Fire Emblem Christmas Edelgard [MarthCosplay&Art] |
- Christmas Edelgard [MarthCosplay&Art]
- Mercedes: Can I study faith to become a bishop? It's my life's ambition and means so much to me. Me: Shut up and put your armor back on.
- Made an artwork of Lorenz, as a Dark Knight with Lúin
- Another sketch of Bernadetta ✏️
- Teleporting villains are lame
- S-Support Series - Advent Calendar #18 - Thea/Klein
- Got bored, decided to make myself a new Discord profile picture for the holidays. This is Padorugard von Hresvelgun.
- My Ike and Soren cipher collection so far
- I sketched a young Cecilia!
- Byleth and Flayn(Christmas 2020)
- Happy birthday Dimitri!! Love you edge lord
- Did an edit of the end of Crimson Flower!
- Nino Sketch (OC)
- Besides Sophia, who is the worst magic unit in the series?
- I drew my own FE3H S support screen!
- [FE4 Character Discussion] Examining the Crusaders #43 - Tinny, Suffering Lightning (& Linda)
- Why isn't the Enemy Control Glitch used and discussed more often (in LTC or even casual runs)?
- Is it feasible to try and raise all your characters equally in NG maddening for three houses?
- If we got a Fire Emblem 2d fighter. What characters would you want?
- A rebalancing concept for the movement types in Fire Emblem
- I have some questions about the Switch version of FE 1, can anyone help me?
- Where would you say you would rank the ashen wolves among the 3H cast in quality
Christmas Edelgard [MarthCosplay&Art] Posted: 19 Dec 2020 12:05 PM PST
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Posted: 19 Dec 2020 11:23 AM PST
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Made an artwork of Lorenz, as a Dark Knight with Lúin Posted: 19 Dec 2020 07:14 AM PST
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Another sketch of Bernadetta ✏️ Posted: 19 Dec 2020 01:47 AM PST
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Posted: 19 Dec 2020 02:53 PM PST So, out of all the cliches in Fire Emblem, teleporting villains are by far my least favourite. My main problem with them is how they are used a plot device to excuse villains escaping defeat and appearing wherever the plot demands. What's even worse is that the times when they can't just escape through teleportation seem completely arbitrary. It all started with Gharnef in FE1, but at least he is supposed to be a invincible sorcerrer that can do whatever he wants. He also doesn't leave the Falchion in a poorly guarded place for Marth to take it, uses Marth to get rid of Camus and Michalis and only losses because of Starlight, which is something that he couldn't have predicted. Sure he's arrogant, but he doesn't make completely idiotic decisions and his mistakes are believable enough that he comes off as someone who simply overlooked some details. Sadly, most of the villains aren't that competent and are instead complete idiots. Like teleporting is so powerful and the villains rarely ever use it cleverly. It's even worse when you can play as said villains and they don't have the ability to just teleport wherever they want. Also, if they can just appear wherever they want, why don't they ever just teleport to the protagonist, grab him, teleport to a cliff and throw him off of it? Teleporting doesn't seem to have any drawbacks, except for The Black Knight, so there doesn't seem to be a proper excuse not to use it all the time and arrogance can only remain believable as long as the pesky hero that threatens your dominion doesn't beat your allies and minions over and over. At some point you just gotta take matters into your hands and kill that pesky protagonist. I just hope that in the next FE game if we get a new teleporting villain they have some weakness besides hubris that prevents them from just winning instantly or that we just do without one as they seem difficult to write well. [link] [comments] | ||
S-Support Series - Advent Calendar #18 - Thea/Klein Posted: 19 Dec 2020 10:03 AM PST
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Posted: 19 Dec 2020 10:48 AM PST
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My Ike and Soren cipher collection so far Posted: 19 Dec 2020 02:23 PM PST
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Posted: 19 Dec 2020 09:56 AM PST
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Byleth and Flayn(Christmas 2020) Posted: 19 Dec 2020 04:41 PM PST
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Happy birthday Dimitri!! Love you edge lord Posted: 19 Dec 2020 07:35 PM PST
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Did an edit of the end of Crimson Flower! Posted: 19 Dec 2020 12:10 PM PST | ||
Posted: 19 Dec 2020 06:31 AM PST
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Besides Sophia, who is the worst magic unit in the series? Posted: 19 Dec 2020 09:16 AM PST Title. I think it's (putting aside the low hanging fruit of the FE3B2 sisters at the end of the game) Miranda. Bad bases and she comes on the objectively inferior route split. [link] [comments] | ||
I drew my own FE3H S support screen! Posted: 19 Dec 2020 03:03 PM PST
