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Mandokarla

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Posts posted by Mandokarla

  1. 2 hours ago, Lord_Brand said:

    My brother has pondered the idea of a magical tome-using counterpart to Villager, which he likes to call Apprentice. I've got my own idea:

    Student

    • Wields Tomes
    • Lv1 Skill: Aptitude - +10% to user's growth rates.
    • Lv10 Skill: Study Magic - Whenever an ally unit within two spaces initiates an attack with a magical weapon, user gains a small amount of EXP.
    • Promotes into Teacher or Librarian

    Teacher

    • Wields Tomes and Staves
    • Lv5 Skill: Magic Mentor - When paired with an ally unit, the ally unit gets +10% to Magic, Skill, and Resistance growth rates.
    • Lv15 Skill: Magic Class - Whenever user initiates an attack, each Tome or Staff-using unit within two spaces gains a small amount of EXP.

    Librarian

    • Wields Tomes
    • Lv5 Skill: Archive - User gets +1 Magic, Skill, and Resistance for each Tome they're carrying.
    • Lv15 Skill: Quiet - Each enemy unit within two spaces gets -30 Crit.

    Affecting local exp gain could be super busted or super worthless, but I love this idea. I think it would be really interesting to see how the tier-list focused people on this website would place such a character with that ability. I like Archive a lot, +5 to 3 stats if you have an inventory full of tomes. It's very strong, but it also means no vulneraries and such, which isn't a big deal. Magic Mentor would be interesting to see implemented, I'm not sure if I like the idea or not.

  2. 17 hours ago, vanguard333 said:

    Yeah; I admit I didn't really think it through. Just to clarify: to which ability are you referring?

    lvl10 and xl5 and 15 skills. Out of combat damage on a melee is strange, and potentially overpowered depending on how it's calculated. Being able to reposition large numbers of enemy units with a skill activation, especially in random directions, has equal potential to fuck you and the enemy over. There's a reason entrap staves have only 2 uses and are single target: moving the enemy is super strong. Same reason lunge is super strong, and limited to single target. 

  3. 1 hour ago, vanguard333 said:

    I do have one idea. I don't know what the class should be called, but I know it would promote to a class called either Vanguard or Champion:

    Armoured front-line fighters. They are the first ones to be sent out, and they charge headlong into the heat of battle. They thrive on the battlefield, and live for audacity. 

    They have fairly balanced stats similar to a paladin, but with a greater HP growth and smaller resistance growth. They fight on foot and wear a mix of plate and cloth armour as well as a cape. They can use swords and axes.

    Skills:

    Level 1:

    Crowd Control: +10 hit/dodge for every enemy within 2 spaces.

    Level 10:

    Charge the Line: charge forward; weapon at the ready; dealing damage to every enemy you pass.

    Level 5 Promoted:

    Sweeping Cut: Deal damage to all adjacent opponents.

    Level 15 Promoted:

    Break the Line: Skill % chance to deal 2x damage to opponent and scatter all enemies within 2 spaces if ability activates during the player phase. Scattering means they are all shoved 1 space in a random direction away from the person who activated the skill.

    I think activate-able movement-manipulating skills are gamebreaking personally. 

     

    12 hours ago, SoulWeaver said:

    To be honest, I thought about making a Martial Artist Class for Hoshido a while back. The difficulty was I wanted it to be weaponless, otherwise you just end up with the Great Master or Spear Fighter, so that killed it for a while until I was saved by the Faceless of all things, since they use Fist/Claw Weapons.

    Two possible routes could be taken here: The first route would be having Martial Artist be a Songstress-style Class in that it would not promote but go to Level 40 and have better caps than your average beginner Class. The second route would of course be the traditional 20 Levels with Promotion option. I find myself inclined to take the former path, in part because I don't really have more than one solid idea for a Promotion that wouldn't just be Great Master or Spear Master over again, and the Naginata is the weapon that most fits into Martial Arts out of the options within Fates, which was of course the setting I was planning for.

