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CocoaGalaxy

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Posts posted by CocoaGalaxy

  1. As for this, I was wondering if the class might have anything to do with it....mostly because I'm curious. It'd be really funny if it was still the same regardless of the class though....but uh...hmm.....

    Imagine if all the characters had this, I think we'd all be rolling on the floor for a month

  2. Lunatic in Fates is easier than Awakening, and no Lunatic+ in Fates. Plus you got fixed level up stats in Lunatic so no bad RNG level up stats like in Awakening.

    Not really, you can still get bad Level ups. The system, as far as I can tell, only prevents save scumming.

    In a way, it would also depend on if you find Hard to be fair.

    Hoshido Hard>Lunatic is probably the one with the least changes.

    Nohr has the most changes I guess, Revelations just throws a few skills and other small things.

  3. Cool, considering there's a menu option to skip straight to the choice, does that mean you go straight to MyCastle upon starting a new game this way, or am I missing something.

    When you make the decision, as far as I know, you skip straight to the start of Chapter 6 (before the choice, of course)

    To clarify, My Castle is accessed after beating Chapter 6, while it is after the decision, it is not directly after the decision.

  4. I just want to know : Conquest's difficulty level is, on a scale from 1 to 5, how much superior in it hard mode to Awakening's ?

    Also, just to make this clear, Conquest IS harder than Birthright, isn't it ?

    And, if I understood well, there will be a third version ? But will it be available in shops like Conquest and Birthright, or only on eShop ?

    Conquest is harder than Birthright really

    Scales are subjective, also it depends on which difficulty of Conquest you are talking about anyway

    Also I'm not quite sure what you mean by "Superior" anyway.

    Like, I've never really done a no DLC run of FE13 Hard Mode, so maybe it would be more difficult that way.

  5. Anyone ever try using a mounted Ryoma? I had him buddy Silas and figured since Ryoma is the one who does most of the fighting out of the two, he might as well be the mounted one, so I buddy seal'd him into a Paladin and Silas to an SM. Let's see how it goes, but so far it's been uncanny (Quickdraw Katana gives Silas overkill speed while Ryoma can fail to double things if he's paired up with somebody else).

    Well that's certainly interesting...it'd also depend on the difficulty and which route though, but let me see.....

    (Also Pairups and speed are pretty important yeah, I guess..)

    Base Level Ryoma as a Paladin only has 21 AS with the Raijin, so it's actually pretty crappy for that point in the game...though it's hard to say for sure...

    Bit ironic but Ryoma's not actually that fast when compared to the real fast characters, and his base isn't that high either (though the other fast characters don't necessarily have high bases etiher)

    Compared to H21 enemies, Ryoma can't actually double any of them on Hard/Lunatic (they all have like 20 ish AS or more, and they're "only" Level 20/5)

  6. Dragonstone + Pros and Cons:

    Pros:

    25 Might, the highest might on a usable weapon without +5, 6 or 7 forges (and even then it's pretty high).

    +9 Def and +7 Res. Extremely useful for bulky, defencive builds and even offencive builds can benefit from the bonuses at times.

    Magic weapon. Defence-heavy units are more common than Resistance-heavy units.

    Decent hit rate (75).

    +10 Critical Evade. While not overwhelmingly useful, it can still come in handy at times.

    Cons:

    As far as I know, they can't be forged. This is fairly understandable, since a +7 Dragonstone + would be completely broken (36 Might, 85 Hit, 15 Crit).

    Unable to double attack as well as -4 speed. Unless you have Defencive Formation, you'll be getting doubled by just about everything.

    -5 Skill, so skills won't be activating as frequently.

    Hit rate isn't awful, but it could be better

    -10 Avoid, which can bite you in the arse on occasion.

    No ranged attack.

    EDIT: I forgot, it also reduces Magic and Skill by 2 every time you attack with it. Stats recover by 1 each turn, but it can really stack up on the enemies turn. Only applies if Avatar is the lead unit and the attack hits.

    RE getting doubled, most units won't have an issue with that, save for some really fast enemies.

  7. Quoting myself from another forum:

    Two questions.

    1. I'm playing through FE7 Eliwood Normal right now and I'm just breezing through it. How does Birthright's difficulty compare?

    2. Does the Fire Emblem theme play in its entirety at the title screen? If not, does the entire theme play at any point during the game? Verses and all? That was one of my biggest pet peeves with Awakening, despite it having some other cool arrangements of the theme.

    Also, are Battle Saves still restricted to Casual (and probably Phoenix) mode?

    1:

    Gauging Difficulty is hard to say.

    Comparing FE7 Eliwood Normal against Birthright Normal.

    First, I'd say that for beginners, Birthright is probably the harder game, though maybe different beginners can pick things up differently.

    On one hand, you can steamroll Birthright. On the other hand, Birthright is a bit tougher in general, I feel.

    The basics of it is that, I feel that some chapters are tougher and some chapters are easier.

