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Emperor Hardin

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Posts posted by Emperor Hardin

  1. 9 minutes ago, Acacia Sgt said:

    Oh, by Dragon Rider I meant Dragon Knight. Since Genealogy actually has three dragon riding classes: The standalone and enemy-only Dragon Rider, then the unpromoted Dragon Knight which promotes to Dragon Master. My proposed character would be a Dragon Knight, like Altenna.

    We can't have every major holy blood in the original anyway, so yeah, he'd just have minor. The main idea behind him was "use him for eugenics, or leave him unpaired but you can use him in Gen 2 as well."

    Gotcha. Wyvern Lord seems a bit overpowered to me, but the remake might change things.

    Ok, a minor dain blooded character, neat!

    Honestly opinion, but its hard for me to think of ways that any remake could surpass fan projects like FE4 Binary?

  2. Just now, Acacia Sgt said:

    Yeah, that's certainly true.

    This reminds me of one idea I had for a hypothetical new character to be added in a remake. Basically a Dragon Rider that could have minor Dáinn blood, because I'm pretty sure IS might go in that direction so we can every Holy Blood playable. Here it is that idea.

    One thing to consider when thinking up new characters, is that because we can have the same number of units in both gens (24), if you add a character to one Gen, you got to mind adding another for the other Gen. Perhaps.

    Classes in FE4 aren't created equal either and WyvernLord is a perfect example of that.

    I'm thinking if we got a wyvern, it'd be a Dragon rider(don't know what the localized name of that class would be?), the tier below WyvernRider/DragonKnight and would promote to that instead of WyvernLord.

    Also thinking of Arden, I think the best thing to do with him would to simply add times in chapters where enemy reinforcements come out and target your castle, giving more occasions to use that rarely used gameplay style.

    Do you mean every minor holy blood or every major holy blood as well?

  3. Just now, Acacia Sgt said:

    At least they could reclass into them.

    Curate/Cleric was likely because it can't attack, and you need to for the first Prologue chapter. The selection certainly looks like it's just one option per type of class. Specially since it's Mercenary for Male Kris and Myrmidon for Female Kris, but both are sword infantry. So no Hunter due Archer, no Dark Mage due to Mage, no Pirate due to Fighter. But well, that'd be the extent of it, otherwise how to explain Male Kris having Knight to Female Kris Pegasus Knight, outside being both the lance-only classes.

    I agree thats the gist of it too, but Fighter is more protagonist-y in FE than Pirate/Brigand is, so Kris having Fighter as an origin over pirate is sticking with that.

    Back on the topic of FE4, I'd maybe want a Wyvern Rider or Fighter perhaps, but honestly FE4's very character driven, so its hard to add new characters without changing everything completely.

  4. 13 minutes ago, Jotari said:

    It's a personal preference, but I prefer to headcanon an existing character into that gap than inventing a new one. Much as I'd love to see a game set in the gold era of dragons, I doubt it's something IS will ever revist.

    Thats fair, I'm kinda reluctant to add new boss characters when I brainstorm improvement hacks.

  5. Just now, Jotari said:

    Yes, nothing says he is, but consequently, nothing suggests he wasn't. But as someone who was very much in line with the Earth Drgaon party line and an enemy of Naga, it isn't a bad position for him to be categorized as. And we do have suggestion that the Earth Dragons at least did have a king of some sort, as Medeus was the prince of Earth Dragons (true they could have been a principality, but in that case Medeus being so powerless a monarch as to convince literally none of his subjects to become a manakete with him would make a pretty powerless leader).

    I don't imagine Medeus was the King either, but I imagine the actual King was called Gaia and was Medeus's father or brother.

  6. 8 minutes ago, Jotari said:

    An Earth Dragon sprite does exist.

    Dragonstone

    But for the purpose of the story in the game, Loptyr is the only Earth Dragon featured and he's already a Dark Dragon. There is similarly a Dark Dragon Sprite

    But I don't really like Medeus's dark dragon sprite, I like the look, but the way it's animated is kind of stiff (which is accurate to how it is in game). So I've went with a different Dark Dragon sprite.

    Looks good.

    Ma_snes01_shadow_dragon_enemy_moving.gif

    That reminds me, map animations show the Shadow Dragon can burrow just like its prior form.

