Permadeath does add something, you have to consider the consequences for the future if the unit dies. You want to know how the unit's personality develops in the game, then you gotta earn it by not letting them die. A game about war and relationships where you can lose valuable units permanently is not a sin against game design.
They made a casual setting for people who don't want to risk losing characters.
It doesn't really ADD anything though, you feel stressed and you miss ton of dialogue and events because of it. You are literally just choosing to cut yourself off of content, nothing else. This is a GAME about high school kids doing war stuff and having fun during downtime, it isn't supposed to be This War of Mine.
I thought that was just mastering the class itself. When my Byleth went thru 7 levels under mage her magic stats barely increased. Also changing classes show lowers stats based on the class. All classes have penalties. Like a mage having less defense and so on.
I meant when you cert a class it gives you stat improvements on the spot. Like when you cert into thief it gives you speed and dexterity I think. So by certing into other classes you might get their bonuses too. And what about if you master multiple jobs in a same class? Does that add anything?
It doesn't really ADD anything though, you feel stressed and you miss ton of dialogue and events because of it. You are literally just choosing to cut yourself off of content, nothing else. This is a GAME about high school kids doing war stuff and having fun in downtime, it isn't supposed to be This War of Mine.
It doesn't really ADD anything though, you feel stressed and you miss ton of dialogue and events because of it. You are literally just choosing to cut yourself off of content, nothing else. This is a GAME about high school kids doing war business and having fun in downtime, it isn't supposed to be This War of Mine.
I plan ahead too, I spend a good amount of time optimizing my skills and arts before every battle, as well as inspecting gear and making optimal starting formation. I don't see how losing a member and thus their entire line of content would benefit anyone in any way. Perma death is fun is roquelikes because there is usually no narative and each run is basically just a race to see how far you can go. That is fun. But allowing loss of characters in a narative driven game is just ridiculous. Imagine if you had perma death in a Final Fantasy game, it would be absolute garbage.
My thoughts on the game: (I will put spoilers just in case, though I won't spoil any major story beats)
I wish the teaching stuff was more teachery. It doesn't really feel like you are actually teaching the students anything.
You basically just choose what you want them to improve their skills in. Most of the time you interact with the characters, you are interacting with them as though you are a fellow classmate. Have lunch together, chat it up in the monastery, have tea time together, etc. In battles you never get the sense that the protagonist is actually directing or leading anything. Instead he is just on the front lines fighting with every body else. Imagine if there was a scene or event or something where he teaches some battle technique or something to the students, then when war breaks out after the time skip one of the former students uses it on you. "I learned this from you sensei!!". Where does the protagonist's experience as a mercenary come in? What are the contents of his lectures? We will never know.
The second half of the game honestly feels the same as the first half, even though the school part is over. It's like they wanted the setting but didn't want to work for it.
Lots of the systems seem to exist for the sake of existing. Not because they are fun or particularly meaningful.
What can you do at the monastery? You can fish. Is it fun? No. You can garden. Is it fun? No.
You can invite characters to tea time. But what do you actually do? Nothing. You choose talk topics, but never actually get any dialogue about them. Just a right answer and wrong answer. And if you do good, what you get a couple lines of dialogue that are the same almost every fucking time? And if you succeed at all that, congratulations, you get the ability to uh, look at the person. And give gifts I guess but you could already do that whenever.
It's just a bunch of near pointless half-assed mechanics to try to give you shit to do each month. Even the quests get lazy. In the second part of the game, almost every month there was just a single new quest. And it was literally just hey, give me these two items that you probably already have, thanks.
People compare it to Persona, but I don't see it. Yeah there is a calendar and a school, but that's it really. And even then, You don't actually have to care about how you manage your time. There is no worry about beating the dungeon in time like in Persona, because the battle automatically happens at the end of each month and you have no choice to do it. And the time management really, how you spend your weekend that is, is basically non existent. Yes you have 4 options. Walk around the monastery, take a supplementary lecture, rest, or battle. But the only real options are the first and last one. And really, you are only battling if you want to grind, or do side stories.
In Persona it's a lot of, which social link do I want to raise today? Or do I want to focus on raising the protagonists stats? Or maybe I should go finish the story dungeon? Or maybe just grind? Time is limited, and how you choose to spend your time is important. There are trade offs. There are lots of school events (you even see teachers giving lectures time to time!!), to really make it feel like you are a part of it all. In FE, I think there was a dance and that was it. Hell, there aren't even tests or grades or anything really.
Support events are handled poorly (they always are I guess). You have characters who aren't in your class talking as though they are. You have characters continuing on with conversations that happened 5 years ago as though they happened yesterday. These things seem relatively simply to solve too.
