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Errorik

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Posts posted by Errorik

  1. I'm not surprised Dimitri made it to the top. His "lord's journey" is so good and well told (voice acting is 10/10 as well). You see him struggle with expectations he places upon himself, which I think anyone can relate to. His obsession with justice spirals out of control mentally/physically (PTSD and justice turning into vengeance). I see his character model post time skip as a reflection of his mental state (also it looks badass. eyepatch units OP. lookin at you haar). It's a redemption story of someone who knows their mistakes and owns up to them. Honestly, his wrath feels pretty awesome at the start of post time skip. It feels justified. The world keeps being horrible and he thinks "Fuck this, I've had enough. This ends now with either the death of those responsible or mine". Obviously, this isn't great, which he eventually realizes this by the example and help of those around him. He's also a powerhouse of a combat unit with amazing growths/bases and a dope skill set (battalion wrath + battalion vantage). #DimitriHypeTrain #AllAboard!

  2. 1 hour ago, Radiant head said:

    Started this NG+ with the deers and can't even get past the mock battle lol

    How are yall feeling about maddening, is it worth sticking with or is the difficulty artificial 

    Work with your highest AS units and use bows. Training swords/gauntlets come in handy for AS manipulation.

  3. 5 minutes ago, zuibangde said:

    So maddening basically burnt me out from playing FE. I stopped for a week and decided to try the Ingrid & Dorothea paralogue and I think I'll stop playing for another week LOL. The endless reinforcements to the point that I can't even reach the mage to stop the reinforcements without using Ingrid and how the enemies are level 21 but my units (at that point) is hovering around 15 but I'm receiving SO LITTLE exp that I can't even level anyone up is really frustrating. 

    At first, I thought maddening was sort of fun but challenging but it honestly is ruining the game for me....the endless AS checking, endless equipping of training weapons so I don't get doubled, turtling that is so bad but also not really effective because every enemy and their mother have pass so you have a conglomerate of units just sticking together (and getting into each other's way) and you can't even really split the team up to 'clean up' the units. 

    I think the fact that each map takes an eternity to complete (and not even fun) completely takes away the immersion of the story. I should be excited for both the maps and the story but right now I'm kinda dreading the maps cause I really want to get on with the damn story. (My first BE playthrough is also on maddening)

    Ingrid/Dorothea paralogue: move down the left side keeping a brisk pace to not get run over by the units spawning top right. Get Ingrid right next to the spot which causes reinforcement spawn on the south end of the map (it's like 6 spots away from the escape tiles). Use stride to get Ingrid into the escape zone without triggering the reinforcements. They will spawn, but the map will end because Ingrid escapes.

  4. Bows are top tier. Lots of units will only provide chip, so archer/sniper seems an obvious choice. +Hit is great, +range is great, and bows are great (stats and skills). Even going from archer to non-sniper works well for 3 range curved shots. Some units get close counter too, which allows bows on enemy phase. I completely agree that archer/sniper is the performance floor for physical units because it's low cost and very effective. There's an argument for archer -> paladin/wyvern/peg for canto, but sniper would hit harder/more reliably and cost less.

  5. I've been playing until ch 6 and resetting as BL. I'm trying to see how the best way to build works out. I've found myself with the same strat Silly has mentioned. Focusing xp on Dedue, Felix, Duh Meat Tree, and Byleth. This leads me into wanting Catherine sooner because I end up lacking good units since Ingrid/Sylvain/Ashe have a much harder start. Maybe I'm being told extreme with xp spread, since the first post time skip chapter might end up being really hard.

  6. On the topic of knight/teacher units, I think knowing when to recruit them is an important distinction. Off the top of my head outline:

    Catherine: ASAP and work towards PG.

    Shamir: later than Catherine but still school phase. Her speed is meh, so enemy growths help. Might depend on which house needs a good archer quickly.

    Seteth: ASAP, as far as I can tell. He is a later recruit.

    Alois: Unsure. His hitrate seems really poor and I've never used him. Free items?

    Hanneman: Does it matter? Free items. He seems bad.

    Manuela: As far as I can tell, her best asset(s)😉 is her spell list, so ASAP seems appropriate. Warp and Silence are nice even if she isn't a stellar unit.

    Tell me how bad this is.

  7. 51 minutes ago, Cysx said:

    It does(or at least I assume) but, from my understanding since his natural class is Commoner and it has basically no growths even for enemies, he's one of the few physical characters that actually suffers statistically from being recruited late.

    Ah, so it doesn't auto class promote him like other characters, so he gets stuck with commoner growths until recruitment?

  8. 4 minutes ago, GateCreeper said:

    Thanks for the advice, exp allocation and combat unit choice was what I was struggling with for the most part. Think I have more of an idea on what my team lineup should be for the next coming chapters.

    Fire emblem is a game of opportunity cost. Each resource (xp, training, boosters, support rank) you give to one unit means the others can't have it. Being able to make someone useful without taking away from another is great value in itself. Annette with authority C+ is an example of this. I trade some early studying for her enabling my other units to get things done/get more xp. Best vague example: you can have one unit who can chew through most maps with a buddy who comes along or two units who struggle to deal with enemy pulls.

