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Imuabicus der Fertige

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Posts posted by Imuabicus der Fertige

  1. 4 minutes ago, ciphertul said:

    Or speed for that matter, a tanky unit should have either Low Attack or Low Speed to balance

     

    5 minutes ago, Flere210 said:

    Imo no unit should have high def and res whitout also having very low damage in the first place.

    So Benny? (kinda has Res too, but low base) He has 45% growth, like Camilla and Peri (highest growth in the game barring children)

  2. 15 minutes ago, vanguard333 said:

    You may chime in.

    I´m gonna go and get the big bells then.

    15 minutes ago, vanguard333 said:

    I understand what you're saying, but my point was that Camilla and Dragonstone-Corrin are the only two for a long time in Conquest to have both. Notice how there's no overlap in those two lists. Didn't I specify that I was talking about having both? I distinctly recall saying "both high defence and high res". 

    I raise you one Leo, with 4 chapters later jointime, and 1 Level above Camilla with -2DEF, +5RES.

    I can see what you mean, and perhaps this too is a thing of playstyle but consider the enemy positioning on the Maps and whether or not you need high DEF/RES units. I wll give examples until chapter 16 (mostly from Memory, take with saltgrain), as that´s when we have almost the full cast, but if you want I´ll go further than that.

    Chapter 7: no magic damage, Silas, Effie, Elise join

    Chapter 8: mixed damage, damage segregation in Dark mages stick to their own and the same for fighters. some overlapping ranges, Niles joins

    Chapter 9: physical damage only. Two enemies wield magic weapons (one Archer with Haitaka, one Spear Fighter Reinforcement)

    Chapter 10: physical damage only, Camilla & Beruka join

    Chapter 11: physical/magic damage is segregated by rooms. Kaze joins.

    Chapter 12: no magic damage

    Chapter 13: Orochis group of magicians. The rest is physical damage. Bennie joins.

    Chapter 14: physical damage only (I seem to remember some Falcon Knight with Bolt Naginata? also boss) Keaton & Leo join

    Chapter 15: physical damage, a villager with bolt Naginata I think?

    Chapter 16: First extremely mixed setup. Physical and magic users are mixed together with overlapping ranges: Dark Mages, Sorcerors, 1 or 2? Adventurers with Shining Bow. God joins. I mean Xander.

  3. May I chime in for a sec?

    2 minutes ago, vanguard333 said:

    Camilla is about as optional as Titania, which is exactly the comparison that was being made. Either both are necessary, or both are unnecessary, and I would say that Camilla is more necessary because she's the only unit outside of dragonstone-Corrin for a long time who has both high defence and high res.

    I cannot make the comparison Titania/Camilla as I have never played FE 9/10 but,

    High Def Units:

    Silas, Effie, Beruka, Bennie, Keaton

    High Res Units:

    Felicia 1 (kinda?), Elise, Niles, Kaze

  4. @ciphertul

    Due to there being several mistakes in my first math-attempt, this is an updated version. Since I can´t edit the original post I will ask a mod to delete it.

    Since you didn´t specify anything I will assume a max stats SM, on a Gate, with Hagakure Blade equipped. Alternatively, a Sunrise Katana could be assumed, because it too gives 20 Avoid, but much less Might.

    Formulas, stat caps, items, weapons etc. can be looked up at the fewiki.org, as well as SF. Units stats are calculated using Fates Average Stats Calculator (easy search through Google)

     

    The Max Stats Swordmaster would look like this:

    55 HP / 30 STR / 28 MAG / 32 SKL / 35 SPD / 33 LCK / 27 DEF / 31 RES

    Paired up with a Master Ninja we get 2 Skill, +4 Def, +1 Mov. Wielding the Hagakure Blade also gives + 1 Spd, -1 Def/Res.

    Our SM looks like this:

    55 HP / 30 STR / 28 MAG / 34 SKL / 40 SPD / 33 LCK / 26 DEF / 29 RES / 7 MOV

    Additional Effects:

    Hagakure Blade gives +20 Avoid, and the SM stands on a Conquest chapter 22 style Gate which gives +3Def/+30Avo/20%HP

    In total, unless I made some math mistake, his Avoid by stat would be 77 (76.5). Adding Gate and Hagakure that makes for a final 127 Avoid.

