that's the weird part for me, the dragons never came out during Alm's route?
Wouldn't we run into the same problem again though? >.>
...Though, if we were to ignore that, I'm sure there's a few things you could do with characters outside of Awakening/Fates/Shadow Dragon. Could easily copy Sin Kiske's appetite system and apply it to an FE5 character as an example, maybe a transformation gauge for a FE9/FE10 Laguz (we could do that for a manakete too, but shh).
At the same time, I'm wondering why I'm not praying for Guilty Gear on Switch already. lol
your rightful king has returned
Chrom: The Game looks awesome
Hmm, how would they do horses/pegasus/wyverns in Warriors. Will they just be mounted all the time?
Roy will end up being the surprise strongest character. Get ready for Roy: The Game.
Roy being good? ha nice joke
It will happen one day! He will have more going for him than just having the best design of a lord in the series!
I will be really surprised if Roy is still a bad unit whenever FE6 gets remade.
I would hope not! Roy being terrible is an important part of the design of the game!that's highly debatable, I don't think his design is that stellar although it's still decent.
I see Roy being very good if/when FE6 gets remade.
that's highly debatable, I don't think his design is that stellar although it's still decent.
I see Roy being very good if/when FE6 gets remade.
Given how faithful SoV was to game mechanics, I won't worry too much.
(Fates isn't really as good as people make it out to be, including Conquest.)
Is it just me? Am I salty? I beat Hector Hard Mode and Path of Radiance on Hard and they were very difficult
I'm a fairly longtime Fire Emblem fan and I'm picking up Fates - Conquest again and its just...I don't think I like the design of the Awakening/Fates games. There are a lot of things I do like but Chapter 17 of Conquest has like every single thing I dislike about Fates in it.
-Dumb gimmick level
-Scores of Ninjas who fuck up your plans by lowering stats and being way too strong and do percentage damage even if you can block them
-Uncrontrollable AI ally who rampages around like an idiot
-Reinforcements that only spawn past an environment trigger behind you
-Dragon veins are either useless or COMPLETELY essential to beating the level
-Skills are stupid. Well some of them are fine but stuff like Vantage, Counter and Lunge in particular are just...why?
-So many weapon types. The weapon triangle might as well be useless now because theres 20 variations on every type of weapon and that isn't even counting shurikens and knives. There are bows that can attack from 1 space away and ranged swords. The boss of this level in particular is some bullshit, as he will whip out a shuriken that does magic damage that will kill almost everyone (even Xander) instantly.
-Everything and everyone is ranged.
Is it just me? Am I salty? I beat Hector Hard Mode and Path of Radiance on Hard and they were very difficult but Fates is just death by a thousand cuts. People say Conquest has really great level design but I don't know if I'd agree...there aren't really any levels that stand out to me so far that weren't done better before.
I'm a fairly longtime Fire Emblem fan and I'm picking up Fates - Conquest again and its just...I don't think I like the design of the Awakening/Fates games. There are a lot of things I do like but Chapter 17 of Conquest has like every single thing I dislike about Fates in it.
-Dumb gimmick level
-Scores of Ninjas who fuck up your plans by lowering stats and being way too strong and do percentage damage even if you can block them
-Uncrontrollable AI ally who rampages around like an idiot
-Reinforcements that only spawn past an environment trigger behind you
-Dragon veins are either useless or COMPLETELY essential to beating the level
-Skills are stupid. Well some of them are fine but stuff like Vantage, Counter and Lunge in particular are just...why?
-So many weapon types. The weapon triangle might as well be useless now because theres 20 variations on every type of weapon and that isn't even counting shurikens and knives. There are bows that can attack from 1 space away and ranged swords. The boss of this level in particular is some bullshit, as he will whip out a shuriken that does magic damage that will kill almost everyone (even Xander) instantly.
-Everything and everyone is ranged.
Is it just me? Am I salty? I beat Hector Hard Mode and Path of Radiance on Hard and they were very difficult but Fates is just death by a thousand cuts. People say Conquest has really great level design but I don't know if I'd agree...there aren't really any levels that stand out to me so far that weren't done better before.
I'm a fairly longtime Fire Emblem fan and I'm picking up Fates - Conquest again and its just...I don't think I like the design of the Awakening/Fates games. There are a lot of things I do like but Chapter 17 of Conquest has like every single thing I dislike about Fates in it.
-Dumb gimmick level
-Scores of Ninjas who fuck up your plans by lowering stats and being way too strong and do percentage damage even if you can block them
-Uncrontrollable AI ally who rampages around like an idiot
-Reinforcements that only spawn past an environment trigger behind you
-Dragon veins are either useless or COMPLETELY essential to beating the level
-Skills are stupid. Well some of them are fine but stuff like Vantage, Counter and Lunge in particular are just...why?
