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About mangasdeouf

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    Let's turn the game into funny runs
  • Birthday 07/18/1995

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    T-RPG, game design, history, Fantasy, drawing, cinema, music, martial arts,...
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  • Favorite Fire Emblem Game
    Radiant Dawn

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  1. I find Fates has funny builds but is an unfun game

    I understand that you like the game, just the map gimmicks (Rev the chpter where you get Rinkah, Conquest the chapter where you fight Ryoma, or not, with the 50k pots in the way, sometimes you're forced to break negative pots because you have to kill that ennemy hiding behind it, or it's in the easiest path, and the trap staff which can simply get your units killed in 1 turn without other counterplay than not being in range), the shuriken, the totally absurd weapon bonus/debuff stats: - shuriken free +2 spd while katanas have to loose both def AND res to only get a +1, naginatas having free def and res bonus, maces having even less accuracy if I remember and -1 MT than axes for 5 crit... - (-5) spd javelins/throwing axes/ranged swords while you already can't double so ennemies double you for free ORKO, silver weapons lowering your stats while iron weapons can be forged for better setup than silver, steel -3 spd is okay since it was even worse in GBA games with female swordies having 5 con and steel swords having 10 wt meaning they lost 5 spd for no good reason, implying you had to use iron or very high price weapons to make up for it, not even talking of steel lance lowering pegasi spd by 8 or 9 depending on their con - magic being mediocre since physical and magical WT are mixed together, Nosferatu being less than bad with the throwing weapon treatment on inexistant def units with barely any spd already, and so on...and general magic units being awfully bad like they were in GBA games at base, but with even worse GR for the game they're in (it's like copy paste Lute's GR on Nyx but with +10 max stats so she is ridiculous compared with original Lute while the ennemies get insane base stats when promoted or reaching higher levels like ennemy malig knights, ninjas, etc.). Like I just wrote, magic units don't feel good to play, because their base stats are like 10 points lower than any physical unit. Nyx is Tharja but without any of Tharja's strong points (def, nosferatu being good, knight and sniper reclasses for def and skill and hit +20, acceptable base spd), Owain is Henry but without anything good in Henry (to begin with humor, then mag, lck, def, only his res starts decent+no despoil, samurai is good but base stats kinda suck for CQ, he still get nearly OHKOd by anything not magic as anything else than dread fighter, and no +1 mov access or locktouch or lucky seven, or anything enabling him other than your god unit not killing an ennemy in 1 round and letting him get the exp), Birthright kid has so little skill he won't ever hit anything without serious favorism, Orochi can hit and chunk but her spd is abysmal and without a speed boost/duo she can even get doubled at some point by ennemies not called Slowpoke (Pokémon (tm)). Good luck with any non royal mage, they're hurting you more than they help. In the end, whenever I tried to play on hard, I ended up lowering the difficulty because it blew my mind up, I'm not the kind to put everything at max difficulty but I'd like to just play a game without having to spend 15 min per chapter to inspect ennemy skills, weapons, stats, map gimmicks and other things, just taking a brief look should be enough (no armor slayer? ok, no sleep staff? ok, no 30 MT ennemies? ok, etc.) instead of looking for darting blow pegasi, trample maligs, poison strike ninjas, counter/countermagic werewolves, several skills on the type of ennemy which should be the weakest (faceless bullshit) which have access to seals, wary fighter, poison strike etc. Plus, GIMME BACK THIEVES WHO CAN STEAL PLEASE, what's the point of thieves if they're just walking chest/door keys? RD thieves were the best by far without needing free +2 spd, armor killer weapons or stats debuff or poison strike. Hell, they didn't even have +1 move (ok they had more move than mages but if I remember they had the same move as regular foot units once promoted).
  2. Hi, Each time I see my cartridge, I think of funny builds to play, fun runs etc. But each time, I'm reminded ninjas' bullshit, all post-combat damage, one roll hit chance, flying squads with bows and naginatas or axes and tomes, rally def being mandatory to use anyone not called Xander or Teddy Bear, slow as fck exp leading to incomplete build for 75% of the playthrough, shitty farming DLC for high level units (if you don't have paragon don't even bother...) so you still struggle to reach level 15 (even level 5 promoted is a headache). I'd like to at least fight ennemies without 12+ def/res in a DLC worth real money, and without seals (OMG these skills just shouldn't exist, they're the paragon of bad design: high stats ennemies more numerous than your troops and sending your stats down a giant pit!). Imagine -4 seals in TSS the game would be barely playable for most of the cast, prepromotes