every unit, and my own units never have this when I calculate their values. What am I missing here?
  4. Wait, really? I thought for sure you could mount, move, dismount, kill. But regardless, it's not like it would be hard to retreat from a field of beastslayers considering the movement you would gain. But now that I think about it, it's an extremely rare occurrence that you would actually need to do this. If you want to go back to the flyer, chances are there aren't enemies around you at all, because you would just walk to them, or wait for your team if they are just that one-two extra spaces away. And if you need to retreat, then you don't care that you are sitting on your vulnerable body because you will be out of range.
  5. Again, this would change nothing. You can fly or ride up to horseslayers/archers, dismount before attacking them, stay dismounted throughout enemy phase for any other units who have those weapons, and then mount your animal before moving on the next turn, only to dismount again. A flyer or rider can be used as an infantry class with 6-7+ move. There is literally no limiting factor on when you can or can't mount or dismount.
  6. This wouldn't work because you lose nothing from dismounting. You can fly up to an archer, dismount, attack it, and then on your next turn you can re-mount your flyer before you move. Mounting again can be done stationary before your move, just like equipping a different weapon. Flyers are broken in this game and have no downsides other than a limited number of flying battalions to match them.
  7. After a lot of consideration I think I am actually strongly opposed to the class system and class freedom that Three Houses provides. It's hard to explain succinctly, but think back to early game Awakening or Conquest for example. Many of those battles on higher difficulties feel like there is only one or two possible "solutions" to your problems. Think about Awakening's chapter where you first get the expanded cast and need to use that plateau to your left as soon as you start to survive the surrounding bandits, or in CQ where you are forced to abuse Elise's personal skill to survive the swamp monsters in that early chapter, or that defense mission on CQ ch. 10 where you are forced to basically do absolutely everything perfectly. There might be a couple more ways to handle these situations, but it definitely feels like there is only one solution, and it's extremely satisfying for me to figure that kind of thing out. Three Houses feels absolutely brain-dead in comparison. Part of it might be due to lunatic not being here yet, but I'm now starting to think about how hard it will be for them to balance a lunatic mode properly with this much class freedom. The reason all of those early to mid-game chapters in past games could provide so many clutch situations is because the game is completely dialed into what units and skills you have available. I'm kind of skeptical of them being able to keep that same level of challenge with higher difficulties in Three Houses without making the game impossible to beat if you send your units down certain, incorrect class paths, at which point you might as well not have that freedom. In my current playthrough I am breaking the game wide open by just making almost everyone a flyer. I just got done with the Remire Calamity and I slaughtered every single enemy, including the Death Knight and his whole gang that he rides in with very quickly, and saved every villager. Would a lunatic mode be balanced around using each unit's traditional, obvious path that the game kind of lays out for you? Or would it be balanced around getting crazy? Either way, one playstyle for your class choices would either be suboptimal or overpowered.
  8. To the people saying Edelgard is responsible, what was she supposed to do after saving Monica from the dungeon? All we know is that Edel spent time with Monica, but we have no clue whatsoever what they were talking about. We have literally no knowledge that Edelgard had any knowledge whatsoever of twsitd's goals. A lot of people seem to imply that Edelgard and twsitd had a glass window into each other's plans and goals, but I kind of got the impression that Edelgard knew virtually nothing about them at all or what they were trying to do. Also, what's all this talk about smuggling Monica into the monastery? Why is that even relevant. The crime took place outside of the monastery to begin with. If Monica was instantly exiled, then the exact same plan would have happened regardless. I don't see how Edelgard is even remotely to blame unless you assume she had knowledge into Monica's goals. For all she knew, Monica wasn't even present during the beast experiment of that chapter.
  9. I would really hope it's not balanced around that. Currently on hard mode you can quite easily succeed without ever taking a risk on a crit chance, i.e., there's always some way to circumvent an enemy with crit higher than your best unit's crit avoid to my knowledge. I really want lunatic to just be hard mode with a bunch of personal skill/abilities on most enemies like how it was in Conquest, and for the amount of divine pulse charges to be drastically reduced.
