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  • Favorite Fire Emblem Game
    Three Houses

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  1. If you take up one of the generous offers to cut a character to let one of mine in, keep whichever one of mine retains the best overall gender balance.
  2. Pro: More unique named weapons than any other route. Only route that can get Areadbhar, Crusher, Tathlum Bow, and Sword of Moralta. Also the only route that can have two of the Lord relics, since it gets Failnaught. Pro: Has more pairs that give extra might to linked attacks than any other class/route. Pro: Is the only route in which the main antagonist of the game is also the final boss. It's a more emotionally satisfying ending than VW or SS, both of which go in somewhat weird directions at the end. CF is also good for having its main antagonist as the final boss, but is somewhat orthogonal to the rest of the game, so harder to compare. Con: None of your starting class learn Warp. Con: Starting with Sylvain in your house means you can't recruit him for free with female Byleth, which means you effectively start with one fewer unit. Con: My pick for worst unit in the game is one of your starting units. (Pro: other people's picks for worst unit in the game is not one of your starting units.)
  3. Out of curiosity, what was it that disappointed you about Mass Effect 3? Was it just the ending (which I personally didn't mind but I know a lot of people hated), or were there other parts that you found disappointing too?
  4. As far as the whole blood pact thing goes, one of the things that I remember being annoyed by was how very out-of-nowhere it was. Even assuming that they were a new invention for Radiant Dawn that hadn't been planned in Path of Radiance, that still gives them the first half of the game where they could have laid some groundwork or dropped a few hints. They could have had blood pacts mentioned in passing alongside spirit charmers as an example of a dark bargain that is ultimately not worth it. Or they could have had some conversation about the magical bonds between a country and its leader. Or some mention of blood pacts on a much smaller scale. Or any number of other possibilities that could do something to establish them in the lore before they become a major plot point. It's been years since I played Radiant Dawn, so please do correct me if I'm wrong here, but I don't remember there being even the slightest hint of a mention beforehand. Personally, I'm almost entirely uninterested in the Saga games and doubt I'll bother reading them, so from a purely selfish perspective, I'd say to leave them until much later. But beyond that, from a pragmatic perspective, I think I would also say to leave them for now. You already seem to be having some burnout for this project, so in your shoes, I'd be wary of making it longer than it needs to be. If you reach the end of Three Houses and still want to carry on to the Saga games then there'd be nothing stopping you, but you could also easily call the project "done" at that point if needs be. On the other hand, if you do the Saga games now, then you're either committing to three extra games or you run the risk of stalling out before you finish the main series. Ultimately, though: do whatever you think you'll have most fun with.
  5. As well as Sanaki, there's also the support chain between Tanith and Reyson in Path of Radiance. It's definitely not even a little bit the same as the Ingrid role, though. That would probably be someone who actually believed the herons were responsible for killing the previous Apostle, and I don't recall any major characters believing that. It's still an interesting interaction, though, with Tanith initially displaying and eventually overcoming a more subtle and insidious form of racism in which she sees only what the herons can't do rather than what they can. (On the larger topic of the thread as a whole, I've been staying quiet since I consider myself wholly unqualified to talk about this, but I have been reading with interest.)
  6. For me, there's a big difference between a story where I'm just an observer and a story where I'm supposed to be a participant. If someone with a well-defined character does something that I consider weird/foolish/misguided/whatever then I can easily say, "oh, that's just their personality and their character" and move on. But for avatar characters -- especially blank-slate silent-protagonist player-insert avatar characters like Byleth -- the game is presenting the conceit that this character is actually "me" in some way. It's not just saying "Byleth isn't suspicious of the church" it's saying "you aren't suspcicious of the church" (or whatever else). If this conflicts with what I, the player, am thinking then that creates a disconnect. Instead of drawing me into the game's story, which is the intent of an avatar character, it pushes me out of the story.
  7. Personally, I want to see more Birdo. And I want the proper original version transgender Birdo, not the weird retcon cisgender version they give us these days. Put her in something around the general space of a visual novel, narrative adventure or walking sim, and I am there. Of course, this would probably only sell about 8 copies globally (3 of which would be to me), so it's obviously never going to happen, but I'm not going to let that stop me from wanting it.
  8. I would just like to say thank you to everyone who hates Catherine, for making me feel super special and unique for being damn near the only person who actually loves her. ❤️
  9. Byleth, by a long way. I don't like blank-slate player-insert characters, and nothing about Byleth changed my mind. I also feel that interactions with Byleth are the things I like least about other characters. Edelgard's schoolgirl crush on Byleth was the worst part of Edelgard, Leonie's competing over who loved Jeralt more was the worst part of Leonie, etc. As the main player character, Byleth is also the hardest to ignore. If someone else irritates me, I can largely ignore them, but Byleth is always there. Dishonourable mentions go to TWSITD for being one-dimensional cartoon evil, Bernadetta for being portrayed in a tonally inconsistent way that jumps between comedy and tragedy, and Anna for having no supports.
