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  1. Map design is basically my number 1 concern when it comes to FE. Bad maps are the biggest red flag in my relationships with this franchise that my therapist keeps telling me to stop getting back together with. SoV doesn't have good maps, I automatically hate it. CQ has great maps, I automatically ask for its hand in marriage. TRS had a great story, cast of characters, decent music, and lots of cool worldbuilding elements and events that add replay value, but the maps were Gaiden 2, so I disposed the body and the family never got to mourn their death properly. However, I consider 2 games in the series to have a very mixed set of maps when it comes to quality: New Mystery and Thracia. I'd best describe the overall map design of these two games to be that of "high highs and low lows". I've only played Thracia once though, so we're not talking about that. FE12 time. In case you can't read the words under my profile, my favorite FE game is FE12, and I constantly replay this game, basically every other month. That said, there's so many times where I go "ugh, not this map...". So I'm challenging myself to dissect and figure out just how many maps in this game are doo doo horse manure. Am I being a hypocrite again? Answer: Ruben infected me. I am the Lord of Cord. Reviewing and ranking every single map in this game would take up way too much of my time and space for a single post, so I'll break it down into multiple posts throughout this thread. You can comment how much a certain map caused you grief and misery to convince me to lower whatever number I gave it from 1 to 10, and I'll most likely reply with "skill issue" and rank you out of 10. I hate that I have to say this, but 5 is average, 7 is good, 3 is bad, 9 is one of the best in the series, and 1 is Blazing Blade. I'll go into this with the mindset of both maniac and lunatic mode in mind, as certain maps will have specific lunatic only changes that drastically change the way the map can be played. I'll use images primarily from FE WOD (except for first 2 prologues), as it shows decent images of FE12 maps on lunatic with occasional boxes made to signify certain reinforcement triggers, so thanks to that site for actually caring about this game. I play on a real DS. No way I'm screenshotting my own gameplay. I will not assume the player is aiming for a decent turn count, but instead a run in which they want every chest and all units recruited, as that's how most of my runs tend to go. I'll factor in mind the potential changes of the map if the player chooses to omit saving everybody for a significantly less frustrating or tedious time completing certain maps and am open to suggestions to potential ways to view the map dependent on certain teams the player might have, but if you're not using pirate Wrys, you are playing the game wrong. Part 1: Prologue 1-8 This part will likely be a waste of time, as no matter what I say, replies will most likely be "prologue le bad". Part 1 Rating: 6/10 First post will likely be scuffed and not very informative or in depth of anything major, as I mostly just want to get into the main game already. There's only so much to say about such small maps past "enemies are strong, so block effectively and play aggressive". I'd love to get into the nitty gritty of enemy stats and positioning per chapter and how reclasses can let you tackle certain challenges alongside the plethora of possible ways enemies could approach you depending on when and how you aggro'd them, and on which difficulty you're playing. There's only so much to discuss with prologue stats, as other than using armor Kris or getting Ryan past getting doubled threshold for the 2nd half of prologue, the precise stats aren't too significant. Most units won't get doubled. Athena and Ogma double. The enemies hit hard. The maps are small. Simple as. I suppose I can mention Caeda getting 1 speed letting her double the p7 mrym or 2 speed growths can let her double most p8 thieves on L, but it's not the biggest deal in the world. We need to reach Arran already. Might eventually add tier list rankings alongside ratings to eventually make a map tier list. Depends on how much I care to revive Serenes. I'm sick as Kaga rn. I really don't have much to do rn.
