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Samz707

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Everything posted by Samz707

  1. I guess but in my experience with FE7 and Echoes (Aside from Thabe's Labyrinth which can buzz off.), your units are generally tanky enough and with good enough hit-rates that you'd need a serious run of bad luck to actually lose with a solid strategy, you can deploy enough units to have a few guys on standby if your plan goes wrong, everyone can usually take an hit or two and they don't tend to miss as long as you pay attention to the weapon triangle. (and if they do, well they can A: usually survive another hit and the map design/amount of units means that having someone else help out/heal them is usually an option.), you'd need a serious run of bad luck for a good strategy to fail in my experience on Normal mode in FE7/Hard mode on Echoes. The only game where it's felt like luck is a serious factor outside of hoping for a crit if my plans already are going wrong is Awakening, since everyone has much worse stats and the lower unit cap (Further lowered by pair-up, which you need to do since most of the cast are kinda absolute trash at the start.). (In addition to the map design.)
  2. It kinda felt too easy to keep everyone alive in SOV with the rewind already, so I think casual is arguably kinda redundant now with it. I've not got far in TH but I hear that game ended up having traps that basically require the player to essentially save-scum with the rewind function to get by, so I'd rather have Classic mode instead if that's going to be the way they design games with a rewind feature. (Also Thabe's Labyrinth in Echoes with Grima basically requires you to abuse it considering how insane the enemy stats are.)
  3. Honestly even some of the less-fanservicy design stuff in Awakening bothers me. Like Lissa with her dress cage thing, which is totally a reasonable thing to wear in a battlefield. Or the upward facing spikes on the Twins armor. I pretty much don't like any of the designs in that game to be honest, same with any of the "Returning" weapons that don't actually even remotely resemble their original apperances. (Or the frankly awful "new" designs for any of the FE7/Echoes cast, which just look like re-coloured enemy models given a quick recolour, Hector doesn't even remotely look like himself.)
  4. Yeah that's pretty much one of the reasons I hate female-Robin/A large chunk of the female Shepards since they can marry the 14-at-most Ricken, which kinda makes them unlikable.
  5. Well Chrom thinks Ricken is too young to fight so I think Ricken just outright is a child, apparently he's younger than Lissa, who's 15, which means he's 14 at most.
  6. It's possible to distaste something because you think it shouldn't be a thing. (Such as having character designs like Nowi or just sexual designs in general for a series age-rated for 12 year olds.)
  7. There's someone like Sonya, showing a bit of skin, then you have pretty much most of the Fates/Awakening designs, such as Charlotte, who has basically no meaningful armor on despite being an axe class who gets up close and personal, it pretty much makes it seem like the female characters were made to be sexual first such as Tharja. (Robin even outright says she has the best body of the Shepards in the original Japanese version for crying out loud.) It's kinda cringy and makes it feel even more like Fire Emblem is trying to be a Waifu Simulator, in addition to the implications of having highly sexual character designs, some of which resemble/act like children, in a game sold to 12 year olds. (Since that's the age rating of Fire Emblem over in Europe.) So yeah they look awful generally, some of them look straight out of porn and personally I'd rather everyone actually wore armor properly instead of wearing only some on their shoulders/legs like Charlotte with their entire body exposed.
  8. Yeah I don't really like it either. (Also because some of the fan-servicy designs, especially in Awakening/Fates kinda look awful to me, if it's someone ment to be flirty who isn't even a class that should be relying on armor like Sonya it doesn't bother me too much but Awakening's Skirt-Knights and Camilla's entire outfit is just bad, Hell Sonya is the flirty character of Echoes and she is practically overdressed compared to say Charlotte, I kinda dislike the character designs in general but when the crappy design is done to just show off a character's "assets" it's especially bad and for me it's actually ironically kinda off-putting.) Also not a fan of other stuff that feels slimey to me, like S-rank art for the Avatar where it's in first person so it's like the character is confessing to the player instead of the Avatar. Honestly one of my worries for an FE6 Remake is that we're getting a S-rankable Fae, I really wish we'd go back to FE7 where the Romancable dragon didn't look like a child.
  9. Didn't Awakening have 6 writers? that's honestly probably what happened. It's still possible for the levity to be too wacky or inappropriately timed, sometimes even feeling like they're not even from the same work of fiction.
  10. For me it's a sorta "damned if you do, Damned if you don't" situation. On one hand, it feels like alot of units (Such as Vaike and Sully) have crippled stats to force you to pair them up as they're kinda absolutely terrible at the start, on the other hand, then you can't use Healers because 3-4 paired up units can't reliably protect healers and Lissa/Maribelle die if someone so much as breathes in their general direction. Also you can sometimes get a free attack with the pair-up partner, which is always kinda needed in my experience. (I think it's effected by the partner's speed?)
