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Found 49 results

  1. Hi everyone; Fire Emblem: Three Houses is a game that offers a remarkable amount of options for how each unit can be built, in terms of accessible weapon types, abilities, and combat arts, among other things. Most characters can access any class... well, with caveats. There's a male pool of classes, and a female pool - though they largely overlap, some (ex. Brawler vs. Pegasus Knight) are exclusive to one or the other. There are, however, a handful of classes that are limited to just one character in the game. In keeping with previous Fire Emblem games, each of the main characters (Byleth, Edelgard, Dimitri, and Claude) get access to at least one exclusive class, generally designed with their strengths in mind, and accessible from a certain point in the story. Byleth's Enlightened One reflects their proficiency with Swords, including the Sword of the Creator, and their evolving relationship with Sothis. Whereas, Claude's Wyvern Master and Barbarossa classes relate to his proficiencies in Bows and Flying, and to his true background. The question I seek to pose today is this: What if not just the Lords, but every character in the game, were able to access a personal class? What would these classes look like, and how would they operate? For the record, I'm not advocating this as something for the game to feature - rather, I just think of it as a fun thought exercise. I refer to them as "Master" classes, because I intend for them to match the power and utility of most Master classes, but they need not be gated to the usual requirements (having certain skill ranks, being level 30 or above, and spending a Master Seal) - instead, they can be based on story progression, or whatever standard you so like. Let me start of with a few examples I've thought of! Vizier (Hubert) Quetzalist (Petra) Thunderstrike (Catherine) So, what do you think of these "Personal Classes"? Do they seem appropriate and well-balanced, or would you make any changes to them? Moreover, what personal classes would you assign to other characters in the game? I'd love to hear your ideas!
  2. So...I heard someone talk about "Predestined Pairs" in FE4, so I decided to list them. I only included the girl characters' "predestined" partners and the criteria was highest love growth, characters with convos, and, if a character had less than 3, I included the person who makes the most "sense". I'm not including Deirdre, Ethlyn, Julia, and Altena since they either have a set partner or don't have any. Edain: Jamke, Midir, Azelle, Claud, Finn Ayra: Lex, Holyn, Arden, Finn Lachesis: Beowolf, Naoise, Dew, Finn Silvia: Claud, Lewyn, Alec Erinys: Lewyn, Arden, Naoise Tailtiu: Azelle, Claud, Lex, Lewyn Brigid: Midir, Jamke, Alec, Dew Lana: Seliph, Ulster, Febail Larcei: Seliph, Johan, Johalvier, Shannan (yuck) Fee: Arthur, Seliph, Oifey Patty: Seliph, Shannan, Lester, Coirpre Nanna: Seliph, Leif, Ares (yuck) Lene: Ares, Seliph, Ced Tine: Seliph, Ced, Leif And that's it! Note: I chose Ced for Lene since he's Lewyn's son (In Thracia 776, anyway) and it'd be sort of like Silvia and Lewyn's relationship. She only has convos with Seliph and a high love growth with Ares, so I didn't have a lot to choose from : / Note 2: Added Finn to Ayra and Edain since he has convos with Lana and Larcei in Gen 2. Note 3: Added Lewyn to Tailtiu since Lewyn and Tine have a convo in Chapter 10.
  3. Hello again, Tonight I want to highlight a really annoying part of my gaming and especially Fire Emblem experience: gender deifferences in gameplay. 1) Constitution: this can't be remedied, only males with negative modifiers are gonna have female level constitution, that's totally realistic. 2) Rescue/Aid: this is the most stupid thing where gender differences are completely unrealistic: I don't see how the same horse that carries a 12 con Kyle and has room for 13 more con couldn't carry the 9 con Amelia and 16 con Garcia/Gilliam, it's exactly the same total weight and the horse shows no difference in the animation sprite. That's why the only females who can rescue a 16 con unit are like FE6 first pegasus with garbage offence due to having this trash con, meaning she looses mountains of speed by equipping anything other than a thin lance. Female rescue is complete game design atrocity in my book. Meanwhile any normal weight cavalier can rescue these generals and heavy axers. 3) Str/def/spd: I agree that most women have lower caps in real life to their possible physical performance: less muscle means less raw strength, less heart power to inject oxygene in their limbs, meanwhile bigger bones and harder muscles mean men have more tolerance to physical hits. Then why are female units generally faster than male units? Either you say screw it it's a video game, reality doesn't matter (in this case every point in my post is invalidated and I can delete it, but then make every female and have male have the same base caps in every game), or you go all the way into realistic gameplay, meaning you take 10% away from EVERY PHYSICAL STAT from male units to make your base for female units. At this point, you might as well make female only games since it's the same as the Olympics, girls are disadvantaged in any power/speed/punching ball performance contest against men. But FE has like 90% of the generic units that are male, which means you throw your weak ass female units into the roller coaster of very high damage ennemies with higher def than what these female units' strength/def/hp can chew. All this while being hindered more often by the stronger weapons they NEED to use just to make up for the difference in base strength and growth with male units, thus having less speed from higher base than these males with more strength, which only means that females of the same gender-free classes get completely benched in terms of usability comapred with men since men have more +1/+3/+4 in con than females even when they already have a +2 base compared with females, allowing some males to take 0 penalty from a weapon that would give -3 to the generic units of the same class/gender (typically Hero Gerik with tomahawk/steel axe compared with the 11 con generic heroes who take -4 speed) and -5 to the females (not even talking of armored females with straight -3 base con compared with male armors, 10 vs 13, 12 vs 15, Amelia's neutral con vs Gilliam's +1 meaning Gilliam can wield weapons with 16 weight without loosing speed, while Amelia who shouldn't even be able to become a knight with a 20+ kg armor with a pre-teen girl body would loose 4 speed by doing so, might as well use FE4's weapon rank locks at this point, since females should be strictly unable to wield steel lances of 5-7 real life kg seeing the difference of 70-80% weight with the normal iron lance of 8 that would weigh around 3-4 kg with a high weight pike at its end) What do you think of this? What is justified, to what extent and is there a point in using females when they're hindered by every weapon closing the gap between them and equivalent male units (not even talking of the fact that most females already have -4 str/def between class and personal bases/growths compared with males)? Did Awakening and Fates solve this problem?