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[FE4 Character Discussion] Examining the Crusaders #43 - Tinny, Suffering Lightning (& Linda) Posted: 19 Dec 2020 06:38 AM PST Welcome back to Examining the Crusaders where we discuss the character of every playable character in Fire Emblem: Genealogy of the Holy War. Last time we discussed Lene and her substitute Laylea; today we will talk about the timid thunder mage Tinny, Suffering Lightning and her substitute Linda. ------ Tinny (or Tinni, Tine, Teeny - nobody can ever get her spelling down!) is a mage from Friege. She is the daughter of Tailtiu and the younger sister of Arthur; through Tailtiu she carries minor Thrud blood. Tinny appears in Chapter 7 as an enemy sent out from Alster after Melgen is seized; she can be recruited if Arthur speaks to her. ------ Chapter 7 introduction: Tinny first appears when Blume orders her (along with the mage sisters) to deploy to fight Seliph's army. Tinny seems to be uncertain about it when she accepts the task, which leads to Blume scolding her for "not showing enough gratitude" after he raised her in place of her mother. Blume tells Tinny that it is her duty to avenge her cousin Ishtore and his lover Liza. Later when she deploys, Tinny voices her thoughts aloud to herself after this; she is confused as to why the villagers praise the rebels so much yet they killed her cousin Ishtore. She then wonders what her mother would do in this situation. From the get-go Tinny's relationship with Blume appears to be an abusive one as Blume takes a meanspirited tone when she seems to not want to go out to fight Seliph's forces. She clearly is ambivalent about fighting Seliph's forces - she hears so many good stories about Seliph, yet they killed her kind cousin Ishtore. Tinny has to force herself to get the resolve to fight Seliph's forces, but it leads to the best thing that could possibly happen to Tinny... ------ Chapter 7 conversation with Arthur: Arthur approaches Tinny and sees her pendant; Tinny says that the pendant is of her mother. Arthur realizes that this is Tinny and is happy to have finally found her; Tinny is bewildered by this and asks Arthur who he is. Arthur shows her his pendant, which is the same, and in response Tinny asks Arthur what this means. Arthur then explains that his mother was in Sigurd's army and after Belhalla fled to Silesse with her children, only for her and Arthur's younger sister to be taken. Now, Arthur knows that Blume took them, and he heard rumors that while his mother is dead, his sister is still alive...and that sister is Tinny. Tinny is shocked because she never knew that Blume did that, although it makes sense as she never remembers her mother ever smiling or laughing. Tinny then starts crying to have found out that she has a brother. Arthur asks Tinny if she would like to defect to Seliph's army; she agrees as she never really wanted to fight. ...that being that she gets to meet her brother and join him. Tinny learns more about her background, that she was stolen from Silesse along with her mother. She never knew about that part, only that her mother had never really shown any positive emotions by smiling or crying...sadly, this new context to her life makes sense because of this. Tinny is willing to turn against her uncle Blume now that she knows what he did to her and her family, but this is not the last we see of her complicated familial relationships. ------ Chapter 7 conversation with Seliph: Tinny goes up to Seliph. Seliph asks her who she is, and she answers by introducing herself as Arthur's sister. Seliph says that he was told her story (of how she joined the army). Tinny immediately apologizes, but Seliph tells her that she does not need to apologize; he understands that she had no choice in the matter with Blume as her uncle. Tinny nervously asks Seliph if he is forgiving her, and he indeed confirms that this is the case as she is definitely not his enemy. Tinny is awed as Seliph is just as nice as he was in the stories she heard from the villagers. Seliph thanks her for saying this and tells her that she does not have to fight her own family if she feels uncomfortable about it. Tinny and Seliph meet for the first time, and Tinny immediately apologizes for initially fighting against him. In this instance Tinny fighting against them was perfectly understandable given that she had no choice but to follow Blume's orders, and Seliph recognizes this. She probably apologizes for this because she has a sort of inferiority complex from her abusive upbringing - to always assume that something she did was wrong. The fact that she is amazed at a simple act of forgiveness from Seliph is another sign that she comes from an abusive household (and harkens back to Azelle doing a similar thing in the prologue), which is heartbreaking for a player to realize. ------ Chapter 7 battle with Blume: Blume is surprised that Tinny is fighting him and rebukes her for "betraying" his kindness. Tinny, stuttering, apologizes to him for this. Shades of Lex's battle with Lombard in Chapter 7 as Blume snaps at Tinny for fighting him while Tinny herself is more apologetic. Blume tries to use his "kindness" of raising her (even though he stole her from her family) to get her to stop fighting him, but Tinny reluctantly still fights him. ------ Chapter 8 battle with Ishtar: Ishtar asks Tinny what she is doing, and Tinny immediately apologizes to Ishtar. Ishtar rebukes Tinny for becoming a "traitor" and tells her that she is disappointed. Ishtar, like Blume, is shocked