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ILikeKirbys

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Posts posted by ILikeKirbys

  1. 2 minutes ago, Liliesgrace said:

    I'm sure hoping so as that would be neat. Maybe end game when they've exhausted story mode? Or maybe a community challenge? Pretty sure masked dude is Alphonse's hero friend he's gay pining over that disappeared anyway.

    Nah, they wouldn't do that okay yes they would but let's pretend for a moment

    He's probably someone completely unrelated to anything, solely because everyone's expecting him to be Alfonse's hero friend.

    Come to think of it, he can't be Alfonse's hero friend, since Alfonse's hero friend would have to be a hero. As in, someone from a previous Fire Emblem. So it couldn't be that guy, unless he's secretly Camus wearing a mask and using magic for some reason or something.

    So, going a little bit off topic, who do you think Alfonse's hero friend was? 'Cause we'll probably see whoever it is in a story chapter. Maybe they'll get a conversation or something.

  2. 1 minute ago, Liliesgrace said:

    My only husbando that isn't available. After you beat him in the story chapter for Conquest he spouts that he's not going to leave Veronica, so I have suspicions he's not going to be available for a standard pull. He'll either be a special hero map or you won't be able to get him until all the story maps they have planned are completed.

    Well, I know he's a boss in the story mode, but all the other characters that aren't available for pulls weren't playable in their own games (outside of challenge maps for some, I think, I don't recall, sorry), while I remember Xander being very much a playable character in Conquest, so what's with his unpullableness (I'm sure there's a word for what I'm looking for, but it's late here and it's just not coming to me)?

    Also, on a related note, does this mean we'll be able to get playable versions of Veronica and that mask dude at some point? 'Cause I'd be interested in that, actually.

  3. 5 minutes ago, Rezzy said:

    Yeah, I imagine we'll be seeing the other enemy bosses in Great Hero Battles soon, like Zephiel, Camus, and Xander.

    I sure hope so.

    Wait, Xander's not in the summoning pool? I thought I just wasn't finding him (or anyone else from Conquest, aside from Peri). Shouldn't he be in there with the rest of the Conquest characters?

    5 minutes ago, Rezzy said:

    I've realized that getting Leo will be even harder than the 0.08% that the straight percentage would suggest.  Since he's a Red unit, he's vying for that slot when it appears in the pull.  When I saw the tier list, it looks that Red by far has the most units right now, since Sword types are overrepresented, and there are twice as many Red Mages as the other colors.

    Yeesh, that's a pretty minimal chance. Best of luck to you with your Leo hunting.

    Hopefully he'll show up as a recruitment map at some point.

    Oh, and Sakura too, if only because I'm looking for someone with Physic and I don't trust the summoning orbs to give me what I want (though I keep getting pretty good rolls regardless, so I don't really have any room to complain).

  4. I'd love to get Nino and Nowi at some point. Nowi because 1-2-range countering, Nino because now that I have axes covered by Narcian, I'd like a green tome user that isn't Cecilia (she might work out, but I'd like a safety net in case I don't like how she ends up).

    Also, when the Tellius characters drop, hopefully I'll get Nephenee then. And maybe we'll get an Ike with swords (and Ragnell) and the Choose Your Legends Ike could have axes (and Urvan), that'd be cool. And when Magvel characters drop, I'd like to get Joshua, and maybe they'll have Lyon as a Great Hero Battle (assuming there'll be more of those, though I see no reason to stop at one).

  5. 21 minutes ago, SatsumaFSoysoy said:

    Glad I helped. I'd recommend training up that Narcian and just leaving Cherche behind, honestly.

    If Narcian ends up even kinda like the version I fought on that map, he'll end up faster and with more Resistance (not that these things would be difficult, but still), able to murder any blue unit (especially lances), damages nearby enemies with Savage Blow, and only really fears red (especially any Roys in the Training Tower/Arena, since Triangle Adept lets you blow huge holes in any axe user and Narcian is especially weak to this with his Emerald Axe) and bows (because flier). So, far better than my Cherche (whose main selling points in comparison are probably higher ATK, DEF and being able to murder Knights with her Hammer, which isn't enough to make up for the crippling weaknesses of getting doubled by everything, dying horribly when swords are pointed in her general direction and bleeding profusely when assaulted with magic).

    18 minutes ago, eclipse said:

    Subaki.  Dude's a flying tank and a half.  Gordin's Brave Bow was literally chip damage.  I grabbed both on the day he was on the special map, and I'm going to get him to 4*.  I don't think he'd work very well on this map, due to Narcian's skills, but if there's ever another map where the objective is only guarded by a bow, I'm using him.

    Wait, Subaki? I have one of those (3-star), but I benched him since I have blue covered by Robin and I auto-bench fliers ever since I tried using Florina in FE7 and she kept dying to everything until she got benched and I auto-benched every pegasus until Awakening (where Cordelia worked out) and Fates (Hinoka had a neat aura, so I kept her around, and she turned into a pretty solid unit). Still, if Brave Bow Gordin couldn't bring him down, I might have to raise him up for maps where Robin can't do damage but I need blue coverage. Glad I kept him now.

    And yeah, Narcian is not someone you want to fight with Subaki (but he'll suicide on any decent sword unit, especially if they're Roy with Triangle Adept). I'm not sure how he'd do against the mage-cavs (if he's like he was in Fates, I'd guess not well, but I'm not 100% sure), but he can probably take on the archer and take out the red sword fighter in the upper left corner at the very least. Still, probably not someone you should rely on for this map unless you lack other options.

    EDIT:

    2 minutes ago, Ryuke said:

    Still waiting for my Cherche )=

     

    In any case... I see you have nearly an identical team of mine. If they are well trained (lv 35-37) You might be able to take down hard in 2-3 days.

    Spend all your efforts on Training Stratum (7-8). I dont know if you have potions tho.

    I know that feeling. I'm still hoping to pull a Fae/Nowi/Nino some day.

    Also, my team's like yours? Cool. Thanks for the vote of confidence. I don't see myself getting to those levels in time for the end of Narcian's map (don't have the potions for it), but I might be able to get 'em up there in time for the next Great Hero Battle or other special map thing.

