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BwdYeti

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Everything posted by BwdYeti

  1. Well there is the no terrain bonuses for fliers and bow weakness, but yeah it still seems they could be better. Honestly I'd rather see the mounted movement even further ahead of infantry movement, something like 5/6 for t1/2 infantry, 8/9 for cavalry (infantry moving 75%+ the speed of cavalry strikes me as odd), but high movement is so powerful that you have to throw some huge penalties on cavalry just to make it close to fair /: At least I'm not too worried about everything being perfectly balanced. Just doing anything to make it closer is better than nothing.
  2. The way I see it, like how all the mounted classes have Canto, it would work best with groups of units having the same basic skills. Light, fast units get their small crit boost (Myrms, Archers), heavier infantry can get something to make them tougher or hit harder, magi could get defensive or evasive bonus from their magic abilities, etc. The main goal of it is making units with the same weapons actually different, like how Pirates can move through water, Brigands can move through mountains, and Fighters could have some other ability. But when you look at Mercs and Myrms... pretty much the same class until t2. And then mastery skills for t2s to further differentiate classes o:
  3. Does anyone have any ideas on how to deal with this? Mounted units being superior all the time I mean. I've been trying out some ideas in 7x, like low level class skills for all classes with the cavalry skill being Canto so they don't really gain anything there (also differentiates classes more, the difference between a Merc and a Myrm isn't just stat spread and promotion), and removing terrain avoid bonuses from mounted units/making flying units lose 2 mov and Canto when rescuing, but I'm wondering what other people would do
  4. Class based mastery skills that aren't activation chance based, please. Command, always in effect, whatever
  5. The different tales are at different times between FE7 and 6, and I don't think the tale numbers are chronological. New Raven tale could just be late enough to make things work
  6. Given the context it really does look more like that 'bluh bluh save points' "We included that feature to ease play for beginners." 'also reclassing' "This was also our answer to people who may react and feel this game is too hard." Reclassing is also a way to make it easier, like save points
  7. Yeah I would be perfectly fine with that > assume IS already added something to FE13, and that it would be work to have it removed > say we don't know whether it's ingame or not >continue assuming it's ingame already:/
  8. As far as I know we're still talking about what they should do for FE13, not what they should somehow go back and change for FE11/12. So*So, indeed, the coders would have to add in no coding at all just to make you happy because reclass doesn't exist. In contrast, they would have to code the entire reclass system and all you need to do is ignore it. xd reclassing is literally easy modeI'm opposed to the idea of tying reclassing to casual mode so that if you want reclassing you're required to have no permanent death, but I am really liking the idea of no reclass, permadeath mode being Classic mode, since... well the name says it all doesn't it
  9. Then what about every Bishop who starts off promoted and still kills enemies, they're not allowed to kill people either? If it were in their creed to never kill they wouldn't have an offensive ability at all. Lena eventually coming to terms with what war means and putting her magic aptitude to work protecting others and ending the fighting as soon as possible (and still spending most of her time healing anyway, since low magic rank) makes a lot more sense then 'welp I guess it's sword time as soon as I join' It is impossible to see the potential for someone to grow, alright thenAnd if the unit doesn't grow, then they get benched And if they don't grow and the player keeps using them, that means the general isn't good at their job, which is entirely realistic to happen :T It's only because of a different gameplay system that Navarre can't use swords in the first place
  10. *are all about failing miserably at itAnd Aethereal's right, a character's class is an important part of their background and mindset, why they chose the weapon and style they use. Especially for a character like a knight or mage or any prepromote who's trained and fought like that for years. How can you have consistent characterization when the player can brush all that away on a whim? 'everything is terrible so it's okay to be terrible'?I'd rather not be okay with this
  11. This is much more a problem with FE 11 characters having almost no personality, like you said for Wolf. If they actually did then yeah it would conflict And the Ballisticians changed class once over three years, not potentially every chapter :R
  12. This actually sounds kind of intriguing, although Spd should still be the stat for doubling; Skl or Lck or something would be better as the one for defending against doublingCould also cause some interesting situations where both units in a fight double each other o:
  13. Maybe if when you reclassed a unit they had a temporary stat penalty, as they got used to the new fighting style? Like Pow through Res reduced to 90% for one chapter And for branched promotions, the choices just need to actually be balanced. ie mounted units not overpowered so it's always better to take the mounted class; actually useful mastery Skills (Sure Strike, u kidn me IS) but without being the near instant-one-shot activation skills of 10, and they could be used as part of the balance (better skills for classes that are worse without them); etc. It wouldn't be possible to perfectly balance it but each choice should at least have some merit
  14. It would still be nice to see it in canon Hopefully Liz counts as a lord so we have staff user done yes
  15. Make reclassing a second playthrough+ bonus option like fixed mode in 9, everyone is happy
  16. This guy knows what's up This might mean something with generic units the player can mold as they please, but the PCs are characters with backgrounds and aspirations, and there's only so much the magic floating mind control cursor can do to change them. Anyone probably could learn most weapon types if they worked hard enough at it, but would they want to? so much
  17. *'aye am an offisar of the enquazeshun' also This reminds me so much of the 'so almost terrible it's entertaining' voice acting in a lot of WRPGs, so I am very okay with this.
  18. uh yeah I'm not sure about this
  19. BwdYeti

    My Work. :)

    Not perfect attempts, but it shows you definitely don't have to be completely generic
  20. I voted 'fine as they are' but only because I didn't like the other options I agree Thieves, or maybe just Rogues, should have Pass. And maybe Rogues should have 7 move instead of 6? And there needs to be more to steal or they need to be able to steal weapons so they can actually do something other classes can't (to deal with 'mounted units with keys obsolete them') Also 1-2 range all the time, whether from having knives as a weapon type, or some sort of class skill affecting swords But in terms of actual combat they should be terrible that's the point
  21. The crit doesn't really seem like a more powerful attack, just a different one (actually the normal attack almost looks more powerful...)
  22. And finally submitted after Myke and I wrote up a needlessly long personality entry :R
  23. 'Wizard (read: Druid) is what I thought of making the design, but Sage or Necro match the sprite better? Either way terrible Staff rank' I am still undecided really And based on the art he did I assume Myke is doing Rogue, after he gets to spriting it
  24. >:? *checks urbandictionary* Oh, alright then FE being missing from the new trailers is a bit worrying...
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