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    Saturday, June 27, 2020

    Fire Emblem You may laugh (oc)

    Fire Emblem You may laugh (oc)


    You may laugh (oc)

    Posted: 27 Jun 2020 02:24 PM PDT

    FE3H characters as hairstylists

    Posted: 27 Jun 2020 01:44 AM PDT

    Commission of Bernadetta that I paid [Aritst: Hollow]

    Posted: 27 Jun 2020 05:05 PM PDT

    mfw I see Edelgard, amirite fellas?

    Posted: 27 Jun 2020 09:01 AM PDT

    Saint Cynthia (Saint Seiya x Fire Emblem) [OC]

    Posted: 27 Jun 2020 03:43 AM PDT

    FE3H x Danganronpa 2 Island mode intro

    Posted: 27 Jun 2020 03:33 PM PDT

    You’ll Never Sothis Coming

    Posted: 27 Jun 2020 12:09 PM PDT

    Never too late for some Spring Daddy :3 [ Chrom OC Fanart ]

    Posted: 27 Jun 2020 06:51 AM PDT

    I got a custom Hinoka!Selkie phone case!

    Posted: 27 Jun 2020 01:46 PM PDT

    I made pins of Dimitri, Felix, Sylvain, and Ingrid! ...Again...

    Posted: 27 Jun 2020 04:36 PM PDT

    Tharja, up to no good

    Posted: 27 Jun 2020 04:43 PM PDT

    Lego Edelgard. "The studs are to blame."

    Posted: 26 Jun 2020 08:20 PM PDT

    The friendship of Claude and Byleth

    Posted: 27 Jun 2020 10:12 AM PDT

    These two have quite a bit in common, and that's what allows them to build such a tight bond if Byleth picks the Golden Deer house. However, the journey of their friendship over the course of Verdant Wind takes place in steps, each learning a bit of their similarities over time. This post will highlight what enables these two to grow close together and become their closest, and first, friend.

    Gotta fight dirty

    Claude's tendency for deception and unfair play is part of his initial characterization, but Byleth's tendencies towards this are harder to find though still present. In Byleth and Felix's B support, Felix says Byleth fights like a mercenary, and doesn't limit themselves to certain tools and uses any means possible to win. Moreover there are instances where Byleth can choose to go along with schemes, beginning in Chapter 1 of Golden Deer even if Edelgard and Dimitri kind of push them into it. And as for poisons? The Forging Bonds event in FEH had Claude saying Byleth doesn't mind his use of poison as long as it doesn't hurt an ally.

    So once Byleth does get the mild push to start scheming the two can work together with little issue. And fight dirty if need be. This is likely why Claude thinks Byleth is able to make his schemes work.

    Outsiders, part 1

    One of the first things Claude realizes about Byleth is that they both don't fit in with Fodlan nobility, which Byleth also remarks on in their C support. Later, what Byleth will realize about Claude is that Claude's lack of known origin casts his leadership in doubt. By the end of Chapter 5, Byleth is aware of Seteth's unease about their origins as Edelgard (and Lorenz) is of Claude's. On Claude's end, he will learn some of Byleth's origins after learning part of what happened to Byleth as a baby in chapter 10. Thus another notch on the way for Claude to realize he has things in common with Byleth that would let him open up to them in supports.

    Stemming from this is their lack of knowledge about Fodlan at large. Byleth grew up incredibly sheltered- perhaps to protect them from the church-, while Claude didn't grow up in Fodlan. Which means that Claude has about 1 year more experience with nobility, understanding the Church of Seiros, and knowing about his Crest's existence than Byleth. There's a reason Claude spends so much time studying, and why Cyril will comment on how hard Byleth works (we see them studying so they can teach it later in one of the first cutscenes, and it's the answer for Hubert's lecture question). There is something ironic in that it's these two ignorant characters that ultimately get the full story of Fodlan.

    Big dumb dreams

    Claude and Byleth are both rather big dreamers. Claude wants to bring about peace by racial, ideological, and religious integration. Byleth, once you dig through enough goddess tower scenes, wants the standard Mrs. Universe pageant answer of "world peace." The first time these two can bring these dreams up is at the goddess tower, though neither will voice what they actually want for fear the other will reject (Dedue, Lorenz, and Ignatz all tell Byleth that it is too big of a dream) or oust them. And in case you didn't decide to romance him, he'll bring the topic up in Chapter 14, where he lets Byleth know his dreams and says he'll help make Byleth's come true as well- in repayment. Since Byleth's dream is of peace and happiness I'd say helping Claude ends up being a fairly good way (though not the only way- this phrasing is vague enough so that Byleth would be satisfied no matter which route they pick) to go about it.

