Jump to content

Alastor15243

Member
  • Posts

    6,837
  • Joined

  • Last visited

Posts posted by Alastor15243

  1. 1 hour ago, JourneymanN00b said:

    Thanks for the clarification and advice. In that case, I will count your suggestion to play Conquest on Hard and Classic, with no other restrictions. I might do Birthright on a second playthrough under the same settings if I have the time to do this.

    Awesome to hear. My first run of Conquest was a blind ironman on hard and it was one of the best experiences playing Fire Emblem I ever had. Just be on your guard because while the game is fair, it is not forgiving.

  2. 2 hours ago, JourneymanN00b said:

    Unless you have any other specifications that you would like me to try, I will count your suggestion as to play the Ironman run in Birthright on Hard and Classic, with no other restrictions. It should theoretically go smoother than my Lunatic Classic attempts on Awakening, but I am going to look at the guides and familiarize myself with the mechanics before I say anything more. I will start a new thread in the Fates subforum as soon as I am ready to set up my run.

    If you're only going to do the one run, Conquest is definitely the best route, to be clear. Lunatic is actually a lot more manageable in Fates than in Awakening, but still probably not advisable for a blind first attempt of any route.

  3. 21 hours ago, JourneymanN00b said:

    And thus ends my playthrough of Fire Emblem: Awakening. Next up is Fire Emblem: Fates. I am going to get the Special Edition, which will maximize my options on how to play the game for the first time. I am open to any suggestions (which path, difficulty, mode, extra content such as paralogues can be accessed, supports to make, items to buy, and so forth) to have my experience be an attractive enough for users to read and comment on. The only constraints are that I will always be following Ironman restrictions, which means that I will not engage in save-scumming or use any Wi-Fi or DLC content at any point in my playthrough, and that if a Game Over takes place, I will start the whole game over.

    If you're getting Fates for the first time, unfortunately that means at this point you won't be able to access the DLC at all. But I wish you the best of luck with Fates! It (well, Conquest) is my favorite game in the series. And it's probably the most ironman-friendly game in the franchise, so a blind ironman is definitely the way to go. I'd recommend hard for your first playthrough, and doing Birthright, then Conquest, then (if you must) Revelation.

  4. 14 hours ago, Magenta Fantasies said:

    Somewhat related question: can the rewards for battles and visits only be claimed once ever or can they only be claimed once per game file? I'm debating if I should claim them or not, because I'm worried they'll disappear if I don't, but if they only can be claimed once ever, I don't want to claim them on files where I've completed the game.

    Once per file, but once wifi goes down in a week or two access to them is gone forever without hacks.

  5. 6 hours ago, Dark Holy Elf said:

    Among games released outside Japan, I think it's gotta be Shadow Dragon. Maybe SoV, but that one's different enough that I think it carves out a decent little fanbase. Shadow Dragon isn't particularly beloved by the English fandom and has to compete with the other Archanaea games in Japan (and I have a sneaking suspicion it's the least popular of the four there). Can't really see it being any of the others.

    I hate how believable this is. Especially since I absolutely hated the game for the worst reasons imaginable in my youth.

  6. So I'm in a curious predicament here. Playing through the entire series for the posterity of this forum made me realize something about my opinions on the games: When it comes to Fire Emblem, I have absolutely no overlap between games I love for their story and games I love for their gameplay. No game in the series ever exceeds "okay" in both categories for me. The only exceptions are Birthright and Conquest, and only if you include "so bad it's good" as "loving a game for its story".

    And if I have to choose (which I do, see above), I'll pick gameplay over story every time. Of the three games in the series that have my favorite stories, 7 is the only one I have any desire to play again any time soon, because the gameplay, while deeply flawed in many ways, has a lot of appeal to me, especially when I'm in a more casual but not quite mood. 4 is just too much of a slog and 9 just gets too simple and is too long. It'll be ages before the story will be enough of a draw to bring me back to either on their own.

    Meanwhile games like Engage and Fates bring me back despite their terrible stories, because when I'm not in the mood for them, I don't have to deal with them.

    Is it weird that I can have that attitude about a franchise I claim to be my favorite of all time? Yes. Can I justify it in any intellectual or emotional way? No, not at this moment. It's been eating away at me ever since I finished marathoning the series. But Fire Emblem is the sort of series I love in spite of its flaws, and in one case because of them.

  7. 45 minutes ago, Barren said:

    Did you even watch his videos or are you just assuming that it’s just bad because you don’t like the sound of it?

