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Johann

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Posts posted by Johann

  1. 53 minutes ago, XRay said:

    They could give us the option to borrow a random friend's representative in the Training Tower, Story Maps, and Special Maps since none of those involve player vs player interaction or ranking. I would not mind it for Tempest Trials too, but players are ranked based on performance, although you still need a good team to do Lunatic consistently, so I am not sure if that would impact the ranking.

    For the Arena, maybe they can make a Ferox/mercenary mode where we can only use our friend's units. If they expand the friend list more, we can even have Allied Assault or something.

    I wish we also had some kind of "spar" mode, where you can challenge your friends' Arena defense teams at any time. Additionally, the inverse; play AS your friends' teams and fight against your own team, just to see how your own units fare under the AI.

  2. I'm predicting a few possibilities for what they could be used for:

    1) Allow you to access past banners/GHBs. I think a lot of people would missed them or had little/no success with things like say, the Spring banner or the Xander fight would love to get another chance instead of waiting it out.

    2) Skill-inheritance "books", which you could use to teach skills in lieu of using characters. Rarer skills like Distant Counter would be costlier and perhaps limited to one purchase. Would be nice to be able to buy commonly desirable skills like Draw Back/Reposition at a low price in case you're lacking those units by chance.

    3) In addition to whatever other features they have, a straight coin > feather conversion.

    2 hours ago, Alkaid said:

    Thinking it over since the update, I think that while people are probably correct linking SACRED coins with SACRED seals, it's not merely a shop they might add. Rather than just buying seals, I think we'll be able to upgrade them, Seals like Quick Pulse noticeably don't have a tier denomination, which makes sense due to the effects, but most are a tier 1 equivalent of a regular skill. Paying sacred coins to rank up sacred seals like the latter seems like something they would implement. It effectively makes you able to run those seals as full-fledged 4th slot skills, which would be a pretty cool change. Perhaps we'll be able to buy past seals(and possibly new ones) as well, but I think upgrading seems pretty likely.

    This is an interesting concept, especially since the rate of coins we're getting would prevent people from instantly maximizing the seals.

  3. Not strictly speaking, but generally once any form of media is released to an audience, the creator doesn't really have a say anymore. Leaving things open to interpretation can be used as a very effective storytelling technique. They can try to revise or dismiss things post-release or in follow-up material, but probably not without showing that had no plan for their characters/story in the first place. Ship all you want, but you're wasting your time if you're getting mad at people over their interpretation.

    6 minutes ago, Roflolxp54 said:

    So... what are the odds that Alice and Valjean would be added to Fire Emblem Heroes - especially as permanent free units in a similar vein to Alfonse, Sharena, and Anna?

    Not sure what's going on, but I look forward to Les Miséremblem.

  4. 2 hours ago, MonkeyCheez3K said:

    The fact that every single "best player" in Arena Assault is rank 1 tells me that the thresholds for the reward tiers are kinda crap, and, as long as I have no idea how valuable those coins are, will be severly bugged that the first two tiers are this exclusive, even more than regular arena tier 20 (where the difference is merely 1k feathers in rewards, a currency one gets through several manners).

    I agree. I can't understand why they didn't break players up into tiers like the regular Arena.

  5. I like that you can test your first team's score by hitting Battle and going back. I wonder if people can use this to more precisely calculate Arena scoring.

    Anyway, originally my lineup was more balanced, but I felt I should up my score a bit, so I swapped a few people around for a heavier initial team. Might cause problems in some of the match-ups, but I haven't had a need for items yet, so it can't be that big a deal.

    25 minutes ago, Rezzy said:

    How does using items work?  Do you have to select them before the match, and if you don't use them, they're gone, or can you bring them up and use them any time you want?

    You select 3 to take with you. They're only consumed if you actually use them. Considering the event is infinitely repeatable and always rewards you with more items, I'm sure they want you feeling comfortable to use them at anytime.

  6. 17 minutes ago, mcsilas said:

     

    @Johann i gave Clarrise's Bow to Jeorge and Rebecca for fun since they already have Seal Attack. Makes for a fun training support unit (same with Smoke Dagger Saizo)

    Yeah, at the very least debuffs like that are excellent for training. Felicia's low Atk helps with that too, and I also use Mist with Pain and Fortress Def, making it easy to wear enemies down to kill range. This was exceptionally helpful for training dancers in particular.

