Dunal

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About Dunal

  • Birthday 04/01/1993

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  1. Rate The Unit - #13 Tauroneo

    Kinda focusing on this point a bit much -- the whole idea that "Edward's potential is worth it" doesn't really mean/say much in a similar way it wouldn't to those other units in the strictly long-term, only in a less extreme case (hence why I specified that he's still obviously a lot better than them). But the whole idea is that even Meg can double tigers in Part 3 (by being 20/1 which are a majority of enemies, and wouldn't double cats (like Edward) regardless (her cap of 22 is actually rather insignificant within the context of Part 3 in particular). Edward needs to be 20/10 to double cats which is a massive stretch in HM. Meg needs to be 20/1 to double/quad tigers and all their other stats are pretty similar (aside from Meg's 6 DEF lead vs Edward's SKL). Their performance as a whole isn't really that different (which isn't a compliment to Meg, more-so an insult to Edward since he doesn't notably shine in either offence or durability), and neither can abuse double earth, so it's just that Edward takes less effort to reach it... but HM it's still a massive investment regardless since you can only afford to train 2-3 units extensively. Regardless, it was merely the whole counterpoint against the whole "potential" thing which doesn't apply too well in FE10. Fiona is probably the best Part 4 paladin given enough investment, but it really doesn't matter in the end and has almost zero baring on her rating (in much the same way that Edward's part 3 performance doesn't do too much to his as well). It's less so comparing the units, but the whole idea behind that units are rated highly because of said potential. Of course, Edward being more usable in Part 1 makes him better of course (in which I'd happily give him 6/10 compared to the ~3/10 I'd give Meg and ~1.5 for Fiona), but his performance there isn't anything notable at all -- the fact that not only is he squishy, but needs to be RNG blessed to keep doubling, as well as lack of strong 2-range. And I'm not sure how he's getting 2nd MVP with Sothe, Volug or Zihark around. And that isn't a bit of an exaggeration? Nolan with double earth has 96 AVO (at 20/3) and tigers have 135 hit for a 39% rate (~34% true) along with being able to survive two hits with a Seraph Robe (same with Aran and Meg -- only Volug/Tauroneo can survive without) unlike Edward (in which the latter faces 50% hit rates with earth + Caladbolg, which is still pretty good to be fair). Can one-shot with bowgun/beastfoe as a possibility as well. The only drawback is that he needs a Speedwing to hit 20 SPD at 20/1 to double tigers outside of that set-up. While Edward needs two robes and a Dracoshield to survive two Tiger hits at 20/1. And with those comparisons Nolan's going to have the level lead in his favor. With Tarvos his durability is significantly better against cats or enemies in 3-12. Edward gets 3RKOed by cats (given average ATK of 25). Nolan is 6RKOed. This is if neither get boosters. Nolan's downside here is that he needs 19 SPD to not be doubled but that's his average at 20/1 and he's probably a bit higher than that. That's hardly comparable to Leo (a unit who only has player phase) let alone being worse than Edward to begin with (not really true). Heck, given that Meg can survive two hits with a robe, some argument could be made that her performance is similar (except not quite since she's likely to be 2-3 levels behind and getting to 20/1 with her is make or break and not even guaranteed... but not far off). Also, I rate Sothe 9/10.
  2. Rate The Unit - #13 Tauroneo

    Laura's your only staff user in Part 1 which makes her pretty good by default. Her stats don't really matter aside from her low movement and tendency to be 1RKOed, so you just need to keep her safe. However, healing items are extremely potent and plentiful in this game so the value of a staff user is lower here as a result. Laura essentially exists to free up someone's turn so they don't have to self-heal but her low movement means it's usually the better option to do the latter anyway. There also aren't a lot of variety in staves in Part 1 in particular; no physics for example in order to make up for her lack of range. Still, she serves a useful purpose that is relevant throughout the entire game and is a solid filler unit even in Part 4. As a combat unit her slow growth and caps do let her down -- if you're playing fairly efficiently she really isn't going to get to a point where she's performing really well unless you give her a lot of BEXP or something, which is a bad investment in HM. And in the long-run, the payoff isn't too great either. 6/10. She'll be useful no matter what and there's no real reason not to use/deploy her, even if she's a pretty flawed unit overall. But anyone who's useful without investment deserves at least this rating I feel.
  3. Rate The Unit - #13 Tauroneo

