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Classes You Know About, Expect to See, or Want to See


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Wouldnt mind some new armor variants. Tome armors would be great to see again, as would bow armors.

I do wonder if FEH will have an effect on new classes and weapon combos we could see, considering its really digging in with different combinations.

I also wouldnt mind a few melee classes that use staves, War Monk comes to mind on that. Would love to see some War Priest type class.

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I'd like the summoner class to return 

A Necromancer that is playable would also be interesting, maybe tied to the summoner class as a promotion

 

Butler and Bard are also cool classes. The bard could be revamped to act male magical oriented songstress

 

 

Edited by Mylady
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3 hours ago, Mylady said:

I'd like the summoner class to return 

We totally could get a Summoner in TH. I mean, Fates already had a skill that acted like the summon skill and invoking was big in Echoes. Also it would be a much more interesting promotion than Sorcerer.

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I want Axe cavs and the Great Knight/ Gold Knight class, Sentinals, Bow Knights (not just as a promoted class, I want a base class mounted bow user too), Berserkers and Warriors. Barons (FE4) Marshalls, Dreadfighters, Mageknights, (Mounted dark magic users, same for Light magic) Summoners. Sword, Lance and Axe armors, Generals wielding Sword, Lance, Axe, Bows. I'd like to see Weapon Masters return. Malig Knights COULD be cool but I think it needs some refinement as most either had really high magic or really high str, few had a good balance between the two. Griffon Knight (but make it, it's own class line not as a promotion for wyverns) Seraph Knights and give them swords again. Villagers or Trainees, Summoners would be really cool. I want to see the Druids again (dark and anima magic and staves) Master Knight (I'd really like to see this ESPECIALLY if the Jaigen is a Master Knight). And this is just a nit pick but I really want Wyvern riders to look like they did in the GBA games or Radiant Dawn. I want the Dragons back. I want shifters Lion, Wolf and Tiger (similar to the Laguz) and I want an ARMY of them. Ok sorry for going so long, but yeah. There's a lot of classes from a variety of games that I'd like to see.

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One thing from Heroes that I wanna see translated into main series is the diversity of the 4 movement types in terms of classes, in most games the movement types(especially armoured and cavalry units) are locked to only a few classes. I'd hope each class gets assigned a movement attribute, so armours and cavs can have a lot more interesting class types.

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55 minutes ago, HappyHawlucha. said:

One thing from Heroes that I wanna see translated into main series is the diversity of the 4 movement types in terms of classes, in most games the movement types(especially armoured and cavalry units) are locked to only a few classes. I'd hope each class gets assigned a movement attribute, so armours and cavs can have a lot more interesting class types.

It's why i wish for them to use Cav like they did in Tellius, adding mage cavs as well of course. And armors, well i maybe only felt i needed Armors in 2-3 maps of each game, so i dunno how important they can be made, also only ever have 1 on party. So i dunno about how to make armors matter.

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6 minutes ago, RexBolt said:

It's why i wish for them to use Cav like they did in Tellius, adding mage cavs as well of course. And armors, well i maybe only felt i needed Armors in 2-3 maps of each game, so i dunno how important they can be made, also only ever have 1 on party. So i dunno about how to make armors matter.

Do what Heroes did and give them more stats but lower movement and a weakness to armour weapons, if split promotions come back then imagine an infantry choosing between Armour and Cav promotion, one favouring stats, but slightly lower mobility, then the other is vice versa.

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7 minutes ago, HappyHawlucha. said:

Do what Heroes did and give them more stats but lower movement and a weakness to armour weapons, if split promotions come back then imagine an infantry choosing between Armour and Cav promotion, one favouring stats, but slightly lower mobility, then the other is vice versa.

The problem is map size. Armors can rule on heroes because mobility is secondary. But the reason i don't use many armors in other games is because they can't keep up with rest of the army unless it's a defense map.

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11 hours ago, RexBolt said:

The problem is map size. Armors can rule on heroes because mobility is secondary. But the reason i don't use many armors in other games is because they can't keep up with rest of the army unless it's a defense map.

Rebalancing armour units in Heroes is much different from main series, true, but it doesn't mean they will arguably be bad, just as long as people have an incentive to use them and perhaps have movement boosting skills(I could totally see positional skills making the jump over to main series here)?

