Fire Emblem series

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Healers were a BITCH to raise I the older games. I think staff uses did not give out EXP so you had to risk getting hit to raise stats. Add that with magic characters not having any Magic stat or growth as Strength did not equal magic might in the first game.
I recall healing staffs giving 1 xp per heal in sacred stones though the level ups with no stat growth was a layer of bullshit rng that i wound up not finishing the game over. Despite soft resetting letting you play with the rng, it got old really fast having to replay the map to that point again.

Compared to the new games where you can easily max out a healer in 3-4 maps if you can manage to shield the healer effectively and you at least get a +1 in something healing everyones papercuts for 10 xp at a time.
 
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So Mekkah actually admits to deleting comments on his FE Advance Wars video by blaming it on trolling and "bad
faith comments".


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Man. I kinda wished that the FE Tubing Community had enough exceptional behavior to warrant their own board here. Maybe some time in the future.

Took a bit for various Fandom Menace folk outside of Quarterpounder to get their own thread.
 
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That is something I never got.
There is no real PVP scene especially when it comes to custom made maps.
It's mainly because the series was mostly geared towards single-player, as far as I can tell. It seems that multiplayer was always an afterthought whenever it was included, except for Fates.
 
Why Fire Emblem has no map editor and Advance wars: days of ruin does, is beyond me....

Waifuism is the only replay value from what I've seen of the fanbase. Like you said, you can only play the same maps so many times until you move on.
This could be a fun idea, Mario Maker but FE, customize maps and give people free reign to design and share their maps online, and see if anyone can get past your specific challenges that you create, or just play it for the challenges others make. You could choose from a very wide range of characters throughout all the games, from the main characters like Byleth and Ephraim and Sigurd to the smaller characters like Oswin, Rath, and Chulainn. Maybe the characters could be locked behind unlocks (no MTs), or maybe certain maps could force a particular team on you.

...the more I think about this, the more I want it. Lol
 
This could be a fun idea, Mario Maker but FE, customize maps and give people free reign to design and share their maps online, and see if anyone can get past your specific challenges that you create, or just play it for the challenges others make. You could choose from a very wide range of characters throughout all the games, from the main characters like Byleth and Ephraim and Sigurd to the smaller characters like Oswin, Rath, and Chulainn. Maybe the characters could be locked behind unlocks (no MTs), or maybe certain maps could force a particular team on you.

...the more I think about this, the more I want it. Lol
https://youtube.com/watch?v=Lljj0MmvuUQ
The best part is that Days of ruin has all that with online play built in via the now defunct Nintendo wfc. It even has map sharing but no individual unit creation since its advance wars.

Though you could just spawn a few units in without unit production buildings to simulate that and they even do that a few times in the actual campaign. Those were some of the hardest levels where learning the different unit types actually matters versus the New FE steamrolling with any unit over level 20.

IIRC it was the only AW game made by a western studio and it never officially released in Japan. Its also funny how “Intelligent defense Systems” is the main antagonist faction mass producing clones with no concern about casualties or destruction and why I suspect it never got a sequel since japanese are incredibly anal over saving face. Sounds very much like modern IS to me. Lol
 
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I was wondering which would be the preferred max stat formula would be better for Fire Emblem?

I know older games and FE5 had stats max out at 20 whereas future games have increased the stat cap to where Three Houses you can have stats over 70+. I kinda find the formulas for attack speed and damage are much more stable at the lower stat cap as the Attack Speed in Three Houses uses like a quarter of your Attack for Constitution in terms of mitigating weight.

That and we get some amazing shenanigans with stuff like Pursuit Critical Coefficients that can really make or break a character's combat potential with a better chance to crit.
 
I was wondering which would be the preferred max stat formula would be better for Fire Emblem?

I know older games and FE5 had stats max out at 20 whereas future games have increased the stat cap to where Three Houses you can have stats over 70+. I kinda find the formulas for attack speed and damage are much more stable at the lower stat cap as the Attack Speed in Three Houses uses like a quarter of your Attack for Constitution in terms of mitigating weight.

That and we get some amazing shenanigans with stuff like Pursuit Critical Coefficients that can really make or break a character's combat potential with a better chance to crit.
An lower stat cap can prevent certain units from being one-rounded. But it runs into the issue on how you're going to cut through an tank who's near your stat cap.

I kind of prefer larger numbers, since it kind of avoids sending several people to kill a boss. But the only thing that's what's wrong with it feels like constitution is underrated in 3H.
 
An lower stat cap can prevent certain units from being one-rounded. But it runs into the issue on how you're going to cut through an tank who's near your stat cap.

I kind of prefer larger numbers, since it kind of avoids sending several people to kill a boss. But the only thing that's what's wrong with it feels like constitution is underrated in 3H.

Come to think of it,did Three Houses allow Rescue Dropping or anything of that sort?

A great tactic to get foot units past rough terrain is by some smart Rescue Chains that I think I only did once as a defensive measure in Path of Radiance to save a unit before I started using them to slash turns.
 
Come to think of it,did Three Houses allow Rescue Dropping or anything of that sort?

A great tactic to get foot units past rough terrain is by some smart Rescue Chains that I think I only did once as a defensive measure in Path of Radiance to save a unit before I started using them to slash turns.
That kind of magic is gated by an character's spell list as opposed to how rich you are, so it depends on who you recruit. And given the way how magic works in 3H, it'll be only good for moving a total 4-8 people.

I'm not sure of this is the exact amount, but it feels around 6 with Gremory without me looking at a spreadsheet.

