Fire Emblem - Page 170
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chocorush
694 Posts
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Cricketer12
United States13969 Posts
On February 11 2023 03:11 chocorush wrote: If you don't know about the arrows, then when you see 26 damage instead of 13x2 in the detailed summary, it looks likes you'll do 26 damage in one hit because that's how it's always looked. It's also a lot harder to see when you're playing on a larger screen because there's so much UI information scattered around that looks pretty small. It's just annoying because im normally looking at the left hand side and I dont always remember to check the middle. UI clutter is probably my only major issue with engage gameplay. Fates was so goated with ui. Doublescreen used to full effect. | ||
Southlight
United States11766 Posts
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Cricketer12
United States13969 Posts
On February 11 2023 03:47 Southlight wrote: Having played stuff like Knights in the Nightmare this is nothing. I'm primarily annoyed at Engage being the first menu option and the inability to view character levels. Better engage than wait like Thracia did | ||
Laurens
Belgium4537 Posts
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Cricketer12
United States13969 Posts
On February 12 2023 23:33 Laurens wrote: What’s with the insane lvl 20 Bolganone sage at the bottom left of Sigurd’s paralogue lol. I assume he plays an important role in the game? 3 revive stones and near unkillable, at least he didn’t move towards my heroes. Just silence ez mode But that mage I think references Holy War Hilda, major villain, familial relations to multiple major characters. Because I think Sigurd's paralogue is supposed to be Chapter 10, Sigurd ironically takes the place of Arvis on that map. | ||
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Kipsate
Netherlands45349 Posts
Side note the music in this game has been amazing, chapter 17 ws awesome | ||
Cricketer12
United States13969 Posts
On February 13 2023 00:55 Kipsate wrote: The dlc containing SP books seem a bit scummy considering SP gain is so low in general. Side note the music in this game has been amazing, chapter 17 ws awesome I've had final map theme on loop during my commute to work | ||
chipmonklord17
United States11944 Posts
On February 13 2023 00:55 Kipsate wrote: The dlc containing SP books seem a bit scummy considering SP gain is so low in general. Side note the music in this game has been amazing, chapter 17 ws awesome It does seem like the DLC makes the game much easier in general. I honestly don't know how I would have beaten some missions without the DLC Emblems | ||
Laurens
Belgium4537 Posts
On February 13 2023 00:55 Kipsate wrote: The dlc containing SP books seem a bit scummy considering SP gain is so low in general. Side note the music in this game has been amazing, chapter 17 ws awesome Releasing a DLC on the same day the game releases is scummy full stop lol. I suppose they advertise it as a 'season pass' with multiple drops rather than DLC, still a shitty move to have extra content available day 1 and lock it behind further payment instead of just adding it to the base game. I hope the new zelda doesn't have too much of that. | ||
Southlight
United States11766 Posts
Seems the Nintendo thing to do these days. | ||
Cricketer12
United States13969 Posts
On February 14 2023 16:38 Laurens wrote: Releasing a DLC on the same day the game releases is scummy full stop lol. I suppose they advertise it as a 'season pass' with multiple drops rather than DLC, still a shitty move to have extra content available day 1 and lock it behind further payment instead of just adding it to the base game. I hope the new zelda doesn't have too much of that. FE has had this problem for years now. Iirc Zelda and Xenoblade suffer as well. Ninty is one shitty company. | ||
chocorush
694 Posts
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Laurens
Belgium4537 Posts
On February 14 2023 22:57 Southlight wrote: IIRC BOTW did it as well: https://www.zelda.com/breath-of-the-wild/expansion-pass/ Seems the Nintendo thing to do these days. The Master Trials - the first actual DLC content for BOTW - dropped 30 June while BOTW itself dropped 3 March, still shitty but slightly less shitty than releasing new content behind a new payment on day 1 ![]() On topic, I got the ring for S rank support but my Alear isn't A rank with anyone yet. Seems like you need to do the Somniel activities pretty regularly to get those ranks up, started doing that now xd | ||
chocorush
694 Posts
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Cricketer12
United States13969 Posts
On February 16 2023 00:56 chocorush wrote: They really tried hard to level the playing field between mounted and unmounted units. They failed, but it was a valient attempt | ||
Laurens
Belgium4537 Posts
+ Show Spoiler + Bosses stationary in the middle of the room with low aggro ranges. No threatening AOEs to speak of so you have all the time in the world to surround them with your 14 heroes and kill the boss in 1 turn. Potentially very different on higher difficulties. Plan to do my maddening run after playing harry potter. | ||
Southlight
United States11766 Posts