    The first Skill of the Martial Artist would be Nimble Feet, a Skill that increases Speed, Avoid, and Dodge(or just one or two if some of them function using the same stat, I don't remember exactly how Avoid and Dodge are calculated), with the possible restriction of only taking effect when battling a foe wielding a Physical Weapon(so anything not a Tome or specifically designated a Magic Weapon). The exact % I haven't decided on, but it would in theory be enough to make any Unit who obtained this Skill have more potential as a dodgetank in higher difficulty playthroughs. The usefulness of this Skill is of course dependent on whether you subscribe to the Fates-is-already-too-dodgetanky camp of thought or not.

    The second Skill of the Martial Artist would be Unburdened, a Skill that increases Strength and Speed for each empty slot in the Unit's inventory. The purpose of this Skill is of course to allow the player to be able to make their Unit of choice have an easier time doubling at the cost of not being able to carry very much, a trait that shouldn't do too much to your playstyle concerning a Unit currently functioning as a Martial Artist due to there really only being like two Fist/Claw Weapons in the game, but which can drastically affect your Unit's effectiveness and force you to be more careful with Resource Management should they have this Skill equipped while in another Class, especially slower or weaker Classes such as Knight or Songstress.

    The third Skill would be Focused Counterstrike, a Skill that increases Strength and Defense while the Unit is being attacked, but at a small cost in Speed. This Skill allows for a more Enemy-Phase-centric build to be used, especially when equipped to a Unit wielding the Sunrise Katana for its defensive buffs.

    I've yet to decide on the final Skill's name or effect, but overall the Martial Artist would be designed as an Enemy-Phase Class with focus on dodgetanking and heavily counterattacking, with more effectiveness the lighter your Inventory. Whether it would be a good Class in Fates or whether it would need a different Fire Emblem setting to shine is something I'm not certain about.

    I think this is actually a pretty dope set of ideas. Unburdened is a good one too, but I don't know if Strength/Speed should be the penalty for that. Definitely not strength -- it doesn't make much sense to hit less hard if you're carrying a vulnerary. Maybe do a change where it's speed only. The Counterstrike sounds like it could actually be an activated skill that deals 1.5x damage if counterattacking, with like a skill% chance to trigger. 

  4. If you could choose to create a new class for a fire emblem game, what would it be? Assume Fates' skill system, because I find it fun. 

    For me, I've long played with a few concepts for mage classes, because I'll always be a caster at heart, but I actually came up with a class/class line that would fit into an early Renaissance themed FE that I want. The class is Fencer and promotes to Duelist. These would replace the myrmidon/swordmaster class set in this new era FE game, I think. They would have essentially the same stat spread, but I want to give a swordlocked class some kind of reason for being deployed. I want to give them early survivability via dodgetanking, and set them up lategame as bosskillers -- as the level 15 promoted skill would show. 

    Fencer skills:

    Level 1:

    Spoiler

    Swift Footwork. I took some inspiration from the Flashing/Heavy Blade skills in FE Heroes, in the sense that having a stat advantage over an opponent could give a more noticeable advantage, and you could play around it. Therefore, this skill for the Fencer would give an avoid bonus = 5 x (User Skill -- Opponent's skill). Early on, this would grant an average of an extra 10-20 avoid over against most enemy units. Unlike Duelist's Blow, which is +40 avoid on offense, this would always be active. I feel like trading effectiveness for uptime is a worthy trade, especially considering the big problem with Swordmasters in Fates was a pretty nonexistent enemy phase, as dodgetanking was horridly unreliable with fates hybrid RN hit rate system. This is an early game skill, and I feel it is balanced well as such. 

    Example Case: Early game fencer has (like most FE myrmidons) ~13 skill on joining. This, on normal, means that against other myrmidon or against early cavaliers, this skill will grant between 10-20 avoid. Against axe units, it would be MUCH more, but hey, they wouldn't hit you anyway. It's not a huge buff, but it does add a little spice. 

