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Augestein

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Everything posted by Augestein

  1. They pretty much covered when something needs to be banned. When it over centralizes the game. If it's so good that there's no other way to counter it outside of doing it, there's a huge problem. For Smash though, I honestly can't really take smash seriously enough to really worry too much about bans outside of things being horrendously imbalanced like Brawl.
  2. Not really. You know what happens when that hits? I hit reset because of how useless it makes a character. They don't make me think about my movement. The best approach is simply to see the range, wait until they run out and then move. So basically the game says "it's unsafe to move for 10 turns" which means that this person is literally waiting 10 turns or until you manage to wade through a sea of reinforcements to eliminate it (as opposed to a standard game where siege tomes have 5 uses). It's actually not well done because creeping each turn isn't a good thing, it's generally referred to as a "bait and switch" strategy. There's nothing to make the player need to move quickly and there are no mini objectives that you need to hurry to before it's too late. Even with chapters like the survive chapter from earlier, there's plenty of time to reach everything but the first turn is best left with having most of your units not move. The whole point of maps like that is to have some enemies move while some don't and make use of reinforcements to cause you to get swarmed if you sit around. SoA never does this at any point. Reinforcements always appear like directly in front of you or so far away from you that there's never any real danger. The dog piles only happen because of the overuse of 1-2 range on enemies. It doesn't even make sense that there are moments where you'll see short spear x 2, short axe x 2, 1 swordreaver which opens up the possibility of 5 units attacking 1 unit with impunity unless you load all of your characters up with 1-2 range. That's not actually adding challenge. It's not 78% chance to miss. It's 72% chance to miss, and it's also about 1/5 chance to hit. So roughly 20% chance of being hit. That's horrendous considering what it does. There are certain percentages that come across as fair for what they do, this is not one of them, and I just explained why that's not low enough because there's nothing I can do to mitigate the effect. Challenge is not having something like this. Challenge is something like having to figure out how to get around Senaca's critical. Challenge is having to figure out to get Rika to talk to Kate to recruit her without killing her or getting yourself killed. Plus, as I stated before, there's no reason for a person to have to use certain characters like that as the teams are large enough to have enough variances to them to where they might not have them. It's not hard. That's the problem. SoA happens to be fairly easy overall with many chapters being defeated on my first try. It's just that the siege tomes started to grate on my nerves, and the hexing rod hitting me at 18% was what caused me to just kind of stop at the moment. That's not a good sign.
  3. I didn't grind to beat revelations. So I'm not sure on that either. I'd recommend doing a capture playthrough. That could be fun. Using a bunch of generics? I love generics.
  4. I can agree on the war on drugs needing to be less of a thing, I'm of the opinion that people would feel less inclined to try it if it was less "out there an wild." I've never drugs, and I've seen how self-destructive it can be from people in my family as well. In the end, these lousy decisions are ours and ours alone to make, not the government's.
  5. I honestly think it would, I definitely agree with you there. Take a look at the same sex supports in Awakening and Fates. The quality of them tends to be much better than the male x female ones because the characters that talk in those actually have a reason to approach one another. Fates is especially bad because there are several C supports that essentially boil down to this: Guy A: Hey B! How are you? B: I'm doing pretty great! How are you? Guy A: Can't complain! Hey, I've been meaning to ask you about that one story. B: Oh you mean that one story? Yeah, I'd love to explain that to you, but not right now. Maybe next support. Guy A: Okay! I'll hold you to it! With some many of those generic formats for C rank supports, I'm inclined to believe that they didn't have enough conversations for even C-A for some characters but had to do it on the account of the mechanics for marriage.
