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DLC and patch ideas - Items, classes and characters


scwz
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FE: 3H is an overall pretty decent game, but few changes and additions could make it a lot more enjoyable.

 

Items

     I'd like to see an item added through DLC that acts like the Blossom skill from FE: Radiant Dawn. It halves the experience gained from a character, but gives stats that failed to increase a second chance to increase. There's plenty of EXP to go around if you quickly max your professor level and then do at least 3 extra battles a month. Gaining levels doesn't matter much if you get screwed on stat growth, though. The devs even made it a mechanic to add salt to the wound by having characters comment on poor level ups.

     I want to play the game and not be worried about being screwed over by RNG every second! So an item like that would be greatly appreciated!

     It would also be nice to have a consumable item that removes a skill weakness.

 

Classes

     I'd like to see more master classes, traditional top-tier classes and a restructuring of existing classes and their abilities. The lack of master classes and the unlocks of them really limits this game. Every other FE game had it so the next tier of classes made sense, continued your character's progress and was more powerful. Throw all that away with this game.

     A great example of this is the swordmaster class. The only option for a next tier class that continues its progress is mortal savant... A class that's a downgrade for pretty much every unit in the game. What they should've done is had a trueblade master class with a S+ sword requirement that had astra instead. They should've also added sentinel, reaver, marksman, marshall, archsage and saint as master classes.

     Being able to continue the progress of your character in a logical way is fun. Forcing your characters to learn entirely new skills or just take an illogical course to progress is not fun. There needs to be a place for classes that excel in one particular skill at the master tier! I get that the cavalry and flying classes can dismount, but that still doesn't make up for the lack of master classes. Matter of fact, the dismounting feature should be nerfed after a bunch of infantry only master classes are added.

     I like the concept of having master classes that have multiple skill requirements, but this game executes it terribly. For a lot of master classes, you need to bring your character's skill from an E all the way to a B+ or A. This process seems like an unbearably long time, but you sure don't get rewarded for it! Most of the master classes have the defiant abilities as an unlock. Those abilities are unoriginal, weak and just overall bad game design. They should've all had an original and unique ability like quick riposte from the war master class...

     Then there's the bow knight class with high movement, canto and +2 bow range that's way too OP, despite the lame defiant ability. Bow knight should've been an advanced class with Bow B / Riding C+ requirements and no Bowrange ability. The master class should've been Silver Knight instead with a bowrange of only +1. The marksman class with a Bow S+ requirement should've been the one with a bowrange of +2.

 

Characters

     I'd like to see weaker characters get a slight boost to their growth rates so they're more playable. That especially goes for Cyril (at least +%20 to strength!). Cyril should be a level 1 underdog that you can train to be an absolute beast (even better than Lysithea!).

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I'm not sure if you've been paying attention to the datamines or not, but the classes have already been decided. Better master classes would be nice though. I don't agree on nerfing Bow Knight though. It's a master class for a reason and it requires some steep investment. Removing it's bow range and giving it standard 1-2 range isn't good at all because then the class would be no different from a cavalier/paladin with a bow equipped imo. Bowranges are what make the archer class line unique.

Master classes aren't meant to be final classes. Advanced Classes are more than good enough to go to the final level with. If you maxed out a Swordmaster and want them to learn another skill, then Assassin would be a good way to go if you don't want them to learn Reason. Not every advanced class necessarily needs a corresponding master class because they're good as is.

I'm not sure what you mean by forcing your characters to learn new skills. If you don't want them to, then don't?

Weaker characters don't need buffs. Any character can become a monster with some babying, Cyril included. Cyril is kind of underrated imo. He has easy access to the best non-lord class in the game, Wyvern Lord, as well as Aptitude. Granted, Aptitude isn't as good in this game as it in previous entries, but Cyril can become great. He also gets Point-Blank Volley at C Bows, which is one of the best bow combat arts in the game. Plus, weaker characters always have ways to be useful, especially in this game. If they're weaker, make them a dancer, or a thief, or a healbot. You have so much freedom with designing your units, you can find a niche for a certain character to fill.

