Jump to content

Search the Community

Showing results for tags 'experience'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


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

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL







Found 6 results

  1. Hi, Today I'm sharing my thoughts on Fates' exp system and why I hate it. Sure, avoiding your overlevelled units to take a level by killing 3-5 units is good because it forces you to use more units than Avatar+1 and roflstomp with a 10 levels lead on ennemies (especially after promotion). But FE Fates is a game, and we want to play the way we like. If we want to play with 2 units, why would you keep us from getting levels while the ennemies are scaling faster than our own units? Promoted units' exp gains are simply awful, and prepromotes like MILFkinshi can barely level up without taking out the prepromote ennemies (which can also kill her easy if you play hard or lunatic birthright since MILF is so squishy OMG) while you could want to feed these kills to your overlevelled non promoted units (because it's the only way to give them exp outside boo camp DLC) or to lower levelled units to give them 80+ % of their exp bar in order to catch up to the higher level units in your army and not stay dead weight. Meanwhile, staff users have less preferable classes and growths but they can level up from 1 unpromoted to 20/20 in no time by spamming heal on each other then finish the ennemies in 1 hit. What's the goal of making half-assed exp nerfs? I'm forced to use this or that unit as a staff bot if I want anyone to reach said skill level to grab it and enjoy my build. Otherwise, I can wait all the game before reaching the level I have to reach to grab one skill, not even talking of level 15 promoted skills (what's the point of keeping them if close to no one will get them in no grind playthroughs, and close to no one even in grindfest playthroughs? Getting 1 exp per kill is really trash way to nerf powerlevelling, it's just annoying and keeps you away from ever using prepromotes as more than strategic units for a few chapters). Weak prepromotes should have better exp gains than 20/1 units (by a large margin since most of them have lower stats on top of lower exp gain) and I don't see why MILF has so low base stats with shit exp rate while LOLRyoma and ScarLOL have like +20 to their base stats not even including HP alongside better growth rates AND better class (wyvern gives good bases/growths, swordmaster is good and Ryoma makes this class absolutely gamebreaking with his bases and his OP AF personal weapon, meanwhile MILF has to play with the same exp gains, shit bases and a class only viable for her joining chapter with many flyers to kill and awful map design making flyers much needed for rout). I don't know why Gunter has the same exp growth as unpromoted level 10 units while MILF has level 20/1 exp gain or close to it. It's disrespectful for such an original unit (Kinshi is an original class and she would be very useful if only she had stats and the class itself wasn't garbage in terms of stat bases/growths, being worse than Onmyoji, Sorcerer and other non-hybrid classes accessible from the same class as hybrid classes, with some differences of 8+ base stats between hybrid and non-hybrid). So yeah, Fates exp system forces you to use only the units who can reach certain thresholds before being limited to -5 exp per kill, like doubling a certain unit or OHKO this unit. The prepromoted are hit or miss, wit everything not royal or prepromoted wyverns being trash (and even Leo is not good in his base class and needs boosts to be of any use meanwhile Camilla comes earlier and recks everything for a while at base). Using non-optimal units like Subaki, Setsuna, dark mage!Odin, DK!Leo without stat boosters etc. is heavily punished because they won't reach the necessary thresholds for beating said units in said chapters and will make these chapters a real pain to deal with. If they could just gain 1 or 2 more levels they would maybe reach these thresholds alongside having other nice features (like Subaki's skill or Setsuna's speed) but they won't because the game cuts your exp gain with a chainsaw level after level until you barely gain any exp per kill. Meanwhile your staff users reach 20/20 before anyone reaches level 8 promoted. Without even trying, just spamming staves as you would've done in GBA FEs. Healers became no brain exp scaling bags while fighting units took a severe nerf. Sakura/Azama as a Priestess/Mountain priest outscale your whole army so fast excet maybe LOLRyoma an staff user avatar that it's not even funny, they just go frontline with 10 more levels than your highest availability fighters and blow everything up just with E-D weapons without stat penalties (especially Sakura and Azama who're really good scaling units). TO SUM UP, FE healers have always been slower to level up before Fates and you would promote them to get weapon access so they could contribute a little by softening an ennemy here and there for your fighters to destroy them, but in Fates they gain so much exp from the beginning to the end (because they only have to be close or under the target's level to gain massive exp from each heal) that they will simply reach OP stats before your fighters even promote. Healers are often my 1st units to reach level 20 before promotion, thus using the early master seals and completely destroying ennemies faster than light while completely benching my other units, just healing each other in the middle of the ennemies while Azama counterkills everyone with bronze naginata in no time. They don't even need a support bag, they just outscale everything for the whole game just by healing, meanwhile your fighters sit on the side because they can't compete statwise nor skillwise nor utility-wise.
