http://i.imgur.com/01K39El.png
Not very holy now, eh Natasha?
Werewolf nun canon accepted.
http://i.imgur.com/01K39El.png
Not very holy now, eh Natasha?
Werewolf nun canon accepted.
Slowly getting into the nitty gritty of raising units, wow there's a ton of changes that I wasn't aware off, I should start reading sereneforest again.
Stuff like reclassing doesn't reset you to level 1. Instead there are seals that raise the level cap. And don't get me startet on the marriage seals. Looking forward to how the endgame will look. I really liked that pokemon like aspect of Awakening of unit optimization.Starting with Hoshido is great it's a pretty good experimenting ground for all the new mechanics(cause it allows for grind, it's not that appealing though since it's rather on the slow side). Hope I can find the time to dig myself into that whole, anybody know if there's a excel table out there with all the respective growth modifiers?
I read that units can now chang into their spouses' class. Is it only their present class they can change into, or the whole pool? Also, has that option altered how you personally plan for match ups or is it still primarily based on shipping and/or eugenics?
Class changing works like this now, from what I've gathered reading through the terrible serenesforest threads and info posted on SomethingAwful:
Seems like that would lead to a decrease in differentiation between parents and child. The kid will be a clone of one of their parents outside of somewhat better growth rates and each person's innate skill.
I read that units can now chang into their spouses' class. Is it only their present class they can change into, or the whole pool? Also, has that option altered how you personally plan for match ups or is it still primarily based on shipping and/or eugenics?
I simply don't know yet if you unlock whole branches for your spouse. I just discovered the seals didn't know they were sold in my wand shop.
The seals description just mention its dependency on being A/S level support for the respective class change.
I would play for eugenics if I had the material(growth spreadsheets, class relations, skill unlocks) but right now all that stuff isn't quite gathered nicely yet it seems? And I'm too lazy to search/use Japanese resources, it still takes effort for me to read Japanese so if I had to additionally try to make sense of all the numbers it would be a bit too much for me to still consider it as fun.
Also my play through is going slowly since I'm really filling out my supports like crazy.
Use this. Helps me.
http://jisho.org/
@Cyan:
Class changing works like this now, from what I've gathered reading through the terrible serenesforest threads and info posted on SomethingAwful:
- Everyone has their base class and promotion and another class of promotions they can Second Seal into
- When they get married, they unlock their spouse's classes and promotions
- Kids get all their parents' classes and promotions
- All maid and all butler armies are possible and what true pros use
Innnnnnteresting.
@Cyan:
- All maid and all butler armies are possible and what true pros use
Move over, galeforce, THIS is the new Fire Emblem meta.
Move over, galeforce, THIS is the new Fire Emblem meta.
I can't wait to see what each character looks like as a maid or butler.
I can't wait to see what each character looks like as a maid or butler.
Point in case: Benoit.
Straight PvP with impermanent death should change a lot of optimal teams. Death during SpotPass made it so skills like Galeforce and Lifetaker were essentially useless to put on your SpotPass since the opposing player would presumably just reset, and the AI's use of Rally at the end of its turn decreased those skills' value too.
@S.C.:
Point in case: Benoit.
! Balls
!
! Sorry I just can't see Benoit without thinking it.
Yo guys and gals help me and tell me what Hoshido pairings I should do, I can't decide. I'll do anything you tell me.
Also if you want any specific pictures(from the game :P) I'm happy to oblige.
Yo guys and gals help me and tell me what Hoshido pairings I should do, I can't decide. I'll do anything you tell me.
Also if you want any specific pictures(from the game :P) I'm happy to oblige.
Well first of all, are you playing male or female?
Female MC(silver hair if it's important :D), I'm at chapter 23 so I believe I have all the non children.