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Why people like class bloating so much. There is no point into having a class that sole purpose is "existing class +1" 

The main reason WL is so stupidly broken is because WR was already perfectly serviceable but they decided to give it, of all thing, a +1 class. 

Edited by Flere210
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2 hours ago, Flere210 said:

Why people like class bloating so much. There is no point into having a class that sole purpose is "existing class +1" 

The main reason WL is so stupidly broken is because WR was already perfectly serviceable but they decided to give it, of all thing, a +1 class. 

I agree with the general notion, but think Wyvern Lord should still exist - there should be a reward for raising your Flight level above C. I would gimp Wyvern Rider (remove Axefaire, they don't need it, and make the class much slower). Wyvern Lord would get Axefaire, but still be slow.

Pegasus Knight and Falcoknight, I would keep largely the same, except to remove the Avoid boosts. Also enemy Pegasi should not have 7 move and Lancefaire, like WTF.

Anyway, I'd just bump up Assassin to Master tier (with slightly improved stats, and A Sword, B+ Bow as reqs. Maybe get rid of Stealth for Bowrange +1, so it's an alternative option for bow specialists). It's movement is just that good, like what were they thinking. Enemy Assassins in midgame can be replaced with Swordmasters, Thieves, or Snipers.

Also would be good to get a gender-neutral gauntlet-using class, but it looks like War Monk will be that.

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10 minutes ago, Shanty Pete's 1st Mate said:

I agree with the general notion, but think Wyvern Lord should still exist - there should be a reward for raising your Flight level above C. I would gimp Wyvern Rider (remove Axefaire, they don't need it, and make the class much slower). Wyvern Lord would get Axefaire, but still be slow.

Pegasus Knight and Falcoknight, I would keep largely the same, except to remove the Avoid boosts. Also enemy Pegasi should not have 7 move and Lancefaire, like WTF.

Anyway, I'd just bump up Assassin to Master tier (with slightly improved stats, and A Sword, B+ Bow as reqs. Maybe get rid of Stealth for Bowrange +1, so it's an alternative option for bow specialists). It's movement is just that good, like what were they thinking. Enemy Assassins in midgame can be replaced with Swordmasters, Thieves, or Snipers.

Also would be good to get a gender-neutral gauntlet-using class, but it looks like War Monk will be that.

The A skill for flying is pretty damn fantastic. It gives a +30% to avoid, which is not insignificant at all.

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4 hours ago, Dandy Druid said:

I'm not sure if you've been paying attention to the datamines or not, but the classes have already been decided. Better master classes would be nice though. I don't agree on nerfing Bow Knight though. It's a master class for a reason and it requires some steep investment. Removing it's bow range and giving it standard 1-2 range isn't good at all because then the class would be no different from a cavalier/paladin with a bow equipped imo. Bowranges are what make the archer class line unique.

Master classes aren't meant to be final classes. Advanced Classes are more than good enough to go to the final level with. If you maxed out a Swordmaster and want them to learn another skill, then Assassin would be a good way to go if you don't want them to learn Reason. Not every advanced class necessarily needs a corresponding master class because they're good as is.

I'm not sure what you mean by forcing your characters to learn new skills. If you don't want them to, then don't?

Weaker characters don't need buffs. Any character can become a monster with some babying, Cyril included. Cyril is kind of underrated imo. He has easy access to the best non-lord class in the game, Wyvern Lord, as well as Aptitude. Granted, Aptitude isn't as good in this game as it in previous entries, but Cyril can become great. He also gets Point-Blank Volley at C Bows, which is one of the best bow combat arts in the game. Plus, weaker characters always have ways to be useful, especially in this game. If they're weaker, make them a dancer, or a thief, or a healbot. You have so much freedom with designing your units, you can find a niche for a certain character to fill.