that Tinny turned against Friege, and Tinny once again apologizes to defecting to Seliph even though Seliph has (likely) treated her nicer than anyone from Friege ever had. ------ Chapter 8 conversation with Seliph: Seliph asks Tinny if she knows Ishtar. Tinny tells him that she does know her as Ishtar was one of the few people who treated her well; she was like a sister to her. Seliph then follows up by asking if she knows who the person who warped Ishtar off of the battlefield was. Tinny answers that this was probably Julius, which shocks Seliph; she explains that Julius is Ishtar's lover. Seliph finally asks her if she has met Julius; Tinny answers that she did see him when she visited Belhalla once and noticed a sort of aura around him that attracts people in spite of him having a cold and inhuman personality that terrified her. More of Tinny's backstory is shown here as Ishtar is said to have in fact treated her "well" although what "well" actually means to Tinny who was abused throughout her childhood is up to interpretation. Regardless of whether Ishtar actually treated Tinny well or merely treated her like a human being, it can be inferred that fighting Ishtar was hard for Tinny - but she showed courage to do that! Afterwards is just exposition on Julius whom the player previously saw for the first time save Ishtar. ------ Chapter 8 battle with Blume: Blume is angered by Tinny coming back to fight once again, calling her a "spoiled, ungrateful brat." Tinny is also angered as she blames Blume for her mother's death, something which she refuses to let Blume forget. Blume treats Tinny the same way as he did previously, using his "kindness" of raising her after her mother's death as a sort of leverage to get her to not fight him. However this time, Tinny has the courage to fight back against her uncle and hold him responsible for her mother's death; she has gained courage from hanging around with Seliph, Arthur, and the others who actually build her up instead of tearing her down. ------ Chapter 10 battle with Hilda: Hilda laughs that Tinny has come back, calling her an "ingrate" like her mother. Tinny tries to bring up what she did to her mother; Hilda just laughs more instead as she enjoys remembering how much she tortured Tailtiu. Tinny refuses to forgive Hilda for this. Hilda says that Tinny has "grown up" but still calls her a brat; she finishes by telling her that it's good that she loves her mother as she will join her in hell. Tinny gets to face her tormentor for the first time since defecting to Seliph's side. She tries to speak up about what Hilda did to her mother, but finds herself unable to finish her sentences as she is caught in the fear of facing Hilda again. Unsurprising given how unfiltered Hilda is, how she is willing to condemn Tinny to hell like this. ------ Chapter 10 conversation with Lewyn: Seliph tells Tinny that Lewyn would like to speak to her. Lewyn mentions that Hilda was Tinny's aunt and so it must have been painful for her to fight her own family; Tinny says that it wasn't painful to do this as Hilda was a terrible woman. Lewyn infers that she didn't treat Tinny well. Tinny tells him that Hilda had beat and abused her and her mother Tailtiu on a daily basis, accusing Tailtiu of being a "traitor;" she explains that she was born in Silesse where Tailtiu and Arthur had fled, remembering nothing of her father as he presumably (to her) died. She adds that one day, Blume had come to Silesse and taken her and Tailtiu to Alster where her mother died. Lewyn remarks that she must have had a hard life; Tailitu continues by saying that her mother had taken so much of a beating from Hilda in order to protect her, being in tears up until her death. Lewyn starts pausing and Tinny asks him if everything is okay. He reassures her that everything is fine and asks her why she asked; Tailtiu points out that Lewyn is crying now, something which he denies and passes off as sweat. People usually point to the incestuous relationship between Arvis and Deirdre or Lachesis's...feelings on Eldigan as an example of FE4 being graphic, but I would say that this is the most graphic thing in the game as Lewyn!Tinny recounts the details of her time in Friege to her father. She tells the story of how Hilda had beaten both her and Tailtiu on a daily basis, about how Tailtiu had protected her from Hilda up until her death. The story is so disturbing and sad that it makes the otherwise emotionless Gen2!Lewyn (who is at least under the major influence of Forseti, if not outright possessed) cry over it. At the very least Tinny is past the abuse, but the effects are still long-lasting (as seen with Tinny's inferiority complex) and there's still a loose end to tie up with Hilda. ------ Endgame conversation with Arthur: Arthur tells Tinny that they are close to Friege where their mother is from. Tinny says that she has a bad feeling and asks Arthur about how he's feeling; Arthur replies that he has hated Friege ever since they took his family and wanted to crush them for everything. Tinny asks Arthur if he truly hates Blume, Ishtar, and Ishtore who according to her were decent people who were nice to her and her mother Tailtiu. Arthur remembers that now and recalls that Hilda was at fault for Tailtiu's death; Tinny adds that she hates