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Dunal

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Everything posted by Dunal

  1. The first thing worth realizing about this, is that it makes player phase a lot more important. That can only be a good thing. I doubt it's chance based because the HP cost could screw you over and cause a unit to die as a result. I strongly doubt they would add something like that. I don't think it's too good/OP since it would be player phase only. Most absorb effects tend to only be abusable on enemy phase to tank a whole bunch of units. If you're double attacking it may only be the first hit as well. Would make sense because then wouldn't be incurring the double HP cost to use it. Therefore, I would think most skills only activate on the first hit, otherwise it massively penalizes units who cannot double.
  2. This is definitely possible, but would make units have generic models. I experimented with random recruitment a while back and Calill, replacing Micaiah, was just a generic fire mage. I can replace a weapon but would take a lot of work to add one. And the non-wrath critical property doesn't exist in RD. Otherwise it would be functionally the same as Ragnell/Alondite. Almost. So it doesn't really occupy a unique design space. You also already have two SS swords to distribute while other weapons only have one.
  3. Again, not sure how this is specific to a larger/smaller cast? Whether Thracia had a cast of 20 units or 50 units would make very little difference. Fatigue just made it so you'd increase your chosen unit roster from like 12 to 20 for most players. Although realistically, playing 'efficiently' would be more like 5 units to 8-10. I mean, Fatigue is entirely specific to individual units, not the entire army, so whether you switch out X unit for a certain period has nothing to do with unit roster (it's more to do with how Fatigue actually functions and the severity of it). If Fatigue is expecting you to you use 15-20 units in Echoes based on how Fatigue works, then it would be 15-20 units in any other game with the exact same mechanic... you'd just have the option of which 15-20 units out of the 40/50 or so available. Difference in Gaiden is that you use almost all units instead of your choice of units. Caps are nearly irrelevant since numbers are relative to the game (In Thracia most units only really cap ram effectively with scrolls and that's because growths are overall fairly low) and only matter later on -- growths are more important to this. Games with massive growths like Fates means that if a specific unit has to miss out on a map, that could be detrimental because both player/enemy growth is really high, so they potentially miss out on more stat boosts to keep up. Lower growths means that the gap between higher and under levelled units is much closer. So missing out on a map doesn't mean too much. Plus, the idea that you need to overuse units for them to be fatigued in the first place (Echoes specifically) means that more powerful units are prone to this more in the first place. Weaker/average units might not even be affected by it whatsoever given moderate use (that they usually do have). Maybe equally using a roster of 10-12 means the mechanic isn't even a thing if you manage well? There's tons of exploration to be had with the mechanic as well. Double attacking could inflict more fatigue, which is good nerf to speed (It's extremely logical as well)! Or using more powerful spells or more powerful weapons etc... So it could potentially go further than just unit balance. Maybe bows could incur the least fatigue? Or moving further fatigues more (good for armors). There's some nice things here potentially. Even skills as well; sprinting to move further in return for energy; or a battle stance that actively prevents you from doubling to save energy etc... you get the idea.
  4. I don't see how cast size is relevant? It's not like those games aren't best being low-manned -- same for most of the series. In Fates it would a good mechanic to keep units like Camilla in check, if anything. And in FE7, the endgame is so easy that near-soloing is as prominent as ever. Of course, that's partially the game's difficulty/balance at fault there. I also hope it isn't "easily cured" because that kind of goes against the idea of preventing the notion of putting-all-eggs-in-one-basket, so to speak. Since you could just circumvent the mechanic on 1 or 2 units specifically by spamming the 'curing' items on them. In other words, making it easy to recover fatigue benefits better units much more than the worse ones. I think the mechanic has a lot of potential, personally. If I were envision it existing in certain games, it only benefits them. Probably because every single game in the series is best played by spamming 3-5 of the best units for the most part.