    The SM has the following skills: Duelist Blow, Vantage, Astra, Swordfaire. When attacking he would therefore have 157 Avoid (that may however imply an aggressive AI, which would allow us to lure him from his Gates which would result in -30 Avoid).

     

    I assume a Lv. 20 Benny with average stat growths, reclassed at Lv. 11-15 Wyvern Lord to pick up some skills. His S-Rank with Beruka allows him this and we reclass Beruka for pair-up purposes to Berserker. We will use an Iron Lance, as well as a Brave Lance. 7Might, 80/65 Hit, 0Crit.

    Benny’s stats, with all available buffs. (Explanations where does what come from are below)

     

    HP

    STR

    MAG

    SKL

    SPD

    LCK

    DEF

    RES

     

    51

    32

    0

    32

    9

    24

    41

    24

    Tonics

    /

    2

    /

    2

    /

    4

    2

    /

    Rallies

    /

    4

    /

    4

    /

    /

    4

    /

    Meal

    /

    1

    /

    /

    /

    /

    1

    /

    Pair-Up

    /

    5

    /

    2

    3

    1

    2

    /

    Skills

    /

    2

    /

    /

    /

    /

    2

    /

     

    51

    46

    0

    40

    12

    29

    52

    24

     

    What the tonics do is self-explanatory. Cooking stats come from a simple +1/+1 STR/DEF Meal, cooked by Benny, therefore it does not add or subtract any stats. Pair up skills are from Beruka: offering +5STR/+3SPD through Berserker and +2SKL/+1LCK/+2DEF from her S-Rank. The rallies we can get from any Lv 5 Berserker, Lv 5 Wyvern Lord and Lv 5 Bow Knight. STR/DEF can also be brought about by Rallyman, at the very least on Lunatic. The skills Benny has are as follows: DEF +2, Natural Cover, Wary Fighter, Pavise, STR +2, Lunge, Rally DEF, Swordbreaker. Underlined Skills will be equipped, the rest is unneeded.

     

    Benny´s hitrates are as follows: Weapon Hit + SKL*1.5 + LCK*0.5 + Weapon Rank (A) + WTA

    Iron Lance: 80 + 75 (74.5) + 5 +15 = 175 + 50 (Sword Breaker) = 225

    Brave Lance: 65 + 75 (74.5) +5 + 15 = 160 + 50 (Sword Breaker) = 210

    Assuming we attack the SM on his Gate, we have, due to Bennys PS Fierce Mien, reducing enemy Avoid by -10 within 2 tiles:

    225-(127-10) = 108 Hit (100% Hitrate)

    210-(127-10) = 93 Hit (93% Hitrate)

    and smash him for 46 STR + 7 WPN Might + 2 WPN Rank + 1 WTA = 56 – 29 = 27 DMG with both Iron Lance and Brave Lance (54 DMG).

    However, we don´t kill the enemy with either weapon and our Brave Lance isn´t 100% as well, so we must take further measures.

     We therefore put Elise or Camilla right next to the position from where Benny will attack, thereby giving him either +1/-3 or +3/-1 DMG dealt/taken, which lets us 2HKO/1RKO the enemy.

    In order for our Brave Lance to succeed 100% of the time, we now put any unit with Heartseeker (any Darkmage above Lv 5: Odin, Nyx, Leo, Ophelia) adjacent to the SM, which drops his Avoid from (127 – 10) - 20 to 97. That makes for the following calculation for the Brave Lance: 210 – 97 = 113 (100%). We can now guarantee a kill on this SM 100% of the time, without fear of retaliation.

    Not that the SM would be able to deal much damage to Benny, as Benny has 52 Def, the SM loses 2 DMG from WTD, Weapon Ranks are invalidated due to facing WTD. The DMG the SM can deal would look like this:

    52 DEF – (30 STR + 18 WPN Might + 5 Swordfaire -2 DMG WTD) = 1 DMG times two. Keep in mind we didn´t equip Wary Fighter and Hagakure Blade halves you STR after Battle until after the next battle.