  9. 1 hour ago, AxelVDP said:

    you are not wasting any resources by having a dancer with, say, physics or some other utility because his weapon ranks still increase even without tutoring at the end of every week tho

    there WILL be times where it would be better to have the dancer do something else than dancing, maybe you have to rush with your units elsewhere quickly to save some green units and leave the dancer behind (where he can still use physics), or maybe you just need an extra gambit and having a non frail dancer (with some authority rank) would allow you to use it without dieing on enemy phase

    I'm just saying that, yes, everyone can be a dancer, but having a dancer with some actual utility besides dancing gives you extra freedom and allows you to consider more options when playing

    edit: besides Maddening is not even THAT hard where you HAVE to play super optimally without wasting ANYTHING in order to win

    wut

  10. +2 speed top tier. Early game AS is a pain. 2 AS is huge value: more bulk, more damage, and allows heavier weapons (training -> iron sooner). Going myrm also gives +1 speed, which pushes AS immediately, and increases speed growth (only 5, but it's there). Arguably, +1 spd class change is more valuable due to a free 1 AS at lvl 5, but +2 speed keeps the AS train rolling.

    E.G. Dimitri has decent spd base/growth, but will be doubled. Put AS on him for more bulk and damage -> he fights more often getting him more exp -> he gets even more due to his personal -> Dimitri snowballs.

    TL;DR: +2 speed is better than other +2s because AS and myrm best beginner class. Over valuing late game is a trap.

  11. 5 hours ago, Cor Leonis said:

    Yeah, I've been noticing Aux. Battles on NG+ cap out pretty quickly with the EXP curve. That said, though, healing spells and Warp not being affected by the curve (probably a programming oversight since they don't have an enemy Level to check against) is absolutely silly. I'm only on Chapter 9, but Linhardt is already a Level 34 Holy Knight just because he can spam Physic and Warp every map (Lysithea is close behind at Level 27) while everyone else is barely over Level 20. I'm kind of tempted to keep doing all these gratuitous Aux. Battles just to see how ahead Linhardt's Level can possibly get...

    Did any of you recruit anyone specifically for their utility or Paralogues, or did you keep your party line-ups all in-house? I can't imagine the first time timeskip Chapter without training everyone in your default house, and it seems like a bad idea to invest in more characters.

    Holy shit I forgot about that in my current run. Ashe, Ingrid, and Sylvain are all still lvl 1....

  12. A bit of a different topic, but what battalions stand out for the rest of you? It seems to me there's separate tiers for them, which would depend on authority rank requirements. Many of the standouts appear at rank D/C, when it comes to stats. Stride is clearly very powerful and E rank, so an easy S tier. Gambits definitely feel underwhelming early game due to the abysmal hit rates when on maddening mode.

  13. I'm curious what weapons people are using. I'm finding training weapons to be the best so far (only on ch. 5 BL). My general strat is to have a training and steel of the unit's preferred weapon, a bow, a fist weapon, and a vulnary. Lances are top dog so far due to the first skill being amazing and the stats being solid (hit/wt/mt) and giving access to lots of good classes. I run a fist weapon to fiddle with AS during EP as well as being able to run down certain enemies, like mages, in one round with units like Felix (+5 on each hit is bonkers). Bows because the other ranged weapons suck.

  14. I value EP weapons way more. My "best" units are enabled by shurikens, Siegfried, Nos, and calamity gate (all arguably EP or both EP/PP weapons). Put nos above S tier.

     

    I don't even switch off EP/PP weapons that often. The unit using them determines which kind of weapon they get. Arthur/Camilla/Niles and more are getting PP weapons, while Xander/Silas/Odin/Ophelia are getting EP weapons and PP weapons, though they'll have EP weapons on most of the time (which arguably makes those weapons more important).

  15. On 7/14/2019 at 9:13 AM, Zerxen said:

    Is the Heirs of Fate DLC worth getting for 8 bucks? I mostly care about gameplay.

    I liked it. Strategy is all there is to it. No exp, no thinking about promotion or being stat screwed. Some may feel detached from it due to this, but I found it interesting. Doesn't really have much replayability though.

  16. I don't know how this isn't sinking in. Lunatic and a balance patch are two different things. Lunatic is a difficulty. A balance patch is a change to core gameplay. They are not the same thing. Do you want a balance patch? Cool, but there's no info on that happening. There is info on lunatic difficulty coming out. How would lunatic change the difficulty? Changing enemies (skills, weapons, stats, etc), map setups (numbers, health bars, reinforcements, etc), and ease of use for your units (xp reduction, base stats, etc). Slamming these two things into the same conversation is pointless. One is a wishlist for what the game is like. One is educated guesses about a real possiblity.

    I'll pass on the rest of this thread.

  17. I'm confused why people are discussing big mechanics changes when difficulty increases only change enemy numbers/stats/skills/equipment and things like xp gain/starting stats. Reworking entire mechanics is not in the scope of a difficulty increase.

     

    Edit: maybe throw in natty weapon triangle?

  18. I think you need to know if the update with lunatic will change mechanics or be like other titles and only change enemies. I'm skeptical lunatic will change how stats work for classes or how dismounting works. Unless it's a confirmed "balance"/"tuning" update, I'd assume you can only think about how maps/enemies can be tuned in order to make the game more difficult.

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