would be largely weaker since they lack dodge and def or res and many of them have weapon weaknesses, be it bow, horse or armor). I think no game should revolve on temporary effect consumables (except pure water which was close to balanced, except non boss magic units were trash so it was still over powered) in order to reach higher stats than they would need in a normal situation just because they get debuffed into oblivion. So many funny things could be done in Fates but everything is wasted by unpredictable RNG (less predictable than it used to be), cancerous AI, bullshit skills that have nothing to do in such a game (it's OK in equal numbers situations where you don't have to face 3+ ennemies while you're debuffed because there are 4x to 6x more ennemies than units you can bring. For me it's the same playing Fates as playing TSS with a mod where every class has 15 movement and flies. It's stupid, you're overwhelmed very often and bullshit skills make your god units feel like ennemy cat food. Seals shouldn't be applied if the user doesn't even attack or hit the target, this is simply cheap gameplay abuse. People tell Awakening has too much numbers and difficulty jumps, but Fates nearly doubles ennemy damage or density from one chapter to the next one. Should we point out that your units aren't supposed to have 30+ def in a no grind run around chapter 18 BR (the chapter with the castle, many rooms and chests, 40+ damage generals with one or two that might even have wary fighter to ensure you can't use a reclassed fast axe user or whatever using an anti-armor weapon (or the sword you get on chapter 7 BR). I can't even imagine higher difficulties over the top stats (feels like watching at Awakening Apotheosis ennemy stats). How is it a game for beginners in the franchise? Unless you like abusing phoenix mode, I don't see anything funny in Fates and even then, no risk high reward isn't very funny either but at least you can exp without perma death of losing the unit until the chapter is finished. The children are funny to build but their recruitment chapters are completely not for the pre-ch11 soft cap. Promoted ennemies when you don't even have one promoted unit in your team except pre-promote with nerfed stats, skills, combinations of ninjas and high damage ennemies are examples of what you can't face when you're not in mid game (and the yato really would need an earlier upgrade because 1st comes so late it's not even funny, yet your sword still has steel sword stats with def and res bane, in Awakening it's OK because you can use high rank weapons without other drawbacks than gold and accuracy, but in Fates you have to loose something important to hit hard without upgraded yato+forge system is grinding hell while the game promotes playing without heavy grinding (less exp when large level difference, encounters cost gold). What do you feel about it boys and girls?
  3. Hi, Sorry for posting nearly the same topic as yesterday but I think it wasn't in the good section and I have taken my concept further and am currently testing the results. Yesterday I came with an idea to balance weapons. I was wondering if anyone would enjoy a FE 8 mod with swords draining hp, 1 range axes ignoring def, and what you would give to lances and bows (currently lances give +4 lck, +2 def and +1 res), while bows have 3 more might, light is effective against monsters (no need to wait for promotion anymore), anima is buffed (+1 might), dark didn't change much, and tomes' weight has been adjusted to fit their users' constitution. The idea is that most sword users aren't very tanky but very fast. If they could drain hp, be they tanky or not, they would be much more usable and wouldn't need access to 1-2 range weapons to be useful. Fast units would drain 2x per fight but take damage if they don't dodge, while slow units would heal back some damage but only once per fight. I intend on balancing the classes and making the ennemies more of what they should be (like in Awakening I guess, they fit much more their roles than in TSS IMHO, especially knights, axemen and mages/dark mages). Lances' bonus stats make them able to reduce crit chance, to take easier the swords' hits so the drain isn't OP, while +1 res helps a little without being gamechanging. Bows don't hit at 1 range so I gave them more poke damage to make archery more useful for what they're supposed to do (the counterpart for 3 MT is 15 hit, a little like Yumi). I gave 30 weight to 1-2 range physical weapons so you only use them situationally (if I give them a speed penalty it would affect more the already slow units than the fast ones, + negative stats tend to bug and show max stat instead so it's the opposite of what I want). It's a good point for me so general Gilliam is as fast as Paladin Franz with a javelin (0-5 spd hoho). Special weapons weren't modified (rapier doesn't drain, don't expect to get back to full hp in one hit on a sword-wielding cavalier, neither does hammer deal true damage, I think it deals enough already). Trainee axe is 1 range, low MT, high accuracy and unbreakable, like short sword and lance, short bow is 2 range, low MT, high acc and unbreakable. These weapons apply the weapon balance treatment so your 8 damage lv 1 Ross will have 8 true damage on any ennemy axcept lance users (9 damage) and sword