    Level 10: 

    Spoiler

    Skillful Parry: The Fencer has a %Skill x 1.5 chance to reduce an incoming attack by 30%. This chance is doubled with WTA. This gives the Fencer some enemy phase survivability. As this class replaces the Myrmidon, and therefore deletes Vantage as a skill, there needed to be some other defensive option for them. Much like the Myrm/Swordmaster archetypes, the unpromoted skills are defensive, and the promoted skills are offensive (for the most part). 

    Example Case: lvl 10 Fencer will have between 16 and 19 skill (depends on which FE game's myrm you use as a basis). This grants a 24-26% chance to reduce incoming damage by 30%, or if against an axe unit, ~50% chance. No skilled swordsman worth his salt should get hit by an axe at all, but if they do then they should be able to deflect the most raw damaging weapon type. 

    Duelist:

    The Duelist will get a 10% innate critical rate bonus upon promoting, as well as +2 strength, +4 skill, +3 speed, +1 move, + 2 def, +1 res, and -2 mag. They will probably remain swordlocked, because as much as I'd love to see flintlock's and early muskets in an FE game, I think giving a Duelist flintlock access would be unnecessary, even if it might be thematically fitting. 

    Level 5: 

    Spoiler

    Feint: The Duelist has a %Skill x 2 chance to feint the target's guard, making that attack ignore 25% of the target's defensive stat. 

    The reasoning for this was to replace Astra with something that was both more thematically appropriate and (I think) more consistently applicable. It's a weaker Luna, but procs twice as often. The problem with Astra was that it was, most of the time, complete overkill -- if it activated at all. Ryoma as a boss in Conquest on Lunatic has only a 14% chance to activate Astra, which is a 14% chance to become a ridiculous anime character. I feel like Astra as a skill does not make sense thematically for a Duelist, and I feel like it's ridiculous as an ability -- it's too all or nothing, and the biggest reason I consider Swordmaster archetypes sub-par in the newer games is their inconsistency. With this, the class still gets an offense skill that can activate for cool/clutch moments, but this skill is less all-or-nothing. I feel like this makes it less immediately impactful, but an overall better ability. 

    I'm not going to talk about guard gauge or pair up reasons for Astra, because I'd love to see pair up go away and never come back. 

    Level 15: 

    Spoiler

    One-thousand Cuts: After combat, the target takes -5 to Speed and Skill, and takes damage = 10% of their health after combat.

    The phrase "death by a thousand cuts" is relatively well known, so I don't feel like I need to explain the thematics of this one much. My reasoning behind this is that a Duelist should be able to transition into a bosskilling role come the lategame, but in other fire emblem games the bosskilling role has fallen into "kill this fucker with one shot, please I'm begging you". I want a way to make a swordlocked unit a bosskiller in a game where bosses are actually scary. In my experience, outside of Conquest Lunatic, Fire Emblem bosses have been overall really, really unimpressive. The scary ones are the dodgetanks, but the generals / paladins / great knights / monster bosses are never all that scary. In my ideal FE game, chapter bosses would actually be intimidating, and I would like less of a one-shot meta. This is built around that idea.

    All of that said, I had a bunch of varying ideas for this skill, and I'm not sure what to actually put here. I had an idea for a riposte, a skill% activated version of Counter that negates that attack's damage or something, but I felt like that would be either too good or useless depending. I'm most interested in feedback for this tier, as it's the least pinned down. 

     

  5. 12 minutes ago, Levant Mir Celestia said:

    Status staves aren't something I bother with because they tend to be way too niche - well, that, and the fact that anything worth hitting with them is most likely going to dodge anyhow.

    So instead of taking a no-risk rng chance that a freeze/enfeeble might miss, using a unit that has a decent chance of not being needed to heal at the bosskill point of the map anyway, you are guaranteeing an rng chance of your unit missing and potentially dying as a result? That in itself makes no sense to me. At all. Denying an option because it might not work, even if that option failing costs nothing but a turn for a unit, is still denying a helpful option. You hate gambling so much, so I feel safe in assuming that you don't even sneeze at the boss until the immediate area around it is clear and safe, so it's not like a you can't take your time. 

