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Shadow Mir

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Everything posted by Shadow Mir

  1. Fair point, but swords were much better in those games because of lighter weight when weight mattered (lances have javelins, but in 3, those kill your AS). Anyhow, my last post was referencing Marth soloing SD on H5. Between how hard enemies hit and how unreliable dodging is, that isn't something I can see as feasible without extreme rigging.
  2. Um, where does the weapon triangle come into this?? Because I consider his sword locked status to be concerning when he is easy pickings for literally anything with ranged weapons, as he can only kill one on player phase while whatever he didn't kill gets free shots at him. I'd consider that far more concerning than the weapon triangle. Especially against mages, given that resistance is low. I'd also note there are no elixirs or anything of that sort in this game, only vulneraries, which heal a measly 10 HP.
  3. I know this is an old post, but how the hell can he solo hard 5?? That sounds like a serious stretch at best without Marth going Ultra Instinct or something, given SD is probably the most anti-sword game in the series (which is ironic as hell, considering swords were the best weapon type by far in the game SD is a remake of). Nevermind how he can't 1v1 Medeus, any chapter with lots of ranged foes is big trouble for him. That aside... While Revelation gets a lot of flak for its balance, Birthright and Conquest aren't much better than it is imho.
  4. Make effective weapons great again. They weren't great in Three Houses, and Engage made them godawful (tfw you do 10 damage to a General's 70+ HP with the Armorslayer.... and can't double them because the damn thing has the weight of a truck!). The effective axes really got the short straw though, with the typical worse accuracy of axes without being any stronger to make up for it. Shout-out to the Wyrmslayer for not being effective against the stuff it would've actually been a big help against! Damn near all the good effective weapons in Egnage require Engaging to use.
  5. Well. I stand corrected, then. However... as this wastes a lot of experience... would this really be worth it in the context of an ironman run...??
  6. A Myrmidon has crit on her... yeah. And you probably ain't killing him before he gets a chance to attack her, and potentially kill your run... with you being able to do bugger all to prevent it! (Iirc, Volug moving his max move every turn cannot make it before then, as this happens on turn 2)
  7. You said earlier that you aren't likely using him for combat... in which case the Rapier being forgeable is a moot point. However, it doesn't help that it's probably the most cost inefficient weapon to forge because it has low might compared to other effective weapons... especially relative to the new one SD added. Also, that would mean those extra levels prolly ain't coming into play. Regarding the prologue chapters... those are exclusive to normal mode. And almost every unit discussion I see is on the hardest difficulty. Re: the discussion on consumable items... I'm starting to believe healing items are underrated, at least in Fates and Three Houses. From what I have seen on YouTube, many times people only pack weapons on their units... and inevitably end up in dicey situations where dying is a real possibility, or worse, suffer casualties. Can't judge on other games, though.
  8. Off the top of my head... Multiple defeat conditions in most chapters is an issue. Especially 1-5, where Jill is likely gonna be a dummy and do something to kill your run. 1-6 part 2 is another one, as again you are at the mercy of RNG and an NPC unit. 1-9 is really awful, too. I would also imagine part 3 DB would be hellish if you lost units. 2-2 is yet another issue, with fog and multiple loss conditions, one of whom is guaranteed to get one-rounded if they get attacked....But of course, all this is just me.
  9. What, The. Everblooing. FUCK. Mate. You make it sound like only that class has a 30 Luck cap... Also, the issues I had in mind were the fact that, being a healer, getting her leveled up was slow as hell, and also the fact she has WTD against Luna. On top of that, trying to fight mages with mages prolly ain't getting you anywhere fast... what good is Priscilla not facing Crit when she takes something ridiculous like 8 hits to take out a Druid, while they do her in in only two, or even one if she gets screwed in HP??
  10. All units have 30 luck cap in that game. Reaching it, though, is another story. EDIT: Serra and Priscilla are the only units I can feasibly see getting anywhere near it... and they both have issues.
  11. Special mention to Asugi (whose fleeing is a defeat condition; just ask @Alastor15243) and Ignatius (who might as well be, given if he goes, the village he is guarding, which is the defeat condition, is wide open! Furthermore, he starts well away from you, just because)! Tbh, I'd say losing Caeda also means losing the Wing Spear. And that would be really awful... Anyhow, I cannot emphasize this enough. BE VERY VERY CAREFUL OF NON-ZERO CRITICAL CHANCES!!!
