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Hilda

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Posts posted by Hilda

  1. 2 minutes ago, Jotari said:

    So what do you think Duma could get for his refine? He has a very specific gimmick going on there. I have a few things in mind.

    The First would be to give him Surtr's effect dealing 20 damage at the start of player phase. Which would probably be too broken given you could double it up with Surtr too. Dealing 40 damage between the two of them per turn would take out most things. But perhaps a weakened version of Surtr's effect (I think it was good for him as a story boss but they should have nerfed it a bit when making him playable).

    Next would be attaching a conditional Distant Counter. He has like a million range in his own games anyway, so it'd fit. Despite having Bold Fighter his effect and typing does make him a rather strong defensive unit, so having built in Distant Counter and allowing him to run Fortress Def/Res on his A slot would make him a tanky ass beast.

    Last one would be the remove one of his most common weakness, which is healing. A single staff user can mess up Duma's gimmick by healing the scratch damage from Upheaval before he can reach his enemies. So perhaps some kind of "If enemy units are adjacent to another enemy unit, inflict a status effect that prevents that unit from restoring HP until their next actions". Not only would this make Duma gimp proof but it would be a pretty fun and interesting status effect to introduce into the game.

    I dont think Duma is a bad unit at all and not in need of a Refine. The problem is the presence of Naga makeing him less effectiv in Astra season. Just like Thrasir basicly went all "extinct" on Dragons in her season.

  2. 9 minutes ago, PeonyofLeosa Dreamworld said:

    L!Veronica was a beast and with close counter and live to serve she became a warrior who could attack up close and heal allies who were hurt but she was frail so she often died a lot. OOF MAjorly on my part

    meanwhile when you encounter Azama or Wrys you laugh your ass off... the options to build a healer!

  3. 3 hours ago, Endriu said:

    I think the same is true for all 3-4* units. Just look at Ferdinand! No point in investing if you have Oscar +10. It's probably more conspicuous with healers because we don't get too many healer exclusives. They just cannot make 3-4* units too interesting. Ferdinand is a little bit lackluster atm but chances are he will get a refine in a year or two and will have his moment to shine. I am not sure healers ever got refined (?), and that just shows the limited options for healers, the few meaningful skills have to be given to exclusive units, who might actually get a refine (I think some healer exclusives did get a refine - not sure tho)

    None of the Gen1 healers has gotten a personal weapon or refine. People assume because Healers can Firesweep their way through that they are in a fine position with Gravity/Pain/Panic staff, what they forget is that Healers sacrifice their B-Slot for this and have been limited in the refines (their refines give them no stat boost) and that its only worth on healers that actually can put out some numbers.
    Due to this the other healers that actually are more support oriented are shafted into the limbo of "welp what will i do with you?". Exclusiv skills B-Slot or C-Slot skill that focus more on buffing and debuffing would give some healers a niche, but the need to be more potent and as a B-Skill work in Tandem with staves the healers have available.

    I could see a B-Skill that doubles the amount of visible buffs a Healer gives out via staves or C-Skills (or balms).
    I could see a B-Skill that adds another Debuff and doubles the amount of debuffs in tandem with Slow and Fear staves on foes.
    I could see a B-Skill that gives out a debuff immunity buff to allies within 2 spaces
    I could see a B-Skill that extends the range of Spur and Drive skills.

    There are sooo many options but we are stuck with what we have...

    Meanwhile Dancers can do their role (dancing) while buffing at the same time. Or attack if they want and wings of mercy/escape route the where they want and Galeforce their way into oblivion
    Healers meanwhile need to pick between either healing or debuffing with their stave and their specials that  are mostly useless... uh yeah totally fair, not to mention if you want to wings of mercy escape route you give up the firesweep, 2 skills that are tremendously helpfull on Support units.

  4. 9 hours ago, XRay said:

    That is only from the perspective from offense. On defense, none of those healers are particularly scary with their default staves. AOTB!Veronica can be annoying, but an M!Corrin with a Refine provides enough buffs to offset the debuffs. The scary ones are Panic cavalry units who completely shuts down bonus buffs, and they still have a strong influence in Aether Raids meta today with Drives being the preferred form of buffs for supertanks. Attempting to run Res buffs to counter Ophelia runs the risk of being Panicked and Chilled, which would make Ophelia even more difficult to deal with.