  6. 34 minutes ago, Ryuke said:

    I did hard with Roy/FCorrin/Serra/Tharja... Roy and Tharja 5*. Using my method...

    I would put out your Robin in the first suicide spot. The robin will damage the bowman or the green guy.. who knows. Since he's range. Will survive against red fighter. Then next turn. Pull out Robin and put Lyn and hit the red swordfighter... hopefully he dies w/o taking damage. if not .. just stay there and tank. Narcian should aim to attack your Lyn and yolo himself. (Read my post in another topic... struggle w/ narcian if you want full detail. Cannot guarantee if that work given team composition)

    Okay, so I gave it a couple more shots. It worked until I got down to the mage-cavaliers and the archer. I can kill one mage-cavalier with Lyn, but then she's too damaged and the other mage-cav weakens her and the archer kills her.

    Then I replaced Jeorge (useless, since as you pointed out Narcian will kill himself on Lyn, and he didn't serve any other purpose) with my Level-25 5-Star Roy who I didn't mention earlier because I was terrified of that Triangle Adept mage killing him and didn't see any reason to bring him up at all due to that, and solved this problem by (as you and @SatsumaFSoysoy said) putting Robin in the chokepoint (so Roy wouldn't have to stand there and die horribly to blue magic), then pulling him back and healing him up with Serra (who I didn't grind up, just swapped Clarine for her because Mend can heal more and Lyn kept being 2 HP short of surviving the archer hit on those other attempts I mentioned) and having him and Lyn handle that while Narcian suicided onto Lyn. Almost had a problem when he went for Roy instead, putting him in range of Robin, but I pulled everyone else back and he suicided on Roy. Then I just healed up so Roy and Lyn could tank one hit from the archer (because he'd stopped my other runs by barely being able to kill Lyn after a Reconcile, but Mend made sure she'd be fine, and she already had enough HP to survive for sure this time so I used it on Roy instead), had Roy and Lyn murder the mage-cavs, Roy tanked a hit from the archer, and then Lyn finished the map for me.

    Thank you both for your help! Now I have an axe user who might end up good (and whose lines makes me crack up)!

    1 minute ago, eclipse said:

    @ILikeKirbys I have met only one flier, ever, that can comfortably survive Gordin's Brave Bow without Iote's Shield, and it's not Narcian.  If you're just short on damage, bring Serra along and make use of her Attack buff.  Robin sounds like a great idea, as well.  Weird as this will sound, you can use Cecilia for the final unit, solely for Rally Resistance (on Robin).

    This popped up while I was writing this post, haha. I would've used Gordin if I'd run out of Stamina during my current run against Narcian Normal (and now I have to ask, which flier can survive Gordin's Brave Bow without Iote's Shield? Since I'm gonna raise him up for sure after Jeorge has stopped getting results for me lately, I'm curious). And I did end up using Serra, but just for Mend, as I didn't feel like grinding for Kindled-Fire Balm (and also wasn't hurting for damage outside of Jeorge).

    And yeah, Robin ended up working out. Turns out he could tank exactly as many hits as I needed him to, courtesy of Serra.

    And I have a Rally Resistance Cecilia, but that never occurred to me. Probably would've made things a little easier on the first couple turns tho.

    Thanks for the advice, mate.

  7. Hi, I had a bit of trouble with the Normal version of Narcian's map. Only attempted it once (I was betting on Jeorge being able to one-shot Narcian, which he was just short of, and then he died and I lost), pulled new units & did some training tower, and now I'm here.

    My usual team is:

    5-Star Lyn, currently Level 30, HP 31 ATK 38 SPD 33 DEF 21 RES 19, has Astra / Defiant ATK 3 / Spur SPD 1. She's really strong and never getting doubled, and she can probably take a hit, but that blue mage cav had Triangle Adept so he'd murder her, and I remember someone having Swordbreaker so I'd have to look out for that. She can probably take Narcian pretty well tho.

    4-Star Robin, currently Level 29, HP 31 ATK 28 SPD 22 DEF 20 RES 14, has Blárraven / Bonfire / Defiant SPD 2 / Spur DEF 3. Decent long-range unit, and can probably wreck the archer if I can get him past the sword fighter and blue mage cav, but I'm not sure he can actually help me all that much here.

    4-Star Jeorge, currently Level 28, HP 30 ATK 33 SPD 20 DEF 16 RES 14, has Rising Flame / Seal ATK 3 / Spur SPD 2. I was betting on him to one-shot Narcian. He couldn't, and probably still can't. Doesn't take hits all that well either. I'm open to replacing him, just not sure who to replace him with.

    4-Star Clarine, currently Level 27, HP 28 ATK 24 SPD 24 DEF 12 RES 24, has Fear / Reconcile / Swift-Winds Balm / RES +2. I need a healer because my units can't take multiple hits, and Clarine's probably my best healer, so I bring her to pretty much every chapter.

    This team would probably still get murdered by the sword fighter and blue mage cavalier at the beginning, so I have these units that I could maybe train up:

    4-Star Cherche, Level 24, HP 32 ATK 37 SPD 10 DEF 23 RES 8, has Pivot / ATK +3 / Fortify DEF 2. She's my only flier, but that SPD and especially that RES make her survival questionable.

    4-Star Female!Corrin, Level 20, HP 28 ATK 25 SPD 18 DEF 23 RES 12, has Dark Breath / Dragon Gaze / Seal RES 1 / Hone ATK 1. The 1-range, more debuffy Robin. Not quite as good right now, but I could grind her up fairly easily, if she could make things easier on this map.

    I also just pulled 5-Star Marth and Peri, and can raise up 4-Star Gordin (Brave Bow could help with Narcian?), 4-Star Sully (semi-tanky blue, and has Draw Back, which could maybe help?), 3-Star Lissa, and 3-or-4-Star Serra (healers; Lissa has better Defense than Clarine and boosts Attack instead of Speed, and Serra has Mend if I need more potent heals) as well if needed.

    So, I was thinking of running

    1) Marth or Lyn to beat Narcian.

    2) Peri, Sully or Corrin to deal with the sword fighter and blue mage cavalier combo.

    3) Clarine, Lissa or Serra to heal.

