Deception
Smash Ace
So true. Where's the respect for Sigurd and Ayra?This topic lacks FE4 and 5.
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So true. Where's the respect for Sigurd and Ayra?This topic lacks FE4 and 5.
I plan at one point in this hot summer to get a certain program that will let me play these fire emblem games that I have missedActually, I have played FE4. It was quite enjoyable. The dialogue was better than that of FE 7-11, the characters had personality that was long missing, some of the mechanics (like their forts) were just brilliant, and it was just a great game overall. My problem with it was probably the huge length of individual levels- it's hard to not spend 2-4 hours on a single level.
Sigurd was definitely my favorite all-time Lord. He wasn't the cliche that Eliwood was, he was stronger than Marth and every bit the man that Ike and Hector are. Sigurd is quite possibly one of the most unappreciated Lords in the series (mainly do to his Japanese only status), but he was a historical first for FE- the first FE Lord to not fail at combat.
Lex gets my vote for my favorite FE4 character though. He just has so much personality given his few speaking rolls. Quotes like "Finally, a chance to kick ***!" and "You like her, don't you Azel. You little player," just make Lex more than a generic axe cavalier.
wutThanks for showing me that not only do you not know what you are talking about but that you also have no maturity at all.
Actually, the dodge rate is assuming that she follows average stats, with the room for an additional speedwing at one's preference. Though for the second half of Part I, I consider her a prime candidate for Resolve, which pushes her dodge rate from close-shave territory to very reliable.Of course you don't use Micaiah as a frontliner... That is common sense. But she simply needs to be babied so much in a group that is full of babies. Every other non-priest/bishop/saint magic user has some form of liveability, whether it be Soren's great defense, Ilyana's built-in Shade (and defenses that are still superior to those of Micaiah). Micaiah simply cannot compete with the other mages in the game, except for Tormod (and we all know what a failure he is). Your dodge rate is probably assuming that she maxed speed, which she probably won't do without abuse, given her horrid speed growth.
Yes it is. 8 attack power plus her ginormous magic minus the frail resistance of most enemies in her chapters means that the damage she does is tremendous. It's not an instant-kill, of course, but nor does it have to be. Few units asides from prepromotes can instantly kill on their own in Part I anyway.Also, Thani is not a powerful spell except vs. armored and mounted units. its Micaiah's usefulness vs. units other than these. It's also worth mentioning that enemy cavalry is a rareity in Micaiah's parts, further reducing her effectiveness (and Armored aren't so terribly common that the rest of your group really needs her help). Due to her lack of doubling ability, she will not be one rounding most enemies, though she will put a nice dent in them.
Usefulness severely gimped? You didn't understand what I meant by pacing, did you? If she can only cap so much, then you don't have to use her for so much. There are plenty of other units in the Dawn Brigade that could use some training, after all: why not give them the experience? You're pointing out a supposedly mathematical problem that is easily not just averted, but usable to your own favour, by the application of some common sense.As for the pacing arguement, you have not said anything viable here. The point was not that I was leveling her too quickly, taking experience from others or that she can't reach that level 20 quickly, but that her usefulness is severely gimped whereas other characters can keep getting more useful. While Nolan and anyone else that you were relying on in Part 1 are Tier 2 already... Micaiah is just a Tier 1 burden. While most of your cast is Tier 3, Micaiah has yet to promote. This is made even worse in the fact that RD, like most games in the series, gets easier as the game progresses. Micaiah will be pathetic for the early game, meh at the middle game, and passable at the endgame (but only thanks to Physic staves and a blessed Purge tome).
You mean from the prologue to 1-4? I don't see the problem. They're a few missions which you have to get through, and while I find difficulties with 1-1, the rest of them simply need patience. Take your time, don't rush it. And Edward's a great attacker if you just level him up, even if he's not a wall in his early levels.I don't hate the Dawn Brigade in particular. I hate their early chapters, but that is it. Once they actually get to a later part in the game, the Dawn Brigade has some of the best performing units. Nolan is simply > all other human units. The problem is that they are absolutely terrible at the beginning. Edward dies in 2-3 hits on Normal and doesn't even have a bonus against axes to save him in Hard due to a lack of the Weapon Triangle. This effectively leaves you with only Nolan and Sothe to provide a defense until you get Aran (who comes in on the hardest level of the game), Jill, Zihark, and Tauroneo (the last of whom is rarely available). If Micaiah was the only one who needed constant babying in the group, then that would be relatively fine, but she isn't. Leonardo, Ilyana, Laura, and others all need constant babying and protection (atleast until after the chapter where Aran joins is done)..
Well, if you don't have to reach a certain spot or the boss is not standing over that exact spot for that chapter then you should assume the boss will move.Nothing annoys me more then bosses that you have no idea they move and have a high crit chance <_<. I always end up having to restart because the boss moved when I thought he could not and crits one of my unprepared characters <_<
i have and it really isnt that more difficult just stronger enemiesPeople should start playing hard mode in FE.
Depends on the game. If it's PoR, gladly. If it's RD... not a chance. Everyone should just play the way that is fun to them.People should start playing hard mode in FE.