Hilda deeply and wants to put an end to her. Arthur tells Tinny not to worry because he will protect her from anything like that. Arthur and Tinny discuss their relatives here; Tinny has moved on to rightfully hate Hilda and hold her responsible for what happened to her mother, and she's wanting to kill Hilda herself and avenge her mother. This shows how much Tinny has grown since joining Seliph's army; she's not as timid as she was before, and she has more confidence in herself. She still tries to defend Blume/Ishtore/Ishtar for being nicer to her, ------ Endgame conversation with Seliph: Tinny calls for Seliph, but Seliph tells her to stay back because she shouldn't be on the frontlines. Tinny responds by saying that she only wants to help Seliph and give her power to him. Seliph says that he doesn't want to lose Tinny; this is followed by Tinny bringing up Deirdre and explaining that she does not want to leave Seliph's side and meet an end similar to hers, so she wants to fight by his side up until the end instead. Seliph apologizes to her for telling her to stay back and asks Tinny to come with him as they can fight together and earn the victory now. Tinny thanks Seliph for this change of mind. This conversation has a veneer of irony over it. It was shown in Chapter 10 that Hilda had betrothed Ishtar to Julius so she could become the mother-in-law of the emperor; ironically, that title of mother-in-law now falls to Tailtiu whom Hilda had hated so much with Tinny looking to become Seliph's consort. Putting that aside, Tinny still shows some timidness when Seliph tries to get her to stay behind but she is able to assert herself and get Seliph to let her stay in the front. It's good for her that she gets to be with the same Seliph who quite possibly was the first person to treat her like an actual human. ------ Endgame conversation with Ced/Hawke: Tinny asks Ced if he is alright; he answers that he is doing fine and tells Tinny to worry more about herself because of the tough enemies they are facing. Tinny concurs on this point but asserts that they will be fine as long as they are together. Ced then tells Tinny that he loves her and that she is the most important part of his life. Tinny chastises Ced for saying this in the middle of the battle; Ced apologizes and explains that he doesn't want to leave it unsaid in case something happened. Tinny finishes the conversation by telling Ced to be careful. Not really much to say here. Tinny again shows her confidence that they will survive the battle as long as they are together, which is an evolution from her being so nervous and unsure about herself when the player first meets her. ------ Endgame conversation with Leif: Tinny asks Leif is he is alright; Leif answers that she does not need to worry about him but that she needs to take care of herself instead due to their foe being fierce. Tinny agrees but says that they will be fine as long as they are together. Leif says that they cannot die as they must unite Thracia once they are finished with the war. Tinny says that she cannot wait to help Alster's people; Leif adds that she will help not only them but all of Thracia as their queen by his side. Tinny says that she will indeed do that. Like the Seliph conversation, this conversation is ironic as Tinny becomes the queen of the same lands which Blume and Hilda ruled over. She's confident that they will survive to unite Thracia and help the same people which Tinny lived among for much of her life; there's nothing much more to say. ------ Endgame battle with Hilda: Hilda laughs that Tinny has come back and tells her that she wants to choke her with her bare hands. Tinny asserts that she won't get the chance to do that and invokes her mother, asking her to watch as she kills Hilda. For the second time Tinny gets to fight Hilda, and this time she will make sure that there won't be a third time. She stands her ground when Hilda lashes out at her and invokes her mother Tailtiu as she prepares to avenge her. ------ Endgame battle with Ishtar: Ishtar calls for Tinny; Tinny asks Ishtar to stop it as she knows that Ishtar doesn't truly want to be fighting this. Ishtar says that while she is in the wrong, she cannot turn back now; she asks Tinny to forgive her. Tinny is able to interact with Ishtar without apologizing for fighting her, which shows again that Tinny has gained confidence since joining Seliph's army. She doesn't shrink away from the task anymore; instead, she is willing to step up and be confident in her ability to try to sway Ishtar to Seliph's side rather than be super apologetic about being against her. ------ Ending: If Tinny is alive then she will by default go to Friege. If Arthur inherits Friege then she will tell Seliph that she's going back to help her brother; when Seliph brings up their closeness, Tinny tells him that she couldn't ask for a better brother. If Arthur inherits another holding (e.g., if Lewyn or Azelle is their father), Tinny will inherit Friege. In this case, Seliph remarks that it is tough for her to do this; Tinny says that for her mother's sake, she must take up Friege. She then asks for Seliph's help, which Seliph agrees to extend to her. She has to make the hard decision to take up the same city which her tormentors ruled. It's tough for her to do