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DarthR0xas

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Posts posted by DarthR0xas

  1. He isn't bad, persay. This is Awakening after all, basically everyone can be used. But in comparison to most other units, the effort and resources used to get him up to a competent level are simply not worth it. Since you already compared Donnel to Chrom, we'll continue this by looking at their bases. 

           Level  HP  Str Mag Skl Spd Lck Def Res
    Donnel   1    16   4   0   2   3  11   3   0
    Chrom    1    20   7   1   8   8  5    7

    Take note of his speed, as in he literally couldn't double a zero speed soldier. All of his bases are subpar to Chroms, and they're also subpar when compared to most of the other units. With 4 strength, he'll be dealing chip damage at best, and with his e in lances he won't have access to anything more powerful for some time. Unless you burn an arms scroll on him, but that's just more resources better used on another unit. That and the early game is filled to the brim with axe units, which Donnel won't fare well against. You can't second seal until level 10 if I recall correctly, so that is 9 agonizing level ups that you have to force a unit dealing 3 damage once per round who then instantly dies on enemy phase. 

    And those growths you point out, yeah, without Aptitude, they're either on par or worse than Chrom's. Donnel needs a skill to even be useful. And the grinding argument can't even be used in his favor. Any grinding you do for him could be done for any unit, who would require less work and resources to output a result far above any Donnel.

    And any of the skills he can grab aren't particularly useful. Aptitiude is nice, but is also a crutch, making Donnel seem far better than he really is. Underdog is also a nice ability, but if you're grinding Donnel that means that at a certain point, it won't even take effect. Patience is a worse underdog that only activates on enemy phase. Armsthrift is an actually good skill for Donnel, due to his high luck. Although it will take such a long time for him to even get his weapon ranks high enough to use those expensive and rare weapons that all you really end up saving are bronze and iron sword/lance uses, which amount to a nice bonus. Sol is good in theory, except it doesn't do any extra damage and heals half the damage dealt, or about the same amount that a vulnerary would heal. The two breaker skills are absolute overkill, and absolutely unnecessary. Counter is also better in theory than practice. This is due to it not activating on Duel Strike attacks or if Donnel dies. And on the higher difficulties, a Warrior Donnel is going to die quite fast, with Counter doing very little to help. Rally Strength is nice, but there are far better Rally bots in this game.

    Overall, yeah, he kinda is.

  2. FE1 - Awesome sprite work (seriously, the snipers look badass), and Marth actually being good.

    FE2 - Continuation of awesome sprites (Gotta love Dread Fighters), nice music.

    FE3 - Never really played, but it looks nice from what I've seen.

    FE4 - Best sense of scale, and great story.

    FE5 - Unique mechanics (even if they weren't implemented the best), and some of the best narrative shown through gameplay the series has.

    FE6 - It has Lilina, and that's about it. Dieke's cool too.

    FE7 - One of the best stories in the franchise, and a very likeable cast.

    FE8 - It has Tana, and cool sprite animations. I put it here rather than FE7 due to there just being more of them.

    FE9 - Best story, best cast, alright gameplay.

    FE10 - Alright story, half the cast is great, second best gameplay.

    FE11 - It, uh, made Caeda better.

    FE12 - Never played, but at least it has color.

    FE13 - It was fun to break

    FE14 - Best gameplay, and fun to rip into its mess of a story

    FE15 - Best presentation, second best cast, the best implementation of a gimmick in all of FE history.

    Heroes - Best pointless OC used to connect the FE worlds

    Warriors - Best FE Spin-off

  3. 2 hours ago, Fenreir said:

    if that still doesn't work, then perhaps it's because the items you can't inherit from 1st generation are the very same you find again in 2nd generation. worst case, just sell all the untradable items for extra money and that's it.

    I'm pretty sure that's the case, the issue being that due to that we still only have one Thoron tome, meaning that Arthur/Tinny will essentially be the same character, with only notable difference being the horse and whoever grabs up Thoron first.

    2 hours ago, Fenreir said:

    i think the weapons should also keep the same kill count they had before, but i could be wrong again. at this point, i'm not sure anymore. guess it's time to pick up FE4 again.

    I'm pretty sure this is false. When I didn't inherit the brave axe down, when I got it again I think it was fresh, and without kills. Jeez, we are both really bad at remembering specifics about FE4.

  4. 5 minutes ago, Fenreir said:

    i remember having loads and loads of iron/steel swords from 1st generation in the Pawn shop after starting 2nd generation, so in theory it shouldn't be a problem to leave items there like a secondary storage.

