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Found 2 results

  1. Hi there, Here's the link for my new mod: rebalanced classes, weapons, some late game shops have new content, characters are all worth investing into them, ennemies have better bases and/or growths (direct/indirect Seth nerf). https://www.dropbox.com/s/2nibar2d3lpvl14/FE8 rebalanced and stronger ennemies.ips?dl=0 L'Arachel is a prepromote (no more staff farming to level her up to 20). Iron/base weapons/magics give 5 weapon exp instead of 1 (faster weapon exp) and base weapon level for the majority of the classes is C (nerf on cavaliers who start at D). Bows have +4 MT and 150/145/140 base acc except longbow (acc +10) and killer/hero which would be OP if too accurate or powerful. Silver weapons have 3 MT more than steel instead of 4 (or 5 for swords), weight is iron base, +2 steel, steel +1 silver. accuracy is iron base, -5 steel, -5 silver. Silver weapons are B (so are Fimbulvetr, Aura and Fenrir). Shamshir (unique to swordlocked classes except mercenary) is a 1-2 range weapon with 10 crit% to help swordlocked classes staying relevant in chapters with many ranged units (notably chapter 17, Narube River which is a pain in the a_s to deal with as a swordlocked unit in vanilla). Mage Knight = Dark knight, Wyvern Lord = Haar (but 7 move like Great knights), Wyvern Knight = Jill but with better design (Jill's green sprite in RD was a pukemachine while Haar's black dragon knight sprite was godlike), Great knights have less max res (it's not like any of them will cap it anyway), but 1 more movement, valkyria has +1 mov, less def more mag and skill and speed. Falcon knight is bulkier. Sage seems more like Awakening's sages (faster and more skilled) and have less mag cap. Druid = sorcerer. SUMMONER HAS INSTANT S STAVES WITH HIGH MAG AND SKL (Knoll isn't shit anymore). Assassins are stronger and have more def than swordmasters, SMs have more res and crit +15, rogues have 7 move and more res than assassins but 20 str cap. Knights and archers have the fastest exp gains, then the others have a little buff to exp gains. Secret shop in Rausten has been updated (in-game AND post-game), go look for the new elements (they're totally worth it). Myrrh has more base stats and rebalanced growths (nothing game-breaking for her join time but she's easier to train). Sleep and berserk staves -5 acc but staff users have more skill. Now everyone has luck (past level 1-2 where growths don't show). I recommend to try the game on HM and don't hesitate to give feedback. This is a sort of Beta so any feedback is helpful (I have no time and patience for 20 playthroughs to test anything on average). If a specific part of the game feels too hard, we can discuss on how to improve the mod to make it less mad. If it's too easy I can buff ennemies' growths a bit more.
  2. (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.
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