On April 29 2016 01:21 TheYango wrote:Show nested quote +On April 29 2016 00:18 TheHumanSensation wrote: Update on FE:if, I've finished all of the routes (+DLC) on hard with the gay patch, almost finished Birthright lunatic with gay patch + some other changes I made (unit rebalancing, etc.), next is Conquest lunatic just base game, then probs a non-modified Rev Lunatic so I can make a castle. So I'm still holding off on my opinion of the game, but it's generally less positive than Yango's, and I'm certainly not of the opinion that any of the games function well as stand-alone games.
You have to be able to turn your brain off to the ridiculously contrived story, but beyond that Conquest's gameplay is simply as good as the series has ever been, and better than anything since the SNES era. Map design is consistently good. Skill-based difficulty scaling on higher difficulties creates a smooth difficulty curve and a "fair" challenge (stat-inflation based difficulty in previous games consistently creates a feeling of "cheap" difficulty on higher difficulty modes and a very frontloaded difficulty curve where the game becomes significantly less challenging past the early-middle stages of the game). New gameplay features like capturable units and debuffs are categorically successful. Children, despite being completely shoehorned in with a hilariously bad in-world explanation are implemented perfectly from a gameplay perspective. Pretty much the only games I enjoyed as much as Conquest from a gameplay standpoint are Genealogy and Thracia. I'm not really seeing how Conquest doesn't function well as a standalone game, or at the very least, it's not improved by Birthright or Revelation. The story's bad, no two ways about it--but having played Birthright or Revelation doesn't make it less bad. It's all about the gameplay, but on gameplay alone it passes with flying colors.
Well, like I said, I'm for the most part going to hold off on my opinion of the game(s) until I finish Conquest on Lunatic unmodded. That said...
+ Show Spoiler +While I generally agree with you that conquest has excellent (1) maps and (2) interactions between your units and enemy units, and that solely with respect to those two qualities it is potentially the best game in the series so far, I don't think that those two things alone constitute the gameplay. The menu-based workload is so rote and bloated that I would call it worst in series, the unit balance is very mediocre and I doubt this changes on Lunatic, and the army-building aspect (of Conquest) is abysmal (children included), for three examples.
I can't agree with you that the children were implemented well from a gameplay perspective in Conquest, though I think they work well in Birthright and Revelation which focus much more on the army building aspect of the series. Capturable units are alright but ultimately pretty bland and not very fleshed out (and limited to 2 characters because reasons?), I mean, it's not a bad thing that it's there, and it's sort of useful and you can get classes you otherwise couldn't, but it forces you to use the slow and uninteresting and out-of-place (in conquest) as fuck my castle shit, the capturable bosses don't have any supports or otherwise conversations, and combining that with possibly the blandest enemy NPC writing in the series so far, I just... can't really see this feature as great enough to call it "categorically successful" even if it's like 4/10 good and 0/10 bad and a net positive overall because it just falls so flat on it's potential. Debuffs I'm gonna hold off on making a judgement on until I finished Lunatic Conquest because I've heard they're important to the difficulty there, but my initial impression from hard mode is that they add to the bulk of shit to pay attention to in this game and the slow pace overall, but seem like cool difficulty balancing factors to create constant potential threat from most blocks of enemy units, as long as it doesn't end up being cheesy.
I strongly disagree that Conquest's story isn't improved by being familiar with Birthright's. Birthright drops a lot of plot hooks that it doesn't expand upon by itself, while Conquest does pick up on them, which is... really the only merit Conquest's story has, at all. Conquest's story isn't a stand-alone story, it's just "the other side" expansion to Birthright's. Like, a major critique of Conquest's story is that we were promised a story of internal change to the kingdom and defs not just an "evil route", which is not what happened at all, and I'm suspicious that at some point in development they actually scrapped Conquest's story and just built the new thing based on Birthright. Story aside, the unit balance and children implementation are too poor in Conquest to have a meaningful army building aspect of the gameplay, and the online / my castle features add a little bit to it in a really limited/restricted sense, a lot of the my castle shit just isn't functionally present without a way to obtain dragon vein points and cycling of the different buildings and shit, so it just has a lot of incomplete aspects to it that really really benefit from Revelations and DLC imo, and enough so that I would call the game not a stand-alone game just because it gets so drastically more complete with like extra 2 things.
It's a fun game to mod though, since it provides such a good base to work off of. I would put Conquest+DLC+Mods near the top of my list of my favourite FE games, but without those it's p.lacking imo and with too many things I hate about it.
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Game day write-up!
