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Fire Emblem: Awakening and more


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#476
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Mahrac wrote...

If your avatar is male, I'd say keep Chrom with Sumia.

I did that my first time through, Lucina was a beast with Aether and Relief

Disclaimer: I have a hard on for the Hero and Assassin classes, and enough time to pass on unoptimal skills.

Dat Lethality.:wub:

#477
Mahrac

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J. Reezy wrote...

Mahrac wrote...

Disclaimer: I have a hard on for the Hero and Assassin classes, and enough time to pass on unoptimal skills.

Dat Lethality.:wub:



With Pass, Acrobat, and Galeforce. And Limit Break when it's released.

#478
Shepenwepet

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 I'm not a fan of Lethality. 90% of the time it triggers for me, the enemy unit would have died from normal attacks anyway. At most it just saves me weapon uses here and there. It seems to trigger a lot more than it should though- max is around 12%, but FE-brand "12%" is quite different than what we here in reality would consider "12%".

Other than Galeforce and Sol, I heart Armsthrift, (Inigo's is at 98% 2000%, he's been using the same forged silver bow - GarudaBuster, 10 points to whoever gets the reference - ever since he switched to assassin ages ago). I also usually equip Renewal or Lifetaker, I don't use healers because I hate wasting a unit's turn, especially when paired up. For the same reason, hardly any of my units have elixirs in their inventories. I make up for it by being almost stupidly cautious.

I also like some of the rally skills, especially spectrum and heart. I'll hang onto rally defense and strength/magic until I absolutely have to ditch them. I don't recall anyone having Rally Resistance so that must be a Valkyrie skill.

I love the idea of Counter, but it doesn't really help me out. My Noire inherited it, because I know how annoying it can be when someone equipped with a bow has Counter. I didn't take into account that she was usually the rear character in a pair.:pinched: Even Vaike didn't get that much use out of it, because he got dumped in the barracks almost instantly after learning it. Gerome's gonna get it soon, but considering three of his other skills are Breakers (sword, lance, bow) it might not serve him well either.

There was also that one time where Severa could have killed a Countering warrior in two hits, but she decided to show off and Astra him, killing herself in the process. She never ceases to amaze me.<_<

Modifié par Shepenwepet, 30 mars 2013 - 10:58 .


#479
Mahrac

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Yeah, Counter really exists more for the enemy than the player.

And Leathality might not help much on the map, but in Rouges and Redeemers, or streetpass, it's a lifesaver.

I folded and made Morgan a bride so she could have rally spectrum, heart, and movement at once.

And the above is why I prefer Sol to Astra. (gameplay-wise. Astra is still my favorite in every other way)

Modifié par Mahrac, 30 mars 2013 - 02:59 .


#480
wsandista

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Mahrac wrote...

Personally I like Gregor for Severa and Vaike for Kjelle. If your avatar is male, I'd say keep Chrom with Sumia.


My main concern is the modifiers that the children get. I pair Vaike with Lissa to give Owain a good boost to STR. I'm trying Gaius as Severa's Dad to give her better speed. IMO anyone but Olivia or certain female Avatars result in stats for Lucina that are not a good fit.

Disclaimer: I have a hard on for the Hero and Assassin classes, and enough time to pass on unoptimal skills.


I will agree that both are very good(Hero is my fav), but I think Swordmaster is also one of the better ones. They might hit as hard as Assassins, but in the unlikely event they do get hit, it doesn't hurt them as much. Also I think the assassin model looks a bit dumb, the spikes are definitely a bit much.

I'm also fond of the Dread Fighter(Good choice for Henry or male child character with decent STR and MAG) and Sorcerer(Nosfertanking). The only class I really dislike is Valkyrie, maybe one day they will be as good as they were in FE7.

#481
Mahrac

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wsandista wrote...

Mahrac wrote...

Personally I like Gregor for Severa and Vaike for Kjelle. If your avatar is male, I'd say keep Chrom with Sumia.


My main concern is the modifiers that the children get. I pair Vaike with Lissa to give Owain a good boost to STR. I'm trying Gaius as Severa's Dad to give her better speed. IMO anyone but Olivia or certain female Avatars result in stats for Lucina that are not a good fit.


IMO Sumia gives Lucina excelent stat mods. I use Lon'qu with Lissa. Owain's STR won't be the best, but it boosts Astra's activation quite a bit. and those pairings give everyone excellent skill sets.

edit: I prefer skill over strength since defence caps are lower across the board, meaning IMO a single percentage activation rate is a bigger difference than a couple damage points

Disclaimer: I have a hard on for the Hero and Assassin classes, and enough time to pass on unoptimal skills.


