Search the Community
Showing results for tags 'Brave Weapons'.
Found 1 result
Suggested PvP Rulesets
Psyruby posted a topic in Fire Emblem Fates(if tl:dr, then just read the rules, pros, cons of each ruleset and then vote) I have created 3 distinct PvP rules that are appealing to most individuals. If anyone wants to give feedback, I encourage them to post below. I will only change a rule in each ruleset if someone proves that specific rule is outright toxic, useless, or needs tweaking. No Rules(Maximizes Freedom) 1) No Rules. Just like it states, there are no limitations. Most people will probably use these rules just cause they are the simplest and anything is allowed. In a meta like this, everyone has the capability to ORKO through damage, skills, lethality, criticals, and copycat shenanigans and tanking isn't even possible other than the General taking two rounds instead of one like other units. Pros: Simple Rules. Fast matches. Doesn't interfere with single player options. Cons: Unbalanced. Favors aggro way too much. The game becomes a movement war. Balanced(Maximizes Player Interaction) 1) No Boots. 2) No Forged Weapons. 3) No Copycat. 4) No Brave Weapons. Alright, so I just need to say it. Brave weapons break the game by allowing good sets to be broken sets. You can ORKO every unit not specifically made to counteract Brave Weapon ORKOs. This limits options and favors just ORKOing instead of trying to interact with the opponent, but you don't want to get rid of all these lovely options(well except Copycat, that's broken by itself). Instead, you just get rid of what they all have in common. For those that are worried, you can still ORKO even generals, but specific builds are needed and these builds have counters. This allows you to use tanky classes to well.... tank. And yes, Lightning(the tome) isn't banned. This gives mages a favorable niche while not making them overpowered(as they are quite squishy and Lightning is quite weak without being able to forge). You can still counteract this strategy with the right build. Forged weapons are banned for a couple reasons. A) You aren't favoring player interaction by encouraging them to grind just to keep up with others. B) There is absolutely no opportunity cost to forging except time. Forged weapons are strictly better than unforged. C) They push critical builds over the top. They will start ORKOing too many units with even limited forged weapon. Boots are banned for very similar reasons. A) It's just favorable to have more boots, which isn't adding to player interaction. B) Boots affect different classes(and characters), well, differently. Flying units(and Takumi) are favored to use boots more than non-flying. Finally Copycat is broken, It's a free action somewhere else on the map. Allowing copycat is saying you require every character to have copycat, and that adds nothing to the game. Pros: Simple rules. Balanced Gameplay. Aggro and Defensive Play are equal in power. Cons: Can't use a few of the fun options. Games may take longer than you like. Interferes with how you play single player. And the final Ruleset: Odin's Sphere(Maximizes Interest) 1) One Boot per team allowed. 2) Forged Weapons only allowed to +1. 3) Copycat restricted to one unit. 4) Only one Brave Weapon(can be +1) per team allowed. So, you want broken stuff but still want balance(and maybe you want Odin's ability to actually do something in a semi balanced environment), then these are the rules for you. Sure you can ORKO like before with one unit, but it's painting a giant target on that unit's back. These rules give boots, copycat, and brave weapons an opportunity cost when attaching them to a unit, but still allows you to use them. Pros: Semi balanced gameplay. Favors Aggro, but defensive play is still a good option. Favors a faster paced match. Cons: Rules are somewhat complicated in comparison. Interferes with single player slightly.