Then what is the point of the master classes? They don’t add something with out the intention of it being used. I would prefer flat upgrade over worthless side-grade any day... I have to agree with OP give more infantry master classes and better weapon requirements for them, not just lance,  the class system is easily the worst aspect of this game

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I mentioned this briefly in another thread but (and this goes beyond a mere DLC but more into future installments in the Fire Emblem series) I would love to see them kind of get rid of classes altogether. The mechanic 3 houses brought about, of teaching/training your units over time, would really lend itself to a "classless" structure in future games. Each individual character can be trained in different skills, and depending on the armor, weapons and mounts (horses, wyverns, pegasi, etc. would have to be treated more like items) you give them would dynamically change their class. The more proficient and skilled they are in their skills alongside their overall level would dynamically determine what class they would be for each given fight.

Yes, each individual would have their own "boons and banes" like there are now -- certain skills that they are good at, and others that they aren't good at, including hidden talents and such. That would really make each of our games have the potential to be totally unique from one another, and we wouldn't be worried about these issues that we have with useless master classes and such.

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1 hour ago, Jotari said:

The A skill for flying is pretty damn fantastic. It gives a +30% to avoid, which is not insignificant at all.

It's A+, right, to get Alert Stance+?

It's a strong ability, sure, but it requires Waiting on player phase. Whereas usually I want my fliers to be attacking, gambiting, or even repositioning. I'm sure there's a good use for it, like putting Retribution on my flier and dismounting in a forest or something.

Anyway, I still think there should be a Master-tier Wyvern Lord class with the aforementioned changes.

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16 minutes ago, Shanty Pete's 1st Mate said:

It's A+, right, to get Alert Stance+?

It's a strong ability, sure, but it requires Waiting on player phase. Whereas usually I want my fliers to be attacking, gambiting, or even repositioning. I'm sure there's a good use for it, like putting Retribution on my flier and dismounting in a forest or something.

Anyway, I still think there should be a Master-tier Wyvern Lord class with the aforementioned changes.

It can be carried over to other classes too. I actually managed to get Dedue to A+ by the end of the game even though flying is his weakness. Took a lot of special treatment, but it's pretty epic to have a unit with massive defenses and massive avoid. Had to sacrifice getting Quick Riposte on him though. Not that I necessarily disagree with you on Wyvern Lord being a Master Class, just that even if it wasn't there'd be a compelling reason to keep training flying.

Edited by Jotari
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20 minutes ago, Flere210 said:

You can have something like the malig knight at A flying. Something that is in line whit the other master classes at being Different, not strictly better, than an advanced class.

Maybe if they nerf some of the stats. I'm worried that flying plus magic is just gonna be overpowered.

...And yes, I realize that Dark Fliers return within the month.

1 hour ago, Jotari said:

It can be carried over to other classes too. I actually managed to get Dedue to A+ by the end of the game even though flying is his weakness. Took a lot of special treatment, but it's pretty epic to have a unit with massive defenses and massive avoid. Had to sacrifice getting Quick Riposte on him though. Not that I necessarily disagree with you on Wyvern Lord being a Master Class, just that even if it wasn't there'd be a compelling reason to keep training flying.

Fair enough. Now it's occurring to me, I wonder if it'd be viable to get Alert Stance(+) on Dimitri, even without using him as a wyvern? Would combine well with Battalion Wrath+Vantage.

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7 hours ago, Shanty Pete's 1st Mate said:

Maybe if they nerf some of the stats. I'm worried that flying plus magic is just gonna be overpowered.

...And yes, I realize that Dark Fliers return within the month.

Fair enough. Now it's occurring to me, I wonder if it'd be viable to get Alert Stance(+) on Dimitri, even without using him as a wyvern? Would combine well with Battalion Wrath+Vantage.

Stick him in the flying stables for the entire game and bring him to the sauna a bit and I'm sure you could with a bit of favouritism.