    This is your hack, so don't pay me heed here, but I didn't get the impression Loptyr/Loptous was the king of the Earth Dragon, just a champion/notable member.

  7. 3 minutes ago, Jotari said:

    Yes. Most of them can be seen in the trailer video. The only difference is that there's been a more appropriate Mage Dragon sprite added since then and the (non-Duma) Divine Dragons aren't shown. Dagons are also just a recolour of Myrrh's sprite since no one has ever went to the trouble of making a Dagon sprite, but since no other Dragon in the game uses Myrrh's sprite at least it is unique.

    Any plans for an Earth Dragon?

    There's a big fish in FE3's map, I wonder if Dagon's are supposed to look like that or the unused sea dragon of FE3?

  8. 17 hours ago, Saint Rubenio said:

    This isn't true, actually. Yubello still has a 50% base magic growth in FE12. In fact, his growths were buffed: He has 10% more speed, defense and luck, as well as 17% more resistance.

    His real problem is that FE12 is a far more demanding game, statwise, than FE3, so his craptastic base stats, especially that beautiful -2 base magic of his, hurt him WAY more.

    Oh yeah, the big thing is that the other mages got magic growth buffs to his level, so his magic growth is no longer uniquely high.

    Mage base stats were actually lower in the original Mystery of the Emblem compared to the remake, they really should've buffed Yubello's growths to fit in with the new mage base stats instead of giving him negative base stats.

    Also supports were rare in FE3 and Yubello was one of the few characters to have one. Maybe FE12 could've given him more supports as a small bone, like with fellow Grustians such as Mallisia, Jake and Roger or the sable order?

    If I can join in on the Gangrel discussion, my problem was his motivations weren't clear and the Walhart connection was weird.

  9. 9 hours ago, X-Naut said:

    That could be said about a lot of enemy armors in general. The highest enemy Generals ever go is 17-18 Def in Chapter 20, aside from Nerring who hits 20. Bishops are also like -5 Res on FE3, and many generics have negative base Def up to Chapter 8 on higher difficulties. And let's not forget Roderick and Cecil's negative personal Defs, or the clerics' negative personal Res... I get that the devs wanted to keep defenses on generics low, and that most class bases in DS are awfully bottom-heavy. But constantly dialing back defenses is such an inefficient way to do it. They should have tweaked class bases more like with Fighter/Pirate and given classes that need lower Def lower Def. Even Armors could probably be dialed back provided by scale up better later on. If the extra bulk is too tough to handle then shave some HP off the top of their heaping Hard+ bonuses.

    I don't know where you get the idea that General bosses are that slow and frail though. Enemy armors are awfully fast for something with 0/4 base Speed on Lunatic. They tend to be on par with or faster than Bishops. The Chapter 15 boss has capped Speed! Sure you can one-round them with effective weaponry when you double but that's par for course on effective weaponry, you'd need to make a pretty drastic change to fix that. With all that HP you generally aren't one-shotting them on Luantic without a big hammer forge.

    Armors/Generals are scary in the first half, but by the point of chapter 19, where Nehring has a defense of 20 and a speed of 21 just like the Eibel, boss of chapter 15 did, whilst generic DracoKnights have 17 defense and 23 speed, I think thats a little too weak. To a lesser extent, this applies to some of the generic generals, but its not as glaring as Nehring who would be a much tougher boss in any other class.

    Lowering the defense of classes that are supposed to be low defense sounds interesting, how would you handle Dracoknights?

    9 hours ago, X-Naut said:

    But on the topic of playable Ballisticians... if balance matters to you then it's a bad idea, unless you can enforce being unable to move and attack at 3-10 range in a single action. There's a reason enemy siege weapons are stationary in half the games (12 among them) and I for one think it should just be baked in already. Even the longbow was apparently too much because you don't get one until the post-endgame... speaking of which, are you gonna add an early longbow? It'd make your unpromoted Archers a bit meaningful vs Hunters with mixed male reclass.

    Do you have any opinion on player ballisticians having access to 3-7 range variants of the Ballista weapons, as opposed to the 3-10 weapons of the enemy units?

    Longbows were available freely on the FE12 online shop back when it existed, but I was thinking of making it so Generals could use it as well?