Characters I have:
| Male: | Female: |
| Joker(Jacob) | Felicia |
| Silas | Mozume |
| Kaze | Hinoka |
| Asura | Sakura |
| Izana | Kagerou |
| Ryouma | Setsuna |
| Takumi | Oboro |
| Saizou | Kazahana(Hana) |
| Asama | Orochi |
| Hinata | Rinka(Rinkah) |
| Tsubaki(Subaki) | Yuugiri |
| Tsukoyomi | Crimson |
| Nishiki | Avatar |
| Yukimura | |
http://fireemblem.wikia.com/wiki/List_of_characters_in_Fire_Emblem:_Fates
quick list with pictures and yup I have all the non children.
Do you wanna pair for passing skill to your children or for playing shipmaster?
! And you are pretty much ahead of the game for getting all of they, unless you play online battles. They don't give exp or money but raises affinity. If you wanna get they to play more 4 or so chapters in the main history, be my guest.
I don't really care either way that's why I'm outsourcing the decisions :D.
So whatever you people tell me to ship I'll do it, doesn't matter if it's a troll pair, just for the hair color, for master race children, etc.
Hoshido was my learning the game playthrough, I don't really plan making an online team with these characters.
Also on a side note you can buy skills for your characters through streetpass or finishing the game and registering some of them into your logbook. You basically just have to worry about unlocking the right class lines(A+ and S supports are your tools for that).
I nominate Kaze and Kagerou as the ninja power couple and because both their names start with K.
I also nominate Joker and Crimson because Crimson Joker is a cool name and they look like total opposites.
Takumi and Azura/Aqua, just because he hates her and no one likes him.
Oh yay Hoshido! So that means you can…
sees Avatar is female
Avatar x Rinka pls
I nominate Kaze and Kagerou as the ninja power couple and because both their names start with K.
I also nominate Joker and Crimson because Crimson Joker is a cool name and they look like total opposites.
Crimson is sadly Kamui only and since I'm female I'm going to be forever A with her.
I'm grinding out Kaze and Kagerou (super small Kagerou spoiler regarding her relation to someone else)
! As I understand it Kagerou and Saizou(Kaze's brother) were a couple at one point.
@KageKageKing:
Takumi and Azura/Aqua, just because he hates her and no one likes him.
Done.
Going to put the children pics up once a few more are recruited so you can at least see if you would like those hair colors for maybe your own playthroughs :P.
Man, making pairs looks like the hardest thing to do in this game.
Crimson is sadly Kamui only and since I'm female I'm going to be forever A with her.
I'm grinding out Kaze and Kagerou (super small Kagerou spoiler regarding her relation to someone else)! As I understand it Kagerou and Saizou(Kaze's brother) were a couple at one point.
Yep, even more reason for the two to get together: awkward family reunions!
How about Saizou and Hinoka? They're both a pair of hot-headed warriors.
Oh gawd Aqua x Takumi S-support was truly awful….
Freely summarized and a little exaggerated(so I'm spoiling more the gist of it):
! Ok as far as I can remember this doesn't connect to the previous supports. It's one of those out of the blue it's time to marry things.
It begins with Takumi having nightmare…
T: No mother don't die
A: Hey hey you okay?
T: I just had a nightmare
A: I see. hugs
T: I like you as a woman yadda yadda because we're not blood related yadda yadda I also was a dick to you because I'm like a 6 year old and have to tease the girl I like yadda yadda
A: Surprise!!! I hoped this would happen!!
T: So I guess I shouldn't call you big sis anymore, but I will still do it(TL note: probably because it's hot for him xD) until I get used to not doing it. This is followed by the most bullshit actually written out story reason for why these children turn up as adults.
Like it's sooooooo hilariously bad(like I personally would take unlogical time travel over that any time of the day)…. look forward to it xD.
I don't want to get the children anymore xD.
Kinda general, but tagged just in case? (I mean its referenced above)
! Eh I'm not gonna use any children characters this time around, just do my pairings, do whatever paralogues for fun….but I won't use them.