users (7 damage). Thin lance comes with the tank buff (enjoy your finally able pegasi, including ennemies) and thin sword drains hp. No crit bonus for short weapons. This means trainees can pull their weight even if they can't attack from 1-2 range before D rank (throwing weapons are D rank like in FE13, steel axe is also fixed to D rank, I don't see the reason for making a steel weapon E rank and not the other ones, might as well put everyone to D at base) because their weapons are better and their class stats have been improved a bit (not their growths though). Tana is a Wyvern Rider (female, yes they exist in the code, and unlike female mercenaries, they have custom animations, just like female shamans and sorcerers), Syrene has a little more base stats and completely different growths (tank falcon knight FTW! Palla is back even better than the original!) and weapon ranks on 2nd tier and some stat caps have been made more logical according to their roles in FE8. Magic classes, sages trade mag for spd, sorcerer is better, mage knight and valkyries are more similar in stats to paladins, magic classes base stats have been twisted to fit more their goal. Manakete is less cheated but lasts the whole game when you finally get Myrrh (unbreakable nerfed Dragonstone, again more like Awakening but 1 range only), she has base stats close to Seth's so it won't be an all in fiesta like it used to be at level 1 against cavaliers with Myrrh in chapter 16 but she has more HP (also this means she can take an axe hit from a promoted unit without dying), growths more spread but less OP (very few >100%, most are between 70 and 90, be careful, 12 spd 40% growth! you might keep a speedwing if you want her to double promoted ennemies!) and stat caps are the same as Necromancer (25 spd, 30 everything else) not OP since axe go through def, so does necrodragon's breath and dragonstone has 8 MT (with capped str it means 43 damage, less than regular silver weapons, only some ennemies not wielding axes will not deal much damage to maxed 35 def but it's not like she will cap it at all times in 19 level ups...right? Myrrh should be very close to cap def though if you max her level, but rarely doubles, doesn't necessarily OHKO, and true damage is abundant in axe maps). Great knight has 7 move, , archers have more skl to make up for usual shitty archers, mercenaries are closer to heroes in stat spread (less spd, more def and str) or you could say they are closer to cavaliers with actual skl, female lord has more def, 1 con bonus, male lord was nerfed a little in the speed department cuz Ephraim before promotion was a little too OP compared with Eirika at the same level, and Great lords have better con and stat caps because you wait 16 chapters to make them promote and they're both forced into the endgame chapters. Wyverns lords and knights are more distinct (I took their archetypes from FE13 wyvern lords and griffon lords, because I thought it suited well to the FE8 wyvern concepts), mounted/flying females and males have equal con because it's more the mount's weight than the person's that it taken into count, con overall is more fit to the class it's linked to. Swordmasters trade defensive stats for offensive, assassins have more str than swordmasters but thei def/res cp is still 20 (promotion bonus more offensive for assassins while more defensive as it used to be for swordmasters) and assassins have rogue's exp gain. 200 gold for unreakable weapons, 220 for unbreakable tomes, 10 per use for iron weapons, 20 for steel, 50 for silver, 45 for killer, shamshir is the exception at 60 or 65 because it's killer+drain with lower MT, add 2 gold to these to get the tomes' price per use, staves are globally cheaper. Low rank gems are worth more than they used to, because there's a special surprise in the preparations' armoury and it costs much (even if I lowered the price, being in preparations' armoury automatically makes it cost more gold). Because I didn't like the absence of choice with this point, I made you able to choose if you want to spend that amount of gold for this or if you're patient. It's also a way for farmers to get what they want without waiting to have cleared 70% of the game to have their full team able (and the ones drawn back by this can finally be played in the main story). Would it be funny to play? Would axes having a real utility make you use axemen? (-1 mt +5 hit for axes BTW) Do the effects I gave to lances, bows, magic types appeal to you? Tell me if something would be funnier than what I wrote. I'm open to discussion and I don't think I did the best I could do, there's always room for improvements. After all, it's been 2 years at least that I began to make Nightmare mods and I'm still not perfectly satisfied, maybe I have too many different concepts in mind so I will never stop making new mods and spending hours on Nightmare. Other people learned to use better programs but I'm not a fan of the difficulty to learn these programs although they seem to allow many nice things like skills, randomizing, modifying or creating characters, creating maps and stories etc. If you want to try it and see, here's the link (Lunar IPS patch, apply it to a clean ROM, I used the (U) Trash Man ROM to patch): 8 drain sword true damage axes version.ips?dl=0
  4. Looking for FE 8 mod concept