    Odd, because the only thing I've ever heard of from guides is storage keeping items, and the Pawn shop specifically was said to not keep items from generation 1 to 2. Maybe I just haven't tested this out enough.

  5. 40 minutes ago, Fenreir said:

    i do believe you can sell Tiltyu's tome to the Pawn shop thou, that way you should be able to get 2 Thorons in 2nd generation.

    I thought Pawn shop items didn't last to the second generation, so the only way to move items from generation to generation is inheritance.

  6. 29 minutes ago, Fenreir said:

    the 3rd one is tricky. if you really like risky play and versatile units, then go for x Lex. i guarantee for Arthur, since watching him critting with Thoron on armored units everytime can be quite entertaining.

    also, another thing i forgot to mention is that if you give him the Berserk sword from Fee, he's going to literally be a major pain in the ass after promotion. if RNG goes right, it can potentially break the enemy army, and it can be devastating together with the Sleep/Berserk staffs. it would be wise to give him a Shield ring too, if you plan to play him that way.

    otherwise, if you simply want utility over high risk-high reward, then go for x Levin.

    It should be noted that most of Lex!Arthur's advantages only take place after promotion, while Lewyn!Arthur is useful right off the bat thanks to Forsetti. That and with the Lex pairing it makes it so that Arthur basically just becomes another Tinny, since that's mainly what she does in regards to critting with Thoron, as neither can use it off the bat, and I think there is only one Thoron tome (I might be wrong in that regard). That and Lewyn has inheritance, while Lex doesn't. The only Thoron tome I can recall appears in Chapter 8, so until then Arthur will only have his Wind tome, and maybe a Fire tome since I believe you can buy one in Chapter 7. 

  7. It's hard to pin down a character whose art I like the most.

    Valentine's Hector is a favorite of mine, with him looking all stylish and awesome.

    Another one I like is Christmas Cecilia. The red of her outfit matches her green hair and overall it looks much better than her previous artwork.

    Ike's best artwork is his CYL! artwork. I'm a sucker for him wearing Greil's outfit, and it's a good mixture of his POR and RD selves without going fully into either direction. Slight tangent but I've never liked Ike's voice, I wish he would emote more when speaking.

    Anyways, other artwork I'm fond of includes Felicia, Flying Nino, Mage Eirika, Mia, Ishtar, L!Lucina, Nephenee, Oliver, Lyon, and last but not least, Arthur.

  8. Alright, I finished up. I'll be honest, I forget most of what my strategies were since I did most of this about a month ago, but I did the last few chapters today and yesterday, and here's how everything turned out.

    TURN COUNTS:

    Spoiler

    Prologue - 5 turns

    Chapter 1 - 3 turns

    Chapter 2 - 5 turns

    Chapter 3 - 4 turns

    Chapter 4 - 4 turns

    Chapter 5 - 6 turns

    Chapter 6 - 9 turns

    Chapter 7 - 8 turns

    Chapter 8 - 8 turns

    Chapter 9 - 6 turns

    Chapter 10 - 11 turns

    Chapter 11 - 7 turns

    Chapter 12 - 9 turns

    Chapter 13 - 9 turns

    Chapter 14 - 5 turns

    Chapter 15 - 8 turns

    Chapter 16 - 7 turns

    Chapter 17 - 22 (Or 4, 4, 10, 4 for parts 1-4 respectively)

    Chapter 18 - 13 turns

    Chapter 19 - 4 turns

    Chapter 20 - 6 turns

    Chapter 21 - 11 turns

    Chapter 22 - 3 turns

    Chapter 23 - 6 turns

    Chapter 24 - 5 turns

    Chapter 25 - 6 turns

    Chapter 26 - 5 turns

    Chapter 27 - 6 turns

    Chapter 27 p2 - Doesn't actually count but for the record I beat the Black Knight in three turns.

    Chapter 28 - 4 turns

    Chapter 29 - 9 turns

    For those who don't want to read all of that, the final turn count was 184 if I did my math correct.

    CHARACTER REVIEW:

    Spoiler

    First I'll give the final stat spread and then go into how I think they were as a unit.