    4) Dunno who the fourth should be. Maybe Jeorge/Gordin for Narcian-slaying, or a second healer because I have no confidence in anyone I have's ability to take multiple hits and live, or maybe a third non-archer attacker? I'd use a green, but my Cherche is awful, my Cecilia would probably get doubled to death by everything, and I don't have any other greens.

    But I'm kind of at a loss here, so does anyone have any ideas for how I could tackle Narcian? I only ask because I'm honestly not sure how to tackle this one. Just looking for advice regarding the Normal map, no way I'm beating Hard without a good flier. Also, sorry about the length.

  8. 15 minutes ago, vin said:

    Some Arena questions, if you have a good source:

    Is the matchmaking based off levels, ratings, rarity, win/loss...?

    If you use multiple heroes (from the list) do you get a better bonus multiplier?

    What's the difference between Beginner, Intermediate, and Hard?

    On that second one, I'm fairly sure you get a higher bonus if you use multiple bonus characters. Dunno for certain, but I got higher amounts for my team that had 3 than the one that had 2 (though the 2-bonus team had more success so...), so I think it goes up more with multiple bonus characters. Not sure if it's a multiplier so much as a higher spread for chain bonus points (that's what you're talking about, yeah?), but I'm pretty certain that it increases with more bonus characters.

    And that third one, I think Beginner puts you against enemies who are around or a bit below your level, and Intermediate puts you against enemies who are a bit above your level. Haven't touched Hard yet (my team isn't high level yet), so I dunno anything about it.

    Dunno what Arena matchmaking is based off of, sorry, but if I had to guess it's about level more than anything.

    Also, I have a quick question about summoning:

    Is there any way to see which color orbs you'll get to summon from, then back out without losing any orbs?

  9. I got (not in order, I don't remember the order)...

    1) 1-Star Hinata. Sent him home after a while, never tried to use him 'cause I got Marth and Lyn.
    2) 3-Star Lissa. Was my healer for the longest time, until I got Clarine (who has a horse).
    3) 4-Star Marth. Cool, and I need to finish training him up to promote him some day, but I got Lyn at the end so he got benched after seeing some use early on.
    4) I'm forgetting the fourth. I want to say 4-Star Jeorge (who I like, but could be a bit better I think, or at least a bit stronger), but I think that was a different pull. Drawin' a blank here, sorry.
    5) 5-Star Lyn. I was so happy with this. She's been a staple of my team since day 1, for good reason. I remember wondering why she didn't have the Mani Katti as her weapon tho, but that's just because I think of that instead of Sol Katti (legendary weapon and fairly strong I think, but I remember it being too heavy for her back in Blazing Blade so I never used it) when I think of Lyn. Also, I don't remember Lyn having a Defense growth back in Blazing Blade, but mine can actually take multiple hits sometimes, which is weird, but I'm not gonna complain.

    Pretty good pull overall, I think. I was a little disappointed at first since I was hoping to get Roy (which I did a couple of days ago), but then I got Lyn and everything was cool.

  10. My first set of rolls, I got Hinata (1-star, haven't touched since), Marth (4-star, pretty cool), Lyn (5-star! Haven't used that much, but still!), and Lissa (suprise MVP, because her offense is suprisingly good once she gets enough SP to buy Assault).

    Second roll was done later, got Robin (3-star. Disappointed), then decided to stop and re-roll for better orbs. Then I got Cecilia (3-star. Okay), Gordin (4-star. Alright, but 0 speed why), Jeorge (4-star. An archer with SPEED. YES. Using now), Draug (4-star. I'll probably use him at some point), and Gunter (3-star. Trying to make him work right now, we'll see how that goes).

  11. Intro: Greetings, folks. This is my review of Kirby: Planet Robobot,

    And I'm ILikeKirbys, which should tell you what I think of this game right there. I'm just going to piggyback on your review to write my own, sorta. It's more just thoughts on the game than a review, really, but eh. Kinda gonna just quote you point by point and go from there, since I'm not good at this stuff, and I'm a bit drunk at the moment, so this might not be completely coherent or something. Hope you don't mind, mate!

    a level pack for Kirby: Triple Deluxe on 3DS.

    ...True, but like any good level expansion pack thing, it brings enough changes to the table to justify its existence, at least in my opinion.

    Story: ROBOTS HAVE TAKEN OVER THE WORLD!

    Well, it's a little more than that (ROBOBOTS HAVE TAKEN OVER THE WORLD! ALSO META KNIGHT AND DEDEDE GOT REKT BEFORE KIRBY WOKE UP TO EAT ROBOBOTS AND STEAL THEIR SHIT), but that's not especially important.

    Graphics: Thankfully, you're not gonna see 36 consecutive factory levels, and not just because there are only 35 levels. In addition to mechanized twists of standard level themes, there are train, city, and casino levels. Near the end of the game you'll be reminded that somebody at HAL Laboratory is paid to design the most psychedelic backgrounds possible. Thank you, psychedelic background artist - you have performed admirably. The only negative is a couple moments of slowdown, and it's only worth mentioning because Triple Deluxe had none.

    Where did you experience slowdown? I never noticed any, though perhaps I just missed it.

    Outside of that, this game adds mechanicalness to Kirby's usual IT'S ALL SO CUTE I WANT TO HUG EVERYTHING aesthetic. And I have no objection to this.

    Also, Nova looks surprisingly cute in 3D. Was not expecting to see that. Or hear it try to meow menacingly, haha.

    Music: In addition to some original music, this game has many remixes from the entire Kirby series. https://www.youtube.com/watch?v=BTK-KU_2vxQ

    I quite enjoyed the music, it was good. Especially the music once you get the Robobot in the second-to-last level and

    the surprise Melee (I think) version of Green Greens in the last EX level. Also Galacta Knight's theme, but I liked that back in Ultra too, so no surprise there.

    Gameplay: Just like Return to Dreamland and Triple Deluxe, this is a 2.5D Kirby platformer with an overpowered gimmick - the Robobot Armor. This is more fun than the Super Abilities and Hypernova for a couple reasons. First, gameplay is not paused or slowed when acquiring and using the Armor, so pacing is not sacrificed. Second, the Armor is often optional, and it can scan enemies to gain copy abilities like Kirby - each with more than one attack. This means deeper, more varied, and less linear gameplay. The Armor feels more like a naturally overpowered extension of standard Kirby gameplay than a "press B to win" button. There are also a few new and updated copy abilities to play with.