    In Aether Raids offense, they are better than Firesweep archers when dealing with armor stall teams due to Pain having a higher damage output over an area. While I still see stall teams from time to time, I only remember seeing one armor stall team recently, so Pain staffers are a bit more niche. 

    The meta has always been about charging Specials fast and one rounding things. Ever since I started answering questions here regularly after a few months the game was released, I have always recommended activating Specials during the first round of combat, during every round of combat, or as often as possible.

    Dancers/Singers are the backbones of Player Phase teams though. Healers are the backbones of Enemy Phase units, but they do not have to be staff units, although staff units are usually the best and simplest option for that role.

    For defense and Player Phase offense, they are more comparable to Firesweep archers. On defense, they are superior to Firesweep archers because they can deny bonus buff usage and shut down Counter-Vantage units. On Player Phase offense, Firesweep archers are generally better in most cases, but staff units still have their uses for less conventional Player Phase teams who would appreciate the healing and extra utility they provide.

    For Enemy Phase offense, they are outclassed by Eir for during Light Season, but they can be useful on Astra Season if the player wants to keep their backline relatively open and does not want to run a Healing Tower (O).

    I am not sure it is a good idea to slow down the game since this is a mobile game that people often play on the go. What sets Heroes apart from the main series is that you can just whip out your phone on your commute (assuming you are not driving of course) and play a few quick maps to scratch that Fire Emblem itch.

    you seem to contradict yourself alot on point 1. just 2 weeks ago you said that Healers cant punch through a supertank or through bulky unit

    the chargin meta special makes healers obsolete because the tank in question fills up their HP with their special.

    Healers also score like shit on Arena.

    A Enemy phase unit still want a dancer, or do you see many runs clears in PVE PVP etc mode where there is a healer but no dancer?

    The game has become really fucked lately (actually it was since the start, but its becomeing more apearant with the powercreep) and @Endriupointed out the event i am usually looking forward to is the Legendary/Mythic here battle.

    There are only a few people that invest into Healers heavily (I am one of them), guess why? Because they arent the top of the line and need lots of investment to even come on equal terms interms of support with Dancers.

    Recent Dancers are even steping into Healer land. Nils has an auto debuff, The Herons can heal their allies every turn, Legendary Azura is jsut bonkers, Peony adds so much mobility, and then there are the yet unreleased Dancers that can debuff units with Guard etc... yeah Healers are as a support class in a good shape my ass.

  5. outside of the Trifecta of Healers: Veronica Fjorm Camilla, They are bad for PVP modes. Even the Trifecta will only be accepted by most players if they can run them with dancers.

    Healer problems:

    old gen1 healers lack the BST and personal weapon to be an asset to the Team unless you massively invest into them

    Their support role in PVP mode is useless without a Dancer or Gravity or a PRF weapon. Simply by the fact that the Meta has evolved into charging specials fast and one shoting stuff.

    in PVE they are ok. But even there most people will just use 3 Dancers and call it a day.

    Do they need a buff? In the current Meta definitly, they are very far behind the curve when compared with Dancers.

    Would they be more relevant? Definitly if you would restrict all Teambuilding to 1 Dancer only and bloat the HP stat so 1 shoting isnt that easy anymore.

    Unless that happens Healers will mostly be crap unless its the Trifecta of healers.

  6. 1 hour ago, XRay said:

     

    For Arvis, Recover Ring needs to be really strong in terms of healing to be worth it in my opinion. I would do something like:
    Grants HP+10. At start of turn, restores HP to 100%.

    yeah i dont want a broken/op skill. What you are asking is a bit much for Recover Ring. I would be happy if it had the effect it has now + the Mystic Boost effect. Or a 2 range AoE heal every turn for 10 HP (Team utility).

  7. On 4/16/2020 at 3:00 AM, Dylan Corona said:

    How do I make my newly +10 Niles relevant? I really want to make him useable haha.

    971555919_Screenshot_20200415-175015_FireEmblemHeroes.thumb.jpg.3ed318f009ab77f6a98f53b99800d246.jpg

     

    Thats some large investment grats. But aside from PVE content i think he might be useless with this built.

