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Mystical Mermaid

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Everything posted by Mystical Mermaid

  1. My personal favorite is Final Fantasy VI, but the series as a whole is excellent. Unlike in FE, though, the gameplay is less consistant from title to title, with the earliest games being turn and round based, while the later ones favor an action battle system. The entire main series (that is to say the numbered FF titles) are available on systems from the Gamebay Advance era forward, though the difficulty level on certain ports and remakes has been lowered greatly from the original release. There's no bad title. If you're looking for something closer to FE's gameplay, check out the spinoff series Final Fantasy Tactics, which combines classic RPG elements with those of a grid-based strategy game.
  2. I'll be praying for this to be more than just a cut above the junk that licesned video games tend to be, with some exception. Also going with the recent trends of both AT and fantasy games in general I have a hunch that Ice King (aka the recurring, comedic villain), won't be the "true" villain of the, and he might even turn into an ally (or something similar) at some point, as what's been happenin with Eggman and Bowser in their respective series. As for gameplay, I'm sure it will revolve around hack and slash to be easy for young children, but incorperating some RPG elements wouldn't hurt either. I'm also assuming Finn will the player character (obviously), but Jake and perhaps other characters will assist him in combat either through "summons" or being AI controlled allies.
  3. if you're going for a low turn count, I'd say sticking with Vanessa. While Tana's growths are better and will come out stronger if both were promoted to 20/20 and compared, her starting stats are on the low end of the spectrum, which will cost you efficiency if you want to improve her. In efficiency runs, a Pegasus Knight is best suited for transfortation, not combat, so stats are pretty much irrelevant. As with Franz, he's also preferable or Kyle or his brother thanks to early game availability and thus more time to train him. His stats aren't half bad either, but if you're mostly using him to carry slower units, that's less of an issue. One should also consider Cormag, who joins the chapter after Tana in Ephraim's route or four chapters later in Eirika's route. He starts out a higher level than both of them, is another flying unit, and has more solid base stats than both of them, making him a capable fighter as well as a ferry. That being, my suggestion would be to stick with Vanessa until you recruit Cormag, and have him as your main from then on. In summary, Vanessa vs. Tana is the classic FE tradeoff of early game availability vs overall potential. For another example, we could compare Franz to Amelia, who joins in the same chapter as Tana. While Franz is playable from the first chapter, Amelia starts off at essentially level negative nine, giving her more potential stat gains but she's nearly impossible to train without skirmishes and the Tower, which in LTC will likely be avoided.
  4. Very rarely do I not restart the chapter if one of my units dies. With limited amounts of units available to begin with, FE as a series encourages you to be more conservative with your units, as they can't be simply replaced like in its sister series, Wars. Also unlike in Wars, each and every unit has their own name and unique appearance, at least a little bearing on the overall plot, and a backstory. One can get extremely attached to their favorite characters, and not want to move on without them, forcing us to restart (drafts/ competitive play in which the rules disallow restarts or they carry a penalty is a different case, obviously). The only time I'll continue on when a character dies is if they are someone I was never planning on training and disliked that character's personality. That being said, I may make an exception if a plot-important character whom I'm not training is defeated, but due to their importance are not killed an instead become crippled and unable to fight, such as Marcus in FE7 after the "younger" units no longer need him as a "crutch" to kill strong foes. The final exception would be the Phantoms called forth by Summoners in FE8, as they are faceless and totally expendable. This of course opens up many doors in the gameplay that would be far too risky otherwise.
  5. Still looks like Celice to me, even with the outfit change. And he still looks just as much like he should be the love interest in a magical girl series rather than a Fire Emblem game. I'll admit I like his original design much more, though.
  6. Monks were the best healers in EO3, but in comparison to the Medics of the first two games, they were less specialized at it. I always felt compelled to level their martial arts skills as well, or have an overall weak frontline unit. I found the best strategy to be having my Monk keep my Princess' HP full, and let her passive healing handle the party. Medics have much less in the means of offense (I think they have one skill and it's not so hot), so you can keep them in the back line and have them focus solely on healing.
  7. When Caelin merged with Ostia, Sain retired from military duty to seek out a career as an independant knight. A year later, however, he was called back to duty under Hector's request after rumors surfaced of the Black Fang reorganizing. To entice the green knight, Hector assigned only female soldiers under his command, with the exception of his old buddy Kent. Rather than have traditional supports, the game would incorperate dating sim elements, and Sain would need to "woo" units into joining his team. All recruitable characters except for Sain and Kent are female, and it would feature both new girls as well as some returning from FE7. Also, the more a unit is attracted to Sain, the better boosts they get while near him.
