Fire Emblem Happy International Women's Day from all the Fire Emblem heroines! |
- Happy International Women's Day from all the Fire Emblem heroines!
- Church of Seiros
- Bernadetta the piranya plant
- Single fang Lysithea!
- Leonie!
- [OC fanart] big Sothis S-support
- a cursed transformation
- [OC Art] Ephraim and Eirika drawn with gel pens!
- Altena x Ced
- I stitched the Ashen Wolves!
- I don’t know if this counts as spoilers anymore but redesigned Morgan’s dragon since awakening sorta reused nowi/ tiki’s dragon
- A Clash of Two Virtues
- I think the Blue Lions and their connection to the world of Fódlan is some of the best writing in the series
- Byleth & Yuri taking a picture
- I've made a 3D render of Ragnell!
- I drew Zelgius!
- Balthus, what the fuck, man?
- This was a good day
- Making the Most of Manuela: The Mortal Savant Class
- This just happend to me. Thank god there is BITES ZA DUSTO. I swear the chances are fake af on higher difficulties
- >!spoiler My brother finds out who the flame emperor is!<
- Answering a Nintendo survey on Fire Emblem Three Houses, I'm surprised there is no option to say that I first heard about the game on a Nintendo Direct. ?
- I beat Berwick Saga. Final team and thoughts. Also AMA
Happy International Women's Day from all the Fire Emblem heroines! Posted: 08 Mar 2020 09:35 AM PDT
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[OC fanart] big Sothis S-support Posted: 08 Mar 2020 09:48 AM PDT
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[OC Art] Ephraim and Eirika drawn with gel pens! Posted: 08 Mar 2020 10:17 AM PDT
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Posted: 08 Mar 2020 11:11 AM PDT Hello chaps. Spoilers for Three Houses and Radiant Dawn. So I know that I'm a bit late and by this point most people here might be sick of Three Houses gushing, but I did want to express my appreciation for this topic in particular. Most characters in the Blue Lions are tied together by one defining event, namely the Tragedy of Duscur. It's common for Fire Emblem characters to share a cause and beliefs, but not for many to be defined by one singular event. What is perhaps even more impressive is that the ones affected by the Tragedy, either directly or indirectly, cope with it in different ways. It would have been easy for the writers to treat what happened in Duscur as some kind of wake up call where the characters saw the true horrors of war which left them all with anti-war sentiments, but they do so much more than that.
Really, the only ones who weren't hurt by the Tragedy of Duscur are Ashe, Sylvain, and Mercedes, but the latter two are heavily tied to the wider topic of Fódlan's nobility system and the reliance on Crests, making them active participants in the world in their own way. Perhaps this is why some people find Ashe boring; he's the only one without a clear connection to important events or Fódlan society as a whole, but even he experiences heartbreak during the main story. Tragedy unites everyone in the Blue Lions without the characters coming across as samey. It reminds me a lot of the theme of racism in the Tellius games. However, where that game finishes with most of the issues solved and the revelation that the Goddesses did not have anything against the Branded at all (a really poignant moment), there is no real right answer for the Blue Lions. Even at the end, as an example, Felix and Dimitri disagree over how to cope with their loss and what's important to do as someone who has lived though such grief. I just really appreciate that they could deliver on such a fascinating and heavy topic as well as they did. [link] [comments] | ||||||||||||||||||||||||
Byleth & Yuri taking a picture Posted: 08 Mar 2020 01:40 AM PST
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I've made a 3D render of Ragnell! Posted: 08 Mar 2020 08:32 AM PDT
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Making the Most of Manuela: The Mortal Savant Class Posted: 08 Mar 2020 01:47 PM PDT TL;DR: Contrary to popular belief and what you'd be led to think at a glance, Manuela is not a caster - she's a SPD-based hybrid. The Mortal Savant class leverages her strengths, mitigates her weaknesses, and allows her to keep her utility spells. If you want to use Manuela, and if you're willing to coddle her skill growths and put in some work, it will be worth it - with this class, Manuela can become a genuinely viable member of your party. In this essay (lmao), I aim to cover:
