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Imuabicus

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Everything posted by Imuabicus

  1. Are you trolling? It makes more sense that you're trolling than these as elegitmste opinions. You choose to play the game in a way you find unfun and then complain about it beong unfun. It doesn't make any sense `Tis what I meant when I said you lack a quote. I checked your posts over the last few pages, you didn´t add it in. So go ahead. Direct quotes from where I say the following: *Play the game in a way you find unfun *Complain that the game is not fun *Insist the way you play is the only way the game can be played *Spend 60 turns clearing a map. (feel free to ignore this - I remember saying this in this very thread here and there is a pretty good reason for me taking 60 turns, that being 7 of my units being underleveled) Additionally, that quote with Re:Smort was specifically adressed to you - you´ll find I have a slightly more detailed conversation about this with Shanty Pete, that evaded your notice as per ususal. Put in spoiler brackets, since this is not my thread to rant.
  2. Is CQ a fair game? Well, yes, but no, but actually it depends on the difficulty? As far as I´m concerned CQ´s unfairness stems entirely from it´s map design, because it plays entirely to the strengths of the enemy. CH17 with the tight corridors and almost exclusively 1-2 range enemies, Ryomas corridors of lethal debuffing as the most egregious example, Sakuras divide and conquer fortress, Hinokas flying sqauds of doom etc. There´s other things too - Staff Savant and the skill that prevents debuffs from disappearing. Otherwise it seems to be a problem of communication with the player and showcasing how mechanics work - Ch19 with the foxes, you only have 1 fox trying to show what they do as opposed to how it works with a whole formation you´ll then be dealing with. This plays into stuff like chapter 10/Hinoka - you aren´t made aware that yes, the enemy royals can and will in fact use Dragon Veins - that seems almost intelligent for the enemy AI programmed to do it as they may be. Yes, getting random food sucks, but don´t you dare disrespect the Bronze Weapons.
  3. I checked my posts regarding this, I never mentioned anything about fun or any supposed divine way of play. As per your usual MO you are putting words in peoples mouths, otherwise you might have been able to back up your claims with quotes - I distinctly told you, that you lack one. I specifically mention what my problem is and at what point, but that also evaded your notice - not every chapter is chapter 2. You have also not been able to provide anything in relation to TH punishing EP oriented play, so that was a load of bs too - stop wasting my time with your thought up nonsense. And if the exp curve wasn´t screwed you wouldn´t need substitute stats in the form of skills to have even an acceptable performance, you´d simply have a unit that could perform their role as a PP delete button. Oh well, I suppose I´m expecting too much from optimal builds in TH. ...on a side note, chipping with a 5 cost CA... oof Naw man, are you sure you just didn´t use all the available ressources optimally? /s Well, no chapter 13? Then again route split.
  4. The thing that is supposed to kill doesnt kill because of overinflated stats seems like good design to you? You must really enjoy Awakening Lunatic/+. Opportunity costs, they exist. You lack a quote. In addition there's also gambits meaning if you try to enemy phase a unit they can windsweep you leaving you staggered with reduced stats. Also three range archers with poison strike and fast enemies that can on round most units. The things you're generally complaining about because they make it more difficult to play in a manner you stubbornly insist on doing even though you don't like it. I´ve gone through most of this already and how it isn´t a problem depending where you are at in your campaign, so I´ll take your inability to explain how TH punishes EP oriented play as an admission that TH is in fact built for EP. Especially when considering your insistence on support gambits, when the support gambits that have been mentioned in this portion of the thread show most of their effectiveness on EP.
  5. It is the safest and with that I daresay most reliable way to play and that is the only thing I care about. It took me ~60 turns to get through AM final chapter, but I did so in one attempt and with rewinds to spare. In what way is TH built around that on any difficulty - because I did just that with decreasing diffculty. The only game that actively punishes you for bait and switch turtle tactics - in my mind - is CQ and even that depends on the map. Yes, they are absolutely nessecary to overcome enemies that are 5-10 levels above you and to compensate for the stats that you didn´t get in the level ups you were denied by virtue of the exp curve being all kinds of messed up. I mean that is what you would do, but would you have greenlit Maddening as is either? They shouldn´t have had Poison Strike to begin with. Dude. If something survives a Snipers Hunters Volley, with a full and completed build, and it´s not the final boss (or armored tbf), then whatever it is, it is overtuned. That is an attack worth 5 durability with practically every type of enhancement the game offers. You built that Sniper with the explicit intent to kill one enemy on Player Phase and that Sniper can´t deliver on that. Because I had a Shamir who couldn´t kill without Hunters Volley landing a crit, which hey, happens often enough, but I still say that´s pretty fucking ridiculous, but at what point would you say "that´s too much?" If I build a unit a certain way, then the last thing I want to see is them failing at that one thing, especially with optimal builds.
