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On March 28 2016 12:43 TheYango wrote:Show nested quote +On March 28 2016 12:41 chocorush wrote: The difficulty of Conquest is really "fair" compared to hard modes from previous games (outside of a pair of skills found in the last chapters of lunatic). It's been quite a few years since I last played the other games, but as a gut feeling, Conquest once you understand all the mechanics is very easily controllable from beginning to end, while the other games tend to have some common factors that cause real headaches just because of how unfair they are. It might just be because this game is fresh in my head though. It's also different in that the difficulty is paced much better than other hard modes. The vast majority of FE games are front-loaded in their difficulty, where the earliest chapters are the hardest and the game progressively gets easier as you amass prepromotes, raise growth units, and generally cut weak links from your roster. Conquest on the other hand has a pretty easy early-game, a few midgame spikes, and ramps into a comparatively challenging lategame. It's also notable that the game gives you a lot of useful units very quickly, whereas a lot of older games overload you with bad units early and only start giving you good units a little later into the game (Awakening was also pretty good about this, but it's largely overshadowed by how quickly Robin overcentralizes the game).
What I like about Conquest is how little RNG really feels like a factor. I've only done avoid tanking as a general strategy for ch 25, and otherwise just treated it like a random perk like it's meant to be. A lot of these things from older games are burned into my mind like FE7's luna druids, or that early part of FE10 where you pray to god that Eddie doesn't trigger a wrath critical (respect for NA players that deal with the "buffed" activation at 30% instead of 20% HP and 100% activation).
FE6's enemy phase reinforcements also get me every time because I'm just bad at visually remembering precisely where and when they pop up.
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There are a few situations in the series where Same-Turn Reinforcements are done well and don't feel unfair, but pretty much every game that has them has at least a few instances where they do feel like complete bullshit that I'm happy they're gone.
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lost ryoma at the shura chapter to a 2% crit 9% chance to hit axe lol. not sure if ill be able to finish the run after that
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A leveled Saizo or a reclassed Avatar can still do Ryoma's job.
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On March 28 2016 13:06 TheYango wrote: A leveled Saizo or a reclassed Avatar can still do Ryoma's job.
My Saizo's RNG was weird, he isnt actually that stealthy. He rolled more HP/STR/DEF so he gets hit more easily then ryoma did. I will probably start dumping def/res into azama with guard and switch some one else to my off healer, probably shura ironically since he can use staves I guess.
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That's not Saizo's RNG being weird, that's standard Saizo and why he's good lategame. He can tank lategame enemies with actual bulk rather than relying on dodgetanking.
It works on Birthright because the enemies never really get strong enough to overwhelm his defensive stats, though in Rev he can't keep up with the stat inflation so he's worse there.
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Alright, as it turns out lvl 25 Swordmaster Corrin makes an excellent Ryoma replacement as Chap 24 onwards was basically single handedly completed by Corrin :D
As a final recap, the early chapters were relatively simple with Niles doing most of the work. By the time I reached 10 Effie wasnt dying anytime soon but she wasnt killing stuff in one hit which told me I did something right.
After that Kaze Niles and Nina were excellent in holding up the midgame.
As expected Xander and Corrin dominated late game with Corrin maxing out her Str Skill and Speed, whilst Xander wasnt far behind in str speed and def thanks to 3-4 speedwings and Felicia pair up. Honorable mention to the Xander peekaboo strat on Chap 23, and Corrin with Jakob pair up for literally soloing Chap 24 and Chap 27.
She was strong enough I was even able to cheese out Ninja Hell for a 6 turn win ^^.
Obviously I don't expect this to work on Lunatic (it very barely did on hard). Special shoutout to chap 26 for being surprisingly difficult.
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Is that your draft run? Sounds like you're almost done with the game already, lol.
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He's going to be done his draft run before I even finish my original run, let alone start my draft run!
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On March 28 2016 13:43 chocorush wrote: Is that your draft run? Sounds like you're almost done with the game already, lol. See the edit ^^
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On March 28 2016 13:48 Frudgey wrote: He's going to be done his draft run before I even finish my original run, let alone start my draft run! If its any consolation, in my original run i had to tone it down to normal towards the end because im bad, so this was my first completed run on hard.
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Your draft can probably take on lunatic pretty well as well. Since you've gone through the game twice already (once without even using Camilla), lunatic isn't that noticeable of a step up except for the 25-Endgame.
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Yeah I was going to say, no-Camilla Hard isn't going to be worse than Lunatic for most of the game, lol.
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I just got wrecked for being scummy. I was grinding Corrin's axe skill on the chapter 8 boss, and the turn my heal staff broke, the boss attacks Odin instead of Corrin causing my guard gauge not to fill up to prevent him from healing with nosferatu and leaving him at high enough health to survive the next player phase.
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any tips for lunatic hans level where you pop out at their training ground? no real choke point and just kind of get floodgates by them. Keeping in mind that I have lost ryoma among a bunch of other important people so more gameplay tips rather then character specific ones.
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Who do you have left that can survive anything?
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Most of what I did was rush the orb at bottom and try to get the Dragon Veins for bottom left and bottom right. Once their reinforcements stop like 20 turns in you can slow clear the map.
Definitely will be hard if you don't have tanky front liners because they have wyvern lords and berzerkers that come at you a lot.
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Either you turtle at the bottom side where it's easy to chokepoint around the ballista, or if your team is insufficient for that you can rescue-skip (use Rescue staves + fliers to get units to the boss on the first turn and kill him on the first turn).
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On March 29 2016 03:03 chocorush wrote: Who do you have left that can survive anything?
avatar with dragonstone+ can tank physical, but there are some mages that are a problem.
Azama (who went from dogshit to amazing when he reclasses) can tank pretty much anything with guard. He is not a problem, especially with renewal. problem is they can just avoid him.
Saizo can tank a few hits but nothing substantial. RNG luck would decide if he dies or not.
Takumi same problem as avatar, dumpstered by magic but he is insanely tanky for an archer. He seems broken in general.
Thats about it.
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On March 29 2016 03:09 TheYango wrote: Either you turtle at the bottom side where it's easy to chokepoint around the ballista, or if your team is insufficient for that you can rescue-skip (use Rescue staves + fliers to get units to the boss on the first turn and kill him on the first turn).
How many fliers would you need for that? I have 2 left
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