    Overall I'd be inclined to say Birthright Normal is more difficult, but it's still hard to compare

    2:

    The game's main theme (not the fire emblem theme) plays on the menu

    The Main Theme plays through the records section (part one), Chapter Records

    (The ending song plays through the character records)

    3:

    I believe so..I've mostly watched classic runs though...

  8. Alright then sure, let me elaborate a bit...

    Take note that I'm assuming you play on Lunatic, for Nohr it might still be applicable on the lower difficulties

    (Yeah I equate difficulty with fun)

    DLC

    DLC is split into three groups basically (aside from Hidden Truths)

    Before Awakening: Quite tough, especially if you want to win without any NPCs dying (since they'll gleefully charge headfirst into enemies)

    Boo Camp: Quite tough, but some people might dislike the difficulty

    Beach Brawl: Basically everyone has joke weapons and you kind of fool around with them

    Ghostly Gold: Not really sure what to say about this one, from what I've read and watched (I haven't really read up on this one too much though). Arguably the simplest and most straightforward of the DLC, that is to say, kind of boring. Assuming I'm right though

    Museum Melee: Quite uh..interesting, so to speak. Trying to stop the enemies from making off with the treasure is fun I guess. Again, haven't really watched too much of this.

    Royal Royale: Quite interesting indeed. It might be quite difficult though, and some of the matchups may be downright unfair.

    Vanguard Dawn: Pretty interesting, except when players steamroll through it. "Nostalgic" for FE10 fans

    Anna: Probably just a laugh map, but a laugh map all the same

    Ballista: Ballista is one thing, but otherwise the map isn't actually that hard. I guess it's still ok

    Witch: Basically about the same thing as the Ballista map

    Hoshido

    H10: Quite a confined space (to be honest, H7-9 are confined in their own ways as well, and having to deal with a ton of enemies in tight areas without walls is quite a thing. Still, it's not all that bad. Though it's not all that good either, and the suffering might turn people off as well.

    H14: Some fairly tough enemies, but ...let's just say there are some mitigating factors. Is still ok as far as things go

    H23: Mostly because lol gimmick, but it's an interesting gimmick if I must say so myself. Trying to keep the NPCs alive can be fun if it's your thing.

    H24/25: Hoshido route tries harder and harder to be difficult. Whether or not it succeeds is still largely up to you (or rather, how good your walls are)

    Nohr

    N10: From what I feel, the enemy reinforcements will generally overwhelm you, so reaching all the houses is going to be tough.

    N12: Fairly tight areas, a strong boss, enemy reinforcements, and ..one more factor, so to speak. From what I can tell, it can be plainly impossible to fight the boss on the higher difficulties.

    N22: Reinforcements up the pineapple, enemy turrets, enemy staves. tight areas as usual. Aside from that, it's not that bad...but it can certainly get annoying since enemy reinforcements make it hard to defend your healers.

    N23: A fairly linear path means you have to face the enemies head on, also enemy ballistae. Enemy skills are possibly/probably going to be quite a pain in this section.

    N24: Probably the most hated staff in the game, more enemy reinforcements, an "interesting" gimmick, I think.

    N25: Can be either the easiest or one of the most difficult ones.

    N26: Tons of enemies behind doors makes it kind of hard. Also annoying staff spammer as usual.

    N27: It's actually not that hard, comparatively a breather. Well not being hard also makes it a bit less fun, what can be said...

    NE: Reinforcements blocking you while staff spammers. Also enemy reinforcements spawn out of reach, so you can't preemptively kill them on Player Phase. Also, let's just say that the boss has an interesting (somewhat) "ability". In the sense that FE10 players would get it, though this might be a bit too much of a spoiler since it's obvious...(if you know what I'm talking about, I guess it would).

    Revelations

    R7: Two words. Avatar Solo. Well not really, it's more like, Avatar does all the work

    R8: See above. Except this time you have more units (by which I mean 1 more) so maybe it's not really an Avatar Solo...I'd still say the Avatar does at least like 40-50% of the work, depending on what work you mean.

    R11: Pretty tight spaces, also enemy skills can be a pain...shame they only really appear on Lunatic

    R12: Restricted mobility. Also the whole unfair enemies can walk over terrain you can't comes back. Some people might hate this though.

    R17: You can't save in this chapter, although to be fair it probably makes people hate it even more. A fair number of reinforcements and you have reduced deployment slots. It's still not all that bad though. Hope you brought hammers (or just good mages I guess), those 30 defense generals would like a word with you.

    (In fact they already appeared in R15)

    R22: Terrain slows you down, but otherwise the map itself is nothing special, really. The Revelations maps kind of rely too much on their gimmick.

    (Not that the maps I design are much better but oh well)

    R24: It's hard to say, but well, the gimmick is quite tough without a guide, but with a guide it's just a matter of following instructions. The enemies are not particularly strong either, so that's that.

    R25: Tight areas return again! Though to be honest the enemies are standard fare, but I guess it's a nice change from the (comparatively) wide open areas....