    As someone who missed Triple Deluxe (and continues to regret this), but did play Return to Dream Land, I concur on the Robobot Armor being superior to the Super Abilities (even if I love Ultra Sword, though I kinda hope it gets replaced by Hypernova in the next Smash, but that's not relevant right now). It doesn't just become the overpowered extension of Kirby that you described, it's also a bit different since you can't fly (without Parasol, and even then it's limited) like Kirby can normally, instead having a double-jump with a bit of a float, or a single jump when carrying stuff. The Robobot's inability to fly led to all of my deaths in this game, all by bottomless pit.

    Still, the Robobot Armor was satisfying as fuck, and I squeed a bit every time I saw it in a level. Its spins on some of Kirby's copy abilities were great fun too. Kinda wish it could copy UFO somehow tho...

    On the subject of new copy abilities (even if a few of these are only new to me...), Poison more like Water+ was a nice ability, Archer was so much fun that I wished it showed up in Team Kirby Quest (I would've liked it more than Hammer Lord), Circus was... weird, but fun, Doctor was surprisingly amazing and is one of my new favorite abilities (alongside Archer/Ninja/Parasol), ESP was okay but should've been called PSI, Smash Bros. (which isn't new, it was in Kirby & The Amazing Mirror as Smash, but I'm including it here anyway since it got new stuff I think) was quite enjoyable, and UFO (also not new, but being locked behind 100% completion or amiibo is a new thing) was a nostalgia trip when I saw it in action.

    Meta Knightmare Returns is just like Meta Knightmare Ultra from Super Star Ultra - you time trial the Story Mode as Meta Knight and defeat enemies to gain Meta Points, which can be spent on a temporary speed boost, a full heal, or a powerful screen attack. This is similar to Dededetour from Triple Deluxe, but more fun thanks to the extra layer of depth in the point management system, and being able to actually make yourself go faster. While there are save points, your current Meta Points are NOT saved, so an optimal run is only possible if you do it all in one go.

    Yeah, Meta Knightmare Returns was as fun as Ultra. A little more so, since his moveset was expanded a bit since Ultra (Brawl Shuttle Loop, how I missed you... Dammit, now I wish Wing had returned too!). Meta Knightmares did make Galaxia Darkness seem a bit redundant tho.

    Surprise Dark Matter/Sectonia/Galacta Knight at the end was great. Especially Galacta Knight, really like that one. Do wish the Star Dream fight still happened tho, would've liked to do that in the original Halberd.

    The Arena and The True Arena are the classic boss rush modes. Not much to say, other than that The True Arena takes 30 darn minutes and is the only part of the game I'd seriously consider calling "hard".

    That's generally true of the True Arena. It's supposed to be challenging.

    And the surprise against Star Dream Soul.OS at the end was expected, after Super Star Ultra and Return to Dream Land had extra versions of the final boss, but it was mostly alright. Fuck that rings thing at the end tho.

    I do wish you could use Meta Knight in both Arenas though, it'd be a fun thing I think.

    Kirby 3D Rumble is a fully 3D minigame where you inhale and spit enemies at each other for epic combos and big scores. The core gameplay here is surprisingly deep and fun, enough that I can see it supporting an entire game on its own. Sadly, there are only THREE levels, and even earning platinum trophies isn't that hard. Still, it's a lot more fun than Dedede's Drum Dash.

    I hope 3D Rumble gets expanded upon and used as the basis for a full Kirby game in the future. I feel like it could work.

    Team Kirby Clash is the multiplayer component. You and three local friends (or computers) use modified abilities (Sword Hero, Doctor Healmore, Hammer Lord, Beam Mage) and battle bosses together. Beating them faster earns more score, which can earn shiny medals and also acts as experience so you can "level up" and increase your stats. However, the leveling system provides no depth whatsoever, and there are only six bosses to fight. Also, players who don't own the game will only be able to use the first two abilities for no apparent reason other than "f*** you for not buying our game."

    This was fun, even though I didn't have friends to play with (and even though Hammer Lord is hilariously slow and heavy, seriously he can't even float up, he just sort of inflates to slow his descent a little). I wish this could get expanded upon too, it could probably support a couple more abilities (in particular, Archer and maybe Circus or Poison) and maybe a bit more depth (not entirely sure how, but I'm sure it could be done; maybe multiplayer against other 4-Kirby teams?).

    Also, I don't think the AI is very good at using a single Beam Mage, I only ever saw their time-stopping thing when I brought two or more (or played Beam Mage myself, which I don't like because I prefer Sword Hero but eh).

    Side Note: There is, however, a convenient button in the options menu to visit the eShop and buy more Kirby games. This disturbs me.

    I never went into the options, so I never saw this, but yeah, that's a bit... weird.

    Conclusion: Kirby: Planet Robobot is a very nice Kirby game. It's colorful, fun, and has mech suits - what's not to love? Well, maybe the fact that it's a little short and a lot easy, but that applies to most Kirby games. Aside from the Robobot Armor, it doesn't do anything to move the series forward in a meaningful way. If there were some "convenience features" like selecting individual worlds in the time trial mode, online leaderboards, a 1-hit-point mode for challenge seekers like me, etc., I think it would go a long way. Regardless, this is a very polished game with cool ideas, fun levels, and oodles of Kirby charm.

    And for my conclusion...

    It's a Kirby game. It rarely even approaches difficult (True Arena notwithstanding), and a bit short, like you said, but it's a lot of fun, messing around with old and new abilities is a blast, and the extra modes are fun diversions too. The Robobot Armor is the sort of thing I hope might get brought back in a future Kirby game, even if it's just for one level or something, since it's overpowered in a way that's so much fun.

    I would like to see that 1-HP mode become a thing... As well as a mode where you play as a standard Waddle Dee (hear me out), unable to fly or attack outside of sliding and, I dunno, picking up stars dropped by enemy attacks and throwing them around. It'd definitely be more challenging than playing as Kirby, for sure, I think. That might just be the alcohol tho.

    Also a Meta Knightmare/Dededetour-type thing with Bandana Dee and his spear. I would like that as well, and that's not just the alcohol.