Chapter 25 was truly the spawn of the devil with like frickin' 15 reinforcements per turn or something, and then Chapter 26 also felt like a desperate mad dash. Good lord. I guess my thoughts are as follows: Story What with the twist 3/4 the way through it was clear they had something planned, but the overall writing just dragged everything down. EchOne and I had a lot of back and forths pondering this but I genuinely feel like they just had too much technology and budget to play with without an actual plan of action; in-game cutscenes were able to have full-blown backgrounds and more than 3 characters at a time on screen, but in doing so it just led to these awkward talking heads that made little-to-no sense, particularly when it involved enemy characters. The sense of scale in dialogue was incredibly out of whack, and by contrast older FE games generally had much less of this silly dialogue, perhaps due to technological limitations. You didn't have frickin' Arvis standing in front of your entire entourage giving you ten minutes of dialogue espousing his ideals or taunting you for no reason, he just frickin' burned the world, suck it. The sheer amount of rambling and filler dialogue was nauseating due to its low quality. Then you have the rendered cutscenes, but as much jank as older games (and even non-FE games) like 3h and Xenogears had in some of their more traditionally animated scenes, the 3h cutscenes had the technical pizazz but some god awful and aimless direction and presentation. I literally laughed aloud when the big bad went all pokemon mega evolution in that one scene, complete with the pokemon-esque purple background flash. Absolutely dreadful. It's unfortunate because if they - arguably - spent less effort pandering to presumably FE:Heroes with attempting to woe-sell or waifu-sell some of these characters I think the whole thing could have been somewhat fine, albeit shallow. With regards to the Engage units, I get what they were doing - this game seemed like an attempt to gateway players into trying the older games (accessibility to them aside) - but I can't help but feel like if they had made original heroes and tethered that into a cool story about past struggles and such it would have been a lot better. Oh well, too much effort. General Gameplay As often mentioned, I do think the general gameplay was one of the best in the series, as it combined mechanics from a lot of older games and made them mesh together in ways that didn't feel too out of sorts. I really liked the Engage mechanic as a sort of time-limited (and resource-limited) means of having power spikes, and I loved how the Engage mechanic also doubled as a sort of character-build, army-build, and character progression mechanic. However, I do think the base game had a bunch of duds (like Leif) and ultimately pushes you to use the bond fragment rings, which are an additional layer of RNG gacha in a situation where you're already generally resource-limited. As someone who did get the DLC, I thoroughly enjoyed having the additional 'toys' to play around with, and having to make difficult decisions of which rings to bench felt like what I would have wanted from the base game. Was interesting to see them force pace with ridiculous amounts of reinforcements and the like. The "these guys give no exp" mechanic was a little startling the first time, and not knowing when something like that would happen, or when a map clearly seemed to indicate you should speed it up even tho reinforcements continued to give exp, was very confusing. I see pros and cons relative to like the 3h school of thought where maps were generally a little more self-explanatory except for the spontaneous reinforcements that moved immediately coupled with the insane firepower of 3h units. I'm not sure why they went away from the 5-skill slots of 3h and made skills cost so much SP (or made SP so hard to obtain). I feel like the skill system and building characters was part of what made the 3h gameplay so popular and endearing, so dropping back into a system where you only have 2 slots, can't refund SP when you buy the lower/cheaper version of skills, and basically get no SP seemed like a big downgrade. I understand the cost on some of them, like speed grabber, but overall it felt like a strange nerf to a customization section that should have been way more exciting, particularly with so many neat 'smaller' skills that you just ultimately never got because stuff like speed stealer was too gamechanging. The hub was weird - the bond fragments thing seemed wholly unnecessary, the arena felt kinda whatever and took too long to skip (though not as bad as food from 3h good lord), fortunately I could ignore fishing for the most part, the push-ups were annoying AF but almost felt like a must-do for the 2 str, and dragon shooter likewise felt like a must-do for the free gold (until I realized I had way too much gold because I was hoarding it for 10 chapters). The ability to fail cooking was also annoying - an F gave you a host of negative stats and it just meant an annoying reset and go mess with the cook's RNG seed. Obviously as Lunatic I basically got no skirmishes and they were almost never worth running, so I can't speak on national investments and the like. Balance and Detailed Gameplay Balance seemed quite