  12. Um, how do they benefit him??? Because I really ain't seeing it. ...anyway, besides Wendy, Sophia and Lyre, who are other units considered among the absolute worst in the series??
  13. Unfortunately, GBA supports require the characters to be adjacent to each other for multiple turns to build. And many of them require dozens of turns adjacent to each other just for one support, to the point you have to intentionally stall to pursue supports. As you would expect, it's easily my most hated aspect of the support system. Furthermore, you can only have 5 supports per unit.
  14. I see. I have seen people suggesting Roy's support list makes him decent, but personally, I am very skeptical of this, as less than half of his support options are particularly good units, and all of those are mounted units. Re: SD Marth: I'd say what makes him bad is him getting screwed over by the game's changes more than anything else. In the original games, weapon weight actually mattered, the weapon triangle didn't exist yet, not everyone could get a class upgrade, and stat caps were only 20. SD made weight mostly a non-factor, added the weapon triangle (to Marth's detriment, as axes are virtually nonexistent after the early chapters), made promotion nigh universal (the classes that are exceptions get an extra 10 levels; this doesn't help his case), and increased stat caps. Also of note, the game added the Wing Spear, which is the Rapier on steroids. On top of all this, Marth doesn't even do great against the final boss, especially on anything above Normal, as then it's highly likely (or guaranteed, on H2 or higher) he's getting doubled.
  15. Because I'm too lazy to make a new thread asking this... To anyone who actually has been in the community, what is the consensus on the worst lord in the series?? Is it still Roy??
  16. Like was said earlier, Nosferatu is also in Genealogy, and its mechanics make it insanely good. Namely, the part where you need a skill to follow up, which means without bad luck or an enemy that straight up one-shots you OR an enemy that does have the follow-up ability, you can hold on as long as it lasts. That's a stark contrast to Blazing Blade, Sacred Stones, Path of Radiance and Three Houses, where it's heavy to the point you're likely risking being doubled.
  17. The problem with both is that one cannot rely on them, as they're chance based. Also, Nosferatu became heavy to the point of not being worth using in Blazing Blade and Sacred Stones.
  18. Geez. Honestly, I cannot help but say auxiliary battles are a waste of time on Maddening. They just ain't profitable enough to justify wasting a weekend.
  19. There is a way to finish that map easily. Fly Corrin to the exit.
  20. Honestly, "mild" isn't one of the words I would use to describe Binding Blade difficulty wise. In fact, Binding Blade is the absolute bottom of the barrel map design wise and unit balance wise imho. Also, the arena is very risky. They aren't useless. Like was said earlier, they changed pair up to make it more balanced compared to Awakening. Since you played Blazing Blade... remember the Luna spell? Well, it got nerfed in Sacred Stones. Unhappy Reunion isn't one of those, though, so don't feel obligated to pursue Takumi.
  21. Should've stuck to just the three versions of Fates tbh. I call bullshit on it being the absolute bottom of the barrel in either one, let alone both. Especially map design. Unless you think spamming long, winding maps makes for good map design???
  22. Impregnable Wall is a thing. And it's extremely good. Like the turtle, Wind Caller attacks resistance. Also, get well away from the north and west sides of the map, as once he is attacked, be it by your units or the yellow team, extremely dangerous Wyvern Lords spawn there (however, they won't do anything if they cannot reach anyone). Miracle is a pain in the arse here, because of course it is. He has Giant Wings as a barrier ability iirc, so sword, lance and axe users are more likely to whiff. Saving Ashes and Dust for him is an excellent idea as it will break all his barriers in 2 uses (he's 3x3, so aim for the center). However, I would agree with saving it for his later lifebars. Also of note, he gets Darting Blow (+6 AS on initiative iirc), so be careful of that.
  23. I'm gonna warn you now - with the death of 3DS online, a lot of Fates's features became a lot harder to use. And they were already hard to make use of to begin with since they needed stuff that is tied to the passage of real time.
  24. That turtle attacks resistance iirc. Therefore, a mage that chugs Pure Water should shrug off his attacks. Also, his own resistance is garbage compared to his defense.
  25. Hopefully you get Chrom some levels, because without him, you very likely ain't beating the final boss... Just warning ahead of time.
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