    What's the strategy?

    Both are highly capable tacticians. Byleth is always the one directing and commanding during missions, even post time skip, and gets slobbered with praise from the students. Edelgard will, in her support chain with Byleth, state that she consider's Byleth's tactical acumen superior. Claude is considered one of, if not the best, tactician in Fodlan and is given a nickname for it.

    Outsiders, part 2

    Both Claude and Byleth are children of two worlds. Claude is half Almyran and half Fodlan, while Byleth is part human and part Nabataean. These are the hidden origins they both kept, intentionally or unknowingly. Claude, likely realizes Byleth isn't completely human after reading the diary and hearing that they were given all of Sothis' powers, and learns about Byleth having the heart of the goddess in the final chapter. Byleth learns more about Claude's outsider nature in his A support, and his royal lineage in the S support. Perhaps it's ironic that the first similarity the two will notice about the other is the last to be fully revealed.

    God Shattering Stars

    Claude and Byleth have some association with stars. Byleth will fuse with Sothis, who is said to live in the Blue Sea Star. Later Solon will call Byleth the Fell Star. Claude's Crest of Reigan is connected to the Star Dragon Sign. His Relic's combat art is named Fallen Star. What kills Nemesis is a combination of Fallen Star and the Fell Star.

    Light

    This isn't so much about similarities as it is about who's guiding who. Byleth is depicted as the light which guides Edelgard (based on their supports) and Dimitri (in the cutscenes). This is inverted with Claude on the Verdant Wind route, who is the one standing in the light at the reunion scene, with Byleth being in the darkness before being guided by Claude into the light. This is reiterated in the S support, where Claude likens his return to a new dawn. The paired ending card capitalizes in this by having Byleth's army face its darkest moments (it's always darkest before dawn) to be saved by Claude coming from the East, as if he were the sun. Perhaps due to Claude and Byleth each being some sort of "light-bringer" contributes to the cutscenes in Verdant Wind being in the middle of the day- bright compared to other cutscenes.

    But not too similar

    The Nemesis cutscene does a great job of showing the dynamic the two have: complementarity. Claude's ranged attacks work in sync with Byleth's melee. Claude jumps up while Byleth slides under Nemesis' sword. It is the same way that Claude is an easygoing windbag while Byleth is stoic and taciturn which is a nice way to say silent. Marianne captures this dynamic with Claude being a guiding wind with Byleth being the solid earth foundation. Despite all their differences, the two were able to find commonalities.

    I think Claude learning how to find commonalities with Byleth and forge a friendship with them despite their differences strengthens his hope to end racial prejudices, often premised on perceived differences and lack of similarities. Even more so since Claude himself went from being disinterested in Byleth in the beginning, to desiring to use them once they got the Sword of the Creator, to finally considering them a friend. So when he gives his speech to the army about hoping people will judge everyone by their character, and when he gives his friendship speech to distract Nemesis, he's speaking from his experience. Not just with Byleth, but this ability to look past what he saw also occurs with other members of the Golden Deer.

    submitted by /u/dusky_salamander
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    [OC] Lysiclaude Week Day 2: Fake dating (+love potion)

    Posted: 27 Jun 2020 02:31 PM PDT

    Fire Emblem: Mystery of the Emblem Game Book 2 Review (Video)

    Posted: 27 Jun 2020 04:49 PM PDT

    New Vestaria Saga game announced.

    Posted: 27 Jun 2020 08:38 AM PDT

    My Problem with New Mystery of the Emblem: AI Difficulty and Prologues

    Posted: 27 Jun 2020 05:51 PM PDT

    Please do not immediately get the wrong idea, not listening to me and downvoting; I love this game, it's definitely one of the best in my opinion. However, I have a very difficult time enjoying any difficulty above Hard for two main reasons:

    The higher difficulties requiring you to manipulate AI heavily (something that, in all honesty, is very hard to accurately do for me even though I get the general gist of their priority) or turtle heavily (which will just lead to a lot of anti-turtling mechanisms activating and making your life even worse and more shameful), and a much, much bigger problem. The prologues.

    Allow me to start with the AI problem.