I will agree that both are very good(Hero is my fav), but I think Swordmaster is also one of the better ones. They might hit as hard as Assassins, but in the unlikely event they do get hit, it doesn't hurt them as much. Also I think the assassin model looks a bit dumb, the spikes are definitely a bit much.

I'm also fond of the Dread Fighter(Good choice for Henry or male child character with decent STR and MAG) and Sorcerer(Nosfertanking). The only class I really dislike is Valkyrie, maybe one day they will be as good as they were in FE7.


Love the Dread Fighter too. Swordmasters are cool, but female Assassins do that little shimmy and I like the versatility that access to bows gives. Plus a higher skill cap IIRC.

Modifié par Mahrac, 31 mars 2013 - 04:52 .


#482
Sajuro

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I set my MU as dreadfighter simply because he already has A rankings for both sword and magic.
It just occurred to me, not only did Lucina coming back to the past speed up the events leading to Grima (Unless Chrom taught less than one year old Lucina how to fight) but Grima coming from the alternate future managed to save both timelines (more or less >_>) when he is defeated.

#483
Sajuro

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The second entry into my fanstory about what must have happened between the support conversations, battlefields, and barracks

#484
Homebound

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I noticed my Avatar has 6 blanked out Support slots. Who are they?

#485
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Homebound wrote...

I noticed my Avatar has 6 blanked out Support slots. Who are they?

Somebody's kids probably.

#486
Shepenwepet

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There are also still 2 paralogue characters to be released, there's six in total. If you notice the silhouettes are rather unique, that's them. The last one in your list is Priam, the only non-spoilery one.

I also think both Morgan genders are listed, but that may just be for those that can marry him/her.

#487
Mahrac

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Homebound wrote...

I noticed my Avatar has 6 blanked out Support slots. Who are they?


Those would be the six spotpass characters. go to wireless -> bonus box -> bonus maps, and you'll be able to put the chapters on the map. you won't be able to play them until near the end of the game though

Modifié par Mahrac, 02 avril 2013 - 01:05 .


#488
Dean_the_Young

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Sajuro wrote...

The second entry into my fanstory about what must have happened between the support conversations, battlefields, and barracks


Sajuro wrote...

“We fight or we die,” Chrom near yelled and left the tent, “that’s the plan!”

“What,
no, that’s stupid,” Kell said following after him, “See Chrom, that’s
why I’m the tactician, I don’t come up with stupid ideas.”

:lol:


And speaking of stories...



Finished my first playthrough last weekend, a big crunch through a few car and plane trips. It felt, I don't know... too short? Maybe my memories are scewed, but I seem to recall FE7 being much longer (but then, maybe that was because I couldn't grind up and blitz through much of it). I thought things were going pretty good as we fought the Valm Empire, I digged fighting the Conqueror, and then...

...end game so soon?

It was as much an anticlimax, both for the Valm act and the third and final act about the end-game, that I kept waiting for the Conquerer to return again or some new development to lead to another feeling of a 'real' war.

Don't get me wrong, it had its moments: the leadup to the prologue scene, or Lucina's confrontation with the Avatar. (All the better if you romanced her, or are her parent: Bioware, take notes!) It's just, well... it lacked oomph, you know?


Maybe it's my grim-dark sensibilities at play, or maybe I just wanted more drama out of it. Overtones of a Grima vs. Naga religious war for Chrom to rise above: more developments or involvement from the future. For the Avatar's father to actually make a come back and continue the story some more, rather than more or less be out-duped every time.

I liked the fate-of-nations plot lines: the Plegia arc stood well enough as Chrom developing and maturing, and though the Mad King was just made-to-hate the undertones of a valid historic grievance, threatening to spiral out of control, made Emmeryn an actually effective pacifist-inspiration for peace. I don't think the game ever presented it as such, but I can't help but think the first Real Change between the present and the dark future should have been peace between Ylisse and Plegia... and a character divergence for Chrom, who comes to mature into honoring his sister's ideals when possible rather than his initial inclination for righteous retribution.

If the Dark Future had been as much about conflicts leading to Grima as anything else, I'd have applauded.