     

     
  5. 10 minutes ago, ciphertul said:
    21 minutes ago, Imuabicus said:

    This had less to do with being about fun or challenging yourself, but rather with the many times you will inevitably face enemies that you do not have high hitrates against and low hitrates even with gambits on Maddening difficulty. It was not meant as a sort of “Do YoU EvEn LiFt BrO?” comment.

    This whole thread is about enjoyment, If your opinion is based on challenge and difficulty your enjoyment of it will differ. If you WANT to face bad hit rates is one thing. This whole quote is counterintuitive to the point of the thread.

    It was meant as an example to highlight a very specific part of gameplay, since as far as I remember there are few instances where TH Hard features extreme hit difficulties (excluding mini-/ bosses). Who plays what game with whatever intent behind it was never part of it.

     

    19 minutes ago, ciphertul said:

    So, have you watched me play? You seem to think that I don’t know how to play FE. If you’re gonna criticize my way of playing a game, that would be more of a PM. The way you’re coming off is that you’re looking down your nose at us(me). I don’t know your experience with the FE series not do you know mine, so I would suggest wording your messages more carefully.

    I answered your question. If I insulted you while doing so, I´m sorry.

    And yes, if somebody argues that influencing Hitrates in Fates is far outside their control I start to wonder, because it´s the direct opposite to my own experience.

  6. 1 hour ago, ciphertul said:

    1.Divine pulse is a crutch that I do not use, miss once or twice maybe even three times with 97-99 hit is one thing but missing five times with same rates does effect one’s outlook on a game

    So, are you saying that should you miss 5 hits with above 90% hit rate in Three Houses you would consider it a worse game than you consider it now?

     

    1 hour ago, ciphertul said:

    2.I play for fun, if you can have fun on maddening more power to you. I feel maddening(and lunatic) take away from the game as you can’t as easily play it the way you want to.

    This had less to do with being about fun or challenging yourself, but rather with the many times you will inevitably face enemies that you do not have high hitrates against and low hitrates even with gambits on Maddening difficulty. It was not meant as a sort of “Do YoU EvEn LiFt BrO?” comment.

     

    1 hour ago, ciphertul said:

    And let me ask you why, Your mandatory comment has what meaning exactly?

    Because Fire Emblem Fates gives you a great many ways of dealing with its challenges. On the contrary to hating me, I would go so far and even say Conquest loves the player (just to trigger people though).

    However, using these tools requires the player to do some very basic things, I feel.

    • checking enemy stats.
    • checking enemy skills.
    • checking enemy inventories.
    • checking enemy positioning, movement range, attack ranges.
    • thoroughly looking at the map layout and it´s specifics.

    Now onto some of these tools.

    • stat benchmarks, while not necessarily easy to reach are more lenient due to temporary stat buffs, permanent stat buffs, cooking, pairing up, rallying.
    • Fates allows you to use two very, very strong mechanics: Attack and Guard Stance. Some units are tremendously powerful when paired up. Attack Stance on the other hand, is nothing less than a brave attack, allowing you to dispatch enemies without taking damage or be afflicted with debuffs.
    • Personal Skills. These have so many different aspects to them. For one there is Niles. Incredible utility. Similarly Elise, Camillas, Corrins, Silas, (Jakobs, Gunther, Felicia in regard to Corrin), Corrins personal skills tremendously boost other units performances. Bennys, Laslows and Effies PS aren´t to be overlooked either.
    • Class skills. These are more complicated due to the levels they may be available. But Breaker skills and Rally skills are very powerful (especially on child units). Skills such as Heartseeker, Gentilhomme/Demoiselle, Elbow Room are nothing to forget either.
    • I will only shortly mention Staves, as I personally only ever hoard them . But I don´t think it needs explaining why freezing, entrapping and enfeebling an enemy is a useful thing.

     

    Do you see where I´m coming from?

