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Deltre

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Posts posted by Deltre

  1. @BrightBow I was more asking because if it was absolutely needed, there would have still been time to go back and replay up to 3-11 without it being a huge pain. Don't get me wrong, I definitely appreciate the advice!

    I'm glad that someone enjoyed my experience on 3-11 >_>

    You're right though in that the pitfalls are pretty intuitive in hindsight. I didn't pick up on it during the map (too busy falling in holes, I guess), but every Light Rune forces you through a pitfall one way or another. I do think it's better designed, since it's not really random chance anymore, except for that one out in the middle of nowhere that you pointed out. If you pick up on that right away, you might be able to get away with some sneaky things using your fliers to block the pits.

    @Interdimensional Observer I'll keep all that in mind when I get to the right battle then. 

    My Ike has Wrath right now. I don't know exactly why he shouldn't have skills, but hopefully I don't need it for anything else before I go back to the Greil Mercenaries. 

    Lol @ Valtome and Zelgius. He really had it coming, I'm glad that he got what he deserved.

    @Icelerate I think I know the bit you're talking about (just beat 3-12 tonight), but I'll just say that I lost a lot respect I had for a certain character, and I think it'll be pretty hard for them to redeem themselves now. I won't really say more than that just yet, but I'm sure you know what I'm talking about.

    Honestly this was one of the last maps I wanted to see in the game again haha. Thankfully there's plenty of awesome fliers available by this point, and Sigrun/Tanith join here as well. For good measure, they threw in NPC Tibarn as well, which I'm always down for. Sigrun reminds me a lot of Palla actually, in that she's pretty much set right off the bat, only with Sigrun probably wanting to promote immediately one way or another. Solid unit (if a bit unnecessary w/ Haar and Marcia), and I've always liked her design.

    For the rest...well the video probably explains it better than I could here tbh

  2. @Interdimensional Observer Interesting stuff yet again! With the Black Knight

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    I really only called Zelgius a Camus more to poke fun at the archetype than anything, though given we do play the BK himself I guess it's technically not correct. It's pretty clear that this BK is no impostor by now, so I'm curious to see more of the context for all of this, of which I have basically none.

    I do really like the most prominent archetypes in FE though, and I like to see what they do with them throughout the different games. The parallels to FE4/5 are pretty interesting, and were things that I never considered, besides the gameplay stuff like Elincia with staves, etc.

    What an odd thing to change with Kyza. Given his support dialogue I think you could still probably gather that he's gay, but it must have been pretty over the top, given Heather. For the localization team to change the rest of his dialogue, I can only imagine what he must have been like originally. 

    I don't even know what to think about Danved. I never would have expected that at all! It's quite shocking to me that they would include such a character in the early 2000s...but something tells me it probably wasn't handled well. If I were a betting man, I'd say the localization team may have felt that whatever was there was in poor taste. Of course, I don't know Japanese so I can't say for sure.

    Man, dragons really do live forever haha. It's interesting that the Lion Laguz have the shortest life span of all the beasts, given that they're typically the ones who rule Gallia. I guess being a leader really takes its toll on you.

    @BrightBow I don't have anymore Meteor, sadly. Calil used every single one on that one map :l

    Yeah, I remember you saying that actually, but I totally forgot at the time I was recording that. I'm glad that she gets her own thing, because I honestly don't know if she'd promote if she had to compete for a crown. The JP version must have been really rough, since these things are pretty hard to come by as is.

    That actually makes a lot of sense from a gameplay standpoint. It was still very strange however to have killed the boss only for his minions to stand there and take a huge beating without bothering to defend themselves. Still, it's probably for the best that they don't aggro. If you lost too many units, Reyson especially, you could essentially softlock the game, or at least need a lot of luck to beat the map.

    Let's just say luck was not on my side for 3-11.

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    Anyways, with this event that you guys are talking about, do I need the Meteor to do it, or is it just significantly harder without it? I didn't find getting Micaiah/Soren to be too bad honestly, so if it's not mandatory I'll just go on. Either way, I'd like to show the event if I can.

    (3-10)

    Do you guys remember Clash! from Path of Radiance? I get some really similar vibes here, what with the open map, Elincia, and the fair amount of enemies present. Of course, my opinion of Clash! is slightly skewed since my last experience of it was on Maniac Mode, but I feel like 3-10 is just a better version of that, honestly. Granted, this is overall an easier map because of the CRK's "Supporting" you (God damn it Calil), but it doesn't compromise that military skirmish sort of feel that gave Clash! a lot of its potential in my eyes. There's also that initial scramble to save Elincia since she starts in a very compromising position. I feel like bar losing my Meteor tome, the AI played along pretty nicely though, so I can't say if I'm lucky or what really. Despite rout maps generally (depending on the game) being my least favorite type of map, this map was pretty good I think, besides a few confusing AI quirks.

    Storywise, Elincia continues to impress me more and more. She's essentially 180'd from the time we first saw her where she was full of self doubt and lacking in confidence, and I quite like that bit of development she got. Not to say that laying down her arms like that wasn't foolish; it certainly was if she honestly thought Valtome would hear her words, but I think it's okay for her to still make some mistakes here and there. The fact is, she is still pretty new, despite having some new found confidence, so I can look past a little bit of naivety in this case. Besides, even if it was a little crazy to think that Begnion would back down, you have to admit that disarming herself in the middle of a battlefield was a gutsy move.

    Then there's Sanaki's grand entrance, Zelgius's general badassery...man there was actually quite a bit I liked about this one, thinking on it. This game has had a very political feel to it which I'm kind of a sucker for if I'm being honest. I feel like there's a lot of potential when it comes to those kinds of plots, and so far I'm invested enough to want to learn more about the latest plot against Sanaki. Not to mention all the questions I have on the Daein side of things...

  3. Oops, I blanked on updating this. Again. I'm still reading all the comments and responding to most of the points in the video (as you guys probably noticed), so don't feel like I'm not seeing these. I've been working on a few things lately and they kind of got the better of me here. If anyone REALLY wants to see these as soon as they go up, they're always available on my channel haha.

    21 (3-7)

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    So 3-7: pretty good IMO. The only thing that strikes me as kind of strange in hindsight, is the fact that you never actually have to move off that starting island, do you? Obviously you would, for the EXP and the little story bonuses you can unlock by doing so, but honestly if you wanted to you could probably just turtle up for 12 turns and call it a day. 