    Hi, Today I came with an idea to balance weapons. I was wondering if anyone would enjoy a FE 8 mod with swords draining hp, 1 range axes ignoring def, and what you would give to lances and bows. The idea is that most sword users aren't very tanky but very fast. If they could drain hp, be they tanky or not, they would be much more usable and wouldn't need access to 1-2 range weapons to be useful. Fast units would drain 2x per fight but take damage if they don't dodge, while slow units would heal back some damage but only once per fight. I intend on balancing the classes and making the ennemies more of what they should be (like in Awakening I guess, they fit much more their roles than in TSS IMHO, especially knights, axemen and mages/dark mages). Maybe I could also give 15 or 20 weight to 1-2 range physical weapons so you only use them situationally (if I give them a speed penalty it would affect more the already slow units than the fast ones, + negative stats tend to bug and show max stat instead so it's the opposite of what I want). I'll try to give like 30 weight to see if it's possible so general Gilliam is as fast as Paladin Franz with a javelin (0-5 spd hoho). Would it be funny to play? Would axes having a real utility make you use axemen? What effects should I give to lances, bows, magic types? It's up to you, make your game from what I suggest and tell me if something would be funnier than what I wrote.
  5. 3DS games and hp management

    Well, at the moment I'm playing FE8 randomizer with which you can randomize the game yourself (seeds) so I'm not focused on Conquest or Fates, it's a side activity like it has always been. I'm a casual player after all. Still I think some things (namely mechanics like seals and shuriken/daggers debuffs) are wrong and don't bring anything good into the series (just remove stat debuffs and tonics and compensate with base stats buffs where needed like on GBA level base stats for magic units, but with much less personal bonuses than in GBA games where your mages had some good stat bonuses like +5 spd +4 mag etc. to make up for class's weakness). Of topic but to give you an idea of my current occupation and lack of focus on Fates: I'm enjoying my 4th run (the first 3 stopped between 5X because of trash comp vs multiple boltings and chapter 7 where I didn't want to bother anymore wih bad units) and going Ephraim's route on 100% random growths, chests and events, thieves are randomly given too for the lulz and I've got a strong comp for everything except heavy magic but I can restart the chapter if it happens, 57 hp 15/1 death gargoyle Gilliam with 13+2 spd, 21 str and def and 5 res is carrying me and Kyle is a close second with swordmaster Seth. Eirika was trash mage but 30 base hp allowed her to abuse some weaklings to promote at 10 into mage knight (because she has acrobat and 0 base mag and barely more of anything else except 6 spd and 7 skl alongside 0-5% growths across the board and 15% hp 20% skl so I went for mobility and horse aid and let her out because priest Ephraim has good growths and good base spd and luck and this run gave me 150+ accuracy E weapons and some good other weaponswhile most usually strong weapons are either <50% acc or not dealing any damage or having 20+ weight XD, spiders have 25 MT claws with 160 acc but weighing 35 XD). Yeah I'm completely of topic, but it shows you I care more about this specific randomized FE8 run than Fates which bores me after annoying me enough and having either no map design or extremely annoying map design alongside too many niche units I want to use but they just don't become good and abe to handle themselves (at least in CQ). Hoshido becomes a solorun most of the time after I get bored of giant maps full of mixed ranged and melee ennemies with all kinds of weapons and effective weaponry mixed in. Samurai Kaze into MoA is great BTW, infinitely better than ninja's more shaky str and lack of HP. Seal strength just rendered Xander unable to deal more than 7 damage or so to Kaze's 13-ish def who was just slowly killing him with +1 auroral katana or whatever it's called (20 avoid bonus weak MT). MoA Kaze 7 was better than Ryoma by a good margin BTW (same def or close with nearly 3x more res and attack doesn't really matters when he tanks or dodges everything with MU B-support as a backpack). This is on hard mode (samurai only run, well only falcon knights are allowed for healing purposes, but since ch10 BS it went into Kaze+Rinkah replaced with MU to build A-support solo. And if you ask, it's not having to check ennemy weapons and skils that bothers me, it's poison strike, trample, lunge, pass, stat seals, daggers and shuriken, randomness of forge components instead of paying money to upgrade gear like in older FE with forge and in any RPG and MMO. This and the fact you have to attack people on thrones while when you defend you don't get any throne or elevated terrain advantage since it's not Radiant Dawn's great or quite good map design so you're never getting the advantage in the whole part of the game I've played (until ch 18 I think, then it's a major jump for ennemies who get promoted, high stats sometimes higher than your units even counting royals, etc. I prefer playing TSS endgameon hard mode 10x in a row than 1 chapter of Fates past 18 or 19 on normal mode casual or even phoenix).
  6. 3DS games and hp management

    How much defence did your units pack? speed? which units on which chokepoint? a lot of things can vary a lot between two runs. I used dread fighter Odin on top-left, Niles on bottom ballista, Effie on bottom-right chokepoint, Haitaka rallying def for Effie or Arthur/Niles, MU rallying (spd and res at that moment, no wyvern yet for rally def) before she was forced to go hunt those annoying pegs and finish off some ennemies for a safer chokepoint. Arthur was bottom left with hand axe and sometimes he and Niles were in attack stance. I just got overwhelmed by the non stop spawning reinforcements, at the end of the chapter I had only MU (falcon knight), Odin, Pigtails 1 and 2 and Azura who miraculously survived an attack unscratched. I lost Arthur Niles Effie Camilla (to a random arrow in a mess of ennemies) Nyx Beruka (or maybe she was one of those who survived I don't remember, just having 5 units left at the end) and Silas (who was sent to the top-right corner). I didn't use tonics because my Effie had 17 def, 21 with rally def, but it wasn't enough should I have her reach 25 def for this chapter or what... Also Camilla is great aganst mages but she lacks physical bulk (maybe another royal weapon would remedy that, like Ryoma who's average but is carried by his pref and Xander that can stay relevant at base solely because of insane pref +4 def being absurd, +2 with tonics and +4 with rally ending at +10 with little effort). If stats debuffing wasn't a thing, I wouldn't complain since I wouldn't have any problem clearing it even with 0 grinding, but stats debuffing IS a thing and you choose between killing these retard ninjas or healing, either choice leads you to bad situations. Also I didn't use javelin on Effie because she had 7 speed and I didn't want everyone to double her (that's why ninjas didn't get killed automatically but also why onis didn't kill her, she died on turn 10 I think because surrounded).
  7. 3DS games and hp management