this, but she knows that it's the right thing to do because her mother would have wanted her to do this. The rarely-seen conversation if Tinny goes back to Friege as Arthur's sister - where she says that Arthur is a good brother - is heartwarming and a testament to Arthur as a person. ------ Linda: Linda is Tinny's substitute. She is the daughter of Tailtiu's younger sister Ethniu and the younger sister of Amid; through Ethniu, she carries minor Thrud blood. Linda has a secret event in Chapter 8 as well as a unique conversation with Amid in the Endgame. ------- Chapter 8 secret event: Jake spots Linda and says that he's finally saved now that a human has come to rescue him. Linda asks him what's happening; he answers that he was trying to join the Liberation Army but got lost on the way. Jake then asks Linda what she's doing there; she tells him that she's with Seliph's army; Jake laughs that he got lost trying to find the liberation army but ran into one of them anyway. After that he says that he will head home because he got scared and because he knows Anna is worried for him as well; Linda says that this is a pity because she wanted Jake with them. Jake adds that he is really scared by ballistae before asking Linda what her name is. She introduces herself as Linda, and Jake notes that the name Linda sounds familiar but asks if she is spelling it right. He then hands Linda a talisman as he doesn't need it anymore, and Linda thanks him for the gift. Jake then wishes good luck to Linda. Like with the Amid conversation, this conversation focuses more on Jake than anything else. It does show however that Linda regrets not having Jake on their side because he would have added to Seliph's army - too bad she couldn't recruit someone! Oh, and the "spelling it right" line is a reference to the fact that Archanea has the mage Linde. Linde and Linda actually have identical names in Japanese (リンダ), but Linde's name was localized to have a different spelling from Linda. The joke about spelling is an insertion in PN referencing this. ------ Endgame conversation with Amid: Amid tells Linda that they are close to Friege where their mother is from. Linda says that she has a bad feeling and asks Amid about how he's feeling; Amid replies that he has hated Friege ever since they took his family and wanted to crush them for everything. Linda recalls that their mother had betrayed Friege to ally with Sigurd and asks Amid why she did that; Amid explains that she was close to her older sister who had been allied with Sigurd and died alongside him. Linda asks if that would be their aunt, and Amid confirms that it was their aunt, Tailtiu. Linda remarks that it's sad that Tailtiu died fighting for her life. As said in the Amid episode, this mainly provides context to Amid and Linda's background. There isn't too much character-wise to extract from this, except that she's softer than Amid to not immediately jump to wanting to violently kill Hilda (not that Hilda doesn't deserve that). ------ Final thoughts: Tinny is an interesting character with one of the more complete arcs in Generation 2. After being stolen away from Silesse, she was raised in an abusive household where she was abused both physically and mentally by the Frieges for simply being the daughter of Tailtiu who "betrayed" them earlier. Her behavior and mannerisms in her first few appearances reflect the fact that Tinny came from an abusive household as she exhibits a lack of self-esteem to the point where she apologizes for things that reasonable people (i.e., Seliph) would find no wrongdoing in such as fighting because her uncle forced her to. As she progresses, she learns to gain the confidence which her "family" had stomped out for most of her life. This is most visible in her fights against her aunt and uncle; when she first fights Blume she is nervous and apologizes for fighting him, while in her last fight against Hilda she invokes her mother as she is confident in herself that she will kill her and avenge Tailtiu. Tinny ends the game, like everyone else, by devoting herself to rebuilding Jugdral; ironically she can be paired with Seliph, making her mother Tailtiu the mother-in-law of the Emperor and not Hilda. Linda is...kind of there. She really doesn't have too much different from Tinny other than a funny throwaway line that references that she shares a name (somewhat) with an Archanean character. She's softer than her brother Amid, I guess Thank you for reading this episode. Next time we move on to Chapter 8 as we discuss Faval, Divine Marksman. Until then! Previous: Lene, Yearning Dancer (& Laylea) Next: Faval, Divine Marksman [link] [comments] | ||
Why isn't the Enemy Control Glitch used and discussed more often (in LTC or even casual runs)? Posted: 19 Dec 2020 02:51 PM PST Crit rigging? Absolutely on the table. Desert item trick? No prob. PoR forged crit weapons for maniac mode? Perfect. So why not this one? Seems like it would be a natural fit, and it would be fun to see all the ways it could be used to gain enemy weapons and reach benchmarks. In FE7 I've always considered Vaida's Uber Spear to be a required item for her chapter, and Battle Before Dawn is no problem with a Torch Staff. The Mines are also perfect for training Nino if you're into that. in FE8 getting enemy dark magic weapons like evil eye on a swordmaster was awesome. Dark magic using Stone for ArchSage Lute is adorable, and picking up a Wretched Air for Myrrh by using the Top Left Action Tile in the final chapter was great. I think a run that makes full use of glitches to break the game in half would be a real treat for players. What do you think? [link] [comments] | ||