    I really like the angle of fighting your own units though. It's quite fun; almost like what they were trying to do with Fates, only you don't have to spend more money to play as the opposing characters. I think it works better here because of it, since you're guaranteed to have spent at least some time with these guys. This makes it all the more meaningful when you suddenly have to fight and take out that juggernaut that you created with your own two hands. 

    22 (3-8)

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    I didn't find 3-8 to be too bad either. I prefer other maps over it, but as far as a Volcano Rout maps go, this one could honestly be so much worse. I was very skeptical towards the end of the map, because I feel that reinforcements on Rout Maps can be a very obnoxious thing when handled poorly, but it never really got to that point with this one. Reinforcements that did spawn were typically right in the area you're likely to be if you're keeping a solid pace, and they don't make you hunt too hard for those last few kills. I think some of my skepticism was due to what I was anticipating, rather than what actually happened. In fact, in hindsight I actually think this map is pretty good.

    I also really like the fact that the stage hazard goes off before your first turn. Regardless of how you feel about the map, that one decision is absolutely WONDERFUL from a game design standpoint. Because of this one thing, in addition to the clearly marked zones where the rocks will strike, there are no surprises and you're never put in a position to be sucker punched at an inopportune moment.  Any time you get hit by the meteors, it's your own fault. They even have some strategic application, given that it's a rout map. It's pretty fun to have the map rain death down on the opposing side.

    The only downside is that there was no full-scale character art rip of Nasir or Ena this map didn't really need to be here at all. Ranulf all but says as much before the fight even starts. I will say that I like the twist of Ike's group ending up in Goldoa rather than Gallia, since I really like Nasir/Ena as characters. I even like how committed Dheginsia was to being totally neutral, even if it did almost screw us if not for some outside intervention. That neutrality is definitely not good for our side of the fight, but it makes for more interesting interactions this way I feel.

    23 (3-9)

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    So Begnion are still a bunch of jerks, that much we know. I like the concept of this map, however I feel that it's pretty easy to trivialize it entirely since by Turn 2 you can kill every soldier as well as extinguish any houses they set on fire. In fact, the whole map could have stood to be a bit bigger I feel. This would have added to the feeling of 'frantic rush to kill the soldiers' rather than having them all practically start right inside your range. All in all though this map is pretty inoffensive though and fun for what it is, if a little short.

    Glad to see that Elincia got her groove back since the start of Part 2. It's fun to see her grow more and more capable as the game continues, and any opportunity to put Begnion in it's place is a good time in my eyes. I like seeing Zelgius here too, I imagine all the incompetency he's surrounded by must be slowly driving him insane. Lord knows it would drive me crazy.

    @Interdimensional ObserverProbably not the best way to do 3-6 haha, at least if you're like me and don't know exactly what to expect. I think the way I did it could work though, the trick is that the enemies are slowed by the River as much as/more than you are, so it's not actually as dangerous as it looks. The only time it really got sketch was when I didn't scout properly with Torch. There's also the fact that I thought it was a Rout map until like the last turn, but if you know what you're doing that won't happen lol.

     I actually sold the Corrosion Scroll, but I do like that they bothered to buff it up in this game. In a sense, it's almost better than Disarm, at least the way you're describing it. 

    Wow, so the Dawn Brigade was even worse in the JP version? That's a bit hard to swallow haha, poor guys. I'm glad they decided to buff them up a bit for this version, because besides Jill they really benefit from having something to help them stand out. Leo got an especially good weapon, I can't imagine ever wanting to use him without it honestly. As for the intermissions I'm really glad they added those. It feels like a TV show almost, or a movie preview. It's kind of strange, yet awesome at the same time.

    That forging system sounds like a giant pain tbh. Probably a little more balanced, but given how this game is a lot stricter with funds than PoR, I think that a monetary system is totally fine here. Do you have to pay money on top of the accumulated forge points? If not, then it's actually more cost effective in the JP version once you can buy higher level items.

    @BrightBow I'm gonna have to track down that BK death convo next time we see him, unless it's spoilery. I like when games put in little easter eggs, especially for situations that will almost never happen (like getting the BK killed).

    That might be a good point with the Laguz. If that's the case though, they inadvertently screwed most recruitable Laguz pretty badly, at least once their bases start falling off. God help you if you don't have great bases to begin with.

    I thought the Dragons in PoR were red too, except in special cases like Shiharam/Haar? Maybe I'm remembering wrong.

    Okay, so they did at least nerf Mastery Skills somewhat with activation rate and 1 Range lock. On the other hand, Sol now triples damage lol. If anything, I think they should nerf the damage to say, a 50% boost and give them their old activation rate (except for maybe Sol). They're fun to see, don't get me wrong, but useful isn't exactly the word I'd use (except Sol, which is somehow more broken).

    I have no idea what they were thinking with the Heron skills. Vigor is so clearly the best, 100% of the time. Even from a reliability standpoint, you're better off giving someone a second turn. Two turns is so much better than a 5% Hit/Avo boost, literally always. Don't even get me started on trying to lower the enemies Biorythym haha. It's a cool idea to give them more abilities, but the execution is way off. I think a better way to do it would have been to just make Bliss an Aura. Think Charisma from FE4/5. At least then you might end up thinking about it from time to time. Or shoot, just do what they did with Azura, where once you hit a high enough level it just applies the boost on top of being refreshed. 

    @Levant Mir CelestiaWeird, I just rewatched the Buu Saga about a month ago. I hope they bring back Gotenks in the next arc of Super. I always did like the fusion characters.

     

  4. Yeah, it is a shame they don't give you any regular torches for 3-6. Lord only knows, I had plenty of units who would have had nothing better to do than to use them haha. 

    So Lethe was on this map! I had my suspicions after seeing 3-7, but it's nice to have that confirmed. Fighting your own characters is a very interesting twist for sure. It sure would be a shame to powerlevel a unit, only to have to face them down on the next map later down the road. I love when games do that though, it really makes the fighting feel more personal, which I'm all for. I may have to get that Lethe conversation, just to see it for myself, it sounds pretty intriguing. 