  8. Looks fancy. I've been following the prerelease info on these games for a while now, and I'm all hyped up. I really like the redesign of the Plasma members. They actually look (kind of) threatening as opposed to silly people wearing knight costumes. There's also going to be an expanded Unova Pokedex with several Pokemon from previous generations available before the postgame, a real breather for us veteran players. All in all, I really can't wait for this to come out.
  9. Personally, I don't have any issues with Lyn's age change, though I rather like her stronger personality in the localization. She is one of my favorite characters in the series. That aside, I think it was more of a cultural thing than anything else. This does include statutory rape as previously mentioned (even though I like to joke that she and Florina are a couple), but also the idea of a fifteen year old who lost her parents and has been living alone for some time. Having a minor whose parents were killed can be a touchy subject in American media, especially when aimed at younger children. NoA might have felt it necessary to increase her age to make things better suited for younger gamers.
  10. Having been a fan of the series since the first game, I'll be looking forward to this. It's a shame the Prince/Princess class was removed since that was one of my favorite classes from EO3. However, from the way it sounds most of their abilities have been split among the Dancer and Mystic classes. It's nice to see the Medic is making a return over the less healing-specialized Monks of 3.
  11. 1. The Legend of Zelda: Skyward Sword 2. Super Smash Bros. Brawl 3. Fire Emblem: Radiant Dawn 4. Tales of Symphonia: Dawn of the New World 5. Super Mario Galaxy
  12. Ah yes, oversight on my part because I don't know how to type.
  13. I really like the Armor Mage class. I think that would make a great class for a Lord in a future game with such balanced stats (except speed). I'm also all for the steamrifle idea, though a whole class of weapons with unlimited usages could be a little broken. Anyway, here's another creation of mine. I came up with this idea a while back, but tweaked it a bit. There's definately some inspiration from Final Fantasy Tactics and Pokemon here. Tamer Overview: This class has below average stats in all areas, except for a slightly above average Speed rating, though lower than most Thieves. HP and Res are especially horrendous, while Skill, Luck, and Defense growths are slightly better. They make up for their low stats with their ability to capture and tame monsters. Weapons: Bows Skills: - Capture: Attempt to capture monsters in adjacent tiles. The sucess rate depends on the type of monster (more powerful and rare monsters have lower sucess rates), the monster's HP, and the Tamer'sstats. Speed, Skill, and Luck are all considered when capturing a monster. Any one Tamer can have up to three captured monsters at any given time. Certain special monsters, such as Draco-Zombies, as well as bosses cannot be captured. Similarly to attacking, the sucess rate wll be displayed before you confirm the action If a capture fails, the monster will attack if able. As Tamers use bows and captures must be done at melee range, they will not be able to counter. When a monster is captured, any droppable items they're carrying (the ones that glow in the GBA games, for example) will automatically be added to the Tamer's inventory, or if it is full you'll be asked to drop/ send something to storage. Captured monsters will remain with the Tamer even after the battle ends, and can be used any number of times until the are killed or released. If the Tamer is defeated, all of his/her captured monsters will disappear forever unless you restart the chapter. - Deploy: Loose a captured monster into an adjacent, open tile, provided the monster can stand on that terrain. This means monster that fly or swim can be released on squares that the Tamer him/herself can't stand on, provided they are adjacent to a walkable tile. Deployed monsters will fight on the player's side and can be controlled like any other ally unit. However, monsters cannot use items or trade with other units, nor can they rescue or be rescued. If a tamed monster defeats a unit that drops an item, it will automatically be sent to storage. Tamed monsters can gain experience and level up. When a monster defeats an enemy, the Tamer will also receive an EXP bonus. Defeated monsters are lost forever, as with any other unit. However, defeated monsters disappear permanently even on Casual Mode. Only one monster can be deployed per active Tamer; when a monster is out this command changes to Dismiss. - Dismiss: Remove the controlled monster unit from the map. As with deploying monsters, the Tamer must be in a tile adjacent to the monster to call it back. When a monster is dismissed, it retains its current HP any conditions it had while on the field, such as poison or status boosts, but they become "frozen" until the monster is deployed again or the battle ends (that is, the turn count until the condition goes away won't decrease). As with any other unit, tamed monsters are fully healed at the battle's end. This command changes back to Deploy if the active monster is dismissed or defeated. - Release: Return the monster back to the wild or the grave to make room for a new one. This action can also be done from the Preparations screen before a battle starts. As only three monsters can be held at a time, and Releasing consumes a turn, it is reccomended to do this before starting the battle, if you plan on catching any monsters. A released monster will be gone forever, along with the levels it