    Please develop, you could say that about any game of this type. "Honestly, in the first nine chapters of Conquest Hard, I only need one or two uses of a single Vulnerary, and that is in Chapter 4, while fighting the Faceless (and only to save some turns, for the little sister can heal you for free.) Anything else is solved by Elise, who always hits L10 in Ch 8 or Par 1, for her only mission is to heal on every turn, no matter the damage. From Chapter 9 and onwards, you have enough money to buy like 40 Vulneraries in a single purchase. (Not that you need them, mind you, but you could, if you need to ease your anxiety.) You might need to reorganise your positioning in Conquest. One does not need that many healing items as long as Elise is with you (and I do not even use the servants.)" Except you have too many units for 1 or 2 healers to heal them all, especially in CQ10 where your units are 20 tiles away from each other so it takes 3 turns to a healer to go from one group to another. Def threshold for this chapter is absurd, since you need to wait for ninjas to debuff you in order to be focused instead of ennemies trying to avoid you, and then put tonic to be able to keep up with the 15-20 damage per EP from all these dumbasses coming to crash on your debuffed def. Meanwhile, a ninja with a pair up lancer or oni could kill Niles in 1 or 2 rounds, if Niles is already debuffed 1 round is enough for him to die. As much as I like challenge and tactics/strat I think balance is a real issue. And when ennemies rush altogether to you in high numbers, it's Awakening level of bad design. Especially when they can just ognore your tanks and go to your squishier units. Want good design? MMO tanks, FE hacks with skills (especially PROVOKE, best skill to have on a tank, in FE randomizer it's the default skill of knights and it's amazing, especially when you have a good res or hp unit with provoke against early bolting shenanigans because they're gonna focus him/her forever and you could let low hp units in range of ennemies as long as you have a provoke tank also in range and accessible. That's what RD tried to do but provoke and shade were underwhelming in that game, I don't know how they were coded but it seemed to be the wrong way. If you have a tank, of course he should have a way to provoke ennemies or fear them or anything that can forbid them from targetting squishies. Positionning is the only way to manage ennemy aggro in FE, and it's wrong. But maybe you like it. I'd like to be able to use these FE editing tools to make my own hack/mod with skills to include provoke mostly and some other skills like amaterasu and bond which would be placed on healers, hell it could even replace staves completely when stacked (it's a renewal aura). With provoke, renewal and amaterasu+bond aurabot close, I could even amplify overall damage because ennemies would target the tanks which would heal back what they lost. dragonshields would be needed on them and nobody else would have to pile up defence so other classes could ba balanced around speed, str/mag, etc. and archers would finally not need to be able to retaliate on EP. And you would have a reason to play knights over any other bulky class.
  8. 3DS games and hp management