  6. We already have 3 long range siege tomes in that area. You're already going to be going slowly on account of those because there's no one in the party that can realistically tank these so you're already doing a ton of baiting whether you are on the left or right. The left has a guy with a brave axe and a tomahawk a sentinel that you can't really afford to be hit by, and stepping too far gets you hit by 2 long range tomes. The right side has reinforcements for like 3 turns, people with 2 range, a knight with 1-2 range, a long range tome... And that's not even all of the units. Any unit that walks in this hallway of hell is dead unless you bait out some of the units slowly. No, we already can't move quickly here without luck. But that's not enough, we still have a onslaught of enemies that appear from behind as well. Quite a few of them have 1-2 range as well here. The Hexing Rod as it stands doesn't actually add anything at this point but add yet another thing to slow you down. The way the map is designed, there's a hero with silver weapons and a Bishop that can attack. The bishop isn't going anywhere even if you leave someone at low health because it has physic. The algorithm for sending a high res unit doesn't actually help that much on the account that something that lethal to a unit isn't 0. I've been hit by enough 20% attacks to say "no it doesn't help that much." Let's use myself as an example: so my highest res unit is Stark with 11 res. Assuming that Stark stands away from it at maximum distance, this is about an 18% chance of happening. Considering what the hexing rod does to a unit, I absolutely do not want this to hit a unit on the account that the unit pretty much becomes useless. Even if Stark is an archer it's still a problem because of how much 1-2 range enemies there are AND the siege tomes that exist. Even worse, is considering this, because res is already a problem all around, it becomes a "I hope you used Stark or Aurora" when a person may have chosen to use Rika and / or Oona instead-- both of which have lower res. Or any other unit. If teams are being forced to use a certain non-forced unit, there's a problem. I'll grant you that a person would probably want to use Stark on this chapter because he can talk to someone, but that doesn't mean the player will. Even worse, is that my Stark has 11 res because he's been leveled, so one that doesn't have use won't have 11. It's not a good obstacle. It's about the same way that this game has a nasty tendency to place units in range where stepping 1 tile passed that 1 spot has like 5 enemies dog pile 1 of your units. The only response is to creep forward or pray you dodge. It's not particularly well done. Especially because of the fact that as I pointed out, this seems to be a thing from chapter 6+. There's never a push to move faster. Just creep, and the way reinforcements are done, this encourages you to do it more. Risks that are worth considering are things like going after a Sentinel with a spear but if you kill him you get a Dragon Shield. Do you think it's worth +2 defense to risk randomly exploding against him? I don't, so I don't attack him. I might steal the shield and then have a flier get out of dodge with Marques using a wall to avoid being attacked, but you know what? That's strategy. It's also something that you have multiple options against. You can kill him with unreliable methods, or you can do something safer that doesn't leave things up to chance. The Hexing Rod takes that away from you, and your main option is to just ... Go slowly. And it's something that's always done in SoA. The worst part is that it's not hard, just... Long for no real reason. Compare that to this: you know why having the player go against someone like Senaca with his critical is more fair? Because the game just gave you a Hoplan Guard, so you can have 0 displayed critical against him. You can pick a unit that's the best to fight against him, and then do so. Of course I would have preferred Senaca be a Hero-- I'm not a fan of critical machines being bosses, but nonetheless, I'll take that over the Hexing Rod. Because if I'm getting hit by critical hits that kill me because I didn't put a unit in range that will survive if hit by 3x damage or doesn't outright negate the critical against them, that's my fault. Hexing Rod on the other hand I can't do a darn thing about. I can't avoid it. All I can do is HOPE it doesn't mess with me too much. Such cannot be said for anything else in this game. Even if it's reversed afterward, it's still not good how it's done. Yes. But considering that the Hexing Rod already requires extra coding, I think it should be done. Because like I said, "it needs tweaks with how it works in this." I never said "it needs to be removed."
  7. Which is a bad thing. You shouldn't want characters to be hit by something that makes the character useless and never cures. And considering that even with higher res you can still have a chance of getting hit, this doesn't help. Even worse, is that you shouldn't have to do something like halt all of your units and walk in range of a Hexing Rod. That just demonstrates why this item is bad for a map if the player is prompted to do things like this. It just slows the map down and its existence is a negative to the map design rather than an extra challenge to think about.
  8. I might have missed it, because I don't remember seeing it there, but I recorded myself so I could give better notes anyways. I know. I'll explain then. I was going to save it for when I had completed everything so I could give you my thoughts all at once, but I'll explain now then: Hexing Rods being like they are in Fates in this is no good. A unit that gets hit by a Hexing Rod in this is pretty worthless if it's not a healer. A unit that has halved hp can contribute very little in this if it's not healing, as there are several 1-2 range dog piles that happen at moments in this hack (too many for my liking tbh). Compound that with siege tomes in various areas with people with low res, and you can essentially have a unit that's not able to contribute really because of how awkward it is to use them.just taking a ton of damage. IE, Grace getting hit by a Hexing Rod leaves her with hp of like... 14 which allows her to be OHKOed by a siege tome now rather than just taking damage for the turn. In Fates, getting hit by a Hexing Rod is bad, but here's the thing, that unit can still contribute with attack stances by either having the player calculate attack stance damage so if they attack first, they can kill enemies without fear of retaliation, they can be a secondary follow up attack for another unit if their attack is high enough, and most importantly, the player can essentially remove the unit off the map by using pair up-- which has the added effect of giving the player more stats when done and allowing for negations of attacks with dual guard (both from random attacks after the gauge is filled and stopping enemy dual strikes). Here? The unit becomes dead weight. If you rescue it, that essentially takes out two units as the unit doing the rescuing has its speed and skill destroyed. Or forces you to leave a unit just standing around outside of the range while you go to dispose of the siege tome user. It should also be noted that Fates' Hexing Rods also exist in a world where siege tomes don't exist and their replacement, Fire Orbs, don't actually KO units, so the possibility of being hit by a hexing rod and then immediately followed up by a siege tome for a OHKO isn't a possibility. While you could argue that a player shouldn't leave that up to chance to be hit by both, all it encourages is a sluggish, play style that turns maps into slower maps because it encourages doing things like staying in range of the HR while staying out of range of the long range spell despite having enough movement to move into both because of the of this. IIRC, there's also no chapter in Fates that utilizes siege tome replacements and hexing rods at the same time. While that could be considered something that you wish to tackle that the actual creators did not, I'm of the opinion that this was intentionally done on the account that the devs believed it to be a bad idea because of the above that can happen. And just because you were talking about the subjectivity of liking characters, I'll also say that I like Owen more than Sawyer, although Sawyer has grown on me more as we got further.
