Von Ithipathachai Posted December 13, 2017 Share Posted December 13, 2017 In case you haven't noticed, Heroes introduced a lot of new Skills that haven't appeared in a proper Fire Emblem game yet. So it feels like it would be a bit of a waste for some of those Skills not to show up in a future game. So what Skills from Heroes would you like to see in say, FE16, and with what modifications? Quote Link to comment Share on other sites More sharing options...
Vaximillian Posted December 13, 2017 Share Posted December 13, 2017 I’m in love with breakers directly affecting follow-ups and won’t mind this iteration of the skill family to stay. Quote Link to comment Share on other sites More sharing options...
Refa Posted December 13, 2017 Share Posted December 13, 2017 In general, I'd like to see Heroes proc skills implemented and have them work the same as they do in Heroes (obviously, numbers would need to be rebalanced due to real FE games having more enemy units). Quote Link to comment Share on other sites More sharing options...
Thinks Their Own Way Posted December 13, 2017 Share Posted December 13, 2017 Damage skills like Iceberg & Bonfire (50% seems more reasonable in the main line games than 80%) I would be interested in seeing how Fire Sweep weapons will play in the main line games Wings of Mercy Quote Link to comment Share on other sites More sharing options...
Cornguy Posted December 13, 2017 Share Posted December 13, 2017 9 minutes ago, Refa said: In general, I'd like to see Heroes proc skills implemented and have them work the same as they do in Heroes (obviously, numbers would need to be rebalanced due to real FE games having more enemy units). Do you mean the skills themselves, or are you referring to the way skills charge in Heroes? I wouldn't want charges on every skill, but I think it could be interesting for a few of them to charge. Quote Link to comment Share on other sites More sharing options...
Refa Posted December 13, 2017 Share Posted December 13, 2017 3 minutes ago, I'm a Spheal said: I would be interested in seeing how Fire Sweep weapons will play in the main line games They'd be broken in the hands of a player (not impossible to balance, but you'd have to add another downside), and decently balanced in the hands of enemy units. 1 minute ago, Cornguy said: Do you mean the skills themselves, or are you referring to the way skills charge in Heroes? I wouldn't want charges on every skill, but I think it could be interesting for a few of them to charge. The way skills charge. I want every proc skill that is a % chance in the real FE games to use charges or be a command skill (e.g. you use them in the player phase similar to Echoes). % based skills are pretty unreliable, so you can't plan around them proccing therefore making their strategic importance...very minimal unless they have a stupid high % chance of proccing. Quote Link to comment Share on other sites More sharing options...
Cornguy Posted December 13, 2017 Share Posted December 13, 2017 I like having rng in FE, so again, wouldn't wanna lose every %based skill, but some charges would be good I think. Quote Link to comment Share on other sites More sharing options...
deskita Posted December 13, 2017 Share Posted December 13, 2017 I quite like Wings of Mercy and Escape Route however I think they could be a little broken in larger maps. I suppose it'd be comparable to Warp from Fates. Quote Link to comment Share on other sites More sharing options...
Ice Dragon Posted December 13, 2017 Share Posted December 13, 2017 I liked Tellius's skill set and system. Awakening's was too much work. Fates's looks like even more work. Seeing as Heroes borrowed a lot of skills from the 3DS games that I haven't played much of, I honestly have no idea which ones aren't already in the main series. 55 minutes ago, I'm a Spheal said: I would be interested in seeing how Fire Sweep weapons will play in the main line games 50 minutes ago, Refa said: They'd be broken in the hands of a player (not impossible to balance, but you'd have to add another downside), and decently balanced in the hands of enemy units. Firesweep weapons could have low base accuracy and give bonus accuracy to the unit that initiated combat and an accuracy penalty to the unit that didn't. Quote Link to comment Share on other sites More sharing options...
GrimmLow Posted December 13, 2017 Share Posted December 13, 2017 I would honestly love to see Wings of Mercy and Escape Route be the alternative to warp. Teleportation strats. Also Desperation and Quick Riposte would also add flavor to phase specific units, and Brash Assault can be mixed in with units who have high avoidance. Quote Link to comment Share on other sites More sharing options...
Refa Posted December 13, 2017 Share Posted December 13, 2017 2 hours ago, Ice Dragon said: Firesweep weapons could have low base accuracy and give bonus accuracy to the unit that initiated combat and an accuracy penalty to the unit that didn't. That could definitely work. Quote Link to comment Share on other sites More sharing options...
Zapp Branniglenn Posted December 13, 2017 Share Posted December 13, 2017 (edited) Skills based on Res. With the infrequency of mages in main series games, Defense is easily the best of the three defensive stats. HP got to be quite useful in the case of Echoes due to magic spells and combat arts consuming health, but something tells me those two mechanics are not something we can expect going forward. So assuming we're moving forward from Fates' skill system, then I'd like to see basically the threaten skills only they're always active in combat and depend on the unit's Res to activate. As for special skill procs versus RNG skills, I'd like a medium between the two. The concept of charging up things was first toyed with in fates with the Dual Guard mechanic, and I thought that was an excellent addition. Being able to depend on avoiding damage, or dealing more damage in the case of Heroes, adds another layer of strategy to the game. The only problem with this is you have no way of knowing the order of when enemies take their turn. If there was a way of knowing that in a Fire Emblem game, I would be in favor of procs, but as is I'd stick with RNG. Either everything is random or none of it is. Edited December 13, 2017 by Glennstavos Quote Link to comment Share on other sites More sharing options...
thecrimsonflash Posted December 14, 2017 Share Posted December 14, 2017 the fortress skills are pretty cool. I also love fury as a concept. defiant skills that don't suck are also neat. Quote Link to comment Share on other sites More sharing options...
Humanoid Posted December 14, 2017 Share Posted December 14, 2017 Taking the question literally, then it's Quick Riposte, no doubt about it. I've long had issues with the extremely binary nature of how speed is implemented in Fire Emblem, and while ideally a complete ground-up redesign would be ideal, QR is the most expedient and elegant solution to slow unit hell. More broadly, I'm a big fan of how deterministic combat is in Heroes. Taking away hit chances for a mainline game might be a bridge too far, but I wouldn't mind seeing the Heroes charge system for specials completely replace RNG critical hits (and in doing so, eliminate the silly luck stat as well). Finally, with a more deterministic system, you do sort of need to add more emphasis on picking your fights, so with the above change it'd also be necessary to port over the increased weapon triangle effects, as well as the skills that manipulate them. Quote Link to comment Share on other sites More sharing options...
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