The field was overall half casuals (my list, despite being 150+ €, isn't optimised or anything and I haven't practiced so I count it there) and half PT copies, so past the first couple of rounds each half were matched amongst themselves, good thing I think as it made for closer games. + Show Spoiler [field] +UW spirits tribal (brew) BRg vampires aggro (brew) BW sac + Show Spoiler +he told me he had a landfall brew but scrapped it to switch colours a bit today, and built a weenies deck built around voracious null and unruly mob, and using cards that exile others from his graveyard to dump tokens and double on his growing. I don't know much else. BW control ( list) Mardu control UW humans x2 GW humans Bant CoCo GB aristocrats
I put my impressions on the match-up/how my deck does at the bottom of each spoiler, since as usual the games write-up is (too) long. Match 1 vs UW humans + Show Spoiler +I thought I'd be favoured in this match-up with all of my removal, until I'd manage to wear him down, drop planeswalkers and win (or a giant secure the wastes). That was pretty much game 1, removing lieutenants and not really giving targets to his bouncers. I actually had my first learning fork for my deck pretty early: do I use my Anguished Unmaking on Always Watching or Thalia's Lieutenant? With all my unconditional removal, I decided to clear the enchant because if another one came up Languish would miss a lot of things. With a couple of shambling vents and a Gideon out, and having also seen Avacyn, I closed the game. He drew a couple lands too much though.
He boarded some cards in for game 2, and I put Flaying Tendrils and 2 Infinite Obliteration (for Avacyn, Lieutenant and/or Orchid Knight) in exchange for Outburst, one Silkwrap and one Stasis Snare. He started off very aggressively, with Thalia's Lieutenant -> Thraben Inspector -> Thalia's Lieutenant. He'd kept mana and Negated (brought in) my Grasp of Darkness on the big Lieutenant, leading to me taking a bunch of damage. I lost a Gideon and Languish to deal with it, and Ultimate Price was countered by Avacyn (I killed the rest of his board on his turn with Secure, then killed her on my upkeep to prevent the transformation). In the end, between Declaration on Waste tokens, and Reflector/Declaration on Gideon's, he went through with his second wave.
Game 3 had me take some damage early, but my mana was fine, I had Gideon out, and I could produce enough tokens to survive when he played Odric to give first strike to everything. I Grasp'd him, blocked some more, then removed the rest of the board with Flaying Tendrils. Again, I had vents, plenty of removal, a couple Gideon swings to drop him below 10, and even Linvala out. He had flipped Avacyn because I miscounted my mana and couldn't remove her immediatly, oh well. At that point time was called and he managed to stay alive, with 6 life remaining. Welp!
I think it's a very favourable match-up for me, as long as I don't get drowned into a Lieutenant/Gossipmonger/inspector start with an Always Watching to protect them before I can Languish. I remember that he had an Abbey but either I had a boardclear (or he didn't have 6 open mana during my turn), or when he could have done it, Sorin revealed a Declaration in Stone. The match makes me semi-confident about my deck (in general, not at that point). Also if I learn to play around Negate better.
Match 2 vs BRg vampire aggro + Show Spoiler +He lost vs the Mardu control player, and we just switched opponents between us 4, so I'm paired down.
Game 1 has a 6-lander mulled into double plains... harsh. But I'm on the draw and I really don't want to mull to 4 against somebody who's aggro. He showed me Asylum Visitor, Fiery Temper... then drops Arlinn Kord, his green splash. Fuck. My board's empty against Arlinn, her token and a Visitor. I clear the visitor, take some damage (he bolts my face too), remove Arlinn... despite my card disadvantage (from the mull and burning removal on his tokens), I manage to hold on, and his end is empty, even having used Asylum Visitor's trigger! In the end though, after his second Arlinn comes down (he's only got 2 and hit them in the first 15 cards, that was brutal), it's 3 loyalty flip Arlinn and wolf token vs 3 loyalty Sorin and me on 5 life. I only have a land in hand, drawing slightly too much of them, and I have a choice between plussing Sorin, hoping I draw an out (Secure, Ruinous Path... in a pinch Gideon and Linvala can let me live too) prob losing next turn if I don't, or sac-ing him to remove Arlinn, giving me 2 draws at least. I my next draw is a dud, the second solution doesn't make me lose, so I go for it, and up to 8 life. My next draws are lands and he fiery temper+hit me with a creature topdeck and I lose. Dang. I'm pressured but on the other hand if I can almost stabilise while drawing slightly too many lands, and mulling to 5, I should have decent chances. The biggest issue with his deck is Arlinn because of the burst provided by her front plus and a topdecked creature, and I guess Olivia if I don't remove her immediatly (he didn't draw her), but the creatures I can deal with.
