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MisterIceTeaPeach

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Posts posted by MisterIceTeaPeach

  1. I wish a lot all of those aspects would return, some of those being removed in 13 made it a little bland. I'd love to be able to steal things from enemies and accidentally kill enemies that have stat boosters again. I never thought about reintroducing the spheres, reimplementing them would kind of be the rings and scrolls from FE4 and 5. By different missions you mean different routes? I like that idea brought up earlier where you can pick sides of an army, I think it'd be nice to add onto that idea by picking routes mid-game that'll determine your ending. But ingame dialogue choices that have actual effect on the game is a ludicrous idea, right Awakening?

    Different missions types should be defense, seize, escape like in the Tellius series. Especially defense missions are the most interesting and challenging chapters in FE. It is a shame, that they do not exist in the DS games. Escape missions should work like in FE5. Units, who did not espace, got captured (=death). Removable stat boosts and skills like the rings in FE4 or spheres in FE12 should return. It would be interesting to recruit members from a different party like in FE10. But I think, it is hard to implement storywise.

  2. I let the DB die not knowing that they got powerful weapons that I could abuse. .... What if you found a way to steal thehammerene stave to heal one of those weps? Or *gasps* do they heal all weapons or just one?

    You get a hammerne staff in 3-3 in one of the tents (chapter, you have to burn supplies). You can use it three times to restore ONE weapon. But you cannot use it for the DB until part 4, because you cannot bring the hammerne stuff to the DB during part 3.

  3. You're saying thieves should be able to bring enemy units to their side? o_O

    I don't mind if a thief can talk to another unit to recruit them, but that's a bit excessive as a standard skill, isn't it?

    I meant, that thiefes can steal things from the enemies (vulnaries etc.) like in previous sections.

    Ok, I will edit my posted comment, so there will be no misunderstanding.

  4. Yeah my frist time in the tower I blessed eddies brave sword for some reason (I think due to it haveing one use left or I broke caladblog.)

    ^

    Blessing a Brave weapon sounds like a good idea to me.

    Blessing weapons guarantee two attacks, but their hitrates are not that great, especially if you fight Ashera. A forged weapon is almost as strong as two attacks of a braveweapon and it has a much better hitrate, if you raise it.

  5. Nephnee (why is she a knight)

    Neph is a knight probably because Halberdiers are gone.

    Nephenee could be a soldier theoretical, but in FE13 only enemies are soldiers for some reasons...

    The same with Amelia. She is a knight too.

    Too many Myrmidons/Swordmasters in the Spotpass selection.

    Yes, almost always two in each Fire Emblem section.

  6. Reasons, why I like the FE series:

    - you need logical thought

    - " " mathematics

    - permadeath

    - interesting story

    - interesting and funny support conversations

    - huge number of different character types

    - " " " " classes

    - classic mode (no battle save in during the chapters)

    - you can create an avatar

    - many tactical capabilities especially in the SNES- and Tellius-ones

    What should be changed in the future?

    - back to the roots / back to the classical FE games

    - realistic class caps

    - the classes of FE4, 5, 10 and 13 should be brought together

    - tactical capabilities like shove, rescue etc.

    - sleep, silence, bezerk and restore staff should be back

    - Thiefs can steal things from enemies

    - captuaring like in FE5

    - different missions

    - light magic and bishops should return

    - removable items like the spheres in FE12

    - a final boss, you cannot kill in one turn

    P.S. Most of the improvement suggestions I have mentioned in other threads, so I had to repeat.

  7. What difference would that make, considering the stats were inflated for this game?

    Locked mastery skills? Making your units feel "special"?

    Enemies in Radiant Dawn were 2nd tier but had the caps of a third tier because there was no other way to keep your units from being instantly killed.

    I prefer the FE10 class system just because for one reason: Caps.