I wish the military stuff was handled better. Lots of it feels like it was written by a kid who has no understanding of the subject. Lots of it is just sort of vague, "and then we travelled here!". You have enemies (and allies sometimes) constantly waiting for reinforcements that are on the way. Where the hell are these reinforcements coming from? It's the last battle or last fortress or whatever, you need to stop me there, and what, you had a bunch of troops just hanging out around the country not doing anything? Hell, apparently my guys can travel across the country and back in a single day, you had a whole month to prepare for me coming.
Then there is all this lazy stuff like, it's a battle where we are trying to capture this impenetrable fortress, but the battle starts with your guys just casually saying, well we managed to break in through the gates now let's fight everybody inside. Well thanks, for actually breaking into this supposedly strong fortress off screen to save me the trouble.
I want to see troop numbers, casualties, dates and time, etc. Actual war stuff.
I could go on forever, but I'll stop.
I really liked that it was full voiced. There was stuff that was generally surprising. The protagonist actually seems to have some emotion in cutscenes. I really liked that scene where he cried in the first part, I wish there was more of that in the second.
As for game mechanics, I think weapon durability needs to go. It's already gone for magic, I don't see why weapons can't work the same. If you're going to keep it, then make it meaningful. If you aren't then get rid of it.
Permadeath should go too I think. It doesn't really serve any purpose. Nobody is going to let the characters they like die anyway, that's why they give you a casual mode, and failing that in-game save scumming what with the turn rewinding. Get rid of permadeath and you can have a larger cast of characters that are actually important to the main story, rather than just giving their 2 cents on events every now and then so you remember they are there.
You can still have character deaths. Have them built into the story, ie bob will die at this battle halfway through the game, but if you got his support level high enough, or raised his stats, or etc then he survives.
It feels like they don't want permadeath but have to have it because it is Fire Emblem.
I think there should be more relevant end game job classes. For example one of my characters is an assassin, which is sword and bow. What new class am I supposed to raise him to? There is no stronger bow/sword class.
My thoughts on the game: (I will put spoilers just in case, though I won't spoil any major story beats)
As for game mechanics, I think weapon durability needs to go. It's already gone for magic, I don't see why weapons can't work the same. If you're going to keep it, then make it meaningful. If you aren't then get rid of it.
Permadeath should go too I think. It doesn't really serve any purpose. Nobody is going to let the characters they like die anyway, that's why they give you a casual mode, and failing that in-game save scumming what with the turn rewinding. Get rid of permadeath and you can have a larger cast of characters that are actually important to the main story, rather than just giving their 2 cents on events every now and then so you remember they are there.
You can still have character deaths. Have them built into the story, ie bob will die at this battle halfway through the game, but if you got his support level high enough, or raised his stats, or etc then he survives.
It feels like they don't want permadeath but have to have it because it is Fire Emblem.
I think there should be more relevant end game job classes. For example one of my characters is an assassin, which is sword and bow. What new class am I supposed to raise him to? There is no stronger bow/sword class.
Maybe apart from weapon durability. It is kind of annoying but I like how it balances using arts with it. This means you can't take a super powerful weapon and spam arts on it because it usually has low durability to balance it out. I kind of like that actually. There might be a more elegant system somewhere in the ether but I am mostly ok with this. Just make the repairs a bit cheaper I guess.
Permadeath is pointless and, like you said, just removes the ability of characters to have an impact on the story. Having permadeath the way you describe it, ala Mass Effect 2 suicide mission, is the best way to go imo.
There definitely should be a bit more classes. I am training my main guy with sword but there isn't a dedicated sword class after swordmaster (or whatever it's called) so now I have to think of a way to make him advance (savant is out of the question since my magic is still E level). As far as assassin goes you are in pretty much the same boat as me lol
My thoughts on the game: (I will put spoilers just in case, though I won't spoil any major story beats)
I wish the teaching stuff was more teachery. It doesn't really feel like you are actually teaching the students anything.
You basically just choose what you want them to improve their skills in. Most of the time you interact with the characters, you are interacting with them as though you are a fellow classmate. Have lunch together, chat it up in the monastery, have tea time together, etc. In battles you never get the sense that the protagonist is actually directing or leading anything. Instead he is just on the front lines fighting with every body else. Imagine if there was a scene or event or something where he teaches some battle technique or something to the students, then when war breaks out after the time skip one of the former students uses it on you. "I learned this from you sensei!!". Where does the protagonist's experience as a mercenary come in? What are the contents of his lectures? We will never know.
