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NobodiePichu

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About NobodiePichu

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    The quite one, you know the one.
  • Birthday March 3

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    OverlordPichu

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    Art, Video Games, Writing [occasionally], Some anime and manga, Music, War history and political history, Reading
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    year 21XX

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  • Favorite Fire Emblem Game
    Shadow Dragon

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    Archanea

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  1. I dont feel like this actually solves anything so much as replaces one gimmick for another. hell, the fossil gym might as well just be a rock type gym considering its dominated by rock types, and well this better represents certain mechanical aspects of pokemon better [such as berrys being a thing] i dont think it alleviates the issue that pokemon gyms havent encouraged much in the way of strategy for the longest time. status effects for instance, sure all the pokemon in the team represent various kinds of status effects but theres no actual synergy of purpose there its just loading on status effects for the purpose of status effects/draining the players bank account in buying status cures. an arguably more interesting variation of that would be a gym that focuses on toxic/poison stalling, forcing the player to formulate strategies to bypass both the poison effects and the stalling tactics. but then that might get to complex for a game thats intended to have as broad appeal as mainline pokemon is. instead i feel it would be better to have the type themed gyms also emphasize type themed strategies. a grass gym for instance could lean heavily on health restoration and stalling, the fighting gym by contrast going for one hit move setups and raw power buffing. stuff like that. another possible fix could be a 'stadium approach' as it were where type themed gyms often had a mix of typed themed pokemon and just other appropriate pokemon. brock in stadium 1 for instance had a cubone and vulpix, well in stadium 2 he had a fortress and a pinser.
  2. in general - optional post game campaigns, they dont even have to be long but the thabes labyrinth was an awesome challenge to bite into with a post game team so maybe something like that outside of just having a new game plus feature? - hidden new game plus characters, pelleas might not have been really worth it in fe10 but it was interesting that you could save him on a new game plus run and later use him as a unit so i would like to see some more stuff like that - tutorial skipping, fe3h had no excuse for keeping that shit on in a new game plus run - new game plus inheritance, say stat boosts or specific items or skills or something for units on a new game plus run - select a chapter, so if you just wanna replay a specific map again instead of doing a full run you have the option to do so with either saved unit data, post game units for the lolz, or some sort of pre built team. maybe even have chapter challenges were you rechallenge specific chapters but with new restrictions or specific team compositions and reasources another bloody fe1/3 remake because i crave - an option to mess with the canon parings? doesn't even have to be new game plus but as much as i like caeda/marth it might be kinda cute/fun to see some wacky alternate history paring shenanigans or somethin and new game plus could be a fun nod/way to achieve that well still replicating the original - again not strictly a new game plus feature but if they ever do a full fe3 remake books 1 and 2 same package one thing id like to see would be carry over decisions from book 1 to book 2. say you chose samson instead of arran, then instead of book 2 jagen being arran its samson, or if you didnt get either of them/your choice is dead then its an even weaker jagen instead. astram dies in book 1 caesar takes his place in book 2, jeorge dies in book 1 tomas takes his place in book 2, stuff like that fe4 - holy blood injections, like the crest items but instead you get say specific items that give characters certain holy blood status permanently for that run like stat boosters.
  3. power levels are pointless in the sense that they were always something of a red herring [since they werent even reliable when they were first introduced] and a quick fix for toriyama [in that he could build tension and justify physical growth through bigger numbers]. if you want an opinion that engages with them however, i would say that a more reasonable fix would be to have power levels plateau/stagnate at some point so you aren't getting stupid/ridiculous 31.8 E25's. also, in regards to pto and frieza force fighters the vast majority of them are stated to be incapable of suppressing their ki in a similar manner as earthlings/namekians. the exceptions being ginyu and frieza/zarbon through power suppressing transformations. as such they they can only raise their battle power not suppress it.
  4. Beam Sword (Rowan and Lianna) - kris Lord (Marth and Celica) - Flavia Lord (Chrom and Lucina) - Astram Myrmidon (Lyn and Navarre) - Say'ri Thunderblade (Ryoma and Owain) - Athena Paladin (Xander) - Midia Puff the Magic Dragon (Corrin) - Xane Dancer (Olivia) - Julian Soldier (Oboro) - Donnel Flying Lance (Cordelia, Caeda, and Hinoka) - Catria Singer (Azura) - Elice? War Priest/Cleric (Lissa) - Rinkah Flying Axe (Camilla/Minerva) - Gerome Great Knight (Frederick) - Gunter Dark Mage (Robin/Tharja) - Nyx Light Mage (Linde) - Miriel Dark Knight (Leo/Elise) - Maribelle Archer (Takumi/Sakura/Anna/Niles) - Jeorge Manakete (Tiki) - Nah tried to keep it to just the three main titles few pulls from. less so because there my prime choices and more so for the exercise in limitation.