    It is nice, that Grima has 45 speed on lunatic (+) and that you get a limitbreaker, which brings caps of 80. But these caps are gone over the top to my mind. The caps do NOT adapt to the reality of past Fire Emblem games. A trueblade speed cap of 40 would be absolutely enough.

    FE10 made it almost perfect. Most of the characters are improved in their classes compared to FE9. So the veterans begin in second tier. The third tier class has to be added. The only real flaw is like you said, that in part 4 the enemy classes are distorted. A point, which I have not unterstood yet. Most of the enemies have even only good second tier stats except in the finale. It would make more sense, if the enemies were level 20 second tier with maxed caps, instead of fighting "pseudo" third tier units.

  8. I have to add: Edit the reclass system and bringing back the 3rd tier class.

    The skill system should be similar to FE10, so the unit learns a (mastery) skill after promotion to second/third tier.

    But through the reclass system, you can reclass 2=>1tier or 3=>2tier to learn new skills. But the reclass options have to be limited. That for example a general can reclass to a dark mage should be wiped outonce for all!

  9. Lion King, Bambi and Beauty and the Beast were my favourites in my childhood. But Aristocats was really good. I cannot remember that I have ever watched a bad classic Disney film, although I have not seen all of them from this list yet and some sequels like Cinderella II etc.

  10. I bought the 3DS just because of FE13 (got the Fire Emblem edition) and now I will not play this game again, because the gameplay is lacking compared to other games of the series I played.

    It is a great game for newcomers of the series, but for a fancier like me it did not convince me.

  11. Oh I remember, when I played it the first time. It was my first FE game. I almost gave up in chapter 3, because I did not understand the gameplay. But the fantastic tutorials help me to undestand the mechanic of Fire Emblem. Now I am doing my second run one hard mode. FE10 is probably one of the hardest FE games in the easiest difficulty. You have to play very carefully, because the DB members can be killed with 1-2 hits.

    In the desert chapter you should bring Jill or Haar (probably Jill because of her higher speed) and you should give the nullify skill (which you get in 2-F) to Naesala or one of the seraph knights.

  12. Maybe if they were given even lower might, e.g. if each FE10 Crossbow had half their might(so ranging from 12-19 damage) with an armor ignoring effect like GBA Luna tomes or Glower in FE12.

    The bowgun and crossbow should have lower might (6-10), but therefore the strength of an unit should be added. So these weapons work like the other physical weapons. It would be the fairest solution I guess.

  13. I am playing FE10 the sequel on hard mode currently. And I have much pain, because the RNG screws me over. Many of my units died, because the enemies hit me often with 20-30s%, so I had to restart over and over. Mia was criited to death two times in a row by the same sniper with a killer bow, who only got a hitrate of 35%. The she was killed by a swordmaster, who got a hitrate of 33%.

    But in this game and in this difficulty you have to play risky, because opponents are really tough.

    The best thing was in a different file, when a long bow sniper critted on my units with a hitrate of 20% and critrate of 3%.

  14. I grinded pretty much everyone in the beginning till they paired up. When I got all the children, I only used them, Chrom and Avatar. I did not grind that much with them, because it is pretty cheap for me.

    BTW I only have finished lunatic causal once and I will not play this again, because I do not like this kind of difficulty and game mechanic.

    And I am not masochistic enough to try a lunatic + causal attempt, becasue I even have other activities.

  15. Well, I've come up with a bunch of ideas for how my fan story (Dawn of Darkness) would function as a game, although since it's a direct sequel to RD, reclassing isn't available. But what ideas I do have include some old ones and some new ones.

    - Pair-up would be implemented, but this time, enemies will use it as well on Hard, Lunatic, and Insane modes. Less often in Hard mode. Easy and Normal, they will not use it.

    - Weapon triangle and weapon weight will exist.

    - Light magic returns, as do the trinities of magic.

    - A new feature called the assault tower would be implemented. Explanation here.

