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ckc22

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  • Favorite Fire Emblem Game
    Awakening

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  1. I hated almost every single thing about Three Houses down to its very core as well as its unearned reverence.
  2. I do think they are (maybe with the exception of SP balancing) the right direction to take unit-building which they've clearly been experimenting (and imo struggling with) since Awakening. Maybe it's just me... but I hated Battalions visually. It's just not what I want in Fire Emblem. Just another thing I hate about Three Houses. I could see it being brought back in a slightly more generic way. I don't think weapons would mesh well with other elements. I'd lean towards equipable rings/accessories or the 'skill tree' idea. Actually maybe something like Echoes DLC where they have different 'altars' I could see like picking a 'god' or 'hero' to learn from but in a slightly more generic way rather than with the past character ghost thing. They'll probably just scrap it and put in another skill system that doesn't quite get it right for the like 8th time in a row at this point though. 😞 I think it's because the whole idea of reclassing multiple times and picking up various skills/etc. (or in this case very slow sp gain with extreme sp costs) is at odds with 'traditional' fire emblem gameplay of the pre-awakening era where limited resources and optimal in the moment picks rather than 'max stat/cap/etc' gameplay was the norm. There's a constant tension between making things customizable but also limiting the player to not break the game during the actual story but then also usually not having enough postgame/etc to make it all worth it. The equation just doesn't quite add up so far and I think it leaves it all feeling like "what are all these systems for?" - because in a realistic playthrough of the game where you play how they clearly want you to play - not grinding, focusing on the main chapters, limited resource/choices - you wont even interact with half these systems they clearly spent so much time on. It's in a very weird place. The removal of half the unit building rings during the story is a major sign to me that none of this is really supposed to be utilized in a 'i'm building my perfect unit' kind of way until way late, but then what is it actually for? Some rings you lose in ch10 and don't get back until practically the end of the game. They need to make firm design decisions about what the goal of unit building is and how much of it is supposed to take place during the game vs after and if all of this is for after then they need to have things like Apotheosis, Thabes, Creature Campaign, etc. to make there be a point to doing it.
  3. Same. On a first run through I want to do everything and try out classes and grind out supports and costumes and etc etc. I'll do a challenge run later, no need to make the first one annoying trying to do everything.
  4. Witches in general. Their AI is jacked. Sometimes they'll all teleport and gang up on someone, sometimes none of them will, sometimes they'll murder someone and sometimes they'll suicide themselves against someone for no reason. Most of the time it ends up feeling completely RNG and random.
  5. The idea is nice, but it should be balanced better. Off the top of my head something like fewer uses and just going back 1 turn would help.
  6. There are some really cheap maps though. The one where a certain party member is an enemy that you can't kill but she can teleport wherever the fuck she wants, move, and attack after that is pissing me off because I've almost been done with it twice now when she decided to teleport and crit Alm.
  7. The presentation is really great - the music, art style, full VA are all good. The one exception I'd make to this is that the VN style villages really feel cheaped out on. Related to this I think, The controls in the 3rd person dungeons sections are kinda awkward. The story is pretty standard FE fare so far. The maps are gigantic and empty and enemies are prone to run away to try to heal, some of them early on are cavaliers and stuff where you don't really have much to chase them with, it just extends the long maps further. I'm not in love with the item/skill system and it seems to offer complexity and then removes it by being too limited. I hate the way money works as it ends up being a bunch of annoying slashing at weeds, and it feels like more enemies should drop stuff.
  8. In chapter 2- not so bad. If you use milas turnwheel prob really not bad. Only things I've died to so far was a rare mob spawn that ate through people in 1 shot no matter what I did and having a green guy die - which honestly seems a little luck based depending on how dumb the CPU decides to be.
  9. Ultimately the source of my disappointment with fates was a few things that basically add up to there being no interesting post game - there's no 5* or Insane maps in the dlc + the mycastle features completely invalidate any strategy in pairing units for min/max. There's a reason that a year later there's no meta discussion or pairing thread with any real development. Compared to Awakening the min/max is shallow. I spent hundreds of hours playing Awakening and Fates got a couple of quick play throughs through the story - which in every route is lackluster. I think they over stretched themselves in order to sell three 60% games instead of making one truly great experience.
  10. Wow that's pretty rough. Simply because the maps are often large and your armies start very far apart. It can take 2-3 turns to even be within striking distance of each other.
  11. I've only played the first couple of chapters, so I'm not sure if it changes later but a lot of the damage seems really chippy to me as well. Like the enemies are either weak or it's just designed to be a little more back and forth than in some of the newer games. Maybe recoverable is the right word? LIke if I put someone in the wrong spot for a turn the chance they just straight up die is lower.
  12. It was just marketed poorly on a system that did terribly. TBH the game was sunk the second they released the teaser trailer because everyone created expectations for what it would be based off that and I don't think anyone got three streets away from even being in the neighborhood of guessing how it would actually turn out. The game was actually pretty decent if you don't mind skipping/ignoring/rushing through all the Idol trash.
  13. Not having any 5* or an Insane map killed Fates for me. Coupled with a meta that boiled down to "mycastle everything." I spent way more time playing awakening than all three routes of fates added together simply because the min/max aspect of it and Apotheosis was fun. There's a reason why there are threads that are hundreds of pages long on the meta in awakening while fates has virtually nothing at all.
  14. You quoted me and then said "but to say the game isn't worth it because of the dlc is stupid." I never said anything about the game not being worth it. But you know... reading comprehension?
  15. I don't even know what you're talking about to be honest. But you're stalkery tendency to bring up something unrelated from at least a year ago is questionable at best. I don't seem to be ignoring anything. i already commented on why Awakening was a different situation. You seem to be prone to reading a lot into other peoples posts that aren't there. Maybe get over your delusions of persecution.
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