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Samz707

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Posts posted by Samz707

  1. On 1/8/2024 at 11:24 AM, Imuabicus der Fertige said:

    Simple question, Reinforcements for the player that are visible on the deployment screen, their position and inventory being changeable among said reinforcements, that are however not present on the map from turn one, but enter on say turn 3 or 5? Like a squad of scouts you had to choose/send out in a prior maps, returning, that had to go around the enemy forces.

    Has this or something of this variety been attempted in FE or other SRPGs, cuz i dont remember it?

    E: i guess chapter 13 from TH for non-CF, but i mean a more planned entry to map.

    This reminds me of a few things that aren't quite the same but similar:

    Rainbow Six 1 has several maps that are taking place around the same time on different parts of the world, the game warns you about this in the briefing menu, so anyone sent out will be absent for the next mission.

    Another strategy game I played, Syrian Warfare, usually had you bring only some of your army at the start of every map but certain main objective thresholds/sidequests would let you deploy "reinforcements". (basically the option to deploy more of your army mid-map several times so you can bring in soldiers/vehicles you didn't take with you at the start.) 

     

  2. On 1/7/2024 at 9:29 PM, Etrurian emperor said:

    I think the Tellius games make a pretty smart move in regards to making the Black Knight intimidating. They incorporate it into the stages. Two times in POR the Black Knight will appear and you'll be completely helpless against him. Don't pursue the Black Knight and all that. Then Radiant Dawn switches it around and its the enemies turn to be completely helpless when you control the Black Knight.

    The difference between Ike and BK is probably smaller than between Eliwood and Nergal. But Nergal dominates the cast purely in cutscenes. You don't actually experience it yourself. 

    Its a shame the Fire Emblem games kinda lost the ability to make its villains intimidating. These days most of them come off as losers who are probably a lot weaker than the playable characters. The prime example being Team Garon. Iago clearly doesn't come off as very competent or powerful in the grand scheme of things, and Hans is introduced with the notice that Xander has already kicked his ass before. Aside from the little sisters I doubt any of the royals are weaker than Hans and Iago. Thales also never comes across as all that intimidating. Its clear that Edelgard could crush him like a fly, and Dimitri even does so purely by accident. 

    The likes of Nergal, Zephiel, the Black Knight or even the likes of Valter and Petrine come off as dangerous and imposing while the likes of validar or Iago come across as mere nuisances at best. Often I think this is reflected in their designs too. Nergal comes across as a dangerous arch mage and Valter like a mad dog, but Validar kinda looks like a mini boss. 

    Admittingly I've not played Tellius but I found Death Knight pretty terrifying in Fodlan since my units were always underprepared to fight him for the early stages.

    Then Hopes has Byleth who is supposed to be even tougher and scarier who I just effortless juggled in a corner constantly. (Then the game has the gall to say Byleth won afterwards.)

  3. 22 hours ago, Jotari said:

    We only get textual confirmation of Witches, but, if I'm right, I think some of the cantor's dialogue in the Japanese version is rendered in katakana which is Japanese short hand for possessed speak, suggesting they don't have souls either.

    I actually love how they bring up Medusa as this evil...something and then refuse to elaborate at all. I could probably claim I like it because it makes the world feel bigger or something, but, nah, I think I like it out of the sheer blatant laziness of it. I mean, it was clearly done so Nuibaba could get the the gender change to a witch while still retaining agency (even though that wasn't explicitly a thing in Gaiden).

    Edit: Oh wait, Nuibaba still refers to a pact with Medusa even on NES. So it's not blatant lazy writing for gender swap, it's blatant "throw shit at the wall we live in the 90s and no one expects games to have robust lore" writing that never went anywhere until over two decades later they could use it as a convenient excuse to pull a gender swap (and still refuse to elaborate on the actual existence of Medusa).

    GIves random woman evil powers, refuses to elaborate and never even show up on screen. 

    Honestly bugs me that the SOV post-game is dedicated to Grima instead of Medusa now. 

  4. 32 minutes ago, Jotari said:

    Duma literally eats the souls of his followers. And Jedah willingly gave the dude his daughters for that express purpose. I think we can be fairly sure that is Alm and Celica didn't intervene then Duma would have eventually turned on Jedah (but...Jedah being the fanatic he is probably would have found that to be an excellent idea).

    Hey, he only eats the souls of women. (I seriously wonder if Duma turning women into witches was something he did pre-degeneration or not.)

