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    Monday, March 1, 2021

    Fire Emblem I can't talk to the Three Houses Gatekeeper without thinking of Fry...

    Fire Emblem I can't talk to the Three Houses Gatekeeper without thinking of Fry...


    I can't talk to the Three Houses Gatekeeper without thinking of Fry...

    Posted: 01 Mar 2021 05:43 AM PST

    Flame Emperor's Mask

    Posted: 01 Mar 2021 04:22 PM PST

    Pokemon Trainer Tiki

    Posted: 01 Mar 2021 12:48 PM PST

    Edelgard With the Big Sister She Deserves (Commission by Hakuramen)

    Posted: 01 Mar 2021 12:13 PM PST

    My Felix fan art!

    Posted: 01 Mar 2021 04:11 AM PST

    My Noire Keychain came in the mail today! I love her even tho shes so unpopular <3

    Posted: 01 Mar 2021 06:13 PM PST

    My Felix Art ��️ (@estuschan on everything)

    Posted: 01 Mar 2021 09:18 AM PST

    POV: You're desperately trying to exit a losing arena fight

    Posted: 01 Mar 2021 09:45 AM PST

    [Three Houses] Tea Time with Edelgard and Lysithea!

    Posted: 01 Mar 2021 04:52 PM PST

    Lethe's teeth [by Crescentia Fortuna]

    Posted: 01 Mar 2021 07:17 AM PST

    I drew Canas

    Posted: 01 Mar 2021 02:18 PM PST

    Fir showing her sword off [commission drawn by @izmn_mitsuba on Twitter]

    Posted: 01 Mar 2021 12:29 PM PST

    Me putting units I don't care about in the front lines

    Posted: 01 Mar 2021 07:38 PM PST

    My issues with the monastery

    Posted: 01 Mar 2021 02:46 PM PST

    If you've seen my previous post on 3H, I've already made my thoughts on the monastery, but I feel there's a bit more I could say, since I keep thinking about the damn thing.

    The monastery is, in my mind, the single greatest failure of Three Houses. This is kind of an issue considering it's its unique selling proposition. To sum up my reasons as a bit of a thesis statement: the monastery's best features are the ones with absolutely zero gameplay benefit, the monastery's features that actually benefit gameplay are incredibly tedious to go through. While it's fun early on, when optimization is meaningful, optimization later on feels just meaningful enough to make you want to do it (at least, if you're as into min-maxing as I am), but is also so slow that you don't really see a real benefit for long enough for it to feel… Well, tedious.

    Interacting with characters in the monastery is fun. It's kind of like miniature base conversations, where instead of talking to each other (though this occasionally also happens), they talk to Byleth about whatever's on their mind. While there are some issues with this, like a stupid amount of re-used dialogue especially between the routes, this isn't an issue that is exclusive to the monastery. ¾ of the routes re-use something like 90% of the maps, after all. You can also learn some more insights about characters through stuff like the advice box, or sometimes through their tastes (lost items, gifts), and it's kinda neat seeing their lines for the lunch/choir.

    The problem, then, is that they often only have one line, with the occasional alternate line for shared meals with certain characters (ie Catherine + Shamir). By the time you're done instruction that character, 20 chapters later, having given them meals at least half of the weeks, you're just tired of those lines. Even monastery lines can get somewhat tiring when you're using an NPC for the sake of advanced drilling or gifting, and having to mash through their line when you're just trying to get to the next chapter.

    World building could have been enhanced by the monastery, but it just… Wasn't. Here's a few examples: The entire first half of the game teaches us about the seasons of Fodlan. Why don't we have seasons in the monastery?Just something to differentiate it here and there. Rain during the rainy season, snow in the winter. Garreg Mach is literally in a mountainous area and it never snows, even during the snow-y season? Maybe you could have the lighting changes as the day goes on, which could be measured by your activity points (100% left morning, 50% noon, 0 left sunset.) Maybe in the post-skip section, we could have had the monastery at least be repaired over time instead of keeping it as a shitty rubble-filled mess for nearly a year of in-game time. Maybe just get rid of it post-skip, but hey.

    Early optimization is pretty fun. Early on, your choices feel incredibly meaningful. There is a world of difference between chapter 4 without vengeance Bernie, and chapter 4 with vengeance Bernie. Chapter 2 without physic on Linhardt/Marianne, and chapter 2 with it. Chapter 2 without rally charm on BE, and chapter 2 with it (or other rallies on other routes.), and so on. You're making real, legitimate decisions and trade-offs. Long-term goals (swift strikes Ferdi, vengeance Bernie, mount/flier rank) and short-term goals (getting units into brigand, early combat arts/spells). For the first like, 10 chapters or so, it's pretty good. And in terms of the monastery rather than just instruction, then you also have the meaningful trade-off between meals and Byleth's instruction+gifts, seeing as meals provide professor exp but Byleth instruction doesn't. You've even got the further optimization of getting weapon ranks for recruitments in the process of getting your classes.

