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Showing results for tags 'guard stance'.
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So Chris Wagar, a gaming blogger I follow, recently let his friend, an old-school FE fan, answer some questions they'd received about about the differences between Awakening's and Conquest's approach to map design and difficulty. I found the post very insightful and wanted to share it here: https://critpoints.wordpress.com/2017/02/19/fire-emblem-everything/ Other topics in this particular blog from his friend include a critique on Fates' debuffs and guard stance, the usefulness of Leif vs. Roy vs. Lyn, and their favourite FE games. I'd also recommend Chris's other blog posts if you like game design analysis.
Hi, I'm just a little confused regarding the pair up system. In fire emblem awakening when paired up you get stat boosts but also bonuses such as Crit Chance and Avoid, Hit Rate and Dodge, I'm just wondering whether this system of bonuses works the same as Awakening or if there is a different system for this. If anyone can direct me to an already present thread or have any idea how it works it would take the ease of my mind.
I very much hope for this game to improve enemy AI. In past games the tactic 90% of the time was if your units were still weak: - bait as little enemies at possible and then murder them by overwhelming odds. if strong - do not give a fuck about the actually enemy units Now with the new pair up for enemy AI this could be subject to change. It is debatable as especially the attack stance for enemy units is just a joke with the old AI. The only way I can see this to be a factor is if there are just overwhelming numbers of enemies or there are a lot of chokepoints. Do you think the AI is actually intelegent enough to pair the best matches? Or do you think think guard stance pair ups are premade? Do you think enemies won't start attacking anything in range and much rather stay together for the attack stance?