    I guess Nuibaba exists but also she instead sold her soul to Mesdua instead of Duma. (Was that a thing in Gaiden?, it does bug me how Echoes basically implies there's another big evil thing with Medusa that's never addressed again.) 

     

  5. While I'm not too sure to put Smartest, I do want to say that I think Hector is a little smarter than people think and agree with that line of thought:

    Hector literally guts that fake soldier in his first Eliwood chapter who tries pulling the "This is none of your business" charade (Not sure what the trope is called but I think I've seen it done before?) while I feel other dumber lords would have actually presumed this was a real soldier and at least tried to argue, Hector seems to catch on right away that he's probably not a real soldier, so he just takes him out and goes to save Eliwood. (This moment may have endeared Hector to me instantly so I might be biased.)


    I do agree that Corrin is the dumbest by a mile with only Chrom/Robin really putting in any sort of competition. (I only played CQ but CQ finale literally has 

    Spoiler

    Corrin temporarily die because they're a dumbass who lets Takumi kill them, they intentionally get themselves killed for no logical reasons which is an unbeatable standard for stupidity. (Takumi's whole thing is hating Nohr yet somehow Corrin assumes that them dying will make Takumi's bloodlust completely stop.) 

     

  6. On 12/5/2023 at 4:43 PM, lenticular said:

    I've always thought of Shadows of Valentia as being the Fire Emblem with the most in common with a romance story. Alm and Celica's relationship is a core part of the story, and it also features a fair few romance tropes: the outside forces keeping them apart, the argument/misunderstanding, the grand sacrificial gesture, the ultimate happily ever after style ending. By contrast, while matchmaking is important to the gameplay of Awakening and Fates, it's almost entirely unimportant to the story, so neither one of those games really has the feel or the flavour of a romance.

    (Also, for the record, I do read romance novels and have a whole lot of thoughts on the genre, but this thread seems like an entirely inappropriate venue for them.)

    The Echoes pairings did work for me.

    I guess I mean more the "Matchmaker" Fire Emblem games or whatever you want to call the "Supports for child units" games thing.

    Since as you said, the romance is purely contained to  supports and the quality of it is on par with the rest of the writing in those games. (So bad) 

    Granted 3H has matchmaker-y stuff and I liked it there but I think that's more a Testament to the writing quality of Fodlan.

  7. On 12/4/2023 at 4:03 AM, Sunwoo said:

    Lol, I gotta hard disagree with you there Jotari.

    Romance in general is a pretty crap genre. But it's also not really FE related so I probably won't elaborate here (although if you want to PM me about it, feel free).

    But yeah, Julius/Ishtar is by no means a healthy pairing. It's also kind of the point of their relationship. I only wish that the timeline of certain events wasn't so weird, because it feels like the characters' intended ages sometimes are in contradiction to the timeskip.

     

    On 12/4/2023 at 4:16 AM, Jotari said:

    Hey, just because we don't like it doesn't make it crap. The reality is that the market is saturated with Romance novels. It's just so far from the ven diagram covering Fire Emblem and video games in general that we're unlikely to see any overlap between officially released stuff or fan interest.

    Eh to be fair here, Fire Emblem itself has a very messy relationship wtih romance.

    I'd say the two most "romance" focused FE games with the first 2 3DS games had some romance writing that was absolutely awful with the supports while I ironically found the less "romance" focused games did better. (I outright ship 3H characters which I can't say for AwakenFates.) 

    It really depends if it's actually well-done stuff that's at a decent pace or if we have...whatever you call "No romance hinted at until S-support and suddenly marriage" stuff we found in 3DS-era that hopefully stays dead forever. 

    Fire Emblem itself for at least two games basically fully embraces awful trashy romance. 

  8. 13 hours ago, Alef Zero said:

    not sure If I see any. Like, the only one I can find is in Mathilda/Clive supports, but thees are quickly destroyed by Clive himself. Unless girls acting like girls is already considered misogyny, in which case I disagree. Some people dislike traditional gender roles, but I see no merit in going against them just because.  Men and women are different.

    The complaint is mainly due to dungeons and Celica becoming briefly a damsel in distress in the end.