! I guess it's because the hook was already there in Awakening, where time travel at least made it work. For this story, involving the feud between two families and the choice one makes between them, adding more family members just seems superfluous. Your four siblings in Nohr are mirrored with four siblings in Hoshido.
! Unless the story really involves them, but I don't think this will be the case.
! .....and while I still think throwing in the Awakening kids is superfluous, screw it, I'm gonna useSeveraLuna and go to town.
Yes, Fates' children are merely bonus characters. None of them impact the story at all.
Technically that's true for Awakening too, outside of Lucina. The only time the rest of the kids are important is the DLC coda.
Oooo! Pair Ryouma and Orochi!
Pairing the future King and the Sorceress always seems fun to me.
This is followed by the most bullshit actually written out story reason for why these children turn up as adults.
Like it's sooooooo hilariously bad(like I personally would take unlogical time travel over that any time of the day)…. look forward to it xD.I don't want to get the children anymore xD.
Ah man now I'm really curious, is it an aging potion they force feed the kids at birth? I hope it's something dumb like that.
Ah man now I'm really curious, is it an aging potion they force feed the kids at birth? I hope it's something dumb like that.
If you're curious enough:
! Basically what happens is the pair have a baby and for safety reasons they drop it off in a secret dimension where time flows differently until the child drops out of it for different reasons all grown up. (I cannot reproduce I how dumb I felt when reading it through this description, so basically imagine my description written in the style of picture book)
Like at this point it's just for gameplay, but dunno I might not have been better for some but to me Awakening was better on that front.
It's fucking time travel + any inconsistencies due inevitable paradoxes, but this is just mindbogglingly weird because it feels kind of forced with that explanation.
That said the awfulness of it is kind of funny and thus charming in a weird way(to me).
The alternative is going the FE4 route and having your entire 1st generation murdered by chapter 6.
If you're curious enough:
! Basically what happens is the pair have a baby and for safety reasons they drop it off in a secret dimension where time flows differently until the child drops out of it for different reasons all grown up. (I cannot reproduce I how dumb I felt when reading it through this description, so basically imagine my description written in the style of picture book)
!
! Yeah, I think time travel worked a lot better. That just sounds….dumb. Like they wanted to copy Awakening's popular children characters, but realized the story wouldn't work with a timeskip (or reuse time travel), so they cooked it up. It raises a lot more questions than answers.
! I mean.....I certainly might still love the child characters' personalities and stuff, but now I don't feel like using them out of principle.
Also I'm trying Lunatic mode in Awakening. Chapter 2 has made me reset like 50 times at this point.
Also I'm trying Lunatic mode in Awakening. Chapter 2 has made me reset like 50 times at this point.
Good luck man the first few chapters of Awakening Lunatic are super RNG reliant as far as I remember.
But it gets a lot less bullshit once Robin is a bit fed from units then you can play around him/her.
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Some thoughts after finishing Hoshido(no story stuff):
About supports:
I think people that take a lot of their enjoyment out of the supports will like it. Considering it's all subjective and all, I thought the general quality of the supports were better(I've done all of them but the children ones), although probably not by much. At the very least I think it's not worse than Awakening.
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As for gameplay uff... that stuff is kind of hard too judge since there are so many changes. So take everything with a grain of salt. I may not have wrapped my head around certain things yet, I might change my mind about certain things as I learn more about the systems.
But I will say the new systems and changes are less newbie friendly.
About the seal changes and unit raising:
Raising units has become a bit more tricky with the new seal system. The fact that second seals reset your unit helped a lot to counter growth rng and really kind of encouraged experimentation of trying out different classes and gathering skills for each character to then tinker with skillsets. This time growth rng can be a little bit of a problem and while I think the the wealth of option is still there(since you can get skills in other ways) it's become a lot harder in the sense it involves more work.
The reason, the soft level cap of 40 per unit feels somewhat like a hard cap. So you really need to think how you want to build a certain character from the start to get the most out of it. That said this part isn't really a complaint just an observation of it being a less friendly system. I personally enjoy the more elaborate process of raising.