  10. 41 minutes ago, Shaky Jones said:

    I feel like that would present many opportunities to to cheese maps with easy bait tactics.

    I suppose, but Ballista weapons wouldn't be an infinite resource, the player could freely squander.

    Honestly I feel making playable Ballisticians not broken in Fe12 would be much easier than making playable Manaketes in FE12 worth using.

    41 minutes ago, Shaky Jones said:

    Well, the idea is that you could just wipe them out before they get a chance to hit you. Only a handful of siege tomes are placed where you'll basically always be in range of at least 2. And you can always just use barrier to survive a hit.

    I've been wondering if adding more enemies, as opposed to altering existing enemies, is possible with the current DS hacking tools?

    41 minutes ago, Shaky Jones said:

    Well, for Beck, I always found it interesting that he shows up with a levin sword and 3 magic, with a 5% magic growth. What, do you want me to make him specialize magic? Everyone else might just see it as a free levin sword, but I think there should be a given a reason to see him as someone who should hold on to it. 3 magic is better than 1 or 0, but no one ever bats an eye to it. So, I'd make it a stat like 9. 9+1 from the c rank sword bonus, and then the levin sword's 10 might makes it deal 20 damage. Is it amazing? No. But I don't like good units. I play FE6 and FE12 and love using "meme" units, so what better way to improve ol Beck than to give him something ridiculous? Make his magic growth 25% so it's half of his strength growth, and those who want to reclass him to a sage/sorceror get a 60% magic growth unit. That sounds hilarious!

    Realistically, if you want to balance him, you'd also want to add some strength and speed. +2 attack and speed (or 3 speed). Relcassing him to sniper would increase his speed to actually be helpful, but you'd lose his magic bonus. As you can see, I'd rather not try giving the guy 17 strength and 20 speed like many horseman you might have by now, because again, I like the silliness of bad units becoming workable, and giving them too much of something in one class might make them busted in another one.

    I like the idea of units with weird growths, like I was thinking of giving Macellan good resistance growth, so I like this idea.

    41 minutes ago, Shaky Jones said:

    As for buffing bosses, I urge you to do something about Big Lang. That man is basically the end of an arc. He should be a threat. But the guy has a javelin...with 3 might. Even when forged on lunatic, it looks weak in comparison to the silver weapons the knights around him have. I wouldn't even buff his stats all that much. No one wants a stat bloated early game boss, or else it would just be Kris Emblem. I really would just give Lang a spear, and maybe buff his HP a little. He has good defense with the cancer shard, and the +7 might of a spear would absolutely cover his might issue. You might not want the spear forged in lunatic though, since he'd have 34 might, which is possible for a few units to tank through, but might be annoying to go through with a tanky boss. Unsure about how many other bosses I would want to be stronger. I might get back to you on that.

    A Spear would probably work good on Lang. I've also been thinking of a 1-2 range bow for Bosses, but for Lang to have that in chapter 6 might be too early.

    What would you think if Lang had a regular General's 15 physical defense , or even 19 defense like he had in the original Mystery of the Emblem? For whatever reason, the developers of the DS remakes, especially FE12, seemed scared of giving unimportant armored bosses good physical defense, even though the game hands out anti armor weaponry like candy and powerful mages still exist.

    As such, alot of bosses have a negative personal defense stat and I think thats a little strange.

    Also do you have any opinion on all the enemy bishops with just healing staves and nothing else? Personally I'd love to replace them with curates/clerics or at least give even the weakest of them, a single fire tome. There's a specific reason why FE3 enemy Bishops only ever wield a healing staff or tome.

    On a similar note, I'd also give the boss bishops more to do, like Willow the meteor bishop having a Thoron or Bolganone tome or Yodel having a physic to heal his troops at Khadein.

    41 minutes ago, Shaky Jones said:

    I can respect that idea. Not sure if I would be much help there. I would hesitate to make changes to my beloved ball of garbage units.  

    Obviously, the only buff Sedgar and Wolf need is to give them their FE11 growths.

    one thing to remember, is even with hacks like this, you'll always have the original version with the awesome garbage units more widely available than the balanced version with balanced units. 

    I was thinking of that too, as well as most pre-promoted units having low luck and at least one good base stat.

