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Fabulously Olivier

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Everything posted by Fabulously Olivier

  1. Flying healer isn't a unique niche in Warriors. All 3 pegasi can heal. She would be a sword pegasi though, and she comes with an established prf weapon, which certainly helps her case.
  2. Part of the idea is to potentially allow for better DLC support, however. This is one franchise spin off that really lends itself to the potential for many long-term unlockable characters (and I think that most of us wouldn't mind paying for further character development post-launch). The more filter options we have, the better the game can support additional characters. After all, what reason does Koei really have to not support such a game long term? The roster is there. The animations are identical because cloned movesets are utilized. That means that the lion's share of the work on a new character is already complete. At that point, you basically come up with a few support conversations, a Skill, a weapon, and their costumes, and voila - new character. Corner cutting, cost saving, and large rosters are Omegaforce's lifeblood, after all. They're dealing with a community that not only expects character representation, but outright demands it. My opinion on the matter is that the game should have the framework to accommodate the large roster the franchise deserves and, as per the more important part of my suggestion, a reduction in the amount of grind on levels and core upgrades before one can enjoy each of these new characters.
  3. Fair enough. I consider those to be cogent enough arguments and hadn't considered the impact on supports. Perhaps we need to instead address the flaws with clones and iron them out. Those being UI clutter (due to poor roster design) and tedium of leveling (and upgrading) multiple characters in the same archetype. I see a potential solution that would streamline the game in a positive way and help tone down the flaws with the clones: (1) Group every character with a shared moveset under the same class, while allowing you to field them separately and potentially multiple different characters on the same battlefield. (2) This allows for a UI change. Click the class, then the character, allowing you to quickly filter to the desired character as the roster continues to grow. (3) All characters of the same class share a level and core upgrades. Core upgrades being everything except for Support inherited skills. (4) Each character of the same class has its own gear and support skills. This would keep the unit identity through stats and support conversations, allow you to customize and field each character individually, but reduce UI clutter and grind. As a result, there would be much more room to add DLC characters to the game without bloating it. I will revise the suggestion in the OP as such.
  4. When talking about a potential sequel, roster choices tend to dominate the discussion. The reasons for this are understandable, but I feel like discussion of potential features and fixes is relatively ignored as a result. So, in this thread, let's discuss new/improved features that could make a potential sequel an even better game than FE Warriors. I have a few suggestions of my own: Optimization/Performance It goes without saying that crashes should be as rare or nonexistent as possible. Moving on. Improved UI FE Warriors UI is it's greatest objective flaw. It's clunky, inefficient, and outright annoying on several levels. Fixes would include the following: Save convoy/camp changes immediately, rather than after completing the next mission. Removal of annoying spammed voiced dialogue on convoy/camp interactions. Display total kill count and time remaining on the gameplay screen alongside personal kill count. More convenient ways to check support levels. Ability to access camp from the pre-mission preparation screen without exiting the level. Order Chains I generally find the ability to order the AI controlled allied heroes around to be quite useful, but I would like more strategy and less maintenance in this feature. The ability to issue a short chain of orders would be highly beneficial. For example, one could issue a maximum of three consecutive orders to Chrom, causing him to take out the gatekeeper, take the fort, and then defend the newly claimed fort in that order. These would appear in the AI's pathing as connected dots labelled (1), (2), and (3). Additional Music and Custom Soundtracks FE Warriors music is rather limited and honestly kind of underwhelming for the most part. It could use additional classic songs from the series, alongside the ability to select which ones appear during certain objectives, including, but not limited to: Choose the theme that plays during recruitment Choose the theme that plays during the main menu. Choose regular battle theme. Choose high-tension/boss theme. Choose themes that play while playing particular characters. Custom Avatar Given that FE Warriors is less canon and story based than other games in the series, it seems like a perfect, less controversial place to implement custom avatars. If a non-canon main character is to be required, let us customize them. Hell, let us choose fighting styles from other characters and earn cosmetics to customize our avatar. If such a thing is included in other games like Samurai Warriors 4, there is no real reason for it to be excluded from FEW. Clone Improvements I'm not as opposed to clones as most, but they certainly have some glaring issues. Namely, the clones bloat the UI by filling the roster with copy-paste characters and requiring you to tediously level and grind the same materials for identical upgrades on identical characters. (1) Group every character with a shared moveset under the same class, while allowing you to field them separately and potentially have multiple different characters on the same battlefield. (2) This allows for a UI change. In the convoy/camp, first select the class, then the character, allowing you to quickly filter to the desired character as the roster continues to grow. (3) All characters of the same class share a level and core upgrades. Core upgrades being everything except for Support inherited skills. (4) Each character of the same class has