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Flygunn

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  • Member Title
    Agustrian Crossknight

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    Canada

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  • Favorite Fire Emblem Game
    Genealogy of the Holy War

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  • Staff
    Tormod

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  • I fight for...
    Jugdral

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  1. I am really interested in how they are doing the armoured units, I didn't see any but in the teaching part, they had a "heavy armour" button. I wonder if it will look like classical FE knights or a new aesthetic based on the European WWI theme
  2. Not even for combat, the male teacher gets a regal appearance, she gets booty shorts and cut-outs, as a teacher
  3. One thing to note about the less fanservicey designs, for F!Bylethe, it looks like they de-sexualized her, but kept a lot of the elements they would attribute to sexualized characters such as the disproportionate bust that appears to be in a push-up and the oddly placed cut-outs. I hope we get multiple body-types
  4. One thing I like about the setting, is that we have been asking for a game in a unique setting with new fashion aesthetics for a while, this stylish WW1 Bourgeoisie aesthetic is appealing to me
  5. I know everyone keeps referencing Harry Potter from the houses, but I am getting more of a Valkyria Chronicles 2 vibe with the school strategy setting and the aesthetic
  6. I am fond of progressions like these, however I think the game mechanics wouldn't work for that. We can't really send a single trainee against a commanding officer with a squad of soldiers, that would be stretching things a little, even for Fire Emblem. What I think could use this idea of villager promotion is if we make them start off as students or mooks. If they are a student, then we can have them do things in the academy like tutorial/training camps or tactics lessons; they could also show up on the battle field to serve a secondary function but no fighting. The excuse could be that they are watching to learn, and as squires/pages they can serve roles similar to a mini-Merlinus until they are combat ready. Alternatively, we could be given a generic battle captain that has a mook who looks different, and if you play something a certain way, that mook could get promoted into a captain themselves. I'm personally fond of this concept, but definitely not how I conceptualized it, if someone has a better idea for the mook-captain, please do-tell.
  7. Infantry that can use lances and axes/crushing weapons (or just lances/just axes+etc. if necessary for balance), not a unique character, but as a soldier unit that fights best in formation with other units. It would have a balanced stat dispersion and be based on medieval lines of soldiers with halberds, lucernes, and maybe other practical weapons. Bonus if they can equip shields/weapons with shields that increase the protection of themselves and adjacent allies. Pros: -Can make non-PC basic units more unique to fight with/against -Can make relative positioning more of a consideration than other games -Allows for lances and axes to not be overshadowed by swords without making swords lower tier -Creates a type of physical unit that could counter mages without having ridiculous res due to mages wanting to avoid attacking multiple enemies -can mitigate certain types of player controlled choke points by making the player not want to bunch enemies up in a single spot -allows for the fantasy of leaving a line of units as a defensive wall to be viable, not broken, nor boring -allows for cavaliers to be differentiated from infantry without making them sub-optimal or ushering in a new age of horse emblem Cons: -In order for them to be fun to use as a player controlled unit, we must have more of them than most other units in the roster or allow for their specialty to be used in a lesser form by other units -if used by player, it would be difficult to differentiate them from each other without copying the Pegasus trio differentiation -if handled poorly, players may be forced to sacrifice units -may be an incentive for making capturing units/using pseudo-default characters too important
  8. I believe people are overlooking the possibilities behind the 1 speed double, we could have a skill that replaces a unit's standard doubling calculations for Pursuit calculations. This skill will be useful against equal speed tier units only because units with a speed of four less or equal/more won't be affected. Furthermore, if the advantage it gains against those with a relative speed of -1/-2/-3 is too much, it can be balanced by making opponents also need only +1 relative spd to double. I for one do not believe the using health for spells mechanic should return in FE16. My reasoning is that the golden mean of how to make you value how you use your mages and not making them semi-obsolete might not even exist. In SoV, health cost was an in-game version of fatigue for me, it was there, and if you act excessively, it will be noticeable, however it is far too easily avoidable. With the fatigue mechanic, anyone who plays the game in a no-grind manner is unaffected by fatigue due to the many foods, shrines, and lack of opportunities to gain fatigue. Therefore, in difficult playthroughs, it might as well not be there, and in laid back playthroughs, it is only somewhat obnoxious. In comparison, health cost was similar, you would only ever be affected by it if a mage was not given a recovery item (highly recommended) AND strayed too far from a healer, refresher, or wall. I never had to do a risky maneuver with health-cost like I would with many other mechanics and tactics, I never lost a mage due to it, and I never had to change my course of actions because of it beyond choosing to pseudo-bench certain spells. That being said, it is one of my favourite implementations of utility magic. When I did a no type effectiveness run, the strategy behind beating the necrodragon isle without seraphim was a ton of fun, just making sure that my Genny could spawn ghost fodder, heal itself, and stay out of the way of the necrodragons without dooming my healerless squishies was amusing. Essentially, yes to certain game-changing abilities that can place my units into unfavourable positions for a certain amount of time, no to a "take a little bit of damage when OHKO-ing, heal it all off next turn." Because honestly, adding a health-cost means making something more powerful, and if the health cost is returned by equipping items you would have used without the recovery, that just means busted magic. The health-cost mechanic also prevents the game from forcing you to do a long drawn out standstill/survival with limited access to healers because your squishies are hurting themselves. Of course, this is still just mostly hypothetical material, there are definitely ways to make health-cost a perfectly balanced mechanic for offensive spells. Arts are a great idea, but we cannot get too carried away with limited selection weapons, having Setsuna be less viable in all situations than Takumi is not desirable for roster diversity. It did however make a great excuse for players to continue using first gen units despite the overwhelming second gens (for playthroughs where you have the luxoury of having all child unit teams), but I highly doubt IS wants to shove another second-gen mechanic into the game unless it is handled similarly to FE4. The goal of these arts should be to make each character more unique, but not just the carrier of their godly weapon, and to promote a wider range of viable weapons without making the choice of weaponry irrelevant in a similar way to fe7's magic system without making a few tomes overstay their welcome (looking at you luna). My standpoint on the villager debate is only two-five (or more depending on army size) should be allowed because it can make a character lose its worth. Lukas was the soldier/knight, it complimented his character and how I saw him as a unit, however Grey never had an identity for me in that regard. He always appeared more vague than Lukas's clear soldier/knight image because I could never definitely sort him into a class of his own. For a wide range of units to have this, it could lose the units' characterization and image. Furthermore, as mentioned by others, in larger quantities, it really messes with the game balance. The time wheel I love the idea of, but in some ways it detracts from gameplay. In FE4, if Sigurd started with an iron sword and did not get a silver sword from Arvis, he would still be perfectly viable, however, if given the option, I am taking that silver sword in most playthroughs because a trpg is not typically a make your army weak for more difficulty but a make your army strong for more progress. By adding that turn wheel, how I play maps is changed, if a character dies, I won't think "noooooo, now I have to choose whether to press on or reset", I immediately decide whether the character died due to RNG or my poor tactics and from there if I should be allowed to save the unit. That being said, if only two charges are given per every 1/2 map/chapter, I will be especially thankful for it. It is a great way to keep the hardcore tactics while not forcing you to repeat a four hour Jugdral map because you accidentally pressed wait on your favourite character while they are in danger. Furthermore, it is the best way I can think of to bring casual players into the meat of classic Fire Emblem without scaring them off. That does not mean I believe casual should be removed however, it is great for marketing and has brought many new fans to the series despite my gripes with it making a few anti-FE core strategies viable such as suiciding your best unit to train lower units or pegasus kamikazes.
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