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If I could make one Quality of Life patch: 

  • Spoiler

     

    • Add sort options to the blacksmith forge and repair menus. That's a lot of junk to sift through. And even if you do understand how it's automatically sorted it still takes a lot of unnecessary time scrolling down.
    • Tweak the fast travel screen so that cardinal directions actually go to the closest area in that direction. Rather than whatever randomness we have now.
    • When a unit learns a new ability, give them the option of swapping it in right there.
    • Fix the descriptions of Quick Riposte and One-Two Punch to reflect their hidden secondary effect of making the user immune to being doubled.
    • Stop randomly assigning adjutants on each new battle. I would rather they be unequipped so that the player can choose every battle.
    • Have the natural class exp gain be 2 points instead of 1, while keeping all current boosters. I find class mastery to take too long in this game to the point of encouraging grinding.
    • To discourage grinding a bit, adjust the generic turn count limit of auxilliary maps from 99 turns to 50 turns. 
    • Make it so that when you fail an exam, the seal is not consumed, since the player will save scum anyway. And even if you don't save scum, it's frustrating when a limited resource (non NG+) gets consumed like that.
    • If a unit can canto but has not enough movement to actually move a space in any direction (for instance, a horse unit having 1 move left when surrounded by forest tiles), just auto end their turn, since all they can do is wait in that spot.
    • Have clearer indicators of which classes can use magic. What we have now is too vague for a first time player.
    • Delete Ambush spawns Have text prompts indicating where reinforcments will come from a turn in advance. Saying "scouts have spotted reinforcements arriving shortly" as the camera pans to their entry point. The player won't know what's coming, just that something is coming and they have a turn to prepare.
    • Provide clear calculations for combat arts that gain MT from another stat. They already do this in their explanations of AS and for abilities like Miracle. I don't know why combat arts pose such a problem.
    • Provide clear calculations for Crests and the relics that have RNG effects, like reduction of damage on Thyrsus and Aegis Shield. I know crests are supposed to be mysterious, but I don't see a need to hide those details from the player.
    • Have some way to see your units' growth rates. <- the age old request of every fire emblem game.
    • Let the player see how many points of class exp remaining to master a class when pressing X and scrolling through their stats and skill ranks.

     

     

If I could make one giant Balance patch:

Spoiler

 

Mechanics

  • Fliers should not have the ability to dismount. Existing map design with archers and ballistaes are clearly meant to deter fliers but fail due to their ability to dismount and even earn alert stance after dismounting.
  • Monster varieties should more often than not deal magic damage. Since magic using enemies are no more common than in the average fire emblem game, I find the res stat very underutilized. Many monsters attack with fireballs and other magic anyway, so it's confusing to regard them as physical attacks.
  • Remove the hidden requirement of having certified as a Dark Mage in order to certify as a Dark Bishop. This is never stated for the player and bothers me because there is no evidence that class even exists until the requirement is met.
  • Make it so Blow skills stack between class skills and equippable ones. Just so Dark Bishop can be more competitive.
  • Allow the player to do 2 and then 3 seminars at the same rate they earn more battle points as their professor rank increases.
  • Allow the player to access the four bonus merchants from the sunday menu before choosing what they want to do that day. These merchants will not be available on the battle preps screen.
  • Have the Dark Merchant sell Dark Seals.
  • Have Auto Fishing. Where the game generates results for all of the bait you have. Like other Auto mechanics in three houses, the results won't be 100% what the player could accomplish manually. Auto fishing will never randomly produce the purple fish results, and the results will assume the player fails the minigame 20% of the time despite it being so incredibly easy in reality.

Classes

  • Swap out Holy Knight's Terrain Resistance for Lancefaire.
  • Give Mortal Savant Crit +20 as its third class skill.
  • Give Holy Knights and Dark Knights mage movement in desert and fire tiles when dismounted.
  • Make Wyvern Lord require B flying, A Axes, and A armor so that it's an easy promotion path for armor knights while also making it slightly harder for the average joe to class into.
  • Add a Troubadour class for females on the level 20 tier. It would have 6 move, canto and healing +10. It should be useful, while not invalidating bishop or the more combat oriented Holy Knight. Its class mastery can be equippable healing +10 which stacks with the class skill version.