    It gives Leo +5 SPD. It means that he can double tigers in part 3 with only 15 SPD. It does allow him to be more useful with less investment, which is why I actually think he's better in HM than in NM. Everyone is free deployed in part 3 so its generally good to maximise the usefulness of everyone, aside from obviously funneling most EXP/resources in 2 or 3 units. Leo can function as half a unit in terms of investment and can be pretty good with either Lugh or the Bravebow. Or Beastfoe + Bowgun to 1-shot everything, which he can even do at 10/1 no matter what his stats are. And getting him to level 10 in part 1 is possible even if you mostly only use him to chip. Assuming he gets a level for attacking 10-12 times, he can promote without taking many kills. That means he's far more useful than other units without heavily investment which, much like Micaiah, makes him better than you'd expect in HM.
  4. Rate The Unit - #13 Tauroneo

    Fiona can shine. So can Meg (with the Brave/Killing Sword) by part 3. Pretty much any unit can become powerful with a lot of investment. That's usually how FE works so the way Edward turns out isn't anything special. Sure, he's easier to raise than the aforementioned (which is one reason he'd be rated quite a bit higher) but between having issues doubling, taking axes to the face as opposed to dodging them, the non-existant BEXP and lower combat EXP, hard mode is not kind to Edward at all. A lot of emphasis goes in how units start off as because it can completely dictate their momentum: A unit who starts good will get more EXP on the basis of contributing more (when playing naturally and not force-feeding kills for the sake of equality). That means that they will grow more and maintain their momentum over someone who might have better growths but struggles to receive kills unless you actively change the way you play (during harder portions of the game) just for the sake of benefiting them specifically. If you force feed kills to a unit because they aren't very good, then you're going to be playing sub-optimally to do so, or in a manner that is harder to pull off. And strategy/gameplay that is harder is really the basis of how units are rated. Ultimately it comes down to how easier/harder do they make the game. Edward is at his worst at arguably the hardest part in the entire game, so forgiving him for that so he can turn into juggernaut later on (which most units can eventually pull off) is a perspective that not a lot of people are going to agree on. And what breaks the game the most is dual-earth supports, which is why someone like Nolan, Volug or Zihark can cheese part 3 the easiest, so again, Edward isn't doing anything special. An earth partner + Caladbolg is a decent setup on him, don't get me wrong. It just doesn't stand-out as the absolute best way to manage your resources/investment. All the EXP Edward is receiving in Part 1 means a weaker Nolan/Jill/Micaiah/Aran etc... Growth units come at that price as well, especially in hard mode. You can only afford to train 2 or 3 units to a huge extent, where the game promotes low-manning rather than the alternative. He's not a bad unit though, especially if he gets some good levels very early on. Even a single level from the Prologue can completely dictate his momentum and how he can be utilized as a result. That will end up netting him more kills and allow him to snowball. I may have been conservative with my rating here as I don't think 6/10 is unreasonable. He's a case where his first level or two can be the difference between a 5 or a 7. He's that flimsy. Nolan is an opposite case of this where his bases are good to the point where it's just outright easier to feed him kills (and doing so comes naturally to how you can clear these early maps with the least amount of effort) with a lot less reliance on RNG (which is why having decent bases is such a good factor). So between that and having good growths as well, earth support, a stronger 1-2 option (that can be forged later on -- which is also why I don't think Swordmasters are that good even in this game; just a lot better than they usually are especially compared to FE9) and Tarvos, he's going to be the better unit, but a lot of the latter things I listed are no where near as important as having a good start -- it makes or breaks units in FE especially since early parts of the game are usually more challenging and resource allocation is much tighter. I'll give Nolan an 8/10 and I honestly believe that the earth affinity gives him an entire extra point here. He's part of a trio that can make Part 3 much easier than it ought to be, to put it simply. I would have rated Leonardo a 4.5 since he has some useful contribution early on and can be useful in part 3 with minimal investment (which is an incredibly nice trait to have in HM and why he's probably better here than in NM, much like Micaiah). He only needs to hit 15 SPD to double tigers and can one-shot with beastfoe + bowgun at 10/1 in order to contribute. He has some decent contribution in 1-5 and 1-6 regardless of investment as well (due to ledges/fliers). With investment he's okay long-term if only because Marksman is a good class, even with his wonky growths. However it would make Part 3 notably more difficult without cheesing with VolugXZihark. Still, Lughnasadh saves both his ATK and AS should you really want to use him; his growths aren't so bad that they screw him over to a huge degree. Still an archer however, and lack of enemy phase (for the most part) is why he most definitely doesn't deserve higher. Worth mentioning that I would probably rate him 2/10 in the JP version. Those few extra levels (both him and Edward are LV1) + Lughnasadh make quite a huge difference for him.
  5. Rate The Unit - #13 Tauroneo