    Staff hit rates are not good, but they're not THAT bad. If you don't like or use them anyway, it's not like you're wasting a valuable resource. 

    I just don't get it. 

  6. 3 hours ago, Levant Mir Celestia said:

     

    I quite honestly fail to see how you can think this - Takumi is almost Kotaro-level evasive (almost coming from the fact that Kotaro had Duelist's Blow). The only way I could see this is with Bowbreaker, which is a level 15 skill, and thus highly unlikely to be had short of skill buying unless you either married Felicia to Leo or Odin or married Jakob to Nyx. The brave axe has a very shaky 55 base hit, and thus trying to hit a Kotaro-level evasive boss with that??? I might as well be trying to hit with Dynamic Punch... without No Guard. Not to mention unless I sealed Camilla into Berserker or an oni-line class, which never happens because it's me and Berserkers are ugly as sin, and I hate ugly, and in the case of Oni, she needs to marry Corrin to get it, she's a dead duck should she whiff. Lightning has only 1 might. Poking at him with a 1 Might weapon is hella unappealing when my Sorcerer is a goner should Vengeance activate.

    My Ophelia didn't have or need bowbreaker. I had a guard gauge from his minions set up, somewhat easy to do, and Ophelia crit needlessly anyway. 93% ish hit chance, 40 ish crit. Ophelia prf weapon more than did the job. I did this yesterday. 

    I also still had 4 or so freeze staff uses if I needed them, which I didn't. I did this yesterday on Lunatic. Ophelia was a level 35 Witch at the time, and only my healers are currently under xl10, so I've not lost much exp. Everyone is contributing their fair share, even Izana -- I found I haven't ever given him enough credit, he's quite helpful as a healer/rally bot. My Camilla could have handled it as well, though she's actually levelcapped. She's just too good. 

    Also, even if we weaken Ophelia to her level 30 witch state, she still has (with her Corrin mother pairup) ~37 Mag,  against Takumi's mere 13 res. Lightning would leave him with 3 hp -- 3 hp that is accounted for with a rally and or a tonic. That's not counting the throne, nor the fact that Ophelia is fast and has a strong chance of quading him as a result. This isn't taking the throne into account, but without the throne he has 55 avoid, if I did the quick mafs right. That is quite manageable, especially considering WTA. Actually, I don't know if I'd need the tonic for my Oph, she's had S tomes for awhile now, which gives +3 attack and +10 hit IIRC. Fuck she's busted. 

     

  7. Takumi really isn't that bad. You very much should have a decent mage and a lightning tome by now, or a brave weapon. Camilla with a brave axe did good work on him, Xander still does the job as mentioned, any mage worth mentioning can deal with him pretty well with a lightning tome (if you don't have Ophelia by this point you are missing the best non-corrin unit in the game). Staves can fuck with his avoid if you need it to, and enfeeble exists. Takumi has always been the restful phase of that map for me. 

  8. Considering I'm of the opinion that Revelations shouldn't exist, I'll focus on BR/CQ. The worst map in my opinion is one of the following from Conquest: Eternal Stairway, Fugas Wild Ride, Furry Genocide. The first one is simply annoying and doesn't add much, the second is not awful --- unless you want both chests. If you want both chests, be prepared for a lot of annoying tedium. I hate the furry genocide because I generally don't like lategame chapters that encourage lowmanning. Effie + Beast Slayer is the only stress-free way to play that chapter, and that takes fucking forever. Every other way either requires super specific setups, rng in the form of hunter bow/knife/etc, or (what I did on lunatic) get Camilla with hand-axes and vulneraries to cheese the furries from the mountaintop. She didn't have D lances at this point, but if I had thought ahead she would have, and it would have been easier. 