  10. I just remembered one that drives me up the wall. I can't stand how mounted units are pushed as being objectively better in so many ways. Mounted units were always really powerful/useful with the flaw of having vulnerability to special weapons like bows for flyers, horseslayers for cavalry, etc. But in this game you can literally fly your pega knights over a ravine with a squad of archers on the other side, dismount, take out a specific target, and survive all of them on enemy phase. You can then mount and fly away next turn. It feels really cheap how dismounting basically has no drawback at all. It reminds me of Battlefield games where a tank driver can just get out with his anti air missile when a chopper attacks him. It completely upsets the rock, paper, scissors style balance. I think dismounting can be a thing, but there should be a good reason for it, such as it being required to go indoors.
  11. You could just... let them die? Not feasible with the main unit of course. But FE's main attraction for me is the grotesque amount of time I can pour into the game through multiple repeat playthroughs. I love the idea of iron man gameplay in games like these. I still think there should be some divine pulse, but I would love it if it were a resource.
  12. This made me realize how I think I would prefer Divine Pulse. Instead of having them on a per-chapter basis, what if they were like the freeze staff from Conquest where you have a certain amount of uses for your entire playthrough frontloaded. It would cause players to think more carefully because people naturally want to hoard stuff like that, but it would still be there to use for those 3-hour long battles where you get game-overed at the end.
  13. I would say Robin is the best protagonist, Corrin the worst, and Byleth in between. So I guess you could say that a speaking avatar unit is big risk, big reward depending on how well they write the character. I just like Robin's genius tactician trope that sometimes comes out. An avatar who acts like the protagonist of Detective Conan is ideal to me for a game like this. As far as gameplay, I see no reason why the weapon triangle was removed from this game at all. It adds nothing to the gameplay with its removal. I find the early game of Three Houses to be fairly brain-dead without the WT. Even though your WT decision-making is more busy work than anything, it's the kind that I enjoy, similar to keeping tabs on inventory with your breakable weapons. I would also like to add that the WT is most welcome in a game where any unit can use any weapon they like. I like the concept of gambits but I think they should evolve into something else. Instead of just raw attacks, I think it would be interesting if they were sort of like building blocks of sorts. For instance, in Awakening when Robin sets fire to the fleet to ram the other ships and set them on fire, I feel like that could be a gambit that is pieced together organically by the player. There could be gambit tools that do literally nothing on their own, like "oil," "gunpowder," "rope," etc. And only when you combine them in certain contexts, you create a manoeuvre that can swing the tides in your favor, but it can be hard to figure out, or could backfire. As for Divine Pulse, we'll have to see how Lunatic mode handles it. I think hard mode offers way, way too many charges. I only ever needed to DP 3 times in any given map on my first playthrough. Some of the later battles seem to last longer in this game, with more opportunities to screw up, so I guess they figured players would need as many. But FE veterans shouldn't have any difficulty not using DP in this game. I just want the game to be balanced around not having it, but then to just give one or two charges just in case you make silly errors on huge maps.
  14. Wow, my tastes are vastly different from almost everyone else's here. I'm seeing a lot of Titania and Rinkah and those could easily make my top least attractive list. I think Anna is hands down the hottest chick. Camilla would come pretty close but like someone else said, her personality is just so off-putting. I also really like Maribelle from Awakening but that might be influenced more by her mannerisms than appearance. I could possibly say the same about Charlotte's body language after fight victories. I'm also surprised no one has mentioned Tharja.
  15. The problem I have with 19 is accuracy-related. For whatever reason just 3 Kitsune at once is more of a challenge than anything in Conquest. My accuracy against them is always complete trash. I can have a heartseeker skill next to them, and then set up like 14 ranged dual strikes, but that won't be enough because every unit I have will barely scratch 5% hit rate or something. I have no idea why my units always suck in the accuracy department, but the mission doesn't look so bad when I watch other people play it. Also a beastkiller is extremely expensive.
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