    For PVP: his Attack is very very low and his SPD is also on the lower end of the spectrum. He aint gonna do much aside from Tanking mages and failing to kill them (due to his low Atk).

    Alternativly you can build him as a support unit with Sabotage skills or as a Offensiv unit with different A-Slot skills and Seal.

  8. 4 hours ago, Landmaster said:

    Nowi tanked a Brammi today, I'm quite proud.

    Still lost the match but this Season has already been going nowhere but downhill by the day so it wasn't as if I expected to win~

    I am doing fine, had my first loss today. Very Cancerous with 2x Bramimond and LLeif (and other units). But let me put it this way: 3 bonus units (one of them due to Mythic buffs double busted) with that amount of Firepower was all it needed, i could have won with 2 units left, but i proceeded to forfeit.

  9. 1 hour ago, XRay said:

    It would also be nice if they can extend "Refinements" to include skills too. If they do not want to buff Distant Counter Weapons yet, plenty of units have exclusive skills that need a bump too. For FV!Robin, Dragonskin really needs Dull All and/or Guard to make her competitive, and something like Atk/Spd+4 on top of that would also be nice.

    Revival Foci for Legendaries is also a really nice idea. Makes sniping easier.

    The skill "refinement" is a very nice Idea. There are some personal skills that are nowadays very underhwelming due to new skills and could use a touch up.
    Dragon Skin is one of them. If the personal skill is outdated and doesnt go hand in hand with a refine its kinda bad.

    Sigurds personal skill could be still very good if he would get a Brave Ike like refine on his main weapon.
    On the Other hand Arvis personal skill is fairly outdate when you have skills like Mystic boost (granted it only heals when Arvis engages in combat, but on the other hand it gives him the bonus of tackling dragons)

    I dont know what IS are gonna do, IF they are gonna do anything, i just know that Legendary/Mythic banners are loosing its value for me and i am very histant to pull when a new Mythic/Legendary is running together with some old stuff. Best example was Bramimonds banner.  F!Grima really killed that one for me and devalued it for me.

    Looking into the future welp:
    April: If the Legendary is Colorless and runs alongside a shitty 3. unit i will pass up again, Green and Blue could be ok, but it depends on the 3. unit. Red is out I have all 3 at +10
    May: Red is out again because i have the other 2 at +10, Blue is out because Ephraim is at +10 and while Lucina is +6, the cost value isnt there much, Colorless is out too, both at +10 and Green might be out to, depending I have enough Distant counter fodder.
    June: Red could be good, depending who runs there, Blue is a mixed bag, Azura kills it a bit because +10 but Peony and Chrom could be nice, Green is definitly dead no matter what you add, Colorless too
    July: Red could be awesome, but Ike kills it for me, Blue is dead like Fjorm seriously... and Tiki doesnt offer much fodder, Green have to see could be decent (although Thrasir is +10), Colorless could be nice.
    August: Green is so far dead (Gunnthra), the others could be decent.

    I dont know, the more +10 Leg heroes you have the less value those Banners have. And the old Legendary also lost value because while their blessing Stat boost is nice, its kinda irrelevant: Doesnt up the stats on Mythics in AR, the stat boost is barely needed in anything, and For Arena the new Pair-up Legendaries offer higher scoring with their blessing. That makes the old Mythics very unattractiv.

  10. I wonder when they will be starting to kick out some Legendary Heroes of those banners. Some are very lackluster with the current powercreep and some were even lackluster pre powercreep. Unless they give them a refine soon those are the legendary heroes i see are lackluster:

    In desperate need:
    F!Grima
    Legendary Lyn

    Still okeish have their niche, but are close to falling off:
    Ryoma
    Ike
    Hector
    Gunnthra
    Marth
    Roy

    Still good:
    Ephraim
    Tiki
    Hrid
    Eirika
    Lucina

    With the current powercreep, its really high time they start the Distant counter weapons, Legendary refine, gem weapons refine, Bladetome and Raventomes refine. Still on the fence on Brave weapons, but they have fallen of the cliff somewhat. Good Brave damage with potential of quading should be exclusiv to units released.
     