This is going to be way too long, so feel free to only read the bolded parts. I'm just very passionate about our girl. If Manuela can't find love, at least she might be able to find a place in your army 😎 (I did not come up with this concept - all credit goes to u/Vandelier. I'm just sharing my implementation of their advice.) The basicsManuela is a fairly unintuitive unit. For context:
At first glance, she seems destined for the box. The weakness in Reason might lead you to believe that she can't succeed as a Gremory or Mortal Savant. And, indeed, despite some great White Magic utility spells (particularly Silence and Warp), she simply can't be your main healing Gremory without Physic. Her limited Black Magic spell list, weakness in Reason, and inability to wield Thyrsus means that she'll make a mediocre attacking Gremory, and an even worse Dark Knight. While the Holy Knight class seems to fit her Faith skill proficiency the best, the class itself is kind of terrible and she lacks the White Magic attacking spells to make the most of it. The Falcon Knight class will offer her great mobility, but not only will she lose her utility spells, she also won't have access to a magical lance on any route aside from BE. What to do? Manuela's strengthsHere are the real points you should take away from the basic stats above:
In other words: Manuela will likely be among the fastest units in your entire party with very little effort. Instead of forcing Manuela into a role as a shitty healer or shitty mage, then, we should aim to capitalize upon her gifts. By leveraging her strengths, we can shape Manuela into a super fast mixed attacker who consistently doubles, can take a few hits, and carries some amazing pocket utility spells. (That 60% SPD growth is tied for highest with Petra, Ingrid, Leonie, and Jeritza, for the record. I'm not counting Yuri's 65%, much as I love him, because he's paid DLC dammit :T) Why Mortal Savant?A few reasons.
Some Mortal Savant basics, for the record:
If I'm honest, it's less that Mortal Savant is a truly excellent class, and more that it's the least bad option for her. That said, despite her weakness in Reason, we (through sheer willpower!!!) can make it viable enough. Let's get into it. SwordfaireAs established before, Manuela's STR and MAG growths are exactly the same; as a result, those stats will be approximately equal by the end of the game, and somewhat low at that. Since she is a weaker unit, then, Manuela sorely needs a -faire ability to increase her damage output, and of the -faire abilities, Swordfaire will do the most for her. Here's why:
So, to sum up: the Mortal Savant class is the only Master Class that offers her the potential for Double Swordfaire (+10 attack). Conversely, a class like Bishop or Gremory will offer her no -faire at all. But let's get to the good part. Remember that amazing SPD growth? As mentioned above, Manuela is likely to end up as one of the fastest units in your party (like, top 5) by the end of the game. In other words, Manuela's Attack Speed is going to be among the highest in the game, and certainly much higher than that of your next fastest magical damage dealer. If Mortal Savant Manuela doubles - which she frequently will thanks to her amazing SPD - that's going to be +20 damage for each time she attacks. So, sure - she won't be able to one-shot your enemies in the way that some other units can, and thus she'll have to contend with the counterattack when not using a Levin Sword. But from a damage dealing standpoint: while her STR and MAG stats are low, her ability to consistently attack twice means that she can often match the damage output of her peers. Double Swordfaire simply makes that even more effective. Close quarters combatAs a Sword class, Mortal Savants often have to get up close and personal. And while this would be a problem for your other magical damage dealers, Manuela can actually go in.