  5. fair enough. Though since i was closing in on the chapter myself on a normal mode run of rd thought id give it a shot myself, and the general conclusion ive come to is that it is indeed possible [ive managed to get all three of them to yeardely in 10 turns well getting all the items buuuut it requires some luck to get right. i think the volunteers either have bugged up or intentionally erratic ai since on multiple occasions the starting position myrmidon would rush nepehnee despite that being a guaranteed onehit on him, other times he would attack brom as expected and on others hed sit and do nothing. same with the handaxe volunteer, most of the time hed attack nephenee but on more then one ocassion hed simply sit there despite her being in range and with no means to defend herself. best way i could rush to yeardely was usually to have brom waddle and collect the top houses and nephenee rush to the bottom ones and pick up heather whos pass is really quite helpful in this regard. of course this is all hypothetically done with no transfer data. that is to say, it is possible but its also a dice roll on the volunteers ai acting in the way you want/actually expect them to.
  6. if your looking to be practical sure, better to just give up on it in that ch if op is looking specifically to get the maximum possible bexp however, well getting all the items... well honestly im not quite sure on speed but i can tell you what i generally did to keep survivors if that helps but it basically amounts to dont fight and keep your units unequipped. well the volunteers can be annoying they generally cant hurt you all that much, and if you dont have transfer stats on nephenee and brom i know that they can generally survive atleast one hit from the weaker weapons. so you can, hypothetically from what i remember anyways spend the first turn cleaning up yeardlys immediate troops that are gonna harass you, let the volunteers eat a hit and then waddle about unequipped well they heal up. and since the bandits only arrive on turn 8 your real big threat there is more so the bottom one then the top one. make some liberal use of shove and you should be able to maximize bexp and get the items, but then this is guesswork on my part since i tend to deliberately slow down sometimes but i believe ive made it to yeardly within 15 turns before on normal this way.
  7. julius to red tome armor, since it more so matches his geanology movement anyways [5mov compared to ishtars 6mov] and gives him a bit more bulk to work with. narcian to sword flying since thats what he specializes in in fe6. lucius to blue tome since he is basically the original light mage.
  8. i feel like this is less trying to work with whats there and more so just tossing out the babys with the bath water. for byleth really all you need to do there is let them actually be the character they're alluded to be as someone who begins the game emotionally detached, sheltered by jeralts paranoia, and generally unresponsive into someone gaining independence and becoming more emotional and responsive through their role as a professor. Then you get the route split, silver snow focuses the most on that growing sense of self person in byleth, azure moon and verdant wind are more so about their respective lords and how their struggles shape byleths own self actualization, and crimson flower is the route were byleth instead reverts and becomes more emotionally unresponsive and dependent to symbolize and emphasize that routes nature as a truly self destructive one. theres really no need or reason to have nemesis be from ancient almyra, his general design already doesnt mesh well with the established almyran cultural emulations [persia] well nemesis is more so going for a conan the barbarian look. Personally, if i had to pin him id pin him to ancient sreng instead but its not exactly relevant either way. The church, or rather the governments and people of fodlan, don't need much else in terms of reasoning for being wary of almyra outside of almyra being aggressive and expansionist in its history with fodlan. i do agree that twistd don't add much though, but i feel the better solution then nutering them even more would be to just remove them outright and have edelgard/hubert be solely responsible for the specific atrocities the group otherwise carried out. They might as well be after all. Emphasize the whole flame emperor and human experimentation thing instead of just dropping it once the timeskip hits effectively.
  9. 1) because alm vs berkut is not actually very similar in concept/narrative position as naruto vs neji to begin with, nor does it try to position itself as such. alms story was never about an underdog overcoming the obstacles in his way to achieve self fulfillment, alms story was in essence about someone who wanted to be an underdog everyfolk coming to terms with and accepting the greater destiny and responsibilities ahead of him regardless of his personal happiness. This is especially apparent in berkuts reaction to the mark on alms hand as recognition of alms importance in terms of destiny and lineage, which spirals into berkuts growing insecurities and eventual mania. Rather, well neji vs naruto is primarily driven by naruto, berkut vs alm is primarily driven by berkut. Thus comparing the two is effectively comparing apples to oranges. 2) because neji vs naruto was never particularly great to begin with. As a fight its lamely choreographed and unsatisfying, as an ideological or character conflict its confusing and insipid because neji makes no sense [hes fatalistic about being inferior due to being a branch member but egotistical about his skills being superior, the contradictions when brought together would more so imply an underdog frustrated that his greater skill is overlooked/suppressed because of his societal position but thats not how the fight or his character is framed by the narrative which makes it a frustrating mess] and naruto is incredibly shallow [admittedly by design, though ill add that its kinda funny the kid with magic fox powers that gives him excessive mana points to dump into a secret technique/heal faster/shrug off damage easier is suppose to be the underdog in this situation against a guy whos slightly better then others at punching things].
