• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:07
CEST 19:07
KST 02:07
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
uThermal's 2v2 Tour: $15,000 Main Event5Serral wins EWC 202543Tournament Spotlight: FEL Cracow 202510Power Rank - Esports World Cup 202580RSL Season 1 - Final Week9
Community News
Weekly Cups (Jul 28-Aug 3): herO doubles up6LiuLi Cup - August 2025 Tournaments5[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder10EWC 2025 - Replay Pack4Google Play ASL (Season 20) Announced63
StarCraft 2
General
uThermal's 2v2 Tour: $15,000 Main Event Rogue Talks: "Koreans could dominate again" The GOAT ranking of GOAT rankings RSL Revival patreon money discussion thread Official Ladder Map Pool Update (April 28, 2025)
Tourneys
LiuLi Cup - August 2025 Tournaments $5,100+ SEL Season 2 Championship (SC: Evo) WardiTV Mondays RSL Season 2 Qualifier Links and Dates StarCraft Evolution League (SC Evo Biweekly)
Strategy
Custom Maps
External Content
Mutation # 485 Death from Below Mutation # 484 Magnetic Pull Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars
Brood War
General
ASL Season 20 Ro24 Groups BGH Auto Balance -> http://bghmmr.eu/ StarCraft player reflex TE scores BW General Discussion Google Play ASL (Season 20) Announced
Tourneys
KCM 2025 Season 3 Small VOD Thread 2.0 [Megathread] Daily Proleagues [ASL20] Online Qualifiers Day 2
Strategy
Fighting Spirit mining rates [G] Mineral Boosting Simple Questions, Simple Answers Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Total Annihilation Server - TAForever Nintendo Switch Thread Beyond All Reason [MMORPG] Tree of Savior (Successor of Ragnarok)
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
[\m/] Heavy Metal Thread [Manga] One Piece Movie Discussion! Anime Discussion Thread Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
Gaming After Dark: Poor Slee…
TrAiDoS
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
Customize Sidebar...

Website Feedback

Closed Threads



Active: 714 users

Fire Emblem - Page 24

Forum Index > General Games
Post a Reply
Prev 1 22 23 24 25 26 171 Next
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-03-15 17:39:05
March 15 2016 17:33 GMT
#461
Yeah Lunatic CQ has only minor changes from Hard until about 2/3 of the way through (e.g. I think the soldier gets to the houses a turn earlier on Lunatic Ch. 8 or the DV moving in Ch. 12). The difficulty jump is a lot less than in previous games--though part of that is the difficulty curve being better throughout (most hard modes in previous FEs are hard at the beginning and taper off while Conquest's difficulty is much more consistent, and arguably even ramps upward toward the end).

IMO the right way to do what you're suggesting would probably be for them to attempt another "Lunatic+"-like mode that has both the skills and the stat inflation (though not so much as Awakening L+).

The other option which I've seen suggested is adding stricter turn requirements to the turn limit chapters and adding turn limits to some of the chapters that have none. Adding the necessity of going fast actually helps to fix some of Conquest's poorer maps that are interesting conceptually but uninteresting in practice due to the lack of incentive to actually progress quickly through the map.
Moderator
Frudgey
Profile Joined September 2012
Canada3367 Posts
March 15 2016 17:56 GMT
#462
I think there certainly cases where time restrictions would have been a welcome addition, but I can understand why the developers would have elected not to do so for certain maps.

For example, (Yango knows about this) chapter 20 I died several times at first because of the wind mechanic. While I can't speak with certainty, I'm sure that level would have become exponentially harder if I had to clear it in X amount of turns. Of course that being said, if I'm already playing on Lunatic, then would that be as big of a concern? That's hard to judge.

The other thing they could do for time restrictions is get creative for having turtling disincentives. So for example, instead of having "clear the map in X turns" they could use more thieves, untimely enemy reinforcements, having to protect A unit from B attacker, etc. Or they could get super creative and do a map where you're on one end of the map and they are a bunch of enemies on the opposite end of the map, but both parties are racing to get to the middle of the map. And that's just one example!

