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whase

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Posts posted by whase

  1. I like battalions in 3H, but hope they won't return this same way in next installments. While I was okay with the gameplay of battalions I can't say I loved it. It mostly just feels weird that adding another 20 men (or however many there are in a battalion idk.) to a fight only gives its commander a slight boost. Having your unit 1v1 an opponent with or without battalion only alters the battle slightly, while one is actually 1v1 and the other looks like 21v1...

    I love the idea of having large armies clash in FE, 3H might have given this visually with battalions, and I love that already, but I want to feel more impact.

  2. Lute, always need more Lute cards, at least a 3/2c please, pretty please?

    Bartre, I've seen he gets at least 1 card, but I would like to use him as a lord so I'm hoping for a 1c as well as a promoted form.

    More villains, I've been waiting for a villain focus set, but I doubt that's happening now. More specifically I'm planning on making an Ashera theme deck, so I could use some senators and Levail.

  3. I have been playing this game since set 3, upgrading my Ike deck with each green set, creating an additional deck every few sets,  and most importantly, creating a cipher community in my area, it's been so much fun. My biggest fear right now is the community shrinking over time from now on. I really hope my friends will want to continue playing now that the options will stagnate.

    Saddest thing is, I finally have a steady income and set 20 was the start for me to buy more boxes per set, guess I'll go big on the last 2 sets. Also started organizing a draft with set 20 (which has sadly been postponed due to covid), was planning on making that a regular thing too. No chance I'm pouring any money into FEH though, that will never be worth it to me.

  4. This very website has a great section on this with all the information you might need: https://serenesforest.net/radiant-dawn/miscellaneous/data-transfer/  (might give some very minor spoilers I guess?)

     

    On 4/2/2020 at 6:44 PM, Pro895 said:

     

      Hide contents

    About halfway through Path of Radiance, you will be given the option to recruit a thief by the name of Sothe. His stats aren't too great, and he doesn't get a promotion in FE9. Recruiting Sothe will mean that his stats will be directly imported into Radiant Dawn, unlike your other units, who have set stats (besides the +5 bonus you get for Lv20 promoted with a capped stat.) If you refuse to recruit him, he will still be playable in Radiant Dawn, where he acts your Jagen/Oifey for the first section of the game. Essentially, unless you want to have a bad Jagen in FE10, don't recruit Sothe.

     

    Only if you get him to level 20, if you keep him at base level his stats won't transfer (and at lvl 20 his stats are almost always higher iirc).

  5. On 3/16/2020 at 6:17 AM, AllStarKnight said:

    Hi, I've got a question regarding what happens when your deck is running low and a skill effect calls for revealing more cards in your deck than you have. So, for instance, Skrimir B09-076SR, where the cost of "Showdown Roar" is to flip 2 bonds, but the skill calls for you to "reveal the top 5 cards of your deck." If you had say, 4 cards left in the deck, would you be unable to activate the skill?

    Obviously it would be better to have 5 regardless, so that you could have more Fang units to deploy, but it recently came up on a game on Lackey and I was curious if it was even possible. I would assume not, but I figured it would be better to make sure. Especially since this deck has other cards with skills revealing a certain number of topmost deck cards (Elincia B12-033N, Kurthnaga B16-082N).

    Thanks in advance!

    I'm fairly certain it works as follows;

    When revealing the top five cards, you first reveal 1, then the second, third, and fourth. At this point your deck is empty. As stated in the rules the moment your deck is empty, the game is paused, and your retreat gets shuffled and becomes your deck. After this continue the game by revealing the fifth card.

  6. 6 hours ago, Dandy Druid said:

    The lance wielders that would be strongest in end-game would probably be Geoffrey, Jill, or some other mounted unit (Oscar?). 

    I always found the lower caps hold back mounted units. Especially cavaliers are pretty bad when we get to endgame.

    Preference between Nephenee and Aran is avoid vs defence, I guess. Nephenee has a bit of a shaky start until her avoid kicks in (by giving her a lighter lance), while Aran can start tanking hits from the moment he arrives. Nephenee becomes a goddess when you factor in availability and PoR transfers though.

    I'm more curious about part 2 units ranked for just part 2. I'd guess Haar will be top tier, but I wonder how Marcia will rank.

  7. The correct answer is Lute, why go for either choice if one can do both; short overall with some longer parts.

    That said, for aesthetics, both are great. I could sit here switching opinions all day on which looks best (Though both are better than medium, imo). But I can't deny that short hair is much easier and gets in the way less. Point for short hair.

  8. It's actually a biological advantage to remember bad experiences better than good ones, that's why bad experiences often feel like they dominate our life. Nowadays I try to focus more on the smaller feeling good things, and my life has become much better.