Is it feasible to try and raise all your characters equally in NG maddening for three houses? Posted: 19 Dec 2020 04:38 PM PST I'm pretty new to games like this and only finished BL on hard before, tried maddening GD after and well kinda feels like its only really possible if I invest in 3 units and keep the rest as benchwarmers ... which I really really dont like in all honesty. The fun for me comes from a good challenge and using every unit of my house and seeing them all grow, also makes losing someone more impactful if you got some nice memories of them carrying your team (rip dedue on final map of BL route). Are perhaps just the first chapters like this and can I have all my team decently levelled later or is the whole of maddening making it hard to focus on everyone of your house? Also a thing to note is that I am not recruiting characters of other houses, at most just the professors or maybe Felix since it kinda fits I guess. Maybe I'm really stupid for trying to play maddening without recruiting other people I dont know. [link] [comments] | ||
If we got a Fire Emblem 2d fighter. What characters would you want? Posted: 19 Dec 2020 06:21 AM PST | ||
A rebalancing concept for the movement types in Fire Emblem Posted: 19 Dec 2020 09:31 AM PST We all know that if there's one thing every Fire Emblem player can agree on, is that movement types have never been balanced. There have been attempts in some games to balance them, but rarely have they been successful. So here's my attempt to give each class their own useful niches and drawbacks, in order to promote using a wide variety of classes: Fliers Probably the most overpowered movement type over the series. The only weakness they usually possessed was their weakness to Bows and wind magic, which rarely ever posed a problem for them, while their large movement range gives them a huge advantage over all the other classes. So how do you balance such an overpowered mess of a movement type? I think for fliers, a complete revamp is in order. Here's my suggestion. First of all, fliers need to actually fly. And with that I mean, they actually need to be far up in the air, not half a meter off the ground as they are in every game so far. For that, there needs to be a separate layer on the map that only fliers can access, far above all the other ground units. In this layer, they are free to fly everywhere. In terms of map design, there could be wind currents and clouds to limit and restrict their movement, but other than that, they can fly everywhere they want. So what can they do up there? Well, nothing at first. However, fliers can choose to fly down to the ground level every turn. If they are flying above an enemy unit, they can utilize a "dive attack", crashing down at an enemy, causing an automatic critical, at the cost of not being able to double. If there's no enemy to attack, they can choose to fly down normally. Both of these actions end their turn however, without any chance to canto. Now I know, this sounds even more broken than usual at first. However, there's a catch. Two actually. First of all, fliers can only do this every second turn. Every turn they are on the ground, the first need to fly up again, consuming one turn for them. Every time they fly up, it also costs them a few movement points, so after flying up, they can only move a few more tiles after they are up in the sky. I think flying up should cost 4 movement points, so with a movement of 9 after promotion, a flier can only move 5 tiles forward. Thee second huge disadvantage they have, is that they suck while on the ground. Pegasi and Wyvern are at their best in the sky. While on the ground, they cannot double the enemy due to their large physique, they get a huge speed penalty to make it easier to get doubled (5? 10? I'm not sure), and their movement is majorly impeded (-4 MOV for Wyverns, due to not having legs that are developed for fast movement on the ground and -2 for Pegasi because their wings prevent them from running as fast as a normal horse could). If two fliers meet in the sky, their combat works like any other, without any penalties. Archers can also try to shoot down any fliers above them, with a penalty to their hit rate. There could also be specialized batallions designed to take out incoming fliers with a rain of arrows, without a penalty to their hit rates. The other obvious thing to mention is their inability to be deployed in indoor maps. A dismount mechanic like in FE3/5 is a possibility, but as for the exact mechanics, that is a matter I won't discuss here and now, because it's a whole new can of worms and this post is gonna be long enough already. So in conclusion, the two roles fliers have: Pure single target hit-and-runners, that want to take out the most dangerous foes from afar, without drawing the ire of other other enemies nearby, who will likely kill them in Enemy Phase, as well as serving as sort of protective wall against