    
    Unit     Class   Level      HP   Str   Mag   Skl   Spd   Lck   Def   Res   (some of the) Stat Boosters   Supports        Skills
    Ike      Lord    20/20      60*  26*   12    27*   28*   21    24*   15    Seraph Robe, Boots            Titania A       Miracle + Aether
    Titania  Pal     --/20      51   21    8     26*   24    24    18    19    Frag, Energy Drop             Rhys B Ike A    Counter + Guard
    Boyd     War     20/20      60*  30*   3     24    27*   19    15    12    Speedwings                    None            Tempest + Counter + Wrath
    Rhys     Bish    20/16.27   30   2     29*   22*   19    25    10    28    None                          Titania B       Serenity + Savior
    Volke    Ass     20/13.     40   23*   3     30*   29    15    14    6     None                          None            Lethality + Shade
    Nephenee Halb    20/20      47   25*   9     28*   26*   12    27    13    Robe, Draco                   Calill A Dev B  Wrath + Vantage + Provoke
    Astrid   Pal     20/20      45   25*   12    26*   27*   21    22    23    Drops, Wings                  None            Sol
    Devdan   Halb    --/14.67   43   19    9     17    15    19    16    12                                  Nephenee B      Smite
    Calill   Sage    --/16.86   38   11    26    25    21    19    10    21                                  Nephenee A      Nihil
    Lucia    Swma    --/18      38   20    13    25    28    17    14    8     Wings                         None            None
    Tibarn   Hawk    --/18.24   63   37    12    36    27    24    29    20                                  None            Savior + Cancel

    Stars indicate stat caps

    From worst to best (in a somewhat biased list)

    Tibarn - 1 win

    Tibarn was basically worthless, he was able to kill one enemy before reaching Ashnard and being able to help chip him down with Ike. Otherwise, he wasn't that useful, and he would've had no use if Ike had actually procced Aether once while fighting Ashnard.

    Devdan - 29 wins

    Devdan was more hastle than he was worth. Costing me some turns on chapter 16 to even recruit him, once I got him he didn't really do much. He was always missing some kind of benchmark, whether being too slow, or not able to kill if he was doubling, he really was a bad unit despite what memes have told me. Although once I gave him smite he did turn out to be instrumental in a few of my strategies

    Lucia - 17 wins

    Despite being around less than Devdan, she helped out more than he did in the enemy department. It shows when she is only 12 kills behind Devdan when he was recruited 9 chapters before him. I eventually removed parity from her when it got her killed once and I realized it did her no good. She's also cute, and that brings her up a bit on the scale

    Rhys - 23 wins

    Yeah, staff utility and all that. Path of Radiance just really didn't require as much healing as I thought it would. Half of the time I would end up just using a vulnerary, since any enemy I would've killed on the player phase would just suicide on the enemy phase with no loss to time. Rhys wasn't a very good combat unit, he was just too slow to actually double anything and put his capped magic. And I wish his cap was one more, seriously 29 was just annoying and legit stopped a few strategies. Having 14 instead of 15 spaces was surprisingly crippling. 

    Calill - 30 wins

    Barely edging out Devdan, Calill was instrumental with her long range tomes, and I used every one I got. She could quickly clear a path, or snipe a ballista, or really do anything that allowed for a slightly faster strategies. Otherwise she was probably the magic user on my team

    Volke - 36 wins

    Thief utility cannot be understated. Volke was able to grab up some pretty nice items that helped my units in a variety of way. And his combat was pretty decent once he promoted, and got the Stilleto. He also looks awesome and he's probably my favorite male who isn't part of the Greil mercenaries, which is why he's higher than he probably would otherwise be.

    Nephenee - 78 wins

    It pains me to put Nephenee at fifth, it's just that the other units beat her out in some form or fashion. Nephenee was a fantastic unit, being my go-to lance user, and also choke-point holder. The only issue is that she lacks a horse, and on occasion that did screw her over, with her barely not being able to reach an enemy. The smite-bot Devdan fixed that on occasion, but it could only go so far.

    Boyd - 110 wins

    I debated for about 12 seconds whether Boyd or Astrid had a more important impact on the run. Boyd was a godsend early game, and saved my hide more than once, but near the endgame his use eventually just became shove Ike once or twice so he could reach the seize point faster, and maybe kill some enemies. Although when he got to those enemies, man did he kill them. Capped strength is awesome.

    Astrid - 72 wins

    Despite holding less kills than Boyd, Astrid was a boss-killer late game. Since only she and Titania could keep up with Ike, I relied on her to do a lot of the killing, and she didn't disappoint. Giving her axes was certainly the right choice, although she probably would have benefited from a strong forge since there were points where she just barely failed to kill something. The brave and killer bows shredded through bosses and enemies, and I could reliably use bows since she tanked everything in sight. Nothing damaged this girl. Shame what happened to her in Radiant Dawn.

    Ike - 133 wins

    I wanted to give Ike first, seeing as he is my second favorite FE character, but Titania is just better than him. Not to disregard Ike's contributions. He sped through maps killing everything in sight, and with the boots he could get anywhere faster. Ike was great, a tad shaky early game but that was quickly remedied. If only he had the Ragnell longer, since then he would be far more useful without having to use up a rare magic sword.

