Jump to content

Skell_

Member
  • Posts

    39
  • Joined

  • Last visited

Everything posted by Skell_

  1. Gremory: Really feels like the peak of magic in the game and giving 2x Magic uses makes it downright disgusting with some characters. Double the fortifies, warps, rescues, you name it. That alone makes it feel legitimately powerful and possibly gamebreaking so I love it. They likely pale in comparison to Holy/Dark Knight though, but Wyvern Lord: It's up there not just because it's the most broken but because of how flying units are in this game. I only have Seteth during my first playthrough and I wished I had more of them. They ability to use bows as well makes them incredibly fun to use. Hurts that I feel obligated not to use too many though as they are gamebreaking as hell.
  2. Lysithea is a consistent unit with nuclear stats and surprisingly decent versatility. Has access to most of the best spells in the game. Dark Spikes T and Luna should not be given to anyone as early as she gets them. Savage personality. Extra points for bullying Ignatz. Too bad she's banned from most tournaments on account of not knowing basic spells in favor of better ones.
  3. Just read the thread... Let's just give all the enemy Generals quick riposte. Also, this feels more bugged than anything. Maybe they simply change the speed stat but didn't remember to change it back at some point. Seems odd.
  4. Went BL my first playthrough and played as legit as possible. Now in NG+ I'm a Golden Deer and I want to see how much I can break. I want as many pegasi and wyverns as possible. Of course, all my male units must be brigands for death blow. In addition, they all are getting training in bows so I can just snipe melee units and demolish other flying units. Using forbidden stuff like amiibo freebies and using faculty training to make Byleth a god. NG++ is going to be Black Eagles though. All armored archers. Shadow Dragon had the right idea with them.
  5. I was surprised too. I originally just intended to use Mortal Savant for fashion alone but the crit rate he can achieve is simply that high and enemy Res is simply that low. I don't think it was consistently like 50% or anything. He usually had about 30% but since he can consistently double he has roughly a 50-50 chance of actually getting a crit. Even if he doesn't get one, his damage output is high enough that it will still put them in any unit's one shot range. A little inconsistent but not bad at all for what I thought would be a dead skill.
  6. While I know Mortal Savant Felix is not only hard to get, but also Felix has a painfully low magic growth BUT his budding talent more than makes up for it. A +10% crit rate more than makes up for his low magic growth. In addition, due to how few enemies actually resist magic in this game, he can easily out take out end-game enemies with just over 20 magic. Mix in the fact that he will have Thoron to hit with 3 range and he's actually really good. While training for Mortal Savant, he can comfortably use his sword prowess to dominate the entire game with great growths, personal skill, and fantastic base speed. Mortal Savant just becomes the cherry on top at the end.
  7. I can't wait for you to finish the game and somehow you S Rank her.
  8. Did BL and honestly the campaign is incredibly strong from a character and plot standpoint. It never really gets stuck in the mud about the church or crests so the plot keeps chugging along in a more down to earth way. The only other class that competes are the Golden Deer because of how likable they are. I only really liked Bernadetta because of the memes but don't even like her much as a character. On the other hand... MY BOY RAPH'S C SUPPORT WITH FLAYN IS COZY AF.
  9. 1. Wary Fighter: High speed units just tearing your baddies apart? Negate their ability to double. Keep it so it still it still breaks at 50% so they're immune to ORKO from lighter units but can still be realistically beaten by one. 2. Archer Line Growths: Make them more like they were in Fates as fast hard hitting nukes. Their high skill is a pain when it means no boost to speed. 3. Great Knight: Make it more viable on a normal run so you're not sinking your entire playthrough on 2 non-combat skills. 4. Boost all infantry movement by one at the advanced level: Just help them keep up and don't force us to waste our few master seals for 1 movement. 5. Set Flyers as top Priority: We all kinda know that the AI has a clear list of priorities with skills like sneak but make flyers their top one. Makes sense as anyone can see that giant wyvern flying a mile away. That way, they at least are targeted on a regular basis. OR 6. Set Flyers to bottom Priority/gang up priorty: Don't let them bait like other units and instead the AI is very picky with them. Wyvern Lord sitting on the very last square of my range? Ehhh, no. Wyvern Lord sitting on two different units' aggro range? KILL THEM. That way, they can't do everything on their own without it being significantly harder.