    Hi, I wanted to see if people were thinking the same as me, so I went to look on the net for topics on it, but I didn't find any. Awakening and Fates, the latter even more, are stupid in early game, especially in early game. Why? Because. BECAUSE...: EARLY GAME units simply don't come with any kind of healing items, while ennemies hit as hard if not harder than ever and your units have low bulk and trash avoid, + terrain bonuses went through axe nerfs (literally cut forest avoid bonus in two). You have like 1 potion, 3 uses on 10 hp regen, for 3 chapters, and weak ass healers to patch up for this when heal staves have also been nerfed with an axe in their skull and a stick in their ahole. You have to waste gold on potions if you want some just because you don't get any before long. Remember GBA FEs? 80% of the playable units came with a healing item, sometimes 2 (usually potion+elixir). Were the games easy? NO. You literally need the jaegan in FE6 on the highest difficulty if I must believe people who played it, and he's needed for FE7 (another easy FE) on HHM. SO potions can be given in numbers to the player without lowering difficulty, and actually LET THE PLAYER position his units as he wants, because he doesn't have to protect a weak ass healer who get 2HKOed by E-rank weapons from the 1st chapter till the end of the game. Canto even let your mounted units use items and move again! The game is so malicious it even gives you mid-game skills that you want at any cost in order to change this, because you can't waste much money on healing items when you have to use it after each EP on chokepoints (it also makes it safer than using healers who can be targetted by 2 range ennemies). This is especially true for conquest, where you can't buy 1-2 range staves without visiting castles. In previous games, the sole accumulation of free hp recovery items allowed you to go on without needing to buy any most of the time, meaning: 1. you could heal without putting anyone in danger; 2. you could use your money to buy weapons that broke instead of costing your arms and legs for being unbreakable while having hp recovery; 3. you could still buy it when you were short on it but it was rare. You could also keep a 6 man or more team fully deployed wihout needing to dance for healers to keep up with everyone's 2 hp. Another point is that, unlike in previous games, Fates is NO HP EMBLEM. Which means, seal def or 1 shuriken hit and you're gone within 1 or 2 turns without an ELIXIR. Hell, previous FE games gave you a second healer with a tier 2 staff that had 20 base hp recovery, but Conquest gives you only basic staves forever (I'd gladly trade my 4 uses freeze and 2 uses rescue for 2 tier 2 healing staves any time! ANY TIME biatch! freeze is useless if it can't hold those groups of 3 ennemies coming all at once and abusing attack stance on my 10-14 def units with 17-23 damage EACH, not even talking about the absurd seal def faceless that come from the beginning even in hard difficulty in chapter 7). If I had to compare with my most played game, the easy TSS, it would be like this: << Hey guys, my Franz has been def blessed! he has 9/10 def at level 5 on chapter 2/3! - Don't be too full of yourself, fool. The ennemies in the next chapter hit for 15 damage with 95 accuracy and drop your def by 5. - WHAT THE F!!! - Not a game for casuals, sorry noob! >> All this while forcing you to waste your ridiculously low initial gold into potions if you want to play differently than just going out of your way to protect your healers who have to heal 3 units from all sides of a little but bush heavy map which helps both you and your ennemies tank more hits while being a pain for your healers to keep up while not dying themselves. Final point, promise: 3 uses potion. 2 uses concoction. 1 USE ELIXIR!!!! (Intelligent systems, whoever may have designed the game this way, fire him/her, make them GTFO of your designer team.) It's only FAKE DIFFICULTY and it's already said that fake difficulty is a piss poor way to give the player some challenge (like having 3 difficulties with a crazy jump between each to the point we wish there was 1 more difficulty between normal which is a walk in the park for the most part and hard which can make you tear your hair apart. Not even talking about lunatic I think it's nonsense in any 3DS game but hardcore gamers seem to like it so call it "Hell mode" or "Armageddon mode" or anything cool from Diablo 1/2/3 instead of lunatic (a lunatic person has good moments and bad ones, FE lunatic has bad moments and very bad ones). What are your thoughts on this topic guys? Open debate! Edit: more readable, corrected some mistakes. Edit 2: Also, forcing you to waste gold to reach stat thresholds just to survive is also fake difficulty and a poor design where you could just buff a little the base stats for your units not to need 1000 gold of tonics per chapter per unit to stay healthy enough not to be in death range for the whole chapter (like in chapter 10 conquest, children paralogues in FE 13 and 14 and Donnel in his paralogue in Awakening). Mages don't have to suck for us not to use them for soloruns. They can just be good but not gamebreaking. Have a little def could let them play like they are average physical units (not knights like FE13 dark mages) but not just plain useless because of 0 accuracy or 0 dodge or 0 avoid or 0 hp etc. Mage balance is a great work of Fire Emblem and it still has to find a good state. Just ask for my opinions on mage balance and you would have the same classes as physical in magic (magic myrmidons, magic knights, magic cavaliers etc.) or just let every cass be hybrid so you can halve your work on classes and use the time gained to balance units instead (Odin vs Xander, most obvious garbage balance example, or RD Tormod vs RD Haar, or Micaiah vs Ike).
  9. Why the hate on Hinata?