    I do believe the feeling OP describes is pretty similar to what I felt a couple years back. Luckily wisdom seems to come with age, at least in my case. =3

  9. Since classes are different in each game, I'll take a slightly different approach, also, favoritism is key for me.

    Avatar: Anima (wind) mage

    Lord: Ike
    Swordfighter: Mia
    Lancefighter: Nephenee
    Axefighter: Hilda
    Armor Knight: Zephiel
    Archer: Neimi
    Lockpicker: Ashe
    Anima mage: Lute
    Light mage: Serra
    Dark mage: Pelleas
    Cleric: Silque
    Cavalier: Ferdinand
    Bow cavalier: Bernadetta
    Armored cavalier: Amelia
    Mage cavalier: Annette
    Valkyrie: L'Arachel
    Pegasus rider: Ingrid
    Wyvern rider: Jill
    Refresher: Leonie Reyson
    Beast: Lethe

  10. Wow that looks painful.

    I only did one iron man run, it was Radiant Dawn, and I only lost Mia. She got herself critkilled on 3-1 by the boss, I remember hit chance being low enough to worry. Almost quit because Mia is my favorite character of Tellius. Not sure if I was playing normal or easy mode.

    Technically I could call all my finished Three Houses runs iron mans too, rewinding time is not resetting right? =P

  11. Base stats and growths differ wildly across the games and characters. What stats will work also depends on how you will be calculating combat, which also changes between titles. To know how high or low numbers have to be you need to know the context of how they're used.

    I could let you know the stats and calculations I use for my FExD&D system, but I have no clue if that would help or hurt your system.

  12. My top 6 favorite units of all FE has 3 characters from 3H, that says a lot.

    I recently rated every playable (and important non-playable) character in every FE that I played, giving all a unique grade between 1 and 10 (2 decimal points so they're all unique). Then I calculated what game I like most when I take the average of all units. (I know, I'm a complete madman.) Here's my results:

    FE9 7,103
    FE10 7,093
    FE16 6,863
    FE15 6,849
    FE8 6,829
    FE7 6,335
    FE6 6,322
    FE13 5,623
    FE12 4,979
    FE11 4,865
    FE14 4,432

    As you can see, FE16 gets 3rd place for me on average character score. Now if you don't mind, I'll go replay 3H for the 9th time.

  13. Sounds like I have an unpopular opinion in not liking Dorothea, oh well at least Ferdinand is second, and Bernadetta wasn't far behind.

    I also dislike Sylvain and Felix, but my bet is one of them will win Blue Lions, and Lysithea will probably win Golden Deer, don't dislike her but she's very middle-tier in my like list. I'll be voting Annette for BL (Ashe for 2nd place) and Leonie for GD (Marianne for 2nd place).

  14. Am I the only one who cheesed through PoR on hardest difficulty by only using 4 units?  Me, the guy who couldn't get past chapter 1 of RD on hard? 

    I played PoR on hard mode and had no trouble whatsoever. If I didn't have access to DLC for Awakening I would not have been able to get through Awakening hard mode. The dlc experience is what dragged me through the Awakening chapters, Ike with a Soren support made PoR a breeze. I know PEMN, but I really can't see how people can call Awakening easier than PoR.

    I enjoy playing a game on easy much more though.

    Awakening easy gets broken by pair up. PoR easy gets broken by bonus experience. Up to those points the games aren't particularly easy or hard imo, afterwards they get easy (except for the BK fight, granted, but it's skippable). Awakening pair up only starts breaking after a while though, and some classes break the game more than others (never found Chrom/Lord on his own a very strong unit?).

    I guess it kind of depends on what a player does and what their style is. If for some reason the player forgets pair up, awakening becomes a lot harder. If a player forgets bonus experience exists, PoR becomes harder. If a player simply never uses the stronger classes their experience becomes harder.

    Whether a game is hard or not is personal, and while I've heard far more people say PoR is the easiest game, you can't say PoR is easiest under each and every circumstance. IMO anyways.

  15. I had heard Armor Knights in FE11 were broken, but reading this topic I guess I heard wrong. Personally I never use armored units, too slow in both movement and stat, not my style.

    Speaking of balancing, here I go talking about my homemade FExDnD crossover again. In my current version I have no classes, instead a character can "buy" ranks in armor and/or shields, think weapon ranks. Armor gives a huge boost in protection and a small boost in critical dodge, but lower movement by 1 and avoid by a lot. Shields give skills like wary fighter and a small boost in both protection and resilience, but cost you a bunch of attack speed. When a character invests in both armor and shields, and they focus their stats in their defenses as well, they can become literal walls, anything that doesn't focus solely on damage output won't leave a dent, except for the minimum 1 damage per hit. (Wary fighter might be a bit too strong at 50% though, might have to fix that.)

    After this it's just map design, too many chokepoints and tanks become OP, too many open maps and all enemies will simply ignore and walk past them in favor of juicier targets.

  16. 51 minutes ago, 341 said:

    Hey guys,

    I've got a question related to potentially missed timing.