  2. [spoiler=Screenshots] [spoiler=Wait what are these showing?]1) Seth's base stats are reduced, especially in HP, STR, SPD and DEF. Seth received a few very needed nerfs - lower bases, reduced growths, and a tweak to the EXP formula in the earlygame, which although an indirect nerf, hinders Seth's early EXP gain far more than any other character is affected. 2) An example of a chapter 9 Eirika Shaman, showcasing their new defensive slant. Slightly higher offensive stats but much stronger defensively. Most enemies didn't gain much or any DEF/RES in this patch, instead I opted to raise HP to maintain balance of lower strength, high SPD units. 3) Marisa is significantly buffed in terms of bases. This is her in chapter 10 Eirika route. Marisa didn't receive any other buffs, so this is all she gets. How do you think she compares to Joshua (who was unchanged)? 4) Trainee 1st tier promotions are buffed significantly as well, especially Amelia (who is generally considered the weakest character in the game). Also, notice the CON gain. Trainees are no longer stuck on useless CON! Oh, and those are more or less average stats for Amelia before promotion as a level 10 Recruit. If you do the comparison, it might not look like she got buffed much (before promotion gains, at least!), but she does have a number of small buffs in a few areas of gameplay, as does Ewan and to a lesser degree, Ross. 5) Late game bosses are strong, but not ridiculously strong. Lyon is heavily buffed but still has fairly low AS - much higher than his usual ~5 AS though - so even though he's sporting 55 mt like usual, and now 29/30 defences with a whopping 88 HP, he's not too hard to gang up on and take down if you're careful. 6) Most dark magic tomes have been buffed, since they did sorta suck before. Luna with it's terrible hit but 10% crit was particularly notorious for usually being completely non-threatening, except the fact it often had maybe a 2% chance to simply kill you. FESS Difficulty & Balance 1.1.zip (Alternate download: Google Drive) I uh uploaded here first, then later realised I could just attach the file on the forums directly. Doesn't hurt having two versions in case one goes down I suppose. This is a patch that I've been working on for the last month, give or take, mainly for my own entertainment, but since it's done, it felt like a shame to not release it in case more people would be interested. As the name suggests, this patch aims to do two things - 1) Increase the game's difficulty and 2) Address some various balance issues in a number of places, at least as I perceive them. As many people would agree, The Sacred Stones is one of the easier FE games - even if you don't just have Seth demolish his way through the game, there are few seriously challenging chapters, and plenty of other characters who can be trained up quickly and destroy the later parts of the game. Many of those characters, and especially Seth, needed a bit of a tone down. Similarly, many characters are close to worthless if played in a traditional (no grinding) style, due to joining very low levelled, late, and often not being noticably better than similar units when trained. Those characters needed some kind of buff and/or niche to make them more worthwhile. Thus, this patch comes in. This patch is for anyone who wants to play FE8 again, but feels the original game is too easy, and wants something more comparable to recent FE games higher (not top) difficulties. In terms of difficulty, my goal was somewhere around perhaps HHM in FE7, or maybe F4 in FE11 - so I didn't want to make a super challenge for FE vets, just something where the enemies have a little more bite to them. In terms of balance, I wanted to make every character at least viable, and no character feel almost mandatory, for simply completing the game (LTC, speedrun or anything like that wasn't a goal or particular consideration). I was not trying to make every character equally good - such goals are almost impossible, and somewhat subjective. But I wanted even the weakest characters in vanilla to feel worthwhile and rewarding to train, and the strongest to not be overbearing. I feel (and hope!) that I succeeded. This is not a massive redesign of the game or a huge project. Don't expect things like new characters, sprites or ASM hacking. Everything I did was done with Nightmare, and all but one thing with publicly available modules (one module I made myself). This patch is simply doing the things I said it would - rebalancing the game and increasing the difficulty. I'd like to thank two people, who helped make this patch - one directly, and one indirectly. Kaoz/Chaosmaster helped a lot, suggesting various ways to rebalance characters, as well as other things I might want to adjust. I spent a lot of time talking to him about things I could tweak and how to do it. Vennobennu also helped indirectly, well over a year ago, since he told me how to remove the "mode coefficent" part of the EXP formula (and this is what my nightmare module I made as a result is for). Now that's out of the way, here's a changelog for those interested. [spoiler=Summary Changelog]Difficulty: Increased enemy stats (HP majorly, STR/SKL/SPD/LUK