  4. Basically say your Ideas for unique classes that would be basically tied to the protagonist of an FE game. Tactician The Tactician is a near non-fighter class, they can attack with swords but the character with this class has poor stats for combat. The Tactician's gimmick is being more of a supportive class, they give a small support bonus to any nearby units (increased with actual supports.) nearby. The skills/abilites for the Tactician would be roughly the following (Names are kinda W.I.P): Second-hand learner: Anytime a nearby ally gets EXP, they get a bit of EXP equal to I guess roughly half of what that ally got. (or maybe a third? It'd require a good bit of balancing.), this is to compensate for how, ideally, the Character with this class would have very poor chances in battle, this is the only passive skill. (all the others are selected like the Arts from SOV.) Give out orders: Buffs all the units around them a little more in a support radius however they lose 20-30 percent dodge due to being distracted giving out orders. Battle Advice: Has 1 range but the Unit being buffed gets a decent increase to both Critical hit and dodging attacks but the actual Tactician takes a signifficantly heavy penalty to dodging enemy attacks themselves. Push to the Limit: Lets them basically act like a dancer though the unit being given an extra move this way is a bit tired out (so slightly lower chance to hit and such.) so it's still somewhat inferior to the actual dancer class. To keep the Tactician as a bit of a non-combatant, while I'm not sure of the exact stats, the Tactician Character would be more likely to gain speed and HP when leveling up but with a poor chance for skill and Strength, so they can't really deal that much damage. As for Promotions, while I don't know what the names would be, depending on if the game has multiple promotions or not, the promoted form of the Tactician would either become Mounted (to move across the battlefield faster.) and/or gain the ability to use Staves to further aid their troops via healing and other stave abilites.
  5. Assuming the next FE game did have some sort of base-system, would you be interested if you actually had to care for your mounts? as well as having to buy more of them. You could name them and they'd have their own stats, this also means that if someone promotes to a mounted unit, you actually have to get them a mount rather than them suddenly having one. So maybe a particular Pegasus, Wyvern, or Horse would be "Fast", so they can move a few extra spaces between turns, maybe another is "Vicious" so it does more damage but has a chance of beserking and forcing it's rider to charge the enemy when attacked. Additionally, possibly animal racing would be a non-violent alternative to Arenas using your mounts to race other Pegasus, Wyverns, Horses or War-elephants for gold. Additionally, it'd be possible for the mount or the rider to die without the other dying too. (So you could lose a rider then you'd have a beserked pegasus attacking the enemy that you can't control or you'd lose a mount and have an injured rider.) because Perma-death wants your tears when your favourite animal dies infront of you.
  6. Hi, I've felt like Fates dumps everything on skills instead of stats and for me that's part of what makes its' gameplay so annoying. Either you have an awesome class with good skills or you have a class with bad skills and all you can do is get out ASAP otherwise you're making the game harder on yourself (like oni skills are quite niche, have very little utility, and even though I used it often in RD, I feel like the movement-related skills like shove are not really useful in this one, maybe because all I can put on the frontlines is the bulkiest units since everyone dies in 2 hits except them, which means I don't really need to move people around and shelter is there if needed). So I've thought of trying to play the game with absolutely no skills (sadly it's impossible to get rid of personal skills, so 0 skills outside personals since we can't do anything about them...). If anyone is interested in this, don't hesitate to post here your thoughts about it (is it funny? challenging? does it change several units' viability? I already think of archers who are simply mediocre without quick draw and Setsuna would greatly suffer from that for sure). Also, do you find it funnier with- or without skills? I'm gonna try it in BR, I don't think it would be funny at all in CQ where it's already annoying with skills. *RANT AHEAD DON'T READ IF YOU DON'T WANT TO KNOW MY THOUGHTS ABOUT DEBUFFS, THE GENERAL DIRECTION OF THE FE FRANCHISE SINCE 3DS AND MY BROKEN 3DS: Ennemies spamming poison strike, seal def/spd and steel shurikens is really unfun (for me at least), I'd rather give ninjas and myrmidons a little more damage and delete seals and stat debuffs if I were allowed to. On paper it was a good idea...in game it's awful when your Effie who's supposed to be a tank shows single digit def because of a gimmick they added like "hahaha that's so funny to have no defense left in a game where ennemies hit like trucks, have 3-10x more units deloyed than you each chapter and don't even hit your unit if they can't damage it, making the only real tanks in the game nearly useless just because we could do it! hahaha have fun with this troll game!"... Please kill Intelligent systems and replace them with actual humans. And then we have ennemies with freeze, entrap and hex rods... Yeah, fire Intelligent systems, please... they're complete trolls... I don't even want to play 3H with the directions taken in the 3DS games and the whole Hogwarts bullshit. If I want that I go play Harry Potter and that's it. On top of that it means I don't have to buy the Switch, since my 3DS broke in half and the screen can separate from the main part at any moment if I don't hold it tight (FML), which means I'll have to buy a New 3ds to also be able to play Xenoblade...cash cow, here you are! END OF RANT* So, I really want to play like the old days before everyone had 2-6 skills and before you had to check every ennemy skill and your own to calculate how much damage you'd take, and forget to count attack stance ennemies, their skills and you don't even know who they will attack with...yeah, this game went too far for me, tooooooooooooo faaaaaaaaaaaaaaaaaaaaaaaar, so faaaaaaaaaar that I usually take a strong champion from another castle and spam gold DLC to buy the skill build I want to use as much as I can. I'm probably bad at this game, but I don't want to play in normal mode, it is so much easier that some chapters feel like a Pet Shop game.