    ...

    Bck to the point, Kirby: Planet Robobot is a fun game. I like it a lot (surprise). Go buy this game if you like cute shit and robots and don't mind easy games, it's probably worth your money.

    ...Although there is one more minor problem I have with this game: Robobot looks like a typo. Unimportant, but it kinda annoys me sometimes.

    Is it better than...

    Fire Emblem Fates?

    Probably. It is a known fact that robots make everything better, and unless I'm horribly wrong, Fates has no robots.

    Well, there are the Automata. And maybe that thing the Mechanist class rides, though that could just be a puppet. But overall, much less robots than Planet Robobot (which has, like, an entire planet of 'em). So yeah, Kirby: Planet Robobot is better than Fates.
  12. im pretty sure most of us adore a good criti-fang tho, right

    Yeah. Especially when it critkills Ryoma (totally unnecessary by that point, he would've died as long as he got hit, but it was really cool and I forgot I had Dragon Fang because it hadn't procced in a while so it was even more awesome).

    As for other classes I like...

    Dual-wielding Swordmaster. I didn't know I wanted this as much as I did, but then I saw a full dual-wield Astra combo and it was so cool. Non-dual-wield crit is nice too, kicking people before you sword them to death is nice.

    Basara too. I couldn't stop laughing when I saw Oboro do the spinny-jump-finisher-thing with a naginata.

    Adventurer's backward-jump-shot finish is also pretty neat.

    Marth's finisher (and the Lodestar class finisher by extension) looks like it was lifted from Code Name: S.T.E.A.M. (specifically, Marth's Rapier multistab attack), though I'm not 100% sure since I haven't played that game in a long time. Even if it isn't, it's still a nice finisher.

    Sorceror is the best tho. It's just amazingly over the top, and it is beautiful. Especially with scrolls.

    Also, a question: How do you get a male Villager? Pretty sure you can't capture any of those, so can the kids inherit it from Mozu?

    Have you seen Mozu use Luna, though? Like... villager Mozu? She does a Leeroy-Jenkins-style straight charge & then just falls over. It's adorable.

    I've seen that animation, though not with Luna (or any skill, it just sort of happened sometimes while she was abusing the boss of her Paralogue). It is adorable tho.
  13. My idea for Master of Arms was for them to have Arms Mastery at level 5 and Bowbreaker at level 15. I think I guy deflecting arrows with his sword makes more sense than a Sorcerer having that skill.

    I always saw Sorceror having Bowbreaker as the Sorceror magicing arrows away with their minds, personally, though I agree that a guy deflecting arrows with his weapon makes sense for a Master of Arms (and it'd open up the extra skill slot on Sorcerors so they could have Tomefaire. Kinda bugged me that they don't, honestly).

    Though that does bring up the question of which class would get Seal Strength...

    I'd also have:

    Trickshot: This unit's attack uses the opposite damage to what it normally should. (I know this doesn't make sense but it would make a Bolt Naginata use the opponent's defence. It would make stuff like a Brave Sword use the opponent's resistance.)

    That makes sense. I'm surprised this one isn't already a thing in some way (even just as a weapon effect).

    Another few from me:

    Revenant: When this unit is defeated, it revives in the same spot after 2 turns. (Enemy-only skill to make a gimmick chapter around; Couldn't come up with a better name)

    High Stakes: Damage dealt and taken is increased by 50% when below 50% HP.

    Counterstrike: Returns half of the damage from physical attacks when the enemy initiates combat. (Think Nyx's Countercurse, but for physical attacks)

  14. Yeah, this was a weird one. Took me some time to get through, mostly because I didn't realize the whole max-defense-one-side-max-resistance-on-the-other thing until I'd put my mages on max-res-side and my physical attackers on max-def-side, so I had to chip everyone down. Didn't have much actual difficulty, it was just kind of annoying.

    Which is a shame, because if they'd wanted to, the concept of max-stats-or-no-stats could've made for a hell of a chapter, especially with skills added in, could allow for turning class archetypes on their heads with a little work (and much application of Wary Fighter and Miracle and Certain Blow and stuff like that). Ponder it with me for a sec...

    Master Ninja with maxed HP/Luck/Defense/Resistance and no Str/Mag/Skill/Speed, with Movement +1/Pass/Certain Blow/Wary Fighter and effective weaponry (so they can deal decent damage to mounted/armored units, and can easily target anyone with 7 Mov and Pass. Very, very annoying to deal with).

    Generals with maxed Magic/Skill/Speed/Luck and no HP/Strength/Defense/Resistance, with Pavise/Aegis/Miracle/Lancefaire and a Bolt Naginata (this would allow the General to function as a magical attacker while surviving hits via Pavise/Aegis/Miracle).

    Swordmasters with maxed HP/Skill/Luck/Defense and no Strength/Magic/Speed/Resistance, either Wary Fighter/Swordfaire/Astra/Renewal, a pair-up with, I dunno, a General or something, and a regular sword (to act as a defensive wall, especially if Astra activates and gives a free Dual Guard).

    Berserkers with maxed Skill/Luck/Defense/Resistance and no HP/Strength/Magic/Speed, with Wary Fighter/Sol/Miracle/Pavise/Aegis and a Killer Axe (a wall of sorts, mostly thanks to Miracle, but with that Skill stat it's a wall that critkills and Sols all of its HP back if you don't kill it quickly).

    Sorcerors with maxed HP/Skill/Speed/Defense and no Strength/Magic/Luck/Resistance, with Luna/Vengeance/Aegis/Darting Blow/Renewal and Fimbulvetr (a physical wall and magical attacker, all in one, but that Luck is a definite weak point, and no Resistance makes magic a good way to wreck this one).

    Snipers with maxed HP/Magic/Luck/Resistance and no Strength/Skill/Speed/Defense, with Wary Fighter/Miracle/Counter/Certain Blow and a Shining Bow and/or Silver Yumi (magical wall, with either magical offense or weaker physical offense. Certain Blow is here to make hits more likely).