Basically I what I'm trying to say is that I think there are a lot of ways to create time pressure without actually doing "clear map in X turns". The StarCraft II campaign was really, really good about creating time pressure without saying "clear the map in X minutes".
It is better to die for The Emperor than live for yourself.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-03-15 18:08:19
March 15 2016 18:06 GMT
#463
Side objectives are actually much harder to balance than turn limits though, because you have to weigh their long-term effect on the game at large. If they're not significant enough, people will just skip them and they won't have accomplished your goal. If they're too impactful, then they might dramatically impact how you have to balance the rest of the game because of the difference in resources available to a player who skipped side objectives vs. one who didn't.

For example, I'd argue that not getting all 3 villages in Ch.8 can have a significant effect on how hard a player feels Ch. 10 is 2 chapters later, since options they could otherwise leverage to reduce the difficulty such as early-promoting a unit may become unavailable depending on how much money they got from Ch. 8. Or a previously discussed example--how usable Leo is as a lategame unit correlates heavily to obtaining side objectives that allow you to invest in him (Horse God/Calamity Gate from Ophelia's paralogue, extra side objective Secret Books and Speedwings).
Moderator
Frudgey
Profile Joined September 2012
Canada3367 Posts
Last Edited: 2016-03-15 18:34:46
March 15 2016 18:32 GMT
#464
Hmm, interesting points you make. I think you're absolutely right that the consequences of side objectives can have substantial impact later due to a snowballing effect.

What I want to note is that if the primary objective is time based, there are (in my opinion) more interesting ways to make the primary objective time based rather than just saying "clear the chapter in 20 turns".

The other thing I wanted to note about side objectives - not saying this is good or bad - is that players (obviously) get rewarded for completing side objectives. For example: If you made it to all the houses in chapter 8, then you're going to have an easier go at it. However, in order to get to all of the houses you need to be of certain skill. I think it's a safe assumption that to clear chapter 8 and visit all the houses is more difficult than just clearing chapter 8. But I would imagine that there would exist a group of players who can clear chapter 8 but not visit all the houses.

Because of this, the better players get rewarded, while the worse players struggle more. It would seem to me that the rich get richer while the poor get poorer, if you get my drift. To be more blunt, I would think this promotes feast or famine game play (though I'm greatly exaggerating to get my point across). And for this I'm a little conflicted about. On one hand it almost seems like a backwards way of thinking about things (in my opinion), but on the other hand I think it makes sense to reward the players who can complete your bonus objectives.

I think one solution would be to make the rewards of the bonus objectives have trivial impact on game play, or to have no effect at all. Cosmetic rewards come to mind. That being said, if the rewards have minimal impact on game play, then is there enough incentive to complete the side objects?

That's not something I have the answer to, I'm just thinking aloud!
It is better to die for The Emperor than live for yourself.
chocorush
Profile Joined June 2009
694 Posts
March 15 2016 18:33 GMT
#465
I don't think the pacing is that bad as is, as clearing things faster is usually easier than tanking everything enemy phase, which is a good incentive to play faster.

I'm actually a fan of busted enemy units, but only when the game gives you resources to deal with them. If they can balance staff availability with the games difficulty so that you use them liberally without trivializing the game, that's ideal for me.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-03-15 18:54:42
March 15 2016 18:53 GMT
#466
It's not a problem for most of the route, there's just a few stand-out maps where either the incentives to go fast aren't strong enough (e.g. ch. 14 the thieves utterly fail as a turtling disincentive because they only spawn from one side) or the turn limit isn't really strict enough (e.g. Ch. 18 the 20 turn limit is massive overkill).
Moderator
Frudgey
Profile Joined September 2012
Canada3367 Posts
March 15 2016 19:09 GMT
#467
I think Yango you're a much, much better player of Fire Emblem than I am, because I used up my 20 turn limit on chapter 18 haha.