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About the weapon systems:
I feel like the weapon system is really badly balanced around the no durability change. I think the underlying concepts of how all weapons have a certain downside and such is good and it actually made me carry different weapons on characters for certain situations, but it doesn't work well for all weapons and actually took a lot of flavor out of the weapons(no fun special/"op" weapons, only specia/"op" character specific weapons).
I also disagree with the representation from a design perspective,
like weapon descriptions feel really negative(e.g. makes double attacks less likely) and give of the impressions of weapons being bad all around. I feel like without changing any of the gameplay they could have encouraged a lot more will for experimentation just by having description that highlight the strength of each weapon(e.g. Good for slow units.<- since they won't double anyway) instead of their weaknesses.
The biggest gripe though is weapon forging:
Current overall impression: Right now I think I enjoyed Awakening quite a bit more than Hoshido Fates.
It really might just be me not quite understanding all the changes yet but playing Hoshido Fates felt like a lot more restritive than Awakening. Also Awakening being my first FE and this FE really being more about giving us more of it instead of doing something that feels really fresh and cool carries a certain bias with it. And last but not least I have a strong bias on how balancing should be done(because Dota2). And the way IS did it feels like the very popular shotgun approach, you shoot everything down that's super op/out of line and fill up the holes the bullets left.(Dota2 feels a lot more iterative in it's balancing even if it makes really wild changes)
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Mmmh I think that's enough for now I have some other thoughts.
Good luck man the first few chapters of Awakening Lunatic are super RNG reliant as far as I remember.
But it gets a lot less bullshit once Robin is a bit fed from units then you can play around him.
*she's female this run :P
I just hate how the units do insane amounts of damage and my guys do squat. Like soldiers are doubling some people. Soldiers! The goombas of Fire Emblem that even archers can wreck?
Chrom, Stahl, Robin, and Sully can only really take one hit before dying. Lissa can't (but she's a healer + miracle) Virion and Miriel seem to be made of tissue paper and get one-shotted. Vaike has bad speed and has less defense than Virion D:
My strategy, after many many attempts and watching a video, is have Frederick + Sully pair-up and try to aggro most of the units in the north. It usually works, but then the RNG makes that extra unit go down and slaughter somebody else, or Frederick takes too many hits, or someone criticals
Having everyone aggro you at once is fine. Open maps can be fine too. But why must they be combined? D:
About the seal changes and unit raising:
Raising units has become a bit more tricky with the new seal system. The fact that second seals reset your unit helped a lot to counter growth rng and really kind of encouraged experimentation of trying out different classes and gathering skills for each character to then tinker with skillsets. This time growth rng can be a little bit of a problem and while I think the the wealth of option is still there(since you can get skills in other ways) it's become a lot harder in the sense it involves more work.The reason, the soft level cap of 40 per unit feels somewhat like a hard cap. So you really need to think how you want to build a certain character from the start to get the most out of it. That said this part isn't really a complaint just an observation of it being a less friendly system. I personally enjoy the more elaborate process of raising.
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Hmmm, that sounds kinda like a double-edged sword. Like you get more interesting skill sets but it takes more work. Just what is the new seal system?
About the weapon systems:
I feel like the weapon system is really badly balanced around the no durability change. I think the underlying concepts of how all weapons have a certain downside and such is good and it actually made me carry different weapons on characters for certain situations, but it doesn't work well for all weapons and actually took a lot of flavor out of the weapons(no fun special/"op" weapons, only specia/"op" character specific weapons).I also disagree with the representation from a design perspective,
like weapon descriptions feel really negative(e.g. makes double attacks less likely) and give of the impressions of weapons being bad all around. I feel like without changing any of the gameplay they could have encouraged a lot more will for experimentation just by having description that highlight the strength of each weapon(e.g. Good for slow units.<- since they won't double anyway) instead of their weaknesses.The biggest gripe though is weapon forging:
1. It's pretty boring, you just combine 2 of the same weapon into a new one with slightly more dmg(afaik). There is no special effect customizing like adding fire, lightning, etc. This could have been a really cool system.
