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Arcphoenix

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Everything posted by Arcphoenix

  1. IS hasn't exactly made the most popular decisions and it's caused many players to quit FEH. Some people still remain around in spite of that, myself included. What's everyone's mindsets to continue playing?
  2. I've actually wanted to make a topic on something similar for a long time. Basically a topic where everyone shared their feedback they sent to IS as a way of encouraging sending feedback and perhaps gathering ideas to collectively send to IS. I feel that it is really important that everyone who has a problem sends feedback. It's a bit like the US voting turnout and complaints of the results. That said, I never really was sure what other players were doing so I never posted it. It's definitely a point to be made though. I always felt that if we want to influence IS's opinion, it must be in large numbers. Enough to where they literally must be aware of it and how big of a deal it is. That said, these large numbers aren't just going to come out of nowhere or from "someone else who will give feedback so I don't have to"
  3. I've managed to pull Tibarn and Leanne. Was hoping for Nailah, so now I feel I have to complete the set, lol. Good luck though
  4. My feedback: I always figured whatever English branch exists reads feedback. I figure if they get a notable amount of requests for the same thing that they translate it and send it to the Japanese branch.
  5. Personally I've got nothing against Fates seasonals. I feel the problem is that IS isn't representing games with equal care. If Jugdral, Tellius, Valentia, and Archanea got some proper seasonals, I don't think there'd be as much backlash. Additionally, if we're to take Fates as a case study, they don't represent the characters within each game with equal care. Other than the overabundance of seasonals, I feel this is something we should give mention to
  6. Imo, this is what we need to influence any changes in regards to how IS handles Heroes. Just the community collectively sending feedback. I'll send something similar myself, though I'm definitely including a reminder for IS that the royals aren't the only characters in Fates
  7. Hone Camilla, Fortify Camilla, and Camilla Formation Probably another bond, stance skill, and a split stat increaser again. I'd really like something original this time though. Phantom HP, Phantom Defense, and Phantom Attack come to mind as potentially useful skills.
  8. I'm probably going to free summon, and then return my efforts to trying to get the beasts. If I get Nailah (and possibly Reyson) I'll change my efforts to this banner. Is it just me, or does Cindy Robinson's performance of Hinoka sound a bit different?
  9. Wooo that like dislike ratio. Even if it is Fates, I thought I remembered there being people that actually wanted a Hoshidan banner with Hoshidan units on it. We got that. (Even if Camilla's on it somehow again. At least she's free which I guess makes it a bit less of an issue? (At least in my opinion, though I feel any retainer - or even nonretainers like Lilith, Hayato, and Rinkah) would have been better))
  10. Fates did it, and I'm pretty sure IS's line at the moment is Summer Corrin's damaged art. The person on the left reminds me of Hinoka. Though I feel it could be Sakura as someone else pointed out. No idea about the person on the right
  11. I’m not gonna lie. I’ve fantasized about it a few times in my head an tried thinking of what some of the characters would be (though I feel only feel a select amount would translate well). I’ve never really thought about it happening seriously tbh. I guess it’d be cool if some were added to the pool as special characters; though, I get what others said about having out-of-series characters being immersion breaking
  12. Llamas hands down. I feel my appreciation of them is much more ironic than anything, but does it really matter? XD
  13. There are actually different endings for some of the other Fire Emblem games? (I thought that Binding (something about Gaiden chapters and legendary weapons) and Awakening (Robin's final tactic) were the only two)
  14. Hero Chao is canonically more powerful than Ganon. That right there just killed me XD