Some people like using slow moving armored units you know!
It is better to die for The Emperor than live for yourself.
andrewlt
Profile Joined August 2009
United States7702 Posts
March 15 2016 19:40 GMT
#468
Well, Conquest is easier for the developers to balance because of the lack of grinding. If the developers can expect players to be roughly a certain level, within a narrow band, they can easily tailor the difficulty to expected player strength. Adding a few key units and abilities in certain key points can provide players with an interesting puzzle to solve. In contrast, an overleveled party in Birthright/Revelations can overpower those few key additions, so the developers just resort to adding difficulty by brute force.
TheYango
Profile Joined September 2008
United States47024 Posts
March 15 2016 19:43 GMT
#469
I mean, given how stupid the unit balance is in Revelation, it's far more likely that they just didn't try in the first place.
Moderator
chocorush
Profile Joined June 2009
694 Posts
March 15 2016 20:16 GMT
#470
As long as they allow multiple ways to play to accommodate different teams, I don't usually have a problem. I get bored of heavily turtling, so I naturally use strategies that avoid it. There are going to be situations where some people are just not going to have had the right team and will rely on a really slow strategy.

Chapter 26 is a good example, where some teams may just not have the resources to deal with the mage half of the room, and they left you the possibility of turtling the golem half with Flora. I wouldn't dream of it personally, but I'm not bothered by the fact that the option is there.
TheYango
Profile Joined September 2008
United States47024 Posts
March 15 2016 20:35 GMT
#471
I just do the golem half regardless, lol. It's just so much easier.
Moderator
Frudgey
Profile Joined September 2012
Canada3367 Posts
March 15 2016 20:38 GMT
#472
On March 16 2016 05:16 chocorush wrote:
As long as they allow multiple ways to play to accommodate different teams

I think for me this is probably one of the most important things to me - is if the game allows (or encourages) different strategies/army compositions.

And that's part of the fun. I like hearing how you guys did things differently compared to myself, or seeing how chocorush and Yango varied, or anyone else for that matter. Like it was cool to learn that Yango and I completed chapter 19 in similar methods, but used wildly different units to achieve our ends.

Being pigeon holed into one strategy is not something I'm a fan of, and it probably my biggest reservation about starting a run on Conquest Lunatic.
It is better to die for The Emperor than live for yourself.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-03-15 20:56:39
March 15 2016 20:42 GMT
#473
I think multiple approaches is good, I just don't think "layer rallies on 1-2 range superunit, park in range of small # of enemies, let enemies bang their heads against a brick wall, rinse, repeat" should be considered one, lol.

Awakening and Birthright have a huge problem where this is essentially the dominant strategy for large portions of the game. Conquest largely does a good job making this not the dominant approach, but it still presents itself in a few chapters. It's why I hate Ch. 19 so much because for the most part, it's still by far the most painless way to play that map (aside from the 1-2 range part since all the enemies are 1 range). There's not really even a "fast" alternative to 19 because the speed at which you clear the map is still gated by the illusion mechanic.
Moderator
andrewlt
Profile Joined August 2009
United States7702 Posts
March 15 2016 21:58 GMT
#474
On March 16 2016 05:42 TheYango wrote:
I think multiple approaches is good, I just don't think "layer rallies on 1-2 range superunit, park in range of small # of enemies, let enemies bang their heads against a brick wall, rinse, repeat" should be considered one, lol.



What amuses me is how many people who use this strategy act like they just outsmarted AlphaGO. Like you, I also find it a pretty boring style to play. I feel like player phase based strategies are the actual strategies. Letting the AI suicide into you can be pretty funny every now and then but it's pretty much just exploiting a dumb AI.
Cricketer12
Profile Blog Joined May 2012
United States13974 Posts
March 15 2016 22:18 GMT
#475
On March 16 2016 01:12 TheYango wrote:
It depends on which route you're on, since they're scaled a bit differently.