    So we're back with the Dawn Brigade again, and boy does it show. I got put down about 7 times this map, before piecing together a winning run (and only just!). I greatly appreciate the increase in difficulty, since the Greil Mercenaries can just faceroll whatever is in their way 99% of the time. With how weak the Dawn Brigade is relative to the enemies you face here, 3-6 almost feels like more a defense map than some of the actual defense maps we've had up until now, funnily enough. Really fun map, but really challenging on your first time as well.

    I kind of glossed over the BK showing up, but having done the next map as well I have some questions about him for sure. Apparently, his armor isn't blessed anymore, so in theory does that mean he could die on 3-6? Would anything special happen if he did? 

    Either way, I think the DB might be set for a while now. Jill has ascended, and if Fiona ever gets played on a map where her being mounted actually matters then she'll take off too I think. Poor Edward is really feeling that 20 SPD though :l it may be time for some BEXP. I have high hopes for these guys though, hopefully it works out!

  5. @Interdimensional Observer  Thanks for the info on supports. I think that as far as building supports, this might be the best system there is across all the FE titles honestly. Now, the content is a different story, but still. Safe to say that I'll be able to get both those supports with time to spare.

    Laguz really got the short end of the stick IMO. Can't act on turn one, and they're pretty much targets when untransformed. Of course, lacking a good way to counter isn't as bad as it could be since they still have high move, can shove almost anyone (beast Laguz anyways), and are pretty easy to keep away of enemy attacks. Keeping them transformed isn't that hard either. What really hurts them the most is that internal level boost when they shift. I assume it's like +20ish, so they'd basically count as promoted right? That's a huge ripoff considering the fact that they have to spend a player turn every few turns just to stay topped off on their gauge. Cats have it especially bad, and I want to use two haha.

    I'll keep that 3-7 note for later, thanks. Just finished 3-6, so I'll be using that soon.

    @BrightBowI completely missed the boosts on those personals, and I still missed the one for the Caladbolg after doing 3-6 haha. Thanks. 

    It's not all bad for the Dawn Brigade. At least they have Jill! Oh man, do they have Jill

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    3-6 was a good time.

    Anyways, here's 3-5, another Defense chapter. I think this one is pretty good too, although I wish there were more stealables available for Heather. I suppose there's a good chance to get a Meteor tome here, which is definitely interesting, and the option to snipe the boss is great for people who want to get on with it. I can't complain about this map, it's pretty darn good! If only there were just a little more incentive to stick around for a while. If you don't care about the Meteor (or can't get it), then all you'd get for waiting things out is a little more EXP, which let's be honest, the Greil Mercenaries hardly need. 

    Also, Mist went off on this map. I have no idea what happened.

    While the idea of the Laguz Alliance being pushed back is an interesting one, there's no doubt that the meat of the story this time are all the bombshells dropped after the battle is over. Sanaki went AWOL. Sephiran gets stripped of all his power. Right when things are heating up...we get dropped back into the Dawn Brigade. Crap.

    Their side of things are pretty interesting too though. I'm immediately curious about the sudden change of heart we seem to have had in relation to Begnion. I never would have predicted that we'd be fighting for their cause, as allies. Even the characters themselves aren't entirely sure of this decision, so I'm sure that the truth will reveal itself sooner or later. Also, I really liked Nolan's conversation where he's presented with the Tarvos. You can really see those leader-like qualities in him, as he's the only one to see through Micaiah and her doubts besides Sothe. I thought that was neat. 

  6. @BrightBow That's interesting, I wonder why they chose to remove Ike from the intro cutscene? I imagine for suspense reasons, but now that you bring it up, he isn't even on the cover art. I understand wanting to build mystery and all, but talk about a bad marketing move! I can't help but wonder if the game would have done even a little bit better if they had slapped Ike on the front of the game somewhere.

    And yes, this is on a cleared data file. Seven times, to be exact, though I'm not sure if that changes anything.

    @Interdimensional Observer Much like with the extended Elincia/Ludveck scene, I still think that most of the meaning comes across with what we ended up getting in game. Still, I can't help but wonder what the point was in trimming down the script the way that they did. From the few extended bits that have been posted, it doesn't seem like plot points are missing or anything, just that we're losing some of the flavor. It's a little disappointing, because although a new player can easily understand the main points of what is happening, it doesn't paint as strong of a picture this way. Thank you for going through the script and other resources like that, it's always interesting to see what changed/what was left out.

    Also, why can the horses almost 1v1 Mist? 

    Now we're really getting somewhere! The story kind of stalled a bit in my opinion up until 3-3, but now it's starting to heat back up real quick. To almost no one's surprise, I'm sure, Skrimir got too overconfident and it bites him and everyone else right where it hurts. I did always want to see Zelgius as a more active, powerful commander after playing PoR, but not like this haha. Be careful what you wish for, I guess.

    The map itself I have mixed feelings about, mostly because of one thing, and one thing alone. On the positive side, the map objective is neat, and the layout of the map gives the enemy the advantage which are both aspects I like. On the other hand:

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    That guy, right there invalidates the entire map. If you're using Haar even kind of competently, there may as well not even be a map here at all. On the flipside, if you aren't using Haar, this map becomes significantly more problematic. Now in fairness, I got a little lucky in that my Haar was the one who killed the Nullify Scroll guy way back in 2-E, so he's maybe a little more immortal than a new player might usually expect. Even still, with Thunder magic being so bad, and there only being maybe 1 Thunder Sage that Haar would ever need to fight on this map to begin with, I feel like this map doesn't quite work. It's hard to put into words exactly what's wrong, but essentially I feel that if you aren't a frontline unit on this map that can kind of keep up with the Winged God, you may as well not be there. On top of that, the tight passages you navigate kind of dictate that only the frontliners will be fighting anyways, so even if you removed Haar from the equation, I still feel like there's not enough for everyone to do.

    It's definitely not a dealbreaker for me or anything, but if I had to rate this stage right now, it would probably end up on the lower end of things. I was thinking about it after playing 3-3 as well, but I can't help but wonder what the game would be like if Haar and Marcia switched places. Nevermind the narrative for a second, but from a gameplay standpoint I can't help but think that it would be better, given that I can actually pick out her weaknesses, which are not only more common, but much more threatening as well. 

    Speaking of gameplay, Haar is so broken that I've decided to bring Lyre along to balance things out. Wish me luck!