  11. 1 minute ago, Vicious Sal said:

    Titania, Nailah, Altina and H!Mia made short work of this. Titania provides spectrum buffs and inflicts guard with atk/spd ruse. 

    Altina uses GF and zips across the map. H!Mia uses witchy wand to inflict more Guard and heals when needed. 

    Nailah tanks everythinh else and has pulse smoke. Enemies never got to use a single special.

    i thought at first that they nerfed the HP bloat on Abyssal. But the thing has gotten so easy due to powercreep units and refines lulz and the fact that those enemies only use Gen1 Skills shows the difference between LHBs back then and now

  12. The bad thing about Caeda is that she is effective against 60% of the cast and there is no skill that nullifies effectivness against Sword Lance Axe or Bow? lol
    She will prolly also sport high RES just like her regular self makeing it even hard for mages or Dragons to kill her.

    The good thing about her is that due to her Damage output and lack of special cooldown charge she will suck as a Galeforce unit lol

    Well at least she cant do anything about Dagger unit, which in general have sooooooo much Attack to kill her right away... right right right??!
    Or colored bows that are plentifull present!

  13. 28 minutes ago, XRay said:

    They do not need tons of top tier units, but they do need tons of options. Barracks diversity is key, and getting diversity is not always easy.

    They can often follow Pheonixmaster1's guide, but if it is back to back content with little to no breather in between like the current LMBs, they might not be able to procure enough resources in the meantime to follow guides. Free guides generally use no or minimal skill inheritance, but they sometimes require unit promotion and upgraded Sacred Seals. If the LMBs are permanent, or if we know for sure that it is on a rerun schedule, then it is not a huge issue as players can take their time, but LMBs are not permamnent and we are not sure if it is on some kind of schedule. If it is one-off like weekly Rival Domains or the occasional limited time Special maps, that means it unnecessarily widens the gap further.

    So lets punish longtime invested players of the game, by not releasing a fun game-mode, because new players who havent carried the game over time are not on equal standing foot?
    F*** the playerbase that actually carried your game for the last 2-3 years!

  14. Lilina got a smack down from her daddy.

    Leg Hector with 61 Atk
    Brave Lyn with 61 Atk
    Leg Eliwood
    and non Dance Ninian

    i just had to repo Leg Hector into Enemy range and watch them melt to a bonus doubler Armorer that cant be doubled and doubles back with +12 to all stats basicly.

  15. 3 hours ago, XRay said:

    It is not about scoring the highest for the max rewards. It is about scoring high enough so players will have a decent income so they can pursue other priorities. I agree that most players do not care about having max rewards, but they still care about having good rewards. Dumping all your resources to get max rewards is not the goal for most players. For most players, it is about investing just enough to get to decent rewards so they have a decent income to pursue whatever projects they want. The goal of most players is to land somewhere between Tier 19 and Tier 21 Arena and maintain Tier 21 Aether Raids.

    The disparity is freaking huge. It is a difference of around 5,000 Orbs and 3 million Feathers if comparing a day 1 player like me to someone who just started in February this year. That is like around two 5*+10 exclusive units with full premium skill sets and thirteen promoted +10 units.

    That is true, but the point still stands that they have to spend those resources in ways that veterans did not have to. I did not have to spend any extra Sacred Coins for the vast majority of Sacred Seals. I did not have to spend extra Grails to get my first copy of Grail units because the game already gave me the first few copies during their debut.

    If these maps were permanent or on some kind of rotating schedule, I would be much less opposed to them having such strict requirements. But the fact is that these are not permanent and we are not sure if they will be on a rotating schedule. We already have Quests, Events, Coliseum-Aether Raids, and a portion of Special Maps that continuously widen the gap between veteran players and players who just started. We do not need to speed up the widening of that gap anymore than it already is.

    I am all for encouraging new players, but what you are kinda demanding is handing over the silverplatter with everything, while saying FU to the longtime loyalist players that supported the game since day 1 and are playing it every day/week.

    Gen 4 units curbstomb on Gen 1. an unmerged Gen 4 unit is just by BST powercreep a +10 Gen 1 unit. and then they have like 1-2 extra effects on their personal weapon compared to Gen 1 unit and hefty passives. A new player has to invest far less into a Gen 4 unit then a loyalist invested since day 1 on Gen 1 unit to get the same or better firepower.