slightly). "Mode Coefficient" EXP removed (this basically means you gain less EXP for high level units until chapter 8) Strong units nerfed slightly Balance: Strong units weakened slightly by reducing bases, reducing growths, altering base level, etc. This includes Seth, Franz, Gerik, Duessel and others. Weak units buffed slightly by increasing bases, increasing growths, altering base level etc. Trainees have had their 1st promotion buffed. This includes Ross, Neimi, Amelia, Ewan, Marisa, Knoll and others. Shaman/Druid has slightly more defensively oriented stats, inspired by FE13, to give them both a more distinct feel from other magic users. A few other miscellanious changes. [spoiler=Detailed changelog]All enemy and NPC units unpromoted/promoted base stats increased: HP +4/+6; STR, SKL & SPD +1/+2; DEF & RES +0/+1 All enemy units growths increased: HP +30%; STR, SKL, SPD & LUK +10% Unpromoted Monsters gain 1 less base HP, 10% less HP growth and 5% less STR, SKL, SPD & LUK growth (mostly because Ghost Ship is too much of a difficulty spike otherwise) "Mode Coefficient" EXP removed (see bottom of page for info) Base stat & level changes (note: X>Y means the character is autolevelled from X to Y. All unlisted stats are unchanged): Seth: 26 HP (-4), 12 STR (-2), 10 SPD (-2), 10 DEF (-1), 7 RES (-1), C Swords (-2) Franz: 19 HP (-1), 6 STR (-1), 4 SKL (-1) Moulder: 8 SPD (-1) Vanessa: 10 SPD (-1), 5 DEF (-1) Ephraim: Level 7 (+3) Orson: 33 HP (-1), 14 STR (-1), 10 SPD (-1), 12 DEF (-1) Gerik: Level 8 Eir (-2), Level 8>10 Eph (was 10), 29 HP (-3), 12 STR (-2), 11 SKL (-2), 11 SPD (-2), 7 LUK (-1), 8 DEF (-2), 3 RES (-1), 12 CON (-1) Tethys: Level 1>3 Eph (was 1), 11 SPD (-1), 4 DEF (-1), 3 RES (-1) Saleh: Level 1>4 Eph (was 2>4), 17 SKL (-1), 7 DEF (-1). Cormag: 29 HP (-1), 9 SPD (-1) Duessel: Level 8>11 Eir (was 8>10), 39 HP (-2), 16 STR (-1), 11 SKL (-1), 11 SPD (-1), 16 DEF (-1) Neimi: Level 3 (+2), 18 HP (+1), 6 STR (+2), 7 SKL (+2), 8 SPD (+2), 5 LUK (+1), 3 RES (+1) Natasha: Level 2 (+1), 19 HP (+1), 3 MAG (+1), 9 SPD (+1) Amelia: Level 4 (+3), Level 4>7 Ch. 13 Eir (was 1>4), 18 HP (+2), 5 STR (+1), 4 SKL (+1), 5 SPD (+1), 7 LUK (+1), 3 DEF (+1), 4 RES (+1) Marisa: Level 10 Eir (+5), Level 10>12 Eph (was 5), 27 HP (+4), 9 STR (+2), 15 SKL (+3), 16 SPD (+3), 12 LUK (+3), 5 DEF (+1), 6 RES (+3), C Swords (+1) L'Arachel: Level 7 (+4), 20 HP (+2), 8 MAG (+2), 8 SKL (+2), 12 SPD (+2), 14 LUK (+2), 6 DEF (+1), 10 RES (+2) Dozla: 12 SKL (+1), 10 SPD (+1) Ewan: Level 6 (+5), 18 HP (+3), 5 MAG (+2), 4 SKL (+2), 7 SPD (+2), 8 LUK (+3), 1 DEF (+1), 5 RES (+2) Rennac: 30 HP (+2), 11 STR (+1), 17 SPD (+1) Knoll: Level 10 (was 9>10), 23 HP (+2), 13 MAG (+1), 2 LUK (+2), 5 DEF (+3), 11 RES (+1) Syrene: Level 6 (+5) 31 HP (+4), 14 STR (+2), 16 SKL (+3), 20 SPD (+5), 13 LUK (+1), 11 DEF (+1), 15 RES (+3), B Swords (+1) The Creature Campaign bonus characters all have the same bonuses as enemy units do (+6 HP, +2 STR, SKL & SPD, +1 DEF & RES) because well they're bonus characters anyway, they need all the help they can get (and it's less editing to leave like that) Lyon's Phantoms are stronger (+15% STR, SKL, SPD, LUK growths) because I felt like it. Growths changes: Seth: 80% HP (-10%), 45% STR (-5%), 40% SKL (-5%), 40% SPD (-5%), 20% LUK (-5%), 30% DEF (-10%), 20% RES (-10%) Amelia: 70% HP (+10%), 40% STR (+5%) Ewan: 55% HP (+5%), 55% MAG (+10%), 40% SPD (+5%) Knoll: 80% HP (+10%), 25% DEF (+15%) Promotion bonus changes: Journeyman > Fighter: +3 HP, +3 STR, +1 SKL, +1 RES, +3 CON (was: +2 HP, +2 STR, +1 SKL, +1 RES, +3 CON) Journeyman > Pirate: +4 HP, +2 STR, +1 SPD, +1 DEF, +2 CON (was: +2 HP, +2 STR, +1 SPD, +1 DEF, +2 CON) Journeyman > Journeyman (2): +3 HP, +1 STR, +2 SKL, +2 DEF, +2 RES, +1 CON (was: +2 HP, +2 SKL, +2 DEF, +2 RES) Journeyman (2) > Journeyman (3) +5 HP, +1 STR, +1 SPD, +3 DEF, +3 RES, +2 CON (was: +4 HP, +1 STR, +2 SPD, +2 DEF, +2 RES) Journeyman (2) > Hero Now gives +2 CON (was +3 CON), no other changes Recruit > Cavalier: +2 HP, +2 SKL, +3 SPD, +2 RES, +3 CON (was: +1 HP, +2 SKL, +2 SPD, +2 RES, +3 CON) Recruit > Knight: +3 HP, +3 STR, +1 SKL, +4 DEF, +1 RES, +4 CON (was: +2 HP, +1 STR, +1 SKL, +1 SPD, +2 DEF, +4 CON) Recruit > Recruit (2): +3 HP, +2 STR, +3 SKL, +2 SPD, +2 DEF, +2 RES, +1 CON (was: +2 HP, +1 STR, +1 SKL, +1 SPD, +2 DEF, +1 RES) Recruit (2) > Recruit (3): +3 HP, +3 STR, +1 SKL, +1 SPD, +2 DEF, +2 CON (was: +2 HP, +2 STR, +1 SKL, +1 SPD, +2 DEF, +1 RES) Recruit (2) > Paladin: Now gives +2 CON (was +3 CON), no other changes Pupil > Mage: +2 HP, +2 MAG, +1 SKL, +3 SPD, +1 DEF, +2 RES, +1 CON (was: +1 HP, +1 SKL, +2 SPD, +1 DEF, +2 RES, +1 CON) Pupil > Shaman: +4 HP, +1 MAG, +1 SPD, +3 DEF, +2 RES, +2 CON (was: +1 HP, +2 MAG, +1 SPD, +1 DEF, +2 RES, +2 CON) Pupil > Pupil (2): +3 HP, +3 MAG, +2 SKL, +2 DEF, +3 RES, +1 CON (was: +2 HP, +1 MAG, +1 SKL, +2 DEF, +2 RES) Pupil (2) > Pupil (3): Now gives +1 CON (was +0 CON), no other changes Pupil (2) > Sage: Now gives +1 CON (was +2 CON), no other changes Stat cap changes: All Trainee (1): 15 STR, SKL, SPD, DEF, RES & CON (Was 20 in all) Journeyman (3): 30 STR, 28 SKL, 26 SPD, 30 DEF, 24 RES (Was: 26 STR, 29 SKL, 28 SPD, 23 DEF, 23 RES) Recruit (3): 28 STR, 30 SKL, 29 SPD, 27 DEF, 27 RES (Was: 23 STR, 30 SKL, 29 SPD, 22 DEF, 26 RES) Pupil (3): 29 MAG, 29 SKL, 26 SPD, 24 DEF, 30 RES (Was: 29 MAG, 28 SKL, 27 SPD, 21 DEF, 30 RES) n.b. These 3rd tier stat caps are the ones in the Japanese version. Some are a bit odd like Journeyman's 30 DEF, but overall they seemed more appropriate to use. The 1st tier ones are just for effect, they're almost unreachable caps still (Ross has a 0.2% chance of reaching 16 Strength... if you give him the ch. 7 Energy Ring.) Weapon changes: Luna now has 75% hit, 0% crit and 11 wt (was 50% hit, 10% crit and 12 wt) Nosferatu now has 13 wt (was 14 wt) Fenrir now has 15 wt (was 18 wt) Gleipnir now has 21 mt, 16 wt, effective vs. monsters (was 23 mt, 20 wt, no effective bonus) All 1-2 ranged Lances (Javelin, Short Spear, Spear) and Axes (Hatchet, Hand Axe, Tomahawk) have -1 mt Other misc. changes: Shaman & Druid base stats: +1 HP, +1 DEF, -1 MAG, -1 SKL Shaman & Druid growths: +15% HP, +10% DEF, +5% RES, -10% MAG, -10% SKL, -5% SPD Including the universal growth & base stat buffs this gives: Bases: +5/+7 HP, +0/+1 MAG & SKL, +1/2 SPD, +1/+2 DEF, +0/+1 RES (for Shaman/Druid resp.) Growths: +45% HP, +5% SPD, +10% LUK, +10% DEF, +5% RES This makes Shamans & Druids slightly more defensively oriented, similar to FE13. Boss stats increased. Excluding HM bonuses (which are slightly larger now due to higher growths): Prologue-ch. 3 & ch. 5x have 4 HP, 1 STR, SKL & SPD Ch. 4-7 gain 6 HP, 2 STR, SKL & SPD Ch. 8-11 gain 6 HP, 2 STR, SKL & SPD, 1 LUK, DEF & RES Ch. 12-14 gain 8 HP, 3 STR, SKL & SPD, 1 LUK, DEF & RES Ch. 15-18 gain 10 HP, 3 STR, SKL & SPD, 2 LUK, DEF & RES Ch. 19-20 gain 12 HP, 4 STR, SKL & SPD, 2 LUK, DEF & RES. Riev also gains 2 CON Lyon (end) gains 12 HP, 1 MAG, 4 SKL, 4 SPD, 4 LUK, 2 DEF & 6 CON Formotiis gains 5 STR, 10 SKL, 2 SPD, 6 DEF & 6 RES, but stat caps have been lowered to 31 to avoid a stat overflow bug while suspending (in effect this means 30 or 31 MAG/SKL/DEF/RES and about 21 SPD/LUK) Note: "Mode coefficient": Normally, until the end of chapter 8, the game does something a bit weird with EXP. If your level is at least the same as an enemies level when you kill them, then the bonus EXP you get for killing them treats your level as though it's half of what it actually is. If that sounds confusing then here's some example numbers: A level 6 fighting a level 8 enemy gets 11 EXP for hitting and an additional kill bonus of 6 (+ a fixed 20 EXP) for killing, making 37 EXP total. A level 8 fighting the same enemy would get 10 EXP for hitting, but here's the weird part: Because their level is equal, it's treated as being level 4 for the kill bonus, so they actually get a kill bonus of 12 EXP (+ the fixed 20 EXP), making 42 EXP for killing. So a higher level character is getting more EXP, what. The main reason I've disabled this isn't because it's weird though - it's because it makes things harder, and especially makes Seth less able to get tons of EXP early on (it's not unusual for Seth to be level 6-8 at the end of chapter 8, in this patch, he probably won't be higher than 3). For reference, with the mode coefficient disabled, now our level 8 unit gets 10 EXP for hitting and an additional 0 + 20 for killing, making 30 total. The patch is currently complete - however, there is a chance I will make some more changes, likely minor ones, especially if people feel there is a character or perhaps other aspect of the game I have not sensibly balanced yet. If there are any questions, perhaps about why I did something a certain way or anything else, feel free to ask.
  3. If a person don't know Fire Emblem but want play one of them, what games should you highly recommended ? For me : - Blazing Blade - Sacred Stones - Path of Radiance - Fates : Birthright (Very recommended) - Echoes : Shadow of Valentia - Three Houses : Golden Deer (Verdant Wind) Not recommended : - Mystery of the Emblem - Genealogy of the Holy War - Thracia 776 - Radiant Dawn - New Mystery of the Emblem - Fates : Conquest - Fates : Revelation - Three Houses : Black Eagle (Silver Snow)
  4. Some paralogue make me tough to finish the map : 5th : Ferdinand and Lysithea 4th : Seteth and Flayn 3rd : Linhardt and Leonie 2nd : Felix 1st : Marianne Honorable Mention : Petra/Bernadetta, Caspar/Mercedes, Sylvain and Rhea.