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1 hour ago, Fenreir said:

i'd like to see a heavy armored unit using two-handed greatswords instead of lances, just to see something new.

it's been since FE4 that i haven't seen any other heavy unit using swords( except for Hector's promoted class maybe ).

Armors could use all of the triangle in PoR/RD.

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2 hours ago, RexBolt said:

Armors could use all of the triangle in PoR/RD.

Yeah but what I think they mean is that heavy soldiers typically carried heavy weapons, and PoR/RD's Armour units carry relatively light one handed swords which are much more well suited for say Myrmidons or Pegasus Knights.

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1 hour ago, HappyHawlucha. said:

Yeah but what I think they mean is that heavy soldiers typically carried heavy weapons, and PoR/RD's Armour units carry relatively light one handed swords which are much more well suited for say Myrmidons or Pegasus Knights.

Medieval weapons weren’t nearly as heavy as a lot of people seem to think they are. As for using a one-handed sword (arming sword), a longsword (two-handed sword that can still be carried at the side) or a greatsword (two-handed sword the length of a man), which one you use depends on your situation.

Cavalry units typically used one-handed swords (because of the reins) and they would’ve been sidearms while the primary weapon would be an axe, hammer, or lance. Arming swords and longswords were almost always sidearms on the battlefield; the exception being some infantry units with large shields. 

Greatswords, however, were primary weapons. They were used for guarding chokepoints and as a counter to pike blocks. 

Any of those three types of swords would fit an armour unit. The weird thing about FE is: pretty much every sword is clearly meant for two-handed use (just look at the grips), but 99% of the time they get used one-handed. This is especially jarring in the case of greatswords (like the one in Shadows of Valentia) which, while certainly possible to do, would get very exhausting, very quickly. You also lose a lot of leverage by only wielding it with one hand. 

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18 hours ago, HappyHawlucha. said:

Rebalancing armour units in Heroes is much different from main series, true, but it doesn't mean they will arguably be bad, just as long as people have an incentive to use them and perhaps have movement boosting skills(I could totally see positional skills making the jump over to main series here)?

In order for armors to be relevant they would need either positional skills, different/new map objectives, and/or map and enemy design that really makes the class a lot more appealing. Imagine if a map sent reinforcements at you that could nearly one shot everything except the normally overkill defenses of an armor knight. You'd feel a lot more incentivized to field them.

Also I would like a really basic approach to classes in Three Houses and not go too crazy. Mainly since I'd like to see the classes be a bit better balanced and that seems impossible when you just make a class for every movement and weapon type combination possible.

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13 hours ago, Modamy said:

In order for armors to be relevant they would need either positional skills, different/new map objectives, and/or map and enemy design that really makes the class a lot more appealing. Imagine if a map sent reinforcements at you that could nearly one shot everything except the normally overkill defenses of an armor knight. You'd feel a lot more incentivized to field them.

Also I would like a really basic approach to classes in Three Houses and not go too crazy. Mainly since I'd like to see the classes be a bit better balanced and that seems impossible when you just make a class for every movement and weapon type combination possible.

If skills were more individually based on the unit rather than class and movement type/weapon types are the only real defining factors of each class, it could work. It's just something where we'll have to wait and see because it's still far too early to tell.

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I would prefer the amount of classes to be cut down from Awakening/Fates, and branching promotions to be removed since one class always dominates over the other.

Also, I would prefer myrmidons and swordmasters to be removed entirely because mercenaries and heroes are better, but I know that's never going to happen because everybody loves their edgy swordmasters for no particular reason. It's the one class line Fire Emblem doesn't want to get rid of, and I have no idea why.

Armor knights should have 6 movement like the other foot units and multiple weapon usage as well. I have no idea why they keep getting crippled in every game with their terrible move.

Cavaliers should not be split up into multiple weapon types, they should just wield lances.

I would not like to see monks and bishops, I would prefer to have priests/clerics promote to sages instead.

Dracoknights and pegasus knights should not remove their mount when promoting, as well. Just have them promote into dragon lords and falcoknights. There's no need for griffon or kinshi knights for the classes to promote into.

