On May 02 2016 06:49 TheHumanSensation wrote:
I assumed the gold would matter on Lunatic Conquest where gold is supposed to be scarce? I've had more than enough on every other path/difficulty combo so far, so maybe the gold starvation myth is just a myth?
Gold isn't so much scarce as it is the case that you get a bunch of extra stuff you're allowed to spend it on. It's more of "rewarding you for having extra gold" than "punishing you for not having enough". In general though, most of these things are expensive enough (Stat boosters are 10k, expensive high-tier weapons are 5k+) that Lilith gold just doesn't make or break what you can and can't get.
On May 02 2016 06:49 TheHumanSensation wrote:
Awakening has infinitely accessible infinite grinding, so unit balance concerns really get thrown out the window. Some require less work of course, and class sets still matter, but the system is workable by the player to a far larger degree than any other game in the series, and you can easily get every character to the point where they one-round enemies on the counter attack while never dying, at which point excess stats and skills become meaningless.
9 is similar in the sense that the game is so easy and easy to play with lowperson strats that every unit still gets to the point of "kills everything, never dies" reasonably early at which point which units is stronger on paper etc doesn't matter, and solo runs are possible with every single unit barring Sothe (even then it's only because the boss of chapter ~24 (iirc) is on a heal tile). Archers are weak ofc (all both of them) because of no reclassing options, everyone 1-rounds fliers anyway and acc is so high in general that 1-2 range weapons are great -> so bows aren't anything special, and it being an offense on enemy turn game, but solo runs are still possible with them.
I had assumed balance in 8 was generally workable by the player due to the Arena, is this not the case?
Ah ok, this perspective makes sense. I'm used to balance being assessed in the context of moderate efficiency play with little-to-no grinding. If we include grinding as an equalizer then that naturally changes your perspective.
8 is also an incredibly easy game, so yes, even using the bad units you can clear with no trouble (even assuming no grinding or arena abuse), just like in 9. That said, there are still massively differing degrees of unit strength. Your Jeigan can essentially solo the entire game even on the highest available difficulty (something even Robin can't do without the water trick), which makes him arguably the single most overcentralizing character in any FE game (only possible competition is FE4 Sigurd, who is even more dominating when he is around, but the first-second gen split implicitly encourages you to use your other units for the sake of inheritance).
On May 02 2016 06:49 TheHumanSensation wrote:
They really don't fulfill that lategame prepromote function on any difficulty other than Lunatic, but it's sounding more and more to me like Conquest is only designed to be great on Lunatic, which is fine I guess since it's clearly the setting the target audience is going to go for.
I would agree that Lunatic in general improves Conquest's design, and the game seems very much designed around that (even in map design this is pretty apparent--chapter 12 is basically a joke map on anything below Lunatic).