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whase

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Posts posted by whase

  1. 37 minutes ago, Moltz23 said:

    Ok, this might sound silly 'cause it's something I've never tried before, but...is it possible in the Black Eagles route to accompany Edelgard to Enbarr after the first week of exploration?

    I was checking fedatamine.com when I noticed the page lists a variation of the coronation event in which Edelgard says goodbye to Byleth as she goes there alone, and I was wondering if that's what happened if you tried talking to her after the first week of that chapter's month (or maybe it's unused content? You can see some of it through that page so...).

    If I remember correctly, yes you can accompany her to Enbarr on any week within that month. I'm guessing she says goodbye if you talk to her but choose not to go with her?

  2. I love doing challenge runs and have too many ideas.

    I have done:
    - Autoplay challenge; You may only touch Byleth, then have the rest of your students make their own decision using autoplay. You can still teach them whatever and do what you want in the monastery. But in battle they have to think for themselves. Reposition is a lifesaver here.
    - Class-only playthroughs: Pick a class-line (ex: soldier-cavalier-paladin) all your units may only use these classes. (I've done sorcerer, paladin, bow knight, dark knight and mortal savant)
    - No-monastery: Start of the month, skip to the mission. (Though you already said you're not interested.)

    Planning on doing:
    - Punching PT: Only weapons I can use are gauntlets. If this isn't challenging enough, the moment I can I will change this to everybody can only fight barehanded. (Also plan to use Hanneman because that sounds hilarious and very useful for next NG+.)
    - Weakness PT: Everybody can only use what they are bad at. (Which also means no Ingrid) I'm looking forward to bishop Edelgard, brawler Marianne and mage Alois.
    - Everybody dies: I've done this for almost every other FE, everybody who doesn't make you go game-over has to die asap. I do wonder how the dialogue changes if you play that badly, but currently I'm still too attached to these characters to let them die. This plan will have to wait.

  3. 5 minutes ago, Imuabicus said:

    While reading through this thread I am far more surprised to see how lenient people seem to be when it comes to the “strategic/tactical” aspect of Fire Emblem which I do consider to be the most important part of FE. I´m amazed by how games such as TH or to name an even worse offender, Echoes seem to get a free pass on what the actual game is because the storytelling and/or presentation are apparently so good – the characters, perhaps the story etc. all of which looks to me like additional and mostly useless fluff.

    "Mostly useless fluff" huh? That's the harshest words I've ever heard on storytelling. XD

    For me, all three are important. (strategy, storytelling and characters.) But through the 3 most recent games I have learnt that the characters are what brings me back to FE. Fates had pretty amazing gameplay, but the characters and story were worthless in my eyes, which is why it's my least replayed FE game. Echoes has amazing characters, but story and strategy were both a letdown. With the characters still being strong, I've replayed it about a dozen times. Three Houses has amazing characters, and both story and gameplay are acceptable in my eyes (maybe because I'm not as smart as the average SF-dweller, I actually do need to strategise in this game).

    Different people like different stuff, and I'm actually glad FE has become more inclusive lately. Even if it has also led to games I enjoyed less like Awakening and Fates.

  4. I've done about a dozen playthroughs of 3H, and I believe I only made Ingrid a dancer twice. Might become 3 for my soon to be flyers only playthrough.

    Most of my runs I just pick a dancer as a joke, since I often play 1 class only playthroughs and they don't use swords.

  5. 18 minutes ago, Saint Rubenio said:

    Of course, I don't mind.

    Thank you for explaining, I feel like I have a better grasp on your standpoint now.

    20 minutes ago, Saint Rubenio said:

    That being said... You make a good point that, embarrassingly enough, I hadn't thought of. It's worth considering for a future run. Thanks.

    ...Though a full no monastery run would be simply unfeasible. It would deprive me of Hanneman, you see. Playing Three Houses without the best Three Houses character would just be depressing. I must go to the monastery, if only just to get him. I hope you can forgive me.

    Cool, I'd love to hear what you think of playing the game this way.

    And no worries, I also cheated a little. I picked up Balthus since I didn't have his supports yet. =P

     

  6. Let me start by saying, not trying to say you should like this game more, to each their own, but I was wondering if you could expand a bit on these points?