  5. Lekain shall be re-written to be completely self aware of what Lehran is trying to accomplish. He understands that he himself is a pawn to 'reset' the entire world. As such, while he has his regrets, will fulfil his duty in doing "what must be done". He is an extension to Lehran, not an evil underling. Yet, his own conscious understanding in his role will leave him conflicted. More so than Lehran himself. He is a tragic character who has the intelligence to completely comprehend what is to be done. But is ultimately powerless to stop it. Jarod however is left as a pawn who is engulfed in his own 'hype'. The Senate knows that he is the perfect tool to perform the deeds that he ends up doing. And as such, is left as the appropriate set up for part 1. Neither Lekain or the rest of the Senate is happy with letting Jarod freely orchestrate disaster. But whatever is necessary... must be done. I'm fine with Jarod being 'one-dimensional' or 'black' because it lends to him being the 'tool' he is completely unaware of. Let's face it, the dude kills his own soldiers and innocent civilians. He was no-where near 'grey' to begin with.
  6. 4) Everyone is usable/viable but keep these in mind of you want to use certain units: Arthur: If you want to use him long-term, you'll want to use his Son as well, and forge him a +2 Bronze Axe (2K gold) until then. Nyx: Forge a +2 fire tome (2K gold as well) and supply her with speed tonics in the first few maps she is in. She is powerful later in the game but needs some help to prevent her struggling early on. Charlotte: Also wants a forged bronze early on purely because of accuracy. She won't need it later on though. Also some early STR/SPD tonics or a strong pair-up. Peri: If you want to use her, save the dracoshield for her and invest some early DEF tonics. Mozu: Reclass to archer, give her +2 bronze bow + some early STR tonics. This significantly helps her early game and will be pretty powerful by the time she gets Quick Draw. Odin: Most expensive unit to make good IMO with wanting +2 thunder tome with a goofy name. Or a +1 thunder with MAG tonics. And/or a nosferatu tome later on. OR you class change him and give him a +2 bronze/iron sword. Which is likely the better option TBH. Keep in mind, that you only have so much gold, so I advise not using more than a couple of these units. Although three of them is probably fine. Everyone else should be easy enough to use.
  7. Primarily characterisation. Micaiah's being almost completely re-written for instance. And a lot of the villains being more grey as opposed to being plain evil (exceptions possibly being Jarod, since his sheer arrogance was part of his charm?). Izuka (now legitimately cares for Pelleas and Daein) and the Senate, particularly Lekain, being a big focus of that. Also, while the Blood Pact will still exist, hopefully it can be re-written to seem less forced. It now being a two-way contract with Pelleas being completely aware of it when it's signed. It's not completely ideal, but at least it can be improved. And while supports cannot be expanded as it were -- there's some potential in making them a bit more flavourful. Part 4 could use some better writing as well. Reyson has huge STR/SKL; 34 and 40 at base respectively (that's fixed in each state like HP/LCK) and has Maelstrom innately. He's also good with Pavise as a result. Both stats cap at 50. It could be considered a gimmick more than anything, but does give him something unique.
  8. Still 10. Bare in mind, Each Heron now start at varying levels; Rafiel being LV34 at base. He can feasibly get to level 40 to learn Recovery. That said, each Heron's base stats are meant to, for the most part, carry them throughout the whole game, and are not based on level. Leanne's level is far lower than Rafiel but her bases are comparable. With efficient play, only MAG or SPD/LCK (avoid) is valuable however for someone like Leanne; DEF/RES/HP for Rafiel (since he is a viable tank when transformed) and STR/SKL (skills) for Reyson. As such, level is only relevant for Galdr types, which they are balanced for. Rafiel has the biggest selection and Leanne the least. But in terms of stats, movement and laguz gauge, they are balanced around this. Leanne has fantastic healing (2-range) with high MAG and the highest movement, for instance. Also, since Biorhythm is a bigger factor, and healing is nerfed overall, the non-vigor chants can be super useful. Even using Sorrow with Rafiel can prove very useful, since it's -50 AVO on enemies in 'best'. And 'Valor' is relevant on the Laguz royals now, which Rafiel has at base and what Reyson can viably learn by endgame.