    I think that FE3 was a very well-designed game with a slightly easy albeit very enjoyable sense of difficulty that middled between difficult and unchallenging, and the maps in FE12 still follow through. However, what I have noticed from playing Maniac, Lunatic and Lunatic Reverse was that the stats are too heavily inflated to really warrant having the exact same enemy formations and very few character bonuses. You end up having to rely on strategies such as hoping not to get crit by forcing an enemy to go for a low luck unit, having a ton of reclassed staff users with utility staves to trade around like Rescue/Warp, slow bait & switch, etc. etc.. It just does not feel like a fun way to create difficulty, at least compared to the ways that Conquest did it. (Conquest Lunatic was very interesting, often adding intriguing skill combinations or extra incentives/stati to the maps which would add a more unique sense of challenge to the difficulty that made each map feel fresh and replayable.) This, though.. TL;DR: it feels as if it's too much raw number-crunching and AI manipulation on those higher difficulties.

    Additionally, I believe these heavily inflated stats do not mash well with the very open, tiny maps of the Prologues which essentially turn maps like Prologue 3 (Caeda, the mercs and the fighters) turn into "hope your turn 1 formation doesn't lead to one of your squishier units dying or make an unfun, mega-optimized Kris" and maps like Prologue 6 into a slow, two-chokepoint mess where you're desperately hogging vulneraries and healing, checking enemy ranges every two seconds to make sure Wrys won't get 1 shot by some horribly irritating archer placement, and praying that RNG gives you just one opening. The prologues are additionally completely mandatory to enter the normal game, something which I wish could be changed with simply a quick summary of their events at the very start of the game with the player's choice. It's just irritating and makes me upset trying to come up with these perfectly sequenced, slow and overly ai-manipulating strategies that still have about a 40% chance of just fucking up and failing for 8 whole maps. And Kris not simply having those reclassing options later and starting in a unique class makes the maps rely way too heavily on you picking the "optimal first class" (Knight, Fighter, etc.) which ultimately takes away from the appeal of "building a unit you will find fun or cool", which I believed was the main point of avatar characters in the first place. TL;DR, fuck the prologues on maniac and above for how inflated the stats are and how much you have to rely on AI manipulation.

    However, I still feel so bad for not being able to do so well on these difficulties. I just get the impression it means I'm not good, or that I don't know what I'm doing, even though I know that it's because the difficulty is so reliant on AI manipulation and hyper-efficient LTC strategies, something which I'm not great with because I average at about 7-11 turns per map.. Essentially, I'm a "semi-casual" player who doesn't like to take forever but doesn't like to worry too much about spending 2 or 3 turns instead of 6 or 7. A bit out of place, but I just wanted to air out my thoughts on playing the game on lower difficulties-- it makes me feel like a "normie casual loser" or something, and I feel really guilty about it. I guess I'm wondering; is this normal to feel? Entirely my fault or just not the game for me?

    submitted by /u/TrashHermit
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    Now that Series 21 added the DLC crew, Gilbert is now the ONLY playable Three Houses character without a Cipher card

    Posted: 27 Jun 2020 04:21 PM PDT

    Between this and getting last place among the playable Three Houses cast in CYL4, the dude can't catch a break.

    He's still got a shot for Series 22, the final set, at least.

    submitted by /u/OrangeBinturong
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    Fire Emblem Retrospective: The Blazing Blade

    Posted: 27 Jun 2020 11:08 AM PDT

    Link to FE6.

    I would like to begin by mentioning that this is my third playthrough. I have played through Eliwood normal on my first run around 5 months ago now, and played through Hector Normal to unlock HHM for this retrospective just before starting FE1. I ended up playing this on Hector Normal anyways due to frustrations with Hector Hard Mode, but I'll go into that in more details when I get to gameplay. I did not play this game when it came out, so I have (hopefully) no nostalgia bias here.

    Story

    I'm not going to beat a dead horse here by bringing up every small issues with the plot or nitpicks, other people have already done that. Though the voice gimmick is a little annoying and I don't agree with everything in it, I would point to Plinkett Emblem as a decent one. To summarize some of the points that I agree with: Nergal is portrayed as being smart and calculating, but constantly makes bad decisions. A lot of the characters spend time making up mysteries, but these mysteries are either unsatisfying in their conclusion, or are simply forgotten about. A lot of the plot is somewhat contrived, and mismatches the gameplay (black fang is an elite guild of assassins but operates more as an army in gameplay). It often contradicts previously established lore in FE6, such as Athos having Forblaze (which is meant to be sealed), but dying at the end.

    That said, having a poor plot does not mean that the game's story is completely ineffective. Where the game's plot doesn't super satisfy me, the characters are another story. The support writing is pretty good (although is only really accessible through wiki diving since... You know, GBA support system) and reveals backstory that ties into other supports decently well. Renault is a particularly good example of good writing in the game. The romance that the game pushes clearly between Ninian and Eliwood is believable. Even within the main story, there is pretty decent character writing between the main three lords, presumably because all three of these characters are unable to die, which I actually wish was the case more often. In previous games, they often just made the advisor someone that couldn't die via not being playable (Jagen, Oifey, Lewyn, Augustus) or in Merlinus' case, able to die but only retreating. Though I understand that it can feel cheap if someone dies in gameplay but not story, I personally would be willing to take this trade-off if it meant more character moments like those between Hector and Lyn.