  7. 20 hours ago, ciphertul said:

    I don’t see how getting hit by single digit hit rates and missing with high 90s is “meant for experienced players”. Testing your luck with 50-60 range is one thing but it doesn’t matter how experienced your are when the game hates the player

    14 hours ago, ciphertul said:

    [...] you're right, sure that might not be "probability" but still regardless constantly failing do to thing far outside of my control is a reasonable reason to dislike something no?

    Mandatory “Conquest only hates the type of player who doesn´t use the resources it gives them” comment.

    An experienced player might look at the potentially shaky hitrates of Fates and Conquest in particular. Thereupon said player might start to look into “how do I avoid this outcome/improve my units’ performance?” And then said player will realise the ways Fates and Conquest in particular give him, in order to influence enemy Avoid, thereby possibly preventing failing to hit.

    17 hours ago, ciphertul said:

    The problem is you won’t simple admit that this is my opinion, I was attempting to explain why this is one of the causes that Fates is worse then 3H. You are trying to argue someone’s experience, that is inviting conflict.

    So, just to see whether or not I understood your opinion correctly:

    You consider (for possibly other reasons as well) Three Houses to be the superior game to Fates and specifically Conquest because you have less trouble hitting/evading the enemy?

    Is this correct or did I miss your point?

     

    Regardless of this there are two things I would like to ask.

    1. Do you think, being able to Divine Pulse back in case of an unfavourable combat outcome (e.g. a [possibly critical] attack misses) influences this opinion?

    2. Have you taken a dip into TH Maddening difficulty yet?
  8.  

    13 hours ago, starburst said:

    This might be true in Birthright, but it is not in Conquest. Mages at least have super early access to Lightning, but a lot, a great lot of enemies are fast. Late game, units need around 30 Speed to double reliably and over 20 Speed to not get doubled. It is trickier.

    Yet Lightning has a drawback, no? (Also hinges on Ophelias paralogue/Armory after chapter 13 unless I´m forgetting smth) My main point about speed not being critical was regarding Attack Stance allowing for a “clean” kill, aka no debuffs, skill effects etc. I am well aware that speed has a defensive component to it, but not having a slow squishy in range of an enemy, I would almost consider to be part of (good) strategy.

    Furthermore, “fast enemies” perhaps needs an explanation, no? (Though it´s been some time for me)

    Ninjas. High Res, Def not so much. Swordmasters. Strong, fast, defensive stats aren´t that great either, no? Falcon/Kinshi Knights. Same deal as with Ninjas except MOAR MOVE HELICOPTERS and a weakness, no? Probably nohrian maps too, Heroes on Iagos map? Strong, tanky, not much Res? Maids too have more Res than Def, no? (Also, they should be called Charlotte-Fodder) Did I miss something? Don´t know about Sorcerers/Onmyoji.

  9. 16 hours ago, starburst said:

    Mozilla has more Super Bowl MVP’s than Brady, for sure.

    Had to look that one up, lol. Am not American so freedom football references go straight over my head.

     

    16 hours ago, starburst said:

    [….] I have been reading forums and Reddit ever since, and, you are right, I have only sporadically seen Orochi been mentioned, and never in a positive light [...]

    A vast amount of criticism units face in fates amounts to barely anything more than “You are too slow, hahahahahahahahaha”, when Fates is the one game speed isn´t critical to a unit’s performance (unless you are Kaze). But a unit’s capabilities for Attack Stance as a whole is very much underrepresented in Fates discussion, I think.

     

    16 hours ago, starburst said:

    I get a similar feeling about Velouria; she is just ignored. And she has great growths and can turn into a monster (pun intended), but one only reads that “Wolfskin suck because they have no 1-2 range”, if anything. She is a solid front-liner or Berserker, and her statistics skyrocket if she inherits Aptitude. Yes, she joins too late naturally, but if one grinds supports and recruit her right before Chapter 15, she pays off greatly. The beast stones are broken, and she lands critical hits like crazy.

    Compared to other child units Vel is kinda plain tough? Vel is a clingy wolf-girl. Compare that to Nina, Odin 2.0 etc. To me she just seems a lot more moderate in terms of her quirk. Not that I can really talk about FE characters.