So, to clarify: Manuela is not a tank. However, thanks to Manuela's high HP, SPD, and Avo, she can take a few hits of both physical and magical damage, she'll dodge frequently, and she won't get doubled. Consider her a super fast pseudo-mage who can take a hit. Magic-wielding classThis one is pretty self-explanatory, but I'll go over it anyway. Another benefit of Mortal Savant is that it is a magic-wielding class. Since Manuela has some excellent spells that are worth holding on to, this is a big plus. Again, for good measure:
As you can see:
All of her spells can come in super clutch, which is why it's even more important for Manuela to go for the magic-wielding Mortal Savant class. (As opposed to, say, Swordmaster or Falcon Knight.) It's that spell list - of Silence, Warp, and Bolting - that truly sets her apart from other mixed attackers. Class path strategyThis is going to get its own section, since it's a big one. As mentioned above, the class path to achieve the Mortal Savant certification allows her to pick up good stat growths, skill growths, and abilities. Before I really get into it, I'd like to mention again: Manuela is meant to be a SPD-based mixed attacker, not a caster. As such, we're aiming to maximize her potential as an attacking unit first - meaning that her spells are going to be put on the backburner until she can emerge in her full Mortal Savant glory. Now, to set the stage: Manuela joins your army as a Lv 15 Priest with Sword C+, Faith B, and Flying D skill levels, and with Goals in Sword & Faith. It's a far cry from the final goal of Mortal Savant. Thus, on the way there, we have to be strategic with how we increase her stats, skills, and abilities. Here's what that could look like. In short: Priest -> Thief -> Swordmaster -> (Mage?) -> Mortal Savant In long:
If Manuela follows the Thief -> Swordmaster -> Mage class path and increases Faith & Reason through Instruction, she'll be in good shape. When she finally hits Mortal Savant, her SPD should be godly, her STR should be reasonable, she can attack with her MAG through Hexblade and Levin Swords, she'll have Faith A and thus access to all her utility spells, she'll have Steal and Fiendish Blow, and she'll be well on her way to double Swordfaire. Once she achieves the Mortal Savant class, I'd continue to build up her Reason until she gets to level A. Bolting is just icing on the sweet sweet character-building cake.
What are the cons of the Mortal Savant class?All right, I've spent enough time hyping this up. Let's cover the downsides of the Mortal Savant class for Manuela.
Manuela's secret weapon: The Power of FriendshipCool thing I'd like to mention. If you're determined to use Manuela, here's a surprise perk. Support bonuses, linked attacks, and gambit boosts are extremely valuable in Three Houses and comprise a good portion of FE strategy (e.g. which supports to prioritize, how to position units, optimal adjutants, etc.). And while all support bonuses increase Hit and Avo, a precious, precious few also increase Might. Check it out here. As you can see from the above, Manuela has one of the best support bonuses in the game. This is because she gets a Might boost with Dorothea. The opera lovelies unite!! Basically - if you have Dorothea as your Dancer, your Manuela will be even better off. For many reasons that have probably been discussed elsewhere, Dorothea is far, far and away the optimal/canon Dancer. Thus, the Might bonuses that Manuela receives from Dorothea are further amplified because:
Free damage 👌 If you've built up her Reason, Manuela herself can easily equip Bolting at the start of a turn and offer support bonuses for gambit boosts and linked attacks to units within her Range (3~10), too. She truly is a great friend and professor to all. T_T Example Manuela buildHere's an example of a cool endgame Lv 42 Mortal Savant Manuela.
(Of course, you could swap out any of those abilities for Steal, Reason Prowess Lv 5, Magic +2, Axebreaker, Renewal/Battalion Renewal, or whatever else.) As you can see, compared to her peers Manuela will end up with good HP, passable STR and MAG, excellent SPD, and excellent CHA. By pursuing the Mortal Savant path, an endgame Manuela will pick up Swordfaire + Swordfaire + Fiendish Blow, so she'll get an extra +10/16 damage per attack and +20/32 when she doubles. When you factor in additional Might boosts from Dorothea, a Magic Staff, Sacred Power, a solid Battalion (Edmund Troops/Gloucester Knights/Nuvelle Stewards) etc., her high SPD really allows her to consistently pump up the damage. So does this mean she's actually top tier?Long story short: No. Long story long: No, unfortunately. If you're trying to build the most optimal team, she won't make the final cut. That said, the question we're trying to answer here is not "Who's the best character in the game?", but rather "How do we make Manuela actually good?" We're just trying to do the best we can with our resident Divine Songstress professor, okay? Truly skilled Trainers should try to win with the Pokémon they love best after all. In my case, I was determined to complete a Church of Seiros run (i.e., use all 8 Church of Seiros units in every mission) for my Silver Snow playthrough, and I was so confused as to what to do with Manuela. She's the only one who doesn't have an obvious place in the army, and seems to just take up the space that a better healer would occupy. I honestly had pretty low hopes going in. By making the most of her actual talents with the Mortal Savant class, she'll exceed your (low) expectations. Anyways, I'll still go over some of her faults:
All that said: while she may not be the cream of the crop, with careful planning and effort she will eventually pull her weight. In conclusionManuela is a unique unit with a unique build, and so she can occupy a unique niche. With Mortal Savant, we can shape Manuela into a SPD-based mixed attacker who consistently doubles, doesn't get doubled, can take a few hits, deals a reasonable amount of damage, and wields some super sick pocket spells. It'll take time, effort, and whole lotta patience, but those who wish to use Manuela can be creative in helping her find her way. Thank you for coming to my overly long TED Talk. And thanks to u/Vandelier for inspiring me to look at characters a little differently, and to truly make the most of their talents. Go forth and prosper. [link] [comments] | ||||||||||||||||||||||||
Posted: 08 Mar 2020 02:57 PM PDT
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>!spoiler My brother finds out who the flame emperor is!< Posted: 08 Mar 2020 01:21 AM PST | ||||||||||||||||||||||||
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I beat Berwick Saga. Final team and thoughts. Also AMA Posted: 08 Mar 2020 01:25 PM PDT So, with the amazing translation by u/matt_aegrin finished, I finally beat Berwick Saga, which I've been playing in 1-2 chapter pieces, when the translation was in progress. And I can say with certainty that it was an amazing experience, which honestly eclipsed all other FEs (and frankly SRPGs in general) for me. This game is unlike anything else on the SRPG plain and it saddens me to no end that there will probably never be a game like this, at least in my lifetime. Okay, that's a bit overdramatic, but seriously, at least in terms of gameplay, this is one of my favourite games period. The mechanics of Berwick are great and work so well, that I'm baffled how the developers managed to think of and competently implement so much unique stuff on their first try. Of course, there're also some... questionable decisions, but compared to the whole picture my problems with Berwick are very minor. I played the game half-blind, if you can call it that. I only looked up recruitment and promotion requirements, plus food info. So, my kinda-sorta-not-really review. StoryThe story of Berwick Saga is pretty decent medieval fantasy political drama. It's not anything groundbreaking, however it's rather well written. The game focuses its main plot on the political intrigues both inside and outside the Berwick League, a totally equal military alliance, led by the Kingdom of Veria... which has been conquered and its king is now in exile in one of its duchies, Narvia. The protagonist, Reese, is the son of a margrave under the Kingdom, who comes to the capital of Narvia, Navaron to answer the king's call for more troops. And then Reese is stuck in a losing war, where the situation is getting more and more dire with each passing month. To give you an idea of how dire, on about half of the main missions, the final objective is either defend or escape. Overall, I found the main narrative rather satisfying and I like that it overall down-to-earth. The game also focuses really heavily on the effects the war has on everything. How it destroys lives, separates families, embitters people, affects trade and supply chains for the production of everything from food to weapons. There are a lot of side quests and missions where you have to actually try to at least alleviate some of these effects for the people of Navarron. The fact that the game actually has you take care of these problems actually makes them more than just background noise imo and adds a lot to the worldbuilding of the game. Speaking of worldbuilding, if you've beaten the game, I recommend that you visit Matt's tumblr with some translated and organised info from Kaga's blog. Plenty of interesting backstory info, but there are definitely spoilers there. CharactersI actually like pretty much all the characters. All of them get some development and/or rather interesting backstories. Most of them have arcs that are actually tied to gameplay: some of them give side objectives on the main maps and some give access to side missions (paralouges basically). And guess what, some characters actually appear in the main story cutscenes, despite the fact that permadeath is in full effect in Berwick. I genuinely adore the fact that characters go through their arcs in parallel with the progression of the main story through events in the city and on the maps themselves. I think this is far superior compared to the support system that FE seemingly can't try to even take a step from since FE10 and 11. Town events/Base convos >>> supports, fukken fight me. I'd say my favourite characters