  10. the math would would be taking the base stats of the myrmidon class and the fighter class from fe7, so 4 str 9 skl 0 lck in the myrms case and 5 str 2 skl 0 lck in the fighters case, and the silver sword silver axe stats from the same game so 13 80 for the silver sword and 15 70 for the silver axe. admittedly though i got the calculation wrong for weapon accuracy base modifiers in fe7 which is 15 hit not 10 hit in blazing blade. hit is calculated in fe7 as skl*2+lck*0.5+hit+support+tactician stars, but since we dont have to worry about lck since both classes have a base of 0 in fe7 and support or tactician stars dont apply in this calculation it becomes skl*2+hit for simplicities sake so myrm to hi become 98 well fighter to hit is 74. damage is much easier since its just str+mt to 17 damage for myrm and 20 damage for fight. in base fe7 WT bonuses turn that into a revised 18 113 for myrm and 19 59 for fight. if instead of the regular WT modifiers however we apply a 20% modifier to both damage like in FEH and expand that to hit, that is to say x+(x*0.2) or x-(x*0.2), then it becomes 20 118 for myrm and 16 59 for fight. if we used fe7 as a baseline anyways. and sure heroes has 1 colour restrictions for units but most tier one units and some tier 2 units tend to be locked to one weapon anyways, and for late game it helps encourage training a unit in newly acquired weapons upon promotion to be more flexible in countering enemy and weapons they wield so i dont see the downside there. id even go as far as to say that it should be a 30% modifier instead turning the fe7 example into 22 127 for myrm and 14 51 for fighter. and it wouldn't hurt the early game either if its a percental modifier since late game modifiers would be more prominient. say the fighter in the previous example had 20 str and 10 skl which would turn his output into 40 damage 90 hit with a silver weapon. going back to the 20 percent modifier to lowball it that 40 90 instead becomes a 32 78 when up against a sword, but conversely a 48 108 against a lance. and this is without taking into account dodge which you could also modify with 20% to further emphasize the WT but that might be a step too far so id keep it to hti and damage. and in regards to the 50 hit modifier idea, well im not enthusiastic about that one like the 20% modifier but i do think it emphasizes why the WT is atleast handy to fe design. cause you are right that passively you dont want things too extreme but i feel thats more so a case for why you dont remove the WT and rely on weapon stat differences instead which are what i would consider the passive modifier in damage calculation. the WT is an active modifier dependent on what weapons going against what so giving it greater strength [say 3 damage and 30 hit modifiers instead of 50 just to pull it back] gives it more influence and weight in game design and player decisions. not to say id be insistent on its inclusion, i really enjoy echoes. But echoes compensates for a lack of weapon triangle by having the classes be hyper specialized [barons are defense sinks, gold knights are flat aside from high mov, dread fighters are spd sinks etc]. three houses is in my opinion the wrong way to do it since it turns things into a snore fest by keeping classes more even, and the fact that they felt they need to sneak the WT back in to compensate through breaker skills on everything in maddening and cindered shadows is a good example of why the WT works more often then not [hence why i think it should be given more omph].
  11. one of the things im kinda noticing here is that a lot of people who dislike the WT/wouldn't mind if it was gone still want each weapon type to feel distinctly different from each other. And i think thats a good enough example of why the weapon triangle is important to FE and in fact should be given a stronger emphasis [on atleast one occasion]. because as it is the WT problem is that it isn't often potent enough. in most games with it the most youll get is a +/-10 to hit and +/- 1 to mt which can be easily overcome by a prepared player so it feels negligible. but in concept its basically there to accentuate the differences between weapons afterall in the same manner that giving them more distinctive statlines would. so instead why not take a page from heroes and have a hard 20% reduction or bonus to attack depending on the weapon. so say if a myrmidon in fe7 attacked a fighter and both had silver weapons the damage would go from this 18 from myrmidon 19 from fighter to say something like this 20 from myrmidon 16 from fighter and thats only applying that to attack, you could apply that to hit as well and go from this 108 to hit myrmidon 64 to hit fighter to something like this 118 to hit myrmidon 59 to hit fighter and thats just limiting the bonus or penalty to 20%. There is also the alternative of jacking up the preexisting bonuses and reductions. a +/- 10 instead becomes a +/- 50 for instance like the values the breaker skills in fates/awaking apply. instead having it be in the base WT system though. so 108 to hit myrmidon 64 to hit fighter would theoretically go to 148 to hit myrmidon 24 to hit fighter in this situation. which is excessively extreme but does a good job of accentuating weapon differences and 'the right time to use the right weapon'.
