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  • Favorite Fire Emblem Game
    Fates: Conquest

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    Corrin (M)


  • I fight for...
  1. Octopath Traveler

    No, I just didn’t use Cyrus’s evasive maneuvers or run from any of the fights, and I explored each chapter dungeon enough to get all the chests. I recruited four characters first, did their four sets of four chapters with just those four, and was constantly at the right level for everything without any grinding beyond just traveling to new places and getting the jobs. And then when I beat theirs and formed a new party of four out of the remaining four, they were initially below level but gained experience so rapidly that by the end of the chapter 2s they had basically no time to do anything but the main quests or else risk being overleveled.
  2. Octopath Traveler

    Honestly, while I loved it at first, I just get more disappointed with it the more I play. 1: The story isn’t very good. Most of them try to tell a story that can’t really be told in the amount of time each is given. Twists with no time to be set up, character arcs with no time to be meaningful, final bosses who come out of nowhere... basically the only story that was any good was Alfyn’s, and that was because it took advantage of the format and told reasonably compelling short stories, particularly 2 and 3, about a guy who’s just on a journey with no big and epic overarching goal. 2: No room to breathe. The characters level too fast. I saw all sorts of bonus dungeons that I can only assume were tied to side quests, but I couldn’t do any of them because I was constantly trying to make sure I didn’t outlevel the level recommendations for each chapter... which I failed anyway, because this game gives way too much experience even if you only do the main quests. By the time I cleared my initial party of 4’s 16 mainline chapters, they were all level 57 for missions that were level 45. I think the problem might be that the encounter rate is way too high for how much time and thought battles require. Battles should have been rarer, like the encounter rate when using evasive maneuvers, but giving slightly more experience per battle. 3: Way too few jobs. I actually did a bit of a double take when I realized that this “fivelike”, as I’ve come to call these games with modular job systems, has half the number of jobs that the original final fantasy 5 had. The jobs are too few for what a game like this really needs, and it makes most parties feel same-y. And what’s worse, there’s barely enough jobs to scratch the surface of every attack type. Aside from the advanced jobs there’s no two classes that have any advanced tricks with the same weapon type. Without items or advanced jobs, the only one with party wide wind attacks is the merchant. The only one with party-wide dark attacks is the dancer. The only one with multi-hit elemental attacks of any element at all is the scholar. It just seems like there were so many missed opportunities for a wide variety of classes that would have different approaches to the same attack type. And that’s to say nothing about how disappointing the divine skills are. Aelfric’s Auspices is objectively the best one and simultaneously invalidates all the attack divine skills because it won’t work on them, making strong non-divine attacks do way better DPS. Honestly the game would be way better if rather than having the shrines grant access to other travelers’ jobs, there were 8 new jobs the shrines gave you, and all the travelers’ base jobs were exclusive to them. 4: The combat system is interesting, but makes random encounters too annoying and bosses too easy to break. The bosses are awesome and challenging at first, until you start figuring out things like how leghold trap makes it practically impossible to lose. It’s amazing how many broken combinations they managed to fit into a game with only 12 classes. So yeah... I hate that I have to be disappointed with this game, I was so hyped for it, but at nearly every turn I found something new that didn’t sit right with me.
  3. Of course there’s a need for people to play on permadeath. It’s how you lose. The entire experinence was balanced around losing a unit meaning either a reset or a permanent crippling of your party. You can’t just get rid of that and make the “game over” state ten to fifteen times easier to avoid and expect the difficulty curve to still exist. With Casual mode, especially now that not even losing the protagonist gives you an automatic game over, unless you are making breathtakingly terrible decisions every single turn, you will never see the game over screen. If they replaced Casual mode with Turnwheel mode, A: it would be a safety net that doesn’t eliminate the need to make the same decisions as Classic, and rather would just give you more chances to make those decisions, and B; it would keep the turnwheel out of classic mode and thus the rather uncomfortable situations of the protagonists canonically having the story-breaking power to rewind time and the game’s uncomfortable tendency to pretend the turnwheel is a totally balanced feature that shouldn’t disqualify you from winning achievements would both be avoided.
  4. I love the art style, especially compared to Awakening and Fates. For whatever reason, Kozaki just can’t seem to believably draw male characters experiencing any negative emotion stronger than discomfort or embarrassment, and the female characters do little better. It also feels like the art style of a story that’s gonna take itself as seriously as the Tellius games did, which would be a huge plus.
  5. I’m with Book Bro. I think devoting an entire game to doing even more to try and accommodate casual players at this point makes little sense artistically or financially. It’ll just cheapen the experience and have drastically diminishing returns since there are very few potential fans remaining that the current accessibility features weren’t enough for. So yeah, creating an even more simple experience isn’t a good idea, especially since I believe they already made a huge mistake reaching out to casual players in a way that would discourage, rather than encourage, integrating them into the core fan base, thus creating this split. Casual mode was a mistake. If they wanted to add a feature to appeal to the people permadeath scared, it should’ve been something like the turnwheel, not a near immunity to the game’s fail state. The safety net should teach the player to learn from their mistakes, not weaponize them. Permadeath with rewinds means the player still has to figure out how to do something without losing units, thus preparing them for classic. Casual... does not.
  6. Poll : The next LORD that may you hope.