  9. You need FE8 not FE7 for this. And even if we did have one, we can't give you one. I played most of it so far, and I have two questions so far before I really give much feedback (as I want it completed for Act 1 before I say anything), One I'll point out here: 1) Is there a restore staff that I missed somewhere? 2) Hexing Rod, while interesting to see that you managed to get it working needs to be tweaked. Badly if it doesn't recover during the chapter and acts like Fates.
  10. This is actually nice to hear, and kinda crazy that someone has like... The same opinion that I do on things. Like even the Camilla/Takumi part. Haha. I'll explain it in layman's. Essentially what happens is this, during a software dev cycle, each group is expected to make certain gains in certain aspects over x amount of hours. Times are allotted to certain aspects based on the importance of the task being accomplished such as things like model cycles calling proper animation frames and moving correctly, optimization of textures loading into the game, engine physics tweaks, AI functioning properly, you name it, it's probably a task that needs to be accomplished. Within that time frame as well, each task needs to be properly tested to ensure that it's actually functioning properly. And THEN after all of that, these systems all need to function together with no hiccups, as bad calls or misused parameters and classes can cause things like Final Fantasy VI's infamous "Evade Bug" where someone goofed and calls magic evasion for both physical and magical evade. After all these things are fixed, then the game can be expanded upon. As you can see, in the following aspects that I mentioned, all of these things are absolutely necessary to work to ensure that the game can be sold with a reasonable level of quality, and not once was story even mentioned; fixing the story doesn't actually cause you to have a game. Unless your game IS the story, like say Higuarshi, a visual novel, the game is without a doubt, one of the last aspects crafted. And instead, a story is crafted around an initial concept of a game.
  11. It was actually a feature in Star Ocean 2 long before it was in Fire Emblem, and that was actually kind of fun to see all of the different endings. Granted I've never seen all of the different endings, but it was a novel concept at the time being able to see your characters end up with different endings based on the person that paired up with or not at the end of the game. Like Rena for instance I think had like over 10 different endings on her own (not single but just the character herself). Genealogy is a strange one in my opinion. It's more like it wants you to see documented history than it is a game. It's a very strange feeling when playing it for me. I like it. I can see that. It's sort of like with Harvest Moon for instance, the romances actually seemed to have expanded as a thing for players as the series went further on for the most part despite the fact that the marriage is more of a minor (optional) mechanic in the game for most of them. Or even Bioware suffered from that with shipping. Compare something like Jade Empire, which had 3 romances to something like Inquisition which has like... What 7 romances I think? Though for Fire Emblem, I m curious for supports of how many people that like shipping actually do the same gender supports. Not necessarily for shipping purposes, but simply to see the character interactions like before. I know I actually enjoyed supports like Chrom and Gaius or Maribelle and Olivia. I wonder if that's just a sign of the times that people put more emphasis on pairing up with characters, or people are just really that insistent on having more choices presented to them. I'll admit that one of the biggest reasons I like the shipping in Fates for instance is that expansion of tying reclass options to it. Especially combined with the logbook I can make for some interesting skillsets on subsequent playthroughs. Though, I do agree that I wish supports were back to being as strong as they were from earlier installments.
  12. Can't say. Talk started to go towards game design and stuff and I like talking about that. A lot.
  13. Makes sense to me. And yeah, I can see the FE inspiration in that game.
  14. And I definitely can't refute the ire of crazed shippers about not being able to marry Chrom or even Sumia for that matter. I can't honestly say it wouldn't be there. I'd be a liar if I said otherwise. I think the fanbase as of now wouldn't be fine with that, but the fanbase in the past probably would have been. It's some of the reason I actually don't want to see something like Fire Emblem 7 made and see "Mark" become a full character because I know what'd happen from there. Yeah... Point taken.