    - Another new featured, sparring, would be added since there aren't skirmishes in this one. After each chapter, characters who have gained a few support points can spar with each other and gain more experience, both for weapon level and regular levels. As characters' support levels increase, they gain the ability to spar more often, to the point where the player can have them spar as many times as they want between chapters. The number of exp points gained per battle decreases over time, though.

    - Unique chapter objectives would be back.

    - Dismounting is available. Mounted units can still fight indoors, but they dismount to enter assault towers or climb ledges.

    - Speaking of which, ledges return, as does the ability to attack from atop them.

    - Ranged attackers also get a bit more range when attacking from atop a hill.

    - Laguz get promotions, though in their case, I call it metavolution. It's a combination of the words metamorph and evolution. A laguz's human form does not change much, but their laguz forms get significant differences, like larger bodies, bigger, sharper claws and fangs, etc.

    - A new class called Wagon appears. They start off only being able to attack by charging into enemies and can't attack from a distance. They also serve the same purpose as Merlinus from FE7/FE6 and can hold many items as well as give items to other units. But when they reach their promotion, War Wagon, they gain use of bows and can really do some damage. They're tanky and strong, but slow and weak to fire magic. They are very good at taking hits from either physical or magic attacks though.

    - Daggers are back, but are stronger and less useless.

    - Crossbows are gone. They suck and are useless.

    - The Cavalier knights don't gain a second weapon until their third tier promotion. Same with Generals, though Marshalls will still be able to wield the entire weapon triangle. Falcon Knights get swords again, as do Clerics and Valkyries.

    - Warriors/Reavers no longer get bows. I never understood the point of this. They can already do ranged attacks with hand axes and short axes.

    And that's all I can think of for now. I'm sure I had more stuff on my wiki's list, but I don't feel like pulling it up right now. :P

    The idea of dismounting units like in FE5 is great to avoid bonus damage.

    I like it to bring back the "Merlinus" class as a weapon dealer. It is unrealistic, that in some FE games the lords can access to the convoy everytime.

    Crossbows were not useless, because it is the only way for snipers to attack in close range. It would be better, if crossbows do not have constant attackingpower, but work like other weapons (strength of unit + strength of weapon).

    To my mind there is nothing wrong, that warriors can use a second weapon bows.

    Except for the two points, your ideas are very good!

    I do quite like some of those ideas you bring to the table.

    Although I disagree with the crossbows being useless notion, I found a fair bit of use with them. I mean it gives the Snipers a 1-2 shot as well as helping Nolan on some of the part 3 Maps because the Dawn Brigade gets some access to some nice ones, Nolan can hit laguz especially Hawks well with em

    Yes, crossbows are the only way for snipers to attack in close range. However it should work like the other weapons (strength of unit + strength of weapon). This would reduce the bonus damage against fliers, which was way to high in FE10, because no one except for Tibarn and Naesala could survive a hit of a crossbow.

  16. To my mind in FE13 the support conversations have more importance than the strategical / tactical concept, which is the major downside. It is too much fanservice. The story is not very impressive, part 2 is almost a filler. Many tactical options are missing, which make this game kinda boring to play. And another important point is, that many features existed in FE12 (avatar, baracks). The only one really new feature is the "pair up".

    FE13 is a great game for newcomers to this series. But for veterans like me, who likes the tactical part, it is a little disappointment.

  17. 2. Personal and class skill system. Personal skills are generally less powerful and given to units as a reflection of their personality or through some sort of development. .

    3. Activation skills are activated manually. Instead of having chance-based activations, they are activated by a command or set to activate on the first enemy phase attack. They would have a skill gauge that fills up over time and by battling; the rate is affected by the Skill stat. If the unit double attacks the skill only activates on the first hit, but the second hit will recharge the gauge. Enemies' passive charge rates would depend on the difficulty: none on Normal/Easy, half on Hard, and full on Lunatic.

    2. Which skills are you thinking? Skills like shade, provoke or inbue? It would be good, if they are removable.

    3. Intersting idea with the command. It exists in many RPGs. I would like to add a bar . If the bar is full, the skill be activated.

