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Jerry Kuma

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Posts posted by Jerry Kuma

  1. 2 hours ago, shadowofchaos said:

    I would argue in No-Grind Vanilla Lunatic the most DPS you do is in Enemy Phase. So Galeforce is valuable, but not as valuable if you're not being aggressive. If you're doing 1-2 ranged weapons with Dual Attacks, you're killing more enemy units during Enemy Phase on a fort than you would get from Galeforce. So if you chose Sol before Galeforce, you'd have the self sustain for more aggressive unit placement (at least for Robin).

    Tbh after a decade later of hindsight people overvalued Galeforce without context and parroted it like no tomorrow.

    Galeforce is definitely overvalued, at least in the enemy phase centric Lunatic mode due to the quantity of enemies and the sheer strength of them making it both safer and faster to just sit on a fort with a 1-2 weapon and just kill a bunch of enemies, cleaning up on player phase. Galeforce is still HELPFUL, since it allows for better positioning and killing off particularly strong enemies, but stats, skills, and 1-2 matter way more in Lunatic than in Hard mode. Hence why I decided to go Dark Knight for now.

     

  2. 12 hours ago, TheSilentChloey said:

    Galeforce.  It's the best skill for her.

    Yeah, decided to go for that and I indeed got her to Galeforce before Lucina joined. I did try going the mage route though, and I had a much easier time than the former, but I really wanted to try to get Galeforce. Now the question is if it is possible to reasonably feed kills to the other Dark Fliers post-timeskip...

     

  3. I am currently playing through Lunatic mode in my second serious attempt at the difficulty. With these rules:

    • No grinding whatsoever (no skirmishes, dlc, spotpass, etc)
    • No paralogues
    • Renown awards are allowed
    • Anna shops are allowed, but only to get Seals and discounted items. Not going out of my way to grind for them, it comes as it comes.
    • Similarly, special spots are being used for EXP and Weapon Proficiency boosts, and items like Rift Doors are allowed. I'm also not going out of my way for any of these.

    I just finished chapter 5 with a level 17 female Robin and I bought a Second Seal from an Anna shop that spawned afterwards. I am wondering if I should reclass Robin in to something like a Dark Mage or try to go for Galeforce by reclassing into a Pegasus Knight and definitely not get a Lucina with Galeforce. I think just reclassing in to a Peg Knight now and promoting to a Dark Flier from that class will cost less than promoting to a Grandmaster and reclassing in to a Dark Flier? But I could be wrong. I am also training Sumia and will  train Cordelia once I recruit her. Which should I go for?

  4. 2 minutes ago, Dayni said:

    A lot of it is the usage of tracks: I think BB is pretty bad on what tracks get used when and for how long. One of the worst examples is Roy's journey, a track that is my personal worst in the series. It's an early game track in design for sure, gets constant usage in the first 8 chapters and by 8x/9 you're relieved to see the back of it. But then it bends convention by seeing a resurgence for Chapter 16 and 17I, which kind of pushes it to overuse. Another for an actual good track is Roy's Expedition, which works brilliantly on one route and never seems to fit for the other one.

    It really doesn't help that the instrumentation on BB is also pretty poor in my opinion. FE doesn't have that good a reputation on the GBA for this aspect to begin with, but Binding Blade's is the worst of the lot imo. This is something that can be remedied at least.

    Let's be clear, I don't think the soundtrack is all bad tunes. I'm not impressed by a lot of it personally though, the tracks which get remixed in BS are personally preferable and I'd argue only a few tracks are particularly good besides. It could possibly be topped for worst soundtrack, but I'd have to see what Tellius has to offer first.

    Roy's Journey on the other hand is still the worst imo (it's got the exact kind of loops too soon issue that always annoys me for any track, the actual song seems weak and the instruments suck) and I doubt anything from any other title could top it.

     

    I can agree with you there. They definitely overstay their welcome. Personally, I usually have the music on for one chapter then I mute it so I can listen to YouTube in the background, so that isn't really a problem for me. Also yeah, the tracks that do reappear in FE7 are better in that game (most notably Shadow Approaches, holy shit they really made it better in FE7).

    Also eh, Roy's Journey isn't that bad. Sure it loops quickly, but the instruments in it compensate. Actually I would say that FE6's soundfont is better than FE7 and maybe FE8's.  Its more varied and it feels more "grand" Despite the fact that the GBA's audio sort of sucks, I feel that IS did the best that they could with what they had. I would honestly say that FE6 has the most consistently good OST out of any Fire Emblem game even if some tracks were really overused.

  5. HMMMMMMMMMMMMMMM

    - FE7 and FE8 are overrated. FE7 because its maps are just uninteresting and the story just rubs me the wrong way... While FE8's maps are better, a good amount of them are still uninteresting (most of the pre-route split maps). Also its story is a bit overhyped.

    -FE6 is maybe a bit underrated. Sure, it is a bit unpolished and the hit rates are awful, but there are ways to make it better (using the weapon triangle, supports, and I think weapon rank). But it probably has the best maps in the GBA Fire Emblem games and its enemies are better designed. Also its music kicks ass.

