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Radiant Dragon

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Posts posted by Radiant Dragon

  1. If you're worried about balance, all three routes are perfectly beatable on any difficulty without any grinding/DLC/Spotpass/Streetpass content whatsoever. It sounds like you're worried about becoming accidentally overpowered? If that's the case, go ahead and try the first few chapters without any grinding or downloadable content and see how it feels for you. If it ends up being too difficult, you can always go get some cash in Ghostly Gold later.

  2. Hayato is far far far far worse in Birthright.

    I would say Hayato is that much worse than Orochi in Birthright. His personal helps close the gap between their damage outputs, and his speed and defense will surpass hers before long. Neither is very impressive regardless.

    I'd say the worst unit in Birthright is probably Mozu, honestly. To be fair, there aren't exactly a ton of awful units on Birthright, however.

  3. The site says that for melee weapons that reduce stats after battle, the debuff is only applied after battle if the attack connects, but I saw an enemy unit miss and still get debuffed.

    I assume you're talking about weapons that debuff the user (like Silver weapons), and not weapons that debuff the target (like shurikens)? I know for a fact that shurikens will not apply a debuff if they miss, for example. What weapon was the enemy using, out of curiosity?

  4. Looking at Serenes Forest, I'm pretty sure that skill only works for the Ballistician class, no other class will get the bonus of that terrain effect and improved movement range (+1). It also makes the class users a slightly better/inferior version of Takumi. Warp is good for overall but if the only places where you can warp are where enemies are surrounding all the possible adjacent tiles (and if all the other units who you can Warp next to have ended their turns), then Warp starts to lose it's potential as a safe measurement. By your translation, Surefoot would allow a Ballistician to move by themselves and camp on a mountain where non-flyers (or anyone not named Takumi with Fujin Yumi) can't even hit you while you just shoot them down.

    Surefooted is basically Fujin Yumi's passive on a skill. It only works for Ballisticians as you said, but it won't let them traverse terrain that they can't normally cross like peaks, lava, water, emptiness, etc.

  5. By not allowing you to save at the prep screen in Chapter 17, it prevents the (ever so slim) scenario where a player will be unable to progress for whatever reason yet unable to go back to my castle to grind/prepare. I don't like how it was handled personally, either, but I can understand why it was done that way.

  6. No way are Arthur or Felicia/Jakob/Gunter's skills the worst, as they give very tangible and useful boosts to your army. Saizo's can also be pretty handy as long as you don't forget about it (like I do...). There are far worse personals than those.

    Although I guess Arthur, Saizo, Ignatius and Izana have the (dis)honor of having the only personal skills that don't provide strictly positive benefits.

    Some candidates for worst are Severa's and Dwyer's, for reasons already stated. Hisame's Calm seems pretty negligible also, unless you're having him tank mages on the enemy phase I guess. Inigo's Fancy Footwork boost seems pretty small as well, but I'll admit sometimes that one point of Strength and/or Speed can be the difference. And finally, how often does Charlotte's Unmask actually matter?

  7. *Note: Due to Rescue Staves no longer working on ally (Green) units and only on your own playable units, things involving 'rescuing' or preventing the defeat/death of the intended recruit becomes harder.

    This isn't completely true. I know for a fact that Rescue staves work on Shiro in his paralogue, as well as the NPCs in Before Awakening (by the way, screw that map). Unless I'm mistaken, what it doesn't work on are NPC's with no move stat. It should work on all of the others.

  8. I believe the deployment limit for playable characters in most chapters is 25. As mentioned above, Chapter 19!Revelations might be an exception to this, but I don't remember offhand how many units are allowed in that chapter. If you are already at the limit, the game won't let you make any more puppets. However, if you're at the limit and then you lose someone (at least in non-Phoenix modes), you should be able to make another puppet with a unit that hasn't yet made one.

  9. So interesting how these all work out, odd that throuout the series, even now have low level unit that appear late in the game. I wonder why they constantly keep doing that unless its so that people might not go into a situation where they just keep swapping older unit with newer one, making u value less the unit uve been fighting with.

    People enjoy these types of characters, that's why we keep seeing them.

    For example, Amelia is quite possibly the absolute worst character in Sacred Stones if we're looking at her from an efficiency perspective, yet she is very popular regardless. As mentioned, Nino from FE7 is a similar case, as are Wendy and Sophia from FE6, Donnel in Awakening, and Mozu in Fates. They're all extremely popular yet extremely bad (Mozu slightly less so). For every person like myself, who only cares about beating the campaign as quickly and painlessly as possible, there is someone who enjoys grinding these kinds of units up to see their potential.

    You can make the same argument for the existence of Jagen characters. While many people shun them because they believe these characters 'steal EXP' from your weaker units, they are some of the most important characters to those that care about efficiency and/or tier lists. Not every type of unit is designed for every player.

  10. There are many FE games where promoting before 20 is a good idea (basically anything before Shadow Dragon with the exception of Path of Radiance), but I wouldn't say Fates is one of them. That being said, there are advantages to promoting a couple units early for the stats if you're having trouble with the midgame chapters, especially if you plan on replacing them with their children later on. But for anyone you plan to use all the way to the end of the game, I'd try to wait until at least 18 or so, because many of your main combat units will be getting close to Tier 2 level 20 by endgame.

  11. I get that vibe that he is that classic promoted character you get early on, like Seth from Sacred Stones or Marcus from Fire Emblem.

    FE7!Marcus and Seth are actually exceptions to the rule (along with Titania from Path of Radiance) because they're both really, really good (Seth especially, he has great growths for some reason). You can use them as one of your main combat units the entire playthrough on each of their game's hardest difficulties and they will be excellent all game long. No joke, Seth is better than like, 90% of the rest of his game's cast combined.

    Jagen himself is probably the most apt comparison to Revelation!Gunter, with his low bases and low growths, but still decent for his prepromoted utility (at least until Revelation starts choking you on deployment slots). Conquest!Gunter is in an odd spot, though, kind of like a later-joining Zealot.

  12. I don't even remember Ch.21 Birthright, was that the one with the lava? That one was pretty unintuitive. Like, I understand exactly how the chapter works now after playing it but I wouldn't blame someone at all for not knowing what to do their first run through.

    Oddly enough, I seem to be one of the few who didn't hate Ch.10 or Ch.12 Revelation. I'm not a fan of the back-to-back chapters without being able to save, though. I'm fine with not being able to go back to My Castle in between them (which makes a lot of sense), and I understand that IS probably didn't want to have players overwrite their save only to be stuck with no way to leave the chapter in case they can't beat it for some reason, but it still bothers me.

  13. Just because Sorcerers aren't broken in half this time around doesn't mean they're bad, Levant. There are plenty of reasons why you would want to put a Sorcerer in melee range of a unit, whether it's making a ~80% OHKO attack guaranteed to hit, positioning set up for Dual Attacks, or attacking another nearby enemy so your other units can then take advantage of the extra accuracy on the adjacent enemy.

    Stop assuming things in Fates work the same as they have in past games because the environment is quite different than it was in Awakening, for example. Actually play the game before continuing to try to give people advice.

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