Lunatic Birthright is scaled largely through enemy density and just adding a bunch more enemy units/reinforcements, with some stat increases. This doesn't really make things hard, more overly tedious.

Lunatic Conquest is scaled largely through skills, status staves, and a few key enemy additions to certain maps e.g. extra status staff users, or a line of generals to block rescue-cheese. Enemy stats are for the most part unchanged from Hard. This makes the route feel mostly fair, with the main exception being Negative Chain Master Ninjas in lategame.

Lunatic Revelation is scaled through enemy stat inflation. It makes the route a huge slog to play and given the already poor unit balance, invalidates a bunch of your units who simply won't have the bases to keep up with the enemy stats at their join times.

In many ways I feel like Luna Rev is as easy if not easier than Luna Birth. Especially when you realize Corrin in the first half and Ryoma/Xander in the second half dominate completely. For the most part unless you want to challenge yourself and make guys like Odin or Arthur part of your core, its pretty simple (granted I still have 3 or 4 chapters to go so maybe endgame will go all out on stat inflation)
Kaina + Drones Linkcro Summon Cupsie Yummy Way
TheYango
Profile Joined September 2008
United States47024 Posts
March 15 2016 23:15 GMT
#476
I'm pretty sure Rev Odin is just outright unusable without grinding lol. He gets OHKOed and doubled by Paladins on his join chapter and does 1 damage back to them, and the chapter after is when unpromoted enemies stop appearing.
Moderator
Cricketer12
Profile Blog Joined May 2012
United States13974 Posts
March 16 2016 00:05 GMT
#477
On March 16 2016 08:15 TheYango wrote:
I'm pretty sure Rev Odin is just outright unusable without grinding lol. He gets OHKOed and doubled by Paladins on his join chapter and does 1 damage back to them, and the chapter after is when unpromoted enemies stop appearing.

Chap 21 has the whole floor = promote vs demote thing. Plus Rev keeps the entire grind system from Birthright. But yeah, actually having him survive his join is not easy...
Kaina + Drones Linkcro Summon Cupsie Yummy Way
imBLIND
Profile Blog Joined December 2006
United States2626 Posts
Last Edited: 2016-03-16 06:42:11
March 16 2016 06:37 GMT
#478
On March 16 2016 06:58 andrewlt wrote:
Show nested quote +
On March 16 2016 05:42 TheYango wrote:
I think multiple approaches is good, I just don't think "layer rallies on 1-2 range superunit, park in range of small # of enemies, let enemies bang their heads against a brick wall, rinse, repeat" should be considered one, lol.



What amuses me is how many people who use this strategy act like they just outsmarted AlphaGO. Like you, I also find it a pretty boring style to play. I feel like player phase based strategies are the actual strategies. Letting the AI suicide into you can be pretty funny every now and then but it's pretty much just exploiting a dumb AI.


Well i'm just doing that right now on chapter 25 and hoping the RNG is on my side with my monster Xander and Effie...If there's a single hallway, 6 ninjas, and some really annoying enmies on the other side of the hall way, I don't have that many other options lol.

edit: i'm a horrible fire emblem player i've resetted like 100 times already
im deaf
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-03-16 06:59:05
March 16 2016 06:47 GMT
#479
Shurikenbreaker + Lucky Seven on any of the outlaws

EDIT: Chocorush, when you did your Bow Knight playthrough, you did +Str, right? I was thinking of doing a +Mag Bow Knight on my next playthrough to use the Shining Bow, since Niles' Mag doesn't usually get there for the Shining Bow and he's not really a great Spirit Dust candidate when his bulk isn't good enough for him to take advantage of a 1-2 range weapon anyway. You also get a free Shining Bow from Nina's paralogue so it feels like a waste not to find a user for it.