Please no monster classes, they're cliched, lazy, and they don't belong in Fire Emblem. Though, from what I've seen of the trailer, there don't seem to be any of them, so that's good.

I know this has nothing to do with classes, but skills are unnecessary (especially 3DS style skills where everybody has five of them at a time) and I would prefer Three Houses to not have them. So any classes that could benefit from skills won't benefit from them since I would like them to not exist.

That's all I can really think of. The rest of the classes are mostly given (snipers, warriors, paladins, generals, heroes, sages, etc...) so I don't really care about them.

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11 hours ago, flasuban said:

Also, I would prefer myrmidons and swordmasters to be removed entirely because mercenaries and heroes are better, but I know that's never going to happen because everybody loves their edgy swordmasters for no particular reason. It's the one class line Fire Emblem doesn't want to get rid of, and I have no idea why.

It's because, gameplay-wise, one's not strictly better than the other, and I'm saying this as someone who prefers mercenaries/heroes. Mercenaries and heroes are balanced units with high skill who can use swords and axes. Myrmidons and Swordmasters are more specialized by having high speed and crit chance but low defence; meaning they usually rely on being either glass cannons or dodge tanks. Both have their uses; one isn't strictly better than the other. 

Personally, I'm hoping to see both return.

11 hours ago, flasuban said:

I would not like to see monks and bishops, I would prefer to have priests/clerics promote to sages instead.

Considering the heavier emphasis on the continent's religion with the Church of Seiros, this is rather unlikely. Besides, there's already an FE class that promotes into sages: mages. Any more would be redundant. 

I personally don't want to see priests promote into sages; I want to see bishops and light magic return. I can understand not wanting war monks to return; I personally found the idea a bit silly. Monks don't fight: that's the reason why they made orders of knights to do that job for them (Knights Templar, Teutonic Knights, Knights Hospitaller, etc.) I'd much rather see priests, if they need to promote into something that used melee weapons, promoted into something like those knights. 

11 hours ago, flasuban said:

Cavaliers should not be split up into multiple weapon types, they should just wield lances.

Why? Men-at-arms used all kinds of melee weapons in real life: lances, swords (though they were usually sidearms), and even axes. Robert the Bruce: the King of Scotland that won the Wars of Scottish Independence, was famously an axe cavalryman. It makes sense for cavaliers to use multiple weapon types. 

To be clear, are you saying they should just stick with lances while they're unpromoted, even after they've promoted?

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8 minutes ago, vanguard333 said:

Myrmidons and Swordmasters are more specialized by having high speed and crit chance but low defence; meaning they usually rely on being either glass cannons or dodge tanks.

Yeah, that's how they're supposed to be, but it really doesn't work at all for them, at least for me. I have always preferred the higher bulk and power of heroes than the unreliable dodges and criticals that swordmasters provide. Reliability is important to me, and if a class can't reliably do something, then I usually skip out on using them. I have used myrmidons and swordmasters in the past, and I have always been disappointed by the lack of strength and bulk that they usually have.  And while mercenaries are supposed to be balanced, I think their higher bulk gives them more survivability and their higher strength makes up for the low might of swords, so they usually end up better than myrmidons. I'm fine with myrmidons and swordmasters existing, as long as they don't take up space for better units. Hopefully, the earlygame of Three Houses won't end up like FE8 or FE10 earlygame, where you only have a few units to start with, and then one of them ends up being a myrmidon. As long as that doesn't happen, I don't really care if they exist, as long as mercenaries/heroes also exist.

12 minutes ago, vanguard333 said:

Besides, there's already an FE class that promotes into sages: mages. Any more would be redundant. 

I personally don't want to see priests promote into sages; I want to see bishops and light magic return. I can understand not wanting war monks to return; I personally found the idea a bit silly. Monks don't fight: that's the reason why they made orders of knights to do that job for them (Knights Templar, Teutonic Knights, Knights Hospitaller, etc.) I'd much rather see priests, if they need to promote into something that used melee weapons, promoted into something like those knights. 