  9. I never want to see an Avatar/MU implemented in a Fire Emblem game ever again. They have all sabotaged the agency and focus of those stories, they all are just kind perfect for no good reason (especially Corrin -- who is, at least in Conquest.

    As for story/setting, I'd actually be very interested in the tech level of the next fire emblem game moving forward about a century. I would be interested to see EARLY-renaissance timeframe, with really, really early muskets  or something of the sort. Make them the ranged equivalent of axes or something. I want IS to bring us a politically heavy, GoT style story with betrayals and complex motivations behind the characters, in a slightly new setting. No more final god/dragon/demon boss. I want there to be no supernatural influence on the storyline -- make it driven by people exclusively. There can be a church that causes problems,  but let them just be some crazed loonies without an actual god.

  10. 3 hours ago, DragonFlames said:

    Nyx. Full stop.

    Her backstory is actually tragic, not pretend-tragic, like some of the others, and it is actually a VALID justification for her refusal to really bond with anyone, because she thinks she doesn't deserve love yet still wants it deep down. She's also really nice to the female characters she can support with, especially Mozu.
    Her confession and My Room quotes are also the only ones that actually manage to make me tear up a little.

    A shame most people only see her as lolicon-bait, though.
    She's arguably the most overlooked character from Fates' roster when it comes to popularity.

    I agree with your evidence, she is a fantastic character. It's a shame that trying to user her as a unit is equivalent to playing Russian roulette. I personally still like Leo more, but Nyx is top 3 for sure in terms of characterization. She's written more on a pre-3DS writing quality, where characters were less tropey and more maturely handled. For the most part. 

  11. 40 minutes ago, Ertrick36 said:

    He is one of the more difficult characters to acquire, with you basically needing to use a Rescue to save him from getting himself killed by an army of enemy master ninjas and heroes, so I understand why you might be less familiar with him.

    He is...  A fairly reckless, competitive kid who is trying to figure out what it is to be King (or at least, what it will be like for when he takes the throne).  In fact, up until you actually recruit him, he didn't even know his father was of royalty.  In his supports with Corrin, he even considers the possibility of transferring the power he might inherit to Corrin or someone else more suited because he doesn't believe it should be due to divine right that he'd rule Hoshido, but rather strength and virtue.

    He's kind of a knucklehead... but a knucklehead with some layers.  He's a knucklehead in the process of discovering what it means to be royalty after believing for most of his life that his father was merely just a "major deal".  And he also genuinely cares about everyone he interacts with, so he's just a real pleasant guy to boot.

    What I say about him makes him sound like a typical shonen "coming of age" story, but I swear he's not so cut-and-dry as that.  Nor is he as... irritating.

    That does sound interesting. I did get him on my BR run, but I only saw his father support. That does sound interesting, and I did see some of that. I like the "maybe someone else should do it" angle.

  12. Who do you all consider to be the best written characters in the mess that is Fates? There aren't a lot of them, but the few good ones stand out much more as a response. 

    I personally find Leo's supports to be pretty damn good on average. He brings out a lot of good in other characters, which develops them as well -- and does so without sacrificing his own development. His support with Charlotte reveals why shes a gold-digger, but also he encourages her to be herself, and not the weak damsel-in-distress BS that she thinks men want. With Nyx, Leo helps her work through her insecurities and guilt. With Xander, his inferiority complex is shown and addressed in a reasonable, and human, way. He is simultaneously very capable, and flawed -- the former as a result of the latter. He is one of the only voice of reason in all of Conquest, being able to be pragmatic in the face of a difficult situation or decision. I don't think there are many characters that are as well handled as Leo.

    I think some characters are overhated/underappreciated (Niles, the Awakening trio, even Camilla to a much lesser extent), but I think Leo is actually well written. 