Abilities

  • Fix Seal Abilities and other debuff skills so that the debuff applies for one full turn, rather than just the current player phase.
  • Breaker skills should be buffed to the + version's values.
  • Terrain Resistance should allow the user to ignore the opponent's terrain boosts, such as higher defence and avoid, in addition to its current effect.
  • Take Miracle off the skill list of Maddening Falcon Knights. They're already the hardest enemies to fight, leave miracle shenanigans to the bishops who are still pushovers anyway.
  • Buff Rally Movement to provide 4 points of move instead of 1.
  • Fix the bug on Poison Strike where the game only factors in the max HP of a monster's first, weakest health bar.

Weapons

  • Make it so the Longbow has a blanket +1 range to everything. Meaning that it can combat art a space further than other bows. 
  • Give Mini Bow a blanket -1 range to everything. As it is, it invalidates the training and iron bows due to its superior stats, and the forged version makes it a cheap alternative to the killer bow as well. 
  • Give Aura knuckles 1-2 range.
  • Take away the restriction from using gauntlets on magic using classes. I understand mounted classes not being able to punch, but mages?

There are probably dozens of other tweaks and adjustments I would make, but the game is so huge and I don't want to be writing forever.

 

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12 hours ago, ciphertul said:

Then what is the point of the master classes? They don’t add something with out the intention of it being used. I would prefer flat upgrade over worthless side-grade any day... I have to agree with OP give more infantry master classes and better weapon requirements for them, not just lance,  the class system is easily the worst aspect of this game

I didn't say they weren't useful. Just not always necessary. It really depends on the character and how you want to build them.

Master Classes are either flat out upgrade in certain cases (Wyvern Rider -> Wyvern Lord, Pegasus Knight -> Falcon Knight, etc.) or a sidegrade (Mortal Savant especially). Classes like Dark Knight, Holy Knight, and Mortal Savant aren't direct upgrades. I believe their intention were to give certain characters or builds more options as they progressed through the game. However, they are not needed to complete the game. They're just able to do some cool stuff every once in a while.

 

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10 hours ago, Shanty Pete's 1st Mate said:

Fair enough. Now it's occurring to me, I wonder if it'd be viable to get Alert Stance(+) on Dimitri, even without using him as a wyvern? Would combine well with Battalion Wrath+Vantage.

Eh, I wouldn’t bother. Ideally, Wrath+Vantage Dimitri insta-kills anything that initiates combat with him before they hit. Alert Stance would be useful against things he can’t counter and kill against (ballistas, Demonic Beasts), but those aren’t that common, and A+ investment in Flying is a high cost, especially since Dimitri has less tutoring time than other students. 

 

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8 hours ago, Glennstavos said:

If I could make one Quality of Life patch: 

  •   Reveal hidden contents

     

    • Add sort options to the blacksmith forge and repair menus. That's a lot of junk to sift through. And even if you do understand how it's automatically sorted it still takes a lot of unnecessary time scrolling down.
    • Tweak the fast travel screen so that cardinal directions actually go to the closest area in that direction. Rather than whatever randomness we have now.
    • When a unit learns a new ability, give them the option of swapping it in right there.
    • Fix the descriptions of Quick Riposte and One-Two Punch to reflect their hidden secondary effect of making the user immune to being doubled.
    • Stop randomly assigning adjutants on each new battle. I would rather they be unequipped so that the player can choose every battle.
    • Have the natural class exp gain be 2 points instead of 1, while keeping all current boosters. I find class mastery to take too long in this game to the point of encouraging grinding.
    • To discourage grinding a bit, adjust the generic turn count limit of auxilliary maps from 99 turns to 50 turns. 
    • Make it so that when you fail an exam, the seal is not consumed, since the player will save scum anyway. And even if you don't save scum, it's frustrating when a limited resource (non NG+) gets consumed like that.
    • If a unit can canto but has not enough movement to actually move a space in any direction (for instance, a horse unit having 1 move left when surrounded by forest tiles), just auto end their turn, since all they can do is wait in that spot.
    • Have clearer indicators of which classes can use magic. What we have now is too vague for a first time player.
    • Delete Ambush spawns Have text prompts indicating where reinforcments will come from a turn in advance. Saying "scouts have spotted reinforcements arriving shortly" as the camera pans to their entry point. The player won't know what's coming, just that something is coming and they have a turn to prepare.
    • Provide clear calculations for combat arts that gain MT from another stat. They already do this in their explanations of AS and for abilities like Miracle. I don't know why combat arts pose such a problem.
    • Provide clear calculations for Crests and the relics that have RNG effects, like reduction of damage on Thyrsus and Aegis Shield. I know crests are supposed to be mysterious, but I don't see a need to hide those details from the player.
    • Have some way to see your units' growth rates. <- the age old request of every fire emblem game.
    • Let the player see how many points of class exp remaining to master a class when pressing X and scrolling through their stats and skill ranks.