Well, I was thinking gameplay-wise, but that also makes sense. I just don't want light magic to exist, I prefer the Archanea system where there is only anima magic and light tomes like Resire and Aura are added into the mix of anima tomes. Anima magic has higher might than light magic, so that's why I prefer it. Bishops aren't really necessary when sages can wield staves and anima magic, which is more powerful than light. If bishops exist, though, then that's fine. As long as the healers can still heal when they promote.

Speaking of healers, I would definitely like troubadours to appear in Three Houses. I expect them to return since they were in the 3DS games, but maybe Three Houses will remove them, I don't know. Mounted healers are just plain better than foot healers and I would prefer the option to heal from horseback.

23 minutes ago, vanguard333 said:

To be clear, are you saying they should just stick with lances while they're unpromoted, even after they've promoted?

Yes, they would be stuck to lances while unpromoted. I just don't like the GBA/3DS system of cavaliers wielding swords and lances. Paladins should wield either swords or axes in addition to lances. Maybe the player should get a choice like in Path of Radiance (though the obvious choice would be axes). But if there are multiple weapon cavalry, then that's also fine. I would just prefer them to not wield garbage weapon types like swords or bows, and for those sword/bow knights to not take up room for better units.

Honestly, I'm fine with having these classes around, as long as they don't end up taking up room for better units. I don't want my starting team to be like FE10, where I'm given a bunch of terrible classes to work with. As long as it doesn't start with two myrmidons, a sword and bow knight, and a monk with no defense, it's not going to be a big deal for me.

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  • 2 weeks later...

I personally would like to see War Monk replaced with something else; something new. To quote myself:

On ‎2018‎-‎09‎-‎30 at 9:39 AM, vanguard333 said:

I can understand not wanting war monks to return; I personally found the idea a bit silly. Monks don't fight: that's the reason why they made orders of knights to do that job for them (Knights Templar, Teutonic Knights, Knights Hospitaller, etc.) I'd much rather see priests, if they need to promote into something that used melee weapons, promoted into something like those knights. 

With the emphasis on the Church of Seiros, I would like to see a new class based on one of those orders I mentioned above as a replacement for War Monk. 

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14 hours ago, vanguard333 said:

I personally would like to see War Monk replaced with something else; something new. To quote myself:

With the emphasis on the Church of Seiros, I would like to see a new class based on one of those orders I mentioned above as a replacement for War Monk. 

Ummm.... Templar or  Zealot for physical class and Exorcist or Archon for Light Magic Class?

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With the whole thing about the Church of Seiros I'd be fully shock if light magic isn't in the game. Templars and Exorcists would make perfect sense with the Clerics/Priest classes with the theme.

Edited by Regal Edelgard Axe Master
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10 hours ago, Regal Edelgard Axe Master said:

With the whole thing about the Church of Seiros I'd be fully shock if light magic isn't in the game. Templars and Exorcists would make perfect sense with the Clerics/Priest classes with the theme.

Agree. While Bishop sounds classic, Exorcist reflects better the militaristic side of the Church. But then, Bishop may be used as a Light Magic specialist with Slayer skill while Exorcist can be delegated to a magic user class that has Light and Dark Magic at the same time similar to Anima/Light Sage and Anima/Dark Druid

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I would like to see a martial artist who uses nunchucks and also engages in close-combat. I would consider nunchucks to be part of the Axe family as clubs were in Fates. 

Base Class:

Martial Artist (Weapon: Nunchucks) Also, has the option to punch and kick. 

Promoted classes:

Black Belt: Same weapons as a Martial Artist but this time it can learn submission holds as well. 

The 2nd option for promoted class would probably someone who has the fighting style similar to Ban from The Seven Deadly Sins anime. I still can't think of a class name though. He or she will still use nunchucks and have the option to engage in physical combat but not be able to put submission hold. 

Also, any other close-combat fighter class would be great.

Edited by Smog
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Not specifically of classes themselves, but I'd really love for something like Blazing's class unique traits to make a return. Pirates crossing the sea, Brigands crossing mountains, thieves being able to see farther in fog, and Nomads being able to travel farther than other calvary units in certain conditions. It added a whole other level of specialness to each class and importance for each class, and I'd love to see it again someday. As of late, all we have are mages moving normally on sand.

 

I also want the Mage, Shaman, and Monk classes to return

Edited by Arcphoenix
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