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kcirrot

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Everything posted by kcirrot

  1. Literally even the possibility that an upset can occur "shits on the favorites." There was nothing that was more fun that the silly memes and video that came out of Camilla's gauntlet.
  2. Still not seeing what problem you're trying to fix. People did participate before we had the mechanic. Sure some people check out and pick the obvious winner, but that hasn't changed one bit. The multiplier does exactly nothing to fix that. If anything it makes it worse. I've barely played the Lyn v. Lucina round because I couldn't sleep when it started early Thursday morning. Thus in the yo yo that the multiplier causes in the first few hours, I managed to build up enough of a score that I'm basically locked into the top 1000. And I get to save my remaining flags. That's just dumb and unfair even though I'm benefiting from it. The only reason to play this game is for fun, and competitions that aren't fair aren't fun. Nothing kills interest more than a game that's meaningless.
  3. Best girl is best. Ike should feel blessed to bend the knee for our lady.
  4. I fail to see any problem with the winning team, you know actually winning. *Shrug*
  5. Lyn has only had a slight advantage the whole match. Lyn right now is up by 314 million. You need a 460 million point lead to trigger a multiplier. This is only the first round, that's a lot to do in 2 hours. I fully expect that Lyn players are hoarding their flags because there's no need at this point to do anything other than coast. I got a few of the early game multipliers and haven't moved out of the top 1000 barely playing.
  6. I love Lucina, but Lyn is best girl and it looks like this will be a clean win. I haven't seen a bonus since the natural yo-yo that stupid mechanic causes at the beginning. Just two epic badass girls going at it.
  7. I finished Infernal today and because I'm not a proud man, I used 5* Rein, 5* Bride Cordelia, Azura, and Olivia. Azura and Olivia only danced/singed as you might expect. The only hard part was keeping everyone out of harms way at the end of a round since those units could mostly one-shot any of the four. I think any decent brave bow user could sub in for Cordelia though.
  8. OK, but again the Normal difficulty chapter 1&2 Chain Challenge features level thirty-five (35) enemies who do not use their normal skill set. Thus a group of decently played level 40s should have no trouble grinding there. It is objectively cheaper and easier than the method you offered in your original post. You suggest that people use the tenth stratum which features level 40 heroes using their full skill set.
  9. The normal Chapter 1&2 chain challenge is level 35. The enemies don't have their skill loadout. 4 and 5 stars should be able to survive there from level 30 on. I use it for exp grinding. No disrespect intended, but your method isn't nearly as efficient for grinding HM as the means that others have stated in this thread. That's not an attack on you. And many of the methods including the one I mentioned are easier.
  10. Doesn't matter, doing the Chapter 1& 2 Chain Challenge on Normal gets you 9 maps for 3.33 stamina per map, as stated above. Enemies are dead easy, and you can farm HM, SP, and EXP much more easily than your method.
  11. I think the game has great production values, I love nearly every character, BUT the story doesn't hold up, especially on subsequent playthroughs. I usually evaluate the stories by whether I believe the actions and motivations of the character make sense given how they are portrayed. On that measure, Alm and Celica are fine, Rudolf and Mycen are morons who took a big gamble for no reason, and Fernand and Berkut are a too rigid which makes them seem one-dimensional. Because so much of the story is driven by Rudolf's plan, it sorta ruins things for me. Not as much as Conquest though. I have to say, that the lack of shipping and breeding has hurt the replay value. While I like the game overall I haven't found much desire to play it after beating Hard/Classic.
  12. You can't really see any trends in anecdotes. You have probably just been a bit luckier than last month.
  13. Well, I disagree, but you haven't addressed my fundamental objection. The multipliers are unfair. Again, do something else if you don't want the popularity contest to be a popularity contest. And that is the intention. You can go on the official page of the Voting Gauntlet right now, where the Voting Gauntlet is described as: https://support.fire-emblem-heroes.com/voting_gauntlet/howtoplay I didn't make that up, that's what the game is supposed to be. For reasons that are unclear to me, people have a problem with popular characters winning a popularity contest. OK, that's fine, I sort of agree that there's little point to it other than seeing who people like at the earlier rounds. But then do something else, come up with a different game mode that doesn't have the popularity element. What you don't do is say, "Well let's just give the team that's losing extra points so they can look like they are catching up." The contest is literally rigged at that point.