  5. Hi, I've started an Awakening PT yesterday and could barely stop from playing to the point I've beaten Yen'Fay this morning while having started an hour before dinner. My rules are: Normal mode (beginner because I don't want to reset the maps), NO MOUNTS, NO PAIR UP except if you need the movement to get to an ennemy and kill it whether or not your unit is paired up (just as if the unit had moved and been danced would play in GBA Emblem), no same chapter master seal for same GBA promotion item (hero crest, knight crest, ocean seal, sage ring, archer arrows, elysian whip), which I flexed a little during the Valm Arc when I had Gregor and 10/10 mercenary Cordelia promoted (I considered my FEMU Echidna the bolt axe hero to be a prepromote I had left her lv 10-10 mercenary until after ch10 and promoted her just before chapter 11 but since she was only allowed to use bronze axes she couldn't fight Gangrel, used an arms scroll at C axes to get to B in order to bolt things). I used a third hero crest on 10/10 myrmidon Lucina just before chapter 16 (Fort Babirussa). I use a full roster; NO PARALOGUES at all, NO ENCOUNTERS, but Anna's shops are allowed, NO MAGIC TILES this one I broke 3x but only because I had no choice and didn't use the item I got from it, sold it for a miserable amount, another time I got 20 exp and the last one I don't even remember but it didn't give me an item. My team: strategist Echidna (+spd -def) up to ch3, reclass at 10 mercenary, used until ch8 when she reached lv 10; Chrom who lagged behind for quite a lot of time at level 13 until he gained 5 levels in ch12 and 14 to get to 18 and I sealed him right before Mila's Tree where he didn't fight at all; Virion who lagged behind until Valm arc started and his killer bow allowed him to gain 8 levels in 2 or 3 chapters, promoted right before Babirussa (he got shit level ups until 13 then 6 good ones, 18 str 19 speed at sniper 19/1). Lon'Qu was a great help but got left behind since Sai'Ri is basically to him what Conquest Xander is to Conquest Silas, there's no point is using Lon'Qu when Sai'ri's stats are equal or better everywhere but in def (she lost by 1 in def to 18/1 Lon'Qu while she won by 6 in HP and 2 in res, 2 in speed, lost by 1 in strength and didn't require me to give any exp/promo item to get there) and I had Lucina as a 2nd swordmaster; Gaius was promoted at level 12 into assassin for passage before reaching the 2nd final boss map of Valm (currently lv 12, 3 more levels to go and only 1 massively hard chapter to do it), he's decent with 21 str, 33 skl and 27 spd and B swords/bows, I used a forged max Mt bronze bow until C rank (8 Mt). Cordelia got good halfway through mercenary when her def got to 13 (around level 5), got strength like a crazy girl (27 str at 10/10/5 hero) and has enough speed to double all mooks and nearly enough for the bosses, she kills Valm arc heroes in 1 round with iron swords...they have 42 HP, 19 spd and over 10 def... Nowi is my mixed tank as she is most of the time, not amazing offensively but she's a Mordecai with good res after 10 level ups without gauge management. Gregor was promoted at level 19 at 16 speed for 19 speed before the boat map, he a tank more than anything else; Olivia was used until she hit level 7 and decent speed/luck since she's Lucina's mother (luck +4 helps with ennemy crits and all other options were either mounted or inappropriate since Lucina didn't want a magic mom, and Echidna doesn't marry a lord AFAIK), Henry is too funny not to use him, without pair up he's much worse since he relies on his HP, def and skill to do anything with trash tier speed and average magic at best, but he's funny, I just regret IS being so lazy, Ruin doesn't even have a proper magic animation, GIVE ME BACK GBA MAGIC ANIMATIONS INTELLIGENT SYSTEMS! or at least the Radiant Dawn animations, much faster than GBA ones but less impressive. Hell, Levin swords are literally the user lifting an arm and the lighting coming from nowhere...please 2013 was a falling down from the animations that were made more than 10 years ago...especially with Ragnell, Alodite, wind sword and tempest blade having real magic sword animations... I digress. My healers were Lissa promoted level 12 into a sage with forged wind to OHKO wyverns in 10 and 11 (it works, also she had 11 def at 12/1 sage wtf but only 13 spd), now level 18 or 19, and Mirabelle (yes I know it's Maribelle but I like fruits) who got 10/mage 10/sage and is now level 10. Maribelle literally has the highest attack in my whole team before even unlocking tomefaire, but I mostly use her for support (14 range staves FTW). Miriel got ditched around chapter 8 and Ricken around chapter 9-10. I've recruited everyone in the main story and they didn't die in their recruitment chapter. Panne has been very useful from ch7 to ch15, then I used her less due to ennemy def and HP taking a huge boost and their damage taking 10 points of boost in 3 chapters. Waiting for the beaststone+ to help her, she's level 22 with good stats (high hp good str high skl/spd good luck 16+1 def and same res as everyone else not named Cordelia, Nowi, Echidna, Lissa or Maribelle who all range bewteen 10 and 17 res). As for difficulty, well, with the self imposed challenge, I find normal to be the most balanced difficulty. Ennemies aren't overly fast and tanky as they are in hard and lunatic, the big roster means I can't get too overlevelled unlike lowmanning, hell I feel like playing Radiant Dawn easy mode, where sometimes is easy, sometimes it's not (especially when I gave 50% of the exp of every chapter past the prologue to FEMU, she actually solod the prologue). The hardest chapters were 8 (stupid desert movement restriction with swarms of mixed attackers), where Gregor nearly died, 11 where Gangrel has incredibly high stats even in normal mode, none of my units could double him even at 22 speed! He even doubled half of my units...well, I sacrificed Gregor, but the guy was like Rambo, he dodged an 83% hit from Gangrel on the 2nd attack, was left with 2 HP or something like that, next turn he one shot a wyvern on PP with wyverslayer and on EP he dodged the other wyvern coming at him and killed him on counter, GREGOR IS FCKING RAMBO! My Nowi with Lissa's Barrier took from 0 to 2 damage from the mages and Lissa and Panne ganged up the sage before he could do anything. Chapter 12 was easy, chapter 13 was like WTF warriors have 35 attack and snipers 28! Lissa sniped the great bow archers and she sniped the snipers who tried to snipe her but were sniped instead by