    I do see the dungeons as silly but I feel that's less misogyny and more "It's a new mechanic/convenient excuse why these characters haven't joined you yet despite Valentia's seemingly small size", it's not like the women characters are bad once you do recruit them so they ultimately spend far more screentime kicking ass than captive. (Shoutout to Jessie for being the only man in Valentia who gets held captive, I guess those bandits didn't discriminate.) 

    Celica's finale thing is still dumb though.

  9. 13 minutes ago, Zapp Branniglenn said:

    I'm no casual, but it's the surface level similarities to Three Houses that repelled me from picking up Engage. The big Monastery full of homework between maps? No thanks, I've had my fill of "optional" gameplay systems that play several crucial roles in terms of balance and resource economy. And also your Emblems get taken away at some point? So there's a time limit on getting the most out of those things - like Three Houses calendar system forcing you to engage with Monastery on a regular basis or else lose out on that opportunity altogether.

    You could try to convince me Engage does the Monastery "better" for this or that reason. But it wouldn't make a difference to me because I feel like I shouldn't have to spend half my play time on the between-mission grind in the first place. That was a key part of the appeal of Fire Emblem among SRPGs, no expectations for the player to grind.

    Ironically I'm the opposite lmao.

    Most of the praise from Engage for me sounds like it came from people who hated 3H so that put me off it entirely. (As well as the story rivaling Fates.)

    Also it has chain attacks and I've seen what "extra attacks" like Attack Stance due to Fire Emblem's gameplay and I don't like it. 

    Also I just finished Fates CQ's final map and I just want to double down it on it being the worst game, it's always "good" when a Fire Emblem game basically completely boils down to sacrifice strats. (at this point I'm convinced Phoenix mode was never an accessbility feature but a band-aid for this.) 

  10. 2 hours ago, Shadow Mir said:

    Freakin jeez! How did you get past Ryoma then!?

    On Normal mode, he never moves until you attack him.

    So I just had Xander and Duel Club Camilla beat him up since they are max level.

    I forgot you could buy class change items (Since I rarely visited the staff shop) so I bought a bunch of promotion items but I doubt it's going to improve my chances much considering the stats the enemies have.  (But Corrin is now changed to Great Knight with the stat changes that entails.)

     

    EDIT: I have since managed to beat the final map by sacrifice stats, all deploy units that weren't Corrin, Xander (with Corrin as his backpack) and Camilla with Benny as her backpack all died.

     

  11. 8 hours ago, Eltosian Kadath said:

    First off, after she uses her DV, you can counter it with one of your own to cancel the effect of hers, and still get the full effect of your own, which is debuffing the move of all flier, but increase the move of non-fliers. The buff of her DV should also effect your own fliers, so you can use it to your advantage at times as well, for instance if you are having trouble reaching the next DV due to the move debuff, having a flier available for a DV user to pair with and use the move buff to reach the DV, and then switch over to then activate is useful. Admittedly you do have to be a bit careful with this strat, as both Setsuna, and Azama have an infantry force with them that can get the move buff as well, but I find that more manageable than the high move fliers. You can also use the flyer move buff to jump Azama before he can hex your units, but if the one you send to assassinate him can't deal with the infantries allies around him, this might be a place where you have to pull out the Rescue staff. Admittedly its less vital below Lunatic, but keeping at least one Rescue use on each of the two Rescue staff you get is useful for endgame.

    Another piece of advise for getting the damage you need is to get the most out of the effective damage bows deal against fliers by using attack stance. Bows have very high base might, so when tripled they deal a lot of damage, and even when that damage is halved by being used in an attack stance, it is still a LOT of damage on them. Attack stance also has the advantage of giving at minimum +10 accuracy to the main attacker if you are having trouble hitting, and depending on supports can add even more (or other buffs like avoid, crit, and crit avoid).

     

    That is a little worrying, and makes me think you really overused your prepromotes earlier in the game. Fates actually has a rather steep experience penalty for overleveled units, which gets harsher with higher difficulties (and even has stop gaps against boss abusing, as chip exp starts diminishing if you keep getting it off the same enemy, but I digress a bit). I am not an expert in how the exp curve works in Normal mode, but seeing some units reaching 20/15 by chapter 24 is a normal enough number off the top of my head for higher difficulties.