  9. 2x damage crits would be better balanced, that is true. It means you can then have the SKL stat provide more crit as well, and then provide extra SKL to certain classes like Swordmasters/Snipers. Or, taking an idea from a fangame, make it so excess HIT over 100% be converted to crit. As an extension to the above. It means that having an abundance amount of SKL is not wasted either. Might make the LCK stat more useful as well, since there would be a higher threshold in being immune to crits as a whole. But crits themselves would not be as deadly if you were to receive one. Also means that crits are no longer auto-kills on enemies, which makes it less easy to cheese the game. I'm all for it, personally.
  10. My guess is that this would be a 'balance hack' for Lyn Mode in a vacuum. I suppose him being too strong is not completely inaccurate? Still, Lyn mode seldom has any real difficulty (outside of newer players of course), so 'balance' isn't going to change much (Anyone LV6+ or so can 1RKO most stuff; so not exclusive to Wallace). If his DEF was lowered by 5 or something, it's not going to make him any less invincible either. (Granted, I'm not really sure if the OP is asking for constructive feedback or not -- which is still hard to provide without knowing the context behind the changes in the first place; or if there are any ongoing plans with this hack of theirs)
  11. To explain simply; Conquest has the best Balance to Difficulty ratio in the entire series. You have games like New Mystery and Thracia with high difficulty, but poor balance and/or mechanics. Or Blazing Blade, Sacred Stones and PoR with a balanced cast of units/mechanics but weak difficulty (HHM starts off fairly strong, but then falls off a cliff). Conquest nails both, while having some of the highest depth in terms of mechanics, what with skills and stances. And despite it's difficulty, relies far less on cheap/unfair situations/mechanics compared to the other games in the series also considered very difficult. Map design and objectives are some of the best and most diverse in the series as well. And every single unit in Conquest is at least decent/okay with the possible exception of Odin, who's still only mediocre at worst (solid nosfertank and reclass possibilities).
  12. I'm going to immediately experiment with the "bad" units to make them really work. Sophia with Wary Fighter and Rauorraven for instance. She'll suddenly be one-shotting Takumi and will actually be pretty tanky due to high HP/DEF/RES for a caster. Or Darting Blow + Brave Bow on someone like a SPD+ Virion.
  13. -ATK can easily be worked around by using her with other units that offer buffs. With someone like Eirika she gains +12 ATK. So it really depends on what other units you have. It's a similar deal with Odin. He's actually really strong with the right setup.
  14. My theory was that they changed it to 'TEC' is because it doesn't affect magic accuracy in this game (so as a result, it's functionally different). But at this point it's clearly hard to say.
  15. Conquest in terms of gameplay is objectively the best the series has had to offer so far. I think it'll be highly regarded for a long time because of that. One of the most re-playable games since story isn't a factor in that. The most balanced cast the series has had while offering a lot of difficulty/challenge. The best balance of both since Thracia; but without the failed/flawed execution in some of its mechanics. My only real criticism with Fates' core gameplay is HP values being too low combined with attack stance. Since DEF/RES are forced to be very high for units to be 'tanky' you get an issue where the more fragile units are more prone to being one-shot while the tankier units often just don't take much damage at all. With attack stance this just becomes worse. And it also makes units with lower ATK/MAG all the more worse off, because the extremity in damage mitigation penalizes more than say, higher HP values but lower DEF/RES. That and the weapon system needs more refining, and the personal weapons that invalidate anything else. Birthright is forgettable but not bad at all. A bit above Awakening because of the improvements to the core game design. But it's just as unbalanced and pretty bland because of its difficulty. Revelations mostly failed on its gimmicks and is horribly balanced. It's one of the worst games the series has had so far, if not the worst. I don't think it'll be remembered fondly as far as the community goes -- it's just DLC technically.
