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Othin

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Everything posted by Othin

  1. Given that it's an endgame Nohr file, I'm not sure there's even any place I could do more capturing, other than grinding supports to unlock more children Paralogues.
  2. I haven't done any capturing on any file. I saved so I could try using them on Marx and Luna for the hell of it but reset afterward. It's weird seeing their heads on Marth's and Lucina's bodies. Worth noting that they have different music than the other promotions. I think there's some really old promotion music remixed in as part of it.
  3. I highly doubt that's how it works; most likely if it seems that way it's just a misunderstanding of some sort. Finally managed to get the seals; it was on a different save file than the one I already completed it with so I can't confirm you can come back for the seals after missing them. Quite a challenge to earn, unlike the Dread Fighter and Dark Falcon seals, but at least they're free.
  4. That's not quite right either. The main way to get them is that once you've bought two of the three routes (Hoshido, Nohr, and Invisible), whether or not you've completed them, you can get two Dread Fighter scrolls per save file from a bonus menu in My Castle, and then once you've bought all three you can also get two Dark Falcon scrolls per file. That option is still available, but it seems this offers a source of even more of them.
  5. The first time ever or the first time the Awakening characters all survive?
  6. A small amount of extra Avoid isn't going to meaningfully impact strategies. It's not an interesting effect, and they realized tossing it onto skills and expecting it to matter just wasn't working. Thrown weapons are still useful for chip damage, especially when backed up by Dual Attacks, and kunai are at least as effective as past thrown weapons ever were. You also can just use bows or tomes or Ryouma or Marx or just use a thrown weapon and take the penalty because unless they're faster than you they're still probably not going to double.
  7. That doesn't say much. The Awakening DLC is just one star and yet it actually puts up quite a fight, at any point in the game because the levels scale based on your progress in the main story, and especially on Lunatic. I beat the free DLC and just got a shitty knife, no Lodestar or Great Lord seals. Is it random? Or does it have something to do with keeping the NPCs alive? That seems even more difficult.
  8. I'm quite sure Nohr has a second one available, like the others. Combined with the Bonus ones I had four to use on Zero, Azura, Flannel, and I think Velour.
  9. Penalties from Silver weapons do stack, and they're generally a bad idea to use on the enemy phase. They exist for when you need a lot of player phase power right away. FE1/2/3 style Wt is an excellent system, far preferable to Fates' confusing "double attack threshold" system. It's also the same general thing: a way to nerf certain weapons so they're more balanced without durability. Hell, FE2, one of the three games that implemented the best use of Wt in FE history, didn't have weapon durability either. The fact that Fates' effect penalties would work even better with that Wt system does not change the overall superiority of effect penalties to durability.
  10. Effects aren't a nuisance any more than not having capped stats is a nuisance. They're limitations you have to work around based on the immediate situation. Durability is not about the immediate situation. Unless you're doing a speedrun or something similar where you've plotted out the entire game turn-by-turn, you don't know what the cost will be later on for using a rare weapon a couple more times right now even if you've replayed the game several times. That's not strategy; it's just guessing.
  11. FE1-3 handled Wt really well. Reasonable sized penalties constant for every character, and simpler and more prominent than how FE14 kinda sorta recreated it.
  12. They keep throwing Boots at you, huh. Seems like each story gives two in the main game, plus two along with the Dread Fighter and Dark Falcon scrolls and four here for a total of eight?
  13. Limited durability makes you think twice about grinding. Randomly shattering weapons just makes you pray the mechanic never becomes relevant. If you want to make ranged attacks better, limit the other weapon types in ways that aren't just annoying. And there's no strategy in budgeting gold for weapons that will last for potentially dramatically varying amounts of time; it's just luck. Look, I'll send you info on how to get a Berwick Saga ROM if that's the only way for you to see that this system is completely unfixable. Berwick Saga is a fantastic game, anyway.
  14. Those are extremely high; you'd have Steel weapons lasting an average of 10 uses. Berwick Saga weapons increase their chance of breaking with use and still only go up to 4% until they're completely used up and it doesn't help. No one wants a chance of an important powerful weapon suddenly breaking with any use, whether it's 10% or 1%. If it happens, it's just going to be unfun. It's a terrible system and can't possibly be fixed.
  15. I'm not bringing up realism; I'm dismissing bogus claims about it demanding an annoying durability feature. I haven't tested it myself, but it feels like a pretty safe bet.
  16. The S rank weapons do have their uses, but being better than Iron over the course of two rounds of combat isn't great, especially if you need more consistent damage output that you could get with something like Steel. Furthermore, I might be wrong, but comparing over the course of two rounds of combat like that doesn't seem like an entirely fair comparison because if you use the weapon again on the second round, your Strength will still be halved on the third round, so you have to keep accounting for that until a round where you don't use the S rank weapon. Silver weapons seem much easier to use than half Strength weapons for "need high damage now" purposes.
  17. Berwick Saga also has a system like that, but it's just annoying. Having a powerful weapon randomly break after just a few uses is even more unfun than having to limit to a set number of uses before it breaks.
  18. The realism talk doesn't make much sense. A good bow isn't going to be useless after you fire it 20 times.
  19. The Hoshido Priest promotions, Ballistician/Witch, and Lodestar/Great Lord. Not that I'm sure why anyone would see this as a good thing. Regarding wind magic, it seems like they went back to a sort of GBA/DS system of stuff just lumped together, and that was always light on wind magic. Definitely could've used more variety, though.
  20. I haven't heard anything about the Jacob and Deere support; what happens?
  21. Bronze weapons have lacked critical hits since their introduction, I believe. While I do love both games, and I do think they put weapon durability to some good uses, it can be a big source of frustration and encourages potentially unnecessary micromanaging, so there are upsides and downsides. I'm not certain it'd be better this way, but I could see both games being improved by removing weapon durability and re-balancing the weapons other ways.
  22. But a Lancereaver is weak against axes and neutral to swords, while an axe is the opposite.
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