  10. Dedue's Biggest Flaw is his horrible inflexibility He cannot be a Wyvern Lord, the best class in the game, without a massive amount of effort which already hurts a lot but he cannot even branch out into any cavalry class easily. Making him a great knight is going to be a waste of precious in-game time as he could be mastering other weapons or Authority. He really just wants to be infantry one way or another. Dedue can be great in any infantry class including Snipers where he can hit like a truck with Hunter's Volley. Besides War Master, it's hit second best choice.
  11. Best to Worst Aegis: Fantastic skill for making up for most physical classes' abyssal Res and is actually on a relevant class. Paladins are fairly straightforward to get and have reasonable growths. Being mounted is a huge plus. Pavise: While traditionally on the promoted class, it hurts so much in this game to have it that way. Armor is pretty bad in this game and this skill will indeed help with bulk but it requires you to at some point actually use a Fortress Knight and for a long period of time. Maybe a decent pickup if you're going to try for a Great Knight but it'd be nice to have more mixed bulk for later in the game than just more physical defense. Great skill, but I have to say it is solidly below Aegis. Hunter's Volley: Fantastic skill. 2 attacks with boosted crit chance and slightly increased might is great. Even on a particularly fast unit, this is a great skill for when you need those crits. Fierce Iron Fist: Great skill, only slightly below Hunter's Volley due to only getting to smack your foe 3 times instead of the ideal 4. Still, boosted crit rate multihits are always great. Astra: It's a worse version of Hunter's Volley/Fierce Iron Fist. In theory it could be devastating but no boosted crit rate and it eats weapons for breakfast. You are going to have to be desperate to use it. Lifetaker: It's a great offensive skill to have to actually allow Dark Mages to trade hits and keep on rolling. In addition, every other class also loves this skill. It also frees up a turn for your healer to focus on more important things like Warping. Lethality: Unreliable but an okay addition to any arsenal if you have nothing better. Seek more reliable ways to kill foes though. It's probably going to come in clutch at some point but it's not something to grow attached to. Wrath: While not a dead skill, it does require Vantage to be godly. If it doesn't, it's going to be just okay. It'll come in handy a decent amount of times but since it only works on defense it's not as broken as it could be. Seal Defense: Not exactly a top pick for anyone but it does make punching holes in tougher enemies a little bit easier. It's not overpowered or anything but poking a knight with a bow, canto'ing away, then having someone else clean up is one way of dealing with them. Or you can just use a mage. Renewal: Good skill, wrong class. Bishops can barely handle getting poked by archers and if they're baiting mages both sides are usually dealing 10 damage max. Helps slightly if you mess up and end up letting a Bishop get hit but 90% of the time, dead skill. Bow Breaker: Good skill for flyers, awful skill for mages. Since archers will consistently outrange most mages without Thoron and even those with Thoron later on it usually ends up being underwhelming in it's current line. It's a decent defensive skill for dodgier characters but mages really don't appreciate baiting archers anyway. Tomebreaker: Just punch the magie. Defiant Strength: Wow, thanks man, 8 strength for my melee class when they're easily within one-shot range. This skill only works with Vantage AND Wrath both of which only proc at 50% HP instead of the crazy 25% Defiant Strength needs. One of the better Defiant skills but never bet on it. It's not going to suddenly make you a one-shot god, especially how late it comes.
  12. Huh, that's a pretty interesting idea. I noticed she was starting to fall off towards the end of my campaign due to that 5 movement so that might help a lot. She really doesn't want to be a Mortal Savant anyways with a bane in Reason and boring spell list compared to units like Felix. It's just a shame she's so inflexible due to her only boons being Swords which only two Master Classes use and no lower rank mounted unit needs, and Brawl which she can't utilize well at all as war masters are gender-locked. Great unit, but a victim of swords getting the shaft and being a pre-promote.