  7. EDIT: 14. Bow range isn't high enough. EDIT: Changed the issue and reason for #5. EDIT: 15. Mounted units should be unrescueable, should be able to rescue unmounted units, but shouldn't be able to move again without the Savior skill. EDIT: 16. Boss weapons should be unbreakable because of issue EDIT: 17. One or all the stat boosting items need to be nerfed, especially the Angelic Robe, maybe (please don't quote me on this) to +3 instead of +7, and to +1 instead of +2 for the rest, then make them more available through unique acquirement circumstances, like a hard to reach chest on a limited turn map, a hard to reach village, a unique purchase from a NPC merchant etc. EDIT: Changed issue #4. 1. Weapon and stave uses are too high, making the uses redundant (hence Fates Infinite uses). 2. Vulneraries and Elixirs have too many uses, they should have only 1 use IMO. 3. Terrain gives too much avoid. 4. Most GBA playable characters base stats are too high, except characters who already have low stats like Nino, Amelia and Ewan. 5. Weapon stats aren't balanced. But specifically all weapons need more hit rate maybe 5+ or 10+, and I guess the Killer weapons need to be balanced better, also I think the iron weapons MT needs to be reduced or bronze weapons need to be added. 6. Important enemy boss characters aren't dangerous enough on Normal and higher difficulties, this does not apply to easy mode. 7. Defense and resistance stats maximum at 30 isn't high enough. 8. Weapon MT is too high and goes past 30 Atk too easily to 40-50, and so makes beating a general easy because of the 30 Def/Res cap. 9. Base classes should have varied class caps, so that a base class can't get stats too high in every stats. 10. Weapons, staves, and items don't cost enough. 11. Class base stats, need to be balanced better. 12. (For FE7-8 only.) WPN TRI. improves/reduces Hit and Avoid too much at 15+ or - Hit and Avoid I recommend 10+ or - Hit and Avoid. 13. The slow text option isn't useful, and the normal text speed is slow. Here are some of my opinions on the issues with the GBA games, they are of course also some small problems I have with: The Sacred War and Project Ember hacks. In case anybody is working on a hack and wanted to improve the gameplay of their games, some issues to consider could be here. Concerning why I consider these problems: Let me start by saying for me I feel most FE games unfairly favor the the player, with broken weapons (like the killer, silver, reaver, and throwing weapons) and characters especially because of there high base stats and high growths, I feel the 'strategy' element of FE is made too easy to disappear because of the problems I've pointed out, and so you know, I'm talking about the GBA FE games on their Normal difficulty level, Hard or higher can be just as easy IMO, but takes more grinding, if you don't grind you could have a very annoying time finishing the game, and might even get stuck mid playthrough, a very good example of that is the Final chapter of PoR on Hard mode but it's BEXP farming instead of grinding, (assuming you didn't know about the Wrath and Resolve combo and didn't get Nasir) if you weren't carefully increasing Ike's stats and getting certain scrolls you can get stuck at the end. If you played on Normal, of course, the beginning has medium difficulty, but as you play through; the strategy element disappears or reduces, the player becomes laidback and IMO just slogs through the game with boring bosses and enemies, to make characters even better you have broken stat boosters that can fix pretty much any stat, especially the Angelic Robe which gives a large HP increase of 7, think Seth, Ike or Ryoma only Emblems, why I chose most of these changes is so that the game favors the player; less, and favors the CPU; more, and so makes it more of a balance between the player and the CPU, so that on any difficulty having a single character playthrough is more difficult, and on the hardest difficulty without intensive farming impossible. But moving along, here are the reasons why I find the issues problems: EDIT: 14. Not only can magic counter bow attacks at 2 range, they can also hit the user up close at 1 range so there isn't a counter attack, and throwing weapons can do the same thing, bows are the only weapons that can't attack either without a counter attack, the range should at least be 2-3 IMO. EDIT: 15. Mounted units are very if not too good. EDIT: 16. Because of #1 on my issue list, I see little reason for the change to be done in the vanilla game. EDIT: 17. Stat boosting items can fix a weakness (or weaknesses) in a character that made them distinct and unique among the cast, while I think they should stay I also think they should be nerfed a little, especially the Angelic Robe, and then you can acquire more in the game as a reward for something impressive the player does. 1. It allows you to stack weapons in your inventory and never use them, (we've all been there,) and allows you to just use silver weapons or Killer weapons with little worry, with reductions of the problem it makes the sell prices go down a lot more per use, so if you acquired a new weapon by exempli gratia an enemy drop, selling it could be a lot more useful than just chucking it into the supply. 2. This gives too much forgiveness to the players and allows them not only to heal three times but to heal, then have another unit trade it to their inventory and heal them, and then rinse and repeat once more or more depending on the number you have, compared to the enemies who can do it only once if that, or if a boss has an Elixir/Vulnerary and is a tank it just prolongs his/her inevitable end (imagine Lunatic Grima with a 3 use Elixir **shiver**) when it could have just one use and bam use it once they can't use it again. 3. This is again so the player gets less favor from the mechanics because the player will reach the better terrain first, but this also helps the players if an enemy Swordmaster got in a mountain or forest which is unlikely, if you're a good FE player but it's still something. 