    Where it really excels however is presentation. While FE6 felt a little wooden, FE7 employs CGs, sprites that actually emote and shift to look at the screen or at each other, blink, have different variants for different emotes (Angry, sad, normal Eliwood for instance). It even makes Nergal a little imposing in the final chapter when he takes off the turban and we see his fucked up eye.

    The last thing I really want to touch on is Mark. I've often heard about him being relatively inoffensive, after all he's not even a unit, and he can be cut out of the game entirely! But I'm not entirely sure that I agree with this take. There is a large incentive on taking Mark into your route, namely Afa's Drops (requiring him to be there at all) and tactician stars granting crit avoid. If you've ever been hit by a 1% crit while Mark wasn't there, it wouldn't have happened if you took the avatar along. It's a shame, because I feel some parts of the story (namely the ending) work better without Mark being there.

    Gameplay

    It's a bit of a mixed bag. While the very basics are still there from FE6 (Classes basically work the same with minor exceptions, terrain has basically the same movement cost as far as I'm aware, seize still exists), the devil is in the details. Some changes are pretty much only positive, while others are... Why. Let's start with the good.

    The weapon triangle was changed to 15 hit/avo instead of 10, making it slightly more relevant. Alongside this, weapons across the board are more accurate, leading to more reliable hit rates. Though I downplayed FE6's hitrates in its own post, I have to admit that after playing 6, the reliability feels much, much better. Though I dropped hector hard mode around chapter 19, I can imagine that playing it with less reliable hit rates would have been hell and suffering, so I'm thankful that everything is more reliable. Because of aforementioned tactician stars, enemies have less of a chance to crit you as well, and units seem to have more luck across the board, which is good. Playing around crits is interesting when there is a way to play around them, such as having someone able to take a crit, or being able to avoid them, but low luck units face crit so often that it's truly limiting unless they're also tanks, which in FE6, they were not. The only unit with low luck that I ended up using this run was Raven, but he didn't even face crit that often thanks to tactician stars. As a general rule, I like crit equipment or specific enemies with crit (see FE4), but low% crit are just tedious to play around. This is especially notable with Luna being way the fuck overtuned. No one can take a luna crit, because it bypasses res.

    Another system that was slightly modified, mostly for the better, is weapon ranks. Weapon exp in Thracia was 1 per hit, and then in FE6 1 per hit but 2 per killing blow. In 7, they made it so that weapons now give you increased weapon exp based on the weapon you are using, which is a brilliant change as far as I'm concerned. The main classes affected by this are healers who you wish to use offensively, and mages that you wish to use staves with. Priests needed 250 casts of light to rank up to S, making Aureola basically unusable because Monk did not exist in FE6. Sages needed 300 uses to reach S, although the most relevant staff is at 250 for A rank. In 7, it is an incredibly satisfying feeling to rank up a sage or shaman's staves to A rank, due to the increased WEXP for latter staves. It's a sense of progression that's pretty fun, and makes up for your healers typically having poor magic. It also rewards planning through the buyables barriers, physics, and torches being something you can invest into in order to level staff rank. The only real complaint I have about this is the S rank limitations of 1 S rank per character. It is incredibly easy to accidentally level one rank to S, which can be frustrating when you were aiming for another. As an anecdote, my Serra ended up with S rank staves by accident, locking her out of Aureola, which I wanted to use to kill the final boss for fun. This is especially insulting since there is no S rank staves in this game. It's not that big of a deal, however, since you don't even get S-rank weapons until endgame, more like a minor annoyance.

    Reinforcements, for the first time in the series, are now player phase rather than ambush spawns. On the one hand, ambush reinforcements can be really frustrating on the first go through, but on the other hand, player phase reinforcements just sort of... Die. They're uninteresting, often spawning so far away from you that they're not threatening, or so close that they're still not threatening because you can just, you know, kill them. There is one notable exception where an ambush spawn occurs in chapter 18x, and that one is extra frustrating since it's a paladin able to one round some of your units.