    It can be difficult to arrange at times, but there are a lot of positional buffs you can use to make you units a lot tankier, your Troubadours/Strategists/Maids should get a skill that reduces the damage all opposite gendered allies within two spaces of them take by 2; Strategist's level 15 skill (which you might be reaching by now) is Inspiration which stacks with that and adds 2 more damage reduction on top of that by the same range; Elise's personal gives 3 damage reduction to any ally adjacent to her (so if you got her to a level 15 strategist, that is potentially +7 Def and Res by being next to her); add to that the level 5 skills of Defense rally (on Wyvern Lord), and Resistance Rally (Strategist again), for 4 more potential bulk; Corrin can add 3 Damage resistance to allies that either use his attack stance, or his pairup with at least a C rank support with them (which it wouldn't surprise me if everyone has by now), admittedly that last one can be a bit tricky to proc on enemy phase if you are using attack stance to do so, as if there are more than one ally adjacent on enemy phase, it picks the unit with the highest support points to use as attack stance partner; Corrin also gets a similar buff from Felicia or can use a 3 damage reduction version from Jakob, also the defense gains for having a Dragon Stone equipped are solid (+4 Defense and +3 Resistance for the basic one, and +9 Defense and +7 Resistance for the Dragonstone+) , although the speed penalties might make them more dangerous if you aren't careful with them (-2 and -4 speed respectively); Camilla also has the low yield +1 damage resistance to adjacent allies from her Rose's Thorns skill; and finally you have the two most difficult to position buffs, as they are dependent on enemy positioning, the level 25 dancer skill, that reduces the damage enemies can deal if they are within 2 spaces of her, and Izana's similar personal, which reduces the damage all units within 2 of him deal (which is a double edged swords as it effects your units too). Phew, that was a lot, but I generally find it fairly reasonable to 8-14 effective damage reduction using these skills when I need it, and could potentially get even higher if you need to.

     

    I've managed to beat that chapter.


    Long story short, I'm at CQ End-game.

    I have absolutely no idea how I solve this without going down to Phoenix mode.

    Enemies have so high stats and are so numerous that Xander and Camilla are easily overwhelmed, everyone else dies in one hit and my Corrin is profoundly stat screwed. 

    Nohr Noble:

    STR 22

    MAG 17

    Skill 17

    Spd 16

    Lck 29

    Def 16

    Res 14

     

    Everyone else does very little damage aside from Leo and Leo still gets one-rounded if anything attacks him pretty much.

     

    And it takes me like 10 turns to kill Goo guy in a Xander solo (Everyone else dies to him or has a small chance to die of a crit in the case of Camilla.) so it is a long obnoxious chapter to get back to this point.

    I've already died to it once and I do not want to have to spend what's going to like 100 turns in total fighting Goo Garon just to get to this map again. 

  12. 10 minutes ago, Jotari said:

    You said you played on hard, right? It's even worse on lunatic, all the Hexing Rod Maids have staff savant, giving them infinite durability. So you can't even burn through their uses with a designated backpack unit. Meaning the only way to deal with them is to just rush forward and hope they miss. It gives the enemy a rather crazy area of control where there's just a large section of the map you simply can't enter until you're ready to rush the enemy. And, especially in the Conquest End Game, that's not easy to do even if you have cleared the area of enemies, since the maids are in range of other enemies that can probably gang up and kill the unit you've chosen to assassinate the maid.

    I started on Hard until Chapter 10 where I set it down to Normal, I am on classic however.

    Not that normal is particularly easy, My Corrin is basically Roy-Tier and tends to get one-rounded by most foes by this point so it's just the Xander/Leo/Camilla show for the most part.  

    I'm thankful Normal at least seems to make some chapters like Ryoma's 25 turns meme easier but maps like 24 are still trial/error with unforeshadowed spawns of enemies that one-round several of my units, Corrin among them. 

  13. 4 hours ago, Shadow Mir said:

    What games have you played? 

    Anyway, I can agree with you to some extent. The wind map in Conquest is fucking atrocious. I don't like the Ryoma duel map either.

    To its credit, Fates actually made an effort to balance pair up. Contrast Awakening, where it was utterly bonkers.

    Welcome to the club. 

    Understandable. I hate status staves because they're seldom actually useful for the player, yet are always a pain in the arse in enemy hands. Special mention to Berserk, which made the target uncontrollable and attack whatever is in range. Even allies.

    Awakening/Blazing Blade/Echoes/Binding Blade/Three Houses/Sacred Stones (in order of starting them though I finished Binding after 3H and Awakening after Echoes)

    To me, that kinda makes it worse since you feel even more gimped if you try to ignore it. (Part of the reason I dislike hexing rods is becauae they encourage deploying units purely as backpacks to get hit by hexing rods which is not a playstyle I enjoy.)