    41 minutes ago, Shaky Jones said:

    Back to the original topic, I don't think trying to squeeze in ballisticians would be worth the effort. It's a neat idea that FE11 had, but I don't think it would fit in quite as well for New Mystery's design. 

    I really liked Ballisticians and I think it could be fun, but I like hearing your input and I'm keeping it all in mind.

    What do you think of playable Ballisticians having different weapon variants than the enemy Ballistician, like the player accessible version of hoistflame is 3-7 range like the Berwick Saga ballistas rather than 3-10 range?

  11. 1 minute ago, Shaky Jones said:

    Effective tomes against dragons. Good times. Definitely something I really appreciate in the original version, even if I much prefer the remake. If I recall, doesn't blizzard deal effective damage to fire dragons? That was neat.

    Blizzard is indeed effective against Fire Dragons, its just there's only one blizzard tome, whilst there's multiple fire and wind tomes to use. I think even the Ballistician's firegun deals effective damage against Ice Dragons!

     

  12. 2 minutes ago, Shaky Jones said:

    FE12 ballisticians...the things I could do with that.

    The fact that FE12 isn't designed at all for strats involving 10 range weapons would make many scenarios in FE12 easy to cheese. Like, if Jake and Belf were ballisticians, you could have 4 uses per turn with Xane and Feena.

    You mean Beck, right?

    2 minutes ago, Shaky Jones said:

    Sure, that'd be overkill, but even using one with a dancer sounds pretty busted imo. Imagine all those zone based ambush spawns that could be entierly mitigated through a ballista shot, like in chapter 13.

    The dragons and mages don't move until you're within the center island where the seize point is, then reinforcements appear from the top left and right corners of the map, as well as some ice dragons on forts if you don't block them. If you can set up your units in a way where you can take the middle island of enemies fast enough, you could get rid of the boss without worry of reinforcements. With 10 range however, either attacking someone from a distance could let you proc the spawns at a time unintended for the game, or you can just try sniping the boss slowly without consequences. Really, any chapter where killing the boss ends reinforcements (which I think is all of them?) makes the idea of using ballisticians just busted.

    Assuming this is true as its been a while since I did a hacked playthrough, I wonder if the enemy AI could be changed with current hacking tools so they move as soon as they're attacked?

    Same for the reinforcements when the boss is dead, but if I hacked FE12, I'd definitely buff all those weak General bosses that can be doubled by anyone and oneshotted by any effective weapon.

    Good point about the dancer refreshing Ballisticians, I hadn't thought of that.

    2 minutes ago, Shaky Jones said:

    Even without that, enemies use siege tomes against you quite a few times in the late game. With how frail mages are, it wouldn't take much effort to just snipe them and easily remove the threat they're meant to present.

    I feel in that case, the Ballisticians being just as vulnerable to them might make things more even, dancers aside.

    2 minutes ago, Shaky Jones said:

    I would suggest how to get around all that, but I'm on the opinion that the game is best left off without them, even if the idea of it seems fun. I mean, it would be everyone's main weapon of choice in reverse lunatic! Hope I didn't come off as mean or anything here. I think it'd be better to just buff Jake and Beck a bit. Mainly Beck. No one remembers he exists in this game. 

    I remember having fun with Toras when I played a hack a whilst back, but you didn't come across as mean, I liked reading your points.

    I actually have a silly idea of a buffed FE11/FE12 where all the "free silver" tier units are all given buffs and pre-promotes are made to be the same strength as they were in the original, in addition to buffing bosses, so I'd love to hear your ideas for improving Horseman Beck.

  13. Just found this thread and its looking real interesting so far, I'll try to keep up.

    Yubello, like Dice, is another character that got nerf to his growths in FE12, his FE3 counterpart had 50% attack, the highest attack out of any magic user and a whopping 30% more attack growth than both Merric and Linda

    This is still at a pipe dream stage, but I'd like to rebalance FE12 some day. One of my biggest ideas is making dragonstones repairable at armories, but I don't know if thats possible with the current hacking tools.