  7. On 8/8/2017 at 9:05 PM, Rezzy said:

    Where are these teams coming from?  I imagine it can't be from Assault, since I saw a team with two Hectors, and you'd think normal Arena teams would have more bonus characters.

    Not sure why, but anecdotally speaking, I'd say at least a third of the teams I see don't have a bonus unit in them.

    Anyway, this was probably the most unexpected match-up I've seen:

    Spoiler

     

    Fortunately, they were using a pretty poor skill selection, mostly their native skills.

  8. 2 minutes ago, Soul~! said:

    I'm kind of retired on "debuffers". Seems like a boring task. Maybe it's just mental blocked I attuned myself to, since I'm more into straightforward units. I'm not a huge fan of Distant Counter unless you happen to have pretty good offense or "counterkill" potential.

    You're still free to talk me out of it.

    Well, look at this way: Some of the debuffers have the right stats for certain roles (Saizo and Felicia come to mind). I use Felicia all the time myself, where she's practically immune to magic on a defensive tile. Now, she's not always able to help out, but by giving her Seal Spd 3, she can neuter powerful units as long as they don't counter with physical damage (though I could give her Windsweep and still get the -Def/Res). She's also the perfect unit to use Atk Ploy. I plan on giving her better skills if I ever can pull the right units (Seashell+ would have been nice).

    Close/Distant Counter, yeah, I agree for the most part, though I think there's a lot of unexplored territory for them (especially as we get new skills). I mean, defensively styled units tend to rely either on Vantage kills (Ryoma comes to mind) or Quick Riposte builds. Close Counter in particular is kinda worthless unless the unit has the defense to withstand melee hits and respond with something punishing, or just kick in Vantage to kill. A defense oriented Saizo with CC and Smoke Dagger+ could potentially handle a group of physical units, especially if he's on a defensive tile and/or has support. I don't think it would work as often in Arena as compared to say, Tempest or certain maps (particularly with reinforcements).

  9. 8 minutes ago, Soul~! said:

    Frederick is slow as balls and doesn't actually exist anymore (unless you actually got him). Saizo uses it pretty well, too, and probably even more when you consider arguably the best stats among them (especially crazy Def)

    Had been thinking of a Saizo build utilizing heavy defenses and Close Counter. Since Smoke Dagger activates on defensive rounds as well, he'd be able to hit or block a group of physical units and work them down. His garbage Res complicates things though.

    Similarly, I have thought about giving Leon or Virion a Clarisse Bow and Close Counter to pull off a similar strategy (though the bow won't activate without attacking first).

  10. I figure they haven't told us the details about the coins for one of two reasons. Either they haven't finalized their plans for them, or their purpose is something that would make people think twice about spending money (in the way that knowing new banners makes some people conserve orbs).

  11. 4 minutes ago, XRay said:

    @Ice Dragon @shadowofchaos

    I am basing my assumptions off of just one Japanese site, but it seems like they have a vastly different play style compared with the English community (or at least different from Serenes Forest and YouTubers I follow). I am not sure if other Japanese sites follow their play style or if they more closely align with ours.

    I cannot read Japanese very well, but I can see that they rank skills very differently.
    https://fireemblem.gamewith.jp/article/show/51158

    They also rank characters differently as well. Melee units are not bad, but I would rank ranged nukes above the melee ones since they have better range.
    https://fireemblem.gamewith.jp/article/show/38845

    I want to know what their play style is, and why they prioritize that over all out offense. They placed Defiant skills above Life and Death! It is so weird seeing that. Is it because they are not as focused on Arena play?

    Though I give zero shits about tiers, I think it would be wiser to break them up into two, covering Arena (and I guess Voting Gauntlet) in one, and everything else in the other.

  12. All of the seasonal units I've pulled have unique poses, I'm guessing that the rest of them do as well.

    5 hours ago, phineas81707 said:

    Proof of Takumi's superiority over other archers: he knows how to nock a bow!

    A lot of archers also draw their bows incorrectly in their art, too.

  13. 53 minutes ago, Ice Dragon said:

    "Good enough" doesn't equate to the "best choice", though, since Blarblade+ is significantly better against non-cavalry units and comparable against cavalry units. And the question was "best choice" as opposed to "good enough".