    At least in other games, you have the restore staff.

    Hexing Rod doesnt even wear off on it's own.

  14. 52 minutes ago, SnowFire said:

    Well, if you're not a fan of map gimmicks, I get it - both Conquest and Revelation have a decent number of gimmick maps.  Flip side, other people complain Birthright is boring, because a lot of the maps are rout-fests where enemies aren't equipped with much particularly interesting weapons, and gimmicks help freshen the experience up.

    That said, for a gimmick to mean something, it needs to make the player engage with it.  Fates has this whole idea of Dragon Veins changing the way battle works.  For this to feel appropriately powerful to match the plot hype, it needs to, well, mean something, which means failing or declining to engage with the gimmick should result in a tough experience, and using it properly should make you feel like a tactical badass.  They're kind of inherently linked; if you have a gimmick that doesn't matter because playing normally works, then why have the gimmick at all?  Anyway, C24's gimmick of flyers with super-range is scary, yes, but you have your own Dragon Veins on that map.  What the designer "wants" you to do is to keep aggressively moving forward and activating your own Dragon Veins to reduce flyer movement, letting you safely pick them off.  And if you don't do that, then yeah, it's gonna be backup strats time.  It's unfortunate you weren't a fan, but I also think that there was no other option here - making it cool for players who liked interacting with the gimmick as a change of pace inherently means a rough ride if you don't interact with it.

    (I do agree that Conquest has some deeply unfun ideas, notably the Kitsune lair and a certain skill on the Lunatic final map.  But I personally thought C24 was cool.)

    Its not just the gimmicks.

    Im not a fan of Pair-Up or skills, completely hate MyCastle and stuff like Hexing Rods and lack of durability.

    The gimmicky maps suck too but even "basic" maps and mechamics in Fates are worse to than in other games for me.

  15. I'm currently stuck on Conquest chapter 24 and have no idea what I'm supposed to be doing here.

    Enemy flier spawn so much with so high move while everyone else gets nerfed basic movement that I'm unsure of how I'm supposed to employ any sort of consistent strategy outside of extreme trial and error.

    The one time I managed to last more than a few turns, I still got screwed when it turns out one more flier spawns on the right when you start fighting enemies near the middle and enemies at this point basically outstat everyone not named Leo, Camilla or Xander extremely and take a ton of damage to kill while easily one-rounded my units and for me to even get that far, I needed several units to dodge 60% attacks that would have killed them. 

    I'm on Normal. 

  16. After getting to chapter 24 so far.
    I'm just gonna be blunt, I consider Conquest the worst Fire Emblem I've played. 

    So much of the "difficulty" comes from untelegraphed high stat enemy spawns or unfun map gimmicks. (In Chapter 24 alone I had to reset after turn 1 due to the map gimmick putting me in a spot where units would die without warning.)

    And the story doesn't exactly make up for it.

    I'm only on Normal and the game has basically turned into just trial/error of abusing the most powerful units to get by.

    I am honestly baffled people consider this game to have the best gameplay because I haven't seen it at all in my playthrough, it's honestly been the most miserable and devoid of any enjoyment game I've played in a long while.

  17. On 11/16/2023 at 7:52 PM, Alef Zero said:

    After a long pause, and loosing save files, I started the game anew, this time finished it.

    I know this topic has been discussed to death, but Celica's portrayal and decisions in chapter 5 made me rage.
    After she decided to give up her life for a dubious offer of an even more dubious man (Jedah is literally purple, and serves a god you know is evil), I just stopped caring about the story completely. The scene when she realized she's been tricked made me utter phrases, many of which could be considered sexist, and since Integrity is probably onto me, I'll refrain from recalling them.
    Add to that the fact, that, in hindsight, Celica's entire journey was largely pointless (aside from saving many lifes and killing bandits of course) and I ended the game largely disliking Celica. Also, I still have no idea why did the falchion un-stoned. If Milla could still communicate, why didn't she speak to Celica? That would spare a lot of troubles.