  15. So I tried just about one of the stupidest things I could possibly do as an F2P player: Make my starting team for arena assault as the highest possible BST I could. Two of the units were full +10's. Somehow I cleared all 7 battles without losses. It was painfully difficult, took a lot of caution, and a battle calculator for the sixth battle. I saw so many builds (usually 2-3 fully merged 5 stars per battle) and had to think of how I'd take them down with my remaining units, mostly unmerged. The feeling from winning that and the wonder of seeing all the fantastic builds was pretty rewarding. It made me realize what the problem may be with Arena Assault. What is the problem with arena assault? Well, the problem with it is that, with the way it's built, it's do and finish now, don't start it now, or just try and get it out of the way as quickly as you can and with few losses. Arena Assault runs take a lot of time investment to complete, and if you're having a busy week, you're going to be struggling to get it done. No you can't just pause it and pick it up tomorrow, because you'll miss out on your daily log-in bonus, seeing the quests of the day, and perhaps a limited time map or free summon. The mentality it places on you isn't a pleasant one to say the least. Arena Assault isn't the only multimap mode, sure, but the others are more bearable for these reasons: 1. Blessed Gardens and Squad Assault don't have time limited rewards, and you can plan for them because the units stay the same. The map counts usually aren't that bad considering this 2. Chain Challenge - the above plus you can do it whenever you have time. Which is a blessing given how cruel some can be. KO's also aren't going to cost your reward. 3. Tempest Trial- It's entirely participation based. It doesn't matter how well you do so long as you play it enough. You also have well enough time to get all the rewards. You also don't need to complete a full run to make progress. Taking these things into account, I've thought of a few things that could help: 1. Double the length of an Arena Assault season and double the rewards: In my opinion, this would majorly allow much more flexibility for a player to finish a run and would also give players an opportunity to have a nice, well deserved, and much needed breather between the times they do runs. Since bonus units aren't a thing in AA, a changing in the length shouldn't cause too many issues. 2. Allow players the ability to pause the assault to do a limited set of other things. If you're trapped in an unfinished session, you miss out on important rewards. In my opinion, if you're in the middle of an assault run, you should be able to pause and do other things in between battles that won't affect your units. For example, you can summon, you can visit the castle plaza to collect feathers and orbs, check the news, etc. Imo, Ally growth, change equipment, and interact with allies should be locked while you're taking a break from an Arena Assault. You can also do other maps, but your units won't gain exp or hero merit until you end your current assault run, be it by surrendering, victory/loss, or the end of the season. Arena Assault will also remember what units you have used in your current run if you decide to pause your run so that when you resume, you still can't pick them. No change there.
  16. Kris, Mark, Priam, Lianna, Rowan, Risen King Chrom, Edelgard, Naga, Itsuki Aoi / Mirage Chrom, and someone else. Kirs and Mark: The two missing self-inserts to complete the set pack 'nuff said. Priam: One thing Heroes gave us was the potential to learn much more about characters than we got to see in their home games. Look at the Level 40 dialogue of the two Grimas for example. I want to know more about Priam. I also want to see him interacting with characters besides Robin to hopefully learn more about him. Rowan and Lianna: Warriors exists. Other than TMS #FE (I am just now realizing that TMS is reverse of SMT. Huh.). Not to mention, I'd love to see Askr Trio interact with their Warriors equivalents in a Forging Bonds event (if this wasn't limited, Warriors Anna and Darios would be the other two. (I'd prefer possessed Darios, but I struggle to see how he could fit in a forging bonds narrative)) Risen King Chrom: I don't play cipher admittedly, but have you seen the art of this card? It looks cool as heck. Edelgard: If we got just one Three Houses unit (aside from perhaps Byleth), it would probably be her. From what I've seen of the reception of the characters, it seems Edelgard has had the loudest group favoring her, Naga: I'm just looking forward to the day we get a Dragon gods banner (Naga, Mila, and Duma). They're all very, very important characters. The one I chose to mention especially so. After all Naga appears in the Jugdral and Archanean series as well as Shadows of Valentia and Awakening. Itsuki Aoi/Emo Chrom Mirage Chrom: Like it or not, this game is part of the series' history, so why not include a character from it. I've never personally played this game, but I feel the protagonist is the most obvious pick. Feh: The bird herself as the unit to end all units. Feh would be the very last unit to be added to Heroes. I don't have any idea how sh'ed work, but she'd be playable, summonable, fodderable, etc.
