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SullyMcGully

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Posts posted by SullyMcGully

  1. You know, it doesn't look like Echoes is going to be that different from Gaiden. Just some overall rebalancing and of course, the improved visuals. So they could do the same with FE7, which would look really cool in 3D. It could also use a slightly better translation, and I would like to see them expand upon the 3 modes concept and make gaiden chapters a little more sensible. I don't see why people think it needs more supports. If anything, the Tellius games need that.

  2. Thanks for the advice everyone! After looking at prices, I went ahead with Radiant Historia, so... that should be interesting. I'm actually not sure what it is, but it got really good reviews, both here and elsewhere. I'll probably be looking into some of the other games here when I finish it , though. So thanks again!

  3. You know, you can make a poll in SF, right? It's actually kinda easy, if it's just a short one like yours.

    I think Fates has better gameplay, but Awakening has a better plot. However, the plot (and some aspects of the gameplay) pale in comparison to some of the older games.  

  4. 5 minutes ago, EricaofRenais said:

    Well if you haven't played them I recommend either original  DS  SMT Devil Survivor games but especially Devil survivor 2.  They  have been remade with extras for 3DS but the originals are both good and are around $5.

    I haven't played either of those, but I'll check them out. I'm also thinking about getting one of the DS Dragon Quest games. Are those any good?

  5. I'm going to be going on a long road trip soon, and I figured it would be a great time to start on an RPG. I have a 2DS, however, due to limited funds, I'm thinking of going with one of the cheaper normal DS games out there. I like RPGs and strategy games. Anybody got some inexpensive recommendations?  

  6. Here's my idea:

    When a unit's HP reaches 0, they are not killed, but wounded heavily. This forces them to leave the battle, but they still remain on your roster. However, instead of recovering in time to be available for the next battle, it takes them several chapters to become usable again. In the interim, they spend their time at the "Infirmary", which you can access at the barracks or MyCastle or whatever it is for your game. Here you can see how long it will be before they are ready to fight again, potentially using special items to hasten their recovery. They gain menial EXP while they are abed, so they will be slightly disadvantaged upon rejoining the army.

    This all switches around in the final battle, though. In the epilogue chapter, all deaths are permanent. The map can be designed in such a way that sacrificing some units may be necessary. Afterwards, characters that died in the final battle can get a special ending noting their courageous actions and how their loved ones have reacted to their death. 

    This maintains the life-or-death mentality of Fire Emblem, but only in the endgame. Players wouldn't feel like having to restart the game anytime a unit was defeated because the unit would not be lost forever, but just for a few chapters. You wouldn't be forced to waste time defending units you didn't care about anyway (like FE6 Cecilia) because if they were overwhelmed, they wouldn't die and leave a black mark on your game record. However, unlike in Casual mode, character defeat would still be a big deal due to the disadvantages of lower levels and utility, making it something you would want to avoid in the long run.

  7. Remember all of those blank support conversations they found in the Path of Radiance unused data? I wish they existed. That would be cool.

    Also, in Awakening, some more same-sex supports would be great. Not really romantic, but most characters should be able to support with just as many characters of their own gender as they can with others.

  8. I personally prefer Blazing Sword's story. While it suffers from some linearity and the writing falls flat at some tense moments (I'm thinking about the Ninian death scene here), I enjoy the character interactions, especially those between the three protagonists. I also like the "secret mission" feel of the plot. Other Fire Emblem games usually focus on a conflict that catches the attention of an entire continent, but in Blazing Sword, you carry out an entire war in secret, and your enemies are shadowy assassins rather than a large, formal army. While Nergal doesn't get fully fleshed out without playing through all of the gaiden chapters and jumping to a lot of conclusions, the better-written Black Fang members make up for the villain deficit. Finally, Elibe is one of the best worlds in series history, with a lot of different elements that fit together quite nicely in the long run.

  9. I tried Rebecca once. All of her stats were stellar, except for one: speed. She didn't get into double digits until after promoting at level 20. I couldn't get her to double anything in the endgame. Now, as I understand it, Rebecca is actually one of the FE7's faster characters, so I guess that was just RNG being really weird to me. But her failure was what compelled me to use Rath instead, which is something I've continued to do ever since.

  10. My older brothers picked up Blazing Sword way back in the day because they really liked Marth and Roy in Melee. Eventually, they grew out of gaming, but then, a decade later, one of them came up and saw me playing Bloons Tower Defense on the computer. He laughed and said: "This game sucks. Wanna play a real strategy game? I know one you would enjoy." It was Sacred Stones. I was hooked. The fact that every character had a distinct personality was so interesting to me. I remember making so many mistakes that first time through... not resetting when my characters died, promoting at level 10, using Moulder, and facing the final boss severely underleveled. I remember thinking to myself, "next time I'll do better." Next time it was FE7, and I thought that I was supposed to train all of my characters equally. I was unprepared for the limited-EXP challenges, and I had to depend on Athos and Pent to slay the final boss. 

    Eventually, though, I found my way here, and now I'm teaching my older bros how to play like pros. Fire Emblem is my favorite game series, which is funny, because I typically focus more on a game's story than its actual gameplay, and Fire Emblem doesn't typically have the best plots. However, the strategic elements have managed to win my mathematically-oriented mind over, so who am I to complain?

  11. I think you could make "Brawlers" feasible if you made fists a "Brave" weapon, where you attack twice for every normal attack. This would make it so that when a brawler fights an enemy whose DEF is lower than the brawlers MT, the brawler can be incredibly useful (almost broken). However, when up against well defended units like knights, brawlers would be practically useless, without the "Slayer" weapons most other classes can use. I also think that fists should be strong against knives, since a lot of judo focuses on being able to disarm enemies with knives.   

  12. Here's another idea for balancing SKL/LCK.

    Suppose we increase the number and frequency of skills w/ trigger rates. Then, we make it so that LCK works as a buffer against enemy skill activation, the same way it does for crits. Then, to account for the decreased skill activation rate, we double the role of SKL in skill activation. This would make high-LCK characters your go-to units for dealing with enemies with scary skills.

    Another idea is to make killer weapons double your current crit chance instead of adding 30% to it, making high SKL/LCK more important to proccing crits than the weapon you are using.

  13. I have another question. In Fates and Awakening, a character's class has no affect on their LCK growth. I think this was different in the GBA games, though, because it always seemed like the monks and myrmidons had higher LCK than other units. Do you guys think LCK should be affected by different classes? 

  14. 5 hours ago, DLuna said:

    EDIT: Also, another good way to buff SKL is included in FEXNA -- overloaded hit. When you have 100% HIT on an enemy, any additional HIT is then converted to crit. 

    I don't really like making crit higher than it already is. I would prefer that it remain the extremely unpredictable godsend that it is. However, the idea of granting some kind of bonus for 100% HIT is something I've been interested in before. Maybe a damage bonus instead?

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