    Alm will not be one of my liked protagonist - guy is way too soft and apologetic. I have no idea why did killling Rudolf affect him in any way - at that point, he was a stranger to him, AND a man who invaded his country. I get why would he be shocked, but sad? Same goes for Fernand and Berkut - first was a traitor who would let his friend be executed, while the other was a pathetic looser who would sacrifice his lover's soul just out of spite. Neither of them deserve more than a cold stare at best or a swift dagger to the chest at worse (Hell, if you don't save Mathilda, Clive still calls him a friend, despite the fact that he spoke to her and left her to death. This is just ridiculous).

    Maybe I'm too biased having started with more modern games, but aside from a couple of characters, most of the cast was incredible bland. Lack of supports AND any story relevance really hurts them. And also:

    Deen. This guy is bland, he may as well not exists. He acts like he's in the game as a punishment. Sonya is more interesting visually, mechanically AND has a relevance to the story. Recruting this guy is a trap, like many things in the game.

    Also Nomah, is he supposed to be a joke character? The "Eleventh hour old (gay) man character"? He's so useless I don't know why he's even in the game.

    Mechanically, game does not hold well - too few classes, that feel largely the same, too little mechanics to work with. Many decisions made me rage:

    • All archers having close counter and absurd range, meant that there was no strategic way to deal with them - normally you'd try to close the distance to prevent them from attacking, now it's impossible.
    • Witches having unlimited teleportation range is straight terrible design. They can teleport anywhere they like and you can never protect every single unit, you are always at risk of random instakill.
    • Why are enemies so tanky? Even dumb mages can easily take doubling from physical unit to the face, and survive
    • Class progression is terrible. Mages take so long to promote, I ended up benching Boey, Mae and even Delthea. In fact, pristesses ended up being superior mages, since they always learn seraphim, powerful spell effective against half of the game's enemies. Also physic, warp, invoke. What's even the point of mages?
      Dread fighters and gold knights are absolutely superior to everything. Barons are ok, but with most maps, they'll not see much actions. Same for mages
    • There are so many traps for newbies - making Faye anything other than cleric is going to make your run needlessly hard. Saving Mathilda is so much more stressful and luck-based without physic, it's insane. Making any of the villagers a cavalier is also such a trap, because you get so many other, better cavaliers. Not recruiting Sonya rips you from an interesting, story-related unit (getting Deen made me regret ever wanting to not prioritize women over men). I also most of chapter 3 without Palla and Catria, because nothing in the game suggests they would return to the harbor - I expected to run into them some time after saving Est. When they joined, they were vastly under-leveled. Ugh.

    Music was very good. I knew to expect that, but it still surprised me how good many of the tracks were. Track when fighting Rudolf was even better than final fight theme. In general, the final fight was a little underwhelming, but oh well. Honestly, every part of the story regarding dragons was weaker than liberation of the country.

    One thing that bothers me more and more - does every FE game ends up being about killing an evil dragon? I first played three houses. After engage, I assumed they wanted to copy the story of awakening (which wasn't good anyway), since it was an anniversary title, but shadows ends up with very similar premise. I don't have to tell, that I find TH vastly superior that any of these stories. I though "This is basically a fire emblem" was supposed to be parody, yet it described these games mostly unironically.

    Next one on my list is Path of Radiance. Should I be worried?

    Celica's thing is dumb, not gonna deny that. 

    I guess for context, I played Echoes as my second-third FE game (First one I played I didn't like and didn't play another one for two years so I was essentially a complete newbie game when I played FE7 then Echoes.) and I still found the echoes cast very lovable, I'd honestly say they're the best cast of the 3DS games for that reason.

    I honestly would rather have an FE where everyone can take a good bit of damage as opposed to the opposite, it's part of the reason I'm not a big fan of the other 3DS games. (Where it feels like alot of the cast are made of paper and enemies are made of paper if you're using the good units.) 

    I found mages did good damage and their magic avoids tile bonuses, I'm honestly surprised you didn't find them useful. 

    I honestly made Faye a pegasus rider without much issue, as others have said she didn't even exist in Gaiden. (And from what I hear, Echoes is slightly easier than Gaiden?) 

    Underlevelled units isn't even much of a problem in Echoes due to how you have infinite dungeon grinding, it's not like Awakening/Conquest where if someone's underlevelled they're kinda screwed.

  18. On 10/5/2023 at 4:42 PM, Mizerous said:

    Why not play that up? A group of fanatics who hate dragons spead rumors about "dragon disease" kinda like how mutants get treated in X-Men.

    Honestly TBH I've just headcanon'd that "Dragon Degredation" is just a neurological disease but because it's medieval times, people assume it's a dragon thing. (Since Dragons naturally live longer than humans.)