     

     

If I could make one giant Balance patch:

  Reveal hidden contents

 

Mechanics

  • Fliers should not have the ability to dismount. Existing map design with archers and ballistaes are clearly meant to deter fliers but fail due to their ability to dismount and even earn alert stance after dismounting.
  • Monster varieties should more often than not deal magic damage. Since magic using enemies are no more common than in the average fire emblem game, I find the res stat very underutilized. Many monsters attack with fireballs and other magic anyway, so it's confusing to regard them as physical attacks.
  • Remove the hidden requirement of having certified as a Dark Mage in order to certify as a Dark Bishop. This is never stated for the player and bothers me because there is no evidence that class even exists until the requirement is met.
  • Make it so Blow skills stack between class skills and equippable ones. Just so Dark Bishop can be more competitive.
  • Allow the player to do 2 and then 3 seminars at the same rate they earn more battle points as their professor rank increases.
  • Allow the player to access the four bonus merchants from the sunday menu before choosing what they want to do that day. These merchants will not be available on the battle preps screen.
  • Have the Dark Merchant sell Dark Seals.
  • Have Auto Fishing. Where the game generates results for all of the bait you have. Like other Auto mechanics in three houses, the results won't be 100% what the player could accomplish manually. Auto fishing will never randomly produce the purple fish results, and the results will assume the player fails the minigame 20% of the time despite it being so incredibly easy in reality.

Classes

  • Swap out Holy Knight's Terrain Resistance for Lancefaire.
  • Give Mortal Savant Crit +20 as its third class skill.
  • Give Holy Knights and Dark Knights mage movement in desert and fire tiles when dismounted.
  • Make Wyvern Lord require B flying, A Axes, and A armor so that it's an easy promotion path for armor knights while also making it slightly harder for the average joe to class into.
  • Add a Troubadour class for females on the level 20 tier. It would have 6 move, canto and healing +10. It should be useful, while not invalidating bishop or the more combat oriented Holy Knight. Its class mastery can be equippable healing +10 which stacks with the class skill version.

Abilities

  • Fix Seal Abilities and other debuff skills so that the debuff applies for one full turn, rather than just the current player phase.
  • Breaker skills should be buffed to the + version's values.
  • Terrain Resistance should allow the user to ignore the opponent's terrain boosts, such as higher defence and avoid, in addition to its current effect.
  • Take Miracle off the skill list of Maddening Falcon Knights. They're already the hardest enemies to fight, leave miracle shenanigans to the bishops who are still pushovers anyway.
  • Buff Rally Movement to provide 4 points of move instead of 1.
  • Fix the bug on Poison Strike where the game only factors in the max HP of a monster's first, weakest health bar.

Weapons

  • Make it so the Longbow has a blanket +1 range to everything. Meaning that it can combat art a space further than other bows. 
  • Give Mini Bow a blanket -1 range to everything. As it is, it invalidates the training and iron bows due to its superior stats, and the forged version makes it a cheap alternative to the killer bow as well. 
  • Give Aura knuckles 1-2 range.
  • Take away the restriction from using gauntlets on magic using classes. I understand mounted classes not being able to punch, but mages?

There are probably dozens of other tweaks and adjustments I would make, but the game is so huge and I don't want to be writing forever.