  7. Bleh, been pretty bad about updating this the last few days :l The videos are done, but I usually like to leave more finalized thoughts when I post these, just haven't had the time lately. 

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    17

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    I guess the first thing that stands out to me about 3-1 through 3-3 is that there's not a whole lot of development in actuality. We know what we're doing, and we're doing it, without much else getting in the way of that. I think that for someone who's played PoR, it's probably fine. I really like taking control of the GM, being that they are complete powerhouses, but I can't help but wonder how someone who didn't have the context of FE9 would feel about this part. True, the game tells you that these guys are amazing before you actually meet them and there's further development for some characters (the brothers, namely), but I think someone without the extra knowledge on these characters from the previous game might feel confused, at the very least. Honestly? It kinda feels like fanservice haha, not that I really mind. While the plot hasn't COMPLETELY stopped or anything, it's hard to deny that the main focus up until the very end of 3-2 has  been solely on the Greil Mercenaries doing what they do best. I'm still plenty interested on where things are headed, and if 3-3 is any indication then I'll bet things will pick up soon. For a non-royal, regular guy, Ranulf sure is awesome.

    Moving Haar to the Greil Mercenaries threw me real bad though. Why the hell would he even be here? If anything it makes way more sense for him to go to Daein, because that's where Jill is last I knew. In fact, I'm really not sure why Brom/Neph/Heather show up here either. I feel like that could have been better explained, rather than just saying Ike called in a favor. Other than that, I think the gameplay has still been fine, though as a nitpick I will say that I wish that it was clearer that you can visit the tents in 3-3 since that was honestly the last thing I would have thought to do, given the context. 

  8. @BrightBow @Interdimensional Observer I don't really feel like the GM stole the show at all. Elincia ended up making all the hard choices, and ultimately was responsible for ending the rebellion with her own two hands. Sure, Ike saved Lucia, but as both of you said Elincia already had made her decision. Whether Lucia lived or died was kind of irrelevant by that point, though seeing as this Part made me like Lucia a lot more, I'm glad she she did survive!  Ultimately though, the story of this arc was solely about Elincia, Crimea, and her ability to rule, so I'd hardly say the GM shifted the focus. To me, the choice she was faced with was so much more meaningful than anything the GM did here. 

    Once she decided that she'd have to allow Lucia die to protect the kingdom, Ludveck and his rebellion were defeated by Elincia's own hand. Keep in mind, defeating the rebels was never the issue, it was that Elincia didn't want to kill other Crimeans. With things having progressed as far as they did though, the gloves come off metaphorically speaking, and despite being pretty weak units the Crimean Royal Knights would have things back under control in no time. Kieran even commented on that back in 2-3. Shoot, Ike doesn't even stop the rebellion, he just saves Lucia. Elincia was pretty much dead set on handling it herself, if I was understanding the ending correctly.

    The only thing that I could even really see as 'show stealing' in all of this was the GM's grand entrance. On the other hand, of course their entrance was grand. Could you imagine how lame it would be if they just showed up a la Laura? Now THAT would be disappointing, especially as someone who's played PoR. If anything, BASTIAN is the odd man out here, proving that he's incredibly sharp to an almost scary degree. Even that was somewhat hinted towards though, especially if you read up on Bastian in PoR through supports.

    I can't say whether or not Part 2 has any impact on the overall story, obviously, but if Elincia and the Crimean Royal Knights show up at all in the coming Parts, then I can hardly say it's wasted time. Geoffrey/Lucia/Elincia all got some good development, and most of the supporting cast got some good screen time as well. If it does turn out to be filler, then I say at least it was filler done right since we learned a good amount about everyone involved. For someone like me who wants to know more about what happened after PoR, it's great. For new players who need these characters to be established for later events (again, I assume) to make sense, it's great too. 

    /my .02

    SO Skrimir is pretty cool, not gonna lie. A bit thick, sure, but I like his character a lot so far. Of course, it's always nice to kick some ass with Ike and friends yet again too. This is pretty much the ultimate PoR fanservice, packaged into a map where you get to stomp all over the competition and I love it. The way that this game is set up more as a bunch of short stories really lends itself to this kind of gameplay a lot better than any other FE could in my opinion. It lets the difficulty be modular, in a way. One moment, you're in the shoes of some of the strongest guys around, but the next moment you might get a bunch of weaklings as the main focus. God, going back to the Dawn Brigade (assuming I do) is going to be jarring.

    By this point I think I can say that I do understand where people who only like to grow weak units into powerhouses might get turned off by this kind of almost episodic gameplay style. Given that we're dealing with pre-established characters for the most part, power levels are already sky-high barring the Dawn Brigade. I personally think that this makes a lot more sense than having everyone we've already met in PoR revert to a Tier 1 Class or something like that., but I do get where some people might not like it.

  9. @Byakuren Hijiri Oh, I'm not debating that Armor Knights are a good class, for the enemy anyways. Honestly, they always have been in that sense. Maybe I just find Brom a little underwhelming when Mordecai is for all intents and purposes Brom+ when you get him? I'd just like the player armors to be a little bit more functional. Somewhere between Tauroneo who can solo maps (when he bothers to show up) and Brom would be nice was all I was saying haha. Supposedly there's a knight who will blow my mind coming up so maybe I spoke to soon.

    All I did to make the animations turn on at will was hold down the 'Z' button on the controller before a battle scene would normally start. That's going off a gamecube controller of course, I don't know what the equivalent is on a wiimote, but I imagine it must be possible. It's a neat little thing and I'm glad @BrightBow told me about it. You can only turn them ON though, you can't turn them off this way. 

    @Levant Mir CelestiaFunnily enough, I think I've ended up accidentally waiting on Arms Scroll tiles more than anything else. Of course, I usually have to find an item on a map to remember 'oh yeah, hidden items are everywhere in this game.' Still, if anything, I think missing Master Seals is going to screw me harder unless I can buy them/find more. Poor Nolan!

    You can go ahead and color me impressed with this map. I think it's a very strong stage that actually makes you use a good balance of offense and defense if you want to win. Hanging back too much will only make life hard for you, but trying to rout the map isn't exactly viable either. There's plenty of terrain to take advantage of for holding important areas or hit-and-run strategies. You'll have to cover most of the map sooner or later, and you'll end up in almost every area at some point if you're trying to get all the treasure, especially the stealables. 