wonky - I don't mind flyers getting absolutely shanked by arrows and wind magic, as sometimes I think games are too lenient on that triangle. Without having seen stat-gains or whatnot, it seemed like the vast majority of classes were sort of "meh" because the level 5 skills, base stats, and weapon accessibility made such a huge difference. It was amusing to see horseback units much more whatever in this game, which actually felt good because it did feel like units had a very clear tradeoff for being horseback vs. not. Overall I ended up running a very foot-based comp (only had Anna/Mageknight and M/Paladin? on horse and Hortensia/Ivy/Chloe as flyers), which meant they did something right. I also didn't have to look at bowknight and mageknight enemies and immediately groan in agony, though the wolf knight enemies were always a gigantic PITA. To the bitter end I never used stuff like Swordmaster (despite not having access to S swords otherwise) because the ability to wield two types of weapons, particularly for ranged options, was too tough to pass up. This also felt like the worse archer game in a while - sniper and bowknights were just dog compared to warriors. Initial resource crunch seemed very rough, particularly with the lack of proofs and upgrade materials. But then I cleared the entire game without upgrading a thing - literally from like chapter 14 to chapter 25 I used no upgrades, and only spent a bunch on chapter 26 to "use them up" while realistically seeing almost no difference. I'm not sure what exactly went wrong there. At some point it felt like the +1 or +2 damage from an upgrade was a nothingburger compared to just having the right equipment against the right enemy to just slap them for 30-60 damage. On that same vein, the lack of weapon durability was nice for having less maintenance between maps, but it also lead to some strange balancing decisions. Brave weapons were awful with the possible exception of Nova against certain enemies, Killer weapons just never seemed worth it, and you just ended up picking the best possible weapon based off the character's stature (unless you were OK with sacking speed). Heals all being staff-based was strange and then forcing certain classes to be able to use staves meant a further restriction of class flexibility - I know they had to do this because otherwise infinite heals due to lack of weapon repair would be absolutely whack, but I'm not sure I necessarily like the approach. Granted, running around with 5 casters like in 3H because they can nuke AND heal was also probably not the greatest of design, so who knows. It also obviously meant we couldn't have fun spells like Meteor and Thunderstorm because of the infinite ammo... at least not until Senerio came with Thunderstorm via DLC, but if you're going there I wonder why they couldn't just have a caster Engage with Meteor or something. Goodness knows you could have given Leif something else to make him less useless, anyways... Tragically, by nature of having so many frickin' reinforcements, I felt like the bosses got the shaft. Compared to like 3H where Retribution coupled with high crits meant that I had to really dance around bosses and maximize the hits I made, felt like the limited range in FE:E meant that any boss that only had 1 or 2 range eventually become fodder under the gaze of Kamui's rooting curse and 3-range shots like Thunder/Elthunder/Thron and Longbow. In some ways maps like Chapter 25 were difficult not because the boss was hard but because there were overwhelming infinite reinforcements and two priests packing Pull staves... interesting but also a letdown as pertains to the boss itself. DLC DLC power level seemed somewhat OK relative to 3h (the orb of retribution was some other level of obscenity in the hands of Byleth) with the sole exception of Tiki and Starsphere. For those that don't know, Starsphere (1500SP) applies a 15% overall stat growth buff to the unit, which means the sooner you get a unit and the sooner it has Starsphere, that unit is just going to be straight-up stronger by a good 15%+... this was particularly noticeable for characters like Panettone (her str/dex/spd gains are already good but with SS it's absolutely nuts) and Kagetsu (40+ speed at level 40) and Ryul (already has high stat gains across the board, so she seemed overly buff except for magic by like level 50). Otherwise the DLC heroes were fun to play around with and their maps were generally quite entertaining, especially Carmilla's map which I think was the 3rd-hardest map in the game (particularly at the point where I played it - infinite Griffin reinforcement waves with 44 speed was something else). I don't like the practice of day-0 DLCs but I guess I'm becoming numb to it. At the very least once Wave 3 and Wave 4 comes I know I'll try another run or keep messing around with the new toys, and that's some level of value compared to like the XBC3 DLC which doesn't interest me at all. Agree with an earlier poster that the SP books are dumb - I didn't use them, and that seemed like the most blatant pay2win aspect. Bleh bleh bleh. | ||
Laurens
Belgium4537 Posts
Googled for Japanese names and could not find her either. | ||
Southlight
United States11766 Posts
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