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Theghostcreator

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About Theghostcreator

  • Birthday April 10

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  • Pronouns
    He/Him
  • Interests
    Fire Emblem romhacking, scrolling through FEU, defending Fates, TWEWY and its sequel.

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  • Favorite Fire Emblem Game
    Fates

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    Naesala

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    Nohr

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  1. sorry for the lack of updates here on Serenes, I mainly use FEU to host this project. The link has been updated and version 0.4 is live!
  2. Fire Emblem Fates is the best Fire Emblem game, all three of them. I will not elaborate.
  3. You're missing the point of my statement, I said this primarily because people who don't already don't like Fates' story will write off the supports as being the same, not everyone will be like you or I and give the supports any time of day or have any reason to believe otherwise, my statement was to encourage people to do so. Blind fanboy-ism implies that I don't understand any criticism towards Fates, which is untrue, there are many things I dislike about Fates, however supports are not one of them. again you miss the point, did I say that they did not? You're original statement implied that Fates stood out in the aspect of having one-note characters, my argument was only to justify Fates' supports, not to downplay other games' supports. clearly you have much to say about this topic, I'd be more than glad to continue this argument in a dedicated thread about fate's supports.
  4. Hi, also a guy who has read every single support conversation in Fates here. Even though some characters are one-note or take the concept of relying on a trope to aggravating levels, you're conveniently leaving out the detail that this issue is not unique to Fates, may I introduce Sain, Kent, Alan, Lance, Marcus, Serra, Seth, Erk, and many more. And that's all I'll say about it 🙂 At the very least most one note fates characters are given a reason why they're the way they are, there are still exceptions but like the word exception implies, they're the exception, not the rule.
  5. This is the only truth of the world, Reina is ahead of every other character by miles. also PSA: anyone who says ''fates characters or boring'' or ''fates characters are one-note'' obviously haven't read the supports, they probably assume it's like the story, which it is not. If anyone replies with ''beruka saizo support'' trying to be the funny guy, what can fates never have joke supports or a few bad ones? Every FE character is one note without supports, what separates a Sain from a Laslow? Laslow's personality come from his anxiety and it's the way his mother taught him to get over it because she was taught to do the same by Maribelle in Awakening.
  6. 2RN was implemented to encourage safe moves and discourage risky moves, and to imitate people's perceptions of percentage chances, we naturally don't think any low percent hit rates will hit, if it ever does we call it ''unlucky'' even though it would be statistically likely to hit after enough misses. In a way I wouldn't call it 'lying' to the player because lying implies it's done with malice or intention to deceive.
  7. Going a few extra levels to get a valuable skill is more than worth it, it's like early promoting in other FE games, sure you technically lose potential but the advantage you get is far more worth it. The stat boosters are given all the same, and the growth boost between classes are minimal and only matter when going from a magic to a physical class. of course, 8 levels is nothing, if you can get the wyvern rider skill by going 8 levels higher than immediately promoting then do it, actually some people always wait until they get mastery skills. Generally getting good skills will always be better than promoting as soon as you get the option to.
  8. definitely not, no reinforcements in CQ ever attack the same turn they appear, you always have at least one turn to assess the situation, it's 100% especially for Fire Emblem where often times ambush spawns are an excuse for difficulty.
  9. In terms of Fire Emblem I think Conquest is the most fair in the series, comparing to all other games it has the least amount of ''gotcha'' moments, no ambush spawns, no hidden skills, no FoW, you're actually told about most things prior to it occurring. The only reason why people will complain about map mechanics is if they either weren't paying attention or couldn't be bothered to check. However I do understand the sentiment of it being ''unfair'', if you don't want to check things then the game will feel like it's throwing a bunch of BS at you, if you don't check skills you'll get surprised with death blows and strong ripostes. basically Conquest is like Catan, if you don't know all the rules and plan ahead, you won't know what's happening.
  10. download link Story History of Host of the Dark Secrets Credits Screenshots Supports progress Gameplay note WT is x2 There are ZERO ambush spawns There is a turnwheel in the options menu
  11. I'd say her pre timeskip design, her post timeskip design has weird ways of making her look absolutely insane, the Byleth Edelgard S support ending art is just one example, but there are more for sure.
  12. That sort of gameplay is most prevalent in older games like the SNES titles and NDS remakes, the modern games go more for building the best characters rather than building the best strategies, although 3H maddening does need some thought.
  13. okay, I understand your problem, however, I have to actually say that it's very good design to have the player have to change team composition, most units join combat ready and will usually be useful for the next map. as for lunge, you can easily predict that units with lunge will use it bc that's what they do 90% of the time (this will be no different than 99% hit in thracia) that means you can plan around what they will do, this is a very interesting thing to plan around IMO and encourages playing fast and loose, you turtle too much and all the enemies will build up and lunge chain you to death, if you play fast you can player phase a lot of the lunge units and take control of the situation. I'm not going to continue arguing as to not sidetrack the topic so we'll just have to agree to disagree.
  14. Most if not all of the examples you listed give you time to assess the situation, this isn't unfairness you're complaining about, you're complaining about the game giving you a lot of things to think about. You're complaining about bosses having skills you need to work around, anti-cheese skills, and skills that require you to plan around them... this is completely fair my dude, literally nothing jumps out of bushes and goes "hey blue units, I'ma do a pro-gamer move and ambush your units" or "hey blue units, I'm just gonna reveal my hidden skill". Conquest requires you to look at the board, deal with it, I'm sorry if you've had a bad experience with Conquest in the past but all of these design decisions are at least somewhat predictable, you aren't dealing with desert + fog of war + wyverns. There aren't ambush spawns in CQ BTW. If you limit every single out of the box method of designing challenges because you deem them ''unfair'' then all you're left with is a game able to be cheesed with Xander. So, what have we learned today? If you use interesting mechanics to deliver fair challenges, you'll be deemed ''unfair'', but if you make it without anything then you'll be blasted for being ''too easy'', damned if you do, damned if you don't. TLDR: these things are told to you before the enemy can use them, that's plenty fair and if the game didn't have these things then it would be as easy as Birthright, Fates will never catch a break.
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