    2. It's literally the best AI we've had ever in FE. They took FE12's AI, which is:

    Kill>a good chance to crit the unit>hit for the most damage

    .

    I give an example, what I meant in my comment

    In FE12/13

    I could put a (dark) mage with nosferatu (so can attack back) and a swordmaster, who cannot attack back in range of archers. The archers would attack the mage, although it can attack back and heal itself.

    Yes, the enemies would do more damage and get a better hit and maybe critrate, but they would not always kill my unit.

    It is a method, which I really could use in FE12 at least in maniac (never played higher difficulty yet). I can put Linde in range of dragons, they all attack her and Linde could do easily "Nosferatu-tanking".

    To my opinion the A.I. in FE9/10 is the best, because the enemies with long range weapons always attack your units, who cannot attack back except if they can kill your unit with a long range weapon.

    1. More weapon types. There's more to it than just swords, lances, axes and bows. Maces would be fun, daggers should return as well, and I wouldn't mind early gun prototypes.

    2. Rehauled magic system. Allow magic users to have their own weapons (maces for priests and bishops, daggers for mages of all kinds), while their spells can have a much larger effect. AoE, turns to spend charging or controlling a spell, I think those should be a staple. Most staff effects could be thrown in there too.

    5. A greater emphasis on defense maps. Seize only games such as FE6 and FE12 get monotonous after a while and put way too much emphasis on movement.

    6. Dismounting. Horses indoors I can somewhat get, but that seems to be bad manners and oddly I don't remember that many indoor maps post-FE5 that had enemy mounts indoors. Flying mounts make even less sense.

    7. Reworked fatigue. FE5 had a pretty good idea, but I think fatigue should reset, or at least reduce, when two maps apart take a certain amount of time. 12 to 12x was right away, but I'm pretty sure there's a few out there where they at least get a night of sleep between them.

    1 +2 Yes, daggers have to return. Mazes would me fun and they are useable for healers in many RPGs, but I doubt, that will implemented in FE.

    5. Yes, we really need more of them like in FE5 or FE10 2-F.

    6. A very good point. Espacially useful to avoid bonus damage.

    7. Seriously I do not know it in FE5, but it sounds good.

    Here's some ideas I have.

    1. Reintroduce status staves in a different way:I think they should introduce a set of more common lower ranked status staves. Rather than entirely incapacitating a unit there should be ones that allow the unit to act but not allow them to move(or reduce movement), or do things such as reduce accuracy("Blind Staff") or strength("Weakness Staff") significantly to give staff users some indirect combat utility. Berserk should be extremely rare(or just gone), Sleep would be a pretty high end one and Silence maybe towards the middle.

    2. Give Archers/Snipers innate Re-move/Canto: Normally it's mounted units that get this ability, but Archers and Snipers are the class that's effectiveness is mostly determined by their positioning, they should really be the best unit in terms of ranged attacking but lack of movement and having higher movement classes with 1-2 range weapons or even bows and re-move just makes the class really undesirable.

    1. The "blind" staff and "weakness" staff sound good. The blind stuff reduces the hit rate (like in Bravely Default) and the weakness stuff reduces your attack power.

    2. I do not know. This would be a little bit cheap for me, if archers get canto. At least you got rangers, who can use use bows. And they should use longbows. But I totally agree with bringing back "canto" for mounted units!

  18. This topic might be a sort of similar to the topic "How to improve Awakening". But this topic only relates to strategical elements (tactical options etc.) and NOT technical elements like graphics and sound etc.

    What are your ideas of strategical elements for the next Fire Emblem game? Maybe you have an entirely new idea of a feature, which does not exist in the FE series yet.

    Here are my suggestions for the next FE game:

    1. Weapon triangle like in FE9 + 10

    If you got the weapon advantage, you cause +1 damage and the enemy causes -1 damage. The opposite happens, if your unit has a disadvantage. It is fairer to my mind.