    Not even to mention the map theme, which is all kinds of awesome. Great map with a great feel, the only thing I'd change is maybe put a Bolting near Ludveck and some Fire Sages to threaten Haar the Manslayer and Mordecai the Immovable, but honestly, that's such a minor nitpick. Or just give Dracos their bow weakness back either way

  10. 1 hour ago, Interdimensional Observer said:

    As weird as a stealth operation of eight people including a bulky general and winged princess in a flowing dress sounds, Lethe and Mordecai did arguably have reason to be there. Beast Laguz are described as having incredible hearing, smell, and good sight. I'm not quite sure how Fog of War works in RD, but I noticed that Nealuchi couldn't see the Bowgun unit, despite Nephenee being able to see it when she moved one space behind him. I think it might be reflective of something commented on in PoR- Bird Laguz have poor night vision, like many actual birds I think.

    Also, 2-2 had in the southeast corner a niche where a lone Rogue sits. It just sits there with a dagger and a stealable Coin. The space it's on also has a hidden Discipline scroll. What is it doing there? Who knows? Discipline isn't worth too much though, so don't feel bad, most characters have good weapon ranks in this game, and Arms Scrolls exist too.

    That reminds me of something else I didn't notice right away. Lethe (and Mordecai?) have extended vision range when they transform. Because they're cats, you see. Doesn't surprise me to learn I missed more hidden items though lol, I usually forget to check unless I accidentally end up on the right tile by pure chance.

    I did once pop into the library section in one of the earlier parts, but I immediately smashed B once I saw all the character bios were unlocked haha.

    Anywho, Chapter 2-3. It's...alright. Kinda easy, but they nailed the feel of charging through a bunch of untrained rebels with a fully trained squad pretty well. It was cool to play, but nothing special with the gameplay itself really.

    I'm surprised that this was the last map before 2-F though. I feel like this part could have used an extra map or two, to let Elincia/Lucia find proof of Ludvec's plans a little more naturally. That way, Ludvec wouldn't come across as so smart to plan out and execute a military coup, yet so dumb that he'd leave behind all the evidence in the world. Not to mention (since I've beaten 2-F by now) that he had a pretty good contingency plan in place, so the idea of him being so competent yet so incompetent at the same time is conflicting, for sure. Nothing that really RUINS the plot or anything, but it is a little silly.

  11. @Byakuren HijiriI'm really trying to avoid growths/map details as much as possible and just use who I feel like. If I end up saying some really 'out there' stuff about a character then end up looking like a jackass once I'm done and know their actual growth rates, then so be it :p

    I found a way to 'undo' the transfer bonuses so I could see what you're talking about, and boy does it make a difference. 2-1 is pretty bleh without Neph transfers for sure. I also encountered the AI doing some really unpredictable stuff (which is why I sound surprised with some of the moves they make), and I honesty couldn't find the pattern. It seems like they just do whatever they want, and it's very frustrating to try to plan around it.

    I keep forgetting that there are three tiers in this game. That would explain Elincia haha.

    @BrightBowI figured as much with the Authority Stars. There goes my dream of a Geoffrey/Elincia/Lucia god squad though :l

    Parity being usable on command makes it kinda good now ngl. With the ability to pass it around that could be kinda neat.

    Crossbows being a thing makes me regret not getting all the Master Seals in Part 1 tbh. I could've just slapped one on Nolan and he'd be at least decent. Hindsight is always 20/20 I guess.

    Pretty sure that @Levant Mir Celestia is right about the Laguz gauge too. It seemed like I'd always get a huge boost whenever I couldn't counter with Muarim/Rafiel/Lethe. It's still a hindrance but without it, Tigers would just be outright better than Armors again I guess.

    Speaking of the Laguz Gauge thing, I end up using that a bit on this map. Again, it's harder without Nephenee boosts (went back and tried it, it's not AS bad as the first one, especially if she gets STR/SPD), but nothing too bad. Crossbows are scary as hell, but a great idea at the same time I feel. 1-2 Range was a much needed boost for bow-users, and the drawbacks are enough to keep them from being overpowered. Great as a Flier Nuke, but just okay for everything else. 

    On story, I like the direction the plot is going, generally speaking. I enjoy two-faced characters like Ludveck, but I have to say I'm baffled as to why he'd keep incriminating evidence against him around at all, let alone in a secret cave within walking distance of his manor. It kind of just makes him seem...dumb. Destroying the evidence is the most obvious thing to do, and yet he just...doesn't. Why? Unless he himself isn't the mastermind, it just doesn't make sense honestly. I guess I'll have to wait and see what comes of that.

    Anyways, as one final thing, for 2-F and beyond I'm disabling most stat transfers except for characters I had valid transfers for when I played PoR Maniac. That means Ike (STR/SPD), Titania (SPD), and Marcia (STR/SKL/SPD) only. I guess Jill can keep hers since the hard part with her is supposedly over so it would be almost pointless to change her now. But I previewed 2-F and it just felt wrong to go at it with a bunch of super-units that I didn't even really earn. Not to mention some of the characters that got buffed are some of the best already, so ultimately I decided to just stick with the bonuses I would have actually gotten. If I had realized how impactful transfer bonuses actually were I would have done this sooner, but hopefully this can keep things a bit more interesting for the maps to come.

  12. @BrightBow I had no idea! Toggleable animations are always a good feature to have. I'll need to figure that out at some point. 

    Very interesting design philosophy on trying to keep the casual audience engaged. It's really counter-intuitive I'd think, especially given the popularity of some of these characters. Shoot, you could even extend that to Fates/Awakening, I really doubt anyone who loves the characters in those games WOULDN'T want more screen time for their favorites. Given SoV though, I think that IS realized that cutting character development from the plot is probably a huge mistake.

    @Byakuren Hijiri I can definitely see 2-1 being more frustrating without that little boost for Neph. Why does she come with a Steel Great Lance of all things? So weird.

    My feelings on Fiona are that I don't think she's as bad as people say (definitely not worse than Meg!), but she is pretty weak. She has some perks though, since she's basically one of the best people I had for cleaning up after Jill in 1-E given her Canto ability, so there's that if nothing else. Honestly though, if I were making this game, I'd just lower her level to like 5/6 or something. Maybe slap Paragon on her and have the boss drop Imbue instead. Anything to make leveling her easier, because that's her biggest problem as far as I can see.