    19 minutes ago, Saint Rubenio said:

    I can't speak for anyone else, but as for me, I enjoy replaying older FEs more because in them, I only have to read two or three scenes, do some preparations and it's battle time. With Three Houses, I have to sit through the monastery grind. I know it's optional, but I just miss out on too much if I skip it all. For example, if I skipped the monastery, I couldn't train my units as well because I couldn't feed them motivation, I couldn't build supports, I couldn't recruit people, I couldn't get statboosters by gardening, I couldn't get more adjutants or forging options - Heck, if I'm not mistaken, I couldn't even unlock the forge itself, or the batallions guild, unless I do their respective monastery quests!

    Isn't that exactly what could make the game harder? Give it that extra challenge you've been looking for? You could only do the quests that you find important, like the forge unlock which hardly takes a minute to do. If you find your supports or skills lacking, buy some ranks using renown.

    I'm currently playing a no monastery run, and to me it's almost as hard as a maddening run. (That said, I enjoy limiting myself rather than have the game do it for me in every FE, but I understand if that's not your cup of tea.)

    25 minutes ago, Saint Rubenio said:

    I feel less compelled to replay a game when it either bores me (hard)

    I thought you said you liked FE8, isn't that one of the easiest FE games there is? If you don't mind me asking, where lies the difference in difficulty vs enjoyment for you?

    29 minutes ago, Saint Rubenio said:

    I don't care that there's four routes. With the amount of map overlap and White Clouds's existence, the game is no more replayable than, say, Thracia with its midgame route split.

    Have you complained about Thracia's replayability too? Haven't played that game, but for instance FE8 I know has about a third of the chapters in common, and I've never heard people complain as much about replayability as they do for 3H? 

    33 minutes ago, Saint Rubenio said:

    A game like FE12 may have the same maps and units every time, but it is so tightly designed that it is more fun to play through multiple times, to confront the different challenges with a different set of units, stats and tools each time.

    In which case, may I be so crass to challenge you to try a no monastery (or minimal monastery) playthrough? It really ups the speed and challenge, and I do believe the game was designed with this option in mind.

    I myself may be too addicted to Fire Emblem to be held back by Three Houses its flaws, though I do see them. But for instance even in a game that does sidequests a lot better, like the Witcher 3, there comes a point where sidequests start to get boring. But so long as the sidequests are skippable there is no need to let them hamper my ability to enjoy the game. Look at the monastery phase as a sidequest, that might help.

  7. I'm actually surprised about the amount of negativity in this thread. Not saying people who didn't like it shouldn't be saying so or whatever, but I'm just surprised. The game has been very well received by most of my friends and myself, despite, it's true, its obvious flaws.

    While reading this thread, I also once again wonder how people feel replaying an older FE game. Is it really that much worse replaying this game vs an older game? If anything I'd say this game has more replay value than previous FEs, especially when using your renown well.

  8. After playing the game about a dozen times, I'm still enjoying it, as I do with most FE games.

    What did change, however, is how much I like certain characters. Weird enough, since their first introductions came out, most characters only changed from pretty good to awesome, from okay I guess to dislike, or vice versa. Only 2 that really changed were Ingrid going from meh to absolute fave, and Marianne from strong dislike to strong like. (Marianne reminded me too much of myself at her age, but her personal growth is so good that with every support she grew on me, only S support I truly loved.)

  9. 14 minutes ago, Silver-Haired Maiden said:

    It sure as hell doesn't fit Pelleas's personality, he's far too meek and timid for the majority of dark mages and yet he uses it and thunder magic. Also for some reason you seem to be falling into the pitfall of dark = evil and light = good and that's obviously not the case in RD.

    I don't think of dark as evil and light as good. Overall in the series it seems dark mages are out for gaining power for the sake of knowledge, while light magic is on the side of protecting your allies.

    Looking at a list of dark magic users vs Light magic users of previous games:

    Dark: Raigh, Sophia, Niime, Canas, Knoll (Sophia is an obvious outlier here though)
    Light: Yodel, Lucius, Artur, Rhys
    Both: Athos, Lehran

    Personally, when it comes to meekness and timidity, Pelleas isn't too far off from the other dark mages. He did after all make a pact with a spirit at age 13 (IIRC). Micaiah on the other hand feels far more at home with the light mages if you ask me.

  10. 15 hours ago, Silver-Haired Maiden said:

    Lack of dark mages (you get two and only on a second playthrough)

    A lack of dark mages is not a reason for why it would fit Micaiah.