were Ward, Larentia, Enid, Ruby along with Clifford, Christine, Dean and Axel. Also, can't not acknowledged 150, he's pretty badass, even if he's kinda useless. SoundtrackIt's amazing. Go listen to it. My favourites probably are: Cloud of War, Prelude to Battle, For Whose Sake, Crusade, Resolution, Knight's Pride, With Noble Eyes, After the Rain, Determination, Ancient Oath, Daybreak, On the Other Side of the Road. GameplayOkay, so this is probably going to end up pretty long. Battle flowI love the battle flow. Don't know if there's a better or more wildly used name for it, but in a typical FE it goes as such: [Attack-->Counterattack-->Pursuit Attack] Where pursuit is the double attack performed by any unit with enough speed to double an enemy. In Berwick Saga, however this system is completely different. If your unit hit an enemy and they don't have any additional attack granted by a weapon or a skill, they don't get to counterattack at all. If, however, the unit misses or deals no damage to an enemy, they get a counterattack. If the enemy misses or deals no damage on counterattack, your unit get another chance at hitting them, then whatever additional attacks happen and then the round of combat ends. What this means is that you can't simply place a really bulky unit in front of 4 enemies who deal 1-2 damage to that unit and simply kill them all. Also, weapons with additional attacks are rare and rather expensive, so, for the most part, units can't simply ORKO enemies when they reach a certain threshold. As such, ORKO and OHKO command skills/capabilities give certain characters really valuable niches, even if those characters aren't bulky. This system strongly incentivizes the player to take the initiative, because otherwise they would be at a constant disadvantage. Simultaneous turn systemThe battle flow synergizes incredibly well with the turn system, that I think is completely unique to Berwick Saga. Player units, enemy units and ally units all act based on the number of units on the map. So, if the player has 10 units and the enemy has 30, you are able to move 1 unit, after which 3 enemies move, than you move another unit, etc. This changes... basically everything. This system feels great, it opens up opportunities and strategies that would be completely insane in any FE, like placing a thief that can be OHKO'ed by a ballista in its range to open a vital door. You can delay using your thief until ballista has finished its turn, go into its range, open the door, and then immediately move the thief outside the deadly range. On the other hand, something that would be completely safe in a normal turn system can be rather dangerous in Berwick. For example, killing a strong enemy unit in the very begging of a turn, while placing you unit in range of many enemies can be completely safe, since you'll be taking care of those enemies on the player phase anyway. Not so in this game. Honestly, I'm not nearly smart enough to articulate why exactly I like this system so much, but it just... clicks with me. Units, Skills and ClassesOkay, so this going to be incredibly biased, but I personally have come to dislike how FE in general handles all three of the above. Why? Because despite the fact that we are in an era of Skill Emblem, there's barely any difference between units in the same classes besides stats. Since I'm one of those weird people who doesn't enjoy reclassing, the fact that all characters in the same class have the same skills, really detracts from my enjoyment of the games. And no, personal skills are just a fart in the ocean, especially considering that, for the most part, they don't make an enormous difference in how I might use two units, nor do they really grants some rather useful niche that is exclusive to that particular unit. So, how does Berwick Saga handle these three elements? The classes determine what equipment a unit can use and whether it can use a horse. So, if you look at 2 mounted units the only actual difference between them is stats... But only at a first glance. If we take a look at Leon and Adel, the first 2 units we get in the same class in the very first chapter:
So, if we only compared their stats, there wouldn't be that much of a difference between these 2, Leon is just a bit bulkier and deals higher damage. However, the skills they posses put them in completely different niches in Berwick. From the very first chapter Leon is able to ORKO some enemies thanks to his deathmatch skill, which is a command skill that you have to use on your turn and it triggers 5 rounds of combat that are much more akin to the usual FE battle flow with guaranteed counterattacks and doubling if any of the units has higher Attack Speed. Of course, 5 rounds of combat can be extremely dangerous against stronger enemies, so this skill is not even close to a delete button against anything. Adel, on the other hand, has the unique (or at least innate) access to Vantage, which is a passive skill more akin to the Tracia version of the skill, except it also requires Adel's AS to be higher than the enemy's. But remember, in a normal round of combat in Berwick, if your unit damages an