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Maronmario

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Everything posted by Maronmario

  1. There’s one I’ve personally would like to see happen is a desert map where the objective is to protect a certain part of the map. So in this case your party has reached a sacred temple or an Arcadia equivalent, but it’s locked and will take time to open. But bandits and brigands attack you and your goal is to defend the temple from the incoming onslaught. Now to disincentivize turtling there’s four things you can do: having there be some villages out of the way you should save, but can’t just throw a flier because of the sheer number of enemies. Make the location you’re guarding be too big to just have your units surround and weather the storm. Killing the boss just ends the map early. And finally four, is to have several good rewards be lost if the temple takes too much damage. Like at the minimum success gets you the plot important item, but you lose out on a large amount of Gold, strong and rare weapons and equipment like Killer/Silver weapons, Delphi shield and rings. I’d also wish the games would branch out more on the whole Blue player, Red enemy, Green Ai system. Like imagine if Sacred stones and Echoes had monsters be Purple and are hostile towards everyone. Same with Fates and Anankos’ faction and everything to do with those who Slither in the Dark. Would significantly enhance the gameplay and story integration, showing players how much of a danger these third party enemies are to everyone instead of just saying they’re dangerous but are just another enemy in a crowd.
  2. I’d add in a proper on foot lance user. Halberdier: Lancefaire, Pierce (Takes half of the opponents defence and adds to own damage. 1/2 of dexterity % to activate) Griffon knights primarily use bows (S) and swords (A) and gain better speed (just below Falcon knights) and attack (just below Wyvern knights) but have poor defences. Comparable to the defence of Falcon knights and resistance of Wyvern knights. Making them great for hit and run tactics. This would replace the ascetic that the kinshi knight had while still keep the niche as an anti flying unit that can fly. For skills they would have Bowfaire, canto and Air superiority as their mastery skill. Which will increase hit and avoid by 20% when up against any flying units.
  3. So something I noticed about 34 seconds into the trailer is that large shadow on the top right of the explosion. It really looks like some sort of dragon or possibly a wyvern. And thanks to the leak we
  4. Oh wait, I’m sorry I didn’t notice that it said speculation!
  5. I’m excited that dark flier and griffon fliers are back as proper class lines instead of just dlc. Hopefully they do something interesting with the latter
  6. 1) I don't inherently mind the concept of an avatar character. I like having a character I can customize and sort of be me. But the execution the past few games have been, lacking in some places and strong in others. Kris had good customization by giving us an option to start in a class of our choice which is cool. But suffered from being almost like a Sue, they just aren't well written. Robin had even better customization but the second half of the story started to suffer because of his role in the story causing him to be his own character and not an avatar, but was overall the best. Corrin was honestly the weakest, he had well balanced customization but not only was an awful character at times and was almost as bad as Kris for the story but the choice of class was restricted heavily because of the Yato which heavily incentivizes you to play as a class with a sword instead of something else. A balance between this should be kept, don't pull another Yato on us and have us be a main character. I would be fine being a sort of support character to the main lord like a Jaegin (Character wise). And have them either be a well written character or have us have some sort of control over their personality. 2) Honestly these two would only really work if there was a time skip like Genealogy of the Holy War did. If not please don't have children or marriages until the endings 3) Both are important. Lean to much towards gameplay and we get Fates, lean to much towards story however and we get Radiant Dawn, while great has some gameplay moments that are just suffering like the limited times to level several characters. Have a good balance between the two of them
  7. Anna, because it's sort of become tradition at this point to have an Anna in a game. The cipher characters to given their status as outrealm hoppers. And Amiibo characters purely to give a reason to use the Amiibos. But that's it. I don't want a rehash of Laslow/Inigo, Selena/Severa, and Odin/Owain.
  8. I'd like to see them bring back some older classes such as Griffon riders as their own class line like this Griffon rider ——> Griffon Knight ——> Griffon lord Griffon rider starts with swords and have impressive speed and attack but poor defensive capabilities. Griffon knights gain bows and gain better speed and attack but still keep the rather poor defences. This would replace the ascetic that the kinshi knight had while still keep their niche. Griffon Lords gain axes and gain more defence and resistance but comparable offensive capabilities to their rider counterparts, still good but the Knights would hit harder and faster. If there won't be a split promotion this one would the be default. Skills: Griffon rider: Discipline and Hit and Run (after attacking user moves back two spaces) Griffon knights: Desperation (when under 50% hp and is able to attack twice, the user can attack as though they have a brave effect for their first attack. Ex: Attack-attack-defend instead of attack-defend-attack) and Air superiority. Griffon lords: Resolve and Canto (GBA version where they can pick up someone and still move in the same turn) I'd also like to see the same be done with the dark flier class, maybe something like this: Mage flier ------> Magi Flier ------> Palladion Flier Mage fliers would be like the Dark fliers but don't have access to lances and be a base class with decent speed and attack but suffer from poor skill and even worse defense and an OK resistance stat. Magi Fliers would be similar to their most recent counterparts. Unlike the Dark fliers of old however, they would be purely focused on offensive magic. Compared to the mage flier they gain more speed and magic as well as a slight bump to their skill, but still keep the rather poor defenses. Palladium flier would focus more on support, compared to the Magi flier they would have better defense, magic, and resistance, they would also gain access to staffs. Skills: Mage flier: Magic +2 and Darting blow ( +5 double attack threshold when user initiates battle ) Magi flier: Distant defense (Reduces damage dealt by attacks 2 squares or more away) and Adept Palladion flier: Countermagic and Sunlight (Restores up to 20% HP of allies within two spaces at the start of each turn, the old Amaterasu skill renamed)
  9. I'd like to see a world where plot holes are few and far between. Where we learn about how individual countries work not unlike what the tellius games did where we learn so much about the world. I want to see good characters both good and bad. And have choices matter more both narrative and gameplay wise. Say for example you were given a choice to defend or retreat from an enemy, the chapter would change to compensate. Where if you chose to stay and fight you would face the opposing enemy. But if you choose to flee it would become an escape chapter where you need to reach a certain point on the map and get all you units to reach that point in the map in order to win. You could also choose to kill or spare someone and a later chapter would be changed. If you killed that person their allies would try to kill you but if you spared them those same enemies would become allies and the person you spared would officially join you. Or heck even have the opposite occur.
