Jump to content

PKL

Member
  • Posts

    10,932
  • Joined

Everything posted by PKL

  1. Lott is usable if you don't mind gambling every freaking hit. Oujay has terrible bases and is only usable because the next maps are all axefests. Even in axeland, he doesn't really double ever and is outclassed by Dieck. Gonzo has the same issue as Lott, which is way too crippling. Ray sucks so much in HM. Hugh is terrible because he's never paid. I concede Dayan, because I thought his spd base was a lot worse. And see below on Karel. He comes way too late and has inadequate bases. Especially move. When all the other units are sporting "I cross 1000 tile maps in 2 turns" movement, he has 6. Lol
  2. I didn't count: 1- Roy himself 2- Wolt 3- Bors 4- Wade 5- Lott 6- Dorothy 7- Lilina (she's definetely pure garb) 8- Wendy 9- Barth 10- Oujay (though maybe I should include him? idk, he seems like a worse Dieck and his spd base is even worse than what Dieck had back then) 11- Gonzales 12- Geese 13- Ray (borderline IMO the lack of HM bonuses is too crippling and then Niime exists) 14- Cath 15- Sophia 16- Hugh (costs boots, screw you, his stats will always be lowered) 17- Douglas 18- Dayan (I guess he has a mount?) 19- Yuno (technically not unusable but come on) 20- Karel (failed Athos) I forgot which was the 21 but a lot of those are as "useful" and "viable" as a reclassed cleric/curate in the DS games.
  3. Lol Prologue. Looking forward to new strats. Also, just wing the commentary.
  4. Shinon did train him a bit though. But yeah, he should probably not be Level 10. Was a dumb suggestion.
  5. Gerik can't take a hit can he? Especially if he's not promoted. And iirc, Lyon always has 100 hit. Idk what "plan" could make something impossible possible.
  6. I count 33/54 redeemable units in FE6 I count like 40/77 redeemable or useful units in HM FE10. Some of which are just because of availability. Some of them are only used because theres no option and then theyre obsoleted. I count 28/59 good units in Shadow Dragon. I didn't count Midia Matthis Vyland and Roshea, because I havent had sucess with them in H5. I count like 48/78 redeemable units in H2-H3 FE12. Not counting scrubs that are usable but really shouldn't be used like Cord Matthis and Bord lulz. And then I count 1/whatever is the number of units in FE13. You only need 1 Avatar! *changes vote to Awakening* EDIT: I counted the endgame clerics for some reason in 12 even though they have 1 map they're still super useful!
  7. Just in case, you're in my ignore list

  8. Balance cares not for sense :P. I guess not allowing Knight Ward sounds ok. Forged Javelins/Hand Axes are pretty much the go-to weapon forever (except forged Silver for Petrine) after they become available. So yes, they're broken.
  9. Anyone who voted for lolTiltyu should just come back and switch to MINERVAAAAAAAAA
  10. Yeah, uh...Endgame Lyon looks and is impossible. Since you can't even use GARM DOZLA
  11. My List: Enemies should get harder through offensive stats, not through defensive stats. Maniac Mode buffing defense way too much usually means your Ike, Oscar etc are hardpressed to do anything while titania just lolstomps everyone. 2. Titania would probably need a growth nerf somewhere but like, she's so badass and I'm so biased towards her that I don't want to mention it...even though I did. 3. Knight Ward does not give the Spd boost to mounts anymore. 4. 1-2 range not forgable. 5. Hardcoded BEXP limits for units ala drafts. 6. Bows have Axe MT. Triple effective damage. Shinon is autoleveled when recruited. Rolf is recruited at Level 10 with adjusted bases for his level and a bit more. Rolf's Bow should actually be like, good too. If there's less enemy density and they hit really hard instead of having huge Def, Archers tend to shine. 7. Wind Magic MT raised like hawk king said. Fire should be the strongest mag and Thunder nerfed to what Fire used to be. So, it would ideally be Fire = strongest, Thunder = second strongest but can critical, Wind = less powerful but takes down fliers easier. 8. Light Magic buffed to make Rhys actually nice. They're too heavy. 9. Make all the Rex weapons more available. 10. Don't give the player so much freaking money to make their fliers have forges forever. 11. Ena and Nasir buffed to 1-2 range and actual base stats and less transformation time. 12. Swords need to have 1-2. Since the others aren't forgable anymore, it doesn't matter that they wouldn't be forgeable either. 13. And a lot of character changes but those should be discussed individually. 14. Probably a lot more.
  12. I still can't forgive FE10 Ike for doing that in 3-13. I beat his rear end with Trueblade Edward and he just proceeds to not give a fuck and storm the castle. Whyyyyyy?
  13. Where's the New Mystery of the Emblem option? I want it cross overseas someday ;(
  14. You forgot his 3-E deathquote. I remember being like: Wuuuut? When I first beat him and he just said something like "lol let's roflstomp this place".
  15. Just make Rolf join alongside Boyd Oscar in Chapter 1 and bows could stand to have more MT too. I'll have more later.
  16. https://docs.google.com/spreadsheet/ccc?key=0ArI70dhDzbaFdHo5MmZ3VlJSLUJSWDFLMDY1T1lmaXc#gid=0 Made the doc and added the first character that was discussed, tell me if you like the format and do note that you can bring back up previously discussed characters if you want. I would like more agreement on previous characters before moving on.
  17. I'll take your word for it. I haven't done an FE11 H5 serious LTC run yet.
  18. It's still pretty much unforgivable that Paralogue 4 (which is far from moody) appears right after a character that you're supposed to care about dies. Bolded: keyword there.
  19. You mean 12 AI, right? Because 11 is weird and inconsistent as fuck too. One of the many reasons I love playing 12 is the consistency of everything. I can expect the AI to behave a certain way. :o
  20. Holy shit...I remember hit being terrible in FE6. But 55 hit lmao.
  21. Yeah, I always found Paralogue 4 broke immersion...if there ever was any. The game feels like a joke.
  22. I've seen this behavior before in my hack. Pretty sure it's because the mercenary has an AI that causes him to find a place to heal in, but is detecting that Sue is blocking the fort (in the case of the other nonfort tile, its because his move gets cut by the forest and the AI detects this and is probably moving him to seek somewhere else where he can heal) so he moves differently, seeking where to heal. As for why he attacks if the fort isn't blocked...I'll just say that GBA AI is a huge mystery and very inconsistent.
×
×
  • Create New...