Well... that and more enemies, rearranged enemies, frequent enemy re-enforcements, lowered battle experience, and the occassional toughened objective (ex. turn limit for 1-1 of RD). Naturally, this narrows down the number of units you can use as well as reducing the number of units that are still viable. Would you use Fiona or Astrid in Hard of RD.... not a chance.i have and it really isnt that more difficult just stronger enemies
Only when the Status of your character pops up, and absolutely nothing increases. Especially if that happens two levels in a row. Otherwise, I'm fine with it. I think that something should atleast always increase in your stats, instead of giving you a flop.Anyone else hate the RNG based level ups? I think a stat up system more like the one in Pokemon would be more adequate, minus the EVs, natures, and other complex factors (in other words, a set level up system).
RD's BExp always giving +3 stat ups was a great system... They need to carry over a minimum required stat gain system based on that to all future FE games (including remakes).Only when the Status of your character pops up, and absolutely nothing increases. Especially if that happens two levels in a row. Otherwise, I'm fine with it. I think that something should atleast always increase in your stats, instead of giving you a flop.
I have to agree I really did like Rd's BExp, I felt like it was a safety built that I wouldn't get screwd in RNG.RD's BExp always giving +3 stat ups was a great system... They need to carry over a minimum required stat gain system based on that to all future FE games (including remakes).
I would extend on this by proposing that 5 (and only 5) stat ups are guaranteed with each level up (assuming there are atleast 5 uncapped stats) and these stat ups would be influenced by a character's growth rates, making it a hybrid of set level ups with the traditional RNG.
Nope, I was referring to all sources of experience. Why should battle experience not be treated in such a way? In the end, this system would serve to make the majority of players benefit from higher stated characters. The only ones who would, arguably, suffer are those with really really good luck when it comes to level ups.I have to agree I really did like Rd's BExp, I felt like it was a safety built that I wouldn't get screwd in RNG.
I assume that your 5 stat proposal only goes towards Bexp.
Bexp was the only reason my Meg did not suck :D
If dodging was removed entirely, then only units with high defense/good speed would be useable (in other words, the already great units will still be great and units relying on dodging which are generally high/upper mid in my experience, would be screwed).Nope, I was referring to all sources of experience. Why should battle experience not be treated in such a way? In the end, this system would serve to make the majority of players benefit from higher stated characters. The only ones who would, arguably, suffer are those with really really good luck when it comes to level ups.
Personally, I would like to see luck based elements such as dodging and criticalling removed completely. Why, in a strategy game, should a player be blessed or ruined by a luck based system? Wouldn't a more logical, and strategical, method be to buff up the player's ability to use forms of active defense such as healing (make Priests/Bishops/Saints not be outperformed by Sages in almost every way, for example), defense, resistance, hp, etc. Put more choke points. Replace the dodge bonus of forests/forts/etc. with an extra buff to defenses.
Another nice implementation would be more formations. The triangle formation already paved the way for more advanced formations such as barrages (let's make archers finally useful), shield lines, etc.
Luck doesn't ruin the strategy of the game. A major part of the strategy is knowing that things can go wrong, have backup plans. There are ways to attack where you will not be screwed over by a dodge or a critical.Personally, I would like to see luck based elements such as dodging and criticalling removed completely. Why, in a strategy game, should a player be blessed or ruined by a luck based system? Wouldn't a more logical, and strategical, method be to buff up the player's ability to use forms of active defense such as healing (make Priests/Bishops/Saints not be outperformed by Sages in almost every way, for example), defense, resistance, hp, etc. Put more choke points. Replace the dodge bonus of forests/forts/etc. with an extra buff to defenses.
If dodging was removed entirely, the units would simply be rescaled. Swordmasters would just gain a godly offense and the currently defensive unit types would remain defensive. Perhaps, the speed stat could also affect who attacks first (making Vantage a great skill for slow characters), allowing fast units such as the Swordmaster to occassionally finish weakened foes before they ever even get to attack.If dodging was removed entirely, then only units with high defense/good speed would be useable (in other words, the already great units will still be great and units relying on dodging which are generally high/upper mid in my experience, would be screwed).
The only two reasons why I would like the automatic 5 point increase per combat level up is because one, in the highly likely event that Nintendo keeps in the save point system for all future FE's, it would cut down on the number of resets made by the player when they get screwed, and secondly, it would help to balance all units.
I did have an idea for a system that RD could have implemented to remove part of the luck factor though. You equip skills as usual (though shove would be removed) and when you enter a battle scene, depending on your timing, you can activate one of your battle skills at will; i.e. Vantage when you and your opponent are "posing" before battle, Adept when you are running towards your opponent, counter immediately after you are hit, and others. To balance this out, doing this uses up one point of a six use item held in your inventory.
I do hope that they implement a better skill system in the new FE universe; RD almost had it perfect except for the free mastery at third tier and shove being an unremovable skill: FE4's and FE5's acquiring of skills through weapons, FE9's mastery skill system, and FE10's ability to freely remove skills as well as units coming with innate no-capacity skills. Skills simply add another appreciated level of unit uniqueness and capability.
