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BernieBearSimp

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Posts posted by BernieBearSimp

  1. You think that the next FE game should bring back Judgral and Tellius' way of offensive spells where there's Fire, Thunder, Wind, Light, and Dark? Maybe with the former three clumped into Black Magic/Anima or smth

  2. 54 minutes ago, joevar said:

    Base hit 65 can be solved easily. 3 uses per map is okay i guess as long as its whole army cap, even if the spell availability comes with 5 chapter left of the game, its still 15 uses total which higher than most FE (i think?).

    the range will be the decisive factor, need to be shorter imo. So it became high risk, with uncertain high reward. what with some high lvl FE player in here hate the idea of  turtle-ing (not me). so now you could easily cast berserk many times but you're still at risk of being targeted randomly by having to move inside enemy zone.

    Is a range of 1-5 good then? It wouldn’t be like past games where it was Physic’s range, let alone RD’s Elsleep and Elsilence lmao

  3. 8 hours ago, joevar said:

    sleep silence berserk as spell would be too OP in some scenario. since we're talking spell without staves which automatically means offense class that have more stat to make it too effective, or too easy to execute/spam depending how the magic system work

    Probably would depend on their range too. Maybe Rank C at minimum, 3 to 5 uses per map, and a range of 1-5. Base Hit of 65 I guess

  4. 1 hour ago, Armchair General said:

    Would be kind of nice if there was a spell that scares units away, though.

    So basically Expel; banishes Undead enemies but voids EXP other than that gained from the spell. I was personally thinking of bringing Sleep, Silence, and Berserk together again.

  5. I was wondering if the next FE game should give units more spells they can cast. Black, White, and Dark Magic, and having more support spells (both buffs and debuffs) for variety's sake. Probably not tomes and staves; 3H's system worked pretty fine I think.

  6. One idea, similar but different to Shanty-Pete's, would involve making units' max level by 25 in a given class. Here, you'd have where you'd earn one of two skills at Lv5, and then one of two at Lv15, as well as one at Lv25, your mastery skill. Similar to with branching promotions in FE8 and the 3DS games, there are three possible skills a class can earn at Lv15 but the two you can pick from would depend on what you chose as your Lv5 skill. That way, you can have different runs where you use different skill builds each time.

  7. 6 hours ago, Use the Falchion said:

    I think this method is more fun overall, but it may not make sense if the characters come from different backgrounds, countries, and walks of life, as is the case in most Fire Emblem games. A Priest who hates Dark Magic choosing to wield Dark Magic wouldn't make much sense unless the character development leans in that sort of direction.

    THAT BEING SAID, I'm also okay with characters having one or two classes individual classes, and then a set of special classes that any character can transform into i.e. Dread Fighter from Fates.

    Didn’t the 3DS games give each unit three class trees they could reclass within or something?

  8. 22 minutes ago, SnowFire said:

    Some random minor points on things that were discussed.

    • I do think it's a little odd that Three Houses didn't include a magic triangle.  I get why Echoes skipped it (not in FE2, extremely limited choice of mages without use of rare Villager's Forks from DLC), but IIRC the designers said they skipped the weapon triangle because it clashed with the tone and was too game-y?  Anyway, the ol' classic White (Holy) > Dark > "Black" (Arcane) > White would have been fine, but if it had required a skill to set (like Bowbreaker & friends in the 3H weapon triangle), it'd probably almost never be used, barring a few really specific situations like some lategame maps in Azure Moon if you're not using a flyer to dodgetank the siege tomes.  Maybe better would have been to make it an inherent property of certain spells - make it so Aura gets +40 Crit if foe wields Dark Magic, that Death heals the user if foe wields a Black Tome, that Agnea's Arrow doesn't cost a spell charge if foe wields white magic (something real useless here since we don't need to punish white magic use even more - although how many enemies even wield Agnea's Arrow anyway?).

     

    I do think that a magic triangle of Black > White > Dark > Black could work, though I must admit that the magic triangle, at least to me, that is, seemed a bit pointless when dedicated spellcasters already had sky-high Res to begin with. At least it could work for the purposes of accuracy (+20 Hit & Avoid for triangle advantage), and then have where Black Magic’s four elements (fire, ice, lightning, and wind) would be what he majority of enemies have weaknesses too, White Magic (light element) would be effective against demons and undead primarily, and then Dark Magic have very few who are weak to it, instead often having debuffs and ailments rolled into them, or simply having higher Might. An instant-kill spell or two for Dark Magic would be nice. Generally speaking, you’d be having more monsters and more types of monsters, and they’d be where the bulk of exploitable elemental weaknesses and resistances would be.

    Then, have where all three families of magic have support spells thrown in for variety’s sake; Black Magic chiefly having offensively-oriented buffs, White Magic healing and defensively-oriented buffs and ailments (i.e. Sleep, Silence), and Dark Magic debuffs and offensively-oriented ailments (i.e. Poison, Slow).

  9. 15 minutes ago, joevar said:

    short answer YES it should.

    dont want to think how it would be balanced in terms of FE gameplay, but it should start thinking to add that. the more extravagant a highest-tier spell look like in modern FE game, the more it doesnt make sense it cant attack more than one square

    basically similar to Super robot wars AoE attack yes? on its own, it can serve to soften up multiple enemies, but with buff it could become mass cleaner lol

    I was more thinking akin to spells in Shining Force, actually.

  10. I was thinking of having where spells have one of three types of ratings for Area (the AoE):

    Area 1 - Single-target
    Area 2 - 1-cell radius (up to 5 targets)
    Area 3 - 2-cell radius (up to 13 targets)

    However, my proposed stipulations are that AoE spells cannot be used to counterattack on the opposite phase, but do not trigger counterattacks from enemies either. Furthermore, they'd be a significant bit heavier, and/or simply unable to double-attack altogether. Oh, and have friendly fire too.

  11. 15 minutes ago, Ouzyxol said:

    Eh, aside from the Dark/Black distinction, without a magic triangle, there is little point to having so many elements.  Well, I suppose flavor for different characters is a minor point for it.

    I think that you could work around that issue by instead giving different enemies various elemental weaknesses and resistances to Fire, Ice, Lightning, Wind, Light, and Dark. Both with spells and certain weapons; there'd also of course be certain armor to grant resistance to certain elements.

  12. It's getting kinda late where I am, but was sorta pondering the idea about where, for the Eliwood's Knight Lord promotion, as well as for Eirika and Ephraim, their horses be a good amount bigger than the other horses. Not too comically huge, of course, but larger than normal and big enough for you to admire their beauty (and being beeg bois). Anyone interested in chatting it up?

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