    Nine-Tails with maxed HP/Strength/Defense/Resistance and no Magic/Skill/Speed/Luck, with Wary Fighter/Certain Blow/Quixotic/Grisly Wound/Renewal/Even Better (a wall with considerable Strength and HP, but is not especially likely to hit and is susceptible to crits) or Wary Fighter/Seal Strength/Speed/Defense/Resistance (same wall, but trades being able to hit sometimes for weakening whoever gets attacked).

    Wolfssegners (how do you spell that?) with maxed Magic/Skill/Luck/Speed and no HP/Strength/Defense/Resistance, with Ignis/Luna/Armored Blow/Warding Blow (a speedy attacker, with Ignis to take advantage of the higher Magic stat and Luna to lower enemy defenses. Armored/Warding Blow are here to help our wolves survive when they attack).

    And for the boss, a level-1 Diviner with maxed HP/Magic/Skill/Luck/Resistance and no Strength/Speed/Defense... And the stat caps of an Onmyoji, with Wary Fighter/Underdog/Pavise/Miracle/Seal Strength and Horse Spirit (Surprisingly tough, given that he's the only non-promoted unit on the map, but is helped by hax'd stat caps (from one of Diviner's promotions) and having more capped stats than other units are allowed (he's the boss, he can cheat a little)).

    ...Probably still crap as a map, but it'd maybe be better than the current one. Or at least more interesting, hopefully.

  15. Canto for mounted units and Shove for unmounted!

    Well, Shove came back in Fates, but I agree that it should just be a thing unmounted units can do instead of a skill.

    fe15skill_99.pngCombat Medic: When the lead unit in a Guard Stance, the support unit heals %20 HP at the start of your turn.

    fe15skill_200.pngExecute: Select the 'Execute' command to increase your damage by 5 and critical hit by 20. Defense and Resistance -5 and critical evade -20 after combat.

    bond.pngFeedback: Damage increased by an amount equal to Enemy Magic/2

    slowburn.pngTag-team: Paired allies may switch after taking an action and take another action.

    veteran.pngArms Mastery: If you have the weapon triangle advantage, double the bonuses.

    Combat Medic is simple, but useful. I like.

    Execute sounds really useful, mostly because it'd be easy to make sure your now-debuffed attacker was protected from enemies who can now critkill them, but also high-risk (mess up and you're eating at least one crit). I like.

    Feedback would be really useful for mage murdering. I wish Nyx had it as her Personal, it'd be much better than Countercurse.

    Tag-team seems like it would be really useful, especially combined with Quick Salve (attack>switch to injured ally>heal/tonic/other-item>attack again). I like.

    Arms Mastery is something I wish was on Master of Arms instead of Life and Death. It'd make sense.

    This sounds like a much more reasonable alternative to the Hexing Rod. Heck, they could design a whole level designed around all the enemies having that skill.

    That would be something, wouldn't it? Actually, I had an idea on that subject:

    [spoiler=Going A Little Bit Off-Topic Here, But...]The idea would be Yukimura defending Castle Shirasagi (or whatever the big castle in Hoshido was called) in a last stand with a handful of souped-up units, who would have various skills, and an army of automata, all of whom had the Self-Destruct skill (which is listed under Skills on the Fire Emblem Fates page on SF with the enemy-only and DLC skills, but I've never seen it, maybe because I haven't played all the child paralogues yet or because it doesn't appear on Normal; it makes enemies below half HP at the start of their turn explode, killing themselves and dealing 20% damage to units within 2 spaces). Adding Vital Seal to this would make it a lot more interesting, I think.

    It'd look like that Conquest chapter where you fight Iago (chapter 26, I believe), but with Yukimura (equipped with Barb Shuriken/3 Elixirs, and Potent Potion/Quick Salve/Seal Defense/Inevitable End/Vital Seal) in the center where Iago would be, flanked by an Onmyoji (with Snake Spirit/Wane Festal/Hexing Rod-with-Vital-Seal-effect, and Amaterasu/Rally Defense/Rally Resistance/Rally Skill/Rally Spectrum (behold, the only unit on the entire map without Vital Seal... is a Rallybot and a Staff Asshole and heals Yukimura with Amaterasu), and capped Magic) hiding behind him and a Basara (with Silver Nageyari/Dragon Spirit, and Seal Defense/Seal Speed/Seal Strength/Seal Magic/Vital Seal, with near-capped Defense and Resistance) right in front of the door to Yukimura's chamber. In front of Yukimura's chamber, there would be several Automata (with Big Saw/Silver Yumi, and Self Destruct/Inevitable End/Savage Blow/Grisly Wound/Vital Seal), with a Swordmaster (with Venge Katana, and Duelist's Blow/Vantage/Darting Blow/Astra/Vital Seal, and capped Speed) and Oni Chieftain (with Horse Spirit/Silver Club, and Seal Resistance/Death Blow/Counter/Miracle/Vital Seal, and near-capped Defense and Resistance) on each side.

    In the side corridors, a few Automata (same loadout as the previous ones). On the left side, they would be accompanied by a Priestess (with Silver Yumi/Enfeeble/Freeze, and Inevitable End/Bowfaire/Counter/Vital Seal), a Spear Master (with Waterwheel, and Seal Defense/Seal Speed/Death Blow/Vital Seal), and a Sniper (with Silver Hankyu, and Quick Draw/Certain Blow/Counter/Vital Seal). On the right side, they would be accompanied by a Great Master (with Venge Naginata/Enfeeble/Freeze, and Inevitable End/Miracle/Pavise/Aegis/Vital Seal, and capped Skill and Luck), a Blacksmith (with Venge Club/Silver Katana, and Seal Resistance/Shurikenbreaker/Bowbreaker/Tomebreaker/Vital Seal), and an Onmyoji (with Dragon Spirit/Great Festal/Silence, and Lancebreaker/Shurikenbreaker/Tomefaire/Amaterasu/Vital Seal). The corridor leading up to the top of the map from each side area would have a few Automata (with the same loadout as the others)

    In the center area below where you start the map, a couple of Automata (do I need to say it?), backed up by a Mechanist (with Silver Shuriken, and Inevitable End/Replicate/Rally Spectrum/Self Destruct) in the exact center of that area, a Merchant (with Silver Naginata/Silver Yumi/3 Gold Bars, and Profiteer/Spendthrift/Luck +4/Life And Death/Vital Seal, and capped Luck) on near the center of the room, a Master Ninja (with Flame Shuriken/Magic Tonic, and Potent Potion/Quick Salve/Inevitable End/Vital Seal) on the left closer to Yukimura's chamber, a Basara (with Dragon Spirit, and Rend Heaven/Quixotic/Vital Seal) on the right closer to Yukimura's chamber, and two Master of Arms (with Dual Katana/Naginata/Club, and Swordfaire/Lancefaire/Axefaire/Arms Mastery (thanks mate)/Vital Seal), one on each side by the doors to the rest of the map. Also, after a certain amount of time (which would be shorter on higher difficulties), two Master Ninja (with Silver Shuriken, and Movement +1/Inevitable End/Void Curse/Vital Seal, paired up with two more Master Ninja with the same loadout) appear from the top of the map every turn to chase you.