  13. I wound up beating the stairway by only deploying Odin, Ophelia, Camilla, and Corrin. I paired Corrin up with Camilla T1, had Camilla lunge the right side stoneborn. Odin paired up with his daughter and she triggered first dragon vein. Turn 2 I moved Camilla up, lunged the next stoneborn by the second dragon vein, warped (witch) Ophelia onto the dragon vein and used it. T3 I repeated. T4 I flew camilla into the leftmost escape square, equipped an steel axe, and waited. Warped Ophelia next to her, escaped Ophelia. Camilla survived the next turn, and escaped. Felt good. 

  14. 9 hours ago, joshcja said:

    Prepare to be underwhelemed lol. (Golemsbane is just WMtx2 and Midori has ass damage until x/15, her damage after that is stellar but... this aint happening before stairs)

    If you actually want to blick golems just airdrop lightning sorc/Stack a brave axe/Attack stance with bolt axe.

    It's always worth using niles until ch23 tbh, just for rallyman and some Srank stave maids. Even with 0 str procs.

    Use the lunge captures early if you grab em, actual entrap stave > jank entrap stave.

    I still have the two lunge ninjas, I haven't used them yet. I have an idea for them later on, but I'll need to look ahead. 

    Midori is actually in a place right now where she can do decent damage to golems. I went and tested against Boo camp stoneborn (which I know are MUCH weaker, and don't have wary fighter) and she was ALMOST one shotting them, which will give me the little bit of damage I didn't have last time, on a flyer. I hate the stairway. Anything that makes it even slightly easier is my best friend. 

  15. 9 hours ago, Levant Mir Celestia said:

    If you didn't like Revelation's map design, I recommend you stay the hell away from Jugdral. It (or at least Genealogy) somehow manages to be even worse on the map design front. Personally, the only chapters that bother me as far as Revelation is concerned are the first three.

    Anyway... As for the question, I'd say Conquest, though I also like both Revelation and Birthright. As for the story, I'm not that bothered because I've seen worse in the form of Sacred Stones and Binding Blade.

    I actually really like FE4's maps for the most part. I find them really relaxing. I hate the gimmickyness of Revelations maps. 

  16. 1 minute ago, Køkø said:

    Well I'd rather have no remake than a bad one. Hopefully they get it right. 

    There's Zane's and then there's this. 

     

    I'm not sure how far along either of them are but hopefully they're done or at least close to being so.

    Shit thanks. The one I've seen doesn't translate menus at all, so this looks playable. I'll have to check into these and play FE5 after I finish Fe4. 

  17. Just now, CatManThree said:

    I'd recommend that as well. Revelations overall is incredibly rushed and its pretty obvious. The story is pretty poor and the balancing of all the different units is hilariously bad. The only reason I would personally see for buying the game is if you really want to at least play it for yourself, want to get all the available stuff for the my castle mechanic, or simply want to read the supports between characters from the two games (which are actually rather fun to read I might add). 

    All of the supports are on Youtube anyway. The game also further demonstrates the hilariously obvious lack of moral grey area in Fates, with the "clearly good" Birthright units being forced on you early, and all the Conquest units worth mentioning come later. Like, Odin, the unit that makes Conquest Lunatic borderline easy for the midgame, comes in chapter 18 or some shit. No. Don't keep Odin and Laslow away from me that long. 

  18. 2 minutes ago, Køkø said:

    Well given the minimalist attitude, they likely won't. I like them as well although many people seem not to. I think a rescue command would be able to please everybody. Trading probably won't be added, and the reason being is that FE4's theme is inheritance. I'm sure you've done your research but you'll understand even better once you progress. To be honest, I don't think IS or Nintendo like Judgral. Kaga was more heavily involved here, and they don't even respect him enough to mention his name. The director of Echoes showed zero signs of interest and skipped to Binding Blade. 

    Oh and in regard to FE5, I believe there was a translation patch released recently, I'll check on that for you.

    I'm most concerned that Jugdral will be forever damned to rot in SNES hell. If they never remake Jugdral, that would be a tragedy. 

    And thanks, I know there's been a new one in development, so that might be it

  19. In FE7 I'll have to say Pent and Canas, especially in their supports. They are just two big fuckin nerds (nerds than can solo armies, but nerds nonetheless), and they get so excited to share their nerdiness with eachother and their wives. 