    -Dieck is better than Rutger overall. Both are amazing units, but I think that because Dieck gets axes upon promotion and he is around longer, he just a bit better long term. Especially for the former.

    - Chapter 10 of Conquest isn't well designed. Just because you have to go on the defensive and you have to secure chokepoints doesn't make it inherently good. Maybe if there were less reinforcements, or they came in less frequently, the map would've been more fun to play through. Also while Takumi lowering the water is an interesting idea, it just felt cheap in a map like this. Even though I do like that if you can take him down before he could do that, the water never changes it also forces you to go on the offensive by brute forcing your way to him and somehow not losing a unit in the process. Some people might like this about the map, but I personally don't.

  6. FE4:

     

    - The fact that weapons have durability but they're repairable. This is something that could've only worked in this game, given how huge its maps are. I'm pretty sure if there was no durability it would've felt a bit too unbalanced. If it was the traditional system, it would only be annoying. I think this is a fair middle option.

    - The inheritance system was probably done the best here. While it is identical to how it was in Awakening and Fates, its everything around it that made it work. Since FE4 goes chapter-by-chapter instead of Awakening and Birthright's more open-world map system, there is less chances to grind. Also the "child" characters end up replacing their parents after the second half of the game. Which allows them to shine by themselves without overshadowing or being overshadowed by their parents. Not to mention holy blood inheritence being pretty damn interesting.

    - This game has some of my favorite tracks in the series. Birth of the Holy Knight and Light Inheritors really stand out in my head (among many others).

     

    FE6:

    - FE6's map design is very good. It might even be the best in the series (from what I played, which is a good amount of FE games at this point). The maps often convey a mood and you often have to think more about how you move around a map. For example, in the Rebellion of Ostia the map is designed horizontally. Placing an emphasis on more defensive gameplay since if you just rush through without thinking, you would likely get dogpiled and assuming a unit didn't die, they would likely be killed by the Wyvern riders in hardmode. There's also the villages to worry about, which are guarded by enemies and you also need to recruit three units (and make sure they don't die) while you're at it. To sum it up: FE6's maps are generally more involved, with interesting set pieces naturally formed through said map design.

    -FE6's cast of characters are my favorite in the series. The supports in FE6 are honestly underrated, maybe because of the old translation of very questionable quality, or maybe because not many people really sunk their teeth into the supports to really see how nuanced some of these are. The supports in this game also manage to connect with each other pretty well. With there being some sort of build up between support sets that isn't really seen in other games. Roy is also my favorite lord character wise due to his gradual growth throughout the game. And the fact that he's just a normal kid who was sort of thrust into this situation and he has to learn how to deal with it all.

    -This might be an uncommon opinion, but I think FE6 has the most consistently good soundtrack out of any Fire Emblem game. There isn't really any bad tracks, with the worst tracks probably just being "okay" or uninteresting. This is honestly one of Yuka Tsujiyoko's best works in any video game and it would be cool if she could be the main composer for a future Fire Emblem game again.

    FE7:

    -Compared to FE6, this game is just refined. The hit rates are reasonable, the preparations screen allows you to use items and see your unit's movement squares before starting the chapter, and nomads are counted as mounted units (finally). While this and a few other things are relatively small, it does make FE7 a bit more easy to go back to compared to FE6.

    FE8:

    -While I prefer FE6's cast FE8 has an excellent cast of characters too. With this having a lot of my favorite supports from the series (like Seth/Eirika, Ross/Garcia, and most of Forde's). While there are a few stupid ones, the good supports are very good. Also a few of the endings admittedly got me a bit emotional...

    -Branching promotions. Personally, I really love games that give you many meaningful ways to approach a situation. It's why I love Fire Emblem so much. Giving players a choice in what their units can promote to is a great idea. And it adds to replayability and even offers a bit more strategy. Do you like better promotion bonuses or more mobility? Do you want an additional weapon to choose from or an ability. Things like that is what I appreciate in a game.

    FE11/12:

    -Even though I haven't gotten very far in either game, I do like how you can change the class of any unit without even using an item. It offers a lot of flexibility and it even gives more life to some new units.

    FE12/13:

    -The avatar system. Once again, giving players many meaningful ways to approach a situation. Even if my unit's execution in the story could've been done better, the way they were handled in gameplay was done pretty well.

    FE13:

    -Has some pretty great music. Stuff like "Don't Speak her Name!" and Id (Purpose) is some of the best tracks in the series. I also like the instruments used in many tracks, it feels comfy.

    FE15:

    -How magic and bows are handled. I like that Magic is learned by leveling up and how its basically unlimited (provided you have enough HP for it). It's pretty cool how bows attack at 1-2 range and that depending on the character, one could attack at 4+ range. It's nice.

     

     

     

  7. I was always aware of the series through Smash Bros., but I didn't get into the series from that. I got into the series via Awakening out of curiosity, where I played the first half of the game. But I didn't really get into the series until I played a bit of the GBA games then by chance to discovering one of Mekkah and DonDon's videos.

