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Class Improvements going in to FE Switch?


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3 minutes ago, Von Ithipathachai said:

I dunno.  I'm just going to say I've never found myself using Falcon Knights for healing that often.

I found them useful if I needed to top someone off or just to give them enough to survive enemy phase.

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^

Flying healer is super useful. FE4 Falcons never returned for a reason, and when they returned in Fates, they removed Swords to balance it. I also like that Staves differentiates em more from Dracos.

And if you don't like Staves, you could go Kinshi Knight

Edited by Shrimperor
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1 hour ago, Levant Mir Celestia said:

I do agree that Lethality was nigh useless, but other than the occasional gem, stat booster or promotion item, stealing was not very useful in the games where you couldn't steal weapons.

 

And what in the hell is that going to do for them, besides make them into Paladins with flight, huh? Not that that's a bad thing, but I seldom saw swords on Falcon Knights as very useful.

Swords will have more use to their strength stat compare to their low magic growth and obviously help with their common WT weakness in axes.

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  • 4 weeks later...

If the game would have long storylines and chapters, I prefers 3rd tier classes, but also I like alter some classes as well. Example below had some of the class names that I'd altered for 'better' terms :

 

Tier I :          |  Tier II :            |  Tier III :          | type :    | Wpn. :

 

Lord               GreatLord          WarLord ----------- ?               ?

Tactician       Executor            Grandmaster --- inf.           ?

 

_______________________________________________________________

 

                       Knightmaster    Paladin ----------- cav.       Sw, Ln

Cavalier

                       GreatKnight       Cataphract ----- cav.      Sw, Ln, Ax

Knight

                       Guardian           General ------------ inf.        Ln, Ax

Soldier

                       Spearmaster     Sentinel ----------- inf.        Ln

________________________________________________________________

                       

                       Animus              Seer ----------------- cav.       An, B

Arcanist

                       Advisor              Strategist --------- cav.      An, St

Troubador

                       GreatMonk        Abbot --------------- cav.       Lt, St

WarCurate

                       FalconKnight     FalconMaster - fly.        Ln, St

SkyKnight

                       KinshiKnight     KinshiMaster -- fly.         Ln, B

Archer

                       Sniper                Marksman ------ inf.         B

Hunter

                       BowKnight        Hussar ------------ cav.        Sw, B

Mercenary

                       Hero                   Vanguard -------- inf.         Sw, Ax

Fighter

                       Axemaster        Berserker --------- inf.         Ax

________________________________________________________________

 

                       Mystic               Exorcist ----------- inf.         Lt

LightMage

                       Sage                  Wizard  ------------ inf.         Lt, An

AnimaMage

                       Conjuror            Summoner ------ inf.         An, Dk

DarkMage

                       Sorcerer            Hexer --------------- inf.         Dk

________________________________________________________________

 

                       Wyv.Knight       Wyv.Master ---- fly.        Ln, Ax

Wyv.Rider

                       MaligKnight      MaligMaster -- fly.         Ax, An

Grif.Rider

                       GriffonKnight    Grif.Master ---- fly.         Ax, B

Hpgrf.Rdr.

                       Hippogriff Kn.   Hpgrf.Master - fly.         Ax, Lt

________________________________________________________________

 

                       Swordmaster    TrueBlade ------ inf.         Sw

Swordsman

                       Assassin            Guillotine ------ inf.         Sw, Dg

Thief

                       Rogue                 Whisper -------- inf.         Dg

________________________________________________________________

 

                       DreadSoldier      DreadFghtr. - inf.         Sw, Ax, Dg

Villager

                       Squire                 Begleiter ------ cav.        Ln, B, Dg

Peasant

                       Serf                     Maid/Butlr. -- inf.         St, Dg

________________________________________________________________


                       DarkWinger        DarkFlier ------ fly.         Ln, Dk
DarkCaster

                       DarkHorse          DarkKnight -- cav.       Sw, Dk

NightCaster

                       Enlighter             Oracle ---------- inf.         Lt, Dk

________________________________________________________________

Note: inf. = infantry, cav. = cavalry, fly. = flier, Sw = Sword, Ln = Lance, Ax = Axe, B = Bow, Dg = Dagger, Lt = Light, An = Anima, Dk = Dark, St. = Staff.

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On 5/9/2018 at 4:00 PM, Blade Lord Lyn said:

Swords will have more use to their strength stat compare to their low magic growth and obviously help with their common WT weakness in axes.

Which would mean something were it not for swords often being one of the worst weapon types. Also, most games with swords on Falcoknights either were lance heavy or had weak enemies.

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18 minutes ago, UNLEASH IT said:

Wasn't Rescue an low rank Staff in fates? That as probably done with Falcoknights in mind.

It was like that in Awakening too. Though unlike in Fates, it's range was dependent on the user's Magic.

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Change all horse units be like they are in Berwick Saga.
Horses have HP and can die which gives an incentive to dismount. Lances do bonus damage on horseback based on how many spaces you move.

Probably better to lower the HP pool of horses, but have them heal at the end of the map though. Maybe have a usable item that heals your horse.
Also, remove the swords-only when dismounted (FE5), that was pretty dumb.

Make it so Horse units are force-dismounted when indoors and fliers can't be used indoors at all (This would increase thief viability because indoor maps are where the locks and chests would be and it frees up your unit slot to use them, then for an outdoor map you bench them and use fliers again.) (Also, mixed maps with indoors and outdoors would be a lot more unique in that way, having alternate routes where you send your fliers around a different path maybe carrying some other units too. While the rest of your squad goes indoors to assist your thieves in their looting.) 

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