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#61 Othin

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Posted 15 March 2012 - 12:17 PM

If Wind/Fire/Thunder are there and apparently the el- and arc tomes I'd imagine they are going to be effective against Pegs/Taguel/Draco's. I'd say spells sharing the same rank is probably quite good as well. If you look at the current comparisons between physical and magical unit stats in the scans, I think I'd rather the mage's be flexible than overly specific.

And certain monsters as well, perhaps. That could be interesting. Regardless, if it's like FE9/10, they'll just be basically identical spells and you happen to choose one against certain enemies. Hopefully there will be more to differentiate them.

The way I see it, elemental magic being one type isn't so bad. 4/5/9/10 didn't do much to differentiate them anyway, so it was little better than 6/7/8 in that area. (Personally, I much prefer the system in TRS/BS with staggered access to differentiate them even more, but this is good enough.) But it's certainly better than the Archanea games, which didn't even differentiate between elemental/light/dark magic. That just ruins possibilities and room for characters to be distinct from one another. So I'll just hope it's not the case here.

Edited by Othin, 15 March 2012 - 12:18 PM.


#62 Paperblade

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Posted 15 March 2012 - 12:25 PM

FE12 had a lot of spell tomes, about 19. FE7, for reference, had 21 different tomes. So really, the spell variety is just as great.

I'm not sure if I would consider having the option of using a 5 might E tome and a 6 might E tome "variety"

Fire/Thunder/Blizzard/Elfire/Bolganone/Thoron could have been condensed into half as many items, and I don't think anyone would have really cared

Edit: Although magic has kind of always had this problem because fsr IS refuses to do anything interesting with them beyond siege tomes (which are stupid rare to the point that they may as well be enemy only), Nosferatu (which is also pretty rare), the seldom anti-flyer weapon, and adding some neat effect to Dark-ish weapons

meanwhile physical weapons have killers and braves and effective weapons of all kinds and devil and reavers etc. etc.

Edited by Paperblade, 15 March 2012 - 12:28 PM.


#63 CrashGordon94

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Posted 15 March 2012 - 12:29 PM

If Wind/Fire/Thunder are there and apparently the el- and arc tomes I'd imagine they are going to be effective against Pegs/Taguel/Draco's.

That's not good enough!

I'd say spells sharing the same rank is probably quite good as well.

NO IT FUCKING ISN'T!! It's an abomination! It's as bad as Axes, Swords and Lances having the same rank!

If you look at the current comparisons between physical and magical unit stats in the scans, I think I'd rather the mage's be flexible than overly specific.

That's infinitely better fixed by simply giving Mages better stats!

The way I see it, elemental magic being one type isn't so bad.

Of course it's so bad! Your complaints about magic differentiation seem to be the same ones you have about physical weapon differentiation to me. Hopefully you don't think merging the weapon triangle into one type would be an ass idea, don't you? Then can't you see that merging Anima is just as bad?!

#64 Child of the Tenth Month

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Posted 15 March 2012 - 12:38 PM

That's not good enough!

NO IT FUCKING ISN'T!! It's an abomination! It's as bad as Axes, Swords and Lances having the same rank!

That's infinitely better fixed by simply giving Mages better stats!

Of course it's so bad! Your complaints about magic differentiation seem to be the same ones you have about physical weapon differentiation to me. Hopefully you don't think merging the weapon triangle into one type would be an ass idea, don't you? Then can't you see that merging Anima is just as bad?!


Well, someone's taking things too seriously.

There's nothing wrong with combining the magics, and it's not the same as combining weapons in any way. Please try to argue with some logic, Crash. This is sort of why people laugh at you all the time

#65 Furetchen

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Posted 15 March 2012 - 12:41 PM

NO IT FUCKING ISN'T!! It's an abomination! It's as bad as Axes, Swords and Lances having the same rank!

