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Light Magic Disapperance?


Urushihara
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It's gone because there isn't much of a point in having a magical weapon triangle. Enemy magic units tend to be in low density and usually have poor defense but good resistance. You're going to want to kill enemy magic units with your physical units, even if your magic units have a weapon triangle advantage. When the magical weapon triangle is meaningless, there isn't much need for light magic.

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Because god is dead and we have killed him. ...Or, her, in this case.

Light magic disappeared starting in FE11.

You KILLED Ashera in FE10.

All along it was Ashera granting the power to Light Magic, apparently, and now she's ded so it's gone forever.

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It's gone because there isn't much of a point in having a magical weapon triangle. Enemy magic units tend to be in low density and usually have poor defense but good resistance. You're going to want to kill enemy magic units with your physical units, even if your magic units have a weapon triangle advantage. When the magical weapon triangle is meaningless, there isn't much need for light magic.

At least in the GBA games, the triangle was crucial. Unless you can one shot them, have really high HP or are a pegasus knight, you don't go up against a magical unit with physical. If you get hit, you take serious damage. Most of the units I've played with can't take more than 2 shots. If the enemy doubles you and hits both times, the next hit could be your last. Shamans are problematic to take on with mages, as Luna wrecks them (obviously). Dark magic is also the most powerful, so slow physical units shouldn't take them on. Thus, light magic is important. Luna still is dangerous, but its accuracy is reduced and light magic users usually have higher avoid than other magic users, so they can survive.

Yeah, this matters less late game when your units are OP, but mid-game dark magic (in particular) can be quite devastating to physical units. In those times, light magic is invaluable because of its lightness (no pun intended) and the triangle advantage.

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One reason I can think of is that Light Magic never had anything special about it outside of FE4 (where it was Light>Everything) and FE8 (Bishops FTW). Anima has a larger number of units who use it and Dark has all these cool effects (ignoring RES, stealing HP, etc.).

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ironically now that FE14 includes all weapon types on the same triangle, the trinity of magic would probably become super relevant if reintroduced

do it, IS, do it!!

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I think it has to do with IS not wanting to over-complicate the magic system. Maybe they just think two brands of magic is enough.

They do seem to tamper with the magic system a lot. Sometimes all anime elements are their own magic class, sometimes they are not and depending on the game you can have either light or dark magic being absent. In Por there was no dark magic and In Awakening no light. Fates also only barely has dark magic, just Nosferatu and the rest is anima right? That little bit of dark might have made it in because the dark mages in Awakening were so popular.

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All magic elements do the same thing, so there is no need for different categories. Light Magic had a place in Jugdral, but even then only for worldbuilding, as every type of magic was associated with a specific bloodline, with Light and Dark being made more powerful then the other ones due to their association with the two most powerful types of dragons.

From a mechanical point of view, Awakening finally gave Dark Magic a reason to exist by giving it a bunch of unique effects but requiring you to to use a class that misses out on a secondary weapon type, making it a case of requiring the player to choose between specialisation and flexibility. But Light magic has yet to gain something to give it an unique purpose like that.

Edited by BrightBow
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It would be entirely possible to have three magic types and make them different. They just introduced a fifth weapon more successfully than Tellius did and also divided them between two slightly different subtypes for Hoshido/Nohr, not to mention the myriad of new weapon effects. Reintroducing Anima, Light and Dark with enough differences between them would be super easy.

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At least in the GBA games, the triangle was crucial. Unless you can one shot them, have really high HP or are a pegasus knight, you don't go up against a magical unit with physical. If you get hit, you take serious damage. Most of the units I've played with can't take more than 2 shots. If the enemy doubles you and hits both times, the next hit could be your last. Shamans are problematic to take on with mages, as Luna wrecks them (obviously). Dark magic is also the most powerful, so slow physical units shouldn't take them on. Thus, light magic is important. Luna still is dangerous, but its accuracy is reduced and light magic users usually have higher avoid than other magic users, so they can survive.

Yeah, this matters less late game when your units are OP, but mid-game dark magic (in particular) can be quite devastating to physical units. In those times, light magic is invaluable because of its lightness (no pun intended) and the triangle advantage.

Funny you mention Luna, because Luna was another strike against the magic triangle, at least in FE7. Anyways, the only game where the magic triangle had any real relevance was Genealogy... except not really, since wind magic was broken. Whoops.

ironically now that FE14 includes all weapon types on the same triangle, the trinity of magic would probably become super relevant if reintroduced

I seriously doubt that - it wasn't relevant before, why in the seven hells would it be relevant now???

Edited by Levant Mir Celestia
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Gee, you do realize that's a major spoiler, right? Think maybe you could spoiler tag that? And at any rate you're completely wrong if you check out the true ending.

You do realize FE10 came out almost ten years ago right.

And they were joking, no need to be harsh, geez...

Anyway. Moving on.

I liked Light and agree that it can be differentiated some more. With FE14's weapon effects, everything in one triangle, etc I'd like it back.

Though tbh I didn't have much problem with it to begin with so

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Because god is dead and we have killed him. ...Or, her, in this case.

Light magic disappeared starting in FE11.

You KILLED Ashera in FE10.

All along it was Ashera granting the power to Light Magic, apparently, and now she's ded so it's gone forever.

...What? Did you even pay attention to the end of RD? Ashera didn't actually die. She and Yune later came back together to become Ashunera again.

I don't get why Light magic is gone, I liked it. And Dark magic is too powerful now because it no longer has Light magic to counter it. I remember people saying something about Nosferatu or whatever being broken in Awakening.