2. It's ridiculously expensive. +7 is the max and you need 128 weapons + a ton of somewhat rare gems for that. You have the safe supply for one gem type from your castle, you can get the other gem types from other castles or try your luck multiplying them through your arena.
If you're serious about optimizing it might be worth considering resetting playthroughs until your castle has the specific gem type you would need the most.
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That's unfortunate about weapon forging (although I'll have to see it for myself to make a final judgement), but what do you mean about the weapon system? How is it different from the usual sword/lance/axe?
Current overall impression: Right now I think I enjoyed Awakening quite a bit more than Hoshido Fates.
It really might just be me not quite understanding all the changes yet but playing Hoshido Fates felt like a lot more restritive than Awakening. Also Awakening being my first FE and this FE really being more about giving us more of it instead of doing something that feels really fresh and cool carries a certain bias with it. And last but not least I have a strong bias on how balancing should be done(because Dota2). And the way IS did it feels like the very popular shotgun approach, you shoot everything down that's super op/out of line and fill up the holes the bullets left.(Dota2 feels a lot more iterative in it's balancing even if it makes really wild changes)
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Mmmh I think that's enough for now I have some other thoughts.
I have never played Dota2, and Awakening was not my first FE, Sacred Stones was. From what you're saying Awakening does sound better, but I still feel I'll have to see it to believe it. And this is just Hoshido so far, we don't know what Nohr is like
That's unfortunate about weapon forging (although I'll have to see it for myself to make a final judgement), but what do you mean about the weapon system? How is it different from the usual sword/lance/axe?
Fates features a lack of weapon durability (other than staves I think?) and I think weight? and in return weapons have certain attributes associated with them. +5 str -5 def less likely to double attack or something along those lines for every weapon now basically
How is it different from the usual sword/lance/axe?
It now is Sword/Tome -> Axe/Bow -> Lance/Hidden Weapon -> Sword/Tome.
It's not bad, but it should have been two separate triangles.
Hidden Weapons are Shurikens and Knifes btw.
EDIT:
! I just found out that Chrom, Lissa and Fred appears in a Xenologue(DlC) in this game lol
1.Hmmm, that sounds kinda like a double-edged sword. Like you get more interesting skill sets but it takes more work. Just what is the new seal system?
2.That's unfortunate about weapon forging (although I'll have to see it for myself to make a final judgement), but what do you mean about the weapon system? How is it different from the usual sword/lance/axe?
3.I have never played Dota2, and Awakening was not my first FE, Sacred Stones was. From what you're saying Awakening does sound better, but I still feel I'll have to see it to believe it. And this is just Hoshido so far, we don't know what Nohr is like
1. It's not that you get more interesting skillsets per se. It feels like at the very end of optimizing the wealth of options for getting skills is about the same.
What changes is you just have to play more guided towards you goal skillset. In awakening you just reclass through all the classes available to each character and at the end of it all every character had a ton of skills to build around + decent stats since the releveling gave you more available rolls on stat growths.
This time around you have your easy 40 levels(where exp gain doesn't become really awful) so you have to look at the skills and the stat growths more keenly and worry about at which points you want to reclass(like you might not want to get the second skill of your promoted class and instead reclass after level 5 immediately) and into what. Being a generalist about leveling felt more viable than in Fates.
The way Seals work now you have the "Parallel Seals" that reclass into another base class of a character but don't reset level. Then the "Master Seals" for promotion those reset levels, although I believe the exp calculations just see that reset as adding levels so a promoted level 5 unit is essentially level 25 for the exp gain tables. The new things are "Buddy Seals" which I think are essentially only for the avatar, they allow you to reclass into every class any character has as long as you have an A support level with them(with some exception like Villagers are not allowed). And then we have "Marriage Seals" that have the same function just with the condition of needing and S level support.
