Fire Emblem Listened to the Edge of Dawn on repeat while I drew Edelgard! |
- Listened to the Edge of Dawn on repeat while I drew Edelgard!
- Drawing of Constance from FE:3H that I just completed for a commission! Ashen Wolves best house ;)
- Robin: from Awakening
- Love Grows - Dedue x Ashe (OC)
- new years velouria!! pls intsys, i need my girl!!
- dondon plays FE7 HHM 0% growths - chapter 30 [The Berserker]
- Lissa and Annette swapped outfits!
- Fun fact about the Levin Sword. And the cipher for the ancient backwards writings
- POV: You are an enemy unit (Marianne and Byleth) [OC]
- Lysithea ✨✨ [OC]
- FE12, or how I learned to stop worrying and love battle preps
- Dabbing Chibi Sophia [commission]
- Digital drawing of Lucia from Fire Emblem Radiant Dawn [OC]
- I drew chibi Lysithea
- Fire Emblem The Path Of The Midnight Sun Cover For GBA (DS Case Size)
- What does it take for them to be good? Fighter - Warrior - Reaver
- Camilla and Elise, fangirling from behind the bushes. A follow up to a piece I did back in November.
- More nuanced support building system.
- FE8 Eirika Reverse Recruitment 100% LTC Chapter 8 [Commentary]
- My WIP Fire Emblem Heroes Lego Set. Once it's finished, I plan to submit it to Lego Ideas, where it can potentially become a real Lego set with enough support.
- so here's a six page essay on why Reincock from FE5 is cooler than you think
- What do you think of this family tree from Fates and Awakening ? Fell blood and four royal lineages included (squares indicate the « level of royalty »)
- Playing with each character's worst classes on Maddening- Black Eagles- Part 2
- Stylized drawing of Edelgard, dropped in to another universe and redesigned as Android.
Listened to the Edge of Dawn on repeat while I drew Edelgard! Posted: 07 Jan 2021 11:32 AM PST
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Drawing of Constance from FE:3H that I just completed for a commission! Ashen Wolves best house ;) Posted: 07 Jan 2021 03:37 AM PST
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Posted: 07 Jan 2021 04:36 PM PST
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Love Grows - Dedue x Ashe (OC) Posted: 06 Jan 2021 11:34 PM PST
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new years velouria!! pls intsys, i need my girl!! Posted: 07 Jan 2021 11:01 AM PST
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dondon plays FE7 HHM 0% growths - chapter 30 [The Berserker] Posted: 07 Jan 2021 01:45 PM PST
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Lissa and Annette swapped outfits! Posted: 07 Jan 2021 06:28 PM PST
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Fun fact about the Levin Sword. And the cipher for the ancient backwards writings Posted: 07 Jan 2021 02:26 PM PST
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POV: You are an enemy unit (Marianne and Byleth) [OC] Posted: 07 Jan 2021 09:39 AM PST
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Posted: 06 Jan 2021 09:26 PM PST
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FE12, or how I learned to stop worrying and love battle preps Posted: 07 Jan 2021 12:02 PM PST Consider this the big ol' subjectivity warning at the top of the post, this is just my experience with the game. When I first played FE12 back in July or so, I didn't spend that long in preps. Same with FE11, and same with most of the series really. I am currently replaying it, though, and I've been noticing that my preps are getting stupidly long compared to other games. I spend up to 30 minutes in preps to do a chapter that lasts less time than that, while in a game like FE6 I just make sure everyone's inventory is fine and go. If there's split deployment I might pay attention to that too. And yet, I'm finding it oddly fun to do so. Why is that? What makes FE12 preps so much more interesting than every game that came before? The first aspect of it is the way that the maps themselves are designed. Decisive turn 1 action will often be much more important on FE12 maps than on maps from FE6 or FE8. I'd like to point to this clip as an example of how important it can be. I could have turtled, but there's really not a lot of room to turtle, and instead I decided to go full-on aggressive... Something that can't exactly be winged on the spot. There are just a ton of threats to take out turn 1 and it makes starting positions feel super meaningful compared to a game like FE8 where sure, it'll be meaningful in an LTC setting, but from a casual standpoint everyone on turn 1 is more or less just moving towards the action rather than outright taking out tons of enemies. And considering enemies tend to hit hard but not be particularly bulky, blitzing them early on is a good idea. Then there is the preps themselves, and everything that you can do inside them. FE6 preps outright don't let you use items inside of preps, so all that you can really do is pick inventories, who to deploy, and where to deploy them. You can swap someone's weapon to make them do more damage, potentially, if there is an enemy in range on turn 1, but you can't give them an energy drop like you could in 7 and up games. FE12 also introduced tonics/RP and starshards, along with bringing back FE11 reclassing, meaning there's a lot more you can do to affect your unit's stats before the maps actually start. There's something that just feels inherently good to me about checking an enemy, finding out I'm 3 speed short of doubling, and giving a unit the RP + starshard that allows them to double and ORKO, something which you couldn't do in games without tonics and shards. Both of these elements effectively encourage you to play turn 1 and turn 2 in preps rather than on the map, because doing so is highly rewarded. It encourages you to look at every unit on your deployment, and ask yourself "What are they doing on turn 1? And then what?" as opposed to just winging it. It makes preps feel like you're playing the game itself, rather than just going through an inventory checklist to make sure no one's gonna run out of weapons (This is subjective, obviously, but that's how it feels like when casually playing FE6 to me.) tl;dr I love battle preps wtf [link] [comments] | ||
