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About 𝐅𝐞𝐧𝐫𝐞𝐢𝐫

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    ⭐ 𝐅𝐄 𝐕𝐞𝐭𝐞𝐫𝐚𝐧 ⭐

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  • Favorite Fire Emblem Game
    Radiant Dawn

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    Black Knight


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  1. wich is pretty much irrelevant, since everyone has their own preferences when it comes to judging games and their gameplay. might as well compare sales records to see wich title made the most profits and there you go, you'll have the most likeable game for the "casual" audience. also, quoting a single section out of context from an entire post just to prove a point is quite shallow to be honest, but whatever floats your boat dude~
  2. looks like a promising spiritual successor of FF Tactics/Ogre Battle. an interesting title indeed.
  3. are we talking about stats now? because in that case, you could just stock on stats boosters, feed them to whoever you want, and promote whenever you want without having to worry about stats gains and lost levels. or just grind arenas/reinforcements until you min-max any unit you want to lv20 and then promote. stats caps are also pretty low in Mystery, so maxing them out shouldn't take too much effort either. the problem is not getting stats, there's plenty of ways to do that. giving a promotion to a specific unit depends on multiple factors. movement range and extra stats are important, but they're not the only factors that needs to be considered. unit type and terrain play a bigger role. usually the more you wait, the better stats you'll have in the long run, but then again you don't have to wait everytime for every unit. it's always a matter between unit's utility over quality, especially when there's new items/weapons available upon promotion. there's no best or worst time to promote a unit, it all depends on the player's preferences and playstyle, since not everyone plays in the same way.
  4. regarding Shiida, it all boils down wether you want a Pegasus Knight with better RES to fight against mages, or if you want a tankier flying unit with higher DEF. she'll probably loose some RES though, so it would be wise to keep her away from mages, should you decide to promote her. regarding book 2: brace yourself for a rollercoast of difficulty spikes. book 1 is kind of an introduction to the game with decent difficulty scaling, however book 2 is where your tactics and strategy will be tested. the general rule is that it's usually better to promote units that gain access to other items upon promotion first, and wait to reach lv20 with other classes that focus on just one weapon. for example: you can wait for Ogma to reach lv20 before promoting him, since he basicly gains only stats. however, if you have a Marich or Linda at lv10, you should consider promoting them in order to give them access to healing staffs. that way, you would gain a unit that can both deal damage and heal allies in danger, reducing the need to field two units like a mage and a healer when you could just deploy one that works for both instead. wich in turn would allow you to deploy some more units too.
  5. beside the fact that everyone has their own opinion, the direction FE has taken with Fates has always been quite questionable for multiple reasons. truth is: the gameplay isn't actually better or worse than other FE titles, it's just different. as much as other franchises such as Final Fantasy have their own unique titles with different gameplay features while mantaining the same core mechanics and formulas, the same goes for FE too. in Fate's case, it's not that the mechanics are complex, because they're actually quite simple to deal with once you understand how the whole system works. the problem is that while some features make the game quite fun in terms of combat, in the long run it usually end up becoming utterly broken for the usual reason: skill stacking. an example of that would be Corrin with Nohrian Trust, since it allows the player to use multiple skills from paired up units. if you also add in blocking from supporting units, once you have a Corrin with access to Miracle, Aegis, Pavise and Aether, you're already running a top-tier skill setup. add all the other evasion boost skills against specific weapons on your main unit, and the game just implodes. now, was that actually fun in terms of gameplay while doing story mode? it sure was, a lot too. was it balanced in terms of online PvP? hell no, it was a complete disaster. it pretty much forced every player looking for a challenge to run the same skill setup just to have a decent chance of winning a match, making all other single-unit builds obsolete and almost pointless, unless you were doing arranged 1 vs 1 against a friend. long story short: Fate's gameplay can be fun, it's just not balanced for PvP.
  6. what if Gundam actually got into FE? nah, i'm not talking about SRW, i mean like this:
  7. i liked Echoes forging system the most, simply because that way you can: - upgrade base weapons to higher tiers without having to buy new ones; - unlock unique weapons with special effects; - a part of the weapons you can obtain through forge can also be found in game either by enemy drop or vendors; - since you're basicly just "evolving" weapons to higher tiers or special ones, the overall stats balance between each type will be mantained, therefore reducing the risk to break the game by stacking only specific stats on your weapons. on a side note: Genealogy's repair function is still a good feature even to this day, and should be present in future titles as well due to its utility(unless they'll remove weapon uses again like they did in Echoes).
  8. Ever thought about how a game such as FFVII would actually look like if it played like a FE GBA game? well, i have, and in mind it would look something like this: now you might be wondering: are those just clever edits, or is it actually a project in the works? and the answer is: it's just edits, sorry ¯\_(ツ)_/¯ it could be an interesting project to work on though. in any case, the main sprites were taken from the Spriters Resource website, credits for the battle ones go to SpriterTrooper and Lord Zymeth. everything else was made by playing around in Photoshop with other images found on the internet.
