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lacuna

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  • Favorite Fire Emblem Game
    Awakening

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    Jugdral

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  1. Beating on Little Macs - this one time, I two stocked a Little Mac in under 35 seconds with Ike's dair and bair respectively - he barely got 23% on me. Usually, it's those razor wire matches with someone who knows what they're doing and is competent (near my skill level) that stays for more than one match.
  2. Chance of Dual Strike = 20 + 10x(support level) + (total skill of both units)/4 C rank = 1, B = 2, A = 3, S = 4 Assuming your units are optimized for in game promotes w/ no limit breaker, their skill caps should be somewhere around 45 (correct me if I'm wrong). Two units with 90 skill between them and an A rank support will have a 72.5% chance to dual strike (excluding skills like dual strike+). Two units with the same skill and an S rank support will have a 82.5% chance to dual strike. Although it may seem like a comparatively small amount, that extra 10% will potentially make or break your run. Also, this may seem off topic, but why does Morgan's starting class (in his/her recruitment chapter) only default to tactician if the father/mother is a lord/taguel/manakete/dancer?
  3. That whole MaMorgan/Owain convo. I can imagine them just playing chess or something and making up silly names for their moves
  4. Nah is kind of tricky to optimize for - would going Donnel!Nah with Armsthrift, Sol, Lifetaker, and Galeforce be good for postgame or would Vaike or Fred for a beefier Nah sans galeforce be better? Armsthrift is kinda pointless on Nah anyway - dstone+ is easy to buy and unforgeable.
  5. After going through several Lunatic playthroughs and recently completing my second Lunatic+ playthrough, I have found that Lunatic offers a much more enjoyable, less frustrating and less RNG-based experience than Lunatic+. With Lunatic, I did not find myself having to reset a map just to roll favorable enemy skills and minimize the amount of Luna+/Hawkeye/dreaded Counter. Seriously, COUNTER. That skill alone counts for over half my frustration when playing Lunatic+. If the enemy has too many units with Counter, it's gg before you're even out of the preparation phase (at least early on before Second Seals become available). Chapter 3 took a ton of resets because of the emergence of counter before the ability to renown a second seal/use spotpass shops. But it doesn't even match up to Chapter 2, which I think wins the most frustrating level to play in the whole game. On Lunatic it just requires smart positioning and maybe a bit of RNG, but on Lunatic+ you'll be constantly rebooting the map to find a matchup you could possibly win - and even then it takes a whole lot of RNG to survive the first wave without casualties. The design for Lunatic+ is inherently flawed - broken skill distribution makes for an experience which is not very fun and requires unsatisfying tactics/gimmicks to use. If you're like me, the first 11 or so chapters of Lunatic+ will find you either abusing a Nosferatu-wielding MU paired with Chrom to scape by or DLC/spotpass abuse so that the game is more grinding then it is actual gameplay - and both of these are not very rewarding. Once you get to the Valm arc, the "rescue train" gimmick becomes available - simply rescuing a chain of units to bypass the whole opponent and one-shot the boss in one turn before the other units can react. And the only viable units in Lunatic+ are Mire-bombers, Vantage/Vengeance + Nosferatu sorcs and bow wielders (Sniper, Bow Knight, Assassin, etc.) - attempting to use other units in the harsh environment that is Lunatic+ will only end in frustration and soft resets. Because of the almost guaranteed presence of Counter on at least a few enemy units, classes that can attack from 1 or 1-2 ranges get rekt on the enemy phase - the enemy will just suicide onto you and have you die via Counter. Thus there becomes a stagnation in class variation - only classes who have enough self-heal to survive the enemy phase or units who cannot attack adjacent enemies have a chance of being used in Lunatic+. Falcon Knights (or any staff wielder, really - falco knights work the best) and Dancers may see use in gimmicky, <2 turn set ups - but even then, you'll still be relying on the reliability of Nosfertanks and bow-wielders. The game becomes an exploitation of win conditions/unsatisfying tactics/map rerolls. Of course, you could use the same tactics in Lunatic, but the design of Lunatic allows for flexibility in your choices - Lunatic+ basically forces you to adapt these tactics or be really, REALLY persistent in your approach. After that first horrifyingly brutal playthrough (I allowed myself spotpass/DLC in my next one because I was just done with the game) I have gone back to Lunatic, and I don't regret it one bit. Of course, this is just my opinion and analysis of my experience with Lunatic+, you may think of it differently. What are your opinions on Lunatic+? EDIT: Keep in mind that I have nowhere near the expertise of some other forumers and that my relatively small amount of playthroughs may affect my perceptions on the state of Lunatic+. Feel free to take my opinion with a grain of salt.
  6. I'm almost through the main story for my 2nd Lunatic playthrough and am looking for a good father for Noire for postgame/DLC. Because I am undecided on whether I should make her a sniper/bow knight or a sorceror, I'd like input on who the best father is for either role. So far, the fathers that have been taken are: Donnel Gregor Vaike Stahl Frederick Henry (not married; planning to pair w/ Cherche)
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