  14. 33 minutes ago, 5PointGordin said:

    In my case, yeah. His speed is amazing, but his magic is pretty low and I equip him with weak thunder and blizzard tomes so he ends up not one rounding most enemies lest he gets a crit (which is pretty possible). He does around 16 damage during combat while the enemies have 20 HP minimum,, so he is not great at one rounding enemies.

    Wind and fire tomes will let base stat Wendell shred wyverns and ice dragons to pieces.

  15. 1 hour ago, 5PointGordin said:

    Wendell is definitely really good. Since promotion items are kinda rare & the stats of enemies are kinda low, he's able to contribute a ton, whether it be through healing, or chipping the opponent to help other, weaker units get kills a bit easier. Having good offenses on top of healing & better movement than other healers makes him one of the best units imo.

    And yeah, the Archer's movement really sucks in this game. Had to promote Gordin straight away so he wouldn't continue falling behind other units.

    Wendell's base stats are also pretty incredible in both books.

    Incidentally I thought the 5 MOV class with 7 MOV promotion was an interesting idea and I'm toying with the idea of implementing that in a FE3 hack for Knight to General, see how much it affects the game. Mystery of the Emblem has alot of interesting things in its data that are unexplored.

  16. So I was thinking, how much would re-adding playable Ballisticians affect Fe12's gameplay, like if Jake and Beck were recruited in their original classes? Their growths may have to be lowered, especially Jake's for balance purposes, but the most OP thing with FE11's Ballistas was the ability to forge them. In FE12, even with their unobtainable state in FE12 Ballistas cannot be forged in anyway if hacked into a player inventory, which would greatly tone down playable Ballisticians ability to cheese powerful foes.

    The only maps I can think of where the use of Ballisticians might be too powerful would be chapter 12, 13x (than again the fog), 16x and maybe 20.

    Anyone have any thoughts including ideas or opposition to the idea of playable Ballisticians in FE12, I'm all ears?

  17. 4 hours ago, 5PointGordin said:

    I've seen a good chunk of people on youtube saying that Bows suck in this game & enemy phasing is more important due to the way reinforcements work. Can't talk about book 2, but in book 1 so far, the way reinforcements work doesn't seem like such a massive issue so far.

    From my experience, the main thing people hate is Archers having 5 MOV and preferring Hunters. It helps that Javelins are nerfed pretty hard in the game due to having 20 weight.

    I also remember Wendell and to a lesser extent, Bantu, being underrated back in the day.

  18. 1 hour ago, Fabulously Olivier said:

    Duessel? Titania? Both solid and reasonable choices for a sequel.

    Titania would be a little weird as armor, but she and Lex could fit, as well as Kieran if Koei did a surprise pick.

    No one in Archanea remotely fits Frederick's moveset, so a mounted lance really should've been chosen instead. It also could've allowed Xander and the other Cavalry class characters to have two movesets.

    1 hour ago, Fabulously Olivier said:

    War Cleric - Dorcas could fit the animations. Libra and Balthus of course fit the class. Annette is a great fit. And of course the healing staff can be removed. Healing staff availability is per character, not per moveset.

    Libra and Balthus aren't popular enough I feel, and several of Lissa's non staff animations use magic from my recollection.

    The War Cleric moveset really shouldn't have been in the game if there was that little room for movesets. Very few characters in the whole franchise can use it, let alone characters from the Archanea series.

  19. 9 hours ago, Fabulously Olivier said:

    The clones aren't as bad as people make them out to be, and I will absolutely take a roster of 32 clones with 15 or so movesets over a more normal 20 characters with unique movesets. Most new licenses hit around the 15-20 character range. With that in mind, FEW has as many unique movesets as most spinoffs have characters.

    There's also the unstated benefit of clones. If you hate character x (I hate Elise), but like character y with the same moveset (I like Leo) you can still enjoy the moveset whereas you might have otherwise ignored it.

    That said, all of the benefits of clones are also possible with costumes, without having to grind identical characters or cluttering the UI.

     The problem was they spread the clone movesets poorly, especially with the weapon triangle limitations and Shadow Dragon as a supposed focus game.

    War Cleric and Great Knight don't leave alot of clone potential, especially the former. Fighter, Lance Cavalry and Armor would give so much more clone potential, its not even funny.

    Lissa and Frederick also aren't notable enough to deserve 100% unique movesets in my personal opinion.

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