    1. I looked at a picture taken from chapter, I believe it was 19 from FE6. An ennemy hero with 38 hp or so, 19 spd, no less than 15 str, maybe it was more, I don't remember in which topic I saw that. I don't expect Dieck to even REACH these stats before 20/15. And I don't think his inability to 1 round fast ennemies, and his low experience gains due to being overlevelled if he has to stay relevant don't help him either. Early promotion doesn't help him either if you use it. Dieck's base stats are correct, but honestly, his def is garbage and his strength is barely more than average in the beginning, and under average then. Prepromotes in this game instantly outshine most of the base units anyway, just wait for them to show up. So Hinata is way better than Dieck, who can't take 3 lance hits in his joining chapter in other than the easiest difficulty (maybe even in the easiest difficulty, they deal 11 with javelins, maybe more in his joining chapter, meaning 12 with iron, so (12-5)+1=8, yeah he takes 3 8 damage hits maybe, enough for easy mode or whatever the basic mode is called. Hinata, while inferior in his joining map, doesn't have 10+ better base stats prepromotes to compete with, has access to cheap stat boosters and to pair up and bock, skills like vantage that will proc often with his trash avoid, meaning ogre strike doesn't matter but we all know we don't play him for that, has a 45% def growth as a SAMURAI, so he can only get better def growth if you give him a class more fit for him, he can grab skills to patch his weaknesses, and his base def of 11 with katana equipped is enough alongside good base hp in comparison with no hp cast and good def growth means that he will keep a good physical bulk and stay relevant just by being one of the rare tanky units in BR. Meanwhile Dieck's def will barely grow in the whole game without serious RNG blessing, his base HP isn't great and his speed won't grow much either with worse growth than Gerik. And he doesn't really competes with anyone for aster seals since you get plenty of them, while earlier games don't let you choose the unit type you can promote, and aren't very generous on seals. 2. LOL you're funny. Gerik has 32 HP, 14 str, 13 skl, 13 spd, 8 lck, 10 def, 4 res, his growths are 90/45/40/30/30/35/25. Instant promo into hero: 36 hp, 15 str, 15 skl, 15 spd, 12 def, 6 res. You know what? It looks great. But that's the stats I expect from paladin Forde, who can be 20/1 before I can recruit Gerik and trades garbage promo gains for 8 movement. Not for a guy who's lookin badass and has a good class. 20/20 Gerik reaches 23 spd on average, meaning in 29 lv ups, he gains...8 SPD! wow great! Now TSS is easy on speed thresholds, but if it were a little more rude on it, he wouldn't double most late game ennemies (he still doesn't double swordmasters in ch19 I believe, so he can't ORKO them without awfully high price hero weapons that are buyable during this chapter, not before it, and only with the member card and placing someone there and grabbing the item from him/her or the supply), meaning even if he got 29 level ups on average he can't one round those units that can damage your weaker units like L'Arachel/Rennac/Moulder/Lute/etc. who can die in 1 crit or 1 crit + any physical hit following, eaning you must use more units for chokepoints. So Gerik is good, but his base stats come too late to be enough, he has WTD against the most susceptible units to hit him with correct damage before promotion, and after he deals with D axes for a while. The S rank in axes will come very late without grinding, if it ever comes, so he won't get that juicy S rank bonus (notably crit, but +1 MT and +5 hit are also nice to have especially on 1-2 axes with 60 hit rate, 20 skl only makes his accuracy reach 100, and his luck around 14 gives him 7 more hit, still not enough to keep axes against sword users and mix weapon groups like heroes, some of them using braves). Meanwhile he tanks more from his HP and average avoid (that doesn't help him a lot against midgame and late game bosses) than from def and res for most of the game, in no grind his def might not even be enough for him to be a frontliner (in 11B the death goyle can put him in serious danger with it's flying underlings). Finally Gerik is good more because the ennemies are weak for the most part than because he has good bases and growths, 8 spd in 29 levels is piss poor, especially when gaining 1-5 exp per KILL for 60% of the time he's playable. So Hinata, while his bases are on the same ground (with less res in a game where mages hit twice as hard as TSS if not 3x with early mjolnir and insane weapon rank damage boosts), has more ways to make his way through the game, and while he won't double as often as Gerik, he doesn't suffer to be overshadowed by Seth before Raijinto joins the group, and even then Raijinto has less def than him, less HP growth and even his skl and spd can be shaky with 50% growths while he's supposed to carry the game, and in the end he could need a spd pair up while his role is the same as Hana but more frontline oriented. So in the end, Hinata outshines Raijinto as a frontline unit since he can take hits better and his shaky str gives him more reasons to use the S rank katana since medium str/2 = mediocre str, but won't change it much in the end (18/2=9 while 25/2=12, from 7 points of difference to 3 between good str and medium str after using it), and his weapon level should reach S before Raijinto's does, since Hinata has 4 more chapters or not far from it over Raijinto to grow. + availability superior to lobster lord and Gerik, bases lasting longer than Dieck's with all the ways to boost them for cheap or free. In short: Dieck will enjoy the bench in the 3rd 1/3 of his game because he doesn't compete with lower level ennemy heroes, while they are more in numbers than your units so you can't really keep units that don't even match random ennemies' stats. Gerik is good but only on Eirika's route, since in Ephraim's route he comes too late for tedious maps, in a map that makes him a liability more than anything, with lance flyers coming each turn or every 2nd turn after a certain point, he has to face lancers to save the villages so might as well use any unit you trained before to do what he struggles to do, and by endgame he falls off against human ennemies who have good stats and he can't ORKO some of them without brave weapons, and early promotion hinders him like hell. Hinata competes with an overbuffed unit yet he can do something that unti can't, while his real competition for non bullshit samurai is Hana who can't take a lance hit past midgame because her def will barely grow at all, her hp will barely grow as well, only her res allows her to take a hit, and her avoid isn't enough for her to dodgetank, so Hinata is no match for her, + barely less base speed than Hana would have at the same level, alongside better def and better hp than lv 15-20 Hana at base lv 10. Easy access to seals for better tank utility is also a plus (better as a MoA and Oboro marriage for spd+def seals). Hinata is Gerik with more flexibility, availability and more room in a team to be used since Gerik has to compete with 8 move units with about the same stats as his but more exp put into them leading to him being already behind when he joins, and moility hindering him while you don't have 4 potential 8 move ground units + 3 good fliers against 2 for Hinata. And earlier access to unbreakable reverse weapon triangle weapons is a +. TL;DR: Hinata beats both Dieck and Gerik in the end, and while none is necessary (don't start me on Dieck please, I played more without him than with and Bors beats him all day even with less movement since you have to bait ennemies to come instead of charging, opposite to TSS that has weaker ennemies and better playable units, add +6 base def over Dieck with 4 more levels to grow spd with better growth means he, as a knight, the awful class everyone despites, is better without any stat boosters than Dieck will ever be by trying all you want), Hinata fills a niche very few can fill in his game, and in an avatar-less run, I bet he's really useful if you don't want to sacrifice Hinoka's flying utility and mobility for her to be able to take hits while dealing damage (as a peg she has low str and def so she needs better weapons for damage but has to use guard naginata to survive and she can barely live to a single arrow in a game where archers are finally decent and avoid is nerfed) and as a wyvern lord Scarlet lacks defence when reaching lategame, while no having enough avoid and literally no avoid skills in formation (only skill might be wyvern lv 10 when far from allies, and I'm not even sure it stayed in Fates) alongside no skill to regen hp. In no royals runs, he is one of the very few frontliners existing at all in Hoshido with Oboro, reclassed or promoted Azama and Silas.
  10. FEE3 2018: Can't stop, won't stop!