    Titania - 184 wins

    A surprise to no one, Titania is the MVP. She was amazing early game, started to fall off midgame due to some awful level-ups, but one Energy Drop fixed that right up and she went on to be an amazing endgame unit. Hordes of enemies were skewered on her lance, and heads were swiped clean with her axe. She went everywhere and killed everything. Titania was great.

    For those who don't want to read all of that, the best unit was Titania

  9. 3 hours ago, ZSel said:

    Hello,

    I'm doing a run of Path of Radiance at the moment and was planning to do Radiant Dawn after that. Since I know you can data transfer your stats I wanted to ask you if it'll make the game too easy to do so.. Considering I'll be playing on the highest difficulty level. I planned to have a really good Sothe on Path of Radiance, but if it makes Radiant Dawn too easy I think I'll just skip that, since Sothe stats transfer totally.

    Has anyone played hard mode FE10 with a uber Sothe ? Does it remove the challenge ? :/

    Transfers don't make the game too easy, they just make certain units slightly better. It'll certainly make it easier, but not by a significant margin.

    Also, don't train Sothe, he often will just end up worse than he is in base RD.

  10. I liked what Tellius did with the Fire Emblem, but I think it could be more interesting with a different spin.

    Instead of imprisoning a dark god, the Fire Emblem holds the power to summon the god of light to purify the world. Then this emblem ends up in the hand of some low-life do-gooders who have heard the tales of its power, and decide to give it a go due to the utter corruption rampant in this world. But all the nobles and cults want the emblem so they can destroy it, so our rag tag heroes have to lay low, gathering what small amount of support they can, and only getting into minor fights that are still big risks. As for what causes the summoning of the god (well, probably goddess since this is Fire Emblem), I don't know since I haven't really thought that far yet.

  11. Lewyn x Tailitu - Arthur with Forsetti will be way better than Ced with Forsetti, despite what Thracia might show. When Arthur promotes into a horse, you get Horsetti, and that's just fun to mess around with, plus it shows off another main mechanic of FE4, that being that horses are stupidly overpowered. Fury's children are fine regardless, since they're both pretty good no matter the parent, so don't worry about breaking away from the canon pairing. Oh yeah, Tinny also gets off pretty good due to it, since it fixes her subpar speed.

    Arden x Ayra - It gives her kids vantage, and then they both inherit swords. That and my main man Arden deserves more love, so why not give him some of it? In addition, it gives her kids some much needed bulk, and he won't hurt any of their other stats in the slightest due to Ayra being pretty good overall.

    Holyn (Formally known as Dude you get in the Arena) x Briggid - Anyways, this is a pretty good pairing due to the fact that Briggid passes her items down to the son, and the Dude passes them down to Patty. Since the Dude uses swords, Patty has some leg up. Mr. Dude is fairly tanky, and just an all around good unit with some holy blood to boot. I forget his skills, but I think he has some good ones.

    And for the kids

    Seliph x Julia - Second gen pairings are mostly irrelevant imo. Some small stat boosts endgame at most, but with this pairing you show off FE4's most important mechanic. INSEST FOR THE WINSEST. 

  12. 31 minutes ago, Zihark72 said:

    Yea the twitch vod is gone and I have no way of recovering it. I guess I will have to start over because I have no idea what the turn count for those were. I should have wrote them down in my post. I will just record and upload to Youtube this time around. 

    You don't need to do that if you don't want to, remember that at the end of the game there's a turncount listing and total, and I'm pretty sure that once you unlock the base there's a way to view turncounts.

  13. Ah right, should've looked at the tags. I played through the first two chapters, and started the third (as in, I took a look at the new units)

    Prologue

    I feel the dialogue at the start between mage dude and healer number 1 is a bit disingenuous. It gives the impression they'll come out on their own when you need to use a unit to get them. I haven't extensively tested that, but it still could use some rewording. The chapter as a whole is nicely designed, although it really feels like the bottom was flooded with enemies while the sides didn't get much. The inner village could use a bit of reordering to make a more conducive map to move around in. I get that houses should feel somewhat out of the way and a challenge to get to all of them, except that the house with mage dude and healer num 1 isn't in the best position. Due to the nature of this map, you want to focus more on choke points, and choking a point with a mage when that's all you have due to the fighter/myrmadon getting said mage isn't the best thing in the world. Also, the thief AI is annoying with it's stealing of items. It should be made that killing them gives back the item, which makes it much less annoying.

