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Yay. Your really playing classic fire emblem now lol I think the difficulty seems fitting though for hard mode. I would find it comparable to FE7 hard mode for eliwood or hector before you get to the magic heavy chapters. Now that I think about it, Hector hard mode was not too bad except for the later magic heavy chapters. I feel like proper preparation for those chapters makes them completely doable since pure water, barrier, and a couple of restore users makes short work of that chapter.I'm currently doing a "no-grind" run on hard mode and I have to admit, it's still not that hard.
Well, in comparison to lunatic.
I really wish the difficult gap between those 2 modes wasn't so large.
I disagree with these increasing difficulty too much. With the idea of having to rout enemies and enemies appearing on enemy phase for reinforcements, your healers ability to get close to your units while in the midst of combat is diminished limited already. After a point, I have absolutely no staff users on a team in hard mode as you usually get by with healing items or simply switching to another player that is at full health in a pair-up. So, no-healer run wouldn't be a huge adjustment. Reclassing is already limited in the game to 4-5 reclass items until chapter 16. By this time, you will want your players to be promoted anyway to still be able to ORKO. A no-promotion run would certainly increase the difficulty. It is possible to do I believe since you have high enough unpromoted base caps to deal with enemies.Do a no-healer run or a no-reclassing run or something on hard to augment the difficulty without being lunatic.
The lack of downloads and skirmishes is like playing FE13 on a practice run. Its not really increasing difficulty, but rather returning to a norm as most of the FE games were structured. I like the nozlocke idea. If you mess up once, resetting won't do anything.doing a no-second seal/reek box/dlc nuzlocke run. at chapter 19 right now.
This is correct.I'm guessing that once you've married one character, that character can't ever reach S support rank with another character, correct?
I might try this just for irony's sake, seeing as how Yarne's support convo's with his father are all just "Don't cheat on my mother."What if one of them dies? Do the rebounds exist?
There's sort of a hierarchy in skill activation that's based on the chance of the skill activating. According to Serenes Forest, the hierarchy is:Question about how skills work. Maybe I could google this but should I reorder so the random skill I want to be activated more often first? I have severa with sol and Luna, sol activates often and Luna almost never. If the chance for sol fails will Luna then have a chance?
She also has arms thrift , when it activates does it say like it would for other skills? Because it has a high chance of activation but I haven't seen it on her.
Yes having both would be really dumb, and a complete waste of a skill. I'd prefer Astra/Luna, unless you really need the extra health from Sol (you won't).Would it then be more beneficial to have one rather than the other instead of having both?
...And what does Luck do again?
Luck reduces the chance you'll take critical hits from enemies, and contributes slightly to hit/evasion rates as well. It's also used for activation rates for a couple skills, like Armsthrift and Miracle. (can't remember if there are others)Would it then be more beneficial to have one rather than the other instead of having both?
...And what does Luck do again?
What are you talking about? Unless you're playing on normal casual mode, extra health is always helpful and imo a necessity in some levels of hard (I haven't played Lunatic but I'd imagine its pretty helpful there too). Sol can restore like almost half your health sometimes.Yes having both would be really dumb, and a complete waste of a skill. I'd prefer Astra/Luna, unless you really need the extra health from Sol (you won't).
I'm playing on Hard ClassicWhat are you talking about? Unless you're playing on normal casual mode, extra health is always helpful and imo a necessity in some levels of hard (I haven't played Lunatic but I'd imagine its pretty helpful there too). Sol can restore like almost half your health sometimes.
So basically, you're going to reclass everybody with access to Archer into an Archer.I also am playing on normal/casual to do the dumbest class changes. (Made Chrom an archer, made lucina an archer, using all the characters i don't use)
I'm currently doing an Archers only (including paladins with Bows and Boyd and Ike because how else will I kill Ashnard) run in PoR, which I plan to continue into RD.This is also my chrom x Maiden run
Archers are so uselessss i can't have a team of only archers..
If i made MU an archer it would just be dumb cause i need to spam supports with him. (Kept him with magic)
That's the challenge though. =0This is also my chrom x Maiden run
Archers are so uselessss i can't have a team of only archers..
If i made MU an archer it would just be dumb cause i need to spam supports with him. (Kept him with magic)
No, the skills are based off of stats. Click a skill and it gives you the formula. Ex: %=(lck)x2 meaning the percent in which you get said skill depends on your luck.Question about how skills work. Maybe I could google this but should I reorder so the random skill I want to be activated more often first? I have severa with sol and Luna, sol activates often and Luna almost never. If the chance for sol fails will Luna then have a chance?
She also has arms thrift , when it activates does it say like it would for other skills? Because it has a high chance of activation but I haven't seen it on her.
I'm trying to have fun and rush all da supports for MU, not do lunatic 0.5That's the challenge though. =0