  14. You really think that didn't happen here? Of course, not everyone who joined up with Corrin did so to jump on the bandwagon. But there's little doubt that after a favorite goes down, people tend to join up with the expected winner. We've seen this in every gauntlet to date. If you don't intend to play a lot, it's still a better deal than joining with the expected loser. But again, the multiplier is simply unfair. It's unfair to the team that gets it and the team that has to fight against it. It hasn't changed the expected final outcome of a gauntlet yet. It hasn't added anything other than the false impression of a contest. If anyone from IS sees this thread, I hope they will take the opportunity to rid the game of this pernicious mechanic or just start over with a new type of game mode. EDIT: By the way, this mechanic has never made a character whose team I support lose. I just fundamentally think that it's unfair to put your thumb on the scales for the team that is losing. (Tipping the scale is OK though. )
  15. It doesn't prevent bandwagoning either, as Corrin showed. Gaius had the multiplier almost half the round and it made no difference. Corrin had it maybe 1-2 at the beginning. That is only possible if everyone jumped on the bandwagon after Leo's loss. As I said, if the best they got is the multiplier, then come up with a new game mode.
  16. Just retire this game mode and replace it with something else. The multipliers are incredibly unfair in my opinion. So much so that they sour the whole contest. I actually liked Camilla's curbstomp. People stayed engaged to rank highly on their team and we got to see how much of a beating Camilla's team could dish out. The issue that people have claimed justifies the multiplier, the predictable winner, is not repaired by the multiplier. The multiplier can only tip the scales in favor of a team that isn't completely outclassed. Corrin had maybe 1-2 early bonuses at the beginning but afterward got 27 Billion points through straight play. The predicted winner won, so what purpose does the multiplier serve? The lack of a multiplier didn't depress engagement and having it doesn't add much unpredictability. If they can't figure out another way to make the game fun, then try something else.
  17. That assumes curbstomps are a problem. They aren't. If a character is more popular then they should win. I genuinely do not see what's fun or exciting about just giving the losing team free points because they have no chance otherwise. Better to just be rid of the activity.
  18. I guess excitement is one word you could use to describe this. I just think it's plain boring. What does it matter? There's no game here. It's just an artificial method to keep the match close. If Gauis were to win, we would all know that he only did because they literally gave that team 3-7 points for every point of Corrin's team. The multiplier unfairly punishes the winning team and those who cannot play during the multiplier. When Gaius beat Leo because of a late game bonus it not only screwed Leo players out of a win, but they also didn't have as many cumulative points. How the heck does that sound reasonable to anyone? Why not create incentives to play the game a lot? I think it would be great if the more matches you played for your team the higher the multiplier for that individual. That way if your team worked hard and was more committed you would have a chance against a more popular character who has tons of less committed players. Would the most popular waifu still win? Sure, probably. But it would go back to being an actual game. Alternatively , I wish they would just remove Voting Gauntlet altogether and go back to the drawing board if they think a fair competition is 'boring'.
  19. I'd like the opposite, get rid of the multiplier altogether and create incentives not to bandwagon on the most popular character. I find the gauntlet much more boring than it was during Camilla's or Lucina's curb stomps.
  20. Hence why they need to get rid of the multiplier and set up legitimate brackets. The finals were last round, this is a way to farm feathers.
  21. It's true about the level of complaining, but there was a material difference, the game was fair. The game was originally conceived as a popularity competition contest. So I really never understood the whining about the most popular character winning. On the macro level, the game worked as it should. Now, it mostly does, but BS like the Leo v Gaius match is possible. On a micro (individual player) level the game is much worse. You're dependent on catching multiplier bonuses to have any hope of gaining a high score. You also have no control over how the other people supporting your team play. Thus, even if you know the proper strategy at any given moment, you have no meaningful way to affect the outcome of the game. Before the multiplier this wasn't an issue. At that time, only real strategy was to put up as many points as you could for your team. The multiplier was a terrible idea and made the whole game meaningless as anything other than some free feathers.
  22. On your first move, you move a ranged cavalier (Reinhardt, Olwen or Cecelia) just outside of attack range adjacent to the wall. On the second turn, snipe the lance cavalier and that unit will not be in range of any other enemy. I'm trying to figure out if the brave bow archer will head towards the main group after that. If you can bait him towards the cavalier who just attacked then the rest should be cake.
  23. Like literally everything about Fates, you have to find your own tolerance for difficulty v. fun. I usually reclass Sakura and Elise to witch immediately, because I hate leveling no-attack healers. Except for their lack of skill, they become enormously powerful, but I just don't enjoy leveling healers, but I do enjoy those characters. So any loss of difficulty is made up by the fun I get from using them early.
  24. My guess is that we are in store for a number of "Echoes" games and that's when we will see a lot of characters from those games. I really think the FE series can be divided into: Pre-Awakening and After-Awakening. Obviously, Awakening, Fates, and Valentia have a lot of representation with other games only having their main characters and perhaps a few more. I'm guessing that they believe that earlier games won't sell as well as scantily clad Awakening characters or Fates characters in bunny suits. They are probably right.
  25. Personally, I hope they do all three, but with a time-skip to allow the children to be born and get to their teen years. I don't think this would preclude the first generation from being used at all considering most characters are very young at the start of FE games. If you're having these kids at 17-22, it's not a stretch for you to still be fighting in your late 30s, early 40s.
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