    And I mean, he who does not value a Shapeshifter that is either tanky, fast & strong or very fast & strong, is undeserving of their greatness. No weapon triangle is a 2-edged sword tho. I never actually reclassed Vel out of Wolskin (Camilla tends to be the Mom). I personally vastly prefer Wolfskin over watered down Ninjas Kitsune.

  10. 11 minutes ago, SSJDennis said:

    Worst part about the game is not being able to skip the first part on any new game(plus).

    Same chapters, with other cast. This isn't exiting, but boring. On Fates you get the jump to your choice, Three Houses should've had a jump to after time skip.

    I would not compare Fates pre-choice to TH. Fates pre-choice is essentially a prologue, while TH pre-choice seems to be the basis of the entire game, both for story and gameplay reasons (classes, skills, builds). I think skipping TH pre-choice in Fates would be more akin to being thrown from chapter 6 into Conquest somewhere around 16/17.

    Also, the Fates-prologue alone has some interesting maps (looking at chapter 2, 5 & 6) that can play out somewhat differently depending on your Corrin.

  11. I had my save files for Maddening routes sitting around Chapter 2 for a few weeks before Ashen Wolves hit. I am not going to use DLC skirmish maps, nor the items you get for free (Chalice of the Beginning sounds incredibly strong). CF, AM, GD i´ll do without recruiting any students of the other houses except Ashen Wolves, staff or knights. Only exceptions is Silver Snow, where i´ll recruit every recruitable character.

    Currently in the process of going through Crimson Flower and recruiting Hapi was possibly my best idea yet. Dark magic, especially Banshee is so incredibly useful.

  12. On 2/17/2020 at 11:12 PM, starburst said:

    Mozu, probably. [...] For a unit whose alternate class has a niche in Conquest, who gains 7-8 levels in her own chapter in fifteen or so minutes, who caps her relevant statistics relatively early (Strength, Speed and Skill, around L19/12-15), who has Weapon Triangle Advantage over most enemies, who is more accurate than any other unit, who is the quintessential boss killer... there is a lot of hate.


    Sniper Mozu, Terror to all things that are Ninja and hard counter to Kitsune and Kotaro

     

    I´d like to put in my vote for Orochi. But that´s more because there doesn´t seem to be any discussion about her in the fandom at all (though I was late to the party). It might not be unrealistic to say that she managed to surpass Hinoka in terms of being forgettable. If there is some discussion about her, it´s about how bad of a unit she is, because of her speed when she is in the one game, where speed is not the most important offensive stat.

  13. Don´t care about which setting.

    Quick and clean Interface, SD or Fates style.

    No more Hubs.

    Add Attack Stance back into the game.

    If Avatar, then with customizable growths.

    More weapon variety -> effective vs Mov Types, other weapon types, more named weapons without them being personal weapons and highly specialized weapons (for example: 0 Might 100 Hit 70 Crit).

    MOAR STAVES! I´ve seen so many cool effects yet they seem relegated to healing and the occasional warp.

    Enemy formations and enemy AI. Make me think about how I want to break the enemy apart and make attacking them dangerous.

    Maps and enemies that punish overcommitment to one class.

    A wind mechanic that influences fliers and archers, both positively and negatively (more mov and attack range respectively by good weather and the reverse).

    Map mechanics. Let me open/close doors, lower/rise bridges, destroy/repair obstacles. Large scale map manipulation for both player and enemy.

    More Classes. I want highly specialized mono-classes as well as mixed classes. And not just healer/support classes either, but classes that allow interaction with/manipulation of the map/the enemy. Also add maritime classes etc. to the game.

    Make influencing Hit/Crit/HitAvo/CritAvo possible via corresponding rallies.

     

  14. 1 hour ago, zuibangde said:

    I never get why Birthright's gameplay gets criticised/ignored. It was designed to be easy and straightforward as an introduction to the series. My first ever FE game was birthright and I thought it was the a really great introduction to the series. In my opinion, it achieved what it was designed to do because it made me and many others sought for more FE games.  I honestly doubt many new or casual players to the tactical genre would really want to continue playing FE after playing Conquest.