    What I agree upon though is, that all seals should become available to everyone after 3 Months of the Tempest Trial they were introduced. The upgrade cost is allready enough, no need for a forging cost.

  16. 21 hours ago, Othin said:

    Legendary Leif as a bonus unit on a Water/Light week? Hot damn.

    I can field up to three dancers backing him up, although for today's match I fielded Cecilia rather than Legendary Azura since the defending team was really weak to her. Worked out fine even with some misplays. At one point, I ended up having to put Cecilia in danger of taking an attack from the opposing Aversa at double WTD, which didn't actually end up happening but she would've survived it if it did.

    yep Leg Leif made this season so far a joke

  17. 10 hours ago, XRay said:
     

     

    I have all Ephraims, all Eirikas, and all Myrrhs. Not every players can afford those 5* exclusive units. At least Altina is free despite its short availability.

    For players without access to 5* exclusive units, the best I can think of so far is to maybe have Galeforcers like Valter and Joshua, or have Joshua tank things and try to heal with Noontine/Sol.

    So? Sometimes its nice to also reward the longtime players. Doesnt mean others catn clear the content either.

  18. 2 hours ago, XRay said:

     

    Even if we compare Fury 3 to Steady Posture 2, I would argue Fury is better than Steady Posture despite Steady Posture giving more stats that matter (Fury's Def/Res boosts are irrelevant). Fury's Atk/Spd+3 are 6 points in stats that matter during every round of combat. Steady Posture's Spd+4 matter during every round of combat, but that Def+4 only matters half the time (assuming the unit is fighting equal numbers of magical and physical enemies), so on average, Steady Posture only provides 6 points in stats, which is basically the same as Fury. Fury also gives Player Phase units the benefit of reaching Desperation range easier, while Steady Posture on the other hand offers nothing else until it hits tier 3 for the Guard effect.

    .

    you never used much enemy phase units in anything much right? because Fury is most of the time a very awfull Enemy phase skill pick and should only be used if you can offset the after combat damage it causes. From personal Askrtrio experience for GHB the best enemy phase skills are:
    Distant Counter (obviously)
    all Bond skills AND Seals! because they work on enemy and playerphase!
    Drive Seals and skills
    Steady Seals
    Chills

    Quick Riposte is overrated for most GHB units, because a based 30-35 SPD unit can meet the speed check quite easy nowadays on Infernal and should only be used if you are fighting something that prevents follow up attacks. If you only need to check a specific type of unti on a GHB map a breaker skill is more efficient because it works on enemy phase and player phase. Most used breaker skill from my side is/was Shuriken/Dagger breaker

    As a side note you want to run a Healer along side an enemy phase unit (OMG healign i KNOW CRAZY!!!?)

  19. 4 hours ago, Tybrosion said:

    Watch Fallen Takumi be Heroes-only just to screw me, and only me, over specifically.

    Though to be honest, the thought that there may be a Heroes-only one eventually does actually concern me a bit.

    you underestimate the power of a properly built Anna Sharena and Alfonse ._.. I doubt Heroes only will happen though i would be positiv surprised if it does! Since i cleared everything with them allready!

  20. 2 hours ago, Etheus said:

    The SD/NM restriction for this first LHB really leaves a bad impression on me. Namely because SD/NM is my least built game origin team. No full merge projects at all and a serious lack of versatility.

     

     

    I really wish the game would just stop with the restricted deployment challenges.

    say wut? This is the first and only mode that has restricted deployment challenges. Aside from the 1 Dancer rule from big maps (which isnt a huge deal) thats it. Olivers GHB is so easy you dont need a full merge project.

  21. 4 minutes ago, silverserpent said:

    surprised no one's done a topic on the Limit Battles. I thought it was pretty fun. That Phina from February's Legendary banner really came in handy, geyser dance was useful once I got Nagi on that right-side fortress tile. After that, it was a matter of choke holding that point. The infantry sword enemy gave me a little concern,  but she handled him well. I can't wait for next week's challenge. 

    Norne and Regular Marth killed everything the other 2 units just stood there doing nothing. As i mentioned earlier many times, its only Infernal

    Not sure what you mean by next week challenges, the next GHB is tomorrow

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