The second half of the game honestly feels the same as the first half, even though the school part is over. It's like they wanted the setting but didn't want to work for it.
Lots of the systems seem to exist for the sake of existing. Not because they are fun or particularly meaningful.
What can you do at the monastery? You can fish. Is it fun? No. You can garden. Is it fun? No.
You can invite characters to tea time. But what do you actually do? Nothing. You choose talk topics, but never actually get any dialogue about them. Just a right answer and wrong answer. And if you do good, what you get a couple lines of dialogue that are the same almost every fucking time? And if you succeed at all that, congratulations, you get the ability to uh, look at the person. And give gifts I guess but you could already do that whenever.
It's just a bunch of near pointless half-assed mechanics to try to give you shit to do each month. Even the quests get lazy. In the second part of the game, almost every month there was just a single new quest. And it was literally just hey, give me these two items that you probably already have, thanks.
People compare it to Persona, but I don't see it. Yeah there is a calendar and a school, but that's it really. And even then, You don't actually have to care about how you manage your time. There is no worry about beating the dungeon in time like in Persona, because the battle automatically happens at the end of each month and you have no choice to do it. And the time management really, how you spend your weekend that is, is basically non existent. Yes you have 4 options. Walk around the monastery, take a supplementary lecture, rest, or battle. But the only real options are the first and last one. And really, you are only battling if you want to grind, or do side stories.
In Persona it's a lot of, which social link do I want to raise today? Or do I want to focus on raising the protagonists stats? Or maybe I should go finish the story dungeon? Or maybe just grind? Time is limited, and how you choose to spend your time is important. There are trade offs. There are lots of school events (you even see teachers giving lectures time to time!!), to really make it feel like you are a part of it all. In FE, I think there was a dance and that was it. Hell, there aren't even tests or grades or anything really.
Support events are handled poorly (they always are I guess). You have characters who aren't in your class talking as though they are. You have characters continuing on with conversations that happened 5 years ago as though they happened yesterday. These things seem relatively simply to solve too.
I wish the military stuff was handled better. Lots of it feels like it was written by a kid who has no understanding of the subject. Lots of it is just sort of vague, "and then we travelled here!". You have enemies (and allies sometimes) constantly waiting for reinforcements that are on the way. Where the hell are these reinforcements coming from? It's the last battle or last fortress or whatever, you need to stop me there, and what, you had a bunch of troops just hanging out around the country not doing anything? Hell, apparently my guys can travel across the country and back in a single day, you had a whole month to prepare for me coming.
Then there is all this lazy stuff like, it's a battle where we are trying to capture this impenetrable fortress, but the battle starts with your guys just casually saying, well we managed to break in through the gates now let's fight everybody inside. Well thanks, for actually breaking into this supposedly strong fortress off screen to save me the trouble.
I want to see troop numbers, casualties, dates and time, etc. Actual war stuff.
I could go on forever, but I'll stop.
I really liked that it was full voiced. There was stuff that was generally surprising. The protagonist actually seems to have some emotion in cutscenes. I really liked that scene where he cried in the first part, I wish there was more of that in the second.
As for game mechanics, I think weapon durability needs to go. It's already gone for magic, I don't see why weapons can't work the same. If you're going to keep it, then make it meaningful. If you aren't then get rid of it.
Permadeath should go too I think. It doesn't really serve any purpose. Nobody is going to let the characters they like die anyway, that's why they give you a casual mode, and failing that in-game save scumming what with the turn rewinding. Get rid of permadeath and you can have a larger cast of characters that are actually important to the main story, rather than just giving their 2 cents on events every now and then so you remember they are there.
You can still have character deaths. Have them built into the story, ie bob will die at this battle halfway through the game, but if you got his support level high enough, or raised his stats, or etc then he survives.
It feels like they don't want permadeath but have to have it because it is Fire Emblem.
I think there should be more relevant end game job classes. For example one of my characters is an assassin, which is sword and bow. What new class am I supposed to raise him to? There is no stronger bow/sword class.
Yeah but I hate him. I'll just keep stealing Lysithea.
Claude is actually cool in his route but w/e. Also yes this is more of a Atelier game than Persona. It has the lazy quests and the minigames are extremely low budget. I'd like to see this formula be done again with minor improvements and at least late ps3 graphics.
Maybe apart from weapon durability. It is kind of annoying but I like how it balances using arts with it. This means you can't take a super powerful weapon and spam arts on it because it usually has low durability to balance it out. I kind of like that actually. There might be a more elegant system somewhere in the ether but I am mostly ok with this. Just make the repairs a bit cheaper I guess.