her sniper sniping skills, Henry did a good chunk of the bottom side fighting, while the promoted units and Panne did all they could to secure the kills on the strong ennemies and Echidna trained up to C rank in axes by soloing the top-left side with a concoction. Chapter 15 was far easier than expected, with less reinforcements and no spawn moving reinforcements I could prepare for them and feed Gaius and Virion a good chunk of the flier kills. Chapter 17 was hard due to mixed offense and mixed defense on the ennemy team, my silver/killer/levin sword Say'ri with 1 magic power gained 3 levels and Gaius boss abused because I really really really want him to get passage before chapter 20. Chapter 17 boss has 34-35 attack with 24 speed, 13 def, sits on a throne and her valkyrie res is no joke. Chapter 18 made me get Gaius from North-West to East with the last rescue use I had, which allowed me to open the rescue chest (I didn't even know it was a rescue staff), which I transferred to Panne, who then gave it to Mirabelle in the middle, opened the South-Eastern chest with Gaius before rescuing to the Western one, then opening the energy drop chest before being able to open the Nrth-Western one without it falling in the lava, that was the hardest part since ennemies could be chokepointed except the beastkiller/bow vulnerable griffons who didn't make me cry at all, most fail class of all times, 0 reason to go there except the lv 5 skill...oh wait, I can't use mounts and pair up, no reason to ever use this class. Yen'Fay was so busted, none of my units could tank and kill him, either he doubled them or he could crit them and they had garbage hit rates. That's where my lv 3 sniper Virion got the most broken niche ever, he killed him with 95% hit with the great bow dropped in chapter 13 while Yen'Fay couldn't do anything, I'm glad he doesn't move and is a swordmaster, with hero defenses it would've been hard. Yen'Fay in normal mode has 28 or 29 spd, 35 or so attack, very high avoid (Henry of all people had less than 80% hit on him with C rank thunder magic although he had 23 skl and both sorcerer skills putting the boss down by 25 avoid). If you fight this boss in a full roster balanced exp no pair up run, don't expect everyone surviving without a cheese strategy, Yen'Fay outstats everyone at this point due to Amatsu dealing physical damage with 5% bonus crit and he has vantage even in normal mode to fck you up. Waiting with impatience to see what I'll need to bring into play for chapters 19 and 20, 19 being the stupidest of stupid map designs, open plain with tons of promoted cavalry reinforcements from all sides of the map, them benefitting from fort bonuses when they spawn while you benefit from being surrounded from all directions all the time by 30-ish damage mixed offense paladins, great knights and dark knights. And the boss is quite hard to deal with If I remember well, he's not that fast but not that slow either for a great knight special class and he tanks well, has high damage and ignores effective weaponry... I hope Maribelle, Lissa and Henry can deal with him (Henry's 61 crit rate with ruin is so funny...when it crits, I bought a ruin tome from Anna's shop before breaking the one he comes with and I used Nosferatu to help my healers who already needed 3 turns to heal everyone). Tip for newcomers to no pair up full roster balanced exp Awakening runs: buy healing items. Lots of them. If you have money, buy more healing items. This game with this playstyle is as rude on you as Radiant Dawn, promoted ennemies take a massive boost to their offense and defense and silver weapons really hurt. Without grinding for def, your units with 40 -50 HP still die in 3 hits from physical attackers and 2 from magical attackers. For real. In normal mode. Pair up is THAT broken, letting you bypass this level of offense is completely crazy. Don't start me on hard mode, I abadon ship long before the final chapters of the Valm arc in hard no pair up full roster, because everyone dies in 2 hits from everything or else gets surrounded by the hordes of ennemies and killed inevitably. I find the hardest chapters in normal Awakening no pair up no lowmanning are nearly as hard as Radiant Dawn normal mode. Especially if the only spotpass items you can buy are magic swords and axes and magic axes require fcking B-rank to even use them. Chapter 12 paladins have 15 def, that's 6 more than bow knights, and they hit hard. Raise and use Nowi, there's no better advice I can give to the mixed attackers issue on a plain without chokepoints when paladins and dark knights all have 35-ish attack and dark knights can attack from 2 range, rendering turtle formation useless. Buy pure waters on ch17 shop, 5 res isn't bad when there are so many magical threats and most of your units have <10 res, literally anyone wielding magic is a threat lol. Forge if you need more offense, forges last for a while (hell 20 ruin uses last me 5 chapters and I didn't forge it at all). Use Virion. He looks like a shitty unit, but when you face 1-2 range ennemies with high speed you can't double and high damage and crit (Yen'Fay typically), longbow is the best way to deal with them. Killer bows also OHKO falcons with little strength level ups from Viron until chapter 15, then silver bow OHKOs them, probably even with base Virion since they have 39 base Mt on anything with wings. Panne is very useful, free horsekiller with 18 Mt, 3 more than rapier, just by reaching level 15, which is easy (the ch10 boss isn't very dangerous and gives her good exp after being poked, and she can get her 2nd beaststone from him, I like killing him with her, she doesn't care for his dialog because he's a human and she wants to take her beaststone so hard that she kills for it). Prepromotes help, Frederick didn't help me because he was forbidden but he would have been helpful until midgame with that sweet def, but his speed getting high early on can result in him stealing kills which is annoying, and he still gets doubled by Gangrel no matter what. Hammers are also very common in ennemy hands and beastkillers exist. And magic. High damage magic. That's it, most fun I've had in a while by playing Awakening (even funnier than the last time I did something similar with that but with mounts allowed, this was 1 or 2 years ago, posted about it in the same section). If you want to share your experience, if you like that or not, etc, let a com so other people interested in Awakening challenges can read it and find something less boring to do than galeforce/nostank Emblem!