  11. Unless the repair staff gets suddenly really common later on. (assuming it's in Awakening), is there really no way to just repair stuff in forges? the upgrades get kinda expensive fast.
  12. Yeah Awakening isn't hard IMO, it just alternates between "Easy" and "Unfair." Benching units right away isn't intuitive at all, You just got a new thing, obviously you're going to want to use it, having that so early on is just frankly dick-ish design, You got a new thing so very obviously you're going to want to try it out, you certainly aren't going to know who to bench/not to bench as early as level 6. And yeah I am using Pair-up but if I have 3-4 enemies coming for me and a unit dies in 2-3 hits, that's still more than they can take regardless of pair-up.
  13. FE7 and Echoes don't punish you in the first 10 levels because you actually tried to use the new units you just got, yes you had to commit but you never had to bench someone right after they joined. Again, when my Vaike (Which the wiki claims is a high HP unit.) dies in 2 hits from a single axe enemy, that's not exactly helpful for holding a line, then add that Vulenaries don't heal full health and healers aren't exactly durable and it's not exactly easy when the game sends two mages at you at once. (So I have to try to tank magic damage since just letting them keep coming would be even worse since then they could both attack someone at once in the same turn.) As for Legacy Characters, I hate using DLC stuff that imbalances the game in general. (I'm someone who dislikes it if a game gave me a few extra resources just for buying it digitally.) In my experience, in other FE games (Which includes Echoes on Hard.), my other characters can actually generally not die immeditely in combat, while part of the reason I've neglected everyone in Awakening so is that frankly, they're all terrible, Donnel is so bad he gets one-rounded by Archers even on Normal, so I've been mostly using Robin/Frederick since they're the only ones who can actually take more than a single hit before dying. So in my experience Awakening is harder but only really because I can't even rely on most of my units to consistently win a 1v1 and my units that are actually good aren't good enough to reliably knock someone down to be finished off (Knocking someone down to 5 Health isn't exactly easy.) or at worst you have someone like Vaike, who dies in 2 hits and has only a 60-ish chance to hit so yeah I accidently let them slip behind because they're frankly as useless as Alm and his villagers as children in Echoes and it takes more effort than it should to feed them a kill.
  14. All of my units are basically glass cannons that make Lyn look like a Knight for the most part. (Hell, at least Lyn has a consistent hit chance.) Maybe I've just been screwed with level-ups (Since one or two stat increase have been the norm so far) but my army is seriously useless, pair-up merely allows them to generally defeat 1 dude in a 1v1, they mostly can't even win a 1v1 without pair-up/tile bonuses. (Lon'qu is weak even with his killing edge and only survive a single hit, Vaike , who according to the wiki is "High HP" dies in two hits against a single axe enemy and basically anyone that isn't Frederick or Robin dies in 3 hits at most.) And if I pair-up everyone, then my Healers are useless because the enemies can just run around them to attack my healers and I don't have Physic because Ana in the second Side-quest chapter dies pretty much right away before I can get to her so the village gets destroyed and while pair-up might increase their dodge chance, it doesn't do enough to stop them actually dying in the same amount of hits. Am I seriously supposed to just start/close the game constantly to farm map battles?
  15. It's the very first level of the game, you really don't have that many options and I think we can all agree that an enemy who can instant-kill you on the very first level is kinda terrible game design. And again, it keeps happening, Awakening loves having dudes with ranged weapons and crit-chances so there's pretty much no way to deal with them that doesn't risk someone getting instant killed (Such as Cavaliers with Javalins in the map battles.) so it reachs the point where you just use Frederick all the time with a powerful lance. And this presents it's own problem in that I end up dealing with every boss the exact same way because RNG critical hits means that using anyone that isn't Frederick is a dumb idea, so the bosses get tedious since I'm not wearing them down with multiple units, all working together to bring this dude down. (Such as With guy's on thrones that you hit with magic and a dude infront of them to engage them in direct combat.), I just send my overpowered units in to solo them, which isn't fun when my strategy game with tons of units just boils down to using the overpowered guy constantly.
  16. So the only way to not be constantly dying is to just heavily exploit it? It seriously feels like my units are all crippled stats-wise to "Encourage" pair-up but then my healers are literally useless because the maps are too wide to allow me to block off dudes from rushing them. Yeah I kinda doubt I'm ever going to finish Awakening at this point.