    15 hours ago, Silver-Haired Maiden said:

    She's the voice of Yune, the goddess of chaos, and Ashera, the goddess of order, logically granting her access to light and dark magic

    In previous games dark magic was tied to knowledge, in Tellius it seems tied to pacts with spirits (not confirmed but my theory). I see no reason why dark magic is tied with chaos.

    15 hours ago, Silver-Haired Maiden said:

    She ends up becoming the vessel of Yune after having a much more personal connection with Yune. Yune's affinity is, you guessed it, dark

    Yune has an affinity? I mean I know she is called a dark god, but she isn't really, and I doubt that's what you mean. Is there some unused data in RD that confirms Yune has a dark affinity?

    15 hours ago, Silver-Haired Maiden said:

    She's Lehran's descendant, someone who can canonically use staves, dark, and light magic

    While thematically that sounds cool, there is no reason to think magic is inherited. Let alone over that many generations. Besides, her sister mains in anima magic.

    15 hours ago, Silver-Haired Maiden said:

    Dark affinity

    Only valid reason I see, but not enough to convince me dark magic fits Micaiah's personality.

  11. 6 hours ago, King Marth 64 said:

    Except, I don't think using a Turnwheel mechanic on Lehran's Medallion is a good idea nor be used on Micaiah as well and plus, we did see the Turnwheel items were used for main characters only, I definitely think it should be introduced as a new item in the potential Tellius remakes. Touching the Medallion would cause anyone with a Grey Side to become Berserk since that happened to Greil, Ashnard, and even Ike from Heroes and plus, the Medallion was stolen in the later chapters in Path of Radiance. Those two turnwheels were used in Echoes: Shadows of Valentia and Three Houses were powered by God Energy and Micaiah isn't on-par as Byleth's God level since she's a branded Heron, she probably won't control time on her own like Byleth does.

    I still think they should introduced two or three more Turnwheels in the potential Radiant Dawn remakes.

    I think that would be a real shame lore-wise. How would all our mains be able to get their hands on such powerful items, while the enemy has none? Sure in Echoes both Alm and Celica have a timewheel, but that story has so many flaws that a few more will hardly be noticed. I hold Tellius to a higher standard and I can't imagine a bunch of timewheels thrown into the story as a good thing.

    All the reasons you pointed out for why my idea wouldn't work, are all points I explained why it could work in my previous post, but since I apparently wasn't clear enough, allow be to elaborate.

    7 hours ago, King Marth 64 said:

    Touching the Medallion would cause anyone with a Grey Side to become Berserk since that happened to Greil, Ashnard, and even Ike from Heroes

    True, but in my example the only ones holding the medallion are Mist and Leanne, whom we know can hold it. Soren would therefor extract some of its time-rewinding power without having to touch it.

    7 hours ago, King Marth 64 said:

    plus, the Medallion was stolen in the later chapters in Path of Radiance.

    Which is why I explicitly stated that Soren could copy its magic before that point, so now he has that magic.

    7 hours ago, King Marth 64 said:

    Micaiah isn't on-par as Byleth's God level since she's a branded Heron, she probably won't control time on her own like Byleth does.

    Which is why it could work more as her predicting a possible future, like the rewinded time being a vision she had of the future, which is an established power she does have.

    7 hours ago, King Marth 64 said:

    we did see the Turnwheel items were used for main characters only

    Though does it have to be? It needs to be a character that cannot die, but for story purposes both Soren and Mist fill that requirement.

    I'm not saying my idea is perfect, or that they have to do it this way. I'm just saying I'd prefer this a lot more than just throwing in some random timewheels.

  12. 2 minutes ago, Jotari said:

    Weapon triangle is far more about accuracy than damage (which is the only thing Res helps again). She's still fairly safe attacking mages, but it still sort of sucks. Really they should have  just removed the magic triangle from the game completely if they weren't interested in actually making dark magic a fully integrated part of the game.

    hmm, I disagree. But it's more a narrative triangle than truly important for gameplay. So yes, if you're all about gameplay, I agree that giving Micaiah dark magic would be nice. But as for narrative, please don't.

    As for accuracy, is that actually something Micaiah needs more of? 

  13. 6 minutes ago, Jotari said:

    Her affinity is dark and she comes with Shadow Gift in Awakening. So the idea is out there somewhere. From a practical standpoint it would really help dark magic actually exist in the game. Micaiah never has a single oppertunity in game to have WTA as far as I recall (for what it's worth on a magic unit) as the only enemy dark mages in the game are in one map in part 3.