gained. There isn't a "monster bank" like in some games with this dynamic, so think twice before releasing! - Trade Monster: Only appears when two Tamers stand next to each other, or in menu/preparations screens. This allows two allied Tamers to swap or give tamed monsters (provided the receiver doesn't have af full party for giving). How it's played: Tamers are a pretty unique class. As they're not very good at combat themselves and they can't counter at melee range, its best to have them follow behind a stronger unit while you move toward a monster you want to catch. Then you should use that unit to get the monsters HP as low as possible without killing it before going in for the capture. Once you have a monster captured and deployed, you may want to use it to defend the Tamer, but as not all fights contrain monsters to catch, you shouldn't suicide with them unless you can find a replacement right away. Tamed monsters can go as far away from their Tamer as you please, but it's best to keep them within range in case they're low on HP and an enemy is chasing them, so that they can be safely dismissed. Basically, you want to keep the Tamer away from enemies, but not so far behind that his/her monster can't retreat to safety. Promotion: Tamers promote to Beastmasters, upon which their stat caps increase... slightly, and they gain a bonus to Skill and Speed. They also gain a horse upon promotion, increasing their mobility and giving them the Canto skill. However, they are bow-locked and not optmimzed for fighting themselves. Critical Animation: Both Tamers and Beastmasters simply spin their bow before firing a critical shot. Outfit: Tamers wear clothes made from animal skins, adorned with beads and feathers in a Native American style. Beastmasters incorperate even more decorations into the uniform.
  14. Neimi's not to great unless you give her an A support with Colm. If you haveven't trained her by this point, then don't bother until you have acess to the Tower for grinding. The enemies will tend to have used up the ballistae by the time you reach them in this chapter. Even still, ballistea in this game are pretty rare and have rather limited movement if you are lucky enough to find one that the enemy hasn't used all the ammo for. If you are going to use Neimi, she'll do better as a Ranger, in which case she'll lose the ability to use ballistae anyway. She's got enough accuracy to get 100% hit much of the time without the Sniper's skill.
  15. 1. Tales of Symphonia 2. The Legend of Zelda: Twilight Princess / The Legend of Zelda: The Wind Waker (Tied) 3. Final Fantasy Crystal Chronicles 4. Fire Emblem: Path of Radiance 5: Pokemon XD: Gale of Darkness
  16. I have a funny story with these books. I intially ignored them for the sole reason that they had become so popular. I had my fears that they would be something along the lines of Twilight because of the insnane popularity, which I never liked much to begin with, and I feel as though I've outgrown that demographic. All I can say is that I was naive and wrong... mostly. I was eventually coaxed into seeing the movie by my boyfriend, and enjoyed it. I then went back and read the books, and was just as impressed. It's a a shame tat the characters you become the most attached to always seem to be the ones who get killed off, but I'm sure that's what Collins wanted to do.
  17. While I'll admit some of the character designs such as Liz were rather bizzare, I rather liked them as a whole. Many of the outfits seem to be shifting toward Victorian styled dress, especially the females but some of the men as well, including Krom. It's always fun to see some anachronisms of other time periods mixed in for laughs or asthetics.
  18. When it comes to general availability, I'd say the good old Rapier. While its exact function varies from game to game, its almost always a sword-wielding Lord's starting weapon, and they'll rely heavily on it to get kills in for a while. Thankfully by the time it breaks they'll be strong enough to hold their own with standard weapons.... usually.
  19. 1. Sain (BS):Being usable very early on is a big plus. Having acess to the full Weapon Triangle is another big plus. Having solid stats all around and extremely high movement is yet another big plus. Add all that to his hilarious personality and amusing support conversations, and you have one heck of a unit. 2. Ike (PoR/ RD) and Hector(BS): I can't decide who of these two is better, so second place is a tie. Arguably two of the strongest protagonists in the series (I'm speaking statwise, but they're strong as character as well). Both great units to fall back on in their respective games, whether or not the current chapter requires them on the battlefield. Having Lords that can rely on themselves even early on is always welcome. 3. Ross (SS): He's got potentially 47 chances to level up, and two times where he'll get bonuses from promotion. His base stats may be low, but his growths are great, including a phenomenal Luck growth. My promotion of choice for him is to Pirate > Berserker for the critical bonus and swimming abilities, but he'll slay enemies left and right no matter what you make him into. 4. Lute (SS): She's one of the most potent magic users in the GBA games, I believe second only to Lilina, and her other stats are more balanced as well. Though she has the same weaknesses as any other Mage/Sage, she's become one of my most heavily used characters every time I play. 5. Florina (BS): While her stats are a little wonky compared to her sisters, she's playable for almost the enite game, and is great to have around. Kept safe from Archers, she can be a great mage killer if trained properly.