    Hi guys from Serenes and FE Universe! I used your randomizer and it's really funny! So far some weapons are unusable (upgrade of evil eye, steel bow have 20-ish hit XD), preparations merchants sell amazing stuff (SPOILS - stat boosters, keys and master seals- NO SPOIL) and my Gilliam and Neimi have good growths and Gilliam's bases are awesome.
  11. Felicia solorun breaks revelation

    The DS games have too low growths to be soloed I guess, while ennemies may be overwhelming. But 30 levels for the MC is great since he can't be locked into a t1 class for 70% of the game with level 20 stats and then only come back but too late to be great.
  12. Felicia solorun breaks revelation

    I don't do PVP so I might have talked too fast. Felicia as a hero gains so many physical stats that you can't compare her with the trash that is her base class. Seriously, on paper this class was a good idea, in reality compare servant with mountain priest and holy priestess or whatever it's name may be and do the math. Servant is one of the worst classes in the whole game, and has nothing to be proud of stats-wise nor growths-wise. Joke class.
  13. Felicia solorun breaks revelation

    By having M Ninja MU pair up, 2 dragon herbs and hero Felicia lv 4. It's very simple and I was still on hard/classic at that point.
  14. Felicia solorun breaks revelation

    Personnally I tried to use the mess twice, got stat bonus on units I never used and then I stopped building the mess, because it's a mess. You can't just hope for a random unit buff when you pay ressources to get said buff. The only materials I use are forge materials. But again I use certain weapons more than others and having a random first material building force onto me makes me ask why there is even such a system. Like you are totally dependent of RNG for everything MyCastle-related! MyRoom even helps you grow supports with RNG units! This system is purely stupid. They should have kept POR/RD way of team management between chapters instead, because MyCastle is trash and forced the game balance to highly focus on PVP blance while story mode balance and scenario went through Hell.
  15. Felicia solorun breaks revelation

    I can't imagine the difficulty for newcomers of going into hard classic birthright chapter 16 "Pleasure Palace" which has 40 hp generals with 35-40 attack, onmyoji or sorcerers with 40 attack, and is full of corridors where ranged ennemies can poke you through their tank frontline and staff bots piss you off,while you have to kee an eye and a rythm to avoid getting stolen the chests from the ennemy thieves. And it's only the beginning of hell, because seeing such a major bump in difficulty, I can't imagine the end game ennemies and their density, alongside cancerous status staves. Goin in with 4 well grown units is far easier than with 7-8 barely trained units. I understand why grinding is allowed even if the cost of scouting is higher than the gold it gives back (but it keeps the player from spamming encounters and stomp the game with overlevelled units, even if honestly the exp from encounters is trash compared with the exp from the chapters since the ennemies are too underlevelled for the map they spawn on). It's like coming from normal mode and instantly facing real hard mode.