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Kamehamehayes

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  • Pronouns
    He/Him
  • Interests
    Dragon Ball (obvs), Strategy and Tactics games, and sitting around in front of the computer.
  • Location
    Yes

Previous Fields

  • Favorite Fire Emblem Game
    Fates: Conquest

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    Felicia

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  • I fight for...
    Nohr

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  1. I've been considering getting a new switch eventually (so I don't have to share a switch with my family) and found out that a bug existed where Maddening difficulty will choose random growths instead of the intended fixed growths on a first time playthrough. The forums where I found this information are months old and was wondering if this bug was ever patched in another update.
  2. That sword master is intentional. He should be named “Steve”. I don’t remember if WindyPanda put that into the patch notes or not, but it is definitely an intentional change.
  3. Sry for double post, but has anyone actually ever used Robin for his sword capabilities? I do not see much merit in using it honestly because magic does more damage and has 1-2 range. Perhaps giving him/her a personal sword would be a nice addition since it would encourage players to use Robin for melee purposes. Perhaps you can just give him a modified iron sword that boosts spd and skill, but it only has 25 uses. Also I seem to think that swords are the worst of the three main weapon types because of its lack of 1-2 range and cannot be used on fliers. Maybe a universal buff of 1 spd would help to diversify it a little but. Or we could do it like they did in fates where katanas would buff spd and nerf def, though it would probably have to be a 2 spd buff and a 1 def penalty. We could give a similar treatment to Robin's tome as well to make them a stronger unit in the early game and separate him from mages like ricken and miriel, but I am not nearly as sure if this is as needed as a personal sword.
  4. So, I back after, how long was it? 4-5 months? Sry for being gone so long. I had computer issues and was mainly focused on school work and stuff. Yeah, the cavs were nerfed a few months ago, oh boy that chapter was tough before. The main issue with the cavs originally imo was that they were too hard to kill on player phase because they were tanky and fast enough to survive what most units throw at them, so you would get surrounded and crushed in the first turn sine there were too many enemies hanging around the spawn area. With the tomes, you could possibly just give tomes the ability to buff/nerf unit stats (ex. wind tomes give speed and thunder tomes take away speed). That would give some diversity to the tomes. Speaking of ambush spawns, the ambush spawns from the paralogues have not been removed yet according to the changelog. The one paralogue that gave me the most trouble was Kjelle's because for some reason Intelligent Systems thought it was a good idea to have 4 or 5 ambush spawns in a row; I do not even know why they made ambush spawns in the first place because it seemed really unnecessary to me. Soon I will be able to play this hack again Pog. I am pretty excited to see all of the big changes in the last few months.
  5. yeah I'm certain I'm playing the newest version, even has defeat commander as the objective.
  6. Hey, windypanda. I just playtested ch 5 and the ambush spawns from the forts are still there. Other than that my playthrough has been really enjoyable. Edit: After playing the map again and getting further there are three ambush spawn reinforcements in a row spread across turns 3-5, and the boss also begins moving around turn 5 creating a massive enemy swarm that you can't handle (unless you get a lucky kill on the boss). This map definitely need significant changes to its design imo.
  7. Looking through the patch notes, I completely agree that buffing longbow's range and giving them -5 speed is a great way of making archers more viable without making them broken. However, I looked up the locations of the longbows and you only get them as enemy drops in ch 13 and ch 20 and you can't buy them from random merchants spawning until ch 21. I believe that the two longbows you get are too few and too late to make archers a more viable unit. In my few playthroughs of awakening, I found that archers really struggle in the deserts of ch 8 and ch 9, so do you think that dropping a longbow in ch 7 or in ch 8 would make them more viable in the deserts and a better unit overall?
  8. Wow that was fast, I thought redsigning all the maps and stuff would take at least a week. Though I have no experience with rom hacking so maybe it goes by a lot faster than I thought. I still think that the dual strike mechanics are too strong since they allow multiple dual strikes per round. Is it possible to limit it to only happening once per round, or make it like Fates where it is guaranteed for half damage?
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