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SullyMcGully

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Everything posted by SullyMcGully

  1. But those who soar the highest, most certainly have the farthest to fall. They're making a movie about Mr. Rogers now with Tom Hanks as the title character, and he fits the role like a glove.
  2. I might be able to revive them actually - in exchange for YOUR SOUL!!!
  3. Nice to see you again. I hope you're doing well.
  4. HOW DO YOU HAVE MONEY TO SURVIVE? Canadians must be loaded. Well now I know how they pay for the healthcare...
  5. 30 minutes is how long Shrimperor's video is. 0/10 not enough spoiler boxes.
  6. That's an unbelievably good deal. Also ugh Florida sales taxes are ridiculous.
  7. 28 nine. And that's why six was afraid of twenty. @Shrimperor what's so special about 1992?
  8. 26 + 2974 is how much Tony Stark's daughter loves him...
  9. Oscar probably just needs glasses. That's why he's always squinting!
  10. 18 is how old I was when I started posting in this thread.
  11. It's just some costumes. All that this controversy is telling me is that one of the game's main selling points is the characters looking sexy, which makes me significantly less enthusiastic about it regardless of whether it's censored or not.
  12. 8 is roughly how many months it's been since I last posted here.
  13. Alright! I added a Google Sheet. Let me know about any blanks I can fill in or any things you can confirm.
  14. /sub as long as it's after September 17th.
  15. Fire Emblem is infamous for frequently having bogus paralogue requirements, whether it's beating a turn limit in FE6, meeting random EXP requirements in FE7, or needing to kill off your units in FE11. The latest game in the series, Three Houses, has unfortunately continued this trend, and it has made paralogues in this game downright confusing. Multiple sites have information on how paralogues work in this game but a lot of that information is contradictory or inadequate. Therefore, my goal with this thread is to provide a place where we can work together to clear up 3 things about each of this game's paralogues: 1) What are the requirements for each paralogue? 2) On which routes can each paralogue be accessed? And 3) what changes about each paralogue depending on the route you're playing? Paralogue requirements are tied primarily to two things: having the proper units and being at a certain point in the story. The second of these requirements isn't really such a big deal. Anybody who has played through the game once before can understand why paralogues would have to be completed by the deadlines provided and why certain paralogues are not available until after certain events. However, knowing which units are required for each paralogue requires studying ahead. Before the timeskip, it appears that as long as you have just one of the required units for a paralogue recruited, the paralogue will be available. Other required units will be brought along for the mission, but if they have not been recruited, then they will simply be mission assistance units who don't gain EXP. However, after the timeskip, you will need to have all of the required units for a paralogue recruited into your ranks. I could go on a diatribe about how annoying it is to have to recruit Caspar (a unit Mercedes doesn't even support with) in order to unlock Mercedes' paralogue on the Blue Lions route but that is not the purpose of this thread. I merely want to avoid any unpleasant surprises where you discover that your unit's paralogue is locked because you didn't recruit a random member of another house. I've heard rumors that there are other factors locking certain paralogues, such as having Byleth's support with the required units at a certain level or having protected certain NPCs during missions. I believe these rumors are untrue but if I'm incorrect please let me know. Certain paralogues seem to be route-locked. In some cases this is obvious. For instance, Annette's paralogue requires both Annette and Gilbert to play and since Gilbert is available on the Blue Lions route only, Annette's paralogue will be unavailable on other routes. Hubert's paralogue will obviously only work on the Black Eagles!Edelgard route because that's the only one where Hubert is available post-timeskip. However, some of these route locks are less self-evident. I've heard reports that any paralogue featuring a unit who did not start as a member of the Black Eagles house will be unavailable on the Black Eagles!Edelgard route EVEN IF you have recruited that unit later yourself. I'm not sure if other anomalies like that exist. Lastly, paralogues seem to play out differently on different routes. For instance, Ingrid and Dorothea's paralogue seems to have different dialogue at the ending for Blue Lions and Black Eagles playthroughs. If you play as the Blue Lions, you get Luin. If you play as the Black Eagles, you get a Goddess Ring. This raises a lot of questions. Is the ending dialogue and item obtained dependent on which route you are playing or which character you have recruited? If the former, what happens if you play this mission as the Golden Deer? If the latter, what happens if you've recruited both Ingrid and Dorothea? From what I've heard, Petra and Bernadetta's paralogue is available on all routes, even though when I played it on my Black Eagles!Edelgard playthrough, they were very plainly Does the dialogue and enemy selection of this paralogue change depending on which route you are playing? My hope is that by discussing our experiences with the games paralogues, we can firmly establish how they are each unlocked and what changes in each one from one route to another. I look forward to hearing your input below! EDIT: I'm putting all the information I can confirm in this Google Sheet. I'm drawing a blank for a lot of things post-timeskip though. If there's anything in here you can confirm or that you believe is incorrect, let me know! Three Houses Paralogue Sheet
  16. Note regarding Dancers: just because you make a unit into a dancer and keep them in that class for the rest of the game doesn't mean you shouldn't consider certifying them in other classes. A lot of weaker units (read: Dorothea) benefit heavily from the defensive base stat boosts provided by advanced classes even if they never actually use those classes. An Advanced Seal is often as much a cheap stat booster as a means to change classes.