Permadeath is pointless and, like you said, just removes the ability of characters to have an impact on the story. Having permadeath the way you describe it, ala Mass Effect 2 suicide mission, is the best way to go imo.
There definitely should be a bit more classes. I am training my main guy with sword but there isn't a dedicated sword class after swordmaster (or whatever it's called) so now I have to think of a way to make him advance (savant is out of the question since my magic is still E level). As far as assassin goes you are in pretty much the same boat as me lol
I don't necessarily hate the idea of weapon durability. It just isn't handled well. If they aren't going to do it for magic, then why not treat weapons the same? It's not like my magic characters are nerfed in damage or something. I see what you are saying about weapon skills, but honestly, end game, your characters are going to be doing 2x attacks with their weapons if they have good stats. Sword with no weapon skill doing 2x40 damage, versus weapon skill of 1 attack for 50 or 60 damage costing you 4/5 durability? It doesn't make any sense.
I don't necessarily hate the idea of weapon durability. It just isn't handled well. If they aren't going to do it for magic, then why not treat weapons the same? It's not like my magic characters are nerfed in damage or something. I see what you are saying about weapon skills, but honestly, end game, your characters are going to be doing 2x attacks with their weapons if they have good stats. Sword with no weapon skill doing 2x40 damage, versus weapon skill of 1 attack for 50 or 60 damage costing you 4/5 durability? It doesn't make any sense.
It doesn't really ADD anything though, you feel stressed and you miss ton of dialogue and events because of it. You are literally just choosing to cut yourself off of content, nothing else. This is a GAME about high school kids doing war stuff and having fun during downtime, it isn't supposed to be This War of Mine.
Yep, I play these games for the story/characters/social dialogue options. I'm honestly not that big a ban of the gamplay (the combat or all the stat/job micromanagement). So normal causal for me.
I love that they have options for both difficulty and permadeath from the start though so people can play however they want.
With the amount of money you make on battles (which you can farm indefinitely) why even fix your weapons? Just buy new shit. What are you even going to spend your money on anyway?
With the amount of money you make on battles (which you can farm indefinitely) why even fix your weapons? Just buy new shit. What are you even going to spend your money on anyway?
I see the point of weapon durability being pointless but I still like the rest of mechanics for this game and the game gives you the option disable permadeath if you want.
Usually I get around 1k per battle at this point. I guess they give more money later.
They actually do sell fish baits at the market. You just had to go help the merchants clear a path and at that point you will have access to gift, smiting, tee, seeds and fishing stores.
Uusually I get around 1k per battle at this point. I guess they give more money later.
They actually do sell fish baits at the market. You just had to go help the merchants clear a path and at that point you will have access to gift, smithing, tee, seeds and fishing stores.
I meant when you cert a class it gives you stat improvements on the spot. Like when you cert into thief it gives you speed and dexterity I think. So by certing into other classes you might get their bonuses too. And what about if you master multiple jobs in a same class? Does that add anything?
Now to answer the question "when should I change class and promote?" the best answer might be: when your unit masters the class they currently are. Each class in the game has its own EXP meter completely separate from unit EXP. Whenever a unit takes an action as that class, that Class EXP meter fills slightly. When the Class EXP meter fills to full, that Unit earns the Class Mastery Bonus for that class, which can usually then be used freely by that character no matter what class they become down the line.
Here's everything you want to know about classes in Three Houses, including our advice on the best classes, certification for class changes, abilities, class mastery and more.
Having read that Kou Shibusawa was heavily involved in development - they basically developed the game, with Intelligent Systems providing the design leads and the director - it really becomes clear this isn't an IS game once you bite deep into it. Koei's Team Ninja developed FE Warriors, so that game really shouldn't be used as a benchmark. So I went back to play RO3K XIII and, man, Kou Shibusawa's handiwork does show all over FE:3H.
It is always good. I can't think of a game that has genuinely bad English dub. Not saying that Japanese dub is bad of course. For example Octopath Traveler I play in Japanese but FE3H and Xenoblade 2 in English (those Scottish accents in X2 are fabulous).
I see the point of weapon durability being pointless but I still like the rest of mechanics for this game and the game gives you the option disable permadeath if you want.
The problem is the game has to be designed around the possibility of any of the characters dying at any time.
What that means is, aside from say the protagonist and Dimitri (if we are in Blue Lion's route), none of the other characters can be involved in the story. All they will ever do is just stand in the background during events. Once a decision has been made in how the story will progress, they will all say one line of basically "Yeah I think we should do that too!", and that's it.
The problem is the game has to be designed around the possibility of any of the characters dying at any time.