  10. Tiki's pretty much what I was expecting her to be. A similar mechanic to young links
  11. When I get over there i will murder you!
  12. The time limit that was chosen was not long enough but also far to short. It should either be a month with the same scores used or be shorter with lower goals for the rewards
  13. The weapon triangle plays such a large role that I hope its implemented into the main game. I'm also a fan of how the different forms of magic are a part of different parts of the triangle instead of just one Im a fan of the weapons like the -blade, -owl, jewel, etc though some could be balanced. I also love how certain weapons have a level 2 version of a skill, makes the weapon feel more unique The breaker skills I find to be better in this version than the main games. This also includes how you can't just give a breaker for what you're weak to to fix any problems (like lancebreaker on a sword unit) the repositioning skills were an interesting idea that makes for some fun strategies. The spur and hone skills are interesting though I really don't think we should get the unique ones
  14. I finally managed to get the breath of life seal. At this point in time I've basically given up on the quickened pulse seal, I'm going to try to get it the next time the trials appear. Now to get 5 star 'Marth'.
  15. Tiki`s definitely going to be playable thanks to the amiibo. Wonder how shes going to play?
  16. It would seem that Tiki(Y) is going to be in the game thanks to the Amibo
  17. It's rather interesting that the DLC talks about 'Gods of Yore' that were driven out of the world leaving only the statues for Overclass behind.
  18. The Statues used for Overclass do exist canonically in-universe. It's also how Walhart has access to the Conquerer class but not his child.
  19. EVERYDAY WE STRAY FURTHER FROM NAGAS LIGHT
  20. My theories on what they could do: -Stats are separated like in Fire Emblem. HP is the same, Attack/Magic determine damage done (attack/magic+Weapon might), Defense determines how much damage will be taken with physical weapons, Resistance with magical weapons, Luck determines items drops. Though I'm not sure what to do with Speed or Skill. -Characters will be alternate costumes for different classes with some minor differences in movesets and weapons. For example Soren uses Wind magic which deals bonus damage to fliers, Sanaki does the same with fire magic, Orochi uses scrolls, etc. Weapons are also unique for each character and different charcaters can uses multiple weapons, for example Ike uses a Steel sword>Ettard>Ragnell OR Steel Axe>Silver Poleaxe>Urvan. Chrom with Steel sword>Rapier>Falchion OR Steel Lance>Spear>Gradivus. Different classes also have different dash speeds, guard meters, combos, and stats. -There will be an Affinity system like Hyrule Warriors and Radiant Dawn. Different maps give bonuses to certain characters if the map and character have the same Affinity. This also effect certain attacks like what we saw Chrom do. -Different characters have special attacks that fill up a Bar like in Hyrule warriors. These special attacks could work similar to Heroes where it has an AOE, deals more damage based off of a certain stat, etc. -Bonus damage deals more damage and can break through guards faster than a standard weapons if used on the appropriate class. Wind magic with fliers, hammers with armor knights and beast killers with horses and beast units. -Mounted characters will have their own movesets like Epona from Hyrule Warriors. They can not use dodging maneuvers however their default speed is comparable to a dash and have a form of super armor during certain attacks unless hit by a weapon that deals effective damage against horses. To add onto this wyverns and pegasi will be playable as well. They also fly a few inches over the ground. -Armor knights have the slowest running speed in the game but their guard can only be destroyed with effective weapons. -Shapeshifting units like Manaketes, Laguz and Taguel could work in two different ways: They have a special attacks bar like in Hyrule warriors(The yellow bar) that builds up when they hit or are hit. They attack with standard punches and kicks until the bar maxes out where they can transform into their dragon/beast forms which receive a large attack, speed and defense boost until the bar(s) runs out. Or they transform by default when the battles starts. -The Weapon triangle will be in the game and it will work like it always has: Swords>Lances>Axes>Swords. Wind>Fire>Thunder>Wind. Anima>Dark>Light>Anima. When fighting a major opponent like a General (Not the class) or named character with a weapon advantage you deal more damage and a special attacks bar increases faster. However if you have a disadvantage it does the opposite, you deal less damage and the bar will fill slower. The enemy can also do the same to you. Though this will not happen against smaller grunts.
  21. That would have been a really cool idea to have seen in the series. I'm honestly surprised they haven't done that yet.
  22. Something interesting I'd like to see is the events in one chapter effecting the events in the following chapter. An example back on Reddit a few months ago was a desert defend chapter where the better you do during the chapter the layout of the map in the following chapter will change. This could effect things like the difficulty of the map, what rewards you could get etc.
  23. It's amazing how a beep can make things, much, much more interesting.
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