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Shin

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Everything posted by Shin

  1. It's a fun game, try it some time :P. I'm still toying with ideas, although I may give your one for Othin a miss. Personally I feel both are units with unique utility. Black Star, you do have a fair argument. Do you feel I should go the other way with them? Like I've said previously, it's possible to introduce a range on staves; I do need to research it a little. * weapons have all received a downgrade, Calibur losing a fair amount of accuracy and crit. I'm also looking into new weapons - A few unused ones can be overwritten.
  2. A link to this proof would be nice. Although I plan on introducing a fixed range on the infinite range staves, which may make them a little less useful.
  3. Too much to quote :p. @ Black Star: Tina's may be a bit much, it does offer some risk/reward from her. Safy's actually lets her use Wind. For some odd reason if you have an E in Wind, you can't use it. @ No.6 : Wrath on a bow user doesn't really work too well. She'd only be good against other archers, even then close range would work better. Cyas is getting access to Fire/Thunder/Wind magic, although he does need a little something. Holsety's going to lose some of those evil boosts. +20 is far too much (he's fast anyway). @ Dio and Psych : Raising his Lance rank could be a good idea. He's already potent, but he is a pain to recruit. I'll see if I can reduce his knights' move to give the player a chance.
  4. Thanks for the response No.6. Whilst I know Astra has story connotations, there aren't many skills that replicate the multihitting of Duel. Luna could be interesting though. Sety's a walking death machine, 0 PCC doesn't hurt him too much. Any ideas for Tina would be great whilst Conomore gives more incentive for the B-route. I don't know why everyone hates him.
  5. Dondon, if playtesting shows 30 caps break the game, I'd switch it back to 20. However, we need to see how things go first. A fair number of people (including myself) would like 30, so that's how we're rolling initially. Here are the character changes I'm proposing, I'm still toying with ideas so I'm open to suggestions. I'll also be changing the scrolls a little. 30% is a little much.
  6. I'm interested but a little more info would help.
  7. It looks like it'll be 30. There are some seriously cool modules, especially the effectiveness modifier. Mageslayer anyone?
  8. That's called homogenization, which was never my objective! The caps would allow more variety in characters, making options interesting for different reasons - whilst all of them being viable. I agree that without buffs/nerfs, the gap between good and bad units would increase. However, that's why I'm buffing the lame guys!
  9. Asvel's probably going to receive some nerfing ^^. The stat caps are for differentiation but don't worry, I'll do the maths and make sure that the disparity isn't as bad. I like Dashin anyway.
  10. Not necessarily. Imagine getting Dashin's speed to 20 with the use of the Sety scroll and a lot of babying. With the caps at 20, you'd have a super fast armour. With them at 30, you don't quite have that. Super growth rates like Asvel's speed will probably be toned down a little (75% is a lot). Don't worry, I'm not intending to improve the killing machines we have now. It's characters like Ronan and Miranda that I'm more interested in. PCC's are likely to drop too, 4 and 5 will only be given out to characters who really do struggle. Let's talk supports! Are there any people think should be in? They don't have to be 10% (although 20% and above are silly). It's an alternative to ramping up stats, letting you use squads of less potent units together. There's also the matter of scrolls. Changing their bonuses could mean it's easier to salvage different characters at different stages.
  11. And I thought I was being original! The nightmare module would be great, it sounds like it'd be needed if we took the caps up to 30. Those are also some good ideas for balancing out the more broken units. Othin with his Pugi are pretty much 2 guaranteed critical hits on enemy phase. Bow users are going to be fun to sort out. Perhaps lowering their class power (letting them level up easier) and making bows generally more favourable. I'd like to keep the spirit of each character (I'm not giving Lara a build of 12) too. I've been toying around with Selfina's brigade, turning Kein and Alba into social knights and giving them decent PCC's. Shanam's going to fun to fix, I want to keep him horribly lopsided, but still usable. The B-route need some winners!
  12. I kept trying to force my raw code on you ^^.
  13. He can also be recruited by capturing him and not letting him go. I was mean and let Lifis steal his sword.
  14. After finishing the FE4 Shin Patch and getting stuck on my FE7 hack (Sorry Cam!), I was wondering what I should try next. Similar hacks for FE3 and FE5 came to mind, FE5 obviously being more interesting. There's growths/bases and the like to change, but the support system, skills, PCC and weapon ranks mean that a lot could be altered. Enemy army modules are surprisingly detailed, as is the class editor. I'm opening it to anyone who's interested, any ideas are welcome! With supports, Leaf has a stupid number so giving him Charisma would free up a good number, meaning teams of weaker units could be more potent. Another that comes to mind would be letting High Priests using other magic. Most changes probably would be buffs, I can toughen "easy chapters" and reduce the sage's ridiculous promotion gains but some chapters are hard enough.
  15. There's also the defense bonus Salem gets :P.
  16. Best: Leaf - An underlying theme of FE5 was him maturing Worst: Lance - He's the green cavalier, yay?
  17. Othin or Asvel are normally fine leading. Especially if Asvel's promoted. Karin's a nice bait since she dodges most enemies and magic barely tickles her. They generally try to target people who can't retaliate, which can work in your favour. Another solution was a heavily favourited Dashin (getting a speed ring, leg ring and Knight Proof), he's replaced Ronan as my archer! The reinforcements are pretty late, you'll have to dilly dally quite a lot to get them coming. Fred can 1-round soldiers up close, it's a little tougher to do the same from range. Olwen can also get killed if the RNG's feeling mean. Make sure you save the kids too, you'll miss out on goodies if you don't!
  18. 11x isn't that bad! As long as you lead with someone who has 1-2 range, things will be dandy! A thief or a door key are important too! Do watch out for the boss though, he has your favourite siege tome!
  19. Sylvia's a quote goldmine. Johan's hilarious.
  20. Easiest: Lifis (FE5 Chapter 2x) - it helps if you equip a weapon. Hardest: Gel (FE6 Chapter 19B) - His HM stats are truly terrifying.
  21. Barrier and an attack boost. Entertaining as always, your surprised voice reminds me of Sheldon from The Big Bang Theory. Your luck with Lifis' RNG is something I'm jealous of, I'll just have to settle with 11 BLD promoted.
  22. Dagda's Charge activates even if he can't attack. Meaning he's in trouble against Ballistae and if he has a bow equipped. My solution to the Dragons was Brighton and the Brave Axe soloing down south. With terrain! I can't believe I chose Hicks over him the first time around. The others went through the woods.
  23. True, considering on average he's likely to only gain 4 points of magic (excluding promotion). However, he's stuck on inheritance and doesn't get Tron for a little while (I can imagine he'd promote towards the end of chapter 7) so his offense isn't that stellar initially. However, after that he's taking out small armies. He's also a good candidate for a magic ring.
  24. That stinks. Don't worry! Only 12 chapters to go!
  25. LexxTiltyu is a good pairing, it just comes with a couple of things you need to work around. Like the lack of pursuit, low magic growths and bad inheritance for Arthur. However, the Wrath/Ambush combo, Elite and durability make up for it. Arthur's usually a good candidate for the pursuit ring too. Claude does offer more for Sety than Azel, his growths are the same/better and staff inheritance is nice, Volcannon's horrible and comes late. Fee isn't really affected other than a few points of HP, Magic and Speed against B-rank staves, luck and resistance. I wouldn't worry too much about about Dew's love growths, they're pretty much the same as everybody else's, other than Midir, Jammy and Holyn.
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