Edited by Anacybele
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I don't get why Light magic is gone, I liked it. And Dark magic is too powerful now because it no longer has Light magic to counter it. I remember people saying something about Nosferatu or whatever being broken in Awakening.

But none of the other dark tomes in Awakening were all that great, other than maybe Mire. Also, Nosferatu got nerfed to hell and back in Fates.

Edited by Levant Mir Celestia
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But none of the other dark tomes in Awakening were all that great, other than maybe Mire. Also, Nosferatu got nerfed to hell and back in Fates.

Um Ruin, Averesa's Night, and Goetia are all good they are just not as insanely OP as Nosferatu...(which is cheap and avaible to buy in early game, so why use anything else...)

I miss light magic so much it makes the bishop like unit that much less useful... I like the magic triangle I want it back...

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Um Ruin, Averesa's Night, and Goetia are all good they are just not as insanely OP as Nosferatu...(which is cheap and avaible to buy in early game, so why use anything else...)

I miss light magic so much it makes the bishop like unit that much less useful... I like the magic triangle I want it back...

Goetia's only available for all of one chapter, and can't hold a candle to Valflame anyhow, and Ruin isn't the most accurate of tomes, in addition to low Mt. I didn't mention Aversa's Night because it was essentially a more powerful Nosferatu.

Edited by Levant Mir Celestia
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Goetia's only available for all of one chapter, and can't hold a candle to Valflame anyhow, and Ruin isn't the most accurate of tomes, in addition to low Mt. I didn't mention Aversa's Night because it was essentially a more powerful Nosferatu.

Fair enough I still found Ruin decent if unreliable... (I only use it if I ban Nosferatu)

Edited by Locke087
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You do realize FE10 came out almost ten years ago right.

If a spoiler isn't a meme or something like "Luke I am your father" then the age of the product is no excuse. The Usual Suspects is 20 years old and if you just dropped spoilers for that a ton of people would be legitimately furious. This is the general fire emblem wiki, people are supposed to feel welcome here no matter how many or few Fire Emblem games they've played.

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If a spoiler isn't a meme or something like "Luke I am your father" then the age of the product is no excuse.

Well, yeah, but RD was made for the Wii. The original Wii. Sure, people can still find it used but what is the likelihood of someone really going out of their way to hunt it down unless they already know and really enjoy the series? Most people who like a series end up finding their way to wikis or forums and whatnot. People are exposed to spoilers constantly on this forum and other places simply because those who have played more games want to talk about them. Those who have played more games shouldn't have to filter their speech simply because they are talking about a game that many newer FE players won't play (because they can't find it or they don't want to put in the effort of looking for it).

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If a spoiler isn't a meme or something like "Luke I am your father" then the age of the product is no excuse. The Usual Suspects is 20 years old and if you just dropped spoilers for that a ton of people would be legitimately furious. This is the general fire emblem wiki, people are supposed to feel welcome here no matter how many or few Fire Emblem games they've played.

After a certain point following a game's release, it will become considered "common" to know this stuff and generally not needed to worry about spoilers. I usually consider this timeframe 3-5 years at most. And like Alatar said, not many are going to hunt down and play FE10 and even if they do they probably have seen a ton of things already.

This is incredibly off topic though, so I won't continue.

To post something on topic: Maybe add something like the Beta FE6 Weapon triangle effects to the magic triangle to help distinguish them?

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Since in other games, as in not FE, light magic has (for example)
-Healing properties (healing yourself or others)

-Curing ailments

-Stat Boosting Magic

-Slayer skill

I'd be nice to see light magic, not necessarily as tome but in staves. In fact, give staff users a way to defend themselves that is not just a staff physical hit (though hope that feature actually come back in future games) and I'll probably be happy. They also many things in common like strong Luck, Res, decent Mag, very low Def.

Else, yeah Light Magic would be useless, compared to what we already have.

The following properties could also apply to make light magic more interesting :
-Less Magic Power than Anima or Dark Magic

-Attacks that cover a wider range (I can't illustrate this now, but almost like Palutena and her Heavenly light. Imagina Aura having such properties...)

-Give Light Magic users more Skl they can land critical hits an easier way (even more than Lightning maybe) and hit more often (than Fire Magic) but of course with less Magic

-Attack that involve sight like making Flashes, Illusions, or stuff like Torches...

In fact I find Staff users the closest to Light Magic, but, in the case of Clerics and the like, that can't fight.

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Since in other games, as in not FE, light magic has (for example)

-Healing properties (healing yourself or others)

-Curing ailments

-Stat Boosting Magic

-Slayer skill

I'd be nice to see light magic, not necessarily as tome but in staves. In fact, give staff users a way to defend themselves that is not just a staff physical hit (though hope that feature actually come back in future games) and I'll probably be happy. They also many things in common like strong Luck, Res, decent Mag, very low Def.

Else, yeah Light Magic would be useless, compared to what we already have.

The following properties could also apply to make light magic more interesting :

-Less Magic Power than Anima or Dark Magic

-Attacks that cover a wider range (I can't illustrate this now, but almost like Palutena and her Heavenly light. Imagina Aura having such properties...)

-Give Light Magic users more Skl they can land critical hits an easier way (even more than Lightning maybe) and hit more often (than Fire Magic) but of course with less Magic

-Attack that involve sight like making Flashes, Illusions, or stuff like Torches...

In fact I find Staff users the closest to Light Magic, but, in the case of Clerics and the like, that can't fight.

I think it's worth noting the GBA Bishop animation appeared to use the staff in the sprite as a casting tool.
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