  6. Black eagles : Hard Blue Lions : Easy Golden Deer : Normal
  7. Recrutement : All Difficulty on Chapter 13 to 17 : Normal Chapter 13 : Hard (Byleth and Seteth vs many enemy with Black Eagle student only) Chapter 14 : Normal (Fire field) Chapter 15 : Easy (Gwendal can be defeated easily by Lysithea Dark Spike T) Chapter 16 : Normal (Ladislava is fast and might defence) Chapter 17 : Easy (No strong enemy)
  8. Last year I borrowed my cousins copy of Fire Emblem Fates: Conquest, and asked for some advice. Once again, I thank everyone who responded. I frequently referred to the topic throughout my playthrough and it was helpful each time. This time, I asked to borrow Birthright, and my question is what difficulty should I play it on? I completed Conquest on hard casual, and in terms of pure gameplay, I would consider it the best in the series. It remained challenging yet fair throughout, it knew when to inform the player about a gimmick or mechanic and went to let the map design and enemy abilities speak for themselves, and I can count the amount of bullcrap specific to this game on one hand. That said, the sheer number of things to keep track of, combined with how long certain levels could last and how certain gimmicks could have been given a bit more time to stew, did result in me getting exhausted with the game. I know that Birthright is considered much easier, so after beating Conquest, would it be a good idea to start a blind playthrough on hard or lunatic difficulty? I also ask how well does the game handle permadeath, as I am curious whether to start on casual or classic mode. I enjoy doing Ironman runs for most games in the series, and I have done blind Ironman runs for Shadow Dragon and Blazing Sword, so this wouldn't be my first rodeo. Thanks in advance. (Also, I swear I am going to do a Ryoma Solo run of the game after my first playthrough, as I am legitimately curious if he really is that powerful.)
  9. I've heard some games are tedious or don't make any sense in their hardest difficulty (I remember Awakening and Shadow Dragon), so what's the highest difficulty that you recommend for each game you've played?
  10. (Yes, I know..Another Three Houses Topic from me..Well, I can't help it but feel hyped even more after seeing everyone playing!)(Today I even learned that some guys at the Upper Class already have the game..which somehow made me even more excited about this game!) Today's question is a pretty easy one (I guess): How's the Difficulty holding up? (And if it's not much trouble, would you mind naming a second FE with a similar difficulty? That should help a lot) (Like always, no surprise spoilers, please)
  11. I need some input from others that have experience with it because my goal right now is to beat every single Fire Emblem game on the hardest difficulty. So far I’ve beaten Sacred Stones, Echoes, and Awakening (Lunatic+ Classic). And I’ve heard that Conquest lunatic is harder than Awakening Lunatic+, which I thought Lunatic+ was normal (Not hard but not easy). I plan on going no dlc for Conquest because I don’t feel like paying money.
  12. Eya, I recently bought Fire Emblem Echoes and founf it to be very hard around chapter 4, especially the Alm route (4 units died on me, namingly Python, Clive, Mathilda and later Kliff) and I just wanted to know if that's something normal or me being an idiot.
  13. Hello, I'm doing a run of Path of Radiance at the moment and was planning to do Radiant Dawn after that. Since I know you can data transfer your stats I wanted to ask you if it'll make the game too easy to do so.. Considering I'll be playing on the highest difficulty level. I planned to have a really good Sothe on Path of Radiance, but if it makes Radiant Dawn too easy I think I'll just skip that, since Sothe stats transfer totally. Has anyone played hard mode FE10 with a uber Sothe ? Does it remove the challenge ? :/
  14. I was planning to run through the series on the most difficult modes, but after some thought I realized that I just won't enjoy playing many of them. FE9 Maniac Mode is an absolute slog through far too many enemies and little challenge, FE11 H5 is too difficult and limiting for me to enjoy casually, FE12 Lunatic(+/R) is more of the difficulty in FE11, FE13 Lunatic(+) is again too limiting for me to enjoy casually, & FE14 CQ Lunatic is again crushingly difficult for casual play. Which hard modes do you like, which do you dislike, and why do you like/dislike them?
  15. Getting right to the point, I know that Sacred Stones is the easiest, or at least among the easiest, Fire Emblem game(s) to date. I also know that it's tutorial is locked on the easiest difficulty, so I have two questions I want to ask: Is there any information in the tutorial of Sacred Stones that can't be figured out by playing the other entries? I.E. Is there anything unique to this game that isn't in the other Fire Emblem games that I should know about ahead of time? For reference, I've beaten Awakening on Normal!Classic and Hard!Casual, as well as Shadows of Valentia on Hard!Classic, and I've also started, but haven't finished, the other two GBA Fire Emblem games. Is the Hard difficulty of Sacred Stones a fine place to start, especially playing blind, or would it be a better idea to do a play--through of the game on Normal difficulty first? Thank you ahead of time for your answers.