  12. FMAB well overall more faithful to the original manga lacks a lot of the mangas charm and weight in presentation, as does fma03. IDK, they both lean a bit to hard into trying to be melodramatic and thematic which makes them come off as somewhat self important, well the original manga had a better appreciation for how silly the whole thing could be. Not helped by how both animated adaptations pull punches or tone down some of the more brutal aspects of the original manga when making the jump to the screen that kinda makes important moments of drama in the source feel not as impactful [ishval being the biggest example there i'd say, which gets expounded on more in the manga then either adaptation which cut the flashback down]. 03 definitely spreads its wings from the original and creates a story that works well in its own context and it certainly indulges in its own sense of brutality, but id also argue that it gets over indulgent and revels in a somewhat misanthropic attitude and presentation that wasn't really present in the manga [especially as it diverges further and further from the manga] turning ed into a limp sadsack that gets carted around by the plot and one shocking revelation to the next as opposed to the firebrand genius he was originally who needed others to keep his head to the ground. brotherhood meanwhile well its more faithful to the original manga and well crafted in a technical manner, guts a lot of the original mangas presentation in order to try and be similar to the 03 adaptation at the same time as its trying to be faithful to the manga. Well also being more toned down in its violence. in that sense 03 knew what it wanted to be atleast, brotherhood suffers from an identity crisis reveling just as badly as 03 could but interjecting it with moments of the originals occasional goofiness that now feel out of place in this "super serial, fo real" story. but then thats just my personal taste.
  13. a) just make edelgard the main antagonist and rival she was initially conceived as, since so many of the games plotting problems can be traced back to broad handed strokes meant to make her more 'waifu' appropriate. You can even still include the twisted for those arvis parallels if ya must, all it really takes is just committing to whats already in the text instead of dancing around it and have characters call her out on her BS when appropriate. Personally id go as far as retooling the ending to SS and having a dragon crest beast abomination edelgard be the final boss instead of randomly rampaging rhea [due to edelgard overtaxing aymr causing the relic to consume her and react violently to her two crests due to its more artifical nature/use of the crest of the beast in the relics design. A visual embodiment of her ambition and hunger for power taken form and stripping her of the humanity she professes to value so much.] c) complete retool of VW. as it stands its basically shitty SS due to its almost complete absence of emotional stakes and character relevance, only held up as it is by so many people because of claudes meme status [and the potential character that is there but unrealized by the plot itself]. For a retool, if i couldnt add any additional battle maps anyways, id have it so that you romp in the alliance to pick up allies instead of a volcano, claude sidesteps fort mercurius entirely using the almyran navy to sneak into enbarr through the port, and instead of shambhala [which would now be SS exclusive] claude has to butt heads with a rival prince from almyra whos trying to capitalize on fodlans weakened state, and then have zombie nemesis show up, which forces a stalemate and cooperation between almyran and fodlan forces in order to bring the old man zombie down. its more unique, it capitalizes more so on claudes personality and portrayal, it wrings more character out of him by having to actually confront the whole almyran prince thing to his allies on screen, and it plays to the theme of cooperation which was otherwise tacked onto VW. b) Give each house a customized WC that better plays to their part II. blue lions for instance, they get to keep the lonato and miklain missions since those missions are most relevant to them. golden deer however would instead have say a mission where you need to deal with criminal merchants in the alliance or solve a dispute between rival nobles better emphasizing what leicester is like and helping to differentiate the golden deers WC from the blue lions WC. 4) reimplement the weapon triangle into the rest of the game. CS proves that doing so greatly benefits the overall gameplay of three houses tremendously and that removing it at all was a terrible mistake.
  14. Roy's growths and base stats arent actually all that bad, not exemplary certainly but 40% for str and spd is about average for units in his game. What hurts roy the most really is that late promotion which if roy hits his theoretical averages will keep him locked to 13str and 15spd for far to long. letting him promote early either through an early heaven seal or, as i would personally recommend grouping all the seals under a single master seal and letting him use that, would let him make better use of his overall build. other then that, quality of life changes mostly [ie do we really need merlinus on the map or can we just bung the convey onto the lord and have merlinus as an advisor type figure?] If i was being radical maybe bring in some mechanical aspects from other fes like reclassing, split promotions and maybe a skill system? fe6 is basic enough that some expenditure from other fes might help liven things up.
  15. eirika already gets a bit short changed in the game to begin with, despite being the starting lord and arguably the central protagonist since her routes story flows a bit better with what comes before and after. im not against some more time for innes or l'arachel to shine mind (dlc mini storys?), but id rather that a remake focus on tightening up eirikas own story and getting ephraims to flow better instead of adding more story threads to pointlessly tug on. that said i wouldn't be opposed to a simultaneous route set up like gaiden/echoes, a game sacred stones already kinda leans on. especially if were talking about a home consule release since that would give the gameplay a little bit of extra meat without additional padding. you could even still implement the alternating perspectives kinda setup for the end, where who ever got to the end of their route split first gets to have their version play out or somethin like that.
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