    As for the units, they were all decent. The healer is a healer. The problem with Mage dude being slow is that he has poor defenses and low hp without the ability to dodge tank like Myrmadon dude. And he isn't really a magic nuke to make up for it. Maybe I just need to get into the game more, but 3 speed at base is pitiful. He is on the same level as Bartre with that. Fighter chick is fine, I was annoyed at her squishiness, but then I remembered she's a fighter. Myrmadon dude is a typical myr-bro. I agree that his hp is too low. Even with a dracoshield he still gets 4 shot by most enemies, and with the quantity of them, it's very likely that he'll die.

    Oh, I almost forgot to comment on their growth rates. First of all, why is the healer just better at everything than the mage? She's only 10 behind in hp, and 15 behind in def, while being way ahead in everything else. With the increased staff growth, she is going to easily outlevel him and be a way better unit. And why are there so many 42% growths? Just make it a clean number, bump those up to 45% for simplicity's sake. Another issue with the starting roster is the lack of a good tank. Fighter dies in 3-4 hits, Myr dies in 3-4 with stat boosters and 2-3 without, Mage and cleric in 2 hits. With the amount of enemies, we're burning through vulneraries. And having two healers is a band-aid solution, since they're still vulnerable.

    Chapter 1

    I didn't struggle with this map as much as Von did, but this was an incredibly annoying map, and I think it should be put later into the hack when you have more options. For one, the reinforcements are annoying in a very bad way. The way the map is initially layed out, you want Fighter chick to handle the right, due to the appearance of the swordreaver and the amount of lances, and then have your other units take care of the left side and bottom right. Then the reinforcements arrive and then you want the opposite, with Tenn (finally remembered his name, I'm really bad at remembering character names) handling the right because of the axe-reaver and abundance of sword enemies. And then the chest. It was super underwhelming. In this life or death situation I finally got a unit to the chest mid-battle thinking it would give me something that would change the tides and give me the upper hand, and I got a thunder tome. That doesn't help me at all. The mage doing three more damage doesn't one shot anyone now, and it won't help him one round with his awful speed. And then the second wave of reinforcements came, and they were no different from the first. I was pretty bored at this point, since I had to keep retrying different little movements until I could survive the enemy phase, and then there would be more reinforcements and blah. Two rounds of the same reinforcements is just dull and redundant. The boss is stupid easy, some of the other goons would've survived longer than him.

    What I noted of Chapter 2

    First, hi Neimi. I assume that's just a placeholder, so I won't harp on the reuse of sprites. What I will harp on for now is the appearance of a second healer. He should've been a cavalier imo. At this point in the game, a second healer is just too much to handle. Healers are backline units, now we have 3 backline unit, 2 frontline units, and a mage who can be part of both, but he can't frontline for more than a turn without assistance. If curly hair was a cav, then he would serve as a suitable frontliner to protect the backline. Then we would have 2 backliners, 3 frontliners, and the midliner of a mage.

    I'll play this chapter and the rest later

  14. 2 hours ago, Farina's Pegasus said:

    No, that's okay, I just assumed it was something required for the contest because everyone else was doing it.

    Nah, just something most of us like to do. I do it so I can put my thoughts into words, which makes it easier to vote. Giving others helpful critique is a great side-plus.

    1 hour ago, Shoblongoo said:

    Alright. Here’s a new one. Write a story about something that happened because your main character got really, really, really, really drunk.

    Ooh, now I have some ideas for that. I'ma start writing now so I don't run into the round 5 situation again.

  15. 26 minutes ago, Tenzen12 said:

    Twice as fast was obviously hyperbole and promoting anyone on lv.10 is silly at best. Try around  lv.17 instead and see how these numbers will change. 

    You should never use hyperbole in a debate, as trying to justify a point as hyperbole makes it weaker overall.

    And the issue is you're saying that we promote Sain in Lyn mode. I literally explained that I perceived Sain's highest level he could achieve as 10, so he would be that level when he promotes. If he waits and promotes in Eliwood/Hector mode, then he would obviously promote later, but that isn't the point here. You said that Sain, if he promoted in Lyn mode, would serve as a better Marcus. I debunked that assertion, and then you just sidestepped by saying promoting anyone at level 10 is silly (which it isn't, healers benefit an extreme degree by promoting that early). Of course if Sain promotes at level 17 he'll be better in most areas than base Marcus (still worse in Skill I believe), but that still wasn't the point that either of us were focusing on. If you promote Sain during Lyn mode using the one knights crest you get, then he will basically end up as a worse Marcus when he comes back.

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