    One thing I often hear brought up about FE6 is it being only seize as though that's a bad thing, and while I understand wanting varied objectives, I don't personally agree. Seize is, to me, the best objective by far, so FE7 having more variety in its objectives is a negative rather than a positive. It requires you to get a usually low move unit to the end of the map, and you can take it as fast or as slow as you want. And nearly every map in this game which isn't seize or kill boss (aka poor man's seize), plays worse because of it. Cog of Destiny for instance ends up being a frustrating slog through endless reinforcements, while it would be more interesting if you could just seize when you get there instead of having to kill everything. Survive often ends up with dead time at the end of the map, while at the very least defend has a way to end it early via a boss kill. That said, I don't think it's impossible for either defend or survive to be interesting. Ideally, the pacing of such a map should be surviving an initial onslaught that really puts you at the edge of your seat, with incentives to go out of your comfort zone in order to get a side objective. The guiding ring in the boat chapter is one such example, or chapter 14 of Thracia when you do not cheese it with unarmed cavaliers.

    On the far more negative side... A lot of the maps in this game just, kinda suck? Normally there's one or two stinkers, and I've come to expect that, but we're looking at more like 5 stinkers in a row. Unfulfilled heart is a boring survive map with little side objectives, 27 is frustrating thanks to the weather system (Which I won't go into details, but is honestly kinda garbage), 28 literally made me fail on turn 2 because Jaffar killed himself, on top of being a boring survive map outside of that, and then 28x repeats the bridge gimmick from FE6 14X, but slightly worse since it cannot be warp skipped. Cog of Destiny is a pretty big slog, followed by a low-man chapter that isn't mega interesting to play through, and yet another survive map that cannot be ended early. And it's not like the early maps are amazing either. Aside from failing on 28, I also got forced to reset on 19x when Kishuna just randomly vanished on turn 15, making me get bolting'd in the face. There was no indication he was about to fuck off either, making it rather frustrating.

    Lastly, I'd like to touch on the difficulty. While Hector Normal is a little too easy, and the exp gain is way too high, the opposite is true of Hector Hard Mode. How slowly units level up is downright frustrating to me, since it takes away one element of the series that I greatly enjoy, unit growth. I wanted to meme a little with Rebecca, and she ended up being level 12 despite having invested 50 kills into her by chapter 19, which... I understand, it's meant to be an anti-juggernaut measure, but it's also ridiculously slow of an exp gain. When there is no difference between chip exp and kill exp anymore, it gets a little annoying. Likewise, I didn't enjoy how much the game relies on Marcus to play smoothly. It feels like you have to move Marcus full move towards the enemy all the time to get anything done, because if you're not enemy phasing like 10 enemies with hand axes/javelins, you're not progressing.

    I'm sure that I'll come back to the difficulty later on, and perhaps even enjoy it, but for now I would say that I consider both FE6 hard mode, and the normal difficulty of Thracia, to be much better designed difficulties.

    Conclusion

    I sorta kinda like FE7, despite some of my negative comments. A lot of the maps do suck, but I like the cast enough to overlook that and the shoddy plot. The sense of unit growth on at least normal mode is a lot nicer, even if I would argue it's a little too fast. I wish the game handed you more powerful toys early on that you can use (or not) as you wish, like the FE5 brave weapons and FE6 holy weapons, but it's not a big dealbreaker. And while I'm down on the plot when examining it even a little, I do think there are very effective scenes within it. When it comes to the core gameplay, ignoring the maps, I think a fair few things were improved from 6. Better hit rates, the wexp system, and the presentation of the story come to mind.

    It's a good starting point to the series, considering it was the first one introduced in the west, but I can't help but feel it's a little lacking compared to the other games I've played as a series veteran. The Lyn Mode tutorial, for instance, was incredibly frustrating to play through on my first playthrough since I already know this stuff, but I can imagine it being helpful for new players.

    submitted by /u/peevedlatios
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    Make a bad or useless skill

    Posted: 27 Jun 2020 11:53 AM PDT

    Make a skill that is useless or makes a unit worse

    Untalented: lose 30% to all of your growths

    submitted by /u/JPEdgen
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    Divine Pulse in Shadow of Valentia?

    Posted: 27 Jun 2020 03:19 PM PDT

    I saw in Mangs' FE ranking video that, when showing Shadow of Valentia, he was able to turn back the turns when he lost a unit just like in Three Houses. I haven't played that many Fire Emblem games but I had thought the mechanic was introduced in Three Houses. Was it actually introduced in Echoes, or was it even before that, maybe with Gaiden?

    submitted by /u/KrisAtlus
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    I like Lucius FE7 a normal amount

    Posted: 27 Jun 2020 04:20 AM PDT

    What is your go to mycastle song?

    Posted: 27 Jun 2020 05:38 PM PDT

    I have never not picked Road Taken

    submitted by /u/Boomhauer_007
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