    @Interdimensional ObserverYeah, I just meant that it's weird that no one so far has brought up the fact that he used to lead their group. 

    I'll definitely keep a look out for that village. I'm pretty much always a chapter ahead of whatever is in the recordings, just because they take forever to render/upload. That's a weird quirk on that item though, I'm sure it'll make sense when I get there.

    So in this one, I do 2-P/2-1, and immediately run into the Goddess of PoR and the apparent God of RD all in the same map. And yeah, he's definitely godly alright. Normally I feel like these "best unit" characters are just a tiny bit overhyped depending on the game. They usually have some small flaw, or maybe need a little work to tip them over into broken territory (Marcia in PoR comes to mind who needs BEXP/has a bad STR cap), but THIS is on a different level entirely haha.

    Neph/Brom coming back is fun too, I like them both as characters. Once again the plot of this part has me pretty interested, and the idea of Elincia being such a weak ruler that it would empower those who seek to overthrow her has my attention for sure. It's definitely a little silly how Brom/Nephenee would have no idea about any of this at all if the boss of 2-1 would have just...not told them his entire plan. Bit of a facepalm moment there, that's for sure. 

  13. @Byakuren Hijiri Yeah, with 1-9 I basically had to brute force my way through. I don't think it's a great map, but at the very least I can say it's so short that failure only ever really costs a couple of minutes if you were playing with animations off/map animations. And for a first time experience, I don't think that there's many people who would say that getting to play as the Black Knight isn't totally amazing. 

    If you were talking about 2-P, idk I kinda liked that one. 2-1, less so. I admit I'm a little lucky, the only save file I could find does have transfer bonuses for Nephenee (Speed and maybe Str/Def?), so that made it a little easier than it probably should have been. I wish I could have found a save file with Ike/Soren A support, Hard Mode clear data, and no transfers, but alas, I couldn't find one anywhere. Shoot, I'd have just brought in my own PoR file, but I did that on Maniac so it's no good for this playthrough.

    @Interdimensional Observer That's the reason I thought Jill couldn't come too, but yeah, Zihark screws that up entirely. I'm not sure though, Zihark seems pretty laid back. He probably just went with the flow, leaving Tauroneo and Jill to do all the hard work back at camp. 

    That information on the Dawn Brigade actually paints the original 5 in an entirely different light, and I wish that would have been included in the game proper. Sothe and Micaiah will be okay, I'm sure, but learning more about Edward/Leonardo and especially Nolan (given that he's apparently the LEADER of all things) would be much appreciated. I'm still holding out for more on that later, but I'm shocked they'd leave all that out!

    And yes, this is indeed on a cleared save file. People who were subscribed to me had asked about the Soren/Ike thing at some point, and I thought it would be fun to try and get it, even if the requirements are a little obtuse from what I understand. 

    Anyhow, Part 1 is officially over. I immediately regret promoting Fiona on the map itself, because I remembered that BEXP is a thing, and I should have pumped up her STR/SPD a little more after this map before promoting her in hindsight. If I had, she'd be a complete monster by the time we get back to Micaiah's group. I'm going to withhold final judgement on her for now (so as to not look like a bigger jackass than I already might for talking her up), but in my mind she's gotta be at LEAST as good as Aran. Gotta be. Probably.  He wants all the same things as her (Forge/BEXP, namely) except he doesn't have Canto and I assume he becomes a Halberdier. If I were really tryin' hard, I could have even given her the Spirit Dust for a cool 11 HP per turn that would only get better with time. By the way, does Imbue stack with Renewal? Because recovering almost half your HP passively every turn sounds really nice.

    Overall though, I find Part 1 to be a pretty great start. Jarod, while not exactly complex, does everything I think you need to do to be a good antagonist in these kinds of games. He's constantly on your ass, as the player you want to beat him, you regularly get to SEE glimpses as to what it is that makes him a villain instead of just hearing about it, and he actually feels like a threat. He's even humanized a little bit when they show that he is upset over the death of his right-hand man. Granted, he uses that rage to become even MORE of a douche, but that only serves to make him more consistent in my book. The game sets him up as a man mad with power, when his plans are foiled he goes down swinging, and we're never expected to feel bad for this guy despite the fact that we're shown that there's this glimmer of humanity in him. As far as "first arc villains" go, he has to be the best, hands down.

    The idea of Ashnard having a secret kid is pretty interesting too, and goes hand in hand with Elincia's situation. I still wish that he would have been alluded to a bit in PoR, but it's got potential, I'll say that. Actually, having started Part 2 there's a lot more similarities between the two besides being secret royalty, but I'm going to wait until I beat Part 2 before I really form an opinion on that. All in all Part 1 was satisfying for me.The ending, while good, leaves me with juuuuuuust enough questions that I want to keep playing to hopefully find some answers. Like, what's the deal with the Black Knight? Or even Micaiah for that matter. Will we get to see Pelleas act a little bit more like a leader? How powerful is Fiona actually? All these questions.

    The gameplay is obviously really good, so there's not a whole lot I have to add to that, other than that 1-F is also a great map.

  14. @Byakuren Hijiri 1-9 didn't end up being that bad, if a little reliant on memorization. Once I got it down where there enemies with 1-2 Range were coming from, it wasn't so bad. Probably my least favorite out of all the Part 1 maps though, just because whether or not it's difficult almost entirely depends on Micaiah's growths.

    Anyways, if anyone out there ever wanted to hear a grown man lose his mind with excitement, this is probably the part for you. I think my feelings on this one mostly speak for them self, although again, when all is said and done I think this map is kinda weak. I think that the enemies, aside from the boss, should have no more than 10 SPD max. That way, you wouldn't end up in a situation like I did. The feeling of the map would be the same, it would just be less annoying for people who got unlucky with their growths. 

  15. 10 minutes ago, Levant Mir Celestia said:

    Just how many level did you give Fiona there?

    She started 1-F at 12.99, and promoted at 16. Maybe could have went for 17 if I had her kill the boss, but eh. 

    I'm almost entirely positive she's speed blessed, and I did give her an Energy Drop. From where I'm standing though, that looks like a good 16/1 Paladin to me haha. I don't know her growths, but they seemed like they must be relatively high.