  16. Reason behind it is that since the events of PoR, Izuka has sold a lot of the Feral Laguz for Slavery/combat to Begnion in order to grant Pelleas the resources and power he needs. This is why he has none when he is with the Daein Army. He even outright shamelessly admits this after 1-8 (since Muarim's episode outright reveals what Izuka is capable of). This time around, Izuka is still fighting for Daein and instead now deserts Pelleas because of the signing of the pact as opposed to leading him to do it. This makes Izuka more of a grey character -- he's still immoral due to the Laguz, but is legitimately fighting for Daein until Pelleas effs up.
  17. Hopefully very soon. My hope is that as soon as I release the next patch, following releases will be weekly. But I need to make sure I'm in a position to make that possible. The core of the game needs to be 100% complete. And the maps I do release need to be polished. Currently I'm working on 1-8 some more. As a heads up, I've decided that Nailah is no longer going to be playable in part 1. So she'll be reworked to appear first in part 4 (or technically 3-13). That makes her easier to balance, and makes it so she doesn't take up a unit slot in the couple maps she would otherwise be playable in. In 1-8 for instance, only Micaiah/Sothe/Volug/Rafiel are forced and all units start at the centre. Accurate to say that this is one of the most changed maps. The objective should actually be challenging now and it's Laguz-oriented (feral Dragons included that are essentially bosses). You'll see feral Laguz pop up more often in general actually. CH3-3 is another good example. Yet another buff to mages I suppose.
  18. Dunal

    FE6xna

    If anything, I'd I could see the ranged Sword of Seals aspect to be directly possible because of said heritage. Perhaps-- him being a dependant of Dragons allows him to fully utilize the weapon. He's also a quarter-dragon, not Half. Ninian was half-dragon. I'd prefer Aether to be iconic to Ike, so something else may be better. Going from what I mentioned before, perhaps the ranged element of SoS is now not based on the weapon (it certainly isn't in FE Heroes), but innate to Roy. As such, Roy's class skill at tier 2 is being able to have 2-range on every sword, engulfing the weapon in flames. The skill simply named: Dragon's Breath.
  19. Dunal

    FE6xna

    Roy's current personal skill gives him additional HIT/AVO when lower levelled than the opponent. He then also has lower EXP gain in return for growths; to keep this relevant. The current demo already has a lot of things completed/established. It's a more generalist skill that is relevant most of the time. I think the idea you've presented is too situational. A debuffing skill would be more relevant for a support/ranged unit as well. Speaking of which, I'd honestly like Fates/Heroes daggers/throwing weapons to make an appearance. I feel that the custom damage formula for thieves is a bit gimmicky (as much as I like most of FEXNA's other mechanics) and debuffing weapons add a niche to them that makes them feel different and valued in combat (although some types of magic could have the trait as well -- or in the form of a class skill). They would then gain bonus EXP (5-10) whenever they inflict a debuff on top of the standard non-lethal EXP. This means they do not need to land killing blows to take EXP, but can level by being a support unit like a healer (or by looting as well). As such, daggers could be a sub-type of swords but are exclusive to thieves. But they can also use all other swords as well. They're basically just a class specific weapon like the Wo Dao. Or you could just have Daggers be its own weapon type. Guess that works too. Poison weapons are not the most elegant approach to the concept as well IMO, since you can end up making your more powerful units debuff enemies as well as be heavy hitters. Thieves can use them at two range but eh -- I think that in practice, you won't bother with using them for combat in the long run. The poison weapons will just go to whoever can abuse them the most. On a similar note, you could further improve combat for them by having a 'Mug' skill/command as a Rogue, where they can steal and attack at the same time (or this could be a level 10 thief skill or something). If they then kill the enemy, the item is received. This can be used at range with a dagger. Poison weapons could instead work exactly as the 'Poison Strike' skill works in Fates/Heroes. After combat, enemies hit by it will take 5-8 flat (non-lethal) damage or something. This makes them really useful for weakening enemies for your other units to take kills. This could even be used in the form of skills as well. Astolfo could have it, for example. Or Reigh. And on the topic of skills, I'm guessing that Sol/Astra/Luna etc... (RNG based skills) will make an appearance. If there's one great thing about FE Heroes, is that instead of being RNG (which we already have crits for) they count down over time and then activate at a fixed rate. I think FE7x has done something similar, but it would be cool if the countdown was much lower in return for less powerful applications. Astra could be x0.4 damage 5 times (so in total it's only x2 damage) But the swordmaster only needs 2 or 3 combats for it to activate. This means you can have those cool moments more often, but less gamebreaking and not RNG. You could even incorporate this into personal skills. Wolt could have a personal that makes him cripple an enemy (prevents them from moving for 1 turn like a Freeze staff) after every 3 attacks or so. That would make him the 'utility' Archer while Dorothy is the 'raw damage' one. Kind of the same direction I went with Leonardo in FE10, where he has innate Disarm (with massive SKL) and extra HIT with longbows, but his damage is still lower than other snipers. Just some further ideas to contribute.