4. This is so leveling up is a lot more varied, even until the end of a players level ups and of course **because of the 30 stat cap,** I don't want enemies or players to be capped in every stat by the end because that takes away from the variability of the game, when members mentioned 'stat inflation' I set out to fix the problem, here it is. The 30 stat cap GBA limit is also why Nerf > Buff for the GBA. @MeatofJustice 5. Most enemies have low skill and luck, giving more hit to weapons will balance out this difference and make the players hits more likely to succeed and the enemies, not just the players, this way if the player had an 80% chance of hitting they would have 85 or 90 instead, and when it comes to already high percentages higher is even better, the Iron weapons MT being reduced or Bronze weapons being added makes the Def or Res stat better and armor knights as well. also MT of weapons can be in the player's favor as well, like the Silver Sword, which does unusually high damage (only one less of the Silver Lance???) and is a weapon the player will mainly be using, specifically the protagonist. 6. If their is an important boss like Lyon for example, on Normal or higher without strong units I don't think surviving his attacks should be guaranteed because that makes him dangerous, rewards players for good strategies, and doesn't require stupid healing spam, but could instead require just strong units as it should be, unlike fighting Ashnard, where Ike is the only one who can deal damage, takes a hit and needs to be healed after some turns and the boss isn't that dangerous as long as Ike is healed, same with the BK in PoR, this does not apply to easy mode. 7. Weapon MT being too high causes this to be a problem. 8. I agree with Zmr nerfing weapon MT or class Str caps isn't a good idea. 9. Stat boosters are what can make this a problem if a player with a Mage got two Dracoshields and kept first/one turn resetting for Defense they could have about 10 or 12 Defense, or if they got two speedwings could have 16 or 20 Speed which I feel is too much, and is almost stat inflation ready. (and let me explain what first/one turn resetting is since I haven't heard it anywhere, you get your character to 90-99 EXP and save at a chapter prep. screen, play the battle level them up, reset until they get the stat you want, that's first/one turn resetting,) 10. Most of the time at the end of the game you have too many weapons in the inventory and haven't used many, this will reduce how many weapons you can keep and makes enemy weapon, stave, item drops, and chests, much more appreciated. 11. Most Magic classes have odd very low Atk or Magic stats, the Soldier class is pathetic, the Assasin class has the OP lethality and odd bases (that are just as good as a Theif's? W-what???) The mercenary classes base stats are too high etc. 12. Enemy and Player balance again. 13. The Slow and Normal option is what I'm talking about here I should have mentioned that, who uses those two options? What are they made for? A 5-year-old? I think everyone can read just fine without the slow text speed, and the FE6, FE8, and JP FE7 text speed I still find slow on normal.
  8. Good Day, everyone. This will be the comeback of the Best Classes Series. The poll shall be up for one week or when displaced from the first page twice, whichever comes first. Today we will vote for the best Units for each new DLC Classes. You're free to campaign or debate. You're free to change your votes. You just need to abide by the rules set by our mods. Best Class for Ashen Wolves Final results: Yuri - Trickster (53.85%) Balthus - War Master (58.97%) Constance - Dark Flier (53.85%) Hapi - Valkyrie (38.46%), Gremory (23.08%) Anna - Trickster (64.10%)
  9. Byleth is in a weird position of being another avatar figure, but of all the avatars they are the ones with the least amount of customization options relative to other units in their game. For example, you can pretty directly change Kris, Robin and Corrin's growth rates and bases at the beginning of the game but no such system exists for Byleth. Would you have wanted this to be different? To my mind, there are three major vectors for customization in Three Houses: Stats - Essentially the boon/bane system from the 3DS era. Skill Levels - Picking proficiencies and deficiencies. Probably would have to pick at least one deficiency and maybe pick a budding talent. Spells and Combat Arts - I group them together because they're both unique attacks that each character has their own list of. Spell lists max out at 10 (5 for Reason and 5 for Faith) and probably a similar limit on combat arts. Imo I think Three Houses already has a lot of customization available for every unit, so Byleth as-is is ok by me. However, I think that having at least the boon/bane system and maybe some flexibility with spells would go a long way to making Byleth feel more of a "My" Unit.
  10. As you probably know, Fire Emblem: Echoes: Shadows of Valentia, introduced Combat Arts: techniques that units could use with certain weapons or equippable items, to varied offensive and defensive effects. This system was expanded on in Fire Emblem: Three Houses: more choices for Combat Arts, now generally costing weapon durability rather than user HP. Most combat arts can be used with any weapon of a certain category (ex. Smash can be used with any axe), but some especially powerful ones can only be used on a certain weapon, by particular characters (ex. Apocalyptic Flame on Freikugel, limited to those with the Crest of Goneril - namely Hilda, assuming no NG+). These are generally limited to Hero's Relics, the principal class of Legendary Weapons in Three Houses. The question I'd like to pose is this: if Legendary Weapons from previous games had exclusive combat arts, what would they be, who could use them, and what would their effect be? For instance, here are ones that I've come up with for the Sacred Twins in Sacred Stones: Sieglinde Siegmund Vidofnir Nidhogg Audhulma Excalibur Garm Gleipnir Ivaldi I have elected not to do one for Latona: it has so few uses to begin with, and I'm not sure what form a "combat art" with a staff would take. In any case, let me know what you think! Do these proposed combat arts sound overpowered, unimpressive, or just right? And what combat arts would you create for classic weapons, Legendary or otherwise? I look forward to reading your replies!