    I mean Birthright is kind of in an awkward position. There is Conquest that many will praise for its strategic gameplay and then there is Revelations, that seems to be pretty much hated by most of the fans for its map design. Meanwhile Brithright I think is like, not good not bad and gets mostly criticized for either being too easy or its map design being too bland?

    It´s like Birthright is that kid that has one awesome bro and one bro no one likes, so it doesn´t stand out much.

  15. I would like to believe the reason for a Fates “Golden Ending” as people have put it was not for reasons of story, but rather a specific part of it´s gameplay. That aspect being unit customization. Want Samurai Selena? Have her get it on with Hinata. Want Crit-O-Fucking-Phelia? Combine the two O´s, grind out them sweet skills and there you go. Three Houses to a certain degree already does that. You can freely decide in which class you put your units and you can, with exceptions, recruit characters from other houses (yeah, I am kinda salty I can´t have Hilda on CF, but in exchange I get white hair smasher-girl, or that Dedue is locked to AM). So, from a gameplay perspective I don´t feel it would add much to the game.

    As for story, yeah that ain´t my cup of tea.

  16. So much yes in a single topic.

    But most of the time, at the very least as far as I can see, discussions about “TH vs Fates” are almost always about story. I feel I have seen very little serious discussion about gameplay-aspects and as far as I have observed these discussions, few make a case for TH (especially if it´s TH or Conquest, BR and Rev are not as prevalent). But that may just be me looking in the wrong places.

  17. Quote

    This is something that FE has always struggled with. I actually really liked the inclusion of height in Radiant Dawn a lot because you could make a Defense style map(Like 3-13) where it truly felt like you were at truly a huge disadvantage with army strength, but due to having leverage and height advantage, things were much more equal.

    Don't know exactly how the opposite would be handled. I guess chapter 14 of FE5 kind of works that way. Just a massive city siege where you can make all kinds of bottle necks in the streets, while the two enemy armies just throw themselves at you to try to break through.

    Thinking about it, is suppose one could scratch the “may not affect the player adversely” since that would probably take a lot of effort. I will however point to Conquest chapter 8 (Ice Tribe with the lake-DV) and perhaps Chapter 9 (Azura Cave) though the set enemies to 1 HP is a cheap way of doing something, I feel. The whole enemy has mor dudes and better position is mostly referring to them having direct access to things such as ballistae or are covering each other in a formation etc.

     

    Quote

    The issue I have with harder difficulties is that they don't do much besides either adding stonger enemies or replacing tougher enemies instead and some small tidbits here and there.

    If they could do something like adding an exclusive chapter like how FE7 did, there would be a reason to do so but apparently not anymore.

    I mean the whole point of the additional difficulties is to accommodate differing players, no? Some may just want to enjoy the story and characters, while others want to test themselves or rather their strategies.

    Other than that, it´s exactly for that reason that I would disagree on less difficulties. How would additional chapters be integrated story wise? Would they just be omitted, or more as a recap of sorts, with characters just discussing what had happened? And what about players that don´t want or can´t play on these higher difficulties; would they be just locked out of parts of the story?

    Regarding the "they don´t add much to the game". Somebody correct me if I am wrong about this for the different games, but most of the time the higher difficulties just scale enemies up higher, meaning they will be more of a match for your units. Though sometimes they will go way overboard with that. But in some games, they also change or complete enemy formations, or change/add skills which may force a different approach to the game. To give an example I will once again point to Conquest and take the aforementioned Chapter 9. Of the top of my head Lunatic adds one archer in the hallway to the rescue staff chest, one more spear fighter near the boss, another archer in the boss room and an additional set of reinforcements of 4 spear fighters at the stairs near the rescue staff chest. However, it also gives the new archer in the boss room a magic bow and one of the spear fighters has a bolt naginata, so these are additions that may force a change in your strategy to the map.

  18. 4 hours ago, Harvey said:

    Fire Emblem should from this point just add one or two difficulty options. 

     

    1 hour ago, GlitchWarrior said:

    At this point, I can't argue. The "harder" difficulties aren't challenging, even, because of actual challenge. They're challenging because of bullcrap.