  6. Re: Smort: It´s a smarter way than havin to gain addditional skill ranks on player units. I also only included it as a sort of safety, because I know people will be like "But what until you have Alert Stance?" Additionally TH enemies seem to trigger as a groups often enough - luring at minimum one enemy will lure more than one, but I´m sure you knew that and chose to ignore it for an entirely justified reason. One unit with Alert Stance will acomplish more on EP than any other setup will on any difficulty on any phase. Also, I made an entire thread about my experience with BL and how tivial it was - but even then you don´t get to politely imply I´m stupid.
  7. I am one who is without SNES etc. pp. All of these suggestions are good ideas for making Maddening harder for yourself. Re: Combat Arts: yeah in the beginning, because your units will be to weak to even finish off chipped enemies without CA extra might. After that, it´s all about them Brave CA´s - Sniper won´t kill without Hunters Volley (unless they are called Felix) - and the same would go for Swift Strikes I presume - as I´ve never and won´t ever use Ferdinand/Sylvain/Seteth in any Maddening attempt, but the fact that people discuss putting these dudes into Paladin for Lancefaire alone, seems telling. Re: Def stacking & Avoid: Defense stacking sounds nice, until you realize you are stacking defense and not avoid, but you have mentioned that already - as of the acquisition of Alert Stance the game crumbles into tiny little pieces and regular tanking becomes a liability, because now your mage is healing and not attacking. Until then it´s "lure 1 enemy and hope you don´t get crit often enough that you have to reset the map." I don´t even know these gambits you mentioned, that´s how irrelevant they were for me to get through Maddening. Linked attack boosts - I assume these are the TH support bonuses? The things that are there passively anyway and you´ll get practically inevitably regardless of difficulty? Alert Stance, Snipers and Physic. That´s all you need to trivialize Maddening and they do that regardless of level - or well, a level difference of ~10levels. If you want Maddening to be good I´d say rework the maps and enemy formations - I agree or say that CS had way better maps than the entirety of TH main game. So they have more strength and can 1RKO your units instead of being just annoying? Yeah, especially in chapter 2 where there is practically no terrain to take advantage of, except the what, three bushes strewn about that you´d actively have to retreat back to, or chapter 3 where you can´t see the enemies that outrange and outmove you or chapter 5 where there´s no terrain at all, or what´s the labyrinth chapter? Good idea, but it dies on failed map design. Dodgetanking doesn´t work without skills - Alert Stance, or I guess wasting a slot for Breakerskills - and lower stats than the enemies. Note, the reason why I find them so annyoing is that they are a thing at a time where you explicitly don´t have many tools to deal with them - the early game. Who cares about enemy Archers when you have your own, or have fliers - i certainly don´t. And if your units had higher stats because the exp curve wasnt screwed into oblivion you wouldn´t need to have every dude come with a knife and 4 more bows. Maybe a vulnerary for good measure. You could replace a units inventory with the Mini Bow and an Iron Bow and that´d be a better loadout than pretty much anything else, barring some relics.
  8. Ehhh, I meant so we know what units you actively use and plan to use and their classes - but since you beat it, it´s all good. And no, there´s no such tool as far as i´m aware.
  9. Stuff I could think about that applies to lunatic, but should also be ok for Hard. I´m thinking being lvl 16-20 is a little low for this. I usually start promoting at chapter16/17. Then again, even earlypromoting should be cool, considering you actively need it. Invasion 2 is way harder than this chapter if it´s the one I´m thinking about. Kaze with a Hunnting Knife might serve you well. You should have a Beast Killer in you inventory/armory. Do you have a leveled Effie or Beruka? They should be quite tanky, even more so when promoted. Also Xander on a Wyvern can use the Beastkiller without weakness. Reclassing Benny can work too - he also has a personal skill that lowers enemy dodge. Think about using Heartseeker - level 1 Dark Mage skill to make especially dodgy foxes targetable. Tonics. SPD/DEF for obvious reasons, STR if you need to reach 1hko thresholds etc. Same for the Mess Hall and Meals - check here to see what does what and who does what: Mess Hall - Serenes Forest Avoid fighting foxes on terrain - it massively boosts their dodge. Check skills - if it has Life and Death (+10dmg dealt/received) stay away on EP and kill on PP. We won´t really be able to help without knowing your units.