    It concerns the following cards: Eldigan: Agustrian PaladinDeirdre: Maiden of the Spirit Forest and Julia: Imperial Princess of Grannvale

    Deirdre and Julia both state that: "you may choose 1 card from (the retreat / your hand) and play it into the Bond Area.", and then the effect continues.

    My question is: when used with Eldigan which states: "When this unit is placed in your Bond Area", can you use Eldigans effect and if so in what order?

    I think it's either of the following three options:

    1. Eldigans effect does not trigger, because it's placed in the bond area halfway through another effect. Meaning it misses the timing.

    2. Eldigans effect goes on a chain and resolves after the effect of Deirdre / Julia

    3. Eldigans effect takes priority and the goes off immediately, stopping the effect of Deirdre / Julia

    Thanks in advance!

    I'm pretty sure this falls under the "simultaneous" rule, which states that if things were to happen simultaneous, the player who's turn it is gets to decide the order. I'm certain everything happens and no effects are stopped from happening completely.

  17. 1 hour ago, FireFenrir said:

    Hello, I have an doubt on a basic thing: when a skill required to "tap an ally", can this ally act and then will be tapped for use the skill after? (Sorry if it's not clear, I use an example: Clair: Highborn Flier require to "Tap a red ally" then my MC would have +10 ( Zofian Pegasus Knight ACT Once Per Turn [Tap 1 Blade of Light ally] Until the end of this turn, your Main Character gains +10 attack.)

    If I have an allied Faye for example, can I tap her for act (attack), and then this tapping will serve for Clair skill? 

    Thank you by advance.

     

     

    Compare it to this; you spend money in a shop to buy something (you tap Faye as payment to attack), then you try to buy something with the same money you just spent (tapping an ally for +10 power).

    I personally find this comparison to help in a lot of cases when it comes to costs, hope it helps.

    Short answer: nope

    Glad to help, I enjoy helping. ^^

  18. 22 minutes ago, Etheus said:

    I do not agree that Rout is the worst victory condition. That's ridiculous. In a franchise historically tied to finite xp and resource gains, rout maps are an excellent means of guaranteeing the player a set amount of resources for that map, and then letting them distribute the xp as they see fit.

     

    That said, it can't be the only objective. That makes for a stale gameplay experience. Variety is the spice of life.

     

    17 minutes ago, Flere210 said:

    The worst win condition are defeat boss and seize, because they are very easy to abuse if good mobility options(wich sometimes can just be pegasus knights) exist. Those can only be truly good in a game where warp does not exist 

    I respectfully disagree with your opinions that rout is not the worst. I understand where you're coming from,  but personally I find one of the most annoying things when I forget an enemy at the start of the map, and then need to walk my units all the way back to kill this cleric which gives 1 exp. Might be because I play on modes that are too easy for me, but that's just what I enjoy.

    I've tried warpskipping, and it only makes other chapters harder, which is how I learned that warpskipping can be a terrible strategy. Even on chapters where you can kill the boss early, it can be strategic not to, which is simply how I like it; choice.

    I do agree that variety is best, some rout maps won't make the game worse. Maybe I just played too many FEs where rout is the only objective in the game?

  19. A map that offers multiple possible approaches is usually a better map. SoV suffers from too many wide open spaces, while other games force you to take all units through one single hallway packed with enemies. Multiple team splitting possibilities usually make a map better. The keyword here is options.

    That, and other winning conditions than rout, rout is the worst winning condition in FE. Not saying a rout map can't be good, but other conditions are simply superior.

  20. 50 minutes ago, FireFenrir said:

    So, what you mean is that only the +x buff doesn't fucntion, but the attack/defense emblem or activated skills function even if the card support is 0?

    A 0 support card works the exact same as any other support, you add the value of your attack and the support card's support together. Example: 40 attack + 0 support = 40 total attack

    Everything functions as normal, it simply only doesn't help your attack total.

     

    Edit: Additional note that if a support "fails", as it does with a self support, the support card is immediately placed in the retreat area, whereas a 0 support remains in the support zone until the battle ends.

  21. Dragon/beast stone or natural transformation depends on lore, but for the most part I do enjoy natural better. Makes it feel more like the species has a special power over them just using magic items.

    As for stats, I've been struggling with this a lot for my D&D FE hybrid game. I ended up giving Laguz a second health bar, kind of like monsters in three houses, but more like shapeshifting druids in D&D. When shapeshifted they use a different health bar (which can't be healed by regular means but instead recharges each day), which means if their transformed health bar is 0, they can no longer shift/return to their unshifted form. 
    They also get an additional list of skills they can learn, which give them stat boosts while transformed. They do however only get 3 skill slots opposed to the 5 for a regular human. Beside the 3 skill slots they have a laguz race skill, giving them additional stats while transformed depending on race. (I'm still playtesting though.)

    Edit: oh also

    1 hour ago, mangasdeouf said:

    fire isn't physical

    If you get burned in the real world, would you say you just got magical damage?

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