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Eltosian Kadath

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Everything posted by Eltosian Kadath

  1. I am game for the Kris support. Honestly the poor gal/guy is almost always unfairly maligned.
  2. Early, and easy access to cavalier (and thus the shelter skill) is still some great value he has even ignoring his personal (especially in Birthright), and I think Alastor has shown the situation where that personal skill can make him into one of the best units around. It is situational, and one you have to play with it in mind (if you want to take advantage of it at all), but you can generally set that situation up, and the cost to your Corrin can be mitigated by using them in more supportive roles (like the backpacking Alastor has been using them as... although converting Corrin to a staff bot, or rally bot would allow for similar value with the same expectation of safety...) Ugh...No wonder I am having flashbacks to the overwhelmingly mind-numbing pile of Three Houses supports after every little thing, every time you mention having supports to read through...sigh, I need to find some way to get past this Three Houses burnout of mine...
  3. Seeing as this is how I first played through TRS I guess I can try to explain a bit. The PSP hardware from what I can remember can natively run PS1 games, as long as it can understand the file format (hence converting it to an eboot file), and it has the most basic custom firmware for you to get the eboot file you created onto the device. I don't think any of the PSP emulators can do this, I think its just if you have an actual PSP...
  4. I don't think this is quite what you are looking for, but I think its close enough that you might be interested. If Linus is the boss of Cog of Destiny, and Hector lands the killing blow on Linus in Hector mode, there is an extra scene of dialogue between Athos and Hector at the end of the chapter.
  5. These problems do not exist in a vacuum. The Valm arc is often seen as the weakest, and the issues Awakening had in selling that Valm is a future Valentia is a big part of what let that arc down. At its core that arc is about a comparison between two forces that would unite the world against Grima, but whose ideological difference force them into a clash to the death despite the overarching existential threat building in the background. The ideology of Walhart the Conqueror are clearly supposed to be the result of Valentian history, mirroring Rudolf in multiple ways, but the story fails to sell Valm as a future Valencia, and those same issues that caused the verisimilitude issues mentioned before (that desire to reference the history of Valentia without getting the details right) crops up in other ways in the arc to undermine it further (and the weakening of that arc weakens the story overall...). I don't want to derail this thread too much with Awakening analysis (plus with how little the writers of Awakening cared about getting Valentia right, its hard to care myself), hence I wont go too far into the details, but trying to dismiss people's critique of a story can blind you to the impact those issues have on the overall story. When people are having reasonable issues with Verisimilitude, or "realism" they aren't picking at nits, or having subjective complaints, they are pointing to a weakness in the story that can undermine the message, and impact of said story.
  6. Let me add a random name suggestion for a future poke, the name of one of the great heroes of my 6 smeargle challenge run (also on Platinum ironically enough), of Euripides. That brave Smeargle spent his first sketch on a non-attacking move, and his constant sacrifice to cripple pokes far too powerful for feeble Smeargle to handle made him a hero. To reiterate, Euripides.
  7. I think that is a bit of an exaggeration, or assuming the XP curve of hard mode here. Chapter 23 Conquest with the Lunatic XP scaling is where you have your first few level 15 skills show up (you might be able to reach for one in 22 if you are really trying), its more like chapter 24, where its basically your whole army that has level 15 skills. Don't get me wrong Birthright is behind the Conquest xp curve (I think its closer to the XP level of roughly Lunatic Conquest chapter 21 with that vague description of Birthright levels...), but you have set a high bar that even Conquest can't set on Lunatic with that description. Than again, I tend to do my paralogues early, so that might be the cause for the difference between perceived Conquest levels...
  8. Those issues aren't really with Awakening's map, its that they are breaking the rules the world Awakening established, which undermines the internal consistency of Awakening's story. Awakening makes clear early on that this is the same setting as the Archanea and Valentia games, only set thousands of years latter, and the issues with those two locations, is that they are changing parts of the setting in ways that can't simply be explained with thousands of years have passed. Most people's issues with the Demon's Ingle is that the Japanese name makes it clear that this is the resting place of Duma, and anyone that finished Gaiden or Shadow's of Valencia know where he died. The game never explains why, or how his resting place was moved, its entirely within the realm of possibility that his body was moved far to the south, but the game doesn't care enough to explain. As for Wyvern Valley, in the original Japanese it has the same name as a location that fan translators of FE3 and FE12 have decided the call Wyvern's Dale, these two locations are both described as the greatest source of wild wyvern, although the FE3/12 version is in Archanea, and the Awakening version is on Valentia, and it should be noted that wyverns are never seen in the Valentia games. Having a location change continents without some kind of explanation from the game is fairly jarring. Again there could be an explanation for this, like simply being two locations that share the same name due to similar features, but the game fails to explain this otherwise massive inconsistency. Both of these things could easily be explained by the game, but whoever wrote them didn't care enough about the internal rules established by the world to maintain its verisimilitude.
  9. I feel like Largo is the obvious choice here, poor guy was unfairly forced onto the bench thanks to a joke... As for someone new, how about the first female Hawk.
  10. I have to hard disagree here, its her personal skill that would make her shine, especially in Birthright where finding ways to tank are difficult to begin with. If I were given access to Lily's poise, and then had it taken away, I would not be happy...
  11. Very, very different, and feel free to lookup information about this game, as it is aggressively unfriendly to blind player. A great game that I love, but it does not hold its punches.
  12. Huh, I always remember this map as one where my army is squeezing into those pathways between the fire paths, trying to find ways of safely dealing with enemies in the blast zone, but I guess baiting the explosion away from a smaller elite force that with a bunch of mooks makes a bit of cruel sense. That is the kinda thing I remember most about Birthright...it just feels like that happens a lot in this route. That is kinda silly. Are you going to replay the ending of Revelations for the little mark on your card?