  10. Bolded: y tho? It´s literally the one big problem with Maddening - the enemies outscale your units so hard until you manage to scrounge up some intermediate skills to make up for the lack in stats. More levels, more stats, faster skills, easier time. Delete Poision Strike Archers in chapter 2 and going forward. Worse than Iago with his staff rank. I´ll take the sadistic route and because it´s been talked about in some fashion before, but I suggest a full-monastery-skip Maddening (only allowed armory and shop) run of... what´s gonna be better, Church route or Deer? Just to really, truly and thouroughly experience the pure gameplay of TH as the creators intended.
  11. And thus begins the lategame of TH. Am I the only one who thinks these maps feel kinda... weird? Because, I´ll be honest here, these last maps always look like they are a slightly better reimagination of Awakenings chapter 18 - just kill the boss and be done with it. Not to mention the weird loot thrown around the map. The only maps in all of what I´ve played of FE that made me actively look to LTC´em.
  12. Promoting is at it´s weakest in TH. Potentially RNG dependant and you can only promote in a specific menu, never on a map, should you need a power boost right then and there. Or begin grinding away on another skill. I don´t know if this counts but enemy equipment/inventory? I only really seem to remember the... Mace Armor Knight in Kronyas map?
  13. I misread it as you saying Takumi is a good unit in CQ, my bad. Hmmm, on the other hand, as Cysx has stated funnelling Mozus paralogue to Hayato would give you a more competent mage, who can either go Omnyoji for max dps or Oni Chieftain for a Horse Spirit induced tanking spree. He does hit Res and your "only" other options would be MagCorrin, Flame Shuriken Felicia/Saizo and Orochi. There´s Mitama but she a kid as well as Rhajat who well, if you are getting her, you are probably using Hayato. Oh yeah Great Master Azama with Bolt Naginata but weapon ranks. And Omnyoji Sakura I suppose. Mozu on the other hand, I mean you are getting Setsuna (meh), Takumi and Reina for Archery purposes and the latter two would seem to me to be better units than the relatively wonky ones named above. And if we are being really cheeky with our reclasses I´d put up Kagero and Hana for Sniper candidates - the latter for survivability and the former for a bit of the same but greater accuracy - which if we have ´em S-Rank Takumi gives us Kiragi, who is Sniper Nr.2. Neither of them will perform much worse than Mozu. @Cysx This be your post- I managed to post this one before being finished and I can´t seem to go back to correctly quote you. In respect to the bolded: Or you make the units that would still be fine even better - setting Corrin up to immediately promote with Dragon Fang at their disposal, for whatever class shenaningans you intend and it´s no like Kaze isn´t scrounging for a Str level up every time - granted Saizo and Kagero both exist. The fact that you have to bend over backwards to this degree to make a unit not good - because at that point why Mozu - but just sightly better is why I´d call her bad.
  14. This doesn´t quite feel right. Yeah, but both of these chapters suck for Rinkah. The problem being in chapter 4 you are on a clock against Ryoma s´far as I´m aware on top of some to a lot of the enemies having Seal skills. And in chapter 5 you are fighting Mercenaries and Mages, the latter will deal a whole lotta damage and you´ll have WTD all around. Not good for Rinkah. Hell I haven´t attempted the chapter 5 puzzle trying to use Rinkah instead of Kaze - my guess some kind of fighting retreat, with Azura dancing Corrin 1HKOs to keep folks safe? And Kaze with Rinka backpack is a better unit than Rinkah with a Kaze backpack. She´s pretty heavily geared towards Glass Cannon, with a dash of Res. Makes for - oh surprise - a good Sniper if you are afraid for her life.
  15. Don´t ask me, I didn´t bring it up originally but if you ask me specifically - I couldn´t care less about fLyInG uTiLiTy and that leaves only combat potential, which Subaki doesn´t have - relative to the rest of BR.
  16. Duh, may as well include Orochi, who won´t hit twice, but at least she will hit that one hit she has, or Hana who may just be able to survive 1 round of combat on PP but god forbid she´s in range of the enemy on their phase. Or you know, maybe Mozu. Who´s been named what, 3x in this thread, but never as the worst unit, to my great surprise. Best thing about Rinkah is that she lowers the Res of enemies for... Orochi, Corrin, mayhaps Felicia1 with Fire Shuriken, accordingly promoted Sakura/Azama and whatever magic children you get. She also technically doesn´t have a problem with skill sitting pretty at 50% base growth, but her base is meh and Oni is just not good for skill in any way; pluy she has, for whatever reason a -2 Skill modifier. Also something, something Bolt Axe. Nothing will ever be as funny as one of the slowest units in the game havin a +15 Hit/Avo PS. Why. One thing though, since Hinoka has been brought up in respect to obsoleting Subaki - I personally quite like making Hinoka a second Spear Fighter since she is an even better Oboro, so teeeeeeechnically I´d still have an airplane with Subaki. But hey, L&D Kinshi Knight ftw.