 

  •  

One quality of life change I'd definitely make would be to have Byleth's journal or whatever it's called available from the Activities Select menu. I enjoy playing New Game+ and quite often I want to use the journal to get a character past a promotion threshold yet my mind only thinks about promotion when it's readily avilable. I might also have a character that's like 2exp away from gaining a rank and will do so any way during the study phase. Even just selecting character's appearances before you choose to do a battle would be nice. There's absolutely no reason why such simple things should be locked behind dedicating a week to exploration.

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22 hours ago, ciphertul said:

Then what is the point of the master classes? They don’t add something with out the intention of it being used. I would prefer flat upgrade over worthless side-grade any day... 

The point is to be used, just not as a direct upgrade. Mortal savant give the swordmaster more movement, a consistent ranged attack and the ability of hit res at the cost of reducing a stat that you most likely have in an excessive amount outside of maddening. It won't make you better at "swordmastering" but will make you better more ways that it make you worse. 

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On 1/22/2020 at 7:56 PM, Glennstavos said:

Classes

  • Swap out Holy Knight's Terrain Resistance for Lancefaire.
  • Give Mortal Savant Crit +20 as its third class skill.
  • Give Holy Knights and Dark Knights mage movement in desert and fire tiles when dismounted.
  • Make Wyvern Lord require B flying, A Axes, and A armor so that it's an easy promotion path for armor knights while also making it slightly harder for the average joe to class into.
  • Add a Troubadour class for females on the level 20 tier. It would have 6 move, canto and healing +10. It should be useful, while not invalidating bishop or the more combat oriented Holy Knight. Its class mastery can be equippable healing +10 which stacks with the class skill version.

Most of these sound good! As do most of the changes in general.

I like the idea of a Troubadour class (B Riding, B Faith, I assume)? I would want it to be gender-neutral, but I get that Advanced classes are already imbalanced toward the guys. The DLC mounted magic class sounds like it will be this.

Wyvern Lord I'm not certain on (I like the idea of Armor+Flying, but hate how Armor is currently surgically attached to Axe rank) My biggest change would just be to make them slower (same with Wyvern Rider, who again I'd rob of Axefaire).

Crit+20 on Mortal Savant sounds really good, like a hybrid counterpart to War Master. I alternatively considered giving them a flat avoid boost (Avo+20, maybe?). Might be nice if Black Tomefaire were just "Reasonfaire", so Lysithea and Edelgard do better in the class.  

Spoiler

 

14 hours ago, Flere210 said:

The point is to be used, just not as a direct upgrade. Mortal savant give the swordmaster more movement, a consistent ranged attack and the ability of hit res at the cost of reducing a stat that you most likely have in an excessive amount outside of maddening. It won't make you better at "swordmastering" but will make you better more ways that it make you worse. 

 

more movement 

Assassin has better movement than Mortal Savant, because they move freely through forests.

a consistent ranged attack

Assassins also grow faster in bow rank (going off the usually-stronger strength stat), and can use Curved Shot or Longbow for 3-range attacking.

the ability to hit res

The Levin Sword exists, with Levin Sword+ having 1-3 range, and benefits from Swordfaire and Sword prowess. By the time you're in Master classes, you probably have the Dark Merchant, making Arcane Crystal access trivial.

Most of the time, the Assassin class offers Swordmasters a better "upgrade" than Mortal Savant.

Edited by Shanty Pete's 1st Mate
Accidental double-post, choosing to fuse them.
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While we don't necessarily need master classes that are x+1, we have quite a few master classes that are exactly that (Warmaster, Wyvern Lord, Gremory), and those classes that don't often have glaring flaws and could use work.

 

Swordmaster should have 6 mov.

 

Bishop, Dark Bishop, and Warlock should have 5 mov. 

 

Dark Bishop shouldn't be worthless in general. Why does this franchise hate dark mages so much?

 

 

And why in the actual fuck do lances not have an endgame infantry class. Stop neglecting Halberdiers.

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