    Edward suffers the most in HM out of any unit. His ability to keep his momentum and remain relevant often boils down to doubling enemies to have serviceable offence and to also dodge axe users. Unfortunately, both of these aspects are hampered quite a bit. Missing +SPD on a level early on could mean he's no longer doubling, and giving him investment to rectify that is much harder here (he's highly reliant on investment to be/remain decent which is heavily contested and more limited in HM). Wrath kills can easily create room for another enemy unit to attack him as well, which will lead to his death, which limits his enemy phase as well. The upside is that at least he can combo it with Resolve. He has good growths but he really doesn't end up any better than other Swordmasters since cap-ramming is so easy in this game (so growths ultimately don't matter too much here, especially on a unit with low bases). By the point he starts to shine, many other units can also be super good including his alternatives. Beyond stats, Zihark has the incredible Earth affinity and less reliance on investment/resources, and Mia gets a lot more availability -- if you're strictly talking about performance in Part 4. There are certainly other units that are more difficult to use but he's incredibly reliant on immediate resources and/or lucky RNG to get going. And when when he does, he's just another Zihark with potentially a lot less avoid. He would be 7/10 on normal but on HM he honestly drops to a 5/10 IMO. Momentum in performance is really important in FE and while in NM he can steadily contribute and be good even in the early game -- he's such a flimsy unit in HM where even someone like Leo is less reliant on investment to be fairly useful (such as having beastfoe/bowgun in part 3). I'll go with 5.5/10 since he does have the Prologue, I suppose.
  6. Rate The Unit - #13 Tauroneo

