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    Thursday, January 7, 2021

    Fire Emblem Listened to the Edge of Dawn on repeat while I drew Edelgard!

    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!

    Posted: 07 Jan 2021 11:32 AM PST

    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

    Robin: from Awakening

    Posted: 07 Jan 2021 04:36 PM PST

    Love Grows - Dedue x Ashe (OC)

    Posted: 06 Jan 2021 11:34 PM PST

    new years velouria!! pls intsys, i need my girl!! ��

    Posted: 07 Jan 2021 11:01 AM PST

    dondon plays FE7 HHM 0% growths - chapter 30 [The Berserker]

    Posted: 07 Jan 2021 01:45 PM PST

    Lissa and Annette swapped outfits!

    Posted: 07 Jan 2021 06:28 PM PST

    Fun fact about the Levin Sword. And the cipher for the ancient backwards writings

    Posted: 07 Jan 2021 02:26 PM PST

    POV: You are an enemy unit (Marianne and Byleth) [OC]

    Posted: 07 Jan 2021 09:39 AM PST

    Lysithea ✨��✨ [OC]

    Posted: 06 Jan 2021 09:26 PM PST

    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

    submitted by /u/peevedlatios
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    Dabbing Chibi Sophia [commission]

    Posted: 07 Jan 2021 06:07 AM PST

    Digital drawing of Lucia from Fire Emblem Radiant Dawn [OC]

    Posted: 07 Jan 2021 05:29 PM PST

    I drew chibi Lysithea

    Posted: 07 Jan 2021 05:11 PM PST

    Fire Emblem The Path Of The Midnight Sun Cover For GBA (DS Case Size)

    Posted: 07 Jan 2021 05:33 PM PST

    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 games

    FE1

    • Kaga hates axes. Axes sports nice might, but are so heavy that they slwo you down to a crawl. The only servicable fighter here is Barst, but he can't really do much besides kill some armor knights with the hammer and score some kills with the devil axe while risking death. Fighters also can't even promote in this game, they are just a bad class.

    FE2

    • Kaga hated axes so much he didn't even include them in this game

    FE3

    • Kaga still hates axes. The fighters are a bit better because of some of the indoor maps that force your mounted units to dismount, but besides that they don't have too much use and still can't promote. You'd think that book 2 would be kinder to them because of all the indoor maps, but actually the fighter trio doesn't even appear in book 2. Yep, Kaga didn't even wanna include them in book 2 and just forgot about them.

    FE4

    • We've got only one fighter this time and it's Iucharba/Johalva. He comes with decent bases, but has poor growths and doesn't have any very good skills. He can promote to warrior so he can snipe some wyverns with bows and can do some solid damage with axes and not doubling isn't that bog of a deal in FE4 as a lot of units don't have pursuit in FE4. Still, he's a fairly mediocre unit and even worse, he's an infantry locked unit in FE4.

    FE5

    • Wait, Kaga loves axes now? That means that fighter is finally a good class. Well, Halvan is still pretty mediocre, but Osian is excellent. He has decent bases along with wrath and his personal axe, the Pugi, Bhuj, Vouge. As such, Osian is one of the best combat units in the game and can make for a decent capturer and bosskiller as well. But the main star of the show is Dagdar. Dagdar joins with excellent bases and 7 move, which is quite notable as FE5 has forced dosmounting in indoor chapters.Dagdar's 9 base speed might seem problematic, but give him a brave axe and thanks to his great strength and accost he will capture or kill most generic enemies without any issues. Dagdar also has a very high 43 base HP which allows him to just simply not care about fatigue and go through multiple maps in a row without any issues. The guy is just insane. Fighters don't actually promote to warriors in this game, but both classes have strong representatives.

    FE6

    • So, this is the game where the poor accuracy of axes becomes a notable problem. Most weapons in FE6 have accuracy issues, but axes have it the worst. Because of this, both Lot and Ward don't have too many uses in any part of the game despite the excellent warrior promo bonuses as other units can just do the things they do better. However, we have the mighty BARTRE who will defeat all of his foes through the power of his, uh bows? No kidding, the most notable thing about Bartre is his D rank in bows which allows him to use the steel bow and deal great damage to enemy wyverns. He can also get the killer axe for some decent combat against lance users, though he stil doesn't wanna face sword users or mages. Bartre can also make for a somewhat decent physical tank thanks to his massive HP, but FE6 enemies are no pushovers and hit hard along with having a lot of speed. This is an overall weird game for the class as it has some uses, but is held back by a lot thanks to issues like poor accuracy and being bad against a notable amount of enemies.

    FE7

    • So, since axes are good in FE6 you'd expect fighters to also be a good class, right? WRONG! Once agains this class just doesn't have good representatives. Dorcas is a decent enough unit, but his poor speed growth holds him back a lot and Bartre has 3 base speed, so he's pretty much worthless after the earlygame. Luckely, we have Geitz who an excellent prepromoted warrior. However, he has a very annoying recruitment condition, you need to have Lyn, Eliwood and Hector's levels combined be 50 or more. This is a problem as both Lyn and Elibad aren't very useful, so you're never gettin Geitz on a faster playthrough. So, a game where they should be good, bu aren't due to unfortunate circumstance

    FE8

    • This time Garcia is our only fighter. Garcia is also held back by his speed, but he is still a servicable enough unit for most of the game and his nice base 7 speed helps him out a lot. He usually promotes into hero instead of warrior as the hero's +2 speed upon promotion is better than the warriors +2 con upon promotion. Ross can also promote into fighter, but he usually prefers going pirate so he can become a berserker.