  16. @Interdimensional Observer I do appreciate the concern, but I don't think anyone went too crazy here. As long as people are using spoiler tags, I don't really mind if people want to go into more detail, so long as there's a way for myself and others to avoid it if they choose I.E clearly marked spoiler tags. No spoilers (Characters we haven't seen/Plot Points/etc.) outside of tags though, please.

    @Byakuren Hijiri On Fiona, you may want to just see for yourself in the next few parts if you're watching these, but well...

    Spoiler

    worstunit.jpg

    She's doing alright, I think. Maybe I got a little lucky, I honestly don't know. But I beat 1-F earlier tonight, and I haven't had to drop a turn for her yet, honestly. I've hit every BEXP Turn Count (I usually check after I beat a map, just out of curiosity really) since I got her. How fast are people playing that there's no time for her haha.

    Now granted, before I started this some people had asked me to go for the apparently super secret conversation this game has, so I needed to get a save file to do that. As a consequence, Jill is a little better than she'd normally be (I was told she got Str/Spd/Def). But I just can't for the life of me see where this girl should be regularly compared to Sophia/Wendy etc. Shoot, I've used Sophia, and I'd train Fiona 100 times before ever doing that again. Hell, I'd train Fiona again before training Est herself, from where things stand right now. Of course, my opinion might change on the very next chapter for all I know :p

    If nothing else, at least she can use Paragon now I think, so hopefully she's safe.

    That 1-9 tip would have been good, but the RNG actually hates my Micaiah that much. Still, appreciated nonetheless.

    I love Nailah. That's all, really.

    It sucks that Jill and Fiona are randomly unavailable on this map for unexplained reasons, but taking the narrative out of the equation I actually really like this choice. The game constantly mixing up who is and isn't available has actually been really enjoyable for me, including the decision to force certain units on certain maps. It reminds me of Final Fantasy 4, another game that changes your party around a lot. This one takes that idea to the extreme, but I really think that overall this is a well designed map. It feels...tight? For lack of a better word. Most of the maps so far have felt that way to be honest, everything goes at a reasonable pace, I rarely if ever find myself with nothing to do but move on any turn, etc. Something is always happening.

    I'm probably preaching to the choir here, but since it was brought up in a comment on Youtube that some people hate this map, I'd just say to those people that shoving is your friend! Swamp tiles cost 3(?) move, but if you shove then in a sense they only cost 1. I love how this game so far has really rewarded understanding the mechanics unique to the Tellius series. Thankfully for me, many of them are shared between RD/PoR. With that knowledge in mind, I can hardly call this one a bad map. I wouldn't even know it was disliked if I wasn't told. Unlike the NEXT map, which has been the only weak link for me so far, but I digress, that's for the next video.

    why did Micaiah never hit speed :(

  17. 23 hours ago, MrRedCR said:

    May the RNG goddess be in your favor. They really stack the deck against Fiona in this game, but you have little reason to not use her at first. Perhaps she can be a nice rescue bot. :p

    I'm starting to see that haha. Poor girl can't even come to 1-8 because...reasons :l

    @Byakuren HijiriThe support system is great for gameplay, but the way it turned out it's terrible for story. It's perfectly fair to say IS dropped the ball, they're the only ones in control of what they put in their game after all! With PoR/RD thankfully there are still base conversations, and side characters get decent screentime here anyways. For the characters that aren't so lucky though, there's bound to be missed potential for sure. It's not a dealbreaker for me, but it is disappointing, especially when it comes to characters who weren't in PoR.

    As much as I might joke, I definitely understand that Eddie shouldn't have this much DEF haha. I'm still willing to bet that he's good, just normally I feel that Nolan would probably give him a little more competition. Mine has not been kind to me sadly, 11 SPD at Level 14 is pretty bleh. Earth affinity is great, but I'm probably going to have to drop him. Luckily Fiona is also Earth affinity am I right?

    Your tips made me realize that I completely missed 2 Master Seals so far, one of which was really easy to get too (in 1-7).That's going to make things pretty interesting for sure, but I'm glad that they're actually AVAILABLE in this game to begin with. Seriously, there's been more potential Master Seals in this game so far than there were in ALL of PoR, which is wild to me.

    Anyways, glad you're enjoying this, and thanks for the hints/clarifications!

    @Interdimensional Observer Oh wow, they really hit Wrath/Resolve with the nerfbat HARD. I'm glad they restored them to usable levels, needing to be under 30% AND getting a lucky skill proc would make both of them worthless IMO, outside of hyper LTC playing.

    I just finished 1-8 and Micaiah continues to disappoint me. Shame too, because I kinda like her when I'm not thinking about her horrible horrible stats. I'm gonna have to look up her growths when I beat this because right now I SWEAR she has 0% SPD. That is a really good strategy for using Wrath though, if I weren't so sure that Edward was sticking around on my team I'd definitely do that. Sounds fun, because at least Micaiah has magic, if nothing else.

    I really wish they would have at least kept the 'special conversations' in the final version of the game. It still wouldn't be as good, unless they really went all in for those of course, but it would have been a much better compromise than what we got honestly. It'd almost be better for there to be no conversations at all at this point, really. 

    'Nother one. I talk about this more in the next video, but I really enjoy the gameplay here so much so far. I can honestly say that these are some of the best "early maps" I've played in a Fire Emblem title. Aside from 1-P, which wasn't really bad per se so much as simple, the maps have all been lots of fun with enough to differentiate them from one another to constantly keep things feeling fresh. I think a lot of that has to do with the constant shifting availability and forced units (especially for 1-8), but it's really more relevant for the next one.

    Also Izuka is starting to drive me crazy, I'm honestly hoping he betrays us just so I can take him out myself.

  18. Jill! Enough said, I think. 

    I didn't remember who Izuka was when I recorded this part, but I do now. This is a very interesting turn of events in my opinion, seeing as to how we're basically teaming up with a complete psycho, whether we know it or not. I'm curious to see where that goes, but I'm calling it now, it's going to be bad news sooner or later.

  19. Good info, thanks for the tip. I'm interested to how I feel about that map in RD, whenever I get to that point.

    As a heads up, this ended up a lot longer than I intended it to be. Partly from me being cautious, and partly from just not watching the recording time. I'm having a lot of fun with the gameplay so far, everything feel pretty good up to this point, and Edward has been a complete monster which I like. The only thing I'd have to complain about is the supports. Oh God, the supports. What did they do to them? That's more a story complaint than anything though, speaking of which...