  17. This. Don't make the mistake I made on my first playthrough. I checked on the battalions I had equipped on characters lategame and I suddenly realized that the King of Lions Corp gave a 10 MT boost. And it wasn't the only battalion with crazy stat boosts. Suddenly not training Felix's authority at all looked really foolish. Also making Felix a Mortal Savant fixes the age-old issue of sword units: not being able to attack at range. He even gets 3 range utility with Thoron. Felix's magic growth isn't the best, but in this game a good many enemies have resistance so bad that they can get 1HKO'd by a professional mage, and Felix is pretty much guaranteed to double.
  18. I killed the Death Knight every time he showed up in my Hard!BE playthrough. Having a horseslayer really helps, though IDK if your can get one that early without NG+. Also use Gambits to get him down statwise so that he potentially will at least not double your units.
  19. -Battalions and Gambits: Battalions should stay at least on an aesthetic level. They look awesome. That said some battalions provide broken stat boosts and gambits are OP on player phase and just plain annoying on enemy phase. IMO battalions should be less focused on providing pair-up-esque stat boosts and more on providing unique tools to units. Gambit being an area-of-effect attack that can't be countered and blocks movement is just too much. A gambit could focus on just one of those things and still be useful. Finally, give incentives for not using a battalion if you're in a certain class. It never made sense to me that my super-stealthy assassins to have a noisy army of pegasus knights following them around. -Significantly reduced weapon limitations on classes: Keep this, and expand on it by creating even more classes with less stringent requirements. Remember how in Tellius Paladins could pick and choose which of the 4 main melee weapons they'd focus on? I want to see more options like that. What if I want to be a Great Knight but my unit fares better with lances than with axes? Why should my decent hybrid unit have to sacrifice all magic utility to be in a flying class? I like that we have more options, but it can go further than this. -Weapon level determining promotion: See above. -Gauntlets as a weapon type: Kinda OP, but the fact that you can't use them on horseback kinda makes it so you have to choose between having an OP offensive weapon or OP movement and Canto. Any incentive to not go Horse Emblem is appreciated. -Durability as a the resource for combat arts: This, along with the Blacksmith system, was good because it took weapon durability from being an annoying constraint that worried you to being an important limit to be used to strategic advantage. However most weapon-based combat arts (barring range extenders and effectiveness adders) hardly see any use outside of the early game. -Legendary weapons being usable by anyone but having additional affects when used with their prf users: It worked well with the story in this game but I'm not set on it existing in future games. -Paralogues being side character focused: Yes I like this a lot. My issue with the way it was implemented in this game is that some paralogues depended on you recruiting certain characters (and that wouldn't be an issue in a typical FE game where recruiting all of the playable characters in a single playthrough is completely normal.) Still, I didn't like how Mercedes' paralogue depended on you recruiting Caspar despite Caspar having... nothing to do with Merecedes or the content of the paralogue. Just seemed like an unnecessary complication. -Giant enemies: It was cool for this game. It reminded me of the GBA games where you'd have to fight giant enemies at the end and wonder in panic "how do I fight an enemy that takes up 9 spaces?" I like that there was a structure to killing giant enemies in this game. However, I wish there was more variety in the types of monsters and more creativity in taking them down. -Tomeless Magic regenerating each map: I liked this, though I feel like certain tomes need to be readjusted. Running out of magic was too easy early game and too difficult lategame. Characters in the beginning with only a Thunder spell were good for 4 attacks before they were useless, while characters later in the game had so many different spells that they had no incentive to ever use some of them. -Enemy aggro indicators: These were convenient, but in Easy Mode they locked enemy AI into doing things that intelligent enemies wouldn't have done (and intelligent players would have known to plan for) and in Hard Mode they were often inaccurate, as the AI would choose to do the smart thing instead of the thing their indicator had said they would do. -3D exploration: I liked Garreg Mach a lot. I could make an entire topic about how much fine-tuning it needs though. Also I miss the explorable dungeons (and semi-explorable villages) of SoV. Once you figured out where everything was, Garreg Mach was less like an environment to explore and more like a 3D menu. I like 3D exploration and Garreg Mach is better than nothing, but I'd prefer something that actually changes over time. -Zooming: I loved this, but it was always very difficult to actually play the game while zoomed in. Also I feel like ideally, it shouldn't have to cut to battle scenes.
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