  11. As we all know, certain classes are gender-locked in Three Houses. Pegasus Knight (I), Falcoknight (M), and Gremory (M) are all exclusive to female units, while men get Brawler (I), Dark Mage (I), Hero (A), Grappler (A), Dark Bishop (I), and War Master (M). But what if this weren't the case, such that men could ride pegasi and women could don the dark robes? Which characters would get a lot out of specific cross-gender classes? I intend this to be less of a competition ("who wants it most?") and more a brainstorming session ("how would character X do as class 3?"), so with that in mind, let's start with a couple! Linhardt as a Gremory. Regarded as masters of pure magic, this class seems a natural fit for Linhardt, who has boons in Reason and Faith alike. Gremory would give Linhardt the highest magic stat possible (+5 mod, notably higher than +2 of Dark Knight and Bishop), with slightly better speed (+1 versus -1 and 0, respectively) than the other two. 5 move would be a step up from Bishop's 4, but stil behind the 7 (6 dismounted) of Dark and Holy Knights. His damage output would be slightly worse than as a Dark Knight (no Black Tomefaire), but getting Black Magic x2 somewhat makes up for it (extra Excalibur is certainly welcome). Moreover, he keeps White Magic x 2 from Bishop, but loses out on Healing + 10, making his Physic weaker even after accounting for higher Magic (of course, his Warp is even stronger). Overall, I could see Gremory as a strong compromise pick for Linhardt - slightly less offensive than Dark Knight, and slightly less supportive than Bishop (unless you're just using Linhardt as a Warpbot, in which case, this is his best class), but better than either one at doing both. And, let's be honest, we all know he would slay in that dress. Catherine as a Grappler or War Master. Catherine is the only playable woman (sans F-Byleth) with a propensity for punching, so it seems like she's the one missing out most on access to Gauntlet-specialist classes. She could go back to Brawler, but that offers poor class skills and mastery (the same one, coincidently), so she'd probably prefer to train her fists either by staying Swordmaster (good stats, no seals required) or going Brigand (Death Blow, while great on any physical unit, synergizes phenomenally with brave weapons like Gauntlets and Thunderbrand; but it does require building her Axe rank from the floor up). Compared to Swordmaster, Grappler offers Fistfaire while losing Swordfaire, and Unarmed Combat while losing Sword Crit +10). She'll also lose Strength (+2 to +1) and Speed (+4 to +3), but make up for it in HP (+1 to +2), Dex (+1 to +3), and a movement range only rivaled among infantry units by Assassins. Mastery will grant her Tomebreaker and the Fierce Iron Fist combat art, which I would say far outshine this game's incarnation of Astra. It will take some work, and won't be as strong a Thunderbrand-wielder as Swordmaster, but I think Grappler could be a great pick for Catherine, likely on-par with Assassin (which, admittedly, she'll have an easier time reaching). War Master is even more of a stretch, but if you somehow get her Axe rank to B or above, she'll enjoy an unparalleled +5 Strength mod (and respectable +2 Speed), Faires in both Gauntlets and Axes, and an absurd Crit + 20 to all weapon types (take that, Sword Crit + 10). Achieving mastery is likely a pipe dream, but War Master's Strike is an effective Axe art, while Quick Riposte is one of the best skills in the game. And it's worth noting, all combat arts may see their damage boosted, thanks to Catherine's major crest of Charon. War Master may just be Catherine's strongest infantry option (I know, you can train her in lances and flying so she goes Falcon, but punching people is too fun, dammit!), if you're willing to put in the work to get there. Anyway, what do y'all think of these analyses (I recognize that I could have considered a lot more factors - personal skills, class growths, personal bases and growths - but chose to ignore those, for the sake of brevity)? And what units would you like to consider, in classes previously forbidden to them? Let me know!
  12. Topic title. How do the crest stones you get in New Game Plus work exactly? Do they actually give a character the crest or do they only give the effects of the crest? If they actually gave a character the crest, they'd hypothetically be able to use the full effects of their respective relics. Like, if I equip the stone with the Gloucester crest on, say, Dorothea, she should be able to use the Pavise/Aegis effect of the Thyrsus in addition to the increased range, for example.
  13. If you didn't know about the route split but are savvy enough to know that something is fishy when it comes up, you MIGHT realize that you may lose Edelgard and Hubert for good when you don't side with her. Meaning any player who has invested resources (seals, EXP, teaching points, free day activity points for Tea Time or Meals) into them will of course want to side with her so all that stuff wasn't wasted. There may also be a chance a player made one of the two their Dancer. Would be pretty bad if you lost that one, wouldn't it?
  14. I've noticed that some animations are set apart from the others. Here's the list (hidden for length): Please verify and correct me if I'm wrong and if I miss anything
  15. Hi, I'm starting this thread for us to discuss the best way to build your Army. (making the hardest possible difficulty easier). Here are the guidelines: Pick a Route to build on Pick up to 15 units (including adjutants) and indicate their class lines. Pick 5 abilities for each units Defend/Justify your build and if your justification involve spoilers please include them in a spoiler tag. A word of warning: "I'm right; you're wrong" arguments will be called out.