    I'll give her a conservative 6.5. I figured she might actually be better in HM compared to NM since she's more useful relative to other units with less investment (which is stingier in HM). Staff utility with high MAG by default makes her pretty useful, immediately after the point where her combat niche no longer is needed (killing armors). Also a decent resolve or wrath candidate due to high ATK and Sacrifice (There are likely better candidates for those but the plausibility of it is definitely a plus for her). Immediate A support with Sothe also makes him even stronger which is nice early on. Loses a point overall since as with any mage, she has low move, which is generally the main issue with Tellius mages. It means that in maps like 1-E she really isn't doing much of anything. And in terms of being a combat unit, her late T3 promotion really hampers her if you want to focus on that side of her (least with someone like Ilyana, you could get a really good late Part 3 or 4 performance if you really wanted to invest in her, while Micaiah will plateau no matter what -- not to say she isn't better than Ilyana due to being a lot more viable with low investment, just a point against her). Paragon in part 1 does help to a degree however, so she isn't too taxing to invest on early on at least. CH 3-13 also pigeon-holes her into a healer which is also worth mentioning. Which truly isn't that bad since healing is always appreciated, but once again, makes it more difficult to justify giving her a lot of investment.
  7. Isadora is still one of the better units in FE7 (barely within the top 1/3 of units I feel). Her class is just that good. Full WTA helps overcome offensive/defensive shortcomings to a degree, and her stats are still respectable for her jointime without any prior investment. Of course, with any pre-promote, if you use Isadora + a T1 Cav vs. two T1 Cavs, that singular cav can get away with more EXP investment up until Isadora joins, resulting in a net gain of power until the very last stages of the game (the cavs can be replaced with any T1 unit in this instance really). That accounts for any pre-promote to a degree, but Isadora just happens to be in a class that is never redundant no matter what your team otherwise consists of (or how many other paladins you're using), unlike someone like Karel. Luckily for her, FE7 enemies are as slow as molasses so even in instances she gets weighed down it rarely matters, especially later on when she has 20+ SPD at -/10. I'd rate her a bit higher than Hawkeye since in FE7, exceeding a certain level of bulk is easily quite overkill and Hawkeye genuinely has issues doubling and killing things. Based on the difficulty of FE7 as a whole, Isadora is more flexible. Hawkeye would have been incredibly good if enemies scaled a lot higher. It's for the same reason why Isadora is really good -- past a certain point, class/utility matters more than stats because you don't actually require a lot of them. She's really well designed within the context of FE7. I can see why people may think the T2 units are generally "overpowered" considering how they can benefit resource allocation and how a game like FE7 scales. They genuinely do make growth units redundant when the extra eventual stats of the latter doesn't really matter. Almost all games are like this (exceptions would be FE12 or Conquest for example). Of course, Isadora doesn't exist for almost half the game (late enough so that she isn't quite Marcus-lite) which is why she isn't better than any of the other cavs.
  8. She has "potential" but... pretty much any unit can become a god in the lategame (pretty standard in FE). That factor is fairly negligible when she's the weakest unit in some of the hardest maps in the game. It's the opposite of Sothe -- he's the best unit in early parts of the game where all your other units are lacking. Meanwhile, in the lategame, ridiculously powerful units are absolutely everywhere, which means that it means a lot less whether you're actually one of those or not. Wendy can be 'good' (relative to some other units, movement aside) by FE6's lategame but does it matter? The game becomes overall more difficult/tedious to train her in the first place, same with Fiona. There's also the factor that you could have just given Fiona's EXP to anyone who actually starts out good and still has 'potential', making the overall game significantly easier. Double downing on someone like Nolan or Aran etc... is a far better move than splitting EXP between one of those and an incredibly weak unit like Fiona early on. Parts 1 & 3 become more difficult and part 4 doesn't change because godlike units are dime a dozen. That's the flaw in 'growth' units in a lot of games. When you get the point where they're good/great... it suddenly doesn't matter any more. Anyway... inb4 this gets locked?
  9. Eh... Lower growths actually create a more 'balanced' game on the basis of over-levelled/under-levelled units having less variance in power. The problem in the latest games is that even just being 3-5 levels behind (compared to the average level the game expects them to be) severely hampers them since stat gains in fewer levels are much greater. Singular stats in FE mean the same no matter how 'high' they are (7 SPD compared to 3 SPD is the exact same as 36 SPD compared to 32 SPD) so higher growths create larger power differences with lower EXP. Especially in Fates where HP is so small where STR/DEF (MAG/RES) values are even more important as a whole. Lower growths help lower the variance in unit power based on their level or investment. Some of the older games didn't necessarily balance bases/growths perfectly, but it did mean that there was less reliance on growth/momentum as a whole, in order for a unit to remain good. And in reverse, meant that over-levelled units are less extremely powerful. Fates at least addressed this a bit by having far harsher EXP penalties for being higher levelled compared to Awakening. The solution to this may be by inflating HP/damage values overall, as it would create less value on individual points of stats (that calculate damage) as well as revising the doubling mechanic. Again, Fates' major flaw was doing the opposite. This is also a misconception since 55 STR vs. 50 DEF is the exact same result as 10 STR VS. 5 DEF. Everyone having super high numbers doesn't really mean much since ultimately, the stats in FE counteract each-other. The only thing higher growths affect is variance in these differences, which is inherently unhealthy. It isn't a matter of 'inflation' necessarily.
  10. Your thoughts on biorhythm?