its own stats, gear selection, and support skills. As a result, the UI will be easier to navigate during character selection by allowing you to quickly filter to the role and character of your choice. New characters will be easier to add through DLC without bloating the convoy/camp UI or requiring redundant grind. All PRF weapons should have innate attributes Some prf weapons are objectively better than others. They have bonus weapon attributes which give them an advantage over other weapons - always a slayer attribute. This shouldn't be the case. Instead, every prf weapon should have its own innate attribute, which is not limited to a slayer skill. Some examples of future/current weapons and potential skills could include (but aren't limited to) the following: Ragnell/Alondite - Plateslayer (meant to reference the sword's ability to damage the Black Knight's armor) Binding Blade - Dracoslayer Gradivus - Bowbreaker (meant to reference the distant counter property) Wishblade - Luck+ Durandal - Flame (Deals damage over time) Armads - Rage Builder Urvan - Desperate+ Siegmund - Beastslayer Sieglinde - Beastslayer Tyrfing - Spellshield (reduces damage received from tomes) Wo Dao - Critical+ Lady Sword - Gencross Hinoka's Spear - Antiair Focus Robin's Tome - Pair Up+ Brynhildr - Entangle (root enemies on critical hit) Fujin Yumi - Wind Walk (increases movement speed, allows wielder to cross flight paths) Nile's Bow - Thievery (increases drop rates on health/warrior/awakening potions) Spellbane Yumi - Tomebreaker Hauteclaire - Critical Focus Removal of Strong I-VI and Rainstorm This might be controversial, but in my opinion, Strong I, Strong II, Strong III, Strong IV, Strong V, Strong VI, and Rainstorm add nothing to the game. Rainstorm is essentially a non-choice which is either going to be too weak to be considered or too strong to ignore as a flat damage buff. The Strong skills actively limit your playstyle and make the game more repetitive by encouraging you to maximize 2 or 3 combo strings at the expense of the rest. The entire weapon attribute system will be better off if obvious damage passives like these are removed in favor of more interesting, situational passives like Health+/Desperate+, Rage Builder, Anti-triangle, etc. Even other objectively strong skills like Critical+ and Warrior+ can be kept if they are limited to one or two per weapon (as with the current system), but the Strong skills need to go.
  5. Minerva can give your other fliers Iote's shield if you're struggling with archers. Otherwise, have your fliers be the support partner in pairup to ignore the archers. As for Timed Attack/Onslaught/Gold Rush missions, I find that Xander with Astra, Luna, and Lethality has the damage and mobility to dominate those maps.
  6. No. Just no. It is not the responsibility of the player (on a console game no less) to decide whether they want industry standard performance or industry standard graphics. If you are publishing a professional product at full price, it is your responsibility to give us both. Consistent 30 fps isn't a luxury - it's a baseline for consoles. Graphics that look like they come this generation are a luxury, but there is a threshold at which, if reasonable expectations are not met from a AAA developer, it's nothing short of a piss take. When a modern console game, like FEW offers a choice of luxury console resolution or luxury console fps (60), that's a service. When DW9 requires that we choose between a game that looks like an early PS3 game (if we're being very generous) and frequently dips below 20 fps or a game which looks like a PS2 game and meets industry standard 30 fps, that isn't a choice - it's gross incompetence for a game charging $60 with a season pass. So, compelling battles are optional? Do you not see the glaring flaw with that? Musuo games are all about strategic objective decisions and time efficiency. A Musuo game in which time efficiency effectively does not exist and strategic objectives are entirely unnecessary, as rushing straight to the boss is easy, fast, and entirely practical is just a bad Musuo game. Oh, and I've done the side objectives in my sad attempt to make this game fun by playing it as intended. Even the best missions (like Hulao gate and Wan Castle) are sad imitations of previous games' versions. Don't even talk about difficulty. I'm a mediocre gamer at best, and I've had little difficulty with this one. This is probably the easiest Dynasty Warriors game yet, and the only way they can even fake difficulty is through the rage/desperation mode that bosses may enter in select missions to arbitrarily ignore most of your staggers. Flow attacks are not separate moves. They are a direct continuation of the 3 Trigger Attacks (knockdown, stun, and knockup), and are thus effectively extensions on the same animation. DW9 combat is nothing more than Trigger Attack -> Flows -> Different Trigger Attack -> Flows until the target randomly decides to dodgeroll backwards half a dozen times consecutively. And then repeat until the triangle prompt appears. And that's all it's been for the dozens of hours I've played it. And every character is the same set of staggers and flows with different animations. It's repetitive and mindless on a level that makes even the regular Warriors games blush. The "area which the war is focused" is the "area of interest." The rest of the world serves literally no purpose at any point. The open world aspect of the game is so fundamentally pointless that it would be better served with the explorable zones of something like Monster Hunter World for individual chapters. Or, you know, we could just screw the open world aspect of the game entirely and just go back to well-designed levels with time-pressured objectives and something resembling actual map design. It is "more interesting" than FEW. We've never had an open world Musuo game, after all. But "interesting" and "good" aren't the same thing. Fire Emblem Warriors is a good, functional, traditional game that iterates on the classic formula. DW9 is an interesting dumpster fire of a game that attempts something wildly new... and then gave up just past the starting line. And I hate blind, ignorant fanboyism. Which is exactly what it takes to defend something that looks, runs, plays, sounds, and exists as a half-effort.
