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Found 3 results

  1. Hi, Without changing the mechanics of the game, what would make you play Laguz units? Having similar or 3/4th of their stats in human form (like in halfshift)? What kind of base stats would you like for them? What stat caps would be satisfying? What kind of growths would you expect from them? In PoR they used to be more popular than in RD despite falling off hard (mostly due to the absence of promo bonuses and their lower exp gain, because honestly their stat caps should be high enough to make up for their low Mt weapons, their caps are around the same as in RD in a game with Beorc caps at 20-30), mostly due to halfshift being a tradable item rather than a rare skill and having barely any negative effect compared with halfshift (the stat loss is barely a stat booster, even less for some stats of some Laguz classes) and Lethe starting each map with a full gauge (if only Laguz stones had a once per map unlimited use, you transform any Laguz you want but you can't use it again before the next map and the item would be unbreakable, but the gauge would still exist). So what would you make the Laguz like without altering the mechanics for them to be viable? Like, Volug could use a little more str/def for sure, Lethe could use an energy drop, a speedwings and a dragonshield, Mordecai could use one or two speedwings, Muharim is near-perfect, Skrimir could use a speedwings, Lyre could use a seraph robe and two stat boosters of each and the tiger with wolf growths could use a little more strength and def and be fast enough to double most of part 3 at base, making him the speedy tiger. Human forms should obviously not be this bad, like Mordecai going from taking 0 damage in p2 and most of p3 to being doubled for 10-15 damage per hit in human form, so would you give them halfshift stats in human form or raise their overall stats so that in human form they're not going down in 2-3 rounds and in animal form they're as OP for their part as the royal Laguz for endgame? Would you just make every Laguz as relatively strong as Muharim in p1 or Ranulf in p3, or Ulki and Janaff for the end of p3, p4 and endgame (Janaff one rounding most common enemies for the rest of the game at base)? Would you make them as OP as the royals but without formshift (since it's impossible to give it to them) since Nailah is technically available with her endgame stats as soon as p1 and the non-royal Laguz units can only use halfshift to stay transformed, which automatically makes them weaker than royals? Please tell me what stats you would like the Laguz to have in each form to make them viable and not dead weight (Lyre, untransformed Lethe, Vika, poor Laguz girls picked the short end of the stick and Mordecai could really use more speed in any form for sure, and of course the dragons could use better overall stats, especially the playable ones who are only there for 5 maps of endgame and don't have formshift until Deghinsea's death unlocks his son's formshift).
  2. Since FE: Three Houses made a lot of changes to the standard FE formula in terms of gameplay, it's highly unlikely they'll throw it all out when it comes time to make the next FE game. A staple of FE has been shapeshifter units; most notably Manaketes and Laguz. With that in mind, for the next FE game, should the next playable shapeshifters use the same mechanics as monster units from Three Houses? Regarding Question 3, if more than two people list the same balancing idea, I'll add it to the poll.
  3. One of the more noticeable additions to the next Fire Emblem game is the fact that a group of generic soldiers now accompany a character. This should make battles seem larger than they were in the past, and the new formations option will undoubtedly add several new strategic options to the Fire Emblem gameplay we all know and love (for the most part). It also means that there will undoubtedly be a few characters that buck this new mechanic by ignoring it altogether. The giant robot in the trailer already proves this, but it can't be the only example. And this thread will be about sharing ideas about what they could be and how they could work. As for some of my own: Dragons It's very possible that manaketes will return, or at least, some form of a dragon will eventually join your side. In most works of fiction dragons tend to be quite large, and Fire Emblem isn't an exception, so a single dragon being able to stand up to an entire squadron won't be jarring. To make up for loosing formations, dragons could have different methods to attack instead, each with their own strengths and weaknesses. For example, they could swing their tail as a powerful but slow and easy to dodge attack, or they could use their claws for a faster and more accurate attack, but at the risk of harm due to being closer to the action. Their dragon breath could tear up low res units, but be near useless against those with a high resistance stat, and so on and so forth. It's possible that dragonstones won't return, given that we don't know if this Fire Emblem game will have degradation, or they could appear and work similarly to how the did in the original Mystery of the Emblem, where dragons remained transform for several turns instead of a single battle at the cost of dragonstones having fewer uses. Shapeshifters We don't know whether or not shapeshifting units will return at this point, and it is very possible that they will work as normal squadrons, with the generics being other shapeshifters. It's also possible that one or two shapeshifters will either be strong/violent enough that they don't need soldiers behind them, and/or they can transform into a wider variety of animals/classes than normal. This could mean that instead of formations, they have transformations, and can turn into a different creature on a whim to best handle the situation. Whether they will be limited to animals, other classes (like Xane), or bizarre and otherworldy creatures (or all of the above) is up to debate. Assassins/Thieves It's hard to see characters like Jaffar or Gaius leading a group of soldiers, considering their skill set lies elsewhere. However, assassins and thieves could still have their use in this game, while still not being front-line units. For assassins, it's possible that they will have the ability to ignore formations, or at least, downplay their bonuses/advantages (if the generics bring any) and will have special abilities that target the enemy commander, such as sniping them from a distance, sneaking in during the chaos of a battle to kill the commander, impersonating a generic soldier and either taking temporary control of an enemy unit and/or getting a better shot at assassinating a commander without having to deal with the generics first. Despite these abilities, they still won't be one-man armies, and can't hold out in longer fights. As for thieves, the formations menu could replaced with actions such as pick-pocketing (gaining gold from enemy generics, and the more there are, the more money you'll get) stealing (obviously taking an item or weapon from an enemy) or possibly even capturing (we'll have to wait and see if this mechanic returns or not, as well as how it will function). This makes them a high-risk, high-reward kind of class because you will have to place them next to an enemy unit in order for them to activate their skills, but the benefits could very well be work it. That's only a few ideas. What are your thoughts on characters that won't command a squadron of their own for one reason or another?
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