Tendrils and Anguished in because fuck Arlinn, and I think Outburst, a grasp and something else out. Game 2 is simply on me. He plays Heir of Falkenrath turn 2 (with forest and swamp) and I expect him to discard something with madness like an Asylum Visitor turn 3, so I'm willing to take 3 damage to get a 2-for-1 with Flaying Tendrils, especially since I have 2 of them in hand, so I pass turn 3 without doing anything. Turn 3 he plays Mountain, discards Fiery Temper to Heir, and swings. I take 6. I then play tendrils turn 4 and he drops Arlinn on his own (yuck). I can't take a turn to draw now, and I need Ruinous Path or Gideon to deal with her basically.
He plays Asylum Visitor and makes her a hasty 5/3 vigilance. I remove it and the wolf token with tendrils n°2 but I'm really down in life (I misplayed my lands and had to activate Caves of Koilos twice too). He topdecks another visitor and basically closes it there.
I still think my deck should be able to beat his, although finding his Arlinn on curve both games (or close to it, was turn 5 game 1) while I struggle to get my Ruinous Path or match him with Gideon is brutal. I think a land earlier, or getting at least another of my 4 Gideon (well, remaining 3), or Linvala game 1 would have completely swung the tides, and game 2... well, really that's on me. He only had a mountain turn 3 so I don't know if he could even have played something. On turn 4 I woulda have Read the Bones, Arlinn would still have put him ahead but I'd have had the life to not die, and normally the removal to stall.
0-1-1 isn't glorious and makes me think I need to win the next one if I want to shiny promo.
Match 3 vs Mardu Control + Show Spoiler +He observes that a bunch of our main board cards won't be very useful in a control mirror as we shuffle. Sums up the match pretty well. He doesn't play creatures. At all.And I only have Kalitas and Linvala and tokens, so... We don't do much, although a completely random mainboard Transgress the Mind exiles the Sorin I drew two turns earlier. Then the dance of Shambling Vents starts. We don't have other plays to make, so... but I can Grasp of Darkness his. He can Kolaghan command mine and make me discard... Languish! Oh no! We're just smiling. Things go on and he throws down Chandra, while I miss the land drop that'd make me awaken Ruinous Path and have a 4/4 by the following turn to push damage (would have been risky if he still held removal, anyway... but much upside if I can hit with it). He also plays Gideon, and shows me a Nahiri that goes to 6 loyalty, I answer with Secure tthe Wastes for 9 EoT, all on her in case he's got stuff to remove creatures or surprise blocks somehow. She goes down, but Declaration in Stone clears them right after (thinking back about, I wonder if I had Abbey at that point... ? iirc I didn't have it at all that game so no misplay to make here I guess). He shows me another Gideon, and Needle Spires, Grasp of Darkness, Stasis Snare remove them, and so do Blighted Fen later (I guess he did it anyway knowing I'd sac the Fen, even though he didn't have another play to replace it with?). We're laughing our asses off all that time because we were losing more life from Painful Truth/Read the Bones and the odd painland than from attacks, since Shambling Vents usually undid anything that went through, and once half our removal is spent (and the manlands with them) and the other doesn't hit our damage sources (Ultimate Price on double-coloured manlands, sorceries like Declaration in Stone or the sweepers, etc.), we spend a number of turns passing to each other. It ends when he hits his second Chandra and a couple other manlands, because I can't deal with them. I think I got a couple hits in by plussing Gideon in the meanwhile though? At that point I felt like I had a chance but he had too many outs. Game 2 is shorter, I board in Duress x3, Transgress x3, Anguished Unmaking and Tragic Arrogance for walkers, and I remove Ultimate Price, Silkwrap x2, Planar Outburst, Languish x2, Kalitas and I'm not sure what else. He board in over half a dozen cards himself, which are revealed to be Forerunner of Slaughter, Dust Tracker, and other in-color hasty creatures to keep in his deck's theme. t1 swamp Duress. Eat that! He reveals manlands, Chandra and Gideon. ... well fuck. I remove Chandra, much more dangerous, and we proceed, him with manlands, myself with draw and nothing else, till I hit a Transgress the Mind. Turns out he drew his second Chandra during these couple turns. Well fuck. Goobye Chandra². He's got a manland of each and I don't draw Gideon, Secure nor stuff. It gets really hard for me as he pressures my life total, I don't draw outs, and the possibility of a draw (or rather losing 0-1) slowly dissipates. I Stasis Snare a Needle Spires and next turn topdeck Grasp of Darkness that takes care of his Dust Tracker, but he still has 1-2 manlands and I'm at 5-6 life, so I just lose a couple turns later. I think the match-up is hugely in the favour of Mardu Control. Maybe a more