This is an interesting video on how permadeath in Fire Emblem has changed throughout the years.
From the perspective of narrative, the big issue with permadeath isn’t really killing story relevance for side characters (as some Fire Emblem fans would complain), but rather that characters that can truly die in gameplay (as opposed to retreating when defeated) rarely have their deaths appropriately acknowledged in the story in any way, shape, or form. This can create a sense of ludonarrative dissonance where a friend, sibling or a lover can die due to permadeath and their loved ones doesn’t react in story. This is another factor encouraging a “no one dies” playstyle.
(This dissonance isn’t as strong in the earlier FE games because the side characters were barely characterised)
From the perspective of narrative, the big issue with permadeath isn’t really killing story relevance for side characters (as some Fire Emblem fans would complain), but rather that characters that can truly die in gameplay (as opposed to retreating when defeated) rarely have their deaths appropriately acknowledged in the story in any way, shape, or form. This can create a sense of ludonarrative dissonance where a friend, sibling or a lover can die due to permadeath and their loved ones doesn’t react in story. This is another factor encouraging a “no one dies” playstyle.
(This dissonance isn’t as strong in the earlier FE games because the side characters were barely characterised)
Fair and Bair being the same is actually really helpful when it comes to her play even if it doesn't seem like it should be. Having a Fair that's more combo oriented isn't really useful when you look at the rest of her kit. Having a Fair that can give substantial amounts of stage control while still doing significant damage is.
On a personal note, I'm starting to feel like BOTW is becoming oversaturated even if it's still newer than the older Zelda games lol. It makes me want to resist putting more BOTW aesthetics in the game. Maybe I was just never big on BOTW aesthetics in the first place.
Linkmain-maybe
The RAR Phantom displacement tech is actually incredible for dealing with projectiles that don't phase through shields (e.g. ROB laser). My main controller broke and I've been forced to use my box controller on the rare times I play this awful game anymore and being unable to perform the tech at higher levels of play really hurts.