enemy, that enemy can't counterattack at all and that means the end of their turn. So, Adel has a niche completely different from that of Leon's, which is to aggro slow enemies that he can damage, weakening the enemy and also completely robbing them of their turn. And again, Vantage isn't a magic pill to trivialise all the enemies in the game, since enemies will often have higher AS than Adel or defence that he can't get through And trust me when I say that practically all units have their own, actually useful niches, be it combat, or pure utility, while also not being gamebreaking. Berwick makes units feel like actual unique characters even in terms of gameplay. This is the kind of stuff I just love to see in an SRPG. Horses and the FlierI won't go too deep into this, but horses are equipment with their own HP in Berwick. The damage they take is equal to the damage the mounted unit takes. And while most horses have more than 100 HP, they do not heal naturally. The only way to heal your horses are either buying a specific dish in Navaron, or by giving a damaged horse to Christine who is the only unit in the game with a skill that allows her to heal 20 HP to a horse at the end of a chapter (note: most chapters are 3 maps in length). This makes horses a really valuable and limited resource that give +3 movement, Canto or even bonuses to some other stats (Speed, Defence, +1 mov on top of the +3), but you can't put mounted units in constant danger, since even if you heal the unit themselves, the damage will only accumulate for the horses and eventually you'll have to replace them. And the really good horses cost a lot. This adds a really interesting layer to the usual differences between mounts and infantry, since it's not the usual high move good, low move bad situation. You have to make meaningful decisions on when to mount/dismount and how much danger you're willing to put a mounted unit in. To add another layer onto this some units have access to lances. And, yes, in Berwick there is a difference between lances and spears. Lances can only be used while mounted, cannot be countered and they have an enormous bonus to damage, dependant on how many hexes a unit moved. There is a lance that has 1 might, but gives +5 damage/hex. This can translate into insane damage, as high as almost 60 per hit (at least on a certain unit). The downside is that units equipped with lances cannot counterattack at all and weigh at least 15, which translates into basically 0 AS and no avoid. So while it's an incredible OHKO tool, it's not a panacea. While I'm talking about mounted units, I might as well mention Larentia, who is your only flier for the entire game. She's a really interesting unit, who, while not being incredible in combat, provides enormous utility throughout basically the entire game. She can move above enemies (works like Pass) and enemies cannot end their turn on her hex. She cannot be attacked by enemies at all at range 0, which makes melee only units a complete non-threat to her. This means that she can reliable be used to choke some vital points, despite the fact that she has rather mediocre bulk. She was essential to me on the maps, where enemies have to escape through their own escape point. And, she ignores terrain, naturally. She's pretty good against pesky enemy mages who are out of reach to most units. She has Windsweep, which can only be used instead of moving and prevents any kind of counterattack an enemy she attacks could've made otherwise. She has Mercy which can help with crippling and capturing enemies. And one of the best skills she has imo is Watchful, which allows her to reveal any hidden enemies within three hexes, which can normally only be done by standing right next to an enemy. Overall Larentia has some limited combat and amazing support utility. How someone can come up with all this amazing stuff, I don't know. But I love it. Bows and CrossbowsBows and crossbows work basically like they do in FE10: crossbows have higher might than bows, but ignore strength in damage calculation. Bows have 1-2 range, meaning archers can attack from 2 hexes away or an adjacent hex, but still cannot counterattack in melee. Crossbows have 0-1 range, so a crossbow user can counterattack in melee, but cannot do so from 2 hexes away. One other thing that Berwick Saga adds to the equation is arrows. There is a large variety of them: some have higher might, some give additional accuracy, some deal magical damage, and one type even ignores shields. Arrows make bows one of the heaviest damage dealing weapon types in the game. This, in addition to the fact that juggernauting on enemy phase is impossible for the most part, makes bows a weapon type that is on par, if not even better than them, without giving them 4-5 range or close counter. Stats, growths and weapon skillsIf Adel's and Leon's base stats made you think: "Wow, those are low", you would be right. Stats and growths in Berwick Saga are really low, especially compared to modern FE. It seems inflation hasn't hit the continent of Lazberia at all. Lucky bastards smh. What separates this game from Kaga's other ones is the bracketing