  10. The introduction and prologue could very easily be rewritten not to include Divine Pulse as a story element. As I understood it, the bottom option isn't "keep everything else the same but ignore Divine Pulse in that one scene"; it's "rewrite the rest of the game's story so that there's no reason to need to explain it away at that point".
  11. My preference would have been to have Divine Pulse be purely a gameplay mechanic without any story integration, but given that they didn't go down that route, I'd have tried to pre-establish some limitations on its power before we get to that scene. It wouldn't have worked thematically to have a big discussion on the metaphysics of time travel in the middle of a death scene, but that doesn't mean that discussion couldn't have happened elsewhere. If we'd already had a scene where Byleth had tried to use Divine Pulse for something but failed, then we could have had a longer explanation of fate and destiny from Sothis. Then, in the death scene, we only need a slight reference to something pre-established that does not interfere with the scene. For instance, at Remire, Byleth could have been frustrated that the Flame Emperor escaped and tried to use Divine Pulse to prevent this, only to fail each time for different reasons. Then we could have had a full scene where Sothis explains that while many events are mutable, some are destined, and that the power of Divine Pulse is the power to weave the mutable threads to one's will, not the power to change destiny, etc. etc. That way, having already had the concept explained, it's much easier to accept a line about destiny in the moment.
  12. It's even worse than that. Most of the time, Faith Prowess 5 gives 0 hit because you don't have it equipped. There just isn't a critical mass of offensive white magic spells. Reason Prowess can be a good skill to equip, because you can reasonably expect to have a black magic spell equipped on every turn of a battle. Faith Prowess is not good to equip because you don't have white magic tomes equipped nearly as often. You get 3 uses of Aura, after which you're left with either Nosferatu or dodge-tanking with Heal, both of which are marginal at best. Using an ability slot for something like this is a big opportunity cost, so not really worth it. Let's imagine that a basic Light spell existed in Three Houses, with the same stats as Fire. Then let's imagine a hypothetical unit had a spell list of Light, Nosferatu, Seraphim, Aura, Abraxus. In that case, Faith Prowess would be worth equipping, as would White Tomefaire, and every single one of the spells would be better together than they are on their own. That they are isolated is part of what makes them so bad. It also gives the ability to use magic, which is one of the defining abilities of the class. Take that away and it's basically just swordmaster with worse stats and a fancier outfit.
  13. I agree about the reason list, which I think is largely fine. I did suggest changing it up a bit, but I don't really have a problem with it as it is, and definitely disagree with the people suggesting pushing it up to 5 spells and adding Meteor. For my money, that would be too much, and is the sort of list better left to pure casters. For faith, though, I do absolutely think Byleth's list is garbage. Is it better than the people who only have Heal/Nosferatu/Recover? Yes, absolutely, but that is the lowest of low bars to clear. It's worse than the basic Heal/Nosferatu/Physic lists, and it's worse than almost all lists that have more than three spells because Aura just isn't very good. I think the only four-spell lists that I would consider worse are Ferdinand's (Heal, Nosferatu, Ward, Restore) and Felix's (Heal, Nosferatu, Recover, Restore). The big problem with Aura is that it has bad accuracy and low uses, and can't mitigate these downsides nearly as well as comparable black magic spells can. For the high level black magic, most people will have the prowess skill equipped, but equipping faith prowess just to improve Aura is a big waste of an ability slot, since the only other attacking white magic you have is Nosferatu, which you want to be not using as much as possible. And this is on a character where faith really ought to be a big deal. It's one of four skills that Byleth has a strength in (after picking up the budding talent), the Exalted One class gets the same bonus to weapon proficiency growth in faith as in swords, and obviously, there's the big storyline reason why Byleth should be really really good at white magic. Not just because they're the avatar and the avatar should be good at everything, but because it's one of the skills that's really pushed for them.
  14. I will be surprised if the version of SM64 has all the same glitches as the original. I'm not an expert, but as I understand it, the BLJ glitch was patched out of the Japanese Shindou version as far back as 1997, and I doubt they're going to add it back. The audio in the Bowser fight also has Mario saying "buh-bye" like he does in the Shindou version rather than "so long, Bowser" as he does in the international version, which definitely makes me think that's the version the port is based on. And I've never seen any evidence that Nintendo cares even a little bit about catering to speedrunners.
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