     

    From there things went tumbling down...

  8. Yes, there is most certainly a divide. And as was stated before, this isn't something exclusive to Fire Emblem -- a lot of other game series have these divides in them. It could either be a result of how different a set of games are from another set or simply because. However just because there is a divide, it doesn't mean it's necessarily a bad thing. It's really more just people sticking to their guns with the occasional bump-ins from the other group. At least, that's how it is now. I'm relatively new to all of this despite me playing the games for a few years.

  9. I played it, and from what we have so far of it; it's better than Undertale (which i found to be fine). I find the characters more likable and I think this new battle system has potential. I love the music, Field of Hopes and Dreams is the stuff of legends. While I don't LOVE it or anything, from what we've seen so far its definitely more interesting.

  10. I don't know. I'm split between FE4 and FE6 (maybe FE7 too, but it isn't as close as the first 2) .

    FE6 has the most consistently amazing soundtrack specifically the enemy phase themes and character themes, while FE4 has a lot of my favorites period (Birth of the Holy Knight, Girl of the Spirit Forest, Disturbance in Agustria, and Light Inheritors come to mind.).

    While I do like some of Awakening's tracks (Don't speak her name and Id: Purpose comes to mind). Most of the OST just blends together for me. I haven't listened to Fates' music enough to form an opinion of it, but what I heard so far its fine.

  11. 27 minutes ago, Shoblongoo said:

    Assuming the technology exists and is available, his enemies would also have guns.

    A sword is a weapon that's effectiveness is more dependent on the individual strength and skill and training of its user, and where a particularly strong and highly-skilled individual can be massively more dangerous with said weapon + have some reasonable prospect of single-handedly beating many weaker, less-skilled foes.

    Whereas a gun is more universally deadly in the hands of anyone who can point-and-click.

    And a particularly strong and well-trained individual may be able to carry a bigger gun + fire more shots at longer range with better accuracy. But anyone else with a gun can still shoot him dead. And single-handedly engaging many opponents with guns--even unskilled ones--is eventually going to result in getting shot.

    Introducing guns to the ~verse makes a swordsman as skilled and powerful as Sigurd substantially less dangerous.  

    He could use his power to wield a bazooka though a bazooka that fires silver rockets. Your point is invalid.

  12. 5 hours ago, Volke29 said:

    Master or Arms allows players to use A ranked swords; Great Knight does not. Duelist Blow, from my experience, means you will almost never get hit when starting an attack. And fwiw, for all the love Luna gets, I find it very meh. I'd argue a Killing Edge + high Skill character is better.  

    Never knew that about Master of Arms, guess that its only slightly less desirable than Great Knight. Also yeah, I also find Luna to be over hyped considering that you never really need it to ORKO an enemy considering how strong Great Knights are already.  Its only really "necessary" in a few situations the more I think of it.

  13. Benching Lucius? I don't know Lucius is pretty good. Considering Lucius' pretty high damage output (and speed) despite him being light magic user and the fact that upon promotion, he gets C-rank in staves which helps him a lot as a support unit. I'd say he's better than Erk on average despite his low defenses.

  14. 35 minutes ago, Griffinlwgameplayer said:

    Well yeah but there is a whole character archetype based around the idea of a character being very bad at the start and then becoming better than most characters over time. It's called the Est Archetype, Donell is one of those, and I heard they were supposed to be fairly popular in the Fire Emblem community.

    Many would disagree... Mainly because the Est Archetype is usually used to refer to character who joins late with sub-par stats, but has high growth rates. Allowing them to theoretically "catch up" then surpass other units. Donnel really fits in to another archetype, the Kliff archetype. Which are characters who are usually in the villager or some civilian class but has potential to grow stronger as the game progresses (mainly from their ability to promote into other classes and due to them having higher EXP gain... usually).

    Actually, some in the Fire Emblem community (admittedly these people are more hardcore fans) would say that Ests and Kliffs aren't good characters due to the amount of time you need to invest in order to make them grow. Potentially sacrificing the growth of another,  more better character. (even though personally I think that most Kliffs aren't as bad as most people say they are since they join so early in the game and usually have an higher EXP gain among other perks to make using them more rewarding/easier)

  15. Just now, Griffinlwgameplayer said:

    Unless you are playing on Lunatic, everyone and their mother, son, father, and daughter are completely viable, as long as you give them some training. Maybe it's because I'm a casual player, but even Donell, you know the weakest bases in Awakening, can work out perfectly fine if you get him past the early area where he has trouble. In fact because of the way awakening works unless you are playing on lunatic you can train any unit you want into becoming the destroyer of worlds with 100% accuracy and enough speed to dodge people with a weapon triangle advantage against them. That's because Awakening had the highest growth rates in FE in years. It doesn't matter where someone started as long as they could win a battle you just had to get them a few levels and chances are they would level out, since the lowest character growths in the game still exceed 300% growth rate total

    At the same time, that doesn't take away from the fact that you have still have to go out your way to "train" them. Compared to a character who has good or even decent bases where they can grow just by you playing the game normally.

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