system, which basically sets a lower and an upper cap on a unit's stat, depending on their averages at a certain level. Brackets differ depending on units and two units don't have brackets at all, but that can only affect one unit. So, for example, if a unit's current stat is 11, they level up and their average for that level is 13.2 and their bracketing for that stat is +/-1, they are guaranteed to level up this particular stat, no matter what the RNG decides. This also means, that this stat could not be above 14 at the same level. This seems like kind of a compromise between the usual complete randomness of level ups and FE9's fixed level ups. I quite like this system and it basically guarantees that you'll always have reliable units, who have +/-1 brackets, such as Dean, Arthur and Volo. Brackets also guarantee that a unit will never have extremely high stats, beyond what you would expect at a certain level, which, I think, also helps in balancing enemies, not making them complete pushovers, nor complete buckets of overinflated bullshit that are overcompensating for the developers' desire to allow players to see 4-5 numbers go up with satisfying tings. Weapon skills are really interesting. Unlike basically any FE, there is no generic skill stat that adds hit to any weapon a unit uses. Instead all weapon types have individual skill values that go up as that type of weapon or shield is used (and on level ups). This means that you can have a unit who is really accurate with swords, but cannot for the life of him hit anything with a spear. Or a unit who can block pretty reliably with a small shield, but has trouble with reliably hitting enemies. Honestly, once I got used to this system, I actually started to quite like it. My main issue with it, are not the skills themselves but the really steep requirements of them for promotion of certain characters, combined with their stupidly slow gain of those skills. MercenariesUnlike in most other SRPGs (and RPGs in general), mercenaries in Berwick aren't just faceless fodder you hire inbetween missions to replace the ones you've lost. Every mercenary is a unique character with their own arcs. Some of the most powerful units you'll get in the game are also mercenaries. So, what's the deal with them? You have to rehire all mercenaries each chapter and, of course, they don't come for free. Some characters cost a lot to hire from the very beginning, others become more expensive as you level them up. As such, you'll always spend a good amount of money on mercenaries and hiring the good ones can really add up in the long term. Fortunately, most of them will permanently join your army as you use them on maps and level them up. I think this is a really interesting way of handling recruitment and a good way of giving the player access to some really powerful units early on, without trivialising the game, or making other units useless (although imo nobody is completely useless... except 1 guy). An issue I have is that I have no idea how successful I would've been at recruiting anyone without knowing the requirements. So, while I think this is a really good system, I wish the game was a bit more transparent about how to recruit particular units. Because I would've never guessed that you need to kill 60 people with Dean. While I think it's a pretty good example of gameplay-story integration, I read, how some person got this unit to promotion, but never manged to recruit him. MapsYou could discuss Berwick's map design for day, probably. I'm gonna be honest and say that I'm bad at map analysis, but I'll try to describe what stood out to me. I really like the fact that many main maps have hard turn limits (usually 24). This makes turtling practically impossible, and the maps really know how to put more and more pressure onto you as they progress. The game isn't afraid of throwing tons of strong enemies at you to make you hurry. Many maps feel extremely intense and have you make meaningful actions/decisions almost every single turn. I like the variety of main objectives: seize, escape, defend and, surprisingly, I think escort/evacuate missions are really good. The main maps also have a large amount of side objectives, be it citizen requests from Navaron, special character events, chests, special hexes that can be searched with a thief or a pirate, etc. Completing most of these gives pretty good rewards, so while ignoring them is possible, I wouldn't want to do that, so I think side objectives do their job of making the maps even more interesting rather well. Side maps are more of a breather between the main ones, since most of them aren't as intensive. Though that doesn't mean that they're easy. They're mostly well designed as well imo, some better than others, but I honestly can't remember any maps that I actively disliked or found really boring, but I'm sure I would probably find some once I replay the game. What I think the game does really well, no matter the map is the differentiation of terrain and movement types, which gives further utility to both the mounted units and the infantry. Cliffs in particular are one of the reasons mounts don't dominate the entire