    I did point why exactly the mechanic is often intrusive though (lack of direct player control, even if you can plan ahead for it, as well as lack of weaponry types to be used as a failsafe and/or properly take advantage of the mechanic, or lack of viable/strong units at certain parts of the game. For example, if Nolan falls into bad Biorhythm early on, the game punishes you more than it should since it's not like you can afford to contribute less for a few turns; since your other units aren't that good, same with Geoffrey/Kieran in 2-3 etc etc...). Something worth pointing out as well is how FE often accounts for dodge tanking being necessary for a lot of units to survive, in which a mechanic like biorhythm can contest. This doesn't matter for those with Earth affinity but does for others. Solution to this is to adjust balance where dodging is a luxury as opposed to a unit's primary way to survive (higher HP values across the board combined with higher base accuracy on enemies). This leaves only HIT rates being penalized (on your own units) being the remaining aspect that is "actively harmful"... which can be resolved with both items/skills to boost Biorhythm and/or weapons (including high tier ones) that offer really high HIT. Although, in the context of RD, forging +HIT on weapons could be sufficient enough for the latter. Also, the part 1 chapters being "hellish" isn't inherent to Biorhythm at all -- that's just a problem with the game's difficulty curve. Also, hypothetically, you could buff Bronze/Slim weapons to have +10-15 HIT than they currently do which is enough to both make them more relevant, and also to give the player further options in planning around the mechanic. There's also the Heaven affinity, which is capable of completely resolving any HIT issues even for lower accuracy weapons. The popular opinion is that it isn't useful but actually, you could argue that it's because Biorhythm isn't impactful enough for it to matter. Which is part of the problem: Biorhythm's impact is more annoying than meaningful because it isn't powerful enough to care about until it might actually screw you over. If it was stronger (with also the addition of extra tools for the player to work around it) it can genuinely be a good mechanic because players would actually monitor and prepare for it, and be hugely rewarded for doing so. As it stands, Biorhythm isn't meaningful 90% of the time, so the player has conditioned themselves to ignore it, so the rest of the time, it becomes intrusive because normally there isn't enough actual incentive to play around it in the first place.
  11. Your thoughts on biorhythm?

    On the contrary, I believe that there are some positive aspects of Biorhythm that people overlook that the developers likely had in mind: 1) It allows lower accuracy weapons (or units?) to exist and become situationally useful based on your own or the enemy's biorhythm. If for example, Brave or Killer weapons have lower/bad accuracy, then biorhythm can be a means of keeping them powerful but not universally so (rather than lower accuracy making them bad/unreliable all the time). In reverse, can allow you to include really high accuracy weapons (100+ HIT) which have the sole purpose of counteracting bad biorhythm. If you provide the right tools to the player, then this can provide some interesting options and diversity in weaponry. Personally, I don't think PoR/RD really pushed this enough to give the mechanic some additional depth. HIT on weapons are never that extreme either way, so the player has minimal capability to take advantage of biorhythm or play around it. 2) Makes SKL/LCK more valuable in excess. As in, beyond just having a sufficient amount in the stat in order to perform 100% reliably. In most games, the difference in having decent SKL and great/amazing SKL barely mattered (only if you had notably low SKL would it really matter). This does help, to a degree. 3) Situationally nerfs dodge tanking. However, it could be argued that it occasionally makes it even stronger at the same time. As such, it could be argued that biorhythm should affect avoid rates more than hit. As in, a lesser boost in avoid/hit when having good biorhythm, but a more severe affect when in bad biorhythm (with the player being able to manipulate it somewhat). That said, with how borderline broken earth supports are in RD, this could be negated completely. 4) Gives emphasis on swapping out units or using certain units based on the overall state of biorhythm within your army. Does Jill currently have low biorhythm? Is Nolan the opposite? Then let's secure this kill with Nolan instead, as that 20% difference can matter. Again, I really don't think RD's design in other areas (or unit balance) could accommodate this nearly as well as it could have. RD has a big emphasis on low-manning as being the best way to play (generally) so this aspect of biorhythm couldn't come into play too much. I've personally played around with the mechanic and if you can structure the game to accommodate it (failsafe weaponry, unit design, buffs to SKL/LCK stats, more powerful/inaccurate weaponry, commands/items that can boost biorhythm, tweaks to the mechanic itself etc...) it can actually be a surprisingly good mechanic. Problem in PoR/RD is that it was included without many ways for the player to utilize or play around it. Herons are the best thing you have and they would much rather use 'Vigor'. In other words, I really wouldn't write it off as a bad mechanic. It just didn't get enough support within each game to either matter or that much, or occasionally annoying since you'd have limited ways to play around it other than putting focus on different units on any given turn (which is a problem in RD since outside of Part 3, your roster of 'good' units is very limited, so you usually just have to make do with the few units you have that can be used regularly... which is an inherit problem with the game itself and how biorhythm interacts with that).
  12. No new changes that haven't been mentioned already (enemy AI is the last major change), and likely that the scope of the project is now finalized. Next update will be fairly substantial based on the feedback of everyone so far. Next release will also be up to 3-2. Been some delays due to personal reasons (just haven't had a lot of free time lately) but progress for the next release is going well. Still making tweaks to 2-E which probably the biggest map re-design yet. That's a completely normal response to have for the first few maps. A lot of the changes are introduced without really pressuring the player to make optimal use out of them, so a lot of them may seem a little odd. Once the difficulty ramps up it should provide some clarity on how/why things are balanced/designed as they are. One of the main goals of the hack was to cater to a huge amount of different playstyles and/or unit archetypes, without there being any real way to break the game either. So you can have fun experimenting with different unit builds and play-styles without gimping yourself for not playing a certain way (where basically, the gap between the optimal and less optimal choices are less pronounced than the RNG -- Edward being a good example of this). Thunder is 1-2 range as it's basically the Javelin/Handaxe of thunder magic (purely exists so Ilyana has a 2 range option) with the upside of being able to forge. Fire has 2 range only so that Volug and other beast laguz can kill users on player phase without being punished (other fire tomes are 1-2 though). The E tomes are all quite weak due to forging possibilities, to make early enemy mages easier to deal with, and to also make the higher rank tomes feel strong in comparison (and worth spending gold on). Situationally they can still be useful though. Forging 'Light' is useful for Laura after promotion while forging 'Wind' gives Tormod/Calill a 3 range option without destroying their hit-rates in the meantime. 'Thunder' is always a really useful forge for Ilyana. 'Fire' is probably the worst out of the lot but if you have a spare coin you can forge one for Micaiah in part 3 or something. Otherwise it's the 'El' tomes and beyond that solidify each type's niche. Dark magic doesn't have an E tome however; 'Ruin' is essentially the equivalent of an 'El' tome in terms of overall value. In terms of base stats, what examples do you have? Keep in mind that the actual values matter less than how they affect units in practice. Micaiah having more DEF than RES is one example that I've seen others make, but based on lower enemy mage ATK, her low RES base teaches players to be somewhat aware of the magic triangle early on. She does still have a good growth in the stat however. On the other hand, she has enough HP/DEF to avoid being one-shot and viably make good use out of dark magic (although the latter becomes a lot more situational later on).
  13. Radiant Dawn Gameplay Changes?