any enemy fliers that might try to do the same to your units. Cavalry In previous games, mounted units were usually "fliers light". Just as much movement as fliers, but more limited on where they can go. How can we limit the usefulness of our equine friends? I think cavalry should serve as a utility unit that can rush down single targets in one blow. Similar to fliers, but more capable of surviving in enemy phase. For that I propose a sort of "charge" mechanic for cavalry units. The basic mechanic works like this: For every tile a cavalry unit moves in a straight line, they get one more attack when they meet the enemy. This bonus is lost if they turn right or left, as well as when they attack an enemy to the left or right of said line, instead of head on. So, if a Cavalier moves 8 tiles in a straight line against an enemy, their first attack will do 8 more damage. This bonus could increase as a unit levels up, to keep up with enemy stat creep. So a level 10+ Cav will do 1.5 damage per tile, a level 1 Paladin 2 per tile and a level 10+ Paladin 2.5 per tile for a maximum damage of 2.5 x 9 = 22.5/23, plus whatever damage they do normally. There could also be proper jousting lances that increase this bonus, at the cost of never being able to double. As a balancing cost, cavalry should not be able to double in enemy phase. If an enemy runs at you while you are on your horse, you have all hands full trying to protect the huge target that you are, so attacking your enemy isn't really a concern for you in that moment. Cavalry units aren't as helpless in enemy phase as their winged brothers are, but they still want to avoid it if they can. The other niche cavalry possesses is the ability to rescue other units. Fliers can't really pick up another soldiers due to weight and one infantry dude picking up another infantry dude is pretty silly. I mean, what should they do? Give them a piggyback ride? No, only a horse has a realistic chance to safely pick up an ally and carry them around on the battlefield. Infantry Honestly, there's not much to say about these units. They are your basic go to soldiers. No huge advantages to set them apart, but also no disadvantages. Of course there still is some inbalance between the classes themselves, like Archers being usually the worst infantry class, but this post is all about balancing movement types, not the classes themselves. And I'm sure there have been enough ideas in the past about how to balance them, so I'll leave it at that. Armored Units The black sheep of the movement types. In most games, armored units are by far the worst units you can have. Their low movement was just too much of a detriment to use, as they would eventually always be left behind by their higher movement allies. Their statistical advantage concerning their high defense also rarely mattered, as the other units rarely needed these huge defensive stats to survive, especially considering armored units are prone to get doubled, effectively erasing their tankiness due to being attacked more. So how do you fix this? Let's see what armored units are supposed to do. As your dedicated tanks, they should be your go to units to just plant down anywhere on the battlefield, drawing out enemies while surviving all their blows. Unlike their winged and four-legged allies, who I designed to be player phase centric units, armored units should be the exact opposites: A great enemy phase with a lacking player phase. To do that however, they first need to get to the enemy somehow. With an average movement of 5, that most armored unit have, that isn't gonna work out. So how do we get an armored unit towards the enemy, without going against their core design philosophy of being slow moving tanks? I think Heroes of all games has an answer for this. In Heroes, armored units get access to exclusive skills that temporarily boost their movement under certain circumstances. I think something similar could work in the mainline games. Every turn, an armored unit can choose to activate their "Armored Stride" skill. This temporarily boosts their movement by 2 (maybe 3?), however that turn they cannot attack the enemy. It allows them to move into position to draw out enemies in enemy phase, at the cost of their player phase. Then we need to talk about stats. As I said, while their defense is usually higher than other units of similar level, this rarely matters, as other units still have enough defense to survive most enemy assaults. I think in order to actually make their higher defense matter, armored units should get another exclusive skill, which would automatically halve all physical damage they receive in enemy phase. Essentially a 100% percent Pavise that only works in enemy phase. So even if they get doubled by the enemy, it doesn't matter as they effectively receive only 0.5 x 2 = 1 attack. This allows a high speed stat to still be useful, as it allows them to only receive 0.5 attacks, in contrast to Fates' Wary Fighter skill, that always let them receive exactly one attack, making speed not matter at all. Of course, Armored units still remain weak to mages, who will still melt through their defenses, meaning you can't just plop down your General anywhere on the battlefield, expecting them to just survive everything. To sum it up, Generals can sacrifice