TL;DR, it does, but you need to invest into it. Although, it's only really useful for speedrunning and killing off an siege mage or an artillery piece. Looking into it, you'd need at least three mages and possibly a dancer for the warp user. Thankfully, 3H doesn't have that many deployment slots. But outside of that desert map and that time when you set the ruins on fire, certain side chapters; movement cost is essentially an non-issue.
 
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Yeah, there is a rescue spell in 3H but it's only available on a few units, Flayn, Constance, and I think Bernie if you train up her faith

Yeah. I know Path of Radiance had like only Mounted Units rescue whilst foot units shoved. And I think starting Awakening you could switch positions with any 2 adjacent units.

I was a bit disappointed when I couldn't traditionally rescue units like the older games starting FE5.

I know FE4 desperately needed the Rescue Mechanic for various foot units.
 
I wonder how long 3H was in development for, they cut so much and left a lot of it in the game files in various states.
Like the kill/spare option with voice clips for Byleth.

IIRC it was announced and then released about a year later.
 
I wonder how long 3H was in development for, they cut so much and left a lot of it in the game files in various states.
Like the kill/spare option with voice clips for Byleth.

IIRC it was announced and then released about a year later.
It was announced in early 2017 and was released in mid 2019.
 
Whatever amount of resources/time they spent developing the monastery I wish they had put elsewhere.

It's fine enough on a first playthrough, but absolutely kills replay ability for me. The pacing is killed in its tracks having to dick around Garreg Mach. That and the calendar system; whoever decided we needed a Persona styled month should be taken out back and shot.

I don't know what the general consensus is on those features, but I really, really don't want to see them again. I think the Tellius games did the base (and supports for PoR) aspect the best.
 
I don't know what the general consensus is on those features, but I really, really don't want to see them again.
Some people like it because of how much customization it provides. I don't on account of how your mage can wield just about every weapon in the game as an Dark/Holy Knight. Sure, the NPCs occasionally have something interesting or tragic to say about what's going on. For instance, Verdant Wind had a Swordsmaster complaining about how long the war was dragging on over the last few levels and that she misses her family...I think this is the only recurring character at the monastery, come to think of it.

But overall, it's mostly tedious.
 
It was announced in early 2017 and was released in mid 2019.
Wasn't it announced at E3 2018?

Edit: Ah, it was announced in 2017. My mistake

Nevertheless I do think Three Houses could've used a considerable amount of time in the oven, at the very least to make some of the routes better, or maybe fix up graphics or adjust difficulty in some areas.

Whatever amount of resources/time they spent developing the monastery I wish they had put elsewhere.

It's fine enough on a first playthrough, but absolutely kills replay ability for me. The pacing is killed in its tracks having to dick around Garreg Mach. That and the calendar system; whoever decided we needed a Persona styled month should be taken out back and shot.

I don't know what the general consensus is on those features, but I really, really don't want to see them again. I think the Tellius games did the base (and supports for PoR) aspect the best.
I always say the calendar system is less like Persona and more like the Trails of Cold Steel games, since the hub is small and contained, it's not really active daily, but rather weekly, and you have a set number of things you can do in any given day. I kinda feel like people saw the calendar and latched onto Persona because that was the in-thing, heh

I do agree with the monastery's general limited...ness, though I've overlooked it at some points because it's done moderately well to allow me to really fine-tune my units. There is a bit too much around the monastery though, and it absolutely could've been either cut down or more resources could've gone into other aspects of it. Like, I don't think anyone does fishing unless it's that fishing competition month challenge, and I believe people generally use the cafeteria as their weekly activities to raise the motivation of their students, probably with a round of arena in there to get the monthly reward. At the very least I'm glad they added a few more facilities in the DLC, but I kinda wish they did more, you know?

The only really good and useful one is the sauna, most of the facilities in Abyss are kinda just shit. You get the wayseer who honestly is kind of useless and eats up your renown for endings, not to mention she doesn't appear until after she's even remotely useful, because raising bonds with other students, especially those outside your house, would've been useful in the pre-timeskip. You have the stat checker dude, and you have the trash heap which, to its credit, sometimes does have decent things. The only other good facility in Abyss is the shop where you can buy Abyss seals, and the only thing it's really good for is buying Abyss seals.

I kinda wish they'd add more facilities, rather ironically, but only ones that work and have a tangible effect on your gameplay. Maybe a tutor area where you can take a student to the side, raise your support, and raise their proficiency in a subject significantly, or a mock battle area that lets you pit your students against each other, to let you test builds and even strategies in a controlled environment.
 
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The only other good facility in Abyss is the shop where you can buy Abyss seals, and the only thing it's really good for is buying Abyss seals.
It's also good for buying some high tier weapons before you have unlocked the Blacksmith or the Professor Level required for crafting them, like Magic Bows, Cursed Ashiya sword or Dragon Claws.
 
Wasn't it announced at E3 2018?

Edit: Ah, it was announced in 2017. My mistake

Nevertheless I do think Three Houses could've used a considerable amount of time in the oven, at the very least to make some of the routes better, or maybe fix up graphics or adjust difficulty in some areas.


I always say the calendar system is less like Persona and more like the Trails of Cold Steel games, since the hub is small and contained, it's not really active daily, but rather weekly, and you have a set number of things you can do in any given day. I kinda feel like people saw the calendar and latched onto Persona because that was the in-thing, heh

I do agree with the monastery's general limited...ness, though I've overlooked it at some points because it's done moderately well to allow me to really fine-tune my units. There is a bit too much around the monastery though, and it absolutely could've been either cut down or more resources could've gone into other aspects of it. Like, I don't think anyone does fishing unless it's that fishing competition month challenge, and I believe people generally use the cafeteria as their weekly activities to raise the motivation of their students, probably with a round of arena in there to get the monthly reward. At the very least I'm glad they added a few more facilities in the DLC, but I kