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GiGi

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  • Favorite Fire Emblem Game
    Sacred Stones

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  1. Y'know It would have been nice if we gotten dialogue or some form of exposition to help players understand why dafuq we're fighting these bosses again, come to think about it. I personally am not a fan of chapter 20... the final chapter is OK, but that might only be because I was prepped by the previous chapter....Also I had to do chapter 20 twice because by the time I got to the final chapter... I needed more weapons, and magic. IDK chapter 20 didn't seem as hard as it felt tedious and aggravating due to the fucking 9mov armor peircing flying units.... I really don't savestate games out of habit, but in cases where I don't see a physical possibility w/o the influence of luck I would like eirika 15 and 20. besides I loaded old states on accident before which is the worst thing in the world. With that being said... equipping a Summonor Ewan, Gleipner and Having him use beserk & sleep trivializes the west region of the map... And I feel no shame doing so due to the fact that exp at this point of the hack is as valuable as sand to a desert, all the enemies can go f*ck themselves at this point, in-fact I find having 5 clean spaces in my inventory more useful that mugging an Iron rune or fili sheild ..so yeah having reiv or morva kill the other was not a problem, however I did kill them both during the first play through conventionally to see the quotes... The units I assigned to the mid south at the beginning were mostly flyers and High crit % units, to get rid of the paladin quickly then rendevouz north east w/ Eirika, eiphram and the homies... but because of the damn wyverns we had to camp out in the spartan formation to the north east where we 300'd the Wyvern nights, Wyvern lords and great knights. It's been a while since I played but I believe I waited until like turn ~40 before proceeding because getting hit by 2 Wyvern knights at any given time can potentially K.O. any unit no matter who. Because Ewan is such a boss when the Wyvern lords stop spawning the rest of the chapter is a walk in the park... Like the chapter is basically done. Which translates - to no Wyvern knights - no difficulty, no chapter really... same for the final chapter. There's a lot of things I wanted to talk about regarding this hack, but just forgot to upon completing it... well I haven't picked it up again tbh. But there are a few things I am concerned about, being that my mouth waters for a good remaster of FE8...
  2. I've been waiting for this hack to drop for Eons ...lol
  3. what's crazy about this is that it balances itself however you might have to increase the uses to 5-6, Max weapon usage will be ~25 with the added problem of inventory space aswell... It also appears that it might even cost a turn to copy weapons.. always interesting to see new mechanics in FE fan games. Are you planning for her to be able to equip basic weapons though? like iron sword and shit?
  4. Thats the part Like the least... its fucking with the illusion of my veiwing angle/depth perception... But the map is gorgeous needless to say.
  5. You believe AoT was bad? I hope it's not because of the fact that it got really popular? IDK if there's a term for this but I see this happen all but to much in just about every community. I'm tryna get into Durarara ATM though..
  6. I'm still tryna figure out how you even got blender to render a single solid color as a texture... besides that both animations aren't short of perfect... well atleast imo as far as animating goes... BTW? doesn't GBAFE limit class animation frames?
  7. wait.....? Str ....mag ....split? I'm really curious to see how this is implemented.
  8. Fimbulvetr or shamshir marisa... you also should max out supports and use sacred weapons ...I really don't understand creatively why his stats are maxed though lol
  9. In regards to weapon ranks/balance, you might end up putting putting yourself in a balancing vortex... I'd say becareful in trying to balance weapons by ranks and weapon type as you'll always find yourself making adjustments that'll lead to you needing to make more adjustments in the future. Also keep in mind that in every game on earth there are various aspects that players abuse or dislike circumstantially despite it being the developers intentions or not. You have to look at the game as a whole when it comes to balancing something even as little as weapon stats, as what might make a killer weapon the best type of weapon in the game is the units we encounter, as opposed to the viability of other weapons similar or intended to be better than killing weapons. IMO opinion the best games are games that focuses on concept and creativity as opposed to "professionalism" and balance. I honestly don't believe you can go wrong if you make these your primary focus as the game will more or less be played in ways you would expect +/- some minor balancing flaws that don't break the game or harm replay value or enjoyment. well I say that to say becareful how you balance cuz I agree with Tycho that Killing weapons are pound for pound the best weapons throughout the game (other than shamshir assassin marisa Marisa specifically!!).. which is mostly due to the strength of the enemies late game, when 1 rounding becomes just about impossible w/o effectivenss weapons and IMO nerfing the KE will harm the early game and fucking with the ranks might harm the game overall.
  10. Sounds cool too me aswell but what about the unknowns (like myself) who could use platforms like ragefest to gain recognition within the community? how would the core cast decide who will contribute and how, y'know.... whatabout the politics ..lol
  11. Funny, I feel the same however I don't really know if this was really intentional, though players/observers can learn from it in creating their own chapter.. But <5 minutes into the video I was pretty convinced its was going to be tedious and/or unpolished.
  12. I see, I see... like you said it is more useful during the endgame considering the crit% use of stat boosters and silvercard... but in the early stages of the game it felt weird that The only thing the weapon has to offer is a higher chance of landing a crit but had so much cons compared to the Killing edge... Male/female caps I figured it was a thing people complained about... I just like the option of choosing my archetype for a class since you could get atleast two of almost every class... For example would I want a speedy general (High speed good defense) or would I want a tank (High strength & Defense). FE8 kinda gave you that option with units that can potentially max out a cap of a single stat respectively. And characters by gender do have growth patterns.. though each individual's growth rates per stat might differ across the board female classes typically have higher res/speed/luck & males have higher str/def/con even looking at my save now I see that pattern...which I believe was intentional. My units have been pretty good all game w/ the exception of a few... So I was concerened that they'll be too good if I pumped them up with roids... The lords are good, however w/ the amount of enemies per chapter I believe my eirika was @ lvl20 before chapter 9 & at that point she's an exp blackhole and come chapter 13 w/o boosters she's a liability. (which isn't a big deal honestly). Chapter 15a still sticks out to me as the "Difficult chapter" mostly The following chapters are significantly easier... I figured the sage was bait but he still destroys lives... The biggest middlefinger comes at the end of chapter 2 if I don't divert the paladins (by killing the sage).. Ephraim/knoll is a deadman.. I guess I just had to figure out how this game was meant to be played, when to effectively uses boosters, who/when to promote, etc. etc..
  13. So I'm currently playing through this hack and have a few thoughts about various aspects of the game. first off I'd like to say that this hack took a very fun game in FE8 and made it even more fun and challenging by making the chapters harder as opposed to just trying to strip the game of it's "abusable" aspects/functions, while attempting to promote them to an extent. though I love the changes to the early game shop inventories and unit placement, some changes I have to say weren't well thought out or simply overlooked or miscalculated... I'll wait to complete the game before coming out with a full review but there are somethings (mostly small) i'll point out now, cuz it's fresh on my mind. One thing I'm confused about is the balancing of some weapons more notably the killing edge and shamshir. so you've increase the weight, price and crit% of the weapon while decreasing the Might. meanwhile the killing edge wasn't touched leaving the shamshir to be a weaker but more expensive killing edge with 10% more crit... From a balancing standpoint there is no incentive to buy a shamshir over a killingedge as the latter is more efficient w/ 25 durability (to the shamshir's 20) and higher might. I suggest reducing the weight by at least one (I say 1) meanwhile increasing the hit% to 80 to make the weapon at least considerable... I've played the game with the shamshir @ 6wt and 80%hit and all in all it functions better w/ marisa and eirika and being that this weapon can only be used by select classes it's silly for it to be outclassed by the killing edge rather than poke out as a niche weapon for skilled classes. I also do not really like some of the changes to the max stats of some classes, including the male/female differences that were removed. females tend to have excellent growth rates in speed and low constitution. Vanilla FE8 kept the accessible units in mind while creating max stats for variable classes being that we can choose between promotions and can get more that 1 variation of every possible obtainable classes. This gave use the illusion of control or differentiation (or whatever) however with these balances I feel less inclined to experiment as there will always be an optimal set of classes to promote to. With that being said Some class changes are just poorly executed as a result. a Prime example is the assassin class.... neither colm or Marisa will max out strength w/ out suppliments but they both will cap speed 9/10x's but the assassins class gained def/atk boosts and reduced speed caps??? Though these changes aren't crippling it is a bit weird and unnatural, however I do like the enhancements to the paladin classes overall and Marisa is unouchable regardless. This brings me to another concern, which are stat boosters... Now to be honest I haven't used any up until chapter 15 eirika mode (on cormag -_-)... so my inventory is FULL of em and I'm wondering now if I'm going to be getting a lot more of these? And will I be playing a game in which all of my starting units will have maxed stats within their respective classes? Also, about chapter 15 Eirika... all I will say is this..... That shit was hard, Like ragefest hard. Honestly that shit felt like a good ragefest submission however very luck based. Overall all of the chapters in eirika mode could use polishing and more thought IMO... I could be wrong but it seems chapter 15 was "hard by accident" because the very next chapter while annoying as fuck, can be trivialized just like chapters 12 and 14... Chapter 15 was hard for a lot of reasons mostly because of the fucking mages on the forts in the beginning. To beat the chapter its vital that I kill the bolting mage somehow which leaves atleast 1 of your units supseptible to the Wyvernknight swarm. in which one of them has to miss... not only that but the heros have to be disposed of early as well which will stretch the players units out. Meanwhile your southern units have to be strong enough to deal with the traveling paladins or else ephraim and his squad(except dussel) are DOA, which makes diverting the enemy units on the east more difficult... Eirika and Eiphram quickly become baggage towards the middle of the game... they cannot promote so they're stuck with low movement, HP and <20 def and resistance... so I'm thinking this is a case in which we have a difficulty spike due to the fact that grinding becomes available and to be truthful that isn't good game designing. for a multitude of reasons. Now to be fair! I Love chapter 13 Eirika... which is probably is the second hardest chapter behind.. chapter 15a... but that's due to a consequence of a change you made to chapter 9 where a Pirate was supposed to drop an ocean seal. Because of that I couldn't promote Colm whose speed was capped at 20 as a thief.. Now I don't if this was intentional but in order to steal from pablo the player would have to steal from isai to promote colm... That provided some really good depth which was the difficulty I hoped for in playing this hack.
  14. I agree with Ghatsu on the whole design of the chapter... fortunately by turn 8 I knew that I was either going to get an extension or have to route all the enemies judging by the way the enemy units droppables and some dialogue was setup, so I didn't have much of a problem due to surprise... Fe7x has some ways to apply difficulty, which appear not too thought out or refined or even lazy... For this chapter If you have the mission objective change on turn 8 or turn 9 as opposed to the last turn and have reinforcement spawns happen a bit more appropriately, you'd be able to establish the psychological effect while still giving the player adequate space to adjust to the changes.
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