    Interesting concept, although that would still leave Caineghis and Giffca. And the downside is that unless these units gain a free/extra deployment slot, you'll just end up with less options overall. If they do get a free slot, then you risk having too many units for the size of each map/encounter at Endgame. Perhaps one of these possibilities aren't too much of a big deal, but would mean the endgame would need to be balanced around it, of course. Most elegant solution IMO is to just tone down the Royals (slightly lower stats and no more Formshift -- just a really good Laguz gauge instead) in order to make them more comparable to a (trained) non-royal or Beorc. They still lack 2 range and other benefits Beorc have, so they wouldn't really need to be toned down all that much. Just enough so they're more like Renning or Bastian when compared to units you actually need to train. Someone like Vika should be comparable to Naesala with a healthy amount of investment (the video in my previous post should be a good demonstration of that) and need to share items like Laguz Stones/Gems with non-royals as well. Thematically they should still be powerful at base, more-so than others, but just having outright better caps, higher skill capacity, formshift, free mastery etc... is unfair on top of the bases they also have. Not quite as effective of a solution as giving them more availability; but it's actually pretty feasible to tune them for part 1 while either auto-levelling them for Part 4 or making them scale better with BEXP or promotion gains when they return. Combined with strong EXP gains if they do get used in Part 1. I think the developers may have neither wanted them to stay with Micaiah and fight other Laguz, while also unwilling to allow them fight Micaiah/Sothe as well (even though it could well have made sense) in the same vein as Rafiel/Nailah. Making them join right at the start of Part 4 would be plausible though, possibly with the Tibarn's army as they would benefit the most from that. Either lowering the level requirements or just making them a higher level at base works fine. As for unique abilities, there are ways to make them more unique through gauge differences, movement and other utility etc... Giving Leanne 2 range healing per turn with higher MAG for instance (meaning that compared to the other two Herons, you can possibly afford to use one less staff user if you choose her) is one example.
  14. Radiant Dawn Gameplay Changes?

