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Found 4 results

  1. I have always heard people say that Sacred Stones is TOO EASY, and I find that it is because it is a mix of the enemies being too bad and having really bad stats, while the player units are really good and the inclusion of Seth who can solo the game. So, I have chosen to take things into my own hands, and buff the enemies and slightly nerf the player units. For example, I will improve the base stats, improve the equipment, add some promoted enemies around and increase the hard mode bonuses (indirectly buffs people like Joshua) and nerf the broken player units and buff the worse ones like Gilliam and Neimi. This is to add more versatility to the game and make a more fun and challenging experience. What other changes should I make to the game to make it more difficult and more interesting (no adding skills, new classes and characters)?
  2. I don't know in Three Houses what elements is buffed and neefed compared previous Fe games ?
  3. Working on some new ideas for skills. Here's my first one: Ward Type: Command Target: Self Effect: When activated, physical attacks (Swords, Lances, Axes, Bows, Daggers, and non-magical Monster Weapons etc.) target Resistance instead of Defense for 3 turns. Once the effect ends, the user can not use Ward again for 3 turns.
  4. Hi, I'm just a little confused regarding the pair up system. In fire emblem awakening when paired up you get stat boosts but also bonuses such as Crit Chance and Avoid, Hit Rate and Dodge, I'm just wondering whether this system of bonuses works the same as Awakening or if there is a different system for this. If anyone can direct me to an already present thread or have any idea how it works it would take the ease of my mind.
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