    The latter. He's notoriously stubbornly opinionated about things he admits he has little to no personal experience about. He has a long history of this on the forum.

  8. That line is definitely worth going into in order to pick up Rally Speed, but it's really not worth it before she can use staves in it on promotion.

    I tend to make Sakura into a rally bot given her innate access to luck, magic and speed rallies. If you have her marry Jakob, you can add in res, as well as inspiration to double her defensive aura and add on +2 attack.

  9. Alright! My contributions have arrived! Based on my own take on the Anna archetype I came up with for a fangame idea, introducing the twin merchant sisters Sharon and Karen!

    Sharon:

    Class: Troubadour

    Level: 8 (Chapter 8 )

    Primary Skill: Profiteer

    Secondary Skill: Rally Defense

    Boon/Bane: +Lck, -Str

    Stats: 20 HP, 3 Str, 9 Mag, 14 Skill, 11 Spd, 16 Lck, 5 Def, 6 Res

    Castle Address: 16451-79517-18461-47154

     

    Karen:

    Class: Ninja

    Level: 8 (Chapter 8 )

    Primary Skill: Salvage Blow

    Secondary Skill: Trample

    Boon/Bane: +Lck, -Mag

    Stats: 23 HP, 7 Str, 1 Mag, 15 Skill, 15 Spd, 11 Lck, 9 Def, 6 Res

    Castle Address: 10181-79639-80365-67102

     

    Lemme know if you have any trouble collecting these characters and I'll fix whatever issue there is.

  10. 59 minutes ago, Eltosian Kadath said:

    I kind of figured they were banned because they are acting like the main Corrin's personal skills, as their actual personal fails to function in a Corrinquest due to the lack of supports with the other "Corrins"

    Yeah, very fair point. Alright. I should have mine up by tomorrow, and I will post my utility sisters' info then!

  11. Important update: I'm sorry, my instructions were really bad due to misunderstanding how avatar recruitment works. Please do *not* unequip the secondary skill when prepping your character, because then people who recruit your character won't have the skill on them at all. Just leave it on your character. Whoever recruits them will just need to unequip it themselves. I have updated the rules to reflect this, and I apologize for the confusion.

    ...Actually this means there's really no point in banning nobility or dragon fang if people want to make those the personal skill, huh? Any thoughts on this point?

    @Eltosian KadathTagging you just to be safe.

  12. @Eltosian Kadath Your contribution is deeply appreciated!

    Given that I'm enough of a 3DS Fire Emblem fanatic to own two carts and a backup 3DS, I think it's finally time to whip that thing out for this. I haven't built the characters yet, but I'm just letting people know in advance what I'm building to let you guys know these niches are taken care of: I'll be biting the bullet and using my ability to make two characters to make a healer and thief. So we'll have that utility out of the way and everyone else can focus on the more exotic builds. I still plan to have fun with the pair though!

  13. So... about those servers shutting down...

    Something I've always wanted to do, but never really had the time to properly organize, is a Corrinquest. For those of you who don't know, a Corrinquest is a run of Fates (usually Conquest, hence the name) where you use nobody but your avatar and an army of heart-sealed avatars you recruit from other people's My Castles. Since the servers are shutting down, I thought it would be fun to try to assemble one last ditch effort to make a communal Corrinquest where, rather than everyone sending their avatars to one streamer, we all post our avatars here, along with our castle codes, and for the next few months while the servers are still up, people can assemble their teams from this thread.

    Now, usually a Corrinquest follows a streamer, and thus the level of the recruitable characters scales in real time with the streamers' progress in the game. Since we can't realistically do that communally, my proposed solution is that participants can make their recruitable avatar any level they like, but whoever recruits them won't be able to use them until they reach the point in the game where child units start coming at that level, which, from what I've seen online, goes as follows (chapter number is what the next one is, not the last one you've completed):

    Chapter 10 / level 10
    Chapter 11 / level 11
    Chapter 12 / level 12
    Chapter 13 / level 13
    Chapter 14 / level 14
    Chapter 15 / level 15
    Chapter 16 / level 16
    Chapter 17 / level 18
    Chapter 18 / level 20
    Chapter 19 / level 20/2
    Chapter 20 / level 20/4
    Chapter 21 / level 20/6
    Chapter 22 / level 20/8
    Chapter 23 / level 20/10
    Chapter 24 / level 20/12
    Chapter 25 / level 20/14
    Chapter 26 / level 20/16
    Chapter 27 / level 20/18

    Let's say the prior levels follow that pattern, so levels 7, 8 and 9 for chapters 7, 8 and 9 respectively.