  13. Congrats, glad you liked it so much. Its my favorite... Yeah, they were a bit indirect about it, but there are places where they mention (or insinuate at least) that Dierdre's mother was Sigyun, and the court gossip about Kurth's lost love being the Duchess of Velthomer named Sigyun, you can sorta piece it all together. People like to complain about Manfroy just being stupid here, but I have always been fine with a villain that has been so successful, and at the height of their power succumbing to hubris. Heck, he kept the last heir of Heim under control until she died, why would this one be more of a problem? Good luck and have such a terrible time that Genealogy become the favorite FE bwah ha ahh ha Kidding of course, no really have fun, difficulty (even the bad kinds) can have its own entertainment value. Speaking of which I really should get back to that Awakening Lunatic without pairup on the attack or defense. I got a bit dishearted when my phone died with a chapter's worth of images yet to be upload to the internet, forcing me to redo a chapter that has a chance of last turn failure thanks to enemy skills, but I did redo it already (albeit worse than the first time...) Good players pick either Lee (for early magic attack, and access to the defense Staff for Plum) or Narron (to work on promoting him into the best unit in the game), but for someone with a more refined sensibility like you, I would suggest either Luca or Ezekiel...
  14. Cleared chapter 7 on turn 75. Arthur managed to grab the kill on his uncle before Ares could wipe him out (or for Shanan to return from the Arena...)
  15. Well this is an awkward moment in the ironman, we retake Leonster on turn 71 (so 383 overall), Blume is the only thing left alive, and oddly enough Arthur is one of the ones chipping away at him thanks to his high resilience and wrath. Unfortunately I forgot to Arena with Shanan while we were next to Melgen, so is was a little too risky to try using him, and Ares had to recruit Lene, so he hasn't bee there long to try and help out. If I had been a bit luckier with my hits and Pavises, he would be dead by now, but I guess I wanted to retake Leonster anyway. I think I will wait on the unit report until end of chapter, as there is one enemy left, and they should be finished soon...
  16. Recruiting Tinni is always a little tricky, but I managed to do it in a fairly timely fashion thanks Julia Nosferatu tanking a choke point I lured her to, so as her brother talks, she retreats, and Julia takes her place (and heals up Arthur, as he has been near half health, vantage wrathing for a while, but even with the magic ring he is frustratingly just shy of safely one-shoting far too many enemies...). The Armored knights are unfortunately well timed, so wiping out the rest of the mage squad was a bit dicey, but we managed to survive it still (just barely...). The cavalry and Sleiph have been dealing with Darna at the same time, so here we are on turn 59 seizing it (so 371 overall).
  17. Whelp a single misclick cost me 17 turns... Ok, I had a plan for dealing with the Ishtroll, due to some clever sales and inheritance, Lana had the Silence staff, and while the first boss had far too much resistance to neutralize with it, if Lana could gain enough levels on the trek to Melgen, silencing the Ishtroll was entirely in the cards. With the help of a bit more clever inheritance plans, Nanna had the means to get Leif and her back to the main castle (what happened to Finn really was an unfortunate stroke of bad luck, and poor risk management on my part..), and I arenaed with them to give her some people to heal in transit (and with Fee getting fairly injured recovering the Defense ring from the village as well, it is looking like I timed it perfect, where she got the needed magic just in time, and just like first generation I accidentally waited instead of using the Silence staff...in range of two ballista...and the troll himself...Fortunately Nanna could use the rescue staff, and canto to use the rescue band trick again, but then I had to wait 17 torturous turns of her slowly marching back to try again, all thanks to one little misclick... ugh...Well its turn 52 now (364 overall), and Melgen is seized
  18. Now back to that Ironman, I had a lot of bad luck. Shannon failing to dodge far too many of the swordsman (even with the Balmung) to even pretend fighting the Dark mages that were following is safe, and I mess up a very early move that left Seliph injured as well, so I had to take this chapter at the movement pace of the healers, which means the boss gets his Fenrir tome. With that I have to wait for Julia to slowly march through that Fenrir range (while using Ulster as a lightning rod for the Fenrir hits, with Lana adjacent to heal him back to full every turn...), which means I am seizing Yied on turn 22 (so 334 overall)
  19. Good Luck, and have fun with this game's end. Have fun, its an interesting, but underappreciated game. I could go for a second TearRing Saga run as well. Its been a while...and who knows, maybe playing TearRing Saga will become this trend's next trend...
  20. Shrug, its one thing that helps if you are having issues with siege tomes and status staves, but is by no means necessary.
  21. Whoops, I thought you were on a completely different chapter...sorry about that. Just out of curiosity, who has the Silence staff?
  22. Just use the Tyrfing, it should let Seliph waltz over to Edda like its a gentle stroll.
  23. ...wait did they actually pull off their triangle attack, or is critically being used figuratively here? I know they CAN use the triangle attack (hence why they try melee attacks...), but they always canto in a way to mess up the formation, so I have never actually seen it... Well, I am glad you enjoyed it enough to finish it. (too bad about Conquest...) That is only fully the case if you know how to break that game, as everything below Lunatic+ is trivial, and Lunatic+ only isn't due to utter bullshit. If you aren't breaking that game Hard tends to be the closest to a good difficulty setting you get... I feel like this is targeting history classes, and is the how Euro-centric was it question... Partially because he is extremely difficult if you don't use the one who slaughters him, and if they are low enough level things can get kinda close... although seeing the alternate death quote he has with Seliph is kinda cool. Oh, you didn't dismount Seliph... Yeah, that is unfortunate.
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