    Most of those skills on enemies (except Vital Seal, Self Destruct, Void Curse, and Staff Savant) wouldn't be there on Normal, and only one or two per enemy would be equipped on Hard (not sure which one or two), maybe have the number of automata increase on higher difficulties too.

    The idea here is that you can't really complete the map quickly becuase you'll be ground down by a constant stream of damage from enemy attacks and self-destructing Automata that you can't heal unless you stop your advance due to Vital Seal (and Hexing-Rod-with-Vital-Seal-effect asshole), but you can't take too long to finish or the neverending stream of Master Ninja reinforcements will catch up and wreck you. I'm not sure this is good chapter design at all, but eh, it's just an idea.

  16. Brave Fighter: A skill that makes both units always perform follow-up attacks in combat (so, everyone doubles, unless their weapon outright prevents doubling, and Brave-type weapons would perform 4 attacks when the unit wielding them initiates combat).

    Vital Seal: A skill that, after any combat with the unit with this skill, prevents the enemy from recovering HP for one turn (so, prevents using HP-recovering items, or being healed by staves/rods, or being healed by skills, for one turn. This could be annoying if given to enemies bulky enough to be reasonably capable of surviving a round of combat). This is also how I would've had the Hexing Rod work.

    Pair Up swapping sounds interesting.

    Oh, and yeah, bring back Canto.

  17. More than likely it'll be built like HW, but with more editions to make it more FE-like.

    Ah, I see. FE Warriors makes sense, and I'd like to see that.

    Started imagining FE Bayonetta for a sec tho. And I kinda want.

    Agreed. I kinda wanted Lucy to have more of a Fencing style like in her Awakening animations.

    Yeah, that kinda annoyed me for a bit too.

    Then I went back to playing Kirby and Robin and didn't think about it again.

    Hopefully if she comes back as a full character for Smash 5, she'll get some differentiation from Marth.

    I'd agree with this notion. Arc is my favorite fighting dev and they pretty much dominate the anime-style fighter market if I'm not mistaken. Plus most of their games feature weapon wielders throughout their casts so the translation to Fire Emblem weapons wouldn't be hard for them.

    I hadn't considered that. Arc does have a lot of experience in fighters with lots of weapons, so they'd probably be really good devs for an FE fighter.
  18. I'd love to see a FE smash bros. clone too, tho, because I don't care what the haters say, 6 FE characters in smash was the best thing ever, and swordies in Smash in general are fun to watch in competitive play.

    Yeah, I wouldn't mind this either. Although it would be nice if they changed up Roy and Lucina a bit more if they did this (especially Lucina, she has to be able to do more than be a Marth-alike).

    I'd think it would be interesting if there was an Arc Systems style FE game. Blazblue to be specific since it's easier than it's hardcore older brother Guilty Gear.

    Yes.

    So much yes.

    All of my yes.

    Although maybe I'd prefer it take more after GG tho. Purely personal preference on that one.

    Anyone else wanna see a FE hack and slash too?

    Also, this. I would like this. Although, by hack and slash, do you mean like Devil May Cry/Bayonetta, or more like Hyrule Warriors? Because I would enjoy either of those options.
  19. I could see this working, but Street Fighter wouldn't be my choice of engine. I'd suggest something more along the lines of Samurai Shodown (admittedly, I've only played one of them, once, in an arcade years ago, but I've seen gameplay of it on YouTube and it seems like it could work for FE, where everyone has a weapon of some kind).

    I would probably buy an FE fighter if it happened.

  20. It's not that only Silas wants Charlotte.

    Pretty much, any physical male wants Charlotte.

    She gives +8 Str and +5 Spd. Any physical unit wants that. And all her kids gets amazing Str.

    That's what I meant by Charlotte being in high demand.

    Forrest's base Str growth is a measly 15%. Charlotte!Forrest is not really worth it.

    Ah, I think I see what you mean now. That makes sense, it's pretty much the whole reason I stapled her to Xander during my last Conquest run (dude didn't want to grow Speed, she made it so she didn't get doubled).

    ...Ouch, that seems like it won't end well. Still going to go for it, primarily because I'd like to see if Forrest ends up usable and because I want to fix Leo's Speed without marrying Felicia (she's marrying Hinata this run, I like their supports and think it could work stat-wise, if nothing else Hinata'll get Tomebreaker out of it), and also because my current run is morphing into a not-serious-at-all run where I try a bunch of weird shit I wouldn't do during a serious run to see what happens (for example, Berserker!Nyx with a Bolt Axe and maybe Aurgelmir when I get that, or Adventurer!Sakura since it has the same weaponset as Priestess so maybe she'll be good in it).

    But I'll keep that in mind and marry her to someone more physically-inclined (Arthur or Laslow, maybe) on my next serious run.

    Beruka is a great tank, and can make others great tanks as well.

    Saizo has 45% Def growth. In the right class, he can be a great tank.

    That's actually kind of surprising. Good to hear tho. Not sure what to do with them (maybe marry them together? Could make a pretty good tank out of Saizo as a Wyvern Lord (I think these have great Defense) or Malig Knight (to give him tomes with his usually-good-for-me Magic stat, and also have good Defense I think with okay Resistance), or maybe fix Beruka's Speed via Pair Up bonuses with a Master Ninja...), but I'll figure something out.

    Thanks again, mate.

  21. Benny in Revelations is actually salvageable. Not amazing, but he can do well.

    He is a great tank, and the Rinkah pair-up helps him a lot.