Valm, on the other hand, had the interesting 'overcoming the rising empire' tension, in which Walhart the Conquerer and his unrelenting crusade for unification was both a steady see-saw of tension. I enjoyed the movement of the plot, such as the rebellion gathering, the dynast treachery, the various maneuverings of the evil tactician lady. If you play the Conquerer's DLC and explore his supports, it also has the not-quite developed undertones of a clash of ideologies: peace through unification, rather than peace through extermination (the Plegian hatred of Ylisse) or peace through tolerance (Emmeryn).

The Valm arc didn't do much to develop any real 'good' aspect or ideology of the Conquerer, though: not even about an enforcement of peace, or any grand destiny past the Conquerer's own. There was nevery a clear reason as to why he wanted to do so during the arc itself, which was a damn shame: Valm was just the evil empire, personified more by the treacherous and conniving Excellus than its actual ruler, and missed the opportunity to be some overly impersonnel grand march for the greater good or something even slightly redeeming.


The Grimleal Arc, as I mentioned before, was disappointing. It's more 'Chrom's personal journey to try and prevent the future' than being about, well, the implications or developments leading to the apacolypse. Some seriously good points were totally underwhelming in execution: the Avatar's parentage, the Avatar's role in the Future, even (and especially) Grima the Fell Dragon itself. FE:A is generally clear on who the good guys and bad guys were, but even the earlier villains had some basis of justiciation, or some possibly redeeming aspect. Even the Mad King can express regret. Validar and Grima, though have absolutely nothing redeeming about them: they'll destroy the world because they can, not because they have any real reason to want to.

And honestly, that's the part of it all that disappointed me the most. Why does the Fell Dragon, a god amongst mortals, care? Why bother to wipe out the humans? What future does it want to bring, that it prefers to the present? The same goes for Validar: he isn't the Avatar, or the first and valued servant of Grima. He's just, possibly, lunch. He doesn't even have a plan to double cross and seize the power of Grima for himself, which would be at least a little bit appealing as a motivation.

This is the problem of the Grimleal arc as a whole, as none of them, from the highest to the lowest, stand to gain anything out of it. Not power, not favor, not even revenge on their enemies or a chance to be spared. Why does the religion of Grimleal even exist, then?

Probably the best part of the Grimleal is the end, though, as events move too fast but touch on a number of points... including the buildup towards the foreshadowed final choice. There's much I, personally, could do with it, and to be honest you don't have to metagame to figure out which option is 'better.' But for a game that spent a great deal of time emphasizing the power of friendship, it works as an acceptable and appropriate theme for the resolution.




Don't get me wrong: despite the criticisms, I enjoyed Awakenings. I just kind of wish it was, well, expanded a bit. Give it my own flair.

And so I will.

(Stay tuned, boys and girls: Dean is going to write a TL;DR!)

Modifié par Dean_the_Young, 02 avril 2013 - 06:19 .


#489
Shepenwepet

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Dean_the_Young wrote...
Finished my first playthrough last weekend, a big crunch through a few car and plane trips. It felt, I don't know... too short? 


It kinda did, yes. The last Fire Emblem I'd played (Radiant Dawn, never really got into Shadow Dragon due to the fact that it encourages unit death) was 43 chapters. Almost twice the size of Awakening. I'm thinking maybe they could have shaved off a few billion support conversations (even though I love them) in favor of more story content. That said, even though FE games usually have good stories, I'm never in it for the story first and foremost, I'm in it for the tactical battles. There could be nothing but a chapter title screen in between battles and I'd still love it.

I certainly agree about Validar and the Grimleal, though. 

#490
Mahrac

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That essay sums it pretty well. Valm should have been much longer, maybe a level dealing with each of the nations Valm had swallowed up or something. The Grimleal, I don't have any real ideas there. Not much room left on the map, same as Sacred Stones, but it seems like they could have been fit in over on Valm.

Walhart's motivation was actually a combination of Social Darwinism and a desire to whip out the Grimleal, so that could have been used for the exposition.

#491
Dean_the_Young

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Shepenwepet wrote...

Dean_the_Young wrote...
Finished my first playthrough last weekend, a big crunch through a few car and plane trips. It felt, I don't know... too short? 


It kinda did, yes. The last Fire Emblem I'd played (Radiant Dawn, never really got into Shadow Dragon due to the fact that it encourages unit death) was 43 chapters. Almost twice the size of Awakening. I'm thinking maybe they could have shaved off a few billion support conversations (even though I love them) in favor of more story content. That said, even though FE games usually have good stories, I'm never in it for the story first and foremost, I'm in it for the tactical battles. There could be nothing but a chapter title screen in between battles and I'd still love it.