their player phase to move much farther, allowing them to tank many enemies in enemy phase, provided there is no mage that might threaten them. There are other ideas I had to balance classes in general, irrespective of their movement type. Different unit sizes Starting with Three Houses, we got enemy exclusive classes that took up more than one tile on the battlefield. This could be another way to balance your units. For example, cavalry units, being typically much larger than your average infantry unit, could take up two tiles. Fliers with their huge wingspans could take up 2x2. This would especially matter on the unit selection screen. You only have so many tiles available to you, so you can either choose one flier, or four of your infantry units. So you'll always have to consider if taking one flier is worth sacrificing three more infantry units you could take instead. As this is a huge cost, many maps could also have 2x2 starting tiles on mountains, limiting it to fliers to begin with, allowing you to field one flier for "free", while every additional flier would require you to sacrifice your precious deployment slots. Limited battalions Three Houses introduced us to battalions, a new mechanic that allowed units to get bonuses in certain stats, as well a limited amount of gambits, which usually served as a big AoE attack targeting several enemies at once. IS actually tried to balance battalions somewhat, by giving Fliers only access to flying battalions, however I don't think they went far enough. The other three movement types should also have some limits to their equippable battalions. In my mind, it should be as follows: Fliers can only equip flying battalions, like in Three Houses. Nothing needs to change in that regard, however there shouldn't be any overpowered gambits like Claude's Ashes and Dust accessible to fliers. Flying battalions should concentrate on strong, single tile attacks without any bonus effects. Cavalry should only be able to equip Flier and Cavalry battalions. Infantry and Armored battalions simply can't keep up a horse. Cavalry battalions should concentrate on utility. Stride would be an example, though it needs to be severely nerved from its 3H incarnation. +2 Move is plenty enough. There could be a rescue gambit that picks up all infantry allies in the surrounding area. Cavalry battalions also get access to a number of status effects, like debuffs, limiting movement, poison, stuff like that. In terms of offensive capabilities, cavalry battalions can only use gambits that hit in a straight line forward. Infantry units can equip flier, cavalry and infantry battalions, armored battalions couldn't keep up with them. Infantry battalions are the most versatile ones. Magic attacks, healing, AoE attacks in a smaller are for moderate damage. Armored units would get access to every possible battalion. Armored battalions would also concentrate on the strongest kinds of attacks. Big AoE's for very high damage, like explosive barrels and the like. If a squad of heavily armored people attacks you, it should be terrifying. That's pretty much all my ideas. It's mostly just a general outline that probably still needs some kinks worked out, and realistically I don't think IS would ever implement something so drastically different from the norm, but I think in general, a game based on my ideas could bring some balance to the usually very unbalanced classes. Though of course it also all depends on the enemy and map design and whether it actually gives uses and limits towards all the classes and their niches. So that's it. I'd appreciate any feedback and criticism you can give me, because this took me far longer to write down than I anticipated when I started writing it. [link] [comments] | ||
I have some questions about the Switch version of FE 1, can anyone help me? Posted: 19 Dec 2020 05:05 PM PST I'm playing the newly translated version of FE1 on the Switch, and I have a few questions. What is the Bowgun and how does it differ from normal Bows(Iron, Steel, etc)? What classes can use it besides archers? Also, how does promotion work in this game? Do I get special items to promote my units like in other Fire Emblem games, or do they promote at a certain level? Is it normal for enemy fighters that you can recruit to approach you and join? I'm playing the second map, and I moved Marth to a fort close to the starting point, and Darros approached Marth on his own and joined my army. How in the world do I Wrys to level up since he gains no EXP from using his staff? Can he and the other healers promote? One last thing, how good is Marth in this game? I know he's can't promote, but is he a decent unit that will be usable over the course of the game? Thanks to anyone who can help me! [link] [comments] | ||
Where would you say you would rank the ashen wolves among the 3H cast in quality Posted: 19 Dec 2020 07:53 AM PST Just a curious about what most people think about the new dlc characters in general since I feel like they don't come up that much. For me personally not hot on the other 3 relative to most of 3H but find Hapi to be a diamond in the rough. However I might just be a touch too cynical on the dlc as a whole so I'm curious what others think. [link] [comments] |
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