  20. I've never attempted this, but can only assume it's the same case with other plot-important characters like Myrrh, where they receive a crippling wound that doesn't kill them, but prevents them from fighting (Presumably by the time of Chaptur 16 that woud might have healed). It's hard to do without intent as Orson was slay enemies left and right in that chapter if you let him. (I would avoid doing this because he'll take valuable EXP away from units that could use it more in Chapter 5x. Also, there's literally no point in letting him fight at all because when you unlock him in the postgame he will always be at level 13 and be a fixed inventory regardless of what you did with him in 5x. Even then, the only good thing he's got going for him is the Runesword that comes with him. By this point you'll already have Seth, Franz, or Amelia (if not all three) at very high levels and will outperform him anyway. In terms of story, however, I find him to be an interesting case, but the developers could have fleshed him out more. He's one of the few characters in the series to turn into an enemy after being playable, but sadly this didn't come to as a shock to me, as it did to Ephraim, Eirika, and Seth. When I first looked at his portrait and saw Orson's scraggly beard and sly smile, I was like "Yup, he's a turncoat," before it was even mentioned by the characters. I quickly passed all of his gear to my other units and let Ephraim solo the chapter. I really think he could have benefitted from looking less... menacing and having his treason be more subtle until the reveal.
  21. I'd go with Lute and Innes for the saddest death quotes. Most of the other characters seem to acceept their deaths, knowing that it could come at any time on the battlefield. Marisa's would be a little more touching if she didn't act so distant.
  22. Fromy my experience, simple things with little to no text, and bright colors works best. Every special needs child is radically different, and they may give completely opposite responses to the same stimuli. For themes, I'd suggest something to do with animals, as that will generally (but consider the above) go over well wih both boys and girls. Make the object of the game relatively simple, perhaps guiding a dog or cat through a (small) maze, and be sure to have a "reward" at the end in the form of music or a cute animation that will motivate them to play it again. If you need some inspiration, also try looking at some of the online games made for toddlers.
  23. I'm sure many of us have had this fantasy before. Be they actually balanced for the game or ridiculously overpowered to crush the enemy's butts, I've thought them up so many times. Share your fantasies here! Be creative!. Be sure to include such important details as: - A breakdown of the class' stat caps and what the average growth rates for units might be. You don't have to go until extreme detail and give us numbers (unless you really want to), but give us a basic idea of where this class excels and where they're surpassed. - What weapon and magic type(s) they use in battle. Do they use weapons that are already in the series, or will you introduce something new? If creating a new weapon type, you might want to include a few different examples of the weapon (Iron/Steel/Silver Gun, Pistol, etc for instance). - What classes they promote to or from. - Any skills the class might have, be they existing ones from the series or original. - Does the class ride a mount, be it a horse, pegasus, wyvern or something else? - How units of this class are played, what situations they really shine in, and where they should be kept to the side. - What does this class' critical hit animation look like? - How to members of this class typically dress? - Specify if the class is "serious" or just made as a joke so it can be critiqued appropriately. Positive feedback is always welcome. If you'd like, you could even create a possible (alternate) promotion for someone else's original class. I'll start off with a few fantasies of my own. These are modeled in the GBA setup, if you were wondering. Gunslinger Overview: This is the first of a few classes I created for an FE game in a Victorian steampunk setting. The most noteworthy stats for Gunslingers are Speed and Skill, but Strength and Defense tend to be low, even more so than archers. They trump over bow users in a "Projectile Trilogy" created for this idea, but are at a disadvantage against hand cannons. Compared to Archers, Gunslingers have less power per hit but are faster, more accurate, and more likely to score criticals. Weapons: Guns, obviously, which are ranged weapons mainly fired from two tiles away. So as to not impede on the Wars series, and to keep somewhat with the fantasy setting, this is mostly just handguns from the mid-19th century and earlier. In addition to the standart Iron/Steel/Silver/Brave/Killer fare, there's also the Pistol, which is available early on and has a small critical bonus, similar to Slim weapons and the Shortbow, and the Musket, which can be fired from up to three tiles away like the Longbow. As guns are a recent invention in the game world, there's no "Legendary" gun, but an extremely powerful and unique one is invented by someone toward the endgame. This special gun is called the Oakley Spirit, named after legendary sharpshooter Annie Oakley. Typically, guns have less might than bows but are lighter. Mount: None Skills: Gunslingers can use Mortars, which