    Oh I know, I definitely feel the sting when I'm in a specific spot where I wish I had Blarblade, but having used Blarwolf+ has let me see its value. I used to consider Wolf tomes practically worthless, though there's something to be said for being able to kill units like Reinhardt, Olwen, Camus, and Xander without any buffing or even counter attacking.

  14. 54 minutes ago, Ice Dragon said:

    Litrwolf is also situationally useful in specific fixed maps like Grand Hero Battles.

    Because I'm too cheap to upgrade an Odin for Blarblade+, I leave Ursula with her native Blarwolf+ in Arena over regular Blarblade. Of course this is in part for the score bonus, but with how common cavalry units are now, it's proven to be good enough, while demanding fewer buffs.

  15. 1 minute ago, Sproutling said:

    And I think I agree with Ice Dragon in that I'd prefer it they went back to the fixed 3x multiplier in the next gauntlet. It'd be much easier to just be able to spend my flags whenever I happen to catch a bonus hour, rather than worrying about if I'll miss out on a 7x multiplier near the end.

    Yeah, and I think they could look at making the battles themselves change in difficulty during the bonus hours as well. Alternatively, they could change battle difficulty based on things like total number of people on a team, or performance in previous matches. Missing multipliers due to sleep/work/whatever is something everybody hates.

  16. 11 minutes ago, Tybrosion said:

    The fact the voting gauntlet is at least partly a popularity contest doesn't make a damn bit of difference. Like the Patriots deserved to beat the Falcons because the former was the better team, Team Leo deserved to beat Team Gaius because the former was the stronger (better) team. Instead, Team Leo lost entirely thanks to the multiplier's presence. Also, this is all pretty damn easy for you to say when you didn't have to watch one of your favorites get screwed out of a rightful win.

    Bear in mind that in the case of these gauntlets, being the "better team" simply means you have more members, and are therefore more popular. Skill is not a factor except when you do your actual battles, and even then, you can abuse it or just have great/terrible luck with teammates and opponents. Nobody "deserves" wins. I also don't give a fuck if my favorite characters lose anything unless there's permadeath involved. The stakes in the Voting Gauntlet couldn't be lower. Leo's (perpetual) loss is classic comedy.

    5 minutes ago, Ice Dragon said:

    From what I gather from how this mode is designed, the "interesting" part of this game mode is the ability to play using your friends' units. Currently, this is the only game mode where you can play using units that you do not own, and that's pretty damned cool. I'm sure other players are enjoying using the units I've been putting up as much as I've been enjoying the units they have put up.

    I completely agree with this. I hope they plan more stuff that use friend units.

  17. 7 minutes ago, Tybrosion said:

    As far as I'm concerned, it's not a real upset when removing one thing (the multiplier) completely alters the result. Take the multiplier away, and Gaius would've lost to Leo like he deserved to. Call me salty all you will, but it's not "exciting" at all to watch a character who is clearly more popular than their opponent lose thanks to a damn scrappy mechanic. Also, I would still be saying this even if it was a character that I loathe (like Takumi) who lost to Gaius instead.

    Well I, for one, think popularity is a joke and I support anything that mocks it or the people who take it seriously.

  18. Wasn't sure I'd be able to get a decent score on Gaius since I don't have him, but it seems a lot of people used their flags early, probably not expecting to get so many late multipliers (fair enough since that hasn't happened til Corrin showed up).

    2 hours ago, Rezzy said:

    The Gauntlet as it exists now makes more people mad than it helps.  People in North America have the first few hours where the majority of the multipliers happen occur in the middle of the night.

    The Gauntlet can either be a straight popularity contest or it should have been in the first place, or they can try to make the most convoluted rules possible to make someone with half the votes have a chance at upset, which makes the favorites feel cheated.  They should just embrace the Gauntlet as a Popularity Contest or scrap the mode altogether.

    Only two things that bother me about the Gauntlet are that the multiplier bonuses are too time-sensitive, and that the individual battles don't have much significance or arguably, challenge. Those are two areas where they need to keep rethinking. Embracing it as a straight popularity contest would be even more banal than it is, by gutting the "game" aspect of it. Upsets are a good thing because it makes the event more interesting. People would rather be mad over a loss than bored.

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