It's been done in Archanea, Valencia (and the continent is apparently one of these?) Magvel and Elibe. Not to mention it's casting magic, not using different weapons with completely different fighting styles. Which is to say, you're an idiot.

#66 Suichimo

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Posted 15 March 2012 - 12:42 PM

Not sure how new it is, but GoNintendo has a 2-3 minute long trailer up on their site:

http://gonintendo.co...story&id=173738

It shows off a lot of different team attacks.

At 1:20, there is the initial level up for the blond haired mage kid. He seems to start with solid enough bases.

#67 Cammy

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Posted 15 March 2012 - 12:50 PM

At 1:20, there is the initial level up for the blond haired mage kid. He seems to start with solid enough bases.

That's My Unit.

#68 CrashGordon94

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Posted 15 March 2012 - 12:52 PM

There's nothing wrong with combining the magics, and it's not the same as combining weapons in any way. Please try to argue with some logic, Crash. This is sort of why people laugh at you all the time

Ummm, yes it is. Magic types are pretty much the same as weapon types, the only difference is the stat they run off. How are they different?

It's been done in Archanea, Valencia (and the continent is apparently one of these?) Magvel and Elibe.

I know that, they all fucked it up.

Not to mention it's casting magic, not using different weapons with completely different fighting styles.

That's irrelevant.

#69 Child of the Tenth Month

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Posted 15 March 2012 - 12:53 PM

Ummm, yes it is. Magic types are pretty much the same as weapon types, the only difference is the stat they run off. How are they different?

I know that, they all fucked it up.

That's irrelevant.


No, they're not. It's takes no effort to read words out of another book, and it takes years of training to be able to use a different weapon. You sit over there with your silly game mechanics arguments, shoo shoo.

Of you refuse to see this, your opinion isn't worth our time.

#70 CrashGordon94

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Posted 15 March 2012 - 12:57 PM

Because game mechanics matter and stupid realism shit doesn't. You don't know how magic works, it could be just as difficult (or more so) to read Fire words instead of Thunder words as it is to start swinging around an Axe instead of a Sword. And saying that they're "just words" or something to make them interchangable is just saying that Swords and Axes are both big things with sharp edges that you can swing around to cut people so they're also interchangable.

Besides splitting the weapon is a mechanics thing so only mechanics matter.

#71 Child of the Tenth Month

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Posted 15 March 2012 - 01:00 PM

Because game mechanics matter and stupid realism shit doesn't. You don't know how magic works, it could be just as difficult (or more so) to read Fire words instead of Thunder words as it is to start swinging around an Axe instead of a Sword. And saying that they're "just words" or something to make them interchangable is just saying that Swords and Axes are both big things with sharp edges that you can swing around to cut people so they're also interchangable.

Besides splitting the weapon is a mechanics thing so only mechanics matter.


You're murdering me with stupid.

Please stop.

The games, at many occasions, have shown that magic really is just words that a person reads from a book to cast a spell. It is that simple.

And if weapons were as interchangeable as that, then every unit would use every weapon. But they don't. We have specific classes for weapon types because weapons are harder to use and learn to use.

If you can't see this, then your opinion isn't worth our time. Not gonna say it again.

#72 Velth

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Posted 15 March 2012 - 01:01 PM

Not sure how new it is, but GoNintendo has a 2-3 minute long trailer up on their site:

http://gonintendo.co...story&id=173738

It shows off a lot of different team attacks.

At 1:20, there is the initial level up for the blond haired mage kid. He seems to start with solid enough bases.


wait what? krom's falchion has infinite uses? and he has it from the beginning ? wtf...
and my unit has pretty nice bases and it seems this one in particular is oriented towards physical combat with 8 base str and 6 base def (assuming we get to choose) but why the low hp ?

Edited by Velth, 15 March 2012 - 01:12 PM.


#73 Furetchen

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Posted 15 March 2012 - 01:04 PM

You don't know how magic works, it could be just as difficult (or more so) to read Fire words instead of Thunder words as it is to start swinging around an Axe instead of a Sword.

But Archanea, Valencia, Magvel and Elibe, it's clearly demonstrated that it isn't.

This world looks suspiciously like Valencia.

Add it UP, Crash.

Because game mechanics matter and stupid realism shit doesn't.

Crash, do you know what 'immersion' is? And 'being able to relate to the damn thing'? Because you're kind of hurting me deep inside right now.

#74 Cammy

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Posted 15 March 2012 - 01:05 PM

wait what? the krom's falchion has infinite uses? and he has it from the beginning ? wtf...

I didn't notice that! That's pretty darn sexy. B)

#75 BwdYeti

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Posted 15 March 2012 - 01:12 PM

Regardless of realism in how difficult it is to go from one weapon type to another or from one spell type to another (and I would hope there's more to spellcasting than reading a few words and things blow up), it's better gameplaywise to have a magic triangle so different magic users are more/less useful against others, and it's better for the setting to have magic split up so we don't have Dark Mages casting 'light' magic or whatever.

Also keep in mind DS FE had only 3 t2 magic classes, so it kind of made sense to only have one magic type or there would only be one class using each type. But we've probably got at least 4 in FE13 (Sage, Druid thing, Valkyrie for the Troubadour, and likely Bishop from Priests/Monks), plus any others from branching promotions.

HOWEVER, the above paragraph is simply a guess from classes used in past games. If Clerics/Priests all go Battle Monk/Cleric or Sage now and there's no 'light' magic dedicated t2, and then Valkyries might be sword/staff while the other Troubadour choice is Mage Knights (while the Mage choices would be Mage Knight and Sage), it's fairly understandable why they would compress tomes to one type; though the whole thing being understandable doesn't mean it was a good idea :M

#76 Shun One

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Posted 15 March 2012 - 01:12 PM

Not sure how new it is, but GoNintendo has a 2-3 minute long trailer up on their site:

http://gonintendo.co...story&id=173738

It shows off a lot of different team attacks.

At 1:20, there is the initial level up for the blond haired mage kid. He seems to start with solid enough bases.


These clips are on the official site. I am getting hyped for this the more of it I see.

I am a fan of the soundtrack of this game, I can say that for sure.

#77 Othin

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Posted 15 March 2012 - 01:30 PM

Of course it's so bad! Your complaints about magic differentiation seem to be the same ones you have about physical weapon differentiation to me. Hopefully you don't think merging the weapon triangle into one type would be an ass idea, don't you? Then can't you see that merging Anima is just as bad?!

What I'm concerned with is the result. In 6/7/8, I see three magic types. That's enough. In 11/12, I see one. That's not enough.

Five can be better than three, but it's not necessary; three can be enough on its own. Furthermore, we must evaluate what it means for a game to have five. Let's take a more in-depth look at each of the games that had the split elements:

FE4: Dark was enemy-only, so there were only four types available to the player. For the elemental magic, almost all classes had equal access to each. Characters often had better access to one type than others, but it rarely mattered which type; they all played virtually the same, except some were lighter than others.

FE5: Characters used even more wide swaths of magic types, and they had to, since none of them had enough magic to use on its own. Among the five types available, aside from limited siege and personal spells, there were only nine spells available: up to two for each magic type. All characters could use a mix of the basic spells, and pretty much had to. It was pretty much impossible to get an A rank without starting out close to it, so the high-rank spells were pretty much just exclusive to certain characters rather than training towards them. It had some advantages over mashing things together, but not much.

FE9: Dark magic was completely nonexistent. Light magic was locked to Bishops, and Rhys was the only playable Bishop. Otherwise, magic users just used all three elements. They could train more in one than another, but there was little distinction in who could use what. Fire/Thunder/Wind became more of a replacement to the Anima/Light/Dark triangle than an expansion of it, and it wasn't as good of a replacement.