game. They can be a really big game changer, since horses can't scale them at all, while light infantry is twice as fast on them as dismounted units. This can make you divide the team, which I think SRPGs should do more in general. Some miscellaneous thoughts and complaintsI also have to say that Berwick is peak RNG shenanigans. The game is definitely designed around the fact that things may go either horribly wrong or terrifically right for you, and as such gives saves every 5 turns. I actually found myself rather enjoying the fact that RNGog is a fickle deity, because the game is never outright unfair, it gives you tons of tools to improve the odds in your favour. Sometimes you may get completely and utterly screwed, but I found that it can also be rather hilarious, instead of frustrating. So, specifically what I'm talking about is rather low hitrates in the earlygame. Some people might find this frustrating, but enemies almost always have even lower hitrates, and you are almost always given sufficient tools to make a comeback from a bit of bad luck. You have Reese's Commander skill that gives +10 hit to every ally in 3 hexes, access to rather cheap, durable and accurate swords and lances in Navaron, you immediately get two units who have really good hitrates because of their Supportive skill. And as the game progresses, and the enemies get higher hitrates, you are given access to more and more really strong units, weapons, shields, magic and items to help take on the rather steep challenge. The two aspects of screwy RNG I'm rather conflicted about are the fact that weapons can just break randomly once they reach less than 61% in durability, and the injury/cripple system also being very random. I honestly can't say that I like either of these, because a strong weapon or unit that you were going to rely on being completely taken out of combat based on stupid chance is rather... disheartening. And while weapons breaking is more or less easy to adapt to, cripple, especially before you get a certain unit to promotion, is rather messy and just expensive to deal with in the early game, since the items to cure the condition are almost as expensive as the most powerful weapons. Additionally, capturing some enemies is essential if you want to get all the money from bounties and collector's items. And to capture an enemy unit you need to cripple them, which is incredibly annoying, because you basically have to simply rig it, even if you're using all the right skills/weapons/characters. You can definitely beat the game without those rewards, but money is always useful for any kind of player, and in the case of a ranked run you need that money, because furniture is stupidly expensive. And capture relying very heavily on RNG is one of the reasons I don't really see myself doing a ranked run ever, even though I love this game. Of course, all this works both ways, since the enemies can get crippled from single lucky hit or break their weapons and/or shields and become complete non-threats, just because they got screwed. But, you know selective memory and all that jazz. All that said, I still had some positive experience with my units being crippled For the most part, I think that the interface is pretty well organised and works surprisingly well for a console game dealing with hexes. The only complaint I have is that working with bags and organising items can be a bit of a drag, but it didn't frustrate me or anything. Berwick also has problems with transparency in 2 particularly annoying cases: food and furniture. To figure out whether I want to feed a unit a certain dish, I have to scroll through a huge list, figure out what's on the menu in this chapter and what effects a dish'll have on a particular unit. It's just a huge waste of time imo, and not telling the player this info, when they're just capable of savescamming and figuring this shit out without a guide, is just stupid. Furniture... it costs a shit ton, yet I have literally no clue of what it's going to actually give me? Why? Like, okay, treasure chest is easy to figure out, it gives you money randomly every chapter. But how tf am I supposed to know that the Porcelain Vase gives +1 happiness to female mercenaries, instead of +0.5. It can actually be pretty useful, to make recruitment somewhat faster, but if I were playing the game completely blind I would think that I wasted my money on completely useless garbage. The EndOkay, yeah, this turned out to be waaaaay to long and probably no one will read this disorganised mess of thoughts, but yeah. I'm genuinely glad that I got to experience this game. This is probably the most fun I've had with an SRPG and I think that's definitely going to be the case for a long time. I love Berwick Saga... I love Kaga. The power you give me I will lay down when I train Derrick to level 30. TL;DR Give Berwick Saga a try. You're not guaranteed to like it, it's a pretty niche game. But there's so much incredible stuff packed into it, it's very complex and engaging, gives a lot of freedom in terms of whom you can use to beat the game [link] [comments] |
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