Jump to content

Search the Community

Showing results for tags 'Difficult'.

The search index is currently processing. Current results may not be complete.
  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Important Links
    • Serenes Forest Code of Conduct
    • Mistakes or Errors on the Site
  • Important Forums
    • Announcements
    • Member Feedback
    • Site Content
  • General Forums
    • Introductions
    • General
    • Far from the Forest...
    • Creative
    • Fan Projects
    • General Gaming
  • Fire Emblem Forums
    • General Fire Emblem
    • NES and SNES Era
    • GameBoy Advance Era
    • GameCube and Wii Era
    • Nintendo DS Era
    • Nintendo 3DS Era
    • Fire Emblem: Three Houses
    • Fire Emblem: Engage
    • Fire Emblem Heroes
    • Related Games
  • Miscellaneous
    • Forum Graveyard

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Member Title


Jabber


Skype


Yahoo


ICQ


Website URL


MSN


AIM


Interests


Location

Found 4 results

  1. Hi, I wanted to see if people were thinking the same as me, so I went to look on the net for topics on it, but I didn't find any. Awakening and Fates, the latter even more, are stupid in early game, especially in early game. Why? Because. BECAUSE...: EARLY GAME units simply don't come with any kind of healing items, while ennemies hit as hard if not harder than ever and your units have low bulk and trash avoid, + terrain bonuses went through axe nerfs (literally cut forest avoid bonus in two). You have like 1 potion, 3 uses on 10 hp regen, for 3 chapters, and weak ass healers to patch up for this when heal staves have also been nerfed with an axe in their skull and a stick in their ahole. You have to waste gold on potions if you want some just because you don't get any before long. Remember GBA FEs? 80% of the playable units came with a healing item, sometimes 2 (usually potion+elixir). Were the games easy? NO. You literally need the jaegan in FE6 on the highest difficulty if I must believe people who played it, and he's needed for FE7 (another easy FE) on HHM. SO potions can be given in numbers to the player without lowering difficulty, and actually LET THE PLAYER position his units as he wants, because he doesn't have to protect a weak ass healer who get 2HKOed by E-rank weapons from the 1st chapter till the end of the game. Canto even let your mounted units use items and move again! The game is so malicious it even gives you mid-game skills that you want at any cost in order to change this, because you can't waste much money on healing items when you have to use it after each EP on chokepoints (it also makes it safer than using healers who can be targetted by 2 range ennemies). This is especially true for conquest, where you can't buy 1-2 range staves without visiting castles. In previous games, the sole accumulation of free hp recovery items allowed you to go on without needing to buy any most of the time, meaning: 1. you could heal without putting anyone in danger; 2. you could use your money to buy weapons that broke instead of costing your arms and legs for being unbreakable while having hp recovery; 3. you could still buy it when you were short on it but it was rare. You could also keep a 6 man or more team fully deployed wihout needing to dance for healers to keep up with everyone's 2 hp. Another point is that, unlike in previous games, Fates is NO HP EMBLEM. Which means, seal def or 1 shuriken hit and you're gone within 1 or 2 turns without an ELIXIR. Hell, previous FE games gave you a second healer with a tier 2 staff that had 20 base hp recovery, but Conquest gives you only basic staves forever (I'd gladly trade my 4 uses freeze and 2 uses rescue for 2 tier 2 healing staves any time! ANY TIME biatch! freeze is useless if it can't hold those groups of 3 ennemies coming all at once and abusing attack stance on my 10-14 def units with 17-23 damage EACH, not even talking about the absurd seal def faceless that come from the beginning even in hard difficulty in chapter 7). If I had to compare with my most played game, the easy TSS, it would be like this: << Hey guys, my Franz has been def blessed! he has 9/10 def at level 5 on chapter 2/3! - Don't be too full of yourself, fool. The ennemies in the next chapter hit for 15 damage with 95 accuracy and drop your def by 5. - WHAT THE F!!! - Not a game for casuals, sorry noob! >> All this while forcing you to waste your ridiculously low initial gold into potions if you want to play differently than just going out of your way to protect your healers who have to heal 3 units from all sides of a little but bush heavy map which helps both you and your ennemies tank more hits while being a pain for your healers to keep up while not dying themselves. Final point, promise: 3 uses potion. 2 uses concoction. 1 USE ELIXIR!!!! (Intelligent systems, whoever may have designed the game this way, fire him/her, make them GTFO of your designer team.) It's only FAKE DIFFICULTY and it's already said that fake difficulty is a piss poor way to give the player some challenge (like having 3 difficulties with a crazy jump between each to the point we wish there was 1 more difficulty between normal which is a walk in the park for the most part and hard which can make you tear your hair apart. Not even talking about lunatic I think it's nonsense in any 3DS game but hardcore gamers seem to like it so call it "Hell mode" or "Armageddon mode" or anything cool from Diablo 1/2/3 instead of lunatic (a lunatic person has good moments and bad ones, FE lunatic has bad moments and very bad ones). What are your thoughts on this topic guys? Open debate! Edit: more readable, corrected some mistakes. Edit 2: Also, forcing you to waste gold to reach stat thresholds just to survive is also fake difficulty and a poor design where you could just buff a little the base stats for your units not to need 1000 gold of tonics per chapter per unit to stay healthy enough not to be in death range for the whole chapter (like in chapter 10 conquest, children paralogues in FE 13 and 14 and Donnel in his paralogue in Awakening). Mages don't have to suck for us not to use them for soloruns. They can just be good but not gamebreaking. Have a little def could let them play like they are average physical units (not knights like FE13 dark mages) but not just plain useless because of 0 accuracy or 0 dodge or 0 avoid or 0 hp etc. Mage balance is a great work of Fire Emblem and it still has to find a good state. Just ask for my opinions on mage balance and you would have the same classes as physical in magic (magic myrmidons, magic knights, magic cavaliers etc.) or just let every cass be hybrid so you can halve your work on classes and use the time gained to balance units instead (Odin vs Xander, most obvious garbage balance example, or RD Tormod vs RD Haar, or Micaiah vs Ike).
  2. If you've played Conquest, I bet you remember it. This is for strategies of frustrations with it.
  3. This is a challenge that somewhat occurred to me, but I'm not sure what kind of challenge it is. The principle is simple: The only characters you are allowed to use are those which the game gives you automatically. A few examples: You can't recruit a unit that begins as a red unit (say, Joshua), is found in a village/Info Conversation (Canas), or is present on the map as a green unit (Karla, as the only example I can think of off memory). I'm going to come right out and say that it'd be fairly obvious to assume that the run will be easier in some games than others (FE7 seems easy at a glance, FE10 is almost definitely pretty difficult). So, what do you think? An interesting challenge that might (keyword might) provide an interesting outlook on the game? Or something that takes more strategy than it offers? (I can think of a few games that have no automatically obtained thieves, for instance).
×
×
  • Create New...