  17. Performing well on the grand-fur-gambit isn´t the achievement you make it out to be.
  18. I somewhat doubt that his access to lvl 15 skills makes him a unit that can stand on his own. On top of the cost of reclassing and keeping in mind stat changes while reclassing. His stats simply seem to low. Only thing I can see, being very generous, is an accurate PP unit against 1 weapon type (Axe/Sword/Shuriken) with Elbow Room and Trample and he doesn´t have the SPD to double. Maybe enough STR for Ninjas with a forged weapon. Maybe. And none of that is special/nessecary. And I doubt any Kana would want to have Gunter as dad for matters of inheritance. WL and GK. MK and Paladin seem unfocused in what stats they grant, but that may just be me. I have yet to get a Corrin who reeeeaaaalllyyy struggles to hit stuff, but fair enough.
  19. Gunther makes a physical (& fast) Corrin very good - from chapter 15 onwards - but that´s not something particularly noteworthy. Ofc, Gunther also screws Kana if you care, and is also not a unit you can just unpair, should you require a different PU, considering how weak he is. He also only supports Corrin and Jakob if I´m reading that right, so have fun with basic class PU stats for everyone else as opposed to a full set of stats. If Corrin really wants a class, you take it in the character creator. I guess Nohrian Trust exists but eeeeeeeeeeeeeeh.
  20. For SD: Yeah, Bantu. Can´t reclass, limited weaponry, bad stats. Imagine your only purpose in life is recruiting Tiki, but Nagi exists. Granted, I´ve heard you might actually be able to get some use out of him if you are playing on lower difficulties. I´m gonna go ahead and call Nyx... actually scratch that, if Gunther dies nothing of value will be lost in CQ so he gets my vote. But Nyx is a close second, considering she joins 1 chapter after Odin, 1 chapter before Swiss Army Knife Camilla joins, Leo does exist somewhere in the world, Elise can be early promoted to wreck havoc as a Strategist, Ophelia is a good and possibly early available Mage and Corrin is also able to do the magic thing with Stones or reclass, but better than Nyx in any case. Only considering in house units for their respective paths, but Raphael for the Golden Deer. Can´t tank, can´t deal damage, gambits suck, PS sucks. Even his Paralogue sucks. His greatest achievement in life is luring 1x enemy out, but even that is better done by someone like Leonie with PS active.
  21. The takeaway is: stats are what determines what situation you can deal with. Your stats are insufficient = you move out the way. And if we take the players ability to plan ahead into account Mov becomes even less relevant – the further ahead you plan, the less you´ll have to scramble to get in position. Rolls in Dark Souls. Neither your movement nor your positioning are relevant if you can´t fight (and survive). Right after the stats that decide if you´ll be succesful in combat. High move Galeforce bosskills are relevant when you have the stats to pull it off, since they require you to kill an enemy. What I was referring to was mostly the early game when, you know, just like I initially wrote, the enemies stats are equal or higher than the players. You mean Dracoknight, that class that has access to the best weaponry in the form of Axes and Javelins, have a very nice stat spread and is also unimpeded by terrain? That Dracoknight class? Also show me how you reclass in chapter 1-3, which are almost certainly among the games hardest maps. Something, something reclassing Sedgar/Wolf into General. Also, you once again ignored the important formula “the enemies stats are equal or higher than the players.” A big part of TH early game troubles isn´t that you don´t have Mov, but that your units aren´t strong enough to deal with more than ~3-5 enemies. I have gotten up to chapter 5 in my Maddening full skip run and had to sac Raphael due to my units not being able to deal with the last group of enemies. Rengors 0% run chapter 2 gives a nice visualization of what I mean. These were not my hyperbolic examples (anymore) and I talked about them, because you distinctly pointed to them? And once you move beyond the idea that FE needs to be played as fast as possible you´ll understand that [within the group of maps that don´t have a time limit] Mov is largely irrelevant to the completion of a map. Ah yes, Sacred Stones. Tell me, why is Amelia regarded as a bad unit again? I haven´t completed my first run yet, so I don´t know. Haven´t played whichever game of 9/10 Meg is in, so you´ll have to help me out here, but it couldn´t have anything to do with being swordlocked, not flying, not having Canto, weird base stats and growths for the class she´s in?