  17. I think this might be unpopular (Since Awakening is the popular one everyone recommends.) but luck-based levels are kinda terrible in strategy games. FE Awakening has it the extreme (since pretty much everyone is terrible at the start and you're swamped by enemy units.) but in general, I dislike enemy crits and other mechanics where you can do everything right but still lose because that one dude got a 2 percent crit chance on Robin, in the very first level. (Which happened to me twice.), sure have boss enemies have crits sure but regular enemies should not be capable of instantly killing you nor should a battle plan ever have to rely on hoping your units can constantly dodge enemy attacks around 50 percent chance. Same goes for any Netural NPCs who need to survive/are guarding villages, they should either have really high stats and good weapons or not be done at all since then again, it's RNG to actually do it right. There's no actual strategy when unavoidable 50-chance to hit attacks can get someone killed through no fault of your own because the current map has over 10 enemies and they all rush you at once.
  18. I think the big problem is that I tried to spread the EXP around this early on so no one's particularly high-levelled so most of my units aren't particularly strong and have the durability of a wet tissue.
  19. Does it at least stop doing that at some point? Does actual strategy start mattering later on? or does it just get easier via stats getting higher?
  20. I did get to the end (But the boss then killed Chrom) on one run but the problem is that for that, I didn't actually do anything differently. (not that the level permits much opprotunity to do stuff differently, it simply felt like "Oh hey they missed a few attacks." rather than any sort of actual strategy. It seriously feels like it's just a numbers game where any strategy doesn't really help that much unless I'm missing something.
  21. Hard Yeah I pretty much haven't touched Donnel since his recuritment. (Since he does only 5 damage-ish, which means it's pretty much literally impossible to set up kills since everyone else does more damage.) I've had no map battles spawn at all after the first one so far so I've not had any opprotunity to grind, Everyone simply dies in 1-2 hits outside of The Lords/Knights but the high amount of ranged enemies means using Healers isn't possible.
  22. The problem is that simply there are too many enemy mages in my experience, even if my units are beefy none of them can exactly tank magic. I've only had one map battle spawn so far so those aren't an option. I've been varrying up my units but pretty much outside of Donnel's recruitment I've only been able to (Since no map battles have spawned yet) do story missions so everyone's fairly low level and dies in 2-3 hits with only Frederick/Knights being the exception so everyone is pretty much only a few levels above their starting join level if at all. Virion is level 9, Chrom is level 9, Robin is level 6 and Frederick is level 5, everyone else is less than 5 levels above starting stats since I've only been able to do plot battles so far. (And had to leave them mostly to Frederick since every recruit in Awakening so far has pretty abysmal stats so it's hard to actually use them.) Lon'qu for instance dies in two axe hits generally so he's borderline useless and sadly this sheer lack of defense is pretty much most of my units so I easily get overwhelmed.
  23. It feels like so far (On Chapter 6 Foreseer) that Awakening is just banging your head against the wall, Enemies come in so high numbers (and mostly mages) that it seems like any strategy on any map boils down to "hope the 50 chance to hit magic doesn't hit." because you're simply being rushed by too many dudes to actually use your healers (Since they'll then be targeted by magic.) so it just feels like spamming healing items and hoping you'll survive. Even when I do get through a map, it feels like it was done out of luck rather than any actual skill because there's so much magic/arrows being thrown at you that it just boils down to if the RNG will have your guys dodge enough attacks and since it's all ranged stuff/magic it's not like Knights/Healers can really do anything, I don't have a Physic staff yet so my healers are pretty much useless since If I move them up to heal then they'll have 2-3 Mages/Archers killing them in one turn and the side-chapter with one that I've unlocked isn't exactly much better since it falls to Ana to defend the village til' I get there and she doesn't exactly last long and again, enemy mage/archer spam so I can't rush Frederick up there since even Frederick doesn't exactly shrug off 3-4 magic attacks at once. (She doesn't even seem to try to stay on the Tile Bonuses like Jaffar did and only has a regular sword while pretty much every enemy archer/mage has a 50-ish chance to hit on her.) It simply feels like no matter what my strategy is, it all comes down to "Does my guy hit their 60-ish chance to hit/does the enemy hit their 50 chance to hit magic." and if it simply goes the wrong way one too many times then it's restart time, like there's no actual consistent way to beat maps without a way too large amount of luck.
  24. Mordhau: Elibe Edition. Fire Emblem: Four Vilas: Clive's love quest.
  25. How exactly do Battalions work? Unless I missed something the game has completely skipped over explaning them, how does their endurance stat go down? do they "die" if it goes down? Also apparently Authority is related to them? the game basically just dumped them on me, gave me a rather basic explaination of Gambits and left me to it are they actually useful? The gambits I've seen are basically just weapon Arts but tied to the Battalion. (like pushing a dude back after attacking him.) Does the gambit pair-up bonus thing require the other units to have Batallions?
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