  13. I was more focusing on taking advantage of NG+ easily since in theory all units just become renown addicted jack of all trades. Some just do it easier than others. Dedue is just by far the most inflexible unit in the game so once everyone can finally put all their flexibility to use he falls behind his peers. Lunatic Dedue will likely have his own ups and downs. His sky-high defense will undoubtedly give him a role in the early game that even S and A tier unis can't compete with. His hit rate, even with an accuracy ring, still stunk for me, so on Lunatic he will likely end up being a pure wall 90% of the time. Still, I could be wrong about that.
  14. I'll add some input for NG+ since I like your list despite some minor issues I have with it like how Dimtri isn't top tier but Seteth is. Either way. - Dedue drops down to D due to being incapable of training any mounted classes with ease and is horribly inflexible. He can't take advantage of NG+ like others can. - All later recruits like Catherine and Shamir drop a tier due to later recruitment time and having to go out of your way to train them in classes like Brigand/Pegasus Knight for specific skills which students trained from level one have an easier time picking this up in NG and then always having access to it in NG+. - All magic users can jump up a tier due to having access to their strongest spell from the get go. - Units with good budding talents such as Felix deserve a bit extra due to being able to circumvent the difficult part of training their skill and just immediately get it up to max and maybe deserves a tier boost
  15. I think that the idea of being able to turn back time is going to be a permanent addition to the franchise. It gives them an insane amount of freedom when it comes to how they can RNG-screw a player without feeling bad about it. High crit-rates? Why not? Ambushes from nowhere? Absolutely! Giving the player low accuracy weapons and gambits? Of course! Lunatic will likely be absolutely cruel but IS will have no qualms about making it that way because they'll always know you can turn back the clock if RNG just isn't in your favor.
  16. Best to Worst Death Blow/Fiendish Blow/Darting Blow: More damage or more damage potential is always great. Death blow has amazing synergy with unarmed combat to boot. Hit +20: Complete overkill on the original class and better appreciate by an axe user but more consistency is always nice. Vantage is a pretty nasty skill but not the best for faster lighter units who likely won't one shot anything if they get the first hit in. It can be abused though. Package it with wrath and it does hurt far more. Don't rely on it but it comes into play more often than Desperation. Mercenaries also get a boost to axe training making such a strategy more viable and if that doesn't work out Hero is an easy second choice with defiant strength. Armored Blow: It does nothing to actually compensate for any weakness knights have and since most knights aren't going to take a lot of physical damage anyway it becomes total overkill for them. It's not bad but it's just overkill like Hit +20 except less important. In addition, it does not make you nigh-immortal like Armored Blow did in Fates with a whopping 10 damage reduction. Poison Strike: Perfectly okay but is only useful for setting up other units to steal the exp rather than steal it for yourself. It's just sorta okay. Kind of awkward given how magic units are supposed to be atomic warheads and not really debuffers. Steal: You'll never even remember you have it. Not a whole lot to steal anyway besides Dark Seals the first time you meet Death Knight. Desperation is a skill that is incredibly niche and also placed on the wrong unit. Cavaliers aren't doubling things consistently but I suppose it can work with defiant skills which come way too late to be of any note. Add the fact that Wrath only works when attacked, not when attacking. Only Bernadetta can appreciate it early and she probably doesn't want to be a cavalier when Pegasus Knight is also staring her in the face. It only worked in Heroes because of how the game favors ORKO's and it was used by glass cannons with access to skills that make the requirements easier. Don't bother.
  17. KEEP NG+: The ability to truly break the game after your first go around is a great idea for repeat playthroughs. It felt refreshing knowing that the game isn't trying to lock players down and force them down the same road. Knowing all that hard work in the first run paid off also encourages making your own little 3H career as you restore the statues and can cozily spend the early game drinking tea and getting abilities you shouldn't have at your level because of renown. Weapon Availability: Having a ton of flexibility with how you equip your army gives you even more options for how you approach the game's challenges as well as encouraging off-beat strategies. Recruitment Cut-Off: Knowing that the clock is ticking the whole time forces the player is actually make choices. Only got until until the skip to recruit anyone so no time to waste. Keeps you busy with things that aren't just training and stats. Divine Pulse: Knowing that you have X amount of fuckups allows the game is actually experiment with crits and encourage riskier strategies. Having lots of enemies that can crit at any time is horrible if you always have to soft reset if someone dies. Here, you can keep the resets to a minimum. Bad RNG shouldn't ruin a good strategy after all. Dumb Gimmicky Garbage: No one asked for fishing, gardening, or anything like that. They all ended up being nice random content. REMOVE Huge Confusing Hub: I like the hub for the most part but it's just too big for the minor things you might want to do. Hunting down faculty for training takes too long for 10 seconds of training. Long hallways like the dorms don't help. Boring Weapon Skills: Being better with weapons you have a higher rank with shouldn't take up a slot you could use for actually interesting skills that can change up your strategy. Skills are supposed to help your units stick out, not just be better.