    If difficulty is your thing then you might be interested in this (although, it depends on what you define as 'disassembling the game': Also worth mentioning that Laguz: Lack 2-range (or higher) for the most part. They can use cards, but they're pretty bad. Do not gain access to effective weapons or utility (for the common Laguz), unlike Beorc. Cannot take advantage of WTA. Higher movement Laguz like Cats/Tigers do not have Canto unlike their Beorc equivalents (Cavalry). Are weak to a particular type of magic. Often have good bases but grow very little. Gaining very few EXP makes them feel unrewarding to feed kills to, even if their bases can carry them far into the game (The Hawks/Ranulf). Have weapons that are weak compared to later Beorc weaponry, and many Laguz can't be used enough to reliably get SS rank. On top of all this... then has to worry about the Laguz Gauge. Matters are even worse if you're a Cat. Then the Royal Laguz come along and make non-royals feel even worse because the former doesn't even need to suffer with this. The plus sides for them are... they're gold efficient (in terms of weaponry) and typically have high move / low terrain costs? That's really the only innate advantages they get aside from any statistical advantages they may have at base (which again, won't grow much -- someone like Lethe is decent enough at base but "decent" just doesn't cut it when you don't really grow much more under standard usage). Olivi Grass could honestly be completely free/infinite and wouldn't be gamebreaking whatsoever. For instance, If Laguz simply all had a 'Rest' command to restore 15 gauge... The fact that they have to use up their turn is pretty substantial when they have worse enemy phase than other units (lack of 2-range and losing gauge when attacked from it). And Halfshift is kinda a joke when the Royals exist. (In order to make Cats feel good/rewarding to use I had to fully revamp their Laguz gauge, give them situational canto, provide them with innate crit, faster WEXP and also put their growth/scaling in line with Beorc. Sounds a like a lot, but unless you give them crazy bases or something which is a less than optimal solution, it's completely necessary) Toning down on the NPCs was/is definitely a priority for me. Some maps can definitely use less enemies as well. Geoffrey's charge is a good example. Quality > Quantity.
  15. How is using only 3 units in Lyn's Story "optimal"?

    Forgetting? I did mention her 'offence' which attributes to her doubling, of course. Wallace hits harder and can retaliate at 2 range, so doubling is really the only real factor there. But I'd consider it enough to be in Lyn's favour. Movement and availability being the main benefiters here. Although, Wallace may not be the best example since his bases aren't exactly stellar, but his main problem is that the one thing he's supposed to be good at is rather redundant in this game. Not really sure what you mean by the latter statement, since she isn't exactly well equipped for clearing out groups of enemies by herself due to lack of 2-range. She isn't exactly weak on player phase, but she'll suffer if she takes a hit compared to most other units and can even struggle to 1RKO without effective damage. Really though, if she had a common 1-2 range option (like a wind edge), she would be significantly better (and so would Guy) at least with Lyn Mode. That's really her main downfall. Thing is, movement and 1-2 range becomes the easiest thing to abuse the tamer the difficulty is in FE, so typically be 'best' units in FE7 in particular would have access to those. Someone like Marcus or Isadora are objectively less powerful than some other units in the lategame, but because enemies are quite weak, they can get by with their extra utility/flexibility compared to say, Lyn or Guy. However, if enemies were stronger, Marcus/Isadora would struggle a lot more and Lyn/Guy would benefit from being more player phased focused. Since player phase matters a lot more when the game demands you avoid letting enemies focus fire you on enemy phase. FE tends to play out a lot differently depending on the difficulty or design of enemies/maps. Units are also just rated based on difficulty curve of the game itself. If HHM was far easier in the early/mid portions and significantly harder in the later sections of the game, then units like Eliwood/Rebecca/Bartre would be a lot better off and Marcus would be notably 'worse' due to several factors. This is a really huge part of it. Jegan is only a top 5 unit in Shadow Dragon because early game would be incredibly daunting without him (and then falls off when the difficulty does as well). Obviously FE7 is a far less extreme case, but it still applies to some degree. For rating units, It really just comes down to "how much easier does this unit make the game overall". (It's also why I personally consider FE6 Marcus to be even better than FE7 Marcus in context to the games they're in. He has worse bases/growths in FE6, so on paper you'd think he's flat out worse... But the difficulty of the early game makes Marcus even more valuable. Even if you were to Bench FE6 Marcus after CH7, he's still contributed to lowering the overall difficulty of the game compared to Percival, despite Percival clearly being far more powerful -- it's just that the game demands him less)