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X-Naut

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Posts posted by X-Naut

  1. It's annoying but it's not too bothersome to me because:

    1) Female-only banners have been very rare ignoring rerun banners. The last was a year and a half ago, and they'd been absent for the same period before that.
    2) It's been pointed out the missing characters roster for Fates' non-child playable cast is relatively even at 5M:4F, and that's after counting this banner.

    Benny absolutely could have switched places with Orochi but it's not too big a worry right now. The Duo/Harmonic chokehold that Sunwoo brought up is a much more serious issue.

  2. 9 hours ago, Mercakete said:

    If we're getting a Fates banner, I hope we get Shura. ... But we're probably not. Also, is it just me or does it look like activity goes down in August? Like, less busy.

    Well it's currently the peak of summer, where they've always rammed seasonal content at flank speed. Also remember that the calendar goes one-third into the month and CYL has typically been in late August, so chances are it's the tip of the iceberg.

  3. 13 hours ago, Zavakar said:

    What I like about Duo heroes is the interaction between two directly related characters (with directly related I mean that are from the same game and have something that "connects" them) like Halloween Hector with young Lilina, who are a father and daughter. Furthermore, I love Duo units' artworks, they look awesome. However, in Harmonized heroes' case, this isn't that impressive, at least for me. I don't really think that Harmonized heroes are bad, I only think that there's no point in having them when we already have Duo units that fulfill the same role and even better.

    Well, Harmonics are meant to bring together characters who aren't directly related. Have there been a few that feel heavy-handed, out-of-place or forced? Sure, but I think the concept of bringing together heroes from  separate games works.

    Anyway, to make this post worthwhile to the thread, map design aesthetics peaked in the DS games.

  4. This was a topic on the subreddit yesterday so I'll copy what I posted over there:

    Quote

    Guinevere and Galle in Binding Blade.
    The former is practically the deuteragonist, is playable in Trial Maps and would fill the void of a true light magic specialist. The latter's existent growth rates, wishy-washy AI and half-baked Camus status practically scream "recruit me!" They also fill the holes of a prepromote Sage and Wyvern Lord in a cast that otherwise covers all its bases.

     

  5. This is a tricky question to answer because the two play into one another, but I'd say having a cast about three times the average deployment limit is ideal. A cast of that size gives a good deal of character choice, replay value and reserves for ironman players. It can drift in either direction based on how said cast is distributed, but too high and you run into extreme cast bottlenecking; and too low and permadeath becomes too restrictive.

    Average deployment size I think is best between 10 to 15 characters. It doesn't have to be constant but too much swing can be annoying depending on how quickly the game scales up.

    Also @Jotari posted while I was wording this out and I want to add that another problem with New Mystery isn't just the limited uniqueness, it's also the wide gaps in unit quality. Some units are just plain better than others and a lot of them come early, to the point where it feels like the game is shoehorning you into a specific roster. Binding Blade and Radiant Dawn have this to a lesser extent but neither has zero effort reclassing, the former has a smaller cast-deployment ratio and the latter has a semi-malleable skill system.

  6. 6 hours ago, Tybrosion said:

    If she didn't already have a summer alt, I'd interpret this as IS signaling that Camilla #8 is imminent. 

    Oh well, Camilla could be on the Pirate banner (if that theme gets repeated of course) based on the flimsy basis that Xander was featured on it last time.

    Or a Resplendent. Dubious whether those count as new versions but it's not like some alts haven't been powercrept retraces of the original.

  7. While there's some grain of truth to the manipulative algorithms, it's so easy to turn the "discriminatory and anti-competitive" line into a counterargument against any political party. I haven't heard of voter suppression firestorms like in Georgia and Texas but if they've been enacting similar legislation in Ohio they've given Google fire to play with.

    Also Trump has been talking about being reinstated some time in August... scary thought what that might imply but another insurrection is more likely to go poorly for him than well.

  8. Men being unable to ride pegasi is the Big Lie perpetuated by Pegasus Knight guilds who don't want women to lose their gender-exclusivity. To their credit it's far from easy, as pegasi have a deep-seated fear of men from the days they were hunted. Few men have the temperament to overcome this, and few pegasi would be bold enough to trust a male rider.

  9. Dual phase and unconditional adaptive on the same weapon is just WHY

    I mean sure, it's not F!Edel skill stacking madness but those two look like something that should never be considered OK on the same weapon, much less on a character with 50+ Atk.

    Zeke's weapon isn't too impressive but free DC and follow-up if unit isn't on life support are two very strong effects on their own.

    Sorta RIP Luthier but at the same time he brings a long overdue demote on multiple fronts, and his fanbase can +10 him easier.

    Apparently Tatiana's tome is a blue 3H summer tome, and her art is cute. Being a mage is a bit surprising though when she's known more for her ditz savant white magic list.

  10. On 5/23/2021 at 12:32 PM, Jotari said:

    It's probably the same for Berwick, but what I really like about Tear Ring Saga is that Shields actually have durability. Which makes a tonne of sense, but also makes them way more interesting than Shadows of Valentia or Three Houses. It makes it much more cost effective analysis to decide whether you want to use the shield against certain enemies.