    The problem then, is that later in the game, these optimizations stop mattering as much. The progress from E to A is relatively smooth, but A to S+ is downright daunting. And perhaps it should be, but the problem is that at some point you just run out of things to do outside of going for S+, and while it feels like garbage because you're not making any progress on the way there despite putting in the time to do meals, instruction, etc, S+ is just so amazing that you'd be silly not to go for it. On a unit like Shamir that basically lives on double critting with hunter's volley, a second bowfaire is basically an extra 30 damage, which sure doesn't matter for most enemies, but matters for fun.

    You could argue that this is a problem of my own making - why do monastery if I don't like it, when it won't really affect me most of the time? And I guess that's fair, but my counterpoint would be that if there are literally free stats on the table, and the only reason I don't grab them is that it's annoying, that's perhaps an indication that the system isn't super well designed. Gardening is another such case, but at least it's nearly instant and has instant gratification.

    Performance issues aren't inherently a design issue, but are something that I feel the need to mention. You cannot skip special cutscenes (meal, choir, making a meal for stats), instead having to mash through dialogue and watching cutscenes. It feels super slow, even if objectively it's not that much time over a playthrough. Load times and pop-in are also atrocious, adding to the tedium. NPCs will often just not load for a while after you fast travel to a zone. Even if they do, there's a delay between interacting and the cutscene starting.

    Technically not a performance issue, but a lot of this shit would just be better off in a menu if they weren't going to put in proper effort on the area itself.

    In conclusion, the problem with the monastery is imo as follows. Early progression is fun, but stops mattering around one third of the game where you're basically just finishing builds and wasting time for minor improvements, but it feels bad to leave them on the table so you sorta just put up with it. While the story elements are neat, they can sort of feel like a drag when dealing with the monastery's rather poor performance. Almost everything that's worth doing is tedious (fishing, meals, byleth instruction, arena), while everything that's neat from a story perspective just… doesn't do anything.

    submitted by /u/peevedlatios
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    Moonlight Tryst - commission from Igni tion

    Posted: 01 Mar 2021 05:05 AM PST

    Which FEs got better for you on repeat playthrough(s), and why? Did any actually get worse?

    Posted: 01 Mar 2021 06:50 PM PST

    I mainly have gameplay in mind, but feel free to discuss any stories that got better or worse for you the more you examined them, as well.

    For me the Jugdral games have been like fine wine, with my enjoyment ramping up the more I learn their quirks, secrets, and intricacies of their mechanics. When I first played them more than 10 years ago I found them clunky and ugly and didn't get very far, but I'm close to considering them the pinnacle of the series at this point.

    FE7, while it will always have sentimental value, having played it since its North American launch, has only gone down in my eyes. Not so much in terms of the divisive story (which I never really cared for even back then), but because its gameplay is really limited in many ways, even compared to its predecessors (character variety is poor, map design is questionable, things like Lord promotion and divine weapon availability are as bad or worse than previous games).

    submitted by /u/EnormousHatred
    [link] [comments]

    I drew my favorite canon pairing����

    Posted: 01 Mar 2021 10:32 AM PST

    Lyn �� (you can support my twitter: jxh_soda)

    Posted: 01 Mar 2021 06:08 AM PST

    I drew Plegian Felix ⚡

    Posted: 01 Mar 2021 08:02 PM PST

    SoV Tier List Redux Round 1: Alm and Lukas

    Posted: 01 Mar 2021 12:06 PM PST

    Welcome to Round 1: Alm and Lukas!

    Each round will last about 24 hours in between each other. Rate the units in each tier, and give Clear Explanations why. Feel free to comment on each other and discuss why you agree or disagree. Be polite, and remember, this is all in good fun. After the 24 hours, I will review all the answers and understand what the consensus reached has been, posting the result in the next round. If there is no clear majority, a tally will be made. If a tie ensues, well the round will be extended until a tiebreaker comment appears. At the very end, a hub finalized tier list will be created, with links to each and every one of these rounds, providing full analyses for FE15 units as well as a good solid tier list for the community.

    Preliminary Round

    Class Base Stats and Promoted Class Base Stats


    Alm

    Class: Fighter (Swords-Bows on promo)

    Joins: Beginning of Act 1 (Alm route only)

    Base Stats

    Level HP STR SKL SPD LCK DEF RES MOV
    1 28 10 7 6 7 5 4 5

    Growth Rates

    HP STR SKL SPD LCK DEF RES
    60 50 55 45 35 50 3

    Supports

    Notes

    Has two personal weapons:

    • Royal Sword: 6 Mt, 90 hit, 10 crit, 1 weight when unforged, 10 Mt, 100 hit, 15 crit, 1 weight, when maxed out. Requires 200 silver and 3 gold to forge to max. Skills are Recovery, Subdue, Double Lion, and Scendscale. Acquired in Desaix's Fortress.

    • Falchion: 10 Mt, 80 hit, 0 crit, 1 weight when unforged. 12 Mt, 100 hit, 0 crit, 1 weight when forged. Skills are Anti-Terrors, Recovery, and Scendscale. Requires 2 gold to forge to max. Acquired right before endgame.