  16. Is there any way I can find a mod to amp up the lunatic difficulty in birthright?
  17. Here's an FE8 hack I've been working on for a couple of weeks. Some key points: * Durability is removed for most weaponry (siege tomes can still break). Weapon lines get various abilities to differentiate each other. * Some classes have had their weapon choices changed. Notably Cavaliers no longer have access to swords, Knights get axes in addition to lances. * Enemies are buffed up relative to vanilla FE8. No more facing unpromoted enemies in the last few chapters. * Character stats tweaked to clarify their roles. Example, Seth is still good, but will have a harder time remaining relevant to endgame unless given more attention. Here's the link for v 0.9: https://www.mediafire.com/?9zgqtyajxu6v71v As always give feedback after playing! Thank you!
  18. Did anyone find the normal mode in Fire Emblem Echoes: Shadows of Valentia was easier than the original game? The bosses in the game seems to be like they're easier to dealt with in the remake and I didn't get too much Game Overs in the remake, but I only did had one game over in Echoes: Shadows of Valentia when I had Alm accidentally got killed by Desaix in his fortress in the remake (that was my only game over progress that I have in Echoes: Shadows of Valentia). When I did played the remake since at the start at the release date and I did managed to get up to Act 4 as of right now really easy. I remembered back then when I played the original game, Slayde was too tough in Zofia's Castle, Wolff was a Sniping Hog with more range that he killed Mae, and Grieth was a menace back then. But with thanks to Faye, Position in the Beginning of the Battle, new items, provisions, and the Arts that were added in the remake, I did managed defeated Slayde in the remake with the effort of training, Arts, Provisions, & Support Bonuses and I did dealt Grieth with Kamui and Saber in their Dread Fighter classes with the Arts skills and Forge on the Weapons without getting a game over and had an easier victory. There was alot of units for Alm's and Celica's army gotten killed in my playthrough in the original game that I need to reset it and I did worked hard on getting them alive since Casual Mode didn't exist back then and Alm and Celica did get killed by enemies in some areas since Provisions didn't exist in the original game back then and I needed to find some way to regain health. And the Mila's Turnwheel makes it easier to undo mistakes and go back where you didn't want to that happened in the first place.
  19. Here's the first hack which I'm currently working on. For simplicity, I decided to start with a difficulty hack to improve the gameplay of FE8. The aim of the hack is to ramp up Sacred Stone's difficulty via map design changes and enemy weapon/stat upgrades. In particular: -Enemy weapons scale very quickly -Enemies have high offensive stats -Weapon hit rates in general have been greatly improved (Hard mode enemies also get bonus +15 Hit) -Enemy AI/placement changes to prevent bait and kill tactics in some maps -Anti-turtling added to some maps in the form of thieves w/ chests/villages and reinforcement spawning (no ambush) -Player units also have their bases and growth rates buffed (except for Seth, who got a nerf to his bases but a buff to his growths nonetheless) -Better weapons are made available to the players a lot earlier via shop updates -All promotion item drops have been replaced with Master Seals -More stat boosters are dropped, obtained in the early game Hard mode is recommended. Though there do exist some differences between Normal and Hard (i.e. reinforcement timings and additional enemies on Hard), Normal is not properly balanced right now since some chapters are the same as Hard while others, especially the first few chapters, are a lot easier (also Normal was not tested). Dropbox Download Link: https://www.dropbox.com/sh/djolyst8u86t2gr/AACpWjp2tcQzKswGBg542ttMa Apply the patch to an English FE8 ROM. Change log is provided for download in the link above. Sample Gameplay (Prologue ~ Chapter 1): Some small features added to the hack: -Addition of weapon rank bonus (thanks to Vennobennu's patch) -Hard mode enemy Hit bonus (Vennobennu's patch) -DS style supports - bonuses are added once at the beginning of the chapter - see change log for the chapters required to build support rank (thanks again to Vennobennu) -Fixed enemy stationary range display (credit to circleseverywhere) -Danger zone toggle, use select key by default (credit to circleseverywhere) Current progress: Prologue ~ Chapter 8 has been done Have a try and please leave a feedback :) Also, feel free to suggest a name for this hack! I'm very uncreative :( Screenshots:
  20. I was thinking a lot about Fire Emblem's gameplay as a whole, and ultimately came to a few conclusions about the difficulty. In most Fire Emblem games, the game is relatively difficult at the beginning, as all of your units are rather weak, and you're getting introduced into the game. The game begins to lessen the hold on the player with the difficulty as it goes on, growing alongside all of your units. However, eventually your units just straight up outpace the enemies in terms of pretty much everything, to the point where things taper off to a really easy difficulty at the end. While this is great for feeling as though your units are becoming stronger, and more able to overcome obstacles, the game's difficulty suffers as a whole, being really easy near the end. I feel like the way Fire Emblem games should be designed near end game is through not just higher power enemies, but rather through smarter enemies. You should be able to still have your units wipe the floor with generic Paladin #121827, but try to fuck with that Paladin, suddenly you're overwhelmed with a situation you really need to make a gamble with. Or something like that. Point is, I think Fire Emblem games are kind of easy (with the exception of you, FE10) but can be like way better lol
  21. I'm just wondering what difficulty and mode I should use on my second playthrough. This is also my first fire emblem game, and on my 1st playthrough I chose Normal/Casual.
  22. For me it depends on each game: FE7: Eliwood Hard FE8: Hard FE9: Hard FE10: Easy FE11: Hard 1 FE12: Normal FE13: Hard FE14: Birthright Hard/Conquest Normal/Revelations Hard
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