Compared to something like +Mag Paladin, it'd have less baseline damage due to lower growths/caps and since +Mag Paladin gets free damage off of Defender and Elbow Room, but at the same time, the Shining Bow has higher base Mt than the Levin Sword, and since you don't get a Shockstick in Conquest, +Mag Paladin doesn't have WTC with magic weapons while Bow Knight does.
Moderator
Cricketer12
Profile Blog Joined May 2012
United States13974 Posts
March 16 2016 07:22 GMT
#480
On March 16 2016 15:47 TheYango wrote:
Shurikenbreaker + Lucky Seven on any of the outlaws

EDIT: Chocorush, when you did your Bow Knight playthrough, you did +Str, right? I was thinking of doing a +Mag Bow Knight on my next playthrough to use the Shining Bow, since Niles' Mag doesn't usually get there for the Shining Bow and he's not really a great Spirit Dust candidate when his bulk isn't good enough for him to take advantage of a 1-2 range weapon anyway. You also get a free Shining Bow from Nina's paralogue so it feels like a waste not to find a user for it.

Compared to something like +Mag Paladin, it'd have less baseline damage due to lower growths/caps and since +Mag Paladin gets free damage off of Defender and Elbow Room, but at the same time, the Shining Bow has higher base Mt than the Levin Sword, and since you don't get a Shockstick in Conquest, +Mag Paladin doesn't have WTC with magic weapons while Bow Knight does.

Would you ever recommed leaving corrin as prince/noble?
Kaina + Drones Linkcro Summon Cupsie Yummy Way
Prev 1 22 23 24 25 26 171 Next
Please log in or register to reply.
Live Events Refresh
uThermal 2v2 Circuit
15:00
Group Stage Day 1
WardiTV1085
uThermal800
SteadfastSC272
TKL 249
IndyStarCraft 190
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
uThermal 800
SteadfastSC 272
TKL 249
IndyStarCraft 190
Livibee 89
ForJumy 72
BRAT_OK 62
MindelVK 18
trigger 12
LamboSC2 4
StarCraft: Brood War
Britney 29073
Calm 3608
Bisu 2896
Sea 1553
ZerO 763
Mong 692
ggaemo 688
Soulkey 532
Jaedong 467
Snow 284
[ Show more ]
hero 284
actioN 226
Soma 201
sSak 120
Larva 116
Dewaltoss 102
Zeus 98
Sharp 68
sorry 67
JYJ49
Bonyth 45
sas.Sziky 26
Aegong 22
Sexy 21
Shine 21
yabsab 14
ivOry 10
IntoTheRainbow 10
Terrorterran 8
JulyZerg 7
Stormgate
B2W.Neo188
JuggernautJason30
Dota 2
Gorgc6786
qojqva3921
syndereN433
420jenkins232
Counter-Strike
fl0m2496
Foxcn327
flusha280
Heroes of the Storm
Khaldor177
Liquid`Hasu48
Other Games
gofns8853
Beastyqt536
KnowMe264
Lowko241
RotterdaM209
XaKoH 96
Fuzer 86
oskar83
QueenE82
ArmadaUGS76
Trikslyr53
ZerO(Twitch)18
EmSc Tv 15
Organizations
Other Games
EmSc Tv 15
StarCraft 2
EmSc2Tv 15
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• poizon28 71
• davetesta28
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• FirePhoenix9
• Michael_bg 4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV573
Other Games
• Shiphtur289
Upcoming Events
RSL Revival
8h 54m
RSL Revival
16h 54m
SC Evo League
18h 54m
uThermal 2v2 Circuit
21h 54m
CSO Cup
22h 54m
Sparkling Tuna Cup
1d 16h
uThermal 2v2 Circuit
1d 21h
Wardi Open
2 days
RotterdaM Event
2 days
Replay Cast
3 days
[ Show More ]
RSL Revival
3 days
The PondCast
5 days
Replay Cast
6 days
LiuLi Cup
6 days
Liquipedia Results

Completed

ASL Season 20: Qualifier #2
FEL Cracow 2025
CC Div. A S7

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
uThermal 2v2 Main Event
HCC Europe
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
BSL 21 Team A
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.