  20. It's all relative depending on the game. And also depending on base stats (which are generally more important). An extra 20% growth vs. +2 to the base stat, means the unit will be more powerful before they level up 10 times. That's generally a good portion of the game. 40% in the older games is considered a decent growth. These days it's considered mediocre or even outright bad. But whether that's relevant or not is largely to do with the stat itself or bases. A 40% skill growth is w/e. A 40% speed growth can be an issue if their base speed isn't that respectable. In FE7, lategame stat requirements are not strict whatsoever because enemies so not scale that much. Bases in a mode like HHM matter more considering the difficulty early on. Growths matter very little unless they're extreme (dorcas speed). This is why Nino isn't considered very good. Her potential would matter far more in a game where the lategame was far more difficult. Pent/Erk, despite having worse growths, do not have suffering performance in comparison because the bar for being really strong isn't that high.
  21. Setsuna that bad? She isn't that good either, but a +2 bronze (2000g) and a couple early speed tonics puts her early offence/accuracy in a spot that's surprisingly good before getting Quick Draw (more offence that is quickly achievable compared to other units like Subaki/Rinkah/Orochi etc... with the same investment). I'd put her at Orochi's level (whether above or below her I'm not certain). Later on she has more offence than Takumi when he cannot double. That initial investment isn't exactly doing her favors, but you end up with a 1RKO player phase unit where someone like Orochi struggles to become (she's a good attack stance + staff bot nonetheless). Ninja access is good as well. Her bases as that class are interchangeable with Kaze, weapon rank aside (she may want a bronze forge in this case as well, but that's even more investment than just the heart seal). That joins a couple maps later. Hypothetically, it that was Kaze's situation (joining a bit later and wanting a forge), I doubt he'd suddenly drop from high to bottom. I think she's looked at poorly because of Takumi, but as with any unit, you need to look at them (mostly) in a vacuum.
  22. Would be possible, but based on file sizes this requires that the initial jap files be re-done in terms of translation. Furthermore, I believe that quality over quantity is better in this, in that I am planning to re-do the script/dialogue. Micaiah is a prominent example of that. Tigers are vanilla, in the same way that light magic is vanilla. The old Laguz gauge is completely fine, adjustments aside. The others were simply changed for the sake of variety. Tigers lose gauge steadily regardless of how you use them, while cats lose gauge massively if they do not enter combat. But the opposite if they do consistently. That doesn't necessarily make tigers worse, since it depends on the circumstance. If a tiger doesn't enter combat for 1 turn, they're much better off than a cat. And since cats are squishier, then entering combat too many times may be a risk. Lyre's gauge is the potential best in the entire game, but when she's at worst biorhythm she suddenly can't rely on her avoid and therefore be targeted on enemy phase. Although she does have canto to hit and run -- she still loses 25+% of gauge. Or 50% without fighting at all. Of course, their gauges are weighed against their other stats/attributes on the back of testing. Mordecai has the worst gauge of the three, but he has the highest availability and is extremely solid as an easy-to-use tank. Kyza is worse off when they both join in part 3 with having Arthur levels of LCK, so a better gauge (and high self healing) offsets this to a degree.