    2. Better A. I.

    Enemies should get vulnaries and use it. Enemies with long range weapons (archers, mages) have to attack units, who cannot attack back. In FE11-13 the enemies always attack the unit with the worst defense/resistance - regardless - if your unit can attack back.

    3. Sleep, silence, restore, bezerk staff should return

    4. Different types of missions
    Defense, escape etc.

    I really miss the defense missions in FE11-13. In the escape missons the units, who did not escape, got captured (= death) like in FE5.

    5. Light magic and bishop class should return

    6. Stat boosts

    Stats boosts, which are removable and raise a few stats of your unit (f. e. rings in FE4 or spheres in FE12)

    7. Challenging final boss, which you cannot kill in 1-2 turns

    Your ideas, corrections and improvement suggestions are welcome :):

  19. Jarod is not really that douchebag like the senators. He is a cruel and proud soldier, who has to just follow the orders of them. Even after he was betraied by Numida, Jarod fought to the bitter end.

    I really like the character design of a cruel, proud and brave soldier, who fights for the honor.

  20. 1. The weapon triangle system in Tellius is a lot worse than the DS games weapon triangle that Awakening uses.

    2. Wouldn't do anything but hurt mages and mostly be annoying and then not matter at all. Weight is bad really.

    3. Magic weapon triangle is useless if its like Tellius. And would mostly be irrelevant even with DS triangle because tomes have so much hit anyway.

    4. I agree.

    6. Rescue drop take was replaced by pair up. It probably can't be implemented in the regular Awakening to improve it. Shove Smite wouldnt work without some sort of con system.

    7. So, basically, bring back one of the most annoying things about past Fire Emblems? Those staves are usually insta-game over when they hit, so that wouldnt really improve the game or make it more "tactical".

    1. In FE9 + 10 if you have a disadvantage in the weapon triangle, the enemy deals +1 damage and your own unit deals -1 damage. It does not exist in the following games. So it is kinda cheap and unfair to me, that the weapon triangle only gives you advantage boosts in damage but no penalties.

    2. Weapon weight kinda punish some units, but it exists in almost every FE game. The thing with the constitution in the GBA-games was really shit especially for mages and female units. But that the strength influences the attacking speed is fair.

    3. In the magic weapon triangle the hit rates are not really different than the physical weapon triangle.

    7. These staffs are another classic part of Fire Emblem. They are not an instant death, if you have a restore staff.

    Most of my suggestions are tactial options and weapons etc., which exist in most of the previous FE games.

  21. Haar: Who cares about endgame? You deploy the Royals and beat each part in like 1-2 turns. Haar being mediocre there makes almost no difference. The amount he dominates, oh, 2/3rds of part 2 and almost the entire GM section is ludicrous. Jill has a really shaky start, with low AS thanks to bad STR, bad STR and not too great DEF either. Her STR growth is mediocre to average, which for someone with such bad base STR is not okay. It's not all bad for her, though - once her STR growth kicks in a little, her AS picks up really quickly and she starts doubling, and axes means she deals good damage too. And flight utility is obviously useful. Of course, all of those things also apply to Haar. Jill is stronger late game, but Haar dominates everything until then, so it doesn't really matter. Jill takes a lot of resources to get incredible, otherwise she's just good.

    Jill has a really bad strength base for a level 14 dracoknight, but a forged iron axe can equal this problem. Her strength growth 45% is not that great either, but her growths are more similar to a pegasus knight. If she has maxed magic, speed, luck and resistance, give her bexp. to raise her strength and defense. She can easier play a solo than Haar. A good example is the desert chapter 4-3: Jill as dragonlord with speed 35 can double and kill everyone. Moreover her resistance is high enough to dodge sleep staffs.

    Like I said in my previous comment, Haar is better in earlygame, but Jill is much more useful later and becomes to the best flying Beorc in FE10.

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