  22. I think the main difference between MyCastle and Monastery that´s being glossed over here, is that the Monastery ties heavily into classes, class changing and getting skills. Sure, not using the monastery will only delay class changing, but then you also have the way TH skills are being learned. And that means, assuming let´s say you want Hit+20, you´ll have to stay in Archer for some time, in maps you may not want that character to be an Archer, but instead maybe a Pegasus Knight. And sure, you can reclass as needed to PK, but that will once again delay getting Hit+20 even further and the next map is probably not going to be easier. I do have to ask, are you setting up ALL units or just the few that you are going to use, because when considering the way skills carry over to the skill log that´s going to be a major waste of time. I do wonder how long would it take to recruit ALL TH units on any given path and build them as optimally as possible as opposed to the 10 one is going to use? This stuff is also seriously good/powerful (2x full stat boosters, 2x dragon herbs, 2x boots and the Seals on top of special weaponry) - while I don´t disagree that gating anything behind 9999 points of any kind is a bad idea, there should be some way the player may earn them instead *vaguely gestures to challenge maps*.
  23. Hey, I´ll add to the no-monastery-run crowd. It´s surprising how far you can get in the game in 3 hours when you are ignoring the sim. I heavily recommend playing it on Hard though, Maddening while I have only managed to get to chapter 5 so far is... an excruciating test in patience. Noble/Commoner-only sounds terrible, being stuck with 4 Mov for the whole game. At least lvl10 classes, if only so you won´t have to crawl through the game.
  24. Not really. What happens to units you place in enemy range if they can´t survive combat? What happens if you attack an enemy if you can´t survive combat? They die. Your stats will decide if you can break up any formation and survive. Of course, there´s enemies that come after you, but how often are they so close that you cannot in any way shape or form that you can´t set up to receive them. Granted, this is going into playstyle and differs by game. FE:A Lunatic and Lunatic+, SD H5, TH Maddening early game. In other words every situation in which your units stats don´t trivialize the enemy, or the enemy may even be superior to your army. I know, I know these situations are hard to come by. Yeah, but how often is your army so split up that units can´t retreat behind Marcus. What about other units who are competent at fighting like Dieck, to remain with the 0% run. And what has the player make the desicion to put Macus in front of their other units? The fact he doubles and almost tripples some characters in relevant stats and no other early unit has such a combination of high stats. Aside from Rescue depending on another stat aside, high move rescuers get their utility seemingly from another class trait - Canto. Aid isn´t part of that, it´s what enables it to begin with. My point was, that even in an equalized Mov setting units would still be, but more strongly, evaluated by their combat - seeing as many high Mov are also competent fighters, only it would change what units go into which tier as there are plenty of good non high Mov units. Str, Mag and Spd can function on their own - stats are also supplemented by weapons. A unit with high Str/Mag may equip an accurate weapon, a fast unit may equip a strong weapon to 1rko etc. Units like that will still be able to fulfill FEs core function - combat. Mov on the other hand? FE can be played while not picking up secondary objectives, I´m not at this moment aware of any map where a victory condition is left so unguarded you could just infinite-move up to it. Having no combat capability - or little considering a units ability to equip weapons - isn´t something I´d describe as useful. Now would you look at that - we´ve gone full circle and went back to hyperbolic examples to illustrate a point. I gave an approximate idea of what stats are worse than Mov - it is only the 4th worst stat, possibly depending on the game. A bad unit doesn´t become a better unit with more movement - it only becomes a unit with more chances to die.
  25. 1) Your example is, what would the correct word be... faulty, disingenuous? ....... at best since it takes away a unit’s ability to perform the single most important core mechanic of Fire Emblem. Unless a unit uses staffs, their primary purpose is to fight, which you just took away. You didn´t exaggerate my example – I´ve done that myself and in that case, we would be talking about seeing 0s in stats - you changed the premise entirely. 2) It would be "If we change a certain stat, how would that influence a unit’s evaluation and the effect of said evaluation on other units." I have not changed the games mechanics, I have changed a certain unit’s stat, that affects that mechanic. And then I asked how that would change a unit’s evaluation in your opinion, but you have yet to give a concrete answer to that either. 2.1) We can always discuss in the context of other games - something you have consistently ignored and taken advantage of, is my admittance that I don´t know much about Binding Blade (and GBA in general - I am only on my first playthrough) and am thus not in a great position to judge that game. Additionally, you are misrepresenting what I´ve said on top of not answering my question. 3) I have stated my point multiple times. It is on page 2, post 3, with an addendum on page 2 post 6 quote 3 (potential forum display differences due to hardware differences not considered).
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