    Awakening also has no light magic, and Micaiah has an automatic advantage over all magic due to her insane resistance. 

    Her affinity being dark is interesting though, wonder what the developers were thinking when giving her that...

  14. 14 hours ago, Silver-Haired Maiden said:

    Give Micaiah access to dark magic and increase her speed dammit! I want her to be a far more viable unit than she is, she is a main lord. If anyone deserves to get incredibly good, it is her!

    How would dark magic work for Micaiah? Sounds very out of character for her. Besides, I always thought the game implied dark magic is exclusive to spirit charmers, which Micaiah is not.

    Giving Micaiah more speed would be a shame in my opinion. I'd rather see a more creative solution to make her more useful, like increased HP and more special conditions and make staves heal less overall, that would make sacrifice a lot more interesting. (Also maybe increase exp gains from sacrifice.)

  15. Thinking back to New Mystery, I recall he doesn't copy weapons when transforming. Perhaps he could have an assist skill called copy, that copies sprite, stats, move type, A, B, C and special of an adjacent ally or enemy, except for prf skills. But then he still attacks with whatever sword you gave him, meaning regardless of whom he copied, he's always a red sword unit.

  16. I think it would be fun if the turnwheel were worked into Lehran's medallion.

    First few chapters of PoR there would be no turnwheel, it would be introduced after the cutscene where Mist shows the medallion to Elincia. At this point perhaps it would only have 1 or 2 uses. Mist would be the one to use it, and it can be used whether she is deployed or not.

    Over the course of the game, Soren could be doing research on this power. That way the number of uses could build up, and spoilers, when the medallion gets stolen, he could reproduce this power through magical means.

    In RD, we start with Micaiah, who can basically predict the future. The turnwheel could be shown not as rewinding time, but as her "predicting the failed timeline" and then steering to correct.

    Part 2 we have Crimea, and Leanne joining in the first chapter. I can't remember if she actually had the medallion with her, but it wouldn't be weird if she did.

    And part 3 we get Soren again, problem solved. I do think it would be fun if the Micaiah chapter you would have to deal with a declining number of turnwheel uses to reflect the chaos in Micaiah's head. The Crimea chapter might have to be played without timewheel though...

    Part 4, well, Yune~

  17. I'm really happy to see the current top 3, Mia, Soren and Ike. 

    6 hours ago, Anacybele said:

    Strange, I've yet to see much personality on her at all.

    I do believe she suffers from the same problem as Ignatz in Three Houses, she pretty much only talks about one thing, sparring (Painting for Ignatz). But both of these characters do show quite some of their personality through their one hobby. And even though I do agree that Marcia's personality is more easily visible, it's also less appealing to me personally. No matter how creative Marcia's insults may be, insults just don't cut it for me. 

  18. On 7/18/2020 at 11:09 PM, Silver-Haired Maiden said:

    If Jill or Haar start falling off I'll hand it over to one of them before that particular chapter starts so they can see some more use but so far my endgame team has been breezing through.

    Why give anyone dragonfoe before that chapter? You can just swap it in and out for a skill that's actually useful in chapters without dragons.

  19. 6 hours ago, starburst said:

    Why?

    I am not teasing you, it is an honest question.
    Why should a game be suitable for everyone? Why should it include options to tailor the experience as much as possible? Does it still have a personality afterwards? Whose?
    What about the concept that the developers tried to express, the experience that they tried to transmit? Does a game wherein you are unkillable cause the same effect as a challenging game? Can a game be actually balanced if it must cater five, six, eight different difficulty levels?

    I guess that's where the question lies. Yes it is best if there are as many options to play as possible, so the game can be played by as many people as possible. But, only if every possible option can be "balanced".

    That does raise the question of what balance actually means though. Many seem to call FE6 unbalanced, but what they call "unbalanced" I actually find what makes for fun gameplay. Different people means different opinions on what makes for a fun gaming experience.

    If a game takes thousands of hours to make, and only 5 people enjoy playing it, I don't think you can call it a successful game. More options means more people get to play it, which makes for a higher chance of the series surviving. Sounds like a good idea to me.

    Also, are you saying a game with more options has less personality? I'm not following your logic, could you explain?

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