    In general, for my list, I'd think that I normally equate difficulty with fun, so I tend to prefer either difficult maps, or fun maps.

    So it might not necessarily reflect what others feel though.

    Except like, N10, everyone seems to love N10 for some reason.

    For example, Hoshido Endgame doesn't make it on the list because...well, in a sense, all the C27/Endgames can be one turned with the right strategy (much like how you could 1 turn FE13 even on L+ with the right setup, 2? Turn FE12, 1 Turn FE10 E-5 (though that was rather lol))

    Nohr Endgame makes it on the list since it actually tries to make it difficult to one turn. Still gets beaten in two turns without too overly much trouble.

    Of course, these kind of assume having broken units, but you never know what people have when they play the game.

  9. Best is always subjective, but let me see....

    My shortlisted nominees would be...

    "All the DLC except Hidden Truths" - This isn't part of the main story so it's a bit eh. It also is a bit...different, I guess...

    For Hoshido, it's kind of hard to nominate good maps...the best I can do is to nominate H10, H14 and H23. Maybe H24 and possibly H25 as well

    For Nohr, my list are:

    N10: I get the feeling everyone would nominate this, but what can I say

    N12: It's difficult, but that doesn't stop it form being fun, as I would say. Also my list is more towards the "fun", so it may not necessarily be others definition of "good"

    N22-Endgame: Debatable to certain extents (and probably the hardest gauntlet, and considering the "gauntlet" starts all the way back in N19 it's quite tough). Doesn't really stop it from being fun either.

    (N19 and N20 aren't included since they seem a bit like just slogs...though to be honest they all are slogs, except that 25 to Endgame is less of a slog)

    (FYI Endgame is after N27)

    Revelations is similar to Hoshido in that it's kind of hard to nominate

    R7: Debatable since the map is ..well not spoilers but it's quite early in the route so what can I say

    R8: I guess it's ok...again the map is still kind of biased.

    R11: It's tough yes, but it should still be balanced I guess

    R12: The gimmick is kind of but also kind of not fun at the same time, so I'm not really sure what to say. It's tough but at the same time a bit unfairly tough as well.

    R17: A fair bit of difficulty and I don't really find it that unfair, except for the slightly low amount of deployment slots, which I don't really find an overly big deal...though Revelations has a bit of a thing with deployment slots...

    R22: Interesting gimmick, but the map is still a bit uh...lacking, I guess.

    R24: I like the gimmick, but the map doesn't really have much and the gimmick is more or less beaten with 100% strategy and/or reading a guide, and without it the map is kind of boring. Even with it the map is still kind of boring.

    R25: It's moderately tough, but not nearly as tough as I would have liked.

    I'd like to mention R26-Endgame but the endgame chapters in this game (except probably Nohr Endgame, and even then) are a bit unsatisfying, as far as endgame chapters go. I mean, I guess I'm being silly, since when I compare to the other endgames of the other games, they weren't overly satisfying either.

    That being said, on one hand, I feel like just saying that "X map is hard" is a spoiler...though it does seem like a minor spoiler or so really. On the other hand, I can't really explain why without much spoilers again...

  10. I'm certain that this has been asked before, but what are the weapon rank bonuses in this game? Do S ranks give a significant boost over A?

    It's Linear, off the top of my head every weapon gets either +1 might or +5(?) hit over their A rank, which i think is the same increase per rank
    E.G. Swords go from +3 Might at A to +4 Might at S, Axe goes from 1 Might 10 Hit at A to 2 Might 10 Hit at S.
    (Should be like that I think)
  11. Which class items are expressly limited to one or two per playthrough? Is it possible to get stat-boosting items on Conquest?

    Are the EXP and gold DLCs the same as Awakening?

    Tearing through the gold dlc isn't too tough, but the enemies aren't as easy...I don't really recall though.

    The EXP DLC is a bit or more trolly now, since enemies have trololol skills, to an extent

  12. You can deploy as many as you want. I'd rather be more concerned about deploying too few units.

    Exp shouldn't be a problem at all as far as I know

    As for Azura, she's like the frailest character in the game, so trying to use her in combat would probably get her killed quite easily

  13. I guess I'm just surprised at how little criticism I see on this board for this game as a whole, knowing the fire emblem community lol. But maybe those people just steer clear of the forums for these newer games.

    I guess for me, part of the attraction of new fire emblem games is seeing how the classes now look, or how their animation differs and whatnot. I remember getting PoR after playing the GBA for years and seeing the fully 3d classes I knew and loved was so cool, and thats kinda absent for this game with all these totally irrelevant classes. It'll probably still be a great game, its just a disappointment for me I guess.

    Generally to me it seems fire emblem games are (were) rather conservative about the changes they make for each game, and now we just shot like wwwaaaayyyy out to left field with this one, a bit shocking.

    So, no matter which game you get, you can get character for every class? I'm confused, then whats the point in listing them separately? Or is it like, endgame access?

    Only one character can get any class, and even then it's a matter of choosing one class to get.

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