Dabbing Chibi Sophia [commission] Posted: 07 Jan 2021 06:07 AM PST
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Digital drawing of Lucia from Fire Emblem Radiant Dawn [OC] Posted: 07 Jan 2021 05:29 PM PST
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Posted: 07 Jan 2021 05:11 PM PST
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Fire Emblem The Path Of The Midnight Sun Cover For GBA (DS Case Size) Posted: 07 Jan 2021 05:33 PM PST
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What does it take for them to be good? Fighter - Warrior - Reaver Posted: 07 Jan 2021 05:58 AM PST Hello and welcome back to: What does it take for them to be good? Today I'll be analysing one of FE's oldest classes, the fighter class. Fighters are usually among the first units you fight and among your first few playable classes. So, how do they hold up viability wise? Now, Fire Emblem games are usually easy enough to allow you to use anyone you like, but when discussing what the best classes are we need to look at who makes the game the easyest and why that is. So in this post I'll be analyzing the fighter, warrior and reaver classes to see why they work or don't work in certain FE games and what can be done to improve them in the future. This analysis assumes the hardest difficulties, no grinding and fast play. Analyzing their viability through the gamesFE1
FE2
FE3
FE4
FE5
FE6
FE7
FE8
FE9
FE10
FE11
FE12
Awakening
Fates
Echoes: SoV
3 Houses
What makes them bad?Sometimes it's because axes aren't a good weapon type, but usually it's because they are simply outclassed in their notable areas, most notably they often sport mediocre speed which holds them back a lot along with their infantry movement What does it take for them to be goodWell besides making axes good and mounts not super OP the main thing they want is for IS TO PUT SOME GOOD UNITS IN THIS CLASS. Like, so often this class is dominated by such terrible units that it seems the devs just want this classline to suck. There are notable exceptions of course, but still. Put some good units in this class IS. Next time: Thief - Rogue - Whisper Previously: Mercenary - Hero - Vanguard [link] [comments] | ||
Camilla and Elise, fangirling from behind the bushes. A follow up to a piece I did back in November. Posted: 07 Jan 2021 12:28 PM PST
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More nuanced support building system. Posted: 07 Jan 2021 03:10 PM PST While playing 3 houses, an idea struck me for a potentially more engaging evolution of the support system. Over the games, the effects of supports have differed, and while the methods of gaining support have changed slightly, it's pretty much always boiled down to "have these units stand near eachother". Though, in certain supports that can lead to some gameplay/narrative dissonance. There are several I can think of, from the kids in sacred stones talking about how they need to stay near the back lines, even if they're your god units, to literally any instance of "you saved me in that last fight" even if they never saw combat. It's good for a laugh at best, mildly immersion breaking at worst, but what if there was a better way? The idea I had involves the implementation of some sort of support "quest" system. In order to progress to the next, or even just certain, support levels, some specific in game action needs to be taken. A few examples I could think of using 3 houses as a basis: in order to progress lorenz and hilda's support when she asks him to fight for her, you need to have at least one map completed with her assigned as Lorenz's adjutant. To get the scene where Ferdinand tries making Dorothea food, you have to have him do the cooking in the monastery. Limhardt needs D rank in Lances in order to give petra pointers, edlegard needs to get more kills in a match than Ferdinand, hell, for yuri's supports where byleth offers to assist yuri on his business, you might need to complete a quest that gets added to the battle list. You could even include conditions where units need to avoid eachother, or hell even just have them go through a map without getting too far away from one another. As far as implementation, I feel like having a fortune teller like in blazing blade who can give you insights into what needs to happen for units to grow closer, or it could just be visible from the support menu. As far as what the game tells you, I feel like it would be better to list them in less definite terms (e.g. for Ferdinand and dotty, the tip could just be "Ferdinand needs to work on his culinary skills") than just stating them outright as that fits more in line with 3 houses vague details about recruitment. Additionally, I think this system should be included in addition to the support point system, which would mostly serve as a buffer to prevent supports from being run through too fast. Tl;dr, attaching specific requirements to unlocking supports based off in game actions could be neat! Curious if any one else thinks so [link] [comments] | ||
FE8 Eirika Reverse Recruitment 100% LTC Chapter 8 [Commentary] Posted: 07 Jan 2021 02:03 PM PST
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Posted: 07 Jan 2021 01:23 AM PST
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so here's a six page essay on why Reincock from FE5 is cooler than you think Posted: 07 Jan 2021 05:36 PM PST | ||
Posted: 07 Jan 2021 07:23 PM PST
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Playing with each character's worst classes on Maddening- Black Eagles- Part 2 Posted: 07 Jan 2021 06:15 PM PST
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Stylized drawing of Edelgard, dropped in to another universe and redesigned as Android. Posted: 07 Jan 2021 12:00 PM PST
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