    (Disclaimer: I have no experience with TH Maddening yet, but bear with me a bit)

    I disagree. I think 3 difficulties can work very well, but what they should abstain from in the future I feel, is:

    Ambush Spawns – especially if I can´t predict where they will spawn, because they spawn in just about any damn spot on the map. If I get forts, stairs or whatever that let me have an educated guess where they´ll spawn I´m personally okay with them.

    Stat Sticks – Having every enemy be able to just barely not 2HKO your guys is just not good game design imo. Enemies should be able to meet your units on equal footing, but what´s the point of having actual characters when the enemy just wipes the floor with them. At that point I may as well use generics.

    And on that note:

    Map Design – I think maps should be designed in such a way, that they offer a mechanic that may help the player against an enemy in a superior position and has greater numbers but does not or only rarely affects said player adversely.

     

  19. 14 hours ago, Shanty Pete's 1st Mate said:

    Anyway, how about some dumb hair color skills?

    Imagine Hairdresser as a dancer-ish class. It´s first skill being:

    Sharp Cut: Change a characters hairstyle. Give the unit one of the following effects +20Hit/Crit, +10 to any one stat for 1 round, +15 HP.

     

    4 hours ago, Kruggov said:

    Windfury: Each time the character dodges an enemy attack, increase their Hit/Crit by 10 for the remainder of combat.

    Maybe I am not getting it, but do you mean for this one fight against one enemy, or for the entire EP? Otherwise it would look Kind of weak. And if it´s for the entire EP would it expire when hit again?

  20. This may have already been done before, but since a lot of skills seem to make return every newer game, I have been wondering what kind of new skills people could come up with, especially in regard to classes, mechanics etc. that you may find disappointing, underperforming and in general just for fun.

    Disclaimer: X, Y and Z are values I don´t really know how to specify without them being too strong/weak/insignificant (any value I use is kinda random tbh).

    One more disclaimer: Skills thought up can be for every game and the like (since the games do differ from each other), even if some of my stuff may seem more geared towards TH.

     

    Skills I came up with so far:

    Proper Grip:

    If Weapon Weight ≥ X increase Dmg dealt by Y and AS by Z. If weapon Weight < Z increase Avoid/Hit by 10/20/30 (?) and Crit by 10.

    The whole point is basically two handing, meaning hitting harder and faster vs one handing which is more accurate and nimbler.

     

    Heavy Stance: (for armoured Units?)

    If total weight (weapon/shield) is above X increase Atk/Def by Y.

    Knights in a nutshell: you are slow, the enemy is running circles around you but hey! at the very least that armour and shield protect your bum and if you hit you hit hard.

     

    For Assassins instead of Lethality:

    Deadly Strike:

    Crit +20. Effective damage x4.

    The effective damage part is on account of several assassins I’ve had, not being able to kill with effective weaponry and that’s just a big no-no in my book (might just be me). And crit – I mean what else screams WEAKNESS as much as landing a crit on an enemy. (I also dislike procc skills)

     

    Spot Weakness:

    After combat: The next attack that hits the enemy deals 50% more damage. Only active on the last enemy hit by Unit.

     

    For Heroes:

    Last Stand:

    If HP is ≤20% gain X AS, Hit/Crit Avoid +Y and set skill activation to 50% + activation stat.

    Am I the only one who is seriously disappointed by Heroes? There is nothing heroic about them other than their name, so this should give them some form of redemption (even though its only Fates Great Lord Awakening Skill on Crack).

     

    And a skill for Dancers, just for the fun/heck of it:

    Sick Moves:

    Avoid +20. When counterattacking increase damage by 30% of damage dealt.

     

     

    What do y´all think?

  21. 10 hours ago, sithys said:

    My argument is that, you cannot say that Fire Emblem is about strategy. Even proper military strategy is not about strategy, it is more about survivorship bias. No human can ever become more skilled at military strategy in general except in relation to another army in a given circumstance with relevant historical perspective available only to the friendly side. Thus Fire Emblem as a concept for a game is total nonsense.