  2. I really enjoy collecting skills, and when I was playing Conquest I would leisurely take my time in between chapters by 1. playing Ghostly Gold, 2. making lots of cash, and 3. collecting a ton of skills. Not even to use them, just for fun.However, in Birthright, I’ve realized that Ghostly Gold gives you EXP, which is an issue because I don’t want to be super over-leveled for the actual story - I just want the cash :( For me, collecting skills & playing the DLC was a nice / slightly mindless way to pass the time, and I’m really missing that now.Is there any way I can get gold in Birthright without EXP? The best I can think of is Lilith, or waiting till I get all my characters to level 20 and then playing Ghostly Gold a million times before master sealing them. It’s just kind of lame because I actually have less cash than in Conquest :/Any simple solutions that I’m just not thinking of? Would be very appreciated!!!
  3. So, in your opinion, which arena in the series was the best? Yeah, some allowed you to grind to your heart's content, but it gave you money. Plus, risk vs reward is a great way to have players really consider whether or not grinding is good for them. In other words, which Fire Emblem arena is the best, and which alteration would you like to see return to the series? For example, consider the GBA ones giving you X ammount of money back after you won, or the first one giving you back your money X10 as alterations, or something like that. Fates's my castle arena is included in the discussion as well. Thanks!
  4. I started a thread about staves a couple of months ago. At that time I asked you, which staves should return and which new staves should be added. In this topic I would like to ask you which experience gain model is the best for stave users: constant experience gain as in FE6-10: Stave users get always same exprerience independent on the level. In the GBA games promoted units get 50% less experience. degressive model as in FE11-13: A level 1 cleric gets more experience than the clerics in FE6-10. Though as the name implies: So higher the level of the unit, so less the gain of experience. In general I have problems to train clerics, because they get very low experience for healing in 6-10. 10 heals require a level up. Since the earlygame chapters are pretty short, it's almost impossible to give them a level up. It's known that clerics and monks are very fragile. In some situations you can't even heal, because an enemy with a range weapon can oneshot the healer. Another problem is that some healers like L'Arachel and Mist join late with low level. Other new suggestions: The healed points will be multiplied with a certain factor (x2). If an unit heals 10 points, it will gain 20 experience. A basic number of experience (10) + 1 point of each healed point. If an units heals 10 points, it will get 20 experience points (10 basic exp. + 10 exp. for 10 healed HP). FE13 is pretty much the opposite: The experience gain of a level 1 cleric or troubadour is almost doubled compared to FE6-10: 4 / 5 heals = level up. After a few levels the experience gain will be less. By this model Lissa is the first unit, who reaches level 20 operated I added three more question about the mechanics of staves in previous FE games: Should staves be able to miss? Should double healing return? Should staves be equipped to counterattck?
  5. Hello, I am new here and english isn't my first language. My first question is about character growth and stats. I read somewhere that in both DS games, the characters are getting worst and worst the later you recruit them. From the stats table I can see that it is not exactly true, actually apart from some exception (like Arran) most characters have similar growth rates. So is it safe to say that for a good character selection (not a perfect one) I should only consider keeping unpromoted characters like Rody instead of Sirius because they have more potential or is it not always true ? Thanks
  6. I like most of Awakening's battle mechanics but I feel that, due to reclassing, weapon experience should've been revamped. The absolute majority of RPGs and MMORPGs have separate weapon/magic ranks, as is the case with Awakening, but in the specific case of FE, I think it would be better if the experience was unified. It's indeed annoying to promote a character from a class with a single weapon to a class with multiple weapon usage, only to find out you need to grind weapon exp again in order to make the new weapons useful. It even has a negative effect on the weapon triangle, since, if you have A lances and E swords and are up against an axe-wielding enemy, a Silver Lance will still do much more damage than a Bronze Sword, and the evade boost you get with the lance may not always be worth it. Awakening has means of grinding weapons in high level characters (I got my Cordelia to A tomes and A staves very easily), but in a no grind run (as was intended by the developers), separate weapon experience limits your strategy. I understand that, if unified weapon experience was a thing, some classes like Great Knight could become overpowered, but then something would need to be done to balance that. What's your opinion?
  • Create New...