    FE8 I think Forde is a fantastic character, Ghast's video on the subject pretty solidly convinced me. I love Joshua, he is a fun character with the "hidden runaway prince walking amongst the people" kind of arc I tend to be fond of for some reason. L'Arachel is a character that sways between annoying and hilarious for me, It's a shame she's a pretty shit unit. 

    I think Cormag is underappreciated as a character, his supports with Artur and Duessel are really insightful and show that he isn't just a dumb angry solider he appears to be. 

  20. So, Awakening's story is far and away better than Conquest's. You will not find very many, if any, people who will think the opposite. As for gameplay, Conquest's gameplay is difficult in a very rewarding way for 75% of the game. There's a cluster of three maps in the mid-late game that are gimmicky at best and dumb as hell at worst. The rest ranges from decent to excellent, Chapter 10 Conquest is my favorite chapter in all of Fire Emblem.

    If you buy Awakening, start on Hard. That's the only way to get a challenge. Awakening is, in my opinion, balanced poorly. Normal can be done while sleeping, Hard is decent, Lunatic is bullshit, and Lunatic+ is...worse. Awakening's difficulty also comes in the form of a design choice many people hate -- ambush spawns, when enemies show up and move on the same turn. It's pretty shitty, though the game usually warns you that they're coming a few turns before. You just don't know exactly when, or where, they'll appear. 

    If it's your first 3DS Fire Emblem game, I think Awakening is the better option overall. From there, I'd get Birthright and Conquest in that order (I say that because I played BR after CQ and Revelations, and that kinda made it lackluster to me in terms of gameplay). I would recommend never getting Revelations, but that's entirely my bias, as I feel the game shouldn't exist at all, for a multitude of reasons. 

  21. Just now, Køkø said:

    They were never bad. 

    I'm a bit afraid for Jugdral to be perfectly honest, but we'll see. And if you like the Grimleal theory, check out his other stuff. Awakening revisions are his forte. 

    The Grimleal theory is fascinating, I'd buy it. It offers a lot of answers and it doesn't interfere with any other canon as far as I know. I'm worried about Jugdral too, but I actually like the massive FE4 maps -- I found them relaxing -- and I'm sure those will get axed. I need to actually finish FE4, I stopped playing two chapters into Gen 2 because I got busy. I haven't played FE5, because the translation patches are...lackluster from what I've seen. I'd like to see the lack of trading in FE4 removed, just because it's an old, obtuse mechanic, but because of certain other mechanics that are built upon, or because of, that feature I'm not sure how that would come about. I feel like FE4 could use some writing tweaks too, just to clean up some of the inconsistencies with the Loptyr cult -- I, for some reason, took it upon myself to dig through a thread talking about them awhile back. That all said, messing with FE4's writing is really risky, and I want it to stay dark and gritty in nature. 

  22. 2 minutes ago, Køkø said:

    I don't understand. I know this is the internet and you never really know how someone is feeling but I'll say it since I must. I was not angered or offended, I was trying my best to explain my reason for posting this topic. I was saying that I'm well aware that this is my opinion (something I tried very hard to do with the first post and the title itself) and I want discourse, rather than the hyper-defensive knee jerk "that's just your opinion" I usually get when talking about this game, no matter where I bring it up. Rather, I was disappointed that the very first response was just that, but he did explain himself down the line. Now with Superlb, I've only spoken to him in two threads, both regarding this. He did the same thing there as he did here, which I find strange because he has a post in which he got offended when someone did the exact same thing to him, so I don't know why he doesn't understand where I'm coming from. In the last thread, he said it was because he didn't read the whole thing, and apologized. It seems that isn't the case here and he was still confused, so I'm stumped. Apparently he's going to elaborate later. 