What that means is, aside from say the protagonist and Dimitri (if we are in Blue Lion's route), none of the other characters can be involved in the story. All they will ever do is just stand in the background during events. Once a decision has been made in how the story will progress, they will all say one line of basically "Yeah I think we should do that too!", and that's it.
I see, To me it depends on the setting. for example in Persona 5 the setting is very Japanese, it kind off for characters speaking in english. When Ghost of Tsushima arrives I'm planning to play the game with Japanese dub even tho its a western game because of the setting.
I almost always play the game with JP voices, but FE3H (like, say, FFXII) is one of those games were the ENG dub is vastly superior. Bernie’s voice in JP is an embarrassment.
I take it back. It was annoying halfway through, too much cringe for me on support conversations. Petra's "I will not be stopping!" is hilarious though.
Anyway, just a thought after skimming through spoilers. Do you think that all four routes pretty much tied up all the loose ends of the story? Or there's probably gonna be a fifth route expansion?
I take it back. It was annoying halfway through, too much cringe for me on support conversations. Petra's "I will not be stopping!" is hilarious though.
Anyway, just a thought after skimming through spoilers. Do you think that all four routes pretty much tied up all the loose ends of the story? Or there's probably gonna be a fifth route expansion?
I thought Petra was autistic but she just can't speak the language because she is a foreigner
Answer to your question
Pope route is prob canon route until dlc sadly. Edelgard is a what if you said fuck it I love you Hitler and the other two are "god Edelgard sure is a bitch!" featuring mole people.
I thought Petra was autistic but she just can't speak the language because she is a foreigner
Answer to your question
Pope route is prob canon route until dlc sadly. Edelgard is a what if you said fuck it I love you Hitler and the other two are "god Edelgard sure is a bitch!" featuring mole people.
The season pass has a mention of another story and "new" characters. I still believe it was meant to have 3 routes and a dlc one but they decided at the last moment to give us "more".
I'm almost up to 28 hours now, lost track of time yesterday and played for about 8 hours, I couldn't put the game down. I'm loving the support conversations in this game, really nice that it's all voiced and are cutscene instead of portraits talking to each other. I like everybody in the Blue Lion's house and it seems like all the characters are really deep. As much as I loved Fates and Awakening, I never really saw any of the characters particularly deep, well at least for fates. I'm very interested in learning more about them.
The gameplay is pretty good, but I have the problem of not being able to focus on any particular weapon stat for my characters. It always bugs me seeing a stat getting left behind so I end up putting points into it even though they might never use it. Hopefully variety in weapon skills ends up being useful.
One thing that I miss from Fates is a PvP mode or even just going up against an AI controlled team of another player. Really hope they add both in a later update and hopefully it'll be balanced unlike Fates.
To those that want perma-death gone, pfft! I spit on you! Having perma-death gives the gameplay more of a challenge. It's like playing Chess, once you lose a unit, it's gone unless you sacrifice your pawn to save the Queen. That having said, perma-death does change the outlook of the story. Been playing the games since high school, and having to learn how to play limited before knowing of mods and second guessing Japanese Text, the series ended up growing on me.
Also, for those that don't like Perma-death. I sure hope Intelligent Systems doesn't remake Thracia 776, that game was a bicch to play, and severely broken
Man, I just spent an hour on one of the side quest maps and now I have to do it over again. I used up all of my divine pulses and used every strat I could think of but still lose a character.
I wasn't expecting it to be difficult so I sent my weaker units to get them some levels and separated into 2 groups, their ended up being a lot of reinforcements and one group got in trouble because the guys I was going to take out with my second group ended up going after the first group, so I split my second group in half so that the two remaining units could take out one guy but he ended up getting reinforcements too, so it become two against four and one of my guys got hit by a sub 30% gambit and couldn't move. Everybody in group one was at half HP and at least one of them had to survive off of 1HP, I was hit by another sub %30 gambit that prevented two of my characters from moving, one of them being the unit with 1HP left. In between all of this some characters died because I misread some range and unit placement and I had to go back and do it proper. Group one managed to just barely scrape by through the use of changing equipped weapons via trade and a very lucky arrow shot from Ashe at sub 30%.
What's frustrating is that I went through all of that only to lose Shamir because she has close counter and did enough damage to the guys attacking her as she and Dimitri made their retreat and ended up killing them one by one until she died. Now I have to do that all over again. I only needed them to survive that one turn before I could rescue Shamir and heal Dimitri. I was really close to beating it too.
It was a fun map, but damn lol.
I honestly wish I could've recorded it because a lot of BS and close calls happened here.