  15. It actually isn't a problem here, and your example is another example that demonstrates the usefulness of canon pairings. The fixed pairings can still be reaped even with the fact that people can die. Marth and Caeda having the Artemis' Curse ending can only happen because they are a canon pairing. As opposed to Caeda dying and it's only one of the potential women Marth could have wed, and the player may not have even been trying to pair Marth with Caeda when she died, or anyone else for that matter. You can't do stuff like this without canon pairings. I'm not saying that I'm pushing for canon pairings, but in this case, it's a developer / design choice of giving the player choices, and then not respecting the player's choices. And even worse is that plot armor has only gotten more ridiculous overall in terms of the series. For me, it's because it's ultimately a waste of time to present the players with options that change the story/plot, and then renege on them or even say "yeah, sure, there's these two options, but you should really choose A." Like, I'd rather have something that has 100% effort put into it than have something that's half baked because they have to keep remembering that some players might have chosen that one option that the writer doesn't particularly care about. Or even worse, and this is especially true for pairing in games, where the individual characters all gain hive mind and only have unique vernacular for the same line which essentially leads to the characters all being identical after the branching point-- see Awakening wives for Chrom. It also has the added effect of making all other potential ships solidified as never doing anything for the rest of the plot because they *might* have been the pair. Like imagine if Sumia WAS Chrom's canonical wife instead of a "preference." Then Sumia could have continued to have a role in the plot outside of Chapter 11.
  16. I don't think that they mean that it needs to not hint at anything at all, just not display preferential treatment to any specific ship. Like, they don't have a problem with say, Fire Emblem 8 allowing Eirika to have potential ships with Seth, Saleh, and Innes on the account that Eirika interacts with all of these men, and doesn't actually show any real romantic feelings with them outside of being friendly -- like she is to everyone, however, the supports that Eirika can have with these 3 men expand in such a way that they take a romantic spin on things. I can actually completely see this argument too, as it just makes the writing weaker in general to have a preferential choice but ultimately leave it to the player's choice.I don't know if you're a final fantasy fan, but here's an example: As for Dragon Quest, I guess the question here being "which one?" Because they've definitely done that more than once. I'm assuming you mean 8, and if that's the case, yes, I'll let them be surprised if they want to look it up.
  17. Yeah! Actually, that would work really well for RD without changing much. Just have Jarod try to defeat Micaiah in 1-9, and then Endgame doesn't happen. Then you can have what you said. Like literally, this starts writing itself at that point.
  18. I can't really say I care about most of the shipping except ones that are dreadful like Fred and Cordelia. Seriously, that was a horrible idea to make the S rank end like that.
  19. With a Corrin!Dwyer, he'll be good in any class. No joke. His only questionable stat is speed, and Corrin gives him enough. What do you want him to do? Heal or attack? If it's healing, I'd leave him as a Butler tbh. Whichever class you like will honestly be great for him. I had a Corrin!Dwyer as well, and he was great. With magic boon, he's very well rounded.
  20. Ah, okay, that makes more sense. That sounds good then. I can get behind "not great but fun." And yeah, I expect a PC port since it's multiplat. SE seems to be trying to port most of their major titles to the PC.
  21. I've honestly forgotten this game even existed to be honest. I'll have to wait for the PC port if I play it. I played the demo a good while back, and wasn't really impressed with it. I saw it as a "buy this when it goes on sale sort of thing." And the reviews don't really make me feel good because... It's a Final Fantasy Main Installment. So I don't know what to think about professional reviews. I'll wait this time.
  22. I got a joke. In Birthright on Chapter 7, Sakura goes to the fort. She runs in there and complains about the lack of healers. She says that they were "short staffed." ... I'm sorry...
  23. That's why I called it an unclean win. Dual Guard in Awakening is just ugh... It's fairly reliable though because it doesn't take a ton of turns. With a Rally, a tonic, and a strength pair up, she should be able to pull that off as a Great Lord.
  24. Depends on how much you plan on grinding him. If it's a lot, I'd say so. In addition to being able to use throwing weapons to debuff, he still has access to swords, and with his passive, you could score some lucky critical hits. It also has better immediate pair up bonuses for what it's worth. Especially because it doesn't need to promote into another class. And unlike throwing sword weapons, he doesn't get the nasty penalty to go along with it. If not, I'd probably keep sword master. Growth wise? Honestly? Not really. Samurai and Swordmaster actually have good growths. I like them more than DF tbh. Speed is probably his worst attribute and DF is a bit slower. It's not significant, but considering it's probably Odin's worst stat? It's worth noting. The class itself however is just plain better. Skill wise, I'd rather have the Samurai skills. The only real skill that I find to be great for DF is Aggressor. The rest are moves that make him tankier to magic and status effects, but you get +20% res growth as a DF which makes him have 40%. Pretty good for a physical guy. Clarity is nice too for some of the annoying staff enemies later on though.
  25. You could make Odin a pair up bot at best without grinding. He's not like say Laslow where you can kinda pull it off with dual strikes by placing Laslow next to someone buffing them and then having Laslow contribute some damage.
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