  16. I thought they were interesting the first time you fight one but ever since then, whenever the game wants you to fight Demonic Beasts, you're always pitted against multiple of them. So you got these giant monsters with a lot of range and a lot of power with multiple HP bars. The worst part? Damage doesn't carry over. So if a Demonic Beast has 57 HP and you do an attack that does 58, that extra point of damage doesn't carry over to the next HP bar. Get rid of that one aspect of these fights and they become 1000% better in my opinion. But that doesn't happen, so these battles just become tedious and annoying. There's even one instance where Demonic Beasts are reinforcements and i just wanna have a nice little chat with whoever at IntSys thought that was a good idea.
  17. I made this thread to help figure out the "default" class of each student. A default class is easier to figure out post-timeskip. Their default class models will be the same as their Noble/Commoner model. You can post screencaps as Evidence.
  18. In my current run of Conquest, I've just unlocked Ophelia's paralogue, and I noticed that her base stats seemed to be inconsistent with the formula given here: Another way of understanding this formula is this: compare each parent's personal stats (listed stats minus class bases) to whatever the child should have based on his or her personal bases and average growths. For example, if you're getting a child at level 17, the child's "Expected Absolute Base Stat" (EABS, the value called "C" in the formula) is their personal base stat, plus 7 times their growth rate in their starting class, rounded to the nearest integer. 0.5 rounds up, according to my testing. If the father's personal stat is greater than the child's, record the difference between them as the variable F; otherwise, if the father's stat isn't bigger than the child's, count this as a 0. Do the same for the mother, recording this value as M. Then combine these two values. According to the formula, this translates into bonus stats for the child as follows, in descending priority: If F + M is at least 16 and the child's EABS is at least 20, add 4. If F + M is at least 12 and the child's EABS is at least 10, add 3. If F + M is at least 8, add 2. If F + M is at least 4, add 1. Otherwise, add nothing. Here's my situation. I'm recruiting Ophelia after chapter 18, so she is level 20. Without any stat inheritance from her parents, Odin and Elise, I would expect her to have this stat line: Elise!Ophelia level 20, unmodified +----+-----+-----+-----+-----+-----+-----+-----+ | HP | STR | MAG | SKL | SPD | LCK | DEF | RES | +----+-----+-----+-----+-----+-----+-----+-----+ | 27 | 5 | 20 | 12 | 16 | 20 | 7 | 15 | +----+-----+-----+-----+-----+-----+-----+-----+ This is accurate—if I edit my save to remove all stat growths from Elise and Odin, those are exactly the stats I see on her when I load up Paralogue 21. If I start the battle and have her use her Offspring Seal, she gets exactly the stats I would expect at Sorcerer level 2: Elise!Ophelia at level 20, unmodified, promoted to Sorcerer level 2 with Offspring Seal +----+-----+-----+-----+-----+-----+-----+-----+ | HP | STR | MAG | SKL | SPD | LCK | DEF | RES | +----+-----+-----+-----+-----+-----+-----+-----+ | 28 | 5 | 24 | 13 | 20 | 21 | 9 | 19 | +----+-----+-----+-----+-----+-----+-----+-----+ [An aside: the game rounds twice as it generates these stats—once when it produces Ophelia's stats at level 20, and once again when it computes the stat increases from the Offspring Seal. In Ophelia's case, she expects 19.5 Magic at level 20, so the game rounds this to 20. After promoting to Sorcerer and gaining one level, she would gain 3 Magic from promotion and a further 0.8 Magic from her growth rate, so the game rounds this 3.8 expected value to 4. A naive average stat calculation would give Ophelia 19.5 + 3.8 = 23.3 Magic, but she actually always has at least 24 if you recruit her at this time.] However, in my actual save the parents obviously have gained stats. In my case, the three characters' actual personal stats are the following: +-----------------+----+-----+-----+-----+-----+-----+-----+-----+ | | HP | STR | MAG | SKL | SPD | LCK | DEF | RES | +-----------------+----+-----+-----+-----+-----+-----+-----+-----+ | Father points: | 18 | 15 | 12 | 19 | 14 | 21 | 13 | 8 | +-----------------+----+-----+-----+-----+-----+-----+-----+-----+ | Mother points: | 16 | 6 | 22 | 7 | 17 | 21 | 11 | 15 | +-----------------+----+-----+-----+-----+-----+-----+-----+-----+ | Ophelia's EABS: | 11 | 5 | 14 | 9 | 13 | 19 | 4 | 10 | +-----------------+----+-----+-----+-----+-----+-----+-----+-----+ | F + M: | 12 | 11 | 8 | 10 | 5 | 4 | 16 | 5 | +-----------------+----+-----+-----+-----+-----+-----+-----+-----+ | EXPECTED BONUS: | 3 | 2 | 2 | 2 | 1 | 1 | 2 | 1 | +-----------------+----+-----+-----+-----+-----+-----+-----+-----+ But the expected bonus value, according to my interpretation of the formula on the site, wasn't what I actually got in the game. Elise!Ophelia level 20 (after Ch. 18) with inheritance +----------+----+-----+-----+-----+-----+-----+-----+-----+ | | HP | STR | MAG | SKL | SPD | LCK | DEF | RES | +----------+----+-----+-----+-----+-----+-----+-----+-----+ | Expected | 30 | 7 | 22 | 14 | 17 | 21 | 9 | 16 | +----------+----+-----+-----+-----+-----+-----+-----+-----+ | Actual | 30 | 7 | 21 | 14 | 16 | 20 | 9 | 16 | +----------+----+-----+-----+-----+-----+-----+-----+-----+ I only got one extra point of Magic instead of two, and I didn't get any bonus points in Speed or Luck. I thought this was really weird, so I did some more save editing to investigate. In my test file, I have Elise!Ophelia's, Nyx!Nina's, and Selena!Soleil's paralogues unlocked. I removed all stat gains from their mothers, then gave their fathers exactly the amount of growth I would need in each stat to set their