Ike was hella busted, though, lol, even without Ragnell.
@ Eliwood hate; ehh, I did pretty well with Eliwood. He felt like a standard lord unit to me as far as overall power, and I didn't have any trouble running through the game with him as one of my few focused units. Roy, on the other hand, was pretty miserable. Shoutouts to having the same life as your archers.
Overall I really like Awakening and the skills and stuff, but I do dislike how the game innately requires grinding. One of the nice things about the old style FEs is that its a very streamlined game, and you sort of have to make do with what you currently have for each mission. Makes each mission have a sense of importance. (Arenas ofc added in a little grinding, but it was so minuscule in comparison to the side quest grinds and random risen battles in Awakening.)
As far as Awakening went, there was no real reason to not grind-- not that it was needed in normal mode or anything, but because it doesn't hurt your endgame turncounts and etc that I care about for no reason whatsoever, other than getting all those Gaiden chapters done. Arenas do hurt turncount, and the only successful arenas are ones with vendors that sell heal/mend staves on the same chapter, and don't have a gaiden chapter by turns right after.
It felt like most of the strategy (whether it be turtling, or trying to really get through so that thief doesn't take the elysian whip in the treasure chest in the far corner) was lost in awakening because of the grinding, no matter what mode you played on. The only decent chapters were lunatic mode's first 4 chapters-- lunatic+ is plain annoying though lol.
They didn't feature very many skills and the strategy for winning was definitely there, albeit most of it was trial-and-error-reset-when-Fred-dies.
After pairing up in normal mode, you can send one pair of units into the middle of a ton of enemy units and watch them slaughter, or nearly slaughter all of them without grinding at all. Hard mode is somewhat similar with maybe one or two less enemies, unless you grind.
If I were to design an FE game, it would probably be without the skills (other than thief lockpicks) and pair-ups instead of rescues. Rescues were a better design choice than pair-ups in my honest opinion because there was no... drawbacks to it other than making two units one (where one unit is overpowered and can take on armies by itself.) I like supports, I don't like pairups in comparison to rescues for strategic purposes. Any arena/grindability would contribute to a turn count and all arenas would only be placed on chapters where a gaiden based on turn count would follow after-- it was your choice whether to grind there or take the gaiden chapter, (and the experience from the enemies in the gaiden too, I might add) but also never make enemies unreasonably hard so that you can't win without the grinding. But I'll definitely set chapters up against powerlevelling one unit from the beginning, hehehe...
I liked awakening, but it honestly could have been better without some of its new mechanics lol, the streamlined games work way better for strategy purposes than the ability to grind.
I would also make any character you get at level 1-4 at the beginning of the game, or maybe even later, stronger than any of the units you could get that come as tier 2 level 1-3s or tier 1 level 14-20s at recruit. (In other words high stat growths, some maybe even 100%s so that you never get an empty level up, or maybe un-RNG level ups so that you get the same ones everytime you level them up and each unit has set maximum stats for themselves based on what level you get them and their stats at recruitment...)
tl;dr awakening was good, but I like things better streamlined for strategy, and rescues are better for strategy than pairups imo
Edit: Oh also nice to see you here Seth, don't see many pro players being social with us other than SB and Hylian.