    The "settling for okay" bit came from people not understanding that I wasn't calling Echoes a bad game. I was confused as to why some people praise it for doing the same things as Awakening/Fates while only criticizing the latter two. I bolded the part I was saying "no" to, and I explained exactly why. It was clearly not "lol, DIs gAem suk!1", IS has been very minimalist with its approach to remakes so far. If you read the article I posted it goes into further detail. 

    I hope you didn't feel like I was harassing you, I just wanted to know what was going on. Like, if I had pissed you off somewhere before this. I certainly understand you better, and hopefully you towards me as well. 

    Sounds neat. Let me know how that comes along if you want to. 

    I'm glad we were able to talk this out, I'm sorry for the knee-jerk criticism. I feel clearer on it all, and I hope things are good between us. I honestly feel like this was a pretty bad case of Tone Deaf Internet Syndrome -- none of the audible/visual cues in normal conversation. 

    The minimalist approach to remakes is pretty accurate. I hope IS is willing to change more things with FE4/5/6 remakes down the line. Rebalancing, changes in mechanics, etc. I think I will go read that article, and the one on the Grimleal piqued my interest as well. 

  23. 30 minutes ago, Køkø said:

    Debates? You'd think you'd want to stay away from them then.  

    Several times. Me viewing others as being objectively wrong (even though I actually state that I'm possibly wrong in the fucking opening), not being respectful, claiming neither side is listening to the other despite it clearly not being the case (you even said it yourself in your post, so it was largely directed towards me), it being a waste time even though I'm actually getting something out of it and hopefully others are too.....

    You don't have that much history so it was pretty easy to spot. Took no more than 5 minutes, so "fixation" is real strong. I saw you said you were in the process of getting a book done, so maybe then if it's good. What's it about? 

    I just wanted to know why you felt like getting me into trouble.

    My goal wasn't to get you in trouble, I don't get a kick out of that. My phrasing was, upon review, pretty blunt and shitty myself, so I am also wrong here. This thread was on a topic I was/am interested in (I enjoyed Echoes, but I will never claim it is the best FE on any scale aside from presentation), but your responses to a lot of other people looked pretty shitty from my perspective. It is not debate, it is the manner the debate is conducted. You (understandably) responded to hostility with more hostility (your first response to another comment), and while that's understandable, it still benefits nobody. Superlb actually pointed this out, and you responded with something that, in an emotionally deaf medium, seemed both condescending and dismissive. After this you had some decent back and forth -- the main distinction between yourself and the commenters seeming to be where the acceptable level of quality for a Fire Emblem game lies (the "settling for okay" comments). The point where you simply replied to somebody's comment with "No." was the point where I came to the conclusion that "OP is an asshole". A harsh and likely untrue conclusion, which I apologize for. 

    Tl;Dr my goal with that comment, as poorly executed as it was, was to cut the bullshit. I did a pretty dumbass job of it, which is what I get for not actually formulating my ideas before I rub my face on the keyboard. 

    As for my book, I'm not super far into it right now, only around 20k words due to multiple rewrites (I've finally settled onto a set of world mechanics I like, and I've reworked a few characters to feel more genuine and flawed). Original fantasy setting, I've written out a tentative history and I'm wavering about how defined I want my landscape to be before writing it out. I really like my starting point, so I'm finally at a place to move forward with plot. If it turns out anywhere near how I want it to, it should be a pretty good debut novel. Which means it will likely result in a decent fantasy novel, but a debut work is never going to be perfect. 

    -------------------------------

    To detour into the original thread topic, I think Echoes is well received largely due to presentation -- the art looks fantastic, the OST is my favorite in the franchise, I really enjoyed the voice acting aspects even though some people had some reasonable complaints with it. I enjoyed the rather bland gameplay actually, but more from the perspective that I could actually imagine armies clashing on a more realistic battlefield. It is still definitely near the bottom of the barrel in terms of engaging FE gameplay. The only truly hard map was Nuibaba's fucking abode because the best way to deal with that map is to Warp/Rescue cheese it, which is gimmicky and annoying. 

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