personal values to 4 points higher than their daughters' level 20 Expected Absolute Base Stats. Thus the values of F should all be 4 and the values for M should all be 0. [In Soleil's case, her Magic EABS is 1 and Selena's innate Magic base is 3, so I gave Laslow 3 points in Magic to make M + F equal 4.] With this setup, I expect to get 1 bonus point in every stat on all three characters. I did not get that. Ophelia only gained 1 point in HP, STR, SKL, and DEF. Soleil only got MAG, LCK, and RES. Nina got 1 extra point in most stats, but not in MAG or SPD. At first I thought there was some very weird rounding issue going on, but I got suspicious of the fact that these three kids were generally missing the bonus points in their best stats. My guess was that in the inheritance formula, the EABS ("C") was calculated based on the child's stats at their effective level after using their Offspring Seal. For instance, since at this point Ophelia's Offspring Seal would boost her to level 2 promoted, I thought perhaps she counted as level 22 (or maybe 21) for EABS purposes. Since Ophelia has good Magic, Speed, and Luck growths, the extra two levels would make those stats higher, and therefore her parents wouldn't beat Ophelia in those areas by enough anymore. And in my main file, this explains the discrepancy perfectly: if her parents' stats are compared against those of a theoretical level 22 Dark Mage Ophelia, she should get a bonus stat spread of 3-2-1-2-0-0-2-1, which is exactly what I did get. Meanwhile, when I unplay Chapter 18 with the save editor and then load up Ophelia's paralogue, she also joins at level 20, but this time she doesn't get an Offspring Seal. Here, she gets the full 3-2-2-2-1-1-2-1 that I was expecting in the first place. Problem solved, right? But this doesn't work for what I see in the test file with Ophelia, Nina, and Soleil where I rigged up all the parents' stats. The kids were all supposed to inherit +1 in every stat, but they didn't. However, the stats I'm missing don't match the ones I should be missing if the game is comparing against the kids' level 22 stats. For example, Nina did get HP +1 but didn't get MAG +1. According to my computations, Outlaw Nina gains 1 HP going from level 20 to level 22 (8.00 to 8.60) but doesn't gain any Magic (9.50 to 10.40). I would therefore expect her to inherit the one extra point of Magic (Niles still has 4 more Magic points than her) but not HP (since Niles now only beats her by 3). Anyone have any ideas on what could explain this discrepancy?
  19. So something I immediately noticed during the gameplay we've gotten featuring Byleth and the Sword of the Creator features the sword with 20 durability. Yes, 20. But, I felt that was way too low for a legendary sword, and the amount they used this weapon in gameplay. So here's what I think: The weapon will have 20 durability. The weapon durability decreases the same as any weapon. The weapon still breaks, but here's the catch. I think the weapon will return to its original 20 durability (even if the weapon did not break) after the battle/chapter. If this is true, It'll be interesting how it will play out. And if I'm wrong then, this weapon is pretty much a weapon you'll just be carrying around in your inventory for most of the game and rarely taking it out. However if I'm right, it'll be pretty broken with it's Might and range. But you can't just solo with the weapon basically. TL;DR: I think Byleth's weapon will regen it's durability after the battle.
  20. An idea that had crossed my mind for a while was revamping how the follow-up mechanic worked. The major change would be that player units could only double on player phase, and enemies could only double on enemy phase. The idea behind this would be to shift focus towards the player phase, but I'm wondering how this would effect slower units. Also, how would this change effect the importance of other stats?
  21. Exactly what the title says, what are you good people hoping to see in Fire Emblem Switch in terms of gameplay? Mechanics, Quality of Life Adjustments, Skills, Classes, Weapon types, ANYTHING you can think of! Personally I want to see two things from the Tellius series make a return. Bonus Experience and Skill Scrolls but I personally would make a few adjustments to them. For Bonus Experience I'd make the special requirements for getting them clear and available to the player by putting them next to the Victory/Defeat conditions so they know what they need to do if they want extra EXP. It never made any sense to me why they decided to hide these from the player and not tell them what they needed to do, it sounds like something a Famicom game would pull and we're YEARS beyond that. As for Skill Scrolls I'd have them work very similarly to the way that they work in PoR only removing the skill from a unit doesn't make them disappear into thin air but instead return to a scroll that you can reassign to different unit. The skill scrolls can either be gotten the old fashioned way via chests and fleeing enemy units or recruitable units can come pre-packaged with skills you can take and slap onto someone you want to have them, adding some customization options for your units. If possible, I'd also make Echoes/Radiant Dawn's Base Conversations make a return since they're great for extra characterization and world-building and Fates' Personal Skills also return since they make each unit feel more unique. I honestly don't care if they bring back Full Voice Acting or not but if they do keep the in-battle voice clips but remove the critical hit cut-ins. I liked it better when critical hits were fast, surprising, and came without warning. The last thing I want to see make a return are Tellius Style Maps the color code which part of the continent fall under which power, though this one isn't as important. Welp those are my thought's, what're your's?
