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    Wednesday, November 25, 2020

    Fire Emblem Drew more Komi-san Byleth

    Fire Emblem Drew more Komi-san Byleth


    Drew more Komi-san Byleth

    Posted: 25 Nov 2020 10:25 AM PST

    Komaru Naegi as... Seiros? | By Scalvy

    Posted: 25 Nov 2020 01:17 PM PST

    Corn taking all your money! (OC)

    Posted: 25 Nov 2020 01:13 PM PST

    [OC] Dorothea

    Posted: 25 Nov 2020 01:05 PM PST

    [ OC ] luna Λ �� twt: @nikkitarts

    Posted: 25 Nov 2020 03:16 AM PST

    Oboro

    Posted: 25 Nov 2020 03:27 AM PST

    My Lyn Sketch! (OC)

    Posted: 25 Nov 2020 08:42 AM PST

    Lachesis as Noelle from Genshin (comm, @lmtless_SKYE_)

    Posted: 25 Nov 2020 08:28 AM PST

    Silver Bow [OC]

    Posted: 25 Nov 2020 09:19 AM PST

    Drew Clarisse, my first +10 grail unit!

    Posted: 25 Nov 2020 04:41 PM PST

    (FE5) Finished Thracia with 0 deaths!

    Posted: 25 Nov 2020 03:06 PM PST

    [ OC ] the sword at his side ⚔️ twt: @nikkitarts

    Posted: 25 Nov 2020 03:12 AM PST

    Anyone else feel like the real challenge of FE isn't how to beat the maps but how to spread exp around?

    Posted: 25 Nov 2020 11:42 AM PST

    So one of the things that I love about FE is how replayable it is, due to the sheer amount of characters available in each game. I rarely replay RPGs, but this, and Pokemon are some of the few exceptions, mainly because being able to go with a (almost) completely different party each time keeps things fresh. That said, I've played a few entries in the series, and I noticed that there's one thing that keeps bothering me - the way exp distribution works in this game.

    You all know how this works - the unit gets a little exp if they hit an enemy, and a substantial amount if they KO it. This creates a few problems, in my mind:

    1. Strong units keep getting stronger; weak units struggle to keep up. Naturally, stronger units have no problem KO'ing enemies on their own, which leads them to getting more exp, gaining more stats, and getting even better, while weaker units might struggle to even get a hit in without getting killed themselves, which leads to...

    2. You're forced to play in sub-optimal ways to spread exp around. You could argue, I guess, that managing a (usually) limited resource, exp, is simply another part of the challenge, but often it feels silly to me that even though I could reasonably finish the map within a couple turns, but instead I end up painstakingly baiting enemy units somewhere my weaker characters can finish them off without dying. A minor example, because it's from a short early map - but I just start PoR, and in the first non-prologue map, you could technically finish all the bandits off with Titania. The enemies can't even touch her there, and she ORKO's all of them. The only reason I know not to do that is because I know how prepromotes work (but it's not like the game ever tells you "don't use the horse lady too much or you can end up gimping yourself in the long run.")

    3. It discourages experimentation. Because why should I bother leveling units that come later in the game, or start out weaker, if it's such a pain in the ass to level them up in the first place, and my stronger units are managing just fine on their own? And if you don't start feeding them exp early, they become useless forever. Unless it's one of those titles that offer a way to grind, which does solve the problem... but in an unfun way, because spending hours in an arena or a, easy grind map isn't a good time.

    All in all it just makes me wish these games had some form of exp share (again with the Pokemon comparisons, lol), so that all units that took part in a battle would get at least a portion of the exp, even if they didn't hit the enemy. Because every time I play a Fire Emblem game I feel like it turns less into coming up with the most optimal way to tackle a map, and more about figuring out the way I can feed a weak unit I want to use a few kills without getting them killed in the process, and then ending up with a few busted characters and a bunch of cannon fodder anyway, lol.

    I feel like this has turned into a bit of a rant, but I don't actually consider this a MASSIVE problem - more like a minor annoyance that keeps bothering me, lol. Also keep in mind I most play these games for the characters/story, and on lower difficulties, so if you usually play more for the challenge and on hard/lunatic, then you might have a different experience (forgive the pun) than me.

    submitted by /u/irmoony
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    Sweet Nothings Shamir [OC]

    Posted: 25 Nov 2020 11:47 AM PST

    A question to all who think Fire Emblem stories are bad: What are you comparing it to? Or is there some other reason?

    Posted: 25 Nov 2020 02:26 PM PST

    Just a harmless question. Personally I really like the lore and stories in Fire Emblem games. I'm interested in learning what the most hated stories are and why.

    submitted by /u/-halvey-
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    Fire Emblem Heroes - Mythic Hero (Freyja & Triandra)

    Posted: 25 Nov 2020 07:00 PM PST

    The Main Inspiration for Valentia

    Posted: 25 Nov 2020 05:27 PM PST

    Is there a main inspiration for Valentia? There are a bunch of parallels that can be drawn from various regions to it. Most people probably thought that Rigel and Zofia were like Sparta and Athens, and there are some areas (specifically ones near water) that gave me ancient Greek vibes, but Valentia isn't structured like Greece (it isn't a bunch of islands). The developers said that the people of the continent used to worship 'pagan gods' before Mila and Duma, which makes me think of Ireland (😬), and Valentia is also the name of an Irish island. There's a city in Spain named Valencia, too. Those are just a few similarities I could think of, but there's way more. If anyone comes up with some I'd be interested in hearing them.

    submitted by /u/BreadfruitJunior
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    Importance of EXP Distribution and Optimized Leveling

    Posted: 25 Nov 2020 02:50 PM PST

    How important is it to optimize experience in FE games?

    EXP distribution seems to be a complicated subject. A lot of new players will bench early prepromotes to maximize exp distribution. This is obviously not the best approach. Is it bad to go the other extreme and rely mostly on prepromoted or overleveled units and not bother with babying anybody?

    In some games it seems pretty obvious that you can juggernaut with 1 hyper op unit like Robin in Awakening or Ryoma in Birthright. Seth and FE7 Marcus are less extreme examples. Other games gives you strong units that join late like Laguz royals in RD.

    But there are also games that seem to encourage raising your units. In 3H, you will have every unit halfway through the game and there's "That One Map". Conquest severely penalizes Exp gain on overleveled units and ninjas exists to stop juggernauts.

    Most games have some units that give good return when raised. I'm thinking of christmas cavs and low level early game fliers not amelias. Is it important to raise these units even if they're difficult to raise? In FE7, Sain, Kent, and Florina get dedicated exp packages in the form of Lyn mode but most games don't have free maps to grind units.

    So the question is, is it reasonable for an average player (as in the people who don't do 0% growth runs) to get through games on hard/lunatic difficulty while overusing immediately powerful units? What games are especially difficult to play this way and what games are especially easy to play this way?

    submitted by /u/captainoffail
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    Fates PMU playthrough!

    Posted: 25 Nov 2020 05:11 PM PST

    Howdy!

    My roommate got tired of me debating out loud on which route I wanted to go and who I wanted to use, so he told me to go here and make a pick my units post! I'm going with Conquest classic hard mode, so please let me know which 16ish units I should use! You can pick the classes you want me to use for them too. Thanks!

    Edit1: changed 12 to 16

    submitted by /u/Baukey
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