  9. some stuff i've edited recently for a misterious project, mainly FE GBA backgrounds:
  10. it depends. in my opinion, if we're talking about the overall utility of javelins and other similar weapons, you need to consider the class that uses them, and the situation you're facing. there's always multiple ways to approach combat based on the enemy unit type, quantity, terrain type and player preferences. going by examples: there's people who prefer to use throwing weapons as their main source of damage just to have the advantage over other melees. then there's those who use ranged weapons mostly as a counter for mages/archers/whatever during enemy phase. then again, there's others who prefer to move around with ranged weapons just to be able to reach anything in their range. now, all of those tactics work fine in theory, however there's always other mechanics to consider as well, such as weapon usage, class accessibility to ranged weapons, and rank. if you're playing a game like Echoes, weapon usage is pretty much not an issue. if you're playing other more "traditional" titles, that's already a different story because uses are tied to money, and not every title has the exact same ways for farming gold. some are more risky than others depending on the game, so that requires planning from the player since he'll have to decide if they're actually worth "spamming" or not. a weak unit will probably benefit more by doing ranged chip damage, rather than getting close and risking to get killed. otherwise, it would probably be better to get close and kill an enemy unit in one or two hits with a stronger melee weapon instead. this is yet again another factor to consider: some people prefer basic ranged weapons over bronze/iron/whatever low grade weapons due to similar stats, and they can always get close to use a stronger weapon in order to kill an enemy. others prefer to run around with both low/high grade melee weapons in their inventory in order to deal with common and stronger enemies while saving uses(and money), and keep ranged weapons just for situations previously mentioned above. in any case, long story short: it's situational.
  11. depending on how many posts you have currently made, there might still be some restrictions applied. not sure though, perhaps a mod could probably look into it and tell you more.
  12. as a concept, it could have been fine depending on the situation, for example if there were groups of enemy bishops/mages with silence staffs debuffing from afar like in Genealogy. in that case, knifes could have become a backup weapon based on their utility, but even then they should have probably worked around the basic stats of knifes, since the damage was awful even for thiefs compared to other sword users. there were some swords, lances and axes with damage output based on MGC rather than STR, so they could have done the same for knifes too in order to make promotion choices a bit more relevant. giving them additional debuffs like poison, or other effects such as the HP leech of Nosferatu tomes, could have been a good option as well. as things were in PoR, going for knifes upon promotion wasn't exactly an optimal choice, more like a handicap rather than anything actually useful, especially because they didn't have any kind of bonus against other creatures, unlike magic tomes with damage boost against laguz/dragon/flying units.
  13. as long as there's not too much shaking, because otherwise there's good chances to mess up and ruin an iconic title. for example, BluePoint Studio did a very good job with Demon's Souls. on the other hand, Square's FF7R is overall okeish in terms of gameplay, while the story ended up giving mixed feelings to the fans. plus, those who followed FF7's compilation through the years should already be aware that FF7R isn't actually a remake in the true sense of the word, but rather a sort of sequel. in any case, if an old title gets entirely reworked gameplay and different story development compared to the original, for me that's not a remake, but rather a reimagination. wich is not a bad thing by any means( at least, not always ), but at the same time is not in the same category of a remake/remaster, and obviously shouldn't be compared as such. in my opinion, a good remake is one that does not alienate its own fanbase, but rather it keeps and eventually expands the original story elements in a respectful way, while also enhancing the visuals and gameplay of the old version if there's a chance to do so.
  14. i can say that PoR is probably one of the best FE titles in terms of story, since there's much lore to be discovered while playing through the game. plus, the characters have their own very distinct personalities with a good variety of attitudes( whoever came up with Soren and Shinon needs a hand shaking, seriously ), wich is pretty interesting since they actually look like medieval~fantasy characters(at least, most of them do), rather than the sad cluster of anime tropes/copy-paste characters that this franchise has thrown around with Awakening/Fates. the gameplay was also way ahead of its time to be honest, it surprised me as well how "modern" it was for a GameCube title. i'm currently at the last chapter of normal mode( since it's my first time playing it too ), and maybe i'll play it again in hard mode to check out other units that i didn't use in my current run.
  15. considering it's always been an item, and the main protagonists usually end up receiving the title of Lord, i guess a crown would fit well in terms of lore. as for other alternatives, a stigma/tattoo similar to the mark of the Exalt could do as well, but not to symbolize royalty, rather to represent other concepts related to myths and legends of old.
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