  7. I think it's an ambitious game, but fundamentally flawed in almost every respect. I can still get value out of it, being that I enjoy Musuo games a lot, but it's definitely a worse game than any other recent entry into the genre - even the ones I gave a lot of flak like the content-lite Arslan Musuo and the cringeworthy Fate Extella.
  8. Oh, no. The positive reviews are the minority on DW9. Having played it extensively, I have to say that the haters are right on this one. It looks like a PS2 or early PS3 game. The framrate is poor on all platforms. Bugs abound. Travel times to objectives can be insanely tedious. Animal packs dissapear into thin air while you're trying to hunt them. Battles are short and can easily be bypassed by grapple hooking over walls to the boss. Combat has been dumbed down to 4 moves. Cloned movesets are common. Unique weapons have been removed. All of this were done to implement crafting and an overly large, bland open world. The 2/10 score on Steam is justly deserved. And I didn't mean to imply that FEW was perfect. The largest issues are crashing (which there is quite frankly no excuse for on a console game), poor UI, and annoying audio spam on all camp/convoy interactions. It's just that all of these things are relatively minor but noticeable nuisances on an otherwise great game.
  9. Looking at those stats, I had a thought. Since Tiki attacks with both Str and Mag, would giving her a statflip stone allow her to attack with both her def and res instead? That would be a pretty large damage bump, especially in dragon form.
  10. Perhaps we should be lucky that most of the criticisms of FEW are trivial and personal taste. Quite unlike KT's other recent Musuo offering, DW9, which looks bad, runs poorly, plays poorly, and is all around a bug-filled, boring experience.
  11. I would prefer that reclassing be limited or go away entirely. To me, branching classes offer plenty of variety while keeping unit identity intact.
  12. But at the time of Ike's training, Greil had already sliced the tendons in his sword hand. Was Greil truly the greatest swordsman on the continent or the most capable sword instructor at this point? It seems to me that one would have to be able to wield a sword in order to fully teach it.
  13. Mine are Navarre, Chrom, Xander, Azura, Takumi, Robin, and Leo. Ryoma's a bit of an odd runner up in that I like most of his animations, but feel like they lack impact and can be visually non-distinct from one another. Not at all a fan of Oboro or the Pegasi.
  14. It isn't. But then, Musuo games tend to all serve the same niche audience. They're generally kept alive by that same core audience buying damn near all of them.
  15. Anyone else find it odd that they would release the FEW DLC so close to their own mainline DW9? Seems like these would directly compete for audience attention. I know it's going to be a difficult choice on my part, even if DW9 has not impressed me so far. It's certainly not up to the bar set by DW8 XTREME Legends.
  16. Levin from FE4. With his legendary, most enemies have a 0% chance to hit him. He does insane damage, and is held back only by the limited uses on Holsety.
  17. Yep, I was thinking about Chapter 12. I have a love/hate relationship with Chapter 10, because I'm the weirdo whose favorite objective is Defense.
  18. Almost every map in Gaiden/SoV feels like a bland non-map. The exception is Nuibaba's mansion, which feels like a map poorly designed around a single bad mechanic and which feels almost designed to be cheesed by warp & rescue abuse. Shadows of Valentia in general is truly a terrible game, which cannot be saved by even its strong story and high production values. Conquest Chapter 12 - I absolutely loathe it. I will never understand how this mission is one of the most well-liked in the game. I consider it a complete mess that does everything in its power to back the player into a corner, relies on fake difficulty through bad mechanics (like having entire groups of poison strike swap ninjas), and a turn limit on top of it all. The bridge maps in the Tellius games - because trial and error pitfalls are fun, right? Every desert map ever.
  19. That is also a large part of the fun. Speculation occurs when we know nothing, and speculation occurs when we know something. It's all part of the experience. But trust me. I know how you feel. I was part of the Guild Wars 2 hype train. That was a 5 year journey. That was so, so much more painful than anything this shorter period could offer.
  20. That's okay though. Drama and uncertainty are part of the fun of that pre-release hype train.
  21. In fairness, I think you understate the importance of character identity in Musuo games - even the mainline Warriors games. From experience, characters like Zhang He, Lu Bu, Zhao Yun, and Sima Yi are a big deal to the playerbase. For me, Zhou Yu, Xu Shu, Zhong Hui, Xiahou Dun, and Lu Meng are a large part of my enjoyment of the series. Conversely, I absolutely hate characters like Xu Zhu, Zhang Fei, and essentially every single character under the "other" category (yes, even Lu Bu). Hell, look at the controversy surrounding appearance and voice changes in Dynasty Warriors 9 and tell me that people don't care about these characters.
  22. Maybe he's going to take a shot each time one of his leaks is correct? I don't know how extensive his predictions go.
  23. I'm personally hoping for a gorgeous Renaissance fantasy setting.
  24. Am I the only one who would be okay with Tharja or Linde being clones of Robin? His low lck stats makes him less suitable for Vanguard, essentially relegating one of the game's most fun movesets to support.
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