    It also gives them license to be stronger since they can't keep you safe forever. Compare TRS shields' defense values to SoV and 3H's; the uses might look a little disappointing but they scale a lot more heavily. While SoV can justify it with damage deflation and worse weapons, they're pathetic in 3H where the only ones really worth considering have very strong secondary effects.

  11. 4 hours ago, Interdimensional Observer said:

    One minor issue with this- I move with Boots equipped, I get next to enemy, I swap to a +200 Crit accessory to kill them, next turn, I equip the boots again and move with their benefits again. You have to create a way to prevent this from working.

    Well, don't let a unit equip more than once per turn. Pete's 1st Mate already alluded to this.

    And also what they alluded to, multiple Boots items would be neat. You could have variants with extra effects, or even give different movement types a different movement booster, like Horseshoes for cavalry.

  12. On 5/12/2021 at 9:08 PM, Glennstavos said:

    Sure, but maybe have more accessories tied to certain classes. For instance, giving a mage or archer a shield is goofier than giving it to an armor knight. Meanwhile a magic staff is not much use to a physical fighter. And then rings could be something anybody would wear, but isn't as useful as something available to a more specialized class. Prf accessories could certainly add to unit variety too. Three Houses did that a little with its relics, but the bonus for having a matching crest was often just 5 HP at the start of each turn.

    Rather than classes, shields being equippable with only certain weapons could be a thing. Like, swords, lances and the shorter axes can equip them; but blades, bows and poleaxes are too much of a handful. I can see mages using shields but only when head-casting, balancing an open tome and a shield seems impractical.

    As others have said before, it really depends on the inventory system. Having items get their own inventory space or having a decent inventory size is preferable, and I like the equipment slot. That way you can't just stack Leg Ring/Iron Rune/Iote's Shield/statboost ring all on one unit - no they haven't all existed in the same game, but my point stands.

    Also, please only have Boots as an accessory. It would make them a lot more flexible (and fun) to use and I just don't like them as a statbooster.

  13. 5 hours ago, lenticular said:

    Not if it looks like it did in Fates, and probably not at all. There are three main problems that I have with it.

    1. Having it tied to specific characters and their personal skill. If you don't want to use those characters or if they're dead (or not recruited or otherwise unavailable) then that completely disables the mechanic. And it also makes those characters worse than they otherwise would be, since whenever you aren't capturing, they effectively don't have a personal at all.
    2. Captured characters not being fully realised. By which I mean a full set of supports, their own personal, etc. Without all the trimmings, captured characters feel flat. With the exception of the few capturables with interesting skill combinations, you're generally just getting inferior versions of what you already have. Which sounds like it might be useful as a way to pick up replacement units in a struggling ironman, but see point 1. It can't even be reliably used for that since the only character who can capture might be dead.
    3. Story concerns. It often just doesn't make any storyline sense. We capture someone from the opposing army, imprison them, and then they say "sure, I'll fight alongside you now" so we let them out and completely trust them to help us invade their home territory and kill their royal family? And don't ever stop to think that maybe they were just telling us what we wanted to hear so they could either betray us or just escape? Are we complete idiots?

    If I had to design a capture system that I wouldn't hate, I'd start off by having it tied to a class skill rather than a personal skill so that it isn't tied to specific individuals. Then I'd make it so you could only capture named enemies, not generics. Everyone you can recruit by capturing would be a fully realised character with a personality, supports, a personal skill, etc. For most of them, capturing would be one option and not the only way to recruit them. For instance, if there's an enemy character that is normally recruited by talking to them with a specific allied character, you might be able to capture them with a different unit, then recruit them after the battle. A few could be recruited exclusively via capture, though. Give them enough personality and backstory to make it believable that they would switch sides and that we have reason to trust them. Also make it so that capturing can give different results other than just recruitment. Some you might be able to ransom, some you might interrogate for intelligence, some you might be able to take their equipment, etc.

    I still wouldn't be super thrilled with capture even if they did all of that, but I'd be much more interested in it than I am in the Fates version.

    1) While I agree with this, it's worth noting that it does make capturing into a type of unique utility, even if the map design can undermine it (Revelations' Vallites for example).

    2) So what? I guess they could add a few sets of generic voice clips but expecting fully fleshed-out characters is too much to ask for outside of the capturable bosses. You can headcanon or fanfiction them into true characters without writing it directly into the game. In addition, I think giving capturables too much character runs the risk of blurring the definition of what full recruitment entails.

    3) It's not that hard to rationalize. Enemies showing compassion, threats, a grayer morality setting... there are plenty of reasons.

    If I have a complaint to make about Fates capture, it's that it's too easy: the only penalty is lol -10 hit that can easily be made up, and captured units go directly to the PC unless your box is full. Having to hold onto them until the chapter's over would add a risk to consider after capturing, especially if you're taking multiple prisoners. For battle, halved damage and no follow-up would mean you have to put in prep (no ORKO capture setups). And either no critical hits, or a have crit penalty, with a critkill causing the capture to fail.

  14. Neuter Javelins and Hand Axes like Fates did. That solves that problem.

    Though in general, you could also nerf natural crit rates to the point where you need to be actively trying for critical hits with their tools or the enemy is just that unlucky. FE4 takes it to the extreme with no natural critical hits unaided, despite every enemy having 0 Luck. I wouldn't say no to having some way to opt out of getting random crits either, like through a skill or accessory.

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