Search the Community
Showing results for tags 'theory-crafting'.
-
Although I won't stop nor complain if any y'all suggest just giving 750% growths to the enemy. But I think that for stats. Each individual point should count as a separate change So 750% growths for the enemies actually counts as seven hundred and fifty changes. Less a hard rule and more trying to consider other ways to make the game harder in an unfair manner. Like altering triggers or strategically removing vital resources. Altering enemy weapon load outs, Removing canto rather than dropping cavalry stats to 0. Anyhow as for what I'll suggest. FE7 Killer mode. Unlocked after reaching max ranking in HHM. It is, unless stated otherwise. Completely identical to HHM. Change 1: As per the name suggests. Killer weapons are ubiquitous. Every enemy will have them in place of iron/steel/thrown weapons. Change 2-8: The weapon/tome shops in Ch.14 (3) 15x (2) and 16 (2) are removed. Change 9-10. Paladins lose access to Lances (1) and Axes (2) Notes: Change 9-10 was done mostly to nerf Marcus. But it hits the other cavaliers hard since promoting is in some ways, a downgrade. 2-8 Is just me being a dickish game dev. So what other game can be ruined by a comedic amounts of untested artificial difficulty? Note: There is no punishment if you create a romhack in order to playtest your or others' ideas. (And even if there was. Nobody is applicable for enforcement.)
-
I'm hoping to not just hear interesting ideas, but also spark some discussion on FE's weapon balance. Including things like weapon effectiveness or the weapon triangle. Including on my own idea! Especially since I'm kinda weird in that, I personally believe that carefully restricting options makes for a more strategic experience. (I add "carefully restricted options." I hated how FE11-12's idea of difficulty felt like it amounted to removing tools. Similar to early game Radiant Dawn's hard mode.) Ahem. if I was put in charge of determining the weapon balance of the next FE. Here's what I would do/push for. Now as for the magic weapon triangle. Of course I know I did dip into "character balancing" a bit with talk of divine or personal (or both) weapons. But I believe there IS an overlap worth discussing to a smaller extent. (As long as you keep to 'A character's specific thing is having this specific weapon' personally one of my biggest gripes with 3H weapon balancing was that it was TOO inclusive. Making Thunderbrand Catherine's weapon and nobody else's allows you to make Thunderbrand more interesting and in turn make Catherine more interesting.) Regardless. What is your ideal weapon balance system? Or maybe just the magic balance. Do you have anything to add to what me or others have thought up? (Also if I misunderstood the rules of the general FE and this belongs elsewhere. My apologies.)