Oh but it does. Uncertainty deducts from strategy. You must be able to plan for every possible outcome based on what you can infer. You can't expect a critical hit from a unit with a crit chance of less than 10%. You can't expect to miss with an 95% hit chance.Luck doesn't ruin the strategy of the game. A major part of the strategy is knowing that things can go wrong, have backup plans. There are ways to attack where you will not be screwed over by a dodge or a critical.
This would also causes some really bad balance issues that need to be worked out. Fire Emblem is built around risk and reward, and removing such a major risk would take changes that would turn FE into a completely different game.
For example, Swordmasters no longer have their nice critical bonus nor do they dodge nearly everything, that with their generally low defense leaves them as crap.
Along with all other classes that generally have crap defense, enjoy never dodging.
And Axe's, very good strength + never miss, weapon balance also gets messed up.
Same with Level up's, I like the RNG system. It allows for uncertainty, removing that in a game where the only thing you can do is play the same exact chapters on a new game will kill replay value.
The only game in which priests were not epic fail was Shadow Dragon. In SD, the healer didn't gain experience at an abysmal rate compared to the rest of the group- quite the opposite, actually. The healers leveled up faster than anyone. Sacred Stones is somewhat notable in that the Bishops did amazing damage against monsters... but most monsters are pathetic in the first place. Not much of a buff.Well I just started fire emblem 6, and so far I wished I played this before FE7. It is making me miss some characters like Raven and Canas. I mean wtf I loved Canas in FE7 but it turns out he died in a blizzard. How does dark magic lose to a blizzard <__<.
Also I wouldn't focus on removing anything such as dodging and crtis but more on adding new skills into the game. I mean the skillz in RD and PoR really made good change in Fire EMblem. Also crits are part of any battle, many things can go horribly wrong.
SOmething I would like to see different would be the bishop/saints. Not only do they get stuck with the weakest magic but are at many times out classed by other magic users (druids, sages) I find the blame that one they are stuck healing as a priest and two sages and druids can heal just as good as bishops >_>
I want my Luna back ;__;
Go play Shining Force or something.Nope, I was referring to all sources of experience. Why should battle experience not be treated in such a way? In the end, this system would serve to make the majority of players benefit from higher stated characters. The only ones who would, arguably, suffer are those with really really good luck when it comes to level ups.
Personally, I would like to see luck based elements such as dodging and criticalling removed completely. Why, in a strategy game, should a player be blessed or ruined by a luck based system? Wouldn't a more logical, and strategical, method be to buff up the player's ability to use forms of active defense such as healing (make Priests/Bishops/Saints not be outperformed by Sages in almost every way, for example), defense, resistance, hp, etc. Put more choke points. Replace the dodge bonus of forests/forts/etc. with an extra buff to defenses.
I did play Shining Force. It was quite nice. Guaranteed level ups really helped it out. The game was simply too grind based though. This was not as a result of the level up system but rather the sheer number of levels the units could reach (and had to reach) in order to beat the game (as well as how much experience it took to level up). I also did not appreciate their turn system. FE's turn system + more optional/lower grind + something similar to SF's stat system would really make for a great game.Go play Shining Force or something.
And then you'll why FE's system is better/makes for a better experience
To make sure it doesn't go unnoticed, I personally like the basis of this idea. Though some things I think of it are the usage of the skills should depend on the level and rarity of the skill. I'd sooner say skills like Adept and Vantage would be worth more then say Cancel, though that is a very good one imo. Also, even if it's something as good as say Adept, if they made getting it hard/rare enough, it could still be a high-use skill because of that.I did have an idea for a system that RD could have implemented to remove part of the luck factor though. You equip skills as usual (though shove would be removed) and when you enter a battle scene, depending on your timing, you can activate one of your battle skills at will; i.e. Vantage when you and your opponent are "posing" before battle, Adept when you are running towards your opponent, counter immediately after you are hit, and others. To balance this out, doing this uses up one point of a six use item held in your inventory.
Well let me start with the chess comparison, you need to keep in mind that Fire Emblem is a Strategy RPG, I can't think of a turn-based RPG without dodging/criticaling no matter how rare it may be ingame. The Advanced Wars series is there for a more chess like game without all the chances of FE.Yellow Stuff.
That depends. What else besides Sigurd do you have to work with? Who amongst your party can survive at least one round against Eltshan?So I was playing FE4 for the first time. I'm on Chapter 3 where Eltshan is a boss.... and how is this guy even possible to defeat? I move Sigurd, hands down the most broken Lord other than Ike, into the fort for that 30% dodge rate and healing buff. Eltshan utterly pwns Sigurd... Sigurd has a 50 percent hit rate with a Silver Sword vs. Eltshan's 90 percent (also with a sword). On top of this, Eltshan has more hp, better damage, and everything. Even with Libro, the physic type staff, Eltshan or his many soldiers would simply reach the healer and kill her.
So how do I defeat this guy?
I'm sorry. I was thinking of Chapter 27 as Chaper 25. 25 is what I meant. Jerme's map to be exact.Umm... Toon Marth? Chapter 27 in FE7 changes depending on who's story you go through. Sorry to point out such a trivial detail, but I just want to know which one you're refering to. I am honestly interested to know.