  17. If I were expecting someone to learn FE in two games, I think I'd lend them PoR and possibly Fates. Ignoring the pandering and underachieving plot of the latter (which I'm feeling Fates may wind up being the exception, for having) I feel both very well cover most of Fire Emblem. The reason I chose Fates was for the Avatar creation, pair ups, player interactions, reclassing system, and other elements that set the more recent FE games apart. PoR definitely doesn't cover the rest in entirety, but it does paint a mostly suffficient picture of Fire Emblem before the 3DS era, save for the past 2D art style and variations on series standards in past games. (On second thought, the fact that it has skills makes me question that as my second choice. I'm sticking to it though)
  18. I don't care for Phoenix mode. It really only had two uses for me: setting up an avatar for a friend's Corrin only playthrough and trying to rush through the game to rip models (I never actually managed the latter). It's just too easy and there isn't much consequence to what you do. I don't feel it should be gone just because I don't care for it though, as I'm sure someone might like the story but just not be as skilled. I feel casual is the lowest the game can be while the game retains some difficulty. If I had to think of changes more befitting something below casual, without using Phoenix mode as a base 1. Weapons have infinite durability 2. Certain items are adjusted to be more powerful in the player's hands 3. Reinforcements are nerfed 4. Skills have a higher chance of activating. For something based on Phoenix mode, I feel these changes could be made: 1. Revived units have exp gain impacted (either losing exp gained since starting the map or gain it much slower from combat on the rest of the map) or they could cost gold or a certain amount of vulenaries to revive. Maybe they can't use skills or have their stats decreased a bit for the rest of combat (once decrease only). 2. One other alternative could be replacing the respawning with Mila's Turnwheel with infinite use or limited use Would I care if Phoenix mode was changed? Again, it wouldn't be relevant to me. I usually start FE games with casual, if the mode is available, and play Classic if I feel like giving myself a challenge after clearing the game once. If I feel like playing through again for fun, I'll just do casual. Phoenix mode's lack of difficulty and lack of consequences for actions means I probably won't give it a chance. I feel it might be worth a shot if it was a more player and beginner friendly casual mode for someone who's never played an FE game or is less skilled at tactical games. Even then, I'd just recommend it to new players rather than ever play it myself
  19. Wow. I'm not sure if I'd have even joined these forums. I spend most of my time here in the Heroes section. I probably wouldn't have joined Reddit either, wouldn't be playing Granblue on the side, and I definitely would know a lot less about the FE franchise. I don't think I would have ever tried Persona either. There are also a ton of conversations I've had with a friend about Heroes that I wouldn't have had. I don't really know what I'd be doing now tbh. I guess maybe playing Doctor Who Legacy on the go? Watching more short anime? I don't really know. Fortunately I've only put a very, very small and insignificant amount in Heroes. So... A few candy bars I guess? I would tell past me about skill inheritance (to not send so many units home), probably to start the arena earlier, not merge units below 5 stars
  20. For Lloyd/LInus the game itself has a condition that determines which map is taken. I think it's based on the combined total levels of certain characters and the other is fought later iirc
  21. Hmm... I had a really interesting idea. What if Tempest Trial+'s included cutscenes? They would contain original content but would contribute to the lore. (I'm mainly getting this idea from Granblue's use of events). They can give more background information on certain characters or perhaps show something that happened in their past. Mainly aspects to certain characters that we never really get to see due to the format of the game. I had Heroes characters in mind for this, though I'm sure there could be ones for other games as well. I feel it'd fit in a TT+ event especially since they're really weird vortexes of space-time and the cutscene can be explained as the summoner seeing a fragment of another time or place. It would definitely be more motivation to play. They'd either be participation based or score based, I think.
  22. I did. And WOW. I really do like that take on it. It's too bad you're not the one in IS connecting all their dangling plotthreads because that was a very well written speculation/analysis. (It also kind of made me realize the problems with having something so in depth for a mobile game. That would be one very, very, very long exposition. Unless it was broken up into several maps in a Xenalogue of some sort.)
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