  18. A mix would actually be quite nice as you can have a nice line of a melee unit, whatever unit with a bow, and an archer/sniper that can maximize your damage against a singular enemy. Completely overkill when I put it that way but maybe a streak of bad luck can be fixed that way. Maybe one archer is good but the rest can just be bow using pegasus kngihts or whatnot.
  19. Dedicated tanks aren't supposed to really act as a meat grinder. I tend to use them to set up kills for other units which still makes them viable for turtle strats. Having a brick wall that can be used to abuse the AI is a useful niche. Emphasis on niche. Being strength or magic screwed is a far smaller problem than being speed screwed or for a classic tank, defense screwed. You can easily screw up a classic tank but a dodge-tank is consistent. It's your best bet if you really really want a tank.
  20. If your Lysithea is also one or two points shy or one shot territory there is a spirit dust in the chest to the left side of the map I believe. Ingrid and Huber also have Rally Magic with a D in authority which is easy as hell to hit before that chapter. Ingrid may also have it if you bring her in for Combat Assistance. Tons of ways to stack magic.
  21. My two cents on dodge-tanks. You can throw a massive amount of investment into a dodge-tank and you will get a dodge-tank. It costs a lot to train one but you will get a dodge-tank by the end. They are still tanks in the face of archers, hybrid units, whatever. In contrast, a classic high defense low speed unit will always peak early and fall off hard. Pavise and a goddess ring isn't going to let Dedue survive more than 2 War Masters. Throw in hybrid units like Holy/Dark Knights and he can't do his job anymore. He stops being a tank.
  22. Raphael and Dedue are practically identical stat-wise so it should be easy enough. Give him the leather shield or whatever shield you got just to make sure.
  23. Having 2 sets of Forging Bonds with all new units + 2 GHB's was a smart move to make every player wonder at least what is all the hype about. Forging Bonds also allowed people to sort of know the characters beforehand. So far, the 3H units are pretty powerful and the free units are perfectly viable. You want to know about these new characters because they're powerful and/or orbs are pretty nice to have. Echoes only had Berkut for free whose only claim to fame was his lance. He was quickly turned into fodder. Alm was deemed too well balanced and was in the lower tiers for a long time. Celica at least made a bit of a splash but wasn't meta-breaking or anything. Claire and Mathilda were utter trash. The entire Echoes lineup was so underwhelming that it likely didn't push sales too much.
  24. I didn't unless it was very close to completion and I could rank it up for the next battle. It was a low priority due to requirements for other classes taking precedence early game. Gotta get Lysithea Dark Spikes T before Death Knight and all. Despite all this, I had multiple units with A to A+ in Authority. If this is NG+ then just slap on battalions on everyone ASAP and you should be good to go.
  25. Great news to hear. Making Fire Emblem take place in a school with samey uniform and the questionable character designs pre-launch (like Lorenz) was a massive gamble. I'm glad it paid off in spades since the actual execution of all these ideas was done amazingly. I was incredibly skeptical until I actually got my hands on it and fell in love with all the new mechanics and characters. Death Knight looked goofy and edgy before launch but I kinda love him now. He's such a great early game boss THAT YOU CAN ACTUALLY BEAT. Youngblood deserved what it got. Intentionally stirring the pot should have been a red flag it was going to actually be bad. I was just surprised how bad it actually was. It was like a nostalgia trip to 2009 Resident Evil 5 AI problems.
×
×
  • Create New...