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Posted

Google Doc explaining everything: https://docs.google.com/document/d/1E6LjH0_0zrTu-HoK-TIkd08KTsbqLh7D3-qoOH9N7R4/

Video Playlist: https://www.youtube.com/playlist?list=PLiGT5b4yuwosLRgICG60Boz9zC-4-dkJs

Previously, I did a challenge run where I deliberately don't use many of the advantageous options this game provides and even go out of my way to use the worst units to prove there is more than just stats that decide who's good and who isn't. This time, I have video clears of every single chapter on Maddening, done in an efficient manner so it's easier to understand things that words on a document can't convey.

I hope to clear up many misconceptions this game has regarding its gameplay such as unviable earlygame units or Yunaka is the best unit.

Posted

I'm not sure that you're going to reach your intended audience. The people that consider Yunaka to be a good unit or who don't know that Wolf Knight + Roy is a good combination for example tend to be more casual.

Posted

Are there people who insist you can only use select units in Engage? Because I find that a really weird take. Obviously the Emblems you use play a far bigger role than character stats (although those forged killing weapons can be pretty bonkers too).

  • 3 weeks later...
Posted

I'll make a little Reader's Digest and point out some highlight chapters so maybe a few more people will take a look


No time crystal uses, this is mostly just for viewing pleasure since it's annoying to see it pop up
Most units don't double so I find other ways to deal lots of damage
Etie, the "frail" crappy earlygame archer, actually uses Ike a few times to good effect
Smash is often criticized for being useless over just killing the enemy, but it's handy in certain situations
Some "useless" classes (Berserker, High Priest, Swordmaster, Royal Knight) are used
Chapter 17 is Seadall's training ground. he takes 4 health bars off the bosses
Positioning matters a lot(standing next to Alear, support bonuses, trading up weapons, etc.)
Recharging Emblems without going to spots and maximizing their usage to the end of their 3-4 turn limit
Imagine having a Thief for the second half of the game and see how limited the class really is in options
Only 3 stat-boosters(minus Boots) are used, and it's just for one specific scenario

Highlight Chapters
Chapter 6 - Etie's frailness helps bait the boss and save a Chain Guard use
Chapter 10 - Smart use of Smash and Chain Attacks to kill Morion/Hyacinth
Chapter 11 - Quick and easy escape strategy that doesn't rely too much on Ivy's team
Chapter 14 - 3 bosses die in 1 turn
Ike Paralogue - Goldmary Smashes to set up Override and using Chain Guard to trick Ike off of Ragnell
Eirika Paralogue - All 4 of Eirika's health bars taken out on the last turn
Chapter 21 - Override set-up that weakens most of the reinforcements
Chapter 22 - Just beating this map is a highlight of its own
Leif Paralogue - How to get past the ballistas without Warp
Pact Ring - All the Emblems have a chance to shine here
Chapter 25 - A lot of people think this is the hardest map that requires Warp but I just beat it normally
Final Chapter - All 4 of Sombron's health bars are taken in 1 turn without using Goddess Dance

Posted
5 hours ago, stevezuu0829 said:

Smash is often criticized for being useless over just killing the enemy

I think the problem with smash isn't that it's useless. Indeed, being able to move enemies is a really novel mechanic with lots of potential for fun strategies. The major problem with the smash weapons is their accuracy. They not only let the enemy attack you first, but they also tend to frequently miss meaning the risk vs reward tends to high in the risk side. In that regard they're a bit like devil weapons in other games. High utility that a well prepared player can successfully gamble on, but too impractical for general use. Their weight is also high meaning you're likely to get doubled too. Personally I would have given them infinite accuracy like the surge tomes, justified narratively by saying you're sacrificing your own defense (ie because the enemy attacks first) to make sure the attack hits.

 

 

Posted (edited)

The weapons themselves are mostly fine since you can engrave accuracy onto them(and it's easily worth it as the damage scales well all throughout the game) and set up scenarios where you don't have to deal with the drawbacks(Breaking beforehand, having slow tanky units use them, Engage Attacks, etc.), it's the effect of pushing enemies back that seems pointless since most players usually inherit Canter so positioning doesn't really matter.

Edited by stevezuu0829
Posted (edited)
20 minutes ago, stevezuu0829 said:

The weapons themselves are mostly fine since you can engrave accuracy onto them(and it's easily worth it as the damage scales well all throughout the game) and set up scenarios where you don't have to deal with the drawbacks(Breaking beforehand, having slow tanky units use them, Engage Attacks, etc.), it's the effect of pushing enemies back that seems pointless since most players usually inherit Canter so positioning doesn't really matter.

Killing an enemy is going to be better than moving one, that's for sure, but there are scenarios where fun and creative strategies can occur from moving one. Especially when you combine it with things like construct and ice dragon veins to further control territory, like knocking a boss against a wall so you can fence them in with less units/resources. I believe they also break enemies if they can't be pushed back. Other times pushing an enemy can help put them in range of another unit that can kill them but isn't close enough. Not to mention they do tend to have good damage output. I admit I've never Accuracy engraved them before because it costs resources (and honestly I don't think I've ever considered it), but I did do a no Emblems playthrough before and made use of, I think it's Dieck's Bond Ring which increases the accuracy of smash attacks. There were for sure some niche scenarios where moving enemies had advantages for a dedicated Smashing unit. But the hit did make a difference, because if you find yourself in a scenario where you need to move an enemy then you really do need to move the enemy and gambling on a 70% or lower of that actually happening often calls for a different strategy entirely. Especially when one of the least niche reasons to move an enemy is to get them off terrain which increases their evasion.

Edited by Jotari

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