2. Some people already mentioned the new weapon relations, I didn't mention them cause I don't feel they change the nature of how you play since it's just an expanded version of what we had before. I was more talking about how weapons are now balanced around the fact that we don't have durability any more.
Like durability used to be a very strong factor in the balance budgets for weapons. With that gone the way the weapons turned out balance wise… it didn't feel to good while playing. I have no idea about endgame though. Also I didn't get to use brave weapons(the 4x attack ones) if they still exist? I kind of rushed the last few missions so I didn't really check if I had gotten new weapons in my shops after each mission. Also what probably enforced this feeling of lacking interesting weapons is that none of them drop through mission. And I'm pretty sure you got some interesting tomes/weapons in the Awakening missions as part of the progression.
3. I think I also should clarify that I definitely had quite a bit of fun. So I don't want to get anyone down that looks forward to the game. I think most of us will enjoy it. I just think there might be a Dark Souls I to Dark Souls II situation here, where people could get really divisive about the changes and the perceived quality, when both games are actually very comparable in quality. Like I probably like Dark Souls 1 better but doesn't stop Dark Souls 2 from being quite the enjoyable game itself.
So unless more FE sounds boring to you it's pretty good.
I mean heck I bought the special edition which are essentially 3 fire emblem games and I certainly didn't regret it so far.
I just like trying to compare mechanics and reflect on how I feel about them. And at the end of the day it's all subjective anyway.
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Geeez how do these always end up so long :blink:
Lunatic Mode is really hard.
I've said this before but I still think recent games, specifically those with a self-designated Lunatic mode and above, place too much emphasis on just having bigger numbers rather than diversifying the difficulty. More enemies, more diverse enemies, different starting locations, earlier reinforcements, and so on, all with admittedly slightly larger numbers, made the Hard modes on older games more interesting. While current Lunatic modes necessitate prudence and calculated teamwork, it comes at the cost of the insane, daring plans players would sometimes hatch, like flying a unit halfway across the map on a rescue mission or warping a pair of units deep into enemy territory as a diversion. In other words, I feel that Lunatic mode makes the game a grind instead of a creative challenge.
I'm man enough to admit I played Awakening on Easy and Casual Mode the first couple times.
Wait, seriously? No weapon drops? I know it's not essential but that adds flavor to the game.
I like the idea of needing to really plan your characters' class ing more carefully, since I'd think that would put more emphasis on growth rates and better differentiate characters. The removal of weapon durability is in large part due to gold-grinding DLCS removing any financial limitations on your army. I know most series veterans were skeptical of that decision but if a newer player like yourself, Asthma, isn't pleased either that's going to cast a lot of doubt on the system. At the very least is sounds like IS took more risks with the game this time around. I'll be interested to see which design features are still present in the next game.
@S.C.:
I'm man enough to admit I played Awakening on Easy and Casual Mode the first couple times.
Nothing wrong with that, Lunatic is just there so people can enjoy resetting their games.(Why are we doing this to ourselves?)
Wohooo resetmasters!!
@Jabberwok:
Wait, seriously? No weapon drops? I know it's not essential but that adds flavor to the game.
I like the idea of needing to really plan your characters' class ing more carefully, since I'd think that would put more emphasis on growth rates and better differentiate characters. The removal of weapon durability is in large part due to gold-grinding DLCS removing any financial limitations on your army. I know most series veterans were skeptical of that decision but if a newer player like yourself, Asthma, isn't pleased either that's going to cast a lot of doubt on the system. At the very least is sounds like IS took more risks with the game this time around. I'll be interested to see which design features are still present in the next game.
There are some but they're mostly boring, get hyped about that nice 15/15 use heal staff or that 5 dmg +1 magic tome drop!
Maybe I'm just misremembering but I was fairly sure Awakening gave us lifesteal magic tomes, gale magic tomes and other interesting weapons that one could call "op".
Also if it's true I think having gold grinding dlc influence your balancing design sounds awful.