I certainly agree about Validar and the Grimleal, though. 

Well, about Length it occurs to me that all the Paralogues add a roughly equivalent amount of chapters to the 40 range... they just don't move the story as much, or even their own story plot.

Hm. Now I'm thinking about if there were some story requirement that required you to get all the S ranks necessary and recruit all the children, so that you could overcome some obstacle.

Then recruiting the children could be it's own subplot, rather than optional excess: say that each child has part of a key necessary for opening some secret door or whatever to get one of the Fire Emblem jewels.

#492
wsandista

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I think level design also plays a part in how short the game was. There just didn't seem to be that many foes on the map outside of Lunatic.

IMO, FEA would have been improved greatly by expanding upon Grima and his cult by giving them motivation(s) besides "LULZ destroy the world".

Tactical combat was fun, but there were some skills(Galeforce, Counter) that were really unbalanced.

#493
Dean_the_Young

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Mahrac wrote...

That essay sums it pretty well. Valm should have been much longer, maybe a level dealing with each of the nations Valm had swallowed up or something. The Grimleal, I don't have any real ideas there. Not much room left on the map, same as Sacred Stones, but it seems like they could have been fit in over on Valm.

Well, they could always have revisted a place in a 'map A redux' sort of scenario... or they could have drawn the map bigger. Not like they were forced there.

Walhart's motivation was actually a combination of Social Darwinism and a desire to whip out the Grimleal, so that could have been used for the exposition.

Yup. Especially the later part: that only gets told to us by Aversa, after the fact.


You know what I wish they had used more of? Outerrealm, or at least the time travel gate. We could have had a whole mix-match of timelines fighting over this one: a timeline in which The Counquer was victorious, the Bad Future timeline, and so on.

Now, I'm totally being corrupted by Mass Effect here, but if the Fell Dragon had been controlable, then everyone could have been interested in our timeline because the Avatar/Grima is 'up for grabs', so to speak. Walhart would destroy it: the Grimleal would have used it for world domination: Lucina wants to use it to fight her own timeline's Grima.

Or something like that.

#494
Shepenwepet

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Gosh. yeah, the paralogues actually bump up the total chapters to 49. Bit of a brainfart there.

While it would have been nice for the kids to have greater significance in the main plot, the possible permadeaths of their parents places them firmly in the optional category... unless there were replacement characters like Shadow Dragon had.

#495
Dean_the_Young

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Shepenwepet wrote...

Gosh. yeah, the paralogues actually bump up the total chapters to 49. Bit of a brainfart there.

While it would have been nice for the kids to have greater significance in the main plot, the possible permadeaths of their parents places them firmly in the optional category... unless there were replacement characters like Shadow Dragon had.

Hm. That could work. That could work pretty well, now that I think about it.

Say that you get the recruit child mission either when the parent gets an S Rank OR the parent dies (or if there aren't enough potential other-parents left to S rank). If you get the S Rank, then you get the inheretence of bonus stats and skills: if you get the perma-death or no-parents-left spawn, then you get the 'base' version.

If you get the no-parent spawns, then they get a social rank conversation change with someone, say the Avatar or Chrom (who can't be killed): something along the lines of a 'what was my parent like' conversation.

I'd pick Chrom for that, honestly, because he doesn't have a linke with most the children that aren't his own.

#496
Dean_the_Young

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Another petty grievence comes to mind: they never really explain the Risen. Are they actually zombies? Dead souls? Intelligent?

#497
Clover Rider

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They are just things for Donny to slaughter.

#498
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Some Geth wrote...

They are just things for Donny to slaughter.

This. One reclass to mercenary later and he's already unstoppable. I don't even really need to pair him up with anyone.

#499
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Dean_the_Young wrote...

Another petty grievence comes to mind: they never really explain the Risen. Are they actually zombies? Dead souls? Intelligent?


I thought they were dead soldiers from Lucina's time. I swear I read that somewhere...

#500
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Shepenwepet wrote...

Dean_the_Young wrote...

Another petty grievence comes to mind: they never really explain the Risen. Are they actually zombies? Dead souls? Intelligent?


I thought they were dead soldiers from Lucina's time. I swear I read that somewhere...

Yeah I swear Gangrel called them zombies during that surprise attack against Philia (Did I spell that right?).