    I wouldn't do Leo/Charlotte mostly because Charlotte is in high demand. Pretty much any physical unit like Xander, Silas, Keaton and so on can benefit from her. Pairing her with Leo is sort of a waste of her amazing pair-up stats.

    And Felicia!Forrest is pretty good.

    Glad to hear at least one of the knights was good.

    Wait, Silas wants Charlotte? Xander I can understand, and Keaton too (though he could maybe marry Camilla), but Silas? He seems like he could get more out of, like, Mozu or maybe Effie or someone who wouldn't tank Sophie's Defense and Resistance (probably more important to me, since I'm kinda careless sometimes and my mages need to be able to take a hit or two, but it seems like it could matter).

    And, um, I meant how Charlotte!Forrest ends up. I sort of assumed that Felicia!Forrest would turn out great, since both parents are magic-y so he'd have great Magic without Leo's Speed problem, but Charlotte!Forrest could maybe be a good Dark Knight, since his Strength and Speed probably would be better than Leo's and his Magic wouldn't really be affected (though his Defense would be rather bad).

    No, no.

    Silas, Xander, Keaton, Velouria and Beruka all are effective tanks.

    Oboro, Saizo and Shiro can take quite a bit of punishment as well.

    Sophie isn't an effective tank due to her low def growth.

    It's rather low for a Paladin/Great Knight.

    She's a great offensive unit however.

    I forgot Beruka existed. Is her Defense that much better than Camilla's, though?

    Also, Saizo? Can he really function defensively? I know he's gotten some weird stuff during my runs, but I just figured I was having weird luck with growths.

    Also, new thought: Gunter. Can he work? I know he doesn't get the higher bases he has when he rejoins in Conquest, but can he be made to work at all, or is he completely hopeless?

  22. So, do I NEED General or GK in Lunatic Revelations?

    I kinda NEEDed Effiein Lunatic Conquest but Effie and Benny are so low lvled right now that IDK if ill even be able to train them...

    especialy Effie...

    I have Mozu as a Paladin and Sophie too, those two should be good tanks right?

    Well, if you like to use tank units, then a General couldn't hurt. Of the two Knights you get, Effie's probably hopeless unless you grind, but Benny might be workable with some effort (or just tossing him a Master Seal immediately, that might help too).

    Great Knight Silas and/or Sophie (as well as Mozu, assuming she gets good levels) could serve decently enough if you can't make Benny work though.

    And of course there's Xander, who should end up with a ton of Defense and make it even higher with Seigfried.

    Oboro should get a reasonable amount of Defense as well, or at least mine usually do.

    And just about any lance-using unit could become a bit tanky if you give them a Guard Naginata. Hinoka'll come with a free one, and I think you'll be able to buy a few more.

    You probably won't be hurting too badly for defensive units on Revelation, I don't think. Though I wouldn't know about Lunatic, so maybe some of those don't quite work out on that difficulty.

  23. Strategist gives no Speed boost in pair-up, but Maid/Butler gives a +3 Speed boost in pair-up. Felicia also gives +2 Speed in S-rank.

    So S-rank Felica as a Maid gives Leo +5 Speed in pair-up.

    Ah, I see. I usually put Felicia into Strategist after she gets Tomebreaker because it gives her tomes so she can use her higher Magic stat, but I can see benefits to keeping her as a Maid too (especially if it helps Leo that much, since she honestly isn't that great of a fighter on her own, and I like Leo so it'd be nice to see a good one of those...)

    Corrin is a good pair-up due to their Personal.

    Also, if ever plan to do Leo/Sakura again, go Onmyouji, because Priestess gives no Speed boost during Pair-up.

    Well, Leo didn't do well until late, so I was doing that more because I liked their supports than for stats. Still, that means my Leo started gaining Speed on his own that time, which is pretty cool.

    I'll keep that in mind for the future.

    I'm thinking about trying Leo/Charlotte, if only because I want to try something different. Do you think that'll work out? If not as a Berserker (which could theoretically make Leo usable as a hybrid unit since it could fix his Strength as well as his Speed), then perhaps as a Maid (since she also gives +2 Speed, so she could give the same boost as Felicia does there, but with extra Strength)? And how will their Forrest come out?

    And for a more on-topic thought, what about Benny? I know he comes unpromoted after Camilla (the previously-cited cutoff point for unpromoted units), but he's probbly still a great tank, and he can promote quickly since he's at Level 15 (so you can promote him immediately, or wait until he hits 20 if you want). I know you're about to get tanky units in Silas and Xander shortly after you get Benny, but it seems like he could be made to work with a little effort. Not sure if he's actually worth it, just wondering.

  24. Hayato had 40% Defense growth. For a magic user, that's amazing. And Oni Chieftain has a 30% Def growth, so Oni Chieftain!Hayato would have a 60% Def. Again, that's amazing for a mage.

    Actually, I just checked, Oni Chieftain only gives 20% Defense growth. Still gets 60%, and that's still crazy for a mage tho, especially having a 40% Defense growth as a Diviner.

    Maybe I should give him a chance on Birthright next time.

    The Sorceror class gives no Speed boost during pair-up, and Nyx herself gives +2 Speed at S-rank.

    Not bad, but not amazing.

    Leo is better off with Felicia in Conquest.

    Ah well. It was mostly to benefit Nyx, anyway.

    So for my next Conquest run, I'l probably go with Leo/Felicia (like you suggested) since I can't think of anyone else who could help Leo particularly much (except maybe Charlotte, who would definitely fix his Speed, and maybe make him able to use swords via the Berserker Strength boost, but I dunno if that'd work out especially well...), so...

    Maid!Felicia or Strategist!Felicia?

    You could use Corrin as pair-up bot, since Vow of Friendship doesn't need Corrin to be an attacking unit.

    You could pair Corrin with someone like Shiro, who also takes advantage of Corrin being damaged, due to Shiro's personal skill.

    That's true, but I usually end up using Corrin as more than a stat booster, since my Corrins tend to end up solid units.

    Still, that's worth considering if I ever need an emergency tank. And if one of my Silases ever decides to grow Speed (seriously, he doesn't feel like he has a 50% chance to gain Speed).

    Thanks, mate.

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