    FE9

    • Boyd is our fighter this time and he's pretty good. He doesn't double at base, but with 2 speed level ups or one speed level up and one strength level up he can start doubling and even one rounding some enemies. He also appreciates forged handaxes as axes are very good in PoR. He is unfortunately unmounted, but besides that he's a solid unit.

    FE10

    • In this game, the main star of the fighter class is Nolan. Nolan comes with solid bases which allows him to be your best unit in the second map and will continue being one of the DBs better units through part 1, though he drops off later in part 1 as better units join the DB. Luckely, Nolan gets a comeback thanks to the english localisation team giving him his personal regalia, Travos which is not only an excellent axe, but also give him +4 defense. He can also be a notable combat unit in part 3 as a lot of maps feature laguz enemies and he can often one shot them with beastfoe and a crossbow. In part 4 he might struggle a bit as he's likely underleveled, but if you invest some BEXP in him he can be a decent tower unit due to his personal axe and the nice caps of the Reaver class. Boyd on the other hand isn't as good. He needs both a speed transfer from PoR (Boyd doesn't cap speed on average in PoR, btw) and a speedwing to double immediately and continue doubling. Without those he just isn't too great. Another problem is that the Greil mercs have overall better units than the DB, so Boyd feels kinda superflous and the crossbow doesn't have as much use in the Greil merc chapters as it does in the DB chapters. Boyd isn't terrible or anything, just pretty mediocre overall.

    FE11

    • So, Bord and Cord are still bad, but Barst is actually really good. He comes with decent bases, weapon ranks and growths which allow him to be one of the more notable combat units in SD. Axes are also very accurate in SD, so Barst will hit consistently. He however doesn't wanna go into warrior, but instead into hero for its better speed modifiers and speed cap. Another problem is that you need to wait a while for the polaxe to counter the numerous cavalry units effectively. Warrior can make for a decent enough class for Sedgar as bows are good in SD and Sedgar does appreciate the great strength of the class, but usually hero is the better choice.

    FE12

    • Fighter is a nice class for Kris in the prologue maps, though it isn't as good as armor knight, thanks to it's nice speed and strength. Fighter isn't as good as pirate overall, but it's still a decent choice. However, warrior is mostly irrelevant as despite it's nice strength it doesn't offer much in comparison to other classes and has a poor speed cap. Even Kris will eventually wanna reclass into another class. Also, the fighter trio is back and they are still bad, besides Barst but he isn't very good either. Aslo, Dice exists too.

    Awakening

    • Vaike is a decent enough unit. His main selling point is his great strength, but he has shaky speed so he needs a good speed pair up to start doubling and has a fairly shaky 50% speed growth. His best bet is to promote into hero to grab Sol and the reclass into something better like Berserker. Warrior isn't a great choice, but it does give him rally strength. Basillio also exists, the one time I used him I reclassed him into a wyvern. Other than that, Vaike can also make for a decentpair up partner for someone who appreciates more strength.

    Fates

    • So, Charlotte isn't that useful as she is mostly outclassed as a combat unit and is instead used as a pair up bot. She is a good choice for Xander as she gives him strength + speed which is something he appreciates, while she can just stay behind and not be forced to do anything (wait, why is this so in character?). Arthur is more interesting in CQ, at least. He joins with solid bases and growths, he might seem a bit slow and inaccurate, but a speed pair up and a forged bronze axe fix those issues. However, he has one notable problem. His very poor luck of 1 and his personal skill. Because of those two, Arthur will be facing crit chances during every combat round making him a risky unit to use. As such he is usually used a a pair up partner for someone like Effie. He can't promote to warrior as they don't exist in Fates. Hero is a more balanced class, but not to great, while Berserker is a really funny one as he will usually have great crit chances against enemies, but also face even larger crit chances against enemies because of how Berserker worsk in Fates. Arthur is a decent enough unit in CQ, but he's pretty useless in Rev as he joins way too underleveled.

    Echoes: SoV

    • Just because this is a remake doesn't mean that axe units will become playable

    3 Houses

    • Fighter is actually a very good beginner class as it gives you +1 strength upon getting into it and it also gives the useful skills strength +2 and shove. Warrior on the other hand is just way too outclassed by almost every other physical class that the only reason you'd ever wanna reclass into warrior is to get Wrath for those sweet Warth + Vanatge starts.

    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 good

    Well 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

    submitted by /u/Every_Computer_935
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    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

    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

    submitted by /u/sirj2238
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    FE8 Eirika Reverse Recruitment 100% LTC Chapter 8 [Commentary]

    Posted: 07 Jan 2021 02:03 PM PST

    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.

    Posted: 07 Jan 2021 01:23 AM PST

    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

    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 »)

    Posted: 07 Jan 2021 07:23 PM PST

    Playing with each character's worst classes on Maddening- Black Eagles- Part 2

    Posted: 07 Jan 2021 06:15 PM PST

    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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