are placed on certain maps. These siege weapons are similar to ballistae, but they can't be moved at all. To offset this, Mortars can fire anywhere from three to twenty tiles away. Each Mortar has five shots before it runs out of ammo. Promoted Sharpshooters have a +15% critical bonus in addition. How it's played: Gunslingers function similarly to Archers in that they are ranged units that need to be protected by other combatants, as they cannot counterattack at melee range. Though they're faster than their bow-wielding counterparts, they've even less durable, so keeping them guardet is key to survival. Because guns have low weights for the most part, even a unit with low Constitution can use some of the more powerful weapons without penalty. The best way to play Gunslingers is to have them augment the damage of a slower character like a Knight who isn't likely to double attack, and have them ready to pick off already weakened foes. Promotion: Gunslingers promote to Sharpshooters, which function similarly but have higher caps, especially for Skill and Speed. Though they are still only capable of using guns, they gain a +15% passive increase to their critical rate. With this bonus, Sharpshooters become much more likely to deal heavy damage (and they'll often be able to doulbe attack thanks to their Speed). Critical Animation: Gunslingers simply twirl their gun a couple of times before firing. Sharpshooters toss their gun up in the air before jumping up themselves to catch it. They fire at the enemy while "floating," then fall back to the ground. Outfit: Gunslingers resemble cowboys in their manner of dress, with wide-brimmed hats, jeans, and riding boots. Generic enemy gunslingers conceal their nose and mouth with a red scarf, in typical Western outlaw fashion. Cannoneer Overview: Another serious class from my steampunk idea, Cannoneers are on the opposite end of the spection, with above average Strength, HP, and Defense, but lower Speed, Skill, and Resitance, and have a movement range of 4. They could be considered a ranged version of a Knight in this sense. While they are generally less accurate than Archers and Gunslingers, their attacks do more damage. Weapons: Hand Cannons, which are also strictly ranged. This completes the "Projectile Trilogy." Hand cannons are effective against guns, but take a penalty against bows. Even the common ones are heavy, so a high Constitution is needed to use them without penalty. However, they have the greatest might of any ranged weapon. A special cannon called the Gilded Giant appears later on in the game. Mount: Though Cannoneers do not have mounts of their own, they are considered a mounted unit while riding in a Tank. If they leave the tank this ability is lost until they mount it again. Skills: Cannoneers can uniquely ride Tanks, which are scattered across certain outdoor maps. These function similarly to ballistae, but Cannoneers are considered mounted units while riding in them. This means they gain the Canto skill and a boost to their AId while riding. If the Cannoneer is carrying a rescue unit that could not be carried while unmounted, they will need to drop that unit before they are able to exit the Tank. Promoted Cannon Masters gain acess to Great Shield, granting them a chance to nullify all damage taken for one attack. How it's played: They are unique among ranged units in that they are slow, but sport a lot of raw power and durability. Though they can't counterattack melee, they can survive a few physical blows without a problem, meaning they require less protection than Archers and Gunslingers. Promotion: Cannoneers promote into Cannon Masters. They gain bonuses to HP, Strength, and Defense, as well as higher caps in those areas. They do not gain the ability to use any new weapons. Critical Animation: Cannoneers take a step back and swing the hand cannon behind them before shooting. Cannon Masters stare down their opponents before spinning the cannon around a few times, then fire. Outfit: Most Cannoneers wear military-style uniforms with metal plates covering their weaker points, and a metal helmet. Cannon Masters wear even more sleek, Victorian-styled armor. While the faces of player units are visible, enemy Cannon Masters' heads are entirely concealed by their helmets.
  24. I'll go with Amelia on this due to the option of making her a Super Trainee in your third playthrough. Essentially, she becomes similar statwise to a Swordmaster (including the +15% crit bonus) but with lances, and is the only lance-wielding character in the game with this trait. Of course, there's still the drawback of her lack of Constitution gains in this promotional path. Wendy, on the other hand is too difficult to train to be worthwhile. With okay growths but low base stats for the time at which she joins, she just won't keep up with the rest of Roy's group. The only usefulness I can see for her is the Triangle Attack with Bath and Bors, but even this can be very difficult to set up with three units that can only move 4 (5 if promoted) tiles per round, compared to the more mobile Pegasus Knights.
  25. Well, the first thing I'd do is look at how awesome I am in the mirror. Then I'd don my green armor and enjoy time with all the beautiful women of the kingdom, who'd of course be swooning over me. I just hope my pal Kent doesn't catch me, because he'll probably force me to do something like training drills.
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