    I’m not a huge fan of lords promoting to cavalry. I like cavalry and all but it feels so weird when a previously non mounted lord becomes mounted. Doesn’t help that in basically every case they had lamer animations when promoted (especially with Seliph).
  7. Yeah, as the title says, do we know who’s doing the music, it definitely sounds like somebody new. And while it’s kinda hard to tell with an English singer rather than the amazing Japanese (I assume Japanese; she rarely actually sings Japanese but I feel a Japanese accent in what she sings no matter the language) woman who usually works with him, the pounding drums, liberal combination of electronic instruments with classical ones, and especially the swelling horns at the part where the protagonist is running around, make me suspect it miiiiiight be Hiroyuki Sawano, the guy responsible for Attack on Titan’s soundtrack, and, of course, the eternally memeworthy Aldnoah Zero music... I SAY CRYYYYEEEEAAAAIIII!
  8. How does Vortex work?

    Awesome, thanks!
  9. So I’m in the middle of an Ironman run of PoR and RD consecutively after getting them back recently, and I’m trying to decide if getting the knight ring is remotely realistic. The idea I have is to have my full guard Jill clear the mountain area and make room for Ulki and Reyson, use a pure water on Jill to bolster her already blessed 11 res, and bait out Naesala with her since she should be able to survive one hit. ...The problem is this will only work if he doesn’t get one of 2 6% crits, and I don’t want to risk that. But I’ve also been assuming the worst case scenario here; that it’s elwind powered by his strength and targeting enemy resistance. Is this true, or does it use his magic stat? I haven’t found any data on how it works to confirm.
  10. Thematically that would be cool, and would also mean I’d be able to do more supports, but I’m talking more gameplay wise, since I’m already deploying what will eventually be 8 meleelocked units that can only be used half the time.
  11. So I had this idea when I saw how much deployment space there was for it that after I do my new Ironman hard runthrough after not playing for a while, I’d do a run where I have to deploy every Laguz I get access to and only have whatever slots remain for Beorc. While I know Laguz are far from top tier units, this still sounds like it could be tons of fun and could open up new ways of playing the game since I never really used Laguz before. But I was looking for some advice as to what sorts of Beorc units I should focus on if I’m doing this. Which ones are the best investment of training and experience in this context?
  12. Funny Thing

    I want that Shantae Marth to be a thing. Please.
  13. Durability. Yes or no?

    Yeah, well obviously using online fixes that but I have issues with a system heavily fused into gameplay that depends on the servers. You should get more of your gems and food and get randomized npc traders you can exchange your stuff with, and then it should’ve let you also trade with (rather than getting free shit from) your online friends. That way it’s not a choice between the system being broken as shit or useless depending on if you’re online.
  14. Durability. Yes or no?

    Honestly that’s how staves should’ve worked in Fates, significantly fewer uses and more expensive, but they recharged between missions. That would’ve made status staves something you could actually build a strategy around if you could use them at least once every map.