    Lukas

    Class: Soldier (Lances)

    Joins: Beginning of Act 1 (Alm route only)

    Base Stats

    Level HP STR SKL SPD LCK DEF RES MOV
    2 22 10 4 4 2 5 2 4

    Growth Rates

    HP STR SKL SPD LCK DEF RES
    55 35 40 15 25 50 2

    Supports


    Tiers Being Used:

    Fantastic Performance: S Almost always very useful, with very few to no flaws. They may also provide a valuable niche, or just perform what they do the best.

    Great Performance: A Very useful alotta the time, with a couple minor detriments that don't really hold them back. They may fill a good niche or perform what they do splendidly.

    Good Performance: B Pretty useful, with some minor detriments that hold them back somewhat. They may fill a niche, but someone might do it better, and they can perform well if given the opportunity.

    AOK Performance: C Can be useful, with detriments that hold them back. They might fill a niche, even if its not useful, and they can perform decently if given the investment.

    Iffy Performance: D Not all that useful, with possible major detriments holding them back. They do not fill any required niches and take more investing than most to perform adequately or not all that solidly.

    At this point, units are no longer recommended by the list.

    Lame Performance: E Straight up bad, no way around it. There are very few places where they are actually useful, and they are actively difficult units to use effectively.


    Note: The strawpoll I linked yesterday overwhelmingly voted yes in support of adding a grinding rule to the tier list. So here the grinding rule will be listed and applicable to every further round of the tier list.

    Grinding is defined as

    World map encounters

    Fighting moving dungeon encounters (like thieves shrine brigands, exluding non-moving ones like duma lance fight or the dragons in dragon shrine)

    Grinding is allowed if it would get a unit from barely unable to promote or learn a key spell to get over the line. Grinding for things which are not hard level thresholds is not allowed.

    Grinding is penalized for inefficiency. If a unit would normally be A tier with a small amount of grinding, penalize them to B tier due to their required grinding. Backtracking is allowed but grinding to avoid backtracking is also allowed. Backtracking to promote somebody counts as Grinding (since you could just not backtrack and not fight the encounters). But it is penalized lower because the EXP is available for everyone rather than just the unit you backtracked for.

    Oh yeah I forgot to mention but Act 6 will not be counted in this tier list since it's post game.

    submitted by /u/Excadrill1201
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    first time playing fire emblem the sacred stones

    Posted: 01 Mar 2021 06:36 PM PST

    this is my first time playing a fire emblem game ever OMG is so good! n.n

    i didn't see Orson betrayal coming! and i am loving the tactics needed to beat the chapters! n.n

    if it's my first time playing should i play Eirika or Ephraim story first? i am in the part where you have to choose but i don't know which one to pick! n.n

    submitted by /u/Forest_Nymph_Saria
    [link] [comments]

    Raigh [commission]

    Posted: 01 Mar 2021 05:59 AM PST

    SoV Hair Tier List Round 1: Alm and Celica

    Posted: 01 Mar 2021 12:48 PM PST

    Welcome to round 1: Alm and Celica!

    Each round will last about 24 hours in between each other. Rate the units in each tier, and give Clear Explanations why. Feel free to comment on each other and discuss why you agree or disagree. Be polite, and remember, this is all in good fun. After the 24 hours, I will review all the answers and understand what the consensus reached has been, posting the result in the next round. If there is no clear majority, a tally will be made. If a tie ensues, well the round will be extended until a tiebreaker comment appears. At the very end, a hub finalized tier list will be created, with links to each and every one of these rounds, providing full analyses for FE15 units as well as a good solid tier list for the community.

    Preliminary round

    ----------------------------------------------------------------------------------------------------------------------------------

    Rules:

    1.) Be respectful to each other. Feel free to debate, question, and corroborate any other voters, but do please be kind to each other when doing so.

    2.) Hair accessories can be taken into consideration when voting on a unit.

    3.) Facial hair counts too

    4.) Only counting SoV, not Gaiden and the hair characters in those games have

    5.) Some of the antagonists and side characters will be rated as well

    6.) Valbar won't be rated as his hair is too bad to be rated even when he doesn't wear a helmet

    7.) Each vote must have an explanation along with it

    ----------------------------------------------------------------------------------------------------------------------------------

    Without Further Ado, let's begin

    Alm

    Celica

    ----------------------------------------------------------------------------------------------------------------------------------

    Tiers being used:

    Fantastic hair: S Just really great hair. Either looks good or pulls off a unique look very well.

    Great hair: A Above average hair but falls below the juggernauts of Fantastic hair. Can be a unique design that falls on one or two merits.

    Good hair: B Slighty above average hair. Either a style that works or a unique style that has a few notable merits.

    Average hair: C Average hair. Either very average hair or a unique style that doesn't really add or detract.

    Bad hair: D Poorly done hair or a unique style that falls flat.

    Valbar tier: F This tier is for Valbar and units that somehow have hair of equally awful quality

    submitted by /u/Kind_Cauliflower160
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