    Also my head canon as partly why Nergal is crazy with how long he lived. 

     

  19. I am wondering how difficult it would be in Houses, CF at least skips HBD.

    While not the same, when I did my second run of 3H and played Blue Lions Hard, I recruited and used 25 units, I actually attempted to use everyone (Technically 26 but I benched Anna.) and while I'm not sure what the levels are, I did manage to max out every available support (Even if the DLC Wayseer helped out near the end.) and got everyone to around level 20 at least.

    For this run I was constantly swapping out units with my only big "rule" being "No Ashen Wolves in the main story/paralogues". (since they were DLC characters and I wanted to do these as intended for my first time.) 

    I can only assume it'd probably unironically be easier (Unless you play Maddening) since you're not constantly swapping out units like I was.

  20. 22 hours ago, Eltosian Kadath said:

    First off, moments of mourning comes up a fair bit with script changes influenced by permadeath, but I don't see why it would be so wrong for these kind of things to fall to the player. Taking up arms in another person's name has a distinctly gameplay feel to it, and even if they tried to force it through the scripted scenes, it is going to fall very flat if they don't suddenly force deploy the unit taking up the cause

     

    In honor of Samz707 's comment, I think I will let Hector explain this one.

    (admittedly the scene a bit later where Hector talks about burying Leila beside her beloved Matthew might be what they were thinking of)

     

     

    I was thinking of the later scene but that scene is cool also.

    Having the game remind you that people are dead due to your mistakes hits harder than forced cutscene deaths. (Especially awful ones that some of the games are so fond of for some reason.) 

     

  21. 3 hours ago, Fabulously Olivier said:

    I think Three Hopes could have done with an additional setting aimed at high level characters and NG+. Particularly one that makes enemies go for allied forts more, like in the first FEW.

     

    But also, traditional difficulty isn't really the point of the genre, and anyone asking for peons to be more aggressive is REALLY missing the point. Basically, Warriors has a unique power fantasy niche, and way too many vocal weirdos in the Warriors community want to get rid of that niche and turn it into (an inferior version of) every other character action game.

    Most character action games don't really have any tactical elements on the level of ordering troops around/swapping between characters. 

    I don't hate FEW3H but I do wish there was a slightly better difficulty. (It sounds like Maddening is clearly for NG+ and that level of grind is not something I'm interested in.) 

    It doesn't ruin the game for me but it does make me wonder what we could have for a real-time FE game that's willing to be a little harder and focused more on individual duels rather than cutting down hordes.

  22. I've sunk around 50 hours into Hopes so far. (Blame my desire to see every support possible, alot of it is support grinding, so I haven't actually finished a single route yet-.)

    I'd kinda like to see a more difficult game with most of the same mechanics, just with less of the "filler" enemies that aren't much of a threat, like when you play a chapter underlevelled/go for a bonus boss (Such as the first Byleth fight after the prologue) where you have to constantly block and dodge to get hits in (And can't spam combat arts since your weapons don't have massive durability yet.)

    To me at least, this is honestly a really fun thing when it happens, wearing down a foe who can equally take you down. (It's just the nature of Warriors gameplay means this really only happens when you use an underlevelled unit a good while into the game.)

    I really like older team-based shooters (Stuff like Conflict: Desert Storm, Deadly Dozen, older Tom Clancy games and Brothers in Arms) and I honestly find "underlevelled" Warriors gameplay to be a fun tactical-lite action game, in a similar vein of ordering troops around, (most of these games actually also had a max character count of 4) fighting battles yourself as well as switching control to different characters as the situation calls for it. (If anything, the fact Hopes actually has side objectives, something these other games lacked in, means the battles are honestly more fun to an extent.

    Constantly switching between characters to clear the map as quickly as possible, constantly opening the menu to give new orders to the units I'm not controlling and then getting in a prolonged duel with a foe are cool, but once you start getting levelled up due to the infinite grinding/buying levels (Which happens inevitably if you're grinding out supports i feel) it goes back down to mindless. (And based on what I hear, this is the "norm" for warriors gameplay.) 

    Still enjoyable but I'd like to see an limited grinding FE game in this style, where the prolonged duels between foes with combat art durabiltiy needing to be conserved due to limited refills be more of the "norm" for the gameplay rather than due to using underlevelled units. 

     

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