If their concern was resource limits make a draft like mode for online pvp. Every side gets a set amount of points they can spend on weapons, skills, etc.
Outside of that it really shouldn't matter.
I suppose the idea is to really make you choose your weapons carefully since you can't rely on drops? …..actually, you have Hoshido correct? How are the shops in the map and/or town?
I suppose the idea is to really make you choose your weapons carefully since you can't rely on drops? …..actually, you have Hoshido correct? How are the shops in the map and/or town?
It's probably something they felt like they needed to do so people wouldn't land on using one specific weapon for everything but the tradeoff is like I said weapon flavor. Like using Nosferatu felt a bit special in Awakening, this time around there's nothing like that.
I have all the games but only played Hoshido to completion(campaign wise) so far.
Mmmh like the 3 main shops are for staffs/seals/stat items, all weapons types, clothing(cosmetics). All of them occasionally have discounts which I believe halve the prices. You can upgrade them 3 times.
Mmmh like the 3 main shops are for staffs/seals/stat items, all weapons types, clothing(cosmetics). All of them occasionally have discounts which I believe halve the prices. You can upgrade them 3 times.
Upgrade what? Clothing? Weapons?
Not to keep peppering you with questions, but do you plan to go straight into Nohr or take a Fire Emblem hiatus first?
Upgrade what? Clothing? Weapons?
The shops and all buildings in general. You start out by building a bronze version of each(or as the menu calls it LvL.1 version) and then as the story progresses you unlock upgrades to your buildings.
Weapon upgrades is a extra building, the blacksmith.
Clothing/cosmetics are stuff you can add on your 3d fighting unit models. Like a fox mask on someone's shoulder etc. There is some original stuff but also quite a bit of stuff where they just split up the assets. Like there is a headdress that's essentially just the helmet(or rather head frame :ninja:) Ryouma wears.
@Jabberwok:
Not to keep peppering you with questions, but do you plan to go straight into Nohr or take a Fire Emblem hiatus first?
I'll be playing Nohr soonish I might want to screw around in Hoshido a bit more.
FE is really nice for 30 minute breaks(I have a lot of them xD) during my own casual programming practice projects.
Also maybe it's worth mentioning, Hoshido took me 55 hours of playtime, if I can believe the safe file info.
That said some of that is spend looking up a few words and lots and lots of grinding out supports(Which I've done mostly through autobattle so no full attention playing. Omakase!)
Also I don't mind the questions, ask away. On the contrary I enjoy them, if I had more patience I would have waited and bought the game when it hits the US to play it while everyone is playing alas I'm weak :P.
Oh well I think I can at least wait for Bravely Seconds, somehow the hype for that game died down for me.
2. Some people already mentioned the new weapon relations, I didn't mention them cause I don't feel they change the nature of how you play since it's just an expanded version of what we had before. I was more talking about how weapons are now balanced around the fact that we don't have durability any more.
Like durability used to be a very strong factor in the balance budgets for weapons. With that gone the way the weapons turned out balance wise… it didn't feel to good while playing. I have no idea about endgame though. Also I didn't get to use brave weapons(the 4x attack ones) if they still exist? I kind of rushed the last few missions so I didn't really check if I had gotten new weapons in my shops after each mission. Also what probably enforced this feeling of lacking interesting weapons is that none of them drop through mission. And I'm pretty sure you got some interesting tomes/weapons in the Awakening missions as part of the progression.
By durability you mean what? How each weapon had a limited number of hits before they broke? They got rid of that!? So what, each weapon can be used infinitely now?
By durability you mean what? How each weapon had a limited number of hits before they broke? They got rid of that!? So what, each weapon can be used infinitely now?
Yep, only staves have durability anymore. Everything else has small modifiers attached, like buffs or debuffs to stats or decreased likelihood of doubling, intended to make different weapons more advantageous based on the scenario.
That is . . . . . . . insane. Durability has always been one of FE's trademarks, and now it's gone!?