FE10: Dark magic returned, yet still managed to be pretty irrelevant. Light magic was more relevant, but the three magic types remained combined for every class above first tier. Different maximums for different classes offered some help differentiating things, but the three elements were still largely combined.

So overall, those games rarely if ever did much to actually separate the three elements, despite doing so in name. The same characters used them, and they tended to function about the same. Meanwhile, this tended to come at a cost of dark and light magic. There are definitely improvements that could be made, but as long as there are at least three separate types, I'd say that's a decent amount.

Not sure how new it is, but GoNintendo has a 2-3 minute long trailer up on their site:

http://gonintendo.com/?mode=viewstory&id=173738

It shows off a lot of different team attacks.

At 1:20, there is the initial level up for the blond haired mage kid. He seems to start with solid enough bases.

MU casts a spell clearly named "Thunder". It emits what looks like a fireball. wtf?

Regardless of realism in how difficult it is to go from one weapon type to another or from one spell type to another (and I would hope there's more to spellcasting than reading a few words and things blow up), it's better gameplaywise to have a magic triangle so different magic users are more/less useful against others, and it's better for the setting to have magic split up so we don't have Dark Mages casting 'light' magic or whatever.

Also keep in mind DS FE had only 3 t2 magic classes, so it kind of made sense to only have one magic type or there would only be one class using each type. But we've probably got at least 4 in FE13 (Sage, Druid thing, Valkyrie for the Troubadour, and likely Bishop from Priests/Monks), plus any others from branching promotions.

HOWEVER, the above paragraph is simply a guess from classes used in past games. If Clerics/Priests all go Battle Monk/Cleric or Sage now and there's no 'light' magic dedicated t2, and then Valkyries might be sword/staff while the other Troubadour choice is Mage Knights (while the Mage choices would be Mage Knight and Sage), it's fairly understandable why they would compress tomes to one type; though the whole thing being understandable doesn't mean it was a good idea :M

One class using each isn't bad as long as they all stay relevant. Rather, it helps the classes stay different, unlike Sage/Sorcerer/Bishop which were pretty much all the same. And as much as I'm not a fan of Reclassing, it helped every class stay relevant if used. If not used, however, it would kinda screw Dark magic, and like in FE6, Light magic would have been rather limited by being Tier 2 only.

Mage Knights better fucking not use staffs again.

Edited by Othin, 15 March 2012 - 01:33 PM.


#78 L95

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Posted 15 March 2012 - 01:49 PM

If the spells have enough variety, I don't really care about rank.

Hey, it means My mage can use any spell I want them to.

#79 Rewjeo

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Posted 15 March 2012 - 02:04 PM

Hey, good job completely missing the point and making an idiotic strawman. There is a huge difference between picking up a sword, or picking up an axe, compared to chanting some words and blowing shit up, or chanting some other words and blowing shit up. Functionally, each type of physical weapon takes it's own disciplines to use correctly, and thus a distinction is required. Differences in magic are only spawned where the mechanics involved require it. And if you haven't noticed, this game appears to take place in Archanea, where, look at that, magic is all grouped together.

I believe Canas talked about how different using dark magic instead of anima/light can be in his supports, although it has been a long time since I read those. Comparatively, it can't be all that different to swing an axe instead of swinging a sword. In fact, a number of games make the distinction between one and two handed weapons, rather than swords vs. axes. I do suspect someone trained to use a short sword would find it easier to use Ross's hatchet than to use, say, Durandal.

You can't say I'm missing the point completely when you are assuming that the magic types are being separated arbitrarily when maybe, just maybe, in this world they are actually as different to use as a sword and a bow. Maybe you're missing the point?

#80 L95

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Posted 15 March 2012 - 02:08 PM

Thing is I'd imagine different magic needs different training. Like, in Elibe Dark was body inhabiting. Or granted by Loptus. Point is, it requires more training than spewing words,




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