-So many weapon types. The weapon triangle might as well be useless now because theres 20 variations on every type of weapon and that isn't even counting shurikens and knives. There are bows that can attack from 1 space away and ranged swords. The boss of this level in particular is some bullshit, as he will whip out a shuriken that does magic damage that will kill almost everyone (even Xander) instantly.
-Everything and everyone is ranged.
Is it just me? Am I salty? I beat Hector Hard Mode and Path of Radiance on Hard and they were very difficult but Fates is just death by a thousand cuts. People say Conquest has really great level design but I don't know if I'd agree...there aren't really any levels that stand out to me so far that weren't done better before.
Snip
Agreed on all accounts, except the last map bit. I found it enjoyable, but I also played on Hard which achieved a really nice balance between forcing you to advance as quickly as possible while still being manageable without any rescue/pass shenanigans unlike Lunatic.
I hated the final map of Conquest because you couldn't save before starting it so resetting took forever
it was still a pain to get through that and to fast forward through all the cutscenes and stuff!Implying chapter 27 takes more than 5 minutes at most pls
Is it just me? Am I salty? I beat Hector Hard Mode and Path of Radiance on Hard and they were very difficult but Fates is just death by a thousand cuts. People say Conquest has really great level design but I don't know if I'd agree...there aren't really any levels that stand out to me so far that weren't done better before.
Is it just me? Am I salty? I beat Hector Hard Mode and Path of Radiance on Hard and they were very difficult but Fates is just death by a thousand cuts. People say Conquest has really great level design but I don't know if I'd agree...there aren't really any levels that stand out to me so far that weren't done better before.
It's a bit of both, honestly. You have a unit that practically solo's the map (Hand Axe Camilla), and even if you screw up, a good Hand Axe user should get you through it. It's an annoying map, but also good in the sense that it forces you to adapt, instead of just mindlessly powering through.
And I can assure you, Conquest is one of the few FE games with great map design (with the others being FE5/FE6/FE10/FE12). Most other games has simplistic map designs with a focus on rout. You just need to go hard when it comes to preparation. Abuse tonics, forges, mess hall bonuses, prioritize on your best units, etc.
yes yes we get it, you hate Radiant Dawn
don't even get me started on FE7's fraudulent map design
If there is anything Radiant Dawn does not boast, it's good map design. I'll grant that there's more variety to the objectives that surround them (there's only a handful of route maps), however most are inoffensive at best (Elincia's Gambit), downright gimmicky (99% of the "Arrive" maps) or tedious (Geoffrey's Charge) at worst, not that the erratic unit availability helps (Tormod makes an appearance early on as a 2nd tier character and doesn't pop up until nearly the end of the game when you've likely gotten yourself several 3rd tier magic characters with far better stats) make them any less of a test of patience. It also has, bar none, the worst Fog of War maps in the series and an excessive amount at that, with maps that are either frustrating due to their design (Micaiah and the Black Knight being the only two units sounds interesting until you realize that Micaiah's glass canon stats and mediocre growths can lead her to easily being doubled and killed in a single turn, even if you pump her up with all your extra experience and the dracoshield you got early on) or conflict with the story (Lucia and co. said there was only one way in and out, hence the objective in the map being to escape, yet we clearly see enemy soldiers spawn from the side where Lucia and co. were trying to escape from). Radiant Dawn is a prime example of variety not being equivalent to quality.
Also: That final boss can burn with how tedious it ends up being, as can the rest of the final chapter. They give you more troops than any other Fire Emblem game, yet they limit you picking a meager 10 troops of all the ones you've raised aside from Ike, Micaiah and a few other mandatory characters.
Having not played any of the Archanea games, so I'm wondering, did Marth not have Falchion in one of them?
Or does it go from Archanea to Valentia and back again for some reason.
Oh.
Why didn't they just call it something else.
7/10: Needs more Mozu.
Oh.
Why didn't they just call it something else.
Oh.
Why didn't they just call it something else.
In Cipher you don't have to choose XDDeen and Sonya look really cool! I think this artist is new to Cipher.
Well aside from the fact that a falchion is type of sword, it's best to think of it like the Fire Emblem itself changing between games i.e. the medallion in the Tellius games, Grado's Sacred Stone in the Sacred Stones, etc. It was never set in stone that the Falchion most people think of in regards to the series was the only one of its kind since they didn't have over a dozen of games with their own legendary weapons and characteristics that differentiated themselves from that one. Honestly, it wouldn't surprise me if they planned on having a Falchion in every game as a means of connecting it to the first game given the original was carved from a fang of Naga but later abandoned that idea in favor of each game getting its own Fire Emblem.
No idea why it looks so different in Awakening, mind.