creature-centric BW, with HBW, Avacyn, etc. would have had better chances? My removal suite is more tailored toward human decks which I expected to be facing, and I only have 2 Ruinous Path so it became painfully obvious how hard Plainswalkers are to deal with. Sorin is not a true solution because he's one of my wincons, so trading him for a planeswalker (and losing him to burn/a creature the next turn, assuming the enemy PWs hasn't had the opportunity to plus often enough) is a value loss for me I think. Chandra, on the other hand, is probably the strongest planeswalker in standard. Sorin's got the most value in a single ability out of his plus, but he lacks the versatility and safety of Chandra, who comes down earlier, can deal with several creatures at once, and kills your opponent a lot faster. She's really scary. He had 6+ Planeswalkers (2 Chandra, 2+ Gideon, 1+ Nahiri, 1+ Sorin that I never saw) and 6 manlands to my 6 (with Chandra > Gideon anyway) and 4, so once the removal's out of the way I think he's stronger in the long game. A huge secure the wastes EoT into Gideon for an instant emblem and a one-shotting swing is probably the only way I win unless he keeps bricking his draws while Gideon's out (with 6 manlands it'd be hard), or I have Abbey and 5+ mana after the secure+gideon gimmick, so I can sac them into Ormendahl in response to the inevitable Declaration in Stone. It was fun and unjoyable though, and we laughed a lot, especially during game 1, for all the goofiness of the match-up. It's just that I don't think I can win that.  It was 0-1-1 vs 2-0, so I was paired up this time (he destroyed my round 1 opponent, and I assume the draw + somebody else being already 0-2 made it so I was the closest opponent he hadn't already faced available), and he ended up second of the whole thing with a 3-1 record.
Match 4 vs UW spirits tribal + Show Spoiler +It's exactly the kind of individually weak, synergistic creature-based deck that mine does well against, and it was a homebrew of the weakest tribe in SoI, so I don't think going into detail would... well, not like the previous 3 write-ups were interesting.  Game 1 was Rattlechains flashed in end of my turn 2, essence flux used to keep it alive from my removal and buff it, and me dropping to 9 before I can languish it + topplegeist. Opponent stuck at 3 mana, I drop Gideon, win in 4 turns. Game 2 was me removing stuff he played, sometimes playing 2 just to get around Rattlechains' hexproof trigger (or responding to it when it's flashed to kill it with ultimate price anyway). Only detail of note is when he's got an Uninvited Geist flipped (taps my token, swings ignoring Gideon) with 2 mana open. I want to remove it, but expect Rattlechains, and it's turn 6. I can play Sorin, minus him for 3, and have him potentially die if Rattlechains prevents the damage from taking place, so I play a Declaration in Stone instead (only removal available, compared to Sorin if he has nothing then he at least gets to replace it and I don't have a plainswalker on board), and he negates it. I look at the negate. Then at the Sorin in my hand. Then at the negate again. Sigh of relief at the value blowout that almost happened. The thing that this deck showed me though, unrelated to how one-sided it was, is the power of a fully instant-speed deck. Once the Rattlechains came down on turn 2, he started playing at the end of my turn, so I couldn't use my sorcery-speed removal until he untapped, couldn't really decide how to use plainswalkers/tokens without knowing whether or not I'd lose it if left too open compared to his open mana, etc. It really warped how I looked at the game and I think that's something I'd rather discover now that against a stronger deck (like Esper... which is PW superfriends so mine loses to it too prob). I traded a bit afterwards, for ultimate price, outburst, eldrazi displacer, and my prize booster rare was Odric, so nothing especially good. On the social aspect and seeing more casual-minded players to play with again it was a net positive though.
GB aristocrats won the whole thing, which would be expected considering the field of human and slow (both control ones) decks it faced, I think? Iirc LSV lost because he faced an unfavourable match-up in the Ro8 and had good odds against humans otherwise. I'm a bit sad only one of my matches was against an human deck, I'd have liked to test my deck against legit t1 ones more, but technically the two other non-control decks probably were similar, with less staying power and weaker topdecks in the lategame (and a lower power-level obviously). I don't know whether I should be happy to have dodged the Bant CoCo one. Its player's better than me though. Overall I had a blast, though! Hopefully I can join up with these casual players later, and if my current one's too powerful for them I'll power it down a bit till they build bigger, or I'll brew and durdle around.
And screw Negate, god dammit. Most important lesson today!
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