  23. The Garret thing is an odd argument. I'm not sure on the comparison, there. Garret has other issues like speed and isn't that tanky either. And he's not around for half the game. He's not bad -- low investment unit for a game that doesn't scale enemies that much. There's far worse even despite his weaknesses. 2000g to buy a weapon that Arthur can use well for 60-70% of the game. That's... a really small investment for a unit you're using the entire game. The whole "why not spend 2k gold on another unit" is extremely unfair/biased because it can apply to any unit. Especially in the case of Mozu who needs a whole lot more to just be a really good player phase unit. Aside from the farm resources of which you need 5 of two types of them (not that crazy), it's the same as just buying a weapon. Kinda contradictory since Arthur's isn't a 'set weakness' either and is also fixable. Effie is also weak to Hammers and Horseslayers as a GK. You trade one weakness for another and don't get immunity from being doubled either. Everything comes with a tradeoff. It's still important though. Charlotte definitely suffers from it in exactly the same way Arthur benefits from it. A level a map means a ~4 level lead in this case, which factor into stats. Arthur is in a great position on joining almost right away with decent bases. That combination is one of the best traits in FE. He's tanky, as well as having solid offence. And a good branching promotion for improving either. Aside from his main flaw, he doesn't have much else going against him. And if you are using his Son (which isn't a detriment, just a recommendation if you are using Arthur outside of promoting to Hero) then Arthur just happens to be a fantastic lategame unit as a Berserker. That's a merit certainly worth bringing up as well. I mean, Beruka's bow weakness is bigger detriment than Arthur's dodge, and the latter can be negated. While also being a couple levels ahead. And I wouldn't consider Beruka a bad unit either. They're very few and far between in conquest overall, under the context of how close unit balance is compared to other games in the series. Odin is mediocre at best, but not terrible. And Camilla and Xander at least have their own weaknesses; bows or magic. If I were to argue Arthur vs. Silas, then I'd give Silas the edge, but it's not that much off.
  24. Sadly, not enough when it comes to Ryoma. Speaking of bad luck, now that would have been a great secondary candidate for it. bronzesword!Ryoma too op It would mirror Xander as well.
  25. Thanks for the passive-aggressiveness, I guess? Sorry for raising a few valid points? +20 crit gives berserkers some of the best offense in the entire game. And while -5 dodge matters on Arthur more than any other unit, it still doesn't matter that much. Axe locked isn't bad since it's the best weapon type, and you get a reaver early on. Being on foot rather than mounted limits weakness to certain weapons as well. The class base stats are also really good offensively. You may need to explain why its so bad. But.. he isn't a crit magnet, I've already established this. You pay 2000g to solve this issue for 2/3rds of the game. Then it's the option of using his son or 1-2 goddess icons. Does it matter? Yes (I mean, negating crits is only for melee range which definitely matters in some cases). But not that much when Arthur has huge upsides in other areas (solid stat spread, high availability, strong passive). You might as well say Camilla or Beruka is bad for having bow weakness. Or Effie bad for having low movement. But every unit has their weaknesses and it's not fair to only acknowledge the negative aspects and in regards the Arthur, is a fixable one. Not everything is black and white and everything needs consideration. Just because you may dislike Arthur or dislike using him doesn't mean you need to immediately write him off and decide that his issues cannot be worked around, and that his good aspects (of which there are several) should be ignored. You could certainly raise the point that he can have middling speed, inferior ranged weapon usage or low RES etc... But the repeating the fact that he's a 'crit magnet' has already been discussed. I mean, he's got a fair few weaknesses that are worth pointing out (as with most units) but also some great upsides. Availability is extremely valuable for a unit that doesn't even have bad/wonky bases (Odin, Nyx, Charlotte, Peri etc...). It means he can establish a comfortable level lead over units that join later. He's no Camilla, but he's pretty up there as the roster is concerned. EDIT: To be further on-topic, Wendy is the worst unit in the series. Bases aside, she actually ends up arguably worse than the armor that joined 7 maps prior. And the class itself is bad in this game. There are some other contenders like FE12!Sheena as well.
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