    Some people in the comments on the past few videos had been voicing their opinions on Laura/Aran's intro to the Dawn Brigade, and I do agree that it could have been a little more fleshed out. The weirdest part for me is how Laura just kind of...appears on 1-2 after talking to Micaiah, without any real indication that she'd be coming along. I'm curious how people on the SF side of things feel.

    For the most part, aside from maybe adding a scene or two here and there to add a little more detail on certain things, I can't say it's been bad. Everything has had a logical flow to it, and I can see how we went from point A to point B so to speak. Initially, I can't help but feel that people maybe look at the writing here a little more critically because it's the sequel to PoR, which overall had great writing. When I stack it up next to other titles that aren't FE9 though, I feel like it's easily on par if not better so far. We'll see if that holds up!

    But forreal though, Edward is a beast. 

     

  20. 19 hours ago, JSND Alter Dragon Boner said:

    DO EEEEET(i'm actually doing it rn and the max diff of FE12 is pretty fun i dare say)

     

    Haven't played RD so i'd give it a look through this

    Lunatic or Reverse? Lunatic seems alright but Reverse legit seems hellish.

    Still enjoying this game so far. I feel like it does a pretty good job of setting the stage so far, giving us an idea of what it's like in Daein after the war. It's pretty cool to look closer at the losing side for once. I do think Laura is kinda weird, mostly with how it seems like she's not joining you and then when the map starts she's suddenly there. It almost feels like there should have been one more scene in between meeting her and actually starting the map. It's nothing too bad though imo.

    I also really like the idea of a ledge mechanic. I'm not 100% on how it works, but more ways to traverse the map are good in my book, and I assume that mounts can't use them when I evetnually get some, which is a good balancing mechanic. 

    What's up with the affinity symbol in the corner of the map by the way? I assume that units with the same affinity get some kind of bonus, but I can't seem to figure out exactly what it does.

     

  21. 19 minutes ago, DarkDestr0yer61 said:

    I hope you enjoy, but why Hard mode? I feel like things like no weapon triangle really gimp the overall experience, at least for a first playthrough 

    I've always tended to enjoy a good challenge, really. FE12 is the only FE I never beat on the max difficulty (though I've been meaning too) so I'm kind of hoping that fundamentals will carry me haha. I just can't get into a game the same way if I'm steamrolling vs. having to put some effort in. I know it's a personal thing, but that's how I've always felt about it. 

    Some of the changes are silly though, can't deny that. 

    EDIT: @Interdimensional Observer 

    I don't mind things like that, it's mostly story that I'm worried about. I had something pretty major spoiled when I was playing PoR so I'm just trying to keep as much new for me as possible. If there's say, a Stefan situation later on I don't mind a heads up.

    And yes, I can see where counting tiles for enemies could get tedius. Thank God for editing!

  22. What's up everyone, we're back again with another LP. Having finished Path of Radiance pretty recently, what better game to play than the sequel, Radiant Dawn? Normally, I'd talk a little bit about the game first, but honestly, I know very little about this one. I remember getting caught up in the hype for it way back when, but never got my hands on it when it finally came out. By the time I finally got a Wii, well, we all know what happened to the price of this title. 

    That said I did get the opportunity to play through Part 1 a long time ago. My memories of most of it are hazy at best, so this is essentially going to be blind for me. So why not play Hard Mode? From what I understand this is actually a mistranslation for Maniac Mode, so things should be getting interesting real quick. As a quick rundown of the changes (as I know them), Hard Mode has:

    -No Enemy Range feature

    -No Weapon Triangle

    -Less EXP in combat

    -Less BEXP

    -And of course harder enemies

    With all that out of the way, the only thing I'd ask of anyone who wants to watch this is that you post no spoilers. This is the last Fire Emblem game I've yet to play and with the rarity of the game I wouldn't be surprised if others didn't know a lot about the game either. Please be considerate of myself and others.

     

  23. HiKnights and Mogalls can't be expelled, and Expel itself has a flat hitrate like all other magic. 65% I believe.

    Enemies don't spawn at the end of an Act when the final chapter is cleared, or at the beginning of an Act before starting the first chapter/storyline sequence. Random encounters also get cleared (I think) when you start a new Act. Those would probably your best opportunities to backtrack for sidequests without risking more battles. 

    You might even be able to use that to do something with the Wells at the Priory, since I think the Graveyard encounter despawns as well. You'd have to wait until Act 4 though, and it seems like you already found use for those as is. 

    Also, this is a bit anecdotal, but on my first playthrough (no grind, trying to be relatively efficient) I did train Est and honestly, I just wish I would have had two great Falcoknights instead of a good Palla, and an average Catria/Est. Est isn't worthless by any means, she definitely has use no matter what you do with her, it's just with the pace you're keeping so far I'd be a little skeptical as to whether or not there's time to fully realize her. There are a few EXP wells, sure, but Catria may want those herself to ensure that she can double lategame Dreadfighters and Mogalls. Not to mention, if you're going for Rescue!Atlas, he'd probably have those all locked up as is.

  24. Yeah, I was mostly poking fun at the disconnect between what is shown on screen and the reaction of the characters. I think that a black screen could have been more effective, now that you mention it. Or perhaps a camera pan/fade to black before the whole room is shown, just to establish what is there without having to be held back by the fact that at the end of the day, Fire Emblem will always be a T rated game. 

    Anyways folks, we're done here! It's been a ride, but the game is finally complete. It's been a real mixed bag with the gameplay, and I feel like some characters were just doomed from the start with all the really questionable things that Maniac does. This playthrough was fun, but frustrating at times for sure. It goes without saying that the storyline and characters  great, the best in the series IMO, but man does Maniac Mode have it's gameplay issues. Honestly, to anyone who's thinking about whether or not to start up a Maniac Mode run, I'd say don't bother. It just feels so...tedious, not helped by PoR already being kinda slow as it is. If you're looking for specifics, watch the second video, but as a quick summary I'd say this: FE9 is overall a great game; terribly designed on Maniac.

    Thank you to anyone who stuck it out to the end of this adventure, and to anyone who watched at any point in between. There's still a few more things I'd like to show off in this game, but this will probably be the final update I post in this thread, since it could take a while to get everything recorded. 

     

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