  22. Hi everybody, recently I've started to play Awakening (hard/classic), it's my first FE game apart from Heroes and my first game on Nintendo Hardware ever! So far its nice and fun, but I've reached a point where I would like to address some beginner questions to more experienced folk: Where would I find a good source/wiki for this game? Either the in-game explanations of some mechanics are insufficient, or I haven't found the right chapters yet. After completing a map, a dialog shows the hero of the map and the turn count. Is there any advantage in solving maps faster (with fewer turns)? How does doubling work? In Heroes a unit needs to have 5 more SPD to double the opponent. What I don't like is that weapons can wear out. Does the game give me more or less automatically what I need, or do I have to buy spare weapons for everyone to be sure? Level: Currently I'm at chapter 5 and I struggle to keep everyone alive, because team needs to split up to reach Maribelle and Ricken. Is there a way to grind some levels for my second row units? The arena gives me Level 11 enemies, which doesn't help to level up units from level 1-3. Chrom and Robin are pretty fast to gain levels and there is already a gap to the rest of the team. On one hand I would like to keep everyone on the same level, but on the other hand it's difficult to kill a Level 5 opponent with a Level 1 Stahl or Donnel. Is there a recommended maximum level gap? Low level Frederick seems to be stronger than other units with higher level. Does he have an advanced class or something? Support: If my attacking unit is adjacent to 2 allies, who will show up in the fight? How do I know when the ally will block or do an additional attack? What are the suggested ways to build up support? Collect low level support with 3-4 units at once, or try to get as high as possible before to start a second support? Pairing: Do additional attacks and blocks work like normal support? Should units with different attacking range be paired with each other (i.e. archers and Pegasus knights)? Or would this prevent additional attacks under some circumstances? In Paralogue 1 (Donnel quest) there is an opponent unit who opens a treasure chest. Could I lose important items by not chasing these guys? Which DLCs are recommended? I don't care very much about having Characters of older FE titles in Awakening. But if there is some nicely done content (story- or challenge-wise), I'd invest some money. Well, that are far more questions than I initially intended to do. I would be happy for every single answer, thanks in advance!
  23. Hello and welcome all to the Unit Evaluation Thread. The game having arrived a little more than a week ago, I thought it would be appropriate to gauge the usefulness of all the units presented to us thus far. Due to how early I'm making this thread, it should be treated more as a rough draft on what a unit is capable of rather than a completely strict tiering system. It's worth also only to see where the community stands on these guys. This evaluation will strictly be on their contributions in gameplay and not on personality. A discussion on their worth as characters should probably be made into a separate thread for the sake simplicity. I won't add a poll system for ranking unless requested since I'm not entirely sure of their efficacy. The characters will be presented in pairs for a duration of two days until the next batch is selected. Excluding these first two units, everyone will be done in order of recruitment which means that after Alm and Celica, the next group will be Lukas and Gray and so forth until the end of chapter 1 where we switch to Mae and Boey. Lastly, spoilers are allowed to avoid vagueness in what maps they hold a specific advantage. Furthermore, the units in question will be more closely evaluated against their more immediate competition. For example, Lukas' direct competition would be Forsyth and while Valbar can be mentioned, the units only ever join in post-game at a point where Thabes is the only thing left so it doesn't add much to the discussion. For mercenaries in particular, looping will be counted as a boon of theirs but it will not heavily influence their usefulness. Evaluate the units based on the people in their respective routes. Without further ado... Our hero from Ram Village sporting high base stats, one of the highest growth rates in the game, a large pool of support bonuses from his pals and the ability to wield the mighty Royal Sword and Falchion. Needless to say Alm is an investment well worth putting levels in especially for when he goes solo to gain the Falchion. One of the best units in his side of the story, his contributions get better as you move along with his promotion making him gain access to bows even if they might not see much use. Lastly he is able to swiftly change his weapon due to having access to the convoy in battle means he can eat or switch weapons on the fly for whatever situation. Our heroine from Novis, a princess in search for the Earth Mother while fighting against pirates and the Duma Faithful. Like Alm, she sports decently high base stats, some of the highest growths in the game, a good number of supports and access to the convoy. That said, she contributes slightly less than Alm mostly due to how good most of the characters in Celica's group are and the fact that due to her primary weapon being a sword, she cannot counter from two spaces away like Boey or mage Mae. She is however a blessing due to learning Seraphim early to deal with the necro dragons, being able to heal if Genny has used her turn and the fact that she can gain her personal weapon the Beloved Zofia first by upgrading the golden dagger with your first gold mark. Now discuss, agree, disagree and lay out your opinions for me SF. Edit 1: Added some clarification. Edit 2: Only minimal grinding is factored in the evaluation of these units, and looping will not be heavily counted in their evaluation when applicable.
  24. This post is for FE fans alike. Note: I'll not be talking about the story, voice performance, art direction, etc. Those are subjective. I'm only sharing my experience with a certain in-game feature. Now FE: SoV is finally out for everyone to enjoy, and the game's reviews are slowly pouring in. Let's talk about some of the issues that players may or may not experience. Personally, I find the "Storage System" and "Item Management" in this game are extremely frustrating. 1. Instead of grouping the same item together, the game treats each one as a unique entry on the item list. Consequentially, you have to scroll through a long list of junk before finding the 'item' you need 2. Unable to highlight/select the amount of items you want to sell while visiting a blacksmith; you are stuck with confirming the same prompt over and over again for each item sold (Would you like to sell an "Orange"? Y/N Would you like to sell an "Orange"? Y/N Would you like to sell an "Orange"? Y/N ...) Jesus Louise!
  25. What gameplay features or mechanics should this game implement? What are some features from other games that you would like to see return or not return? What new stuff should be implemented?
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