    Fire Emblem cannot be about anything more than it's own game design, and the principles of game design as such apply here. Fire Emblem is a game and the traditions of game designers are the only traditions that matter. Bad game design is always bad, even if it is "historically accurate," good game design is sometimes good, and if you know something is bad you should avoid it. Removing enemy range indicators in FE10 hard mode was bad, it did not make the game more difficult, just more tedious. The next-turn-move indicators in FE16 are nice but the design of the game fails to capitalize on them.

    I am sorry, perhaps my English is not up to the task, but what exactly is your point? What more should TH have done to make the game easier for the player? Send a warning when your units are in range of an enemy that has crit/effective damage? You already have all the time in the world to check enemies for their weapons, skills, whether they are positioned to cover each other. You can look at the map and identify side objectives such as NPCs and treasure, as well as dangerous terrain or terrain that will impede movement.

    I also don´t understand how FE is not about strategy. It presents you with a map and a goal for said map. How you achieve that goal is up to you. We are in the fortunate situation of most of the time knowing a lot about the map, which again, allows us to form our strategy.

    A war is a situation where opposing powers intend to achieve victory over the other and employ differing strategies to achieve that goal. Losing a war, however, does not result in being wiped off the face of the earth, or at the very least I am not familiar with any real history example of this happening. The winner may believe in the superiority of their employed strategy and may use it again (or not), but the loser will probably come up with an alternate strategy in order to not only not lose but to be victorious, unless he has no other choice due to other factors (one may be available resources).

  22. 16 minutes ago, Shrimperor said:

    When skipping you autotrain.

     

    26 minutes ago, Imuabicus said:

    Additionally, skipping class means you get the average outcome for teaching. No Great! no Perfect! and what is arguably an advantage no Bad! (How much this factor into a playthrough on the differing difficulties I don’t know)

    also

    16 minutes ago, Shrimperor said:
    26 minutes ago, Imuabicus said:

    Sword of the Creator won´t be recharged without Rest.

    Skip = rest, so SotC recharges.

    It also recharges motivation by 50%, for each week.

    So there is even less ability to skip, but I suppose it adresses some of the weapon exp isssues, that may or may not pop up. I will admit that the Swordd of the Creator thing was a minor nitpick at best.

  23.  

    1 hour ago, Shrimperor said:
    1 hour ago, Stephano said:

    I want gritty war with actual stakes. The second have of the game kind of has this but always having to go back to the school after every battle just seems like no progress is being made

    There's a skip button

    Disclaimer: As I have not played on Maddening, feel free to correct me if I have made a mistake pertaining to said difficulty. 

    Let´s entertain the thought of skipping for a bit.

    The least important aspect of skipping is skipping support scenes and cutscenes. I mean you don´t get to choose some avatar lines but other than that? Nothing of value was lost.

    Now let us take a look at skipping monthly activities. If you decide to skip them, you lose out on the following:

    The chance to use the weekend activities, in other words you lose money, weapon/unit experience, you can´t train Byleth proficiencies. Also, paralogues and I guess Sword of the Creator won´t be recharged without Rest. But here’s the thing. Skipping in Three Houses does not mean that you can skip stuff. You are forced to partake in class, the birthday here the holiday/festivals there will stop your skipping etc. Additionally, skipping class means you get the average outcome for teaching. No Great! no Perfect! and what is arguably an advantage no Bad! (How much this factor into a playthrough on the differing difficulties I don’t know)

    You have probably already caught on to it, but you lose something else when skipping. NO EXPLORING. Characters morale will be severely cut back, outside the MVP spot after battle, since you can’t eat with them. Even less progress during the forced class. No chance to recruit out of house characters. And most importantly: NO PROFESSOR RANK. What does that mean? Even less money, even less weapon/unit experience, limited access to items and weaponry (I think these are tied to Prof Level?). And pray tell, how do you train Byleths movement types without exploring?

    Skipping in Three Houses, depending on how much its stuff you want to skip will severely punish/limit you and that should not be the case for a FE. It’s also the only FE game that does so as far as I know, but I only know DS upwards.

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