    So if you want to participate, then here are the steps:

     

    1: Start a file on any route, preferably on Lunatic (to discourage stat rigging)

    2: Make an avatar with any talent, boon and bane, and reclass your avatar to their heart seal class at the first possible opportunity.

    3: Get your avatar to the desired level through whatever means work for you, without giving them stat boosters, and only promoting them at level 20 so it stays clear and simple when they're supposed to be made playable.

    4: Remove the nobility skill, and dragon fang if you got it, which for simplicity's sake are banned.

    5: Buy your avatar two "personal skills" from either castle battles or your logbook. Order them as primary and secondary, with the idea being that the secondary one is unlocked after promotion and should be put away by the player after recruiting if they aren't yet promoted. These can be any skills you want, except for nobility or dragon fang (too confusing).

    6: Set your castle defenses to an easy seize with an unoccupied throne, so anyone at any level can take your castle and recruit your unit. Do your best to keep this as your updated file as often as possible until the servers go down.

    7: Post in this thread with your avatar's name, class, level (and what chapter you need to be at before you can use them in parentheses next to it), primary and secondary personal skill, boon/bane, base stats, and castle address.

     

    Hopefully we get enough participants in the next few months to make this work!

  14. ...So. I've been playing Engage more lately, and I just made my way through the DLC. I didn't do a playlog or anything, but I figure my readers might want to know my long-belated thoughts about the Engage DLC, particularly the Fell Xenologue. I'm in the middle of a run where I use all of the DLC characters and classes, and I've completed all of the divine paralogues in a big binge between chapters 8 and 9, and then did the Fell Xenologue right before Chapter 10.

    The divine paralogues... the level scaling wasn't a good idea. I like them, I had fun with them as I did them, but I know from experience with my initial attempt to do them postgame on my draft maddening file that they scale ATROCIOUSLY. You *really* want to do these things before enemies start promoting, which, due to the level scaling, you can just barely accomplish if you do all of them in a row exactly when I did them. Which really doesn't feel natural, especially since it gets a large amount of your party roughly a bajillion levels over what they should be. It really kills the hype of one of the best sets of chapters in the series when you not only have seven more emblems that the game doesn't take from you, but you also steamroll the whole thing.

    I think they got it royally backwards. The divine paralogues should've had fixed levels balanced for post-11, so that you aren't pressured to do them all right away and ruin the earlygame balance. Meanwhile, the fixed-level units you get as a reward for doing the Fell Xenologue... should've been the ones that scale to your current progress in the game. The game desperately needs some way to inject a bunch of backup units into the recruit-poor lategame for ironmanning purposes, but instead they dump them at a fixed level for the point of the game most bountiful with new recruits.

    ...Now for the actual Fell Xenologue itself.

    FUCK. IT.

    I played through the whole thing on hard and it went from decently engaging to a meatgrinder of frustration that actually managed to make me snap and use rewinds for the final chapter. For those of you new to this thread, first of all, welcome, and second of all, for full context, I am notoriously reluctant to use those things. I hate them. Fell Xenologue 6 managed to make rewinding the lesser of two evils. Three if you count turning the difficulty down to normal. Which I also considered.

    I wish I had been taking notes, because there were so many little things by the end that pissed me off. But the highlights:

    1: They massacred Clanne. Nobody else on earth is going to notice this but me, so I'm going to put this on record here so it's on record somewhere: I'm not entirely sure what happened, but by the time of FX4, I was looking at Clanne's magic stat and going "No way. I know Clanne has a reputation for having poor magic, but I'm using the guy. I know, from experience, that it isn't that bad. I ran his averages for that level in sage. I was right. His magic at that level, in that class, should have been seventeen. It was instead twelve. Which is about where it would be if, say, the programmers had forgotten to add Clanne's class growths to his Fell Xenologue auto-level stats. Something his similarly-atrocious resistance bore out as well. I still managed to use him because Chrom is amazing for him, he had canter, he could double wyverns with excalibur, and I needed another rally bot, but holy cow did I, likely the one Clanne Stanne on the plannet, feel almost personally slighted.

    2: I'm sure this isn't a hot take, but fuck the game forcing you to use nothing but big expensive heavy weapons as the game progressed, fuck the game not letting you kit out the xenologue characters with items like you can with emblems, and fuck the game not increasing the xenologue characters' default bond level with Emblems as the chapters progressed.

    3: One positive thing I have to say about FX6: better final map theme than the main game. I like to imagine those opening notes, as well as the sampled chanting, are being played on a Sommie-decorated otamatone, part of a band of constructs puppeted by Xenologue Sommie doing his part to cheer you on.

    4: Fell. Xenologue. 6. Took. Hours. It is the most meat-grind-y thing I have ever seen. It is an endless gauntlet of demonstrations that there are, in fact, gimmicks you can pull out where a turn of warning frankly isn't anywhere near enough. It's one of those things that feels like it was specifically designed to make rewinds feel necessary, and it succeeded. They are necessary for this. Even playing on hard mode, rewinds are vitally essential for retaining your sanity, lest you be forced to start the entire three-hour-map over because you overestimated how much time you had to deal with the FUCKING CORRUPTED WYVERNS standing between you and your next island of safety OH YEAH SPEAKING OF WHICH:

    5: Fuck corrupted wyverns. Fuck them. Who the hell thought it was a good idea to create an enemy type with five range who can, regardless of whether they hit or not, reduce your defense to zero for the rest of the turn!? Maybe they're easier to deal with when you have all of the emblems and thus a shitton of movement tech and astra storm, but by then you can't actually use the by-then grossly underleveled DLC units, so I have to ask, WHYYYYYYYY!?

    6: Easily the most memorable highlight of the FX6 run, my single favorite move, was realizing that three of the mage knights among the reinforcements I was being absolutely swarmed with on the last island, could be exactly taken out, all at once, by Gregory using Soren's cataclysm. He died soon after, but he helped ensure the necessary pieces survived.

    7: Almost half of my army died in that exact moment I reached the final island. Which was after I started using rewinds. They send four bosses at you simultaneously while you're forced to cram your army through a tiny bottleneck, and I really do believe that I got through that with reasonably-acceptable losses. By the time it was just the boss left, I had Alfred, Zelestia, Chloe, Framme, Nel, Pepsiman and Alcryst. Pepsiman was supposedly supposed to be the key to taking out the boss. He was not. Even with his fancy empowered liberation, he still only did like ten damage, once, to the bastard, who had four 80-HP health bars. No, the real MVP was Alcryst. When rallied up with Pepsiman's rally spectrum, he could double, and when next to Pepsiman he could do a minimum of three damage, so I had him go at it turn after turn, chipping away with a killer bow, constantly praying for crits or lunas. After what felt like the entire previous duration of the fight over again just miserably chipping away that that ludicrously bulky son of a bitch while dealing with his occasional reinforcement summons and corrupted wyverns, Alcryst finally managed to finish him off with a luna crit.

    8: I honestly wasn't nearly as impressed by the story as other people seem to be. There were a lot of moments, particularly the setup for the reveal of who the villain is, that made no sense whatsoever and had me groaning.

    If you guys have any other questions about my experience that I didn't cover here, please, by all means, feel free to ask them. This kinda devolved into a ramble because it's late and I only just now thought to do this. I may remember additional stuff I completely forgot to discuss here if you ask the right question.

  15. 8 minutes ago, Zapp Branniglenn said:

    But is that a Big Issue really? The kind you couldn't solve by just moving them close but not too close with the rest of your units? If they're really in trouble, Rescue can disappear them. And it's not an FE6 environment where an untrained/un-Seraph Robed Roy will get OHKOd by an 80-90 accuracy Bolting from the Fog of War.

    I know from experience it will screw you over when you least expect it if you aren't really careful.

  16. 8 hours ago, Zapp Branniglenn said:

    My general answer for friendliest iron man is FE7. Real nail biter set of opening chapters on Hector Mode, but it you can push through, the game is constantly throwing great units at you. You can really freestyle and not stress your unit selection since they're mostly kind of bad. I can't imagine any early game death would seriously impact your chance of clearing the game. Marcus + Oswin both dying is the only thing close to an emergency, yet incredibly unlikely. I personally hate blind ironmans (because it's more satisfying to succeed when you do know the game and make smart long term plans) but I think FE7 is relatively straightforward without a guide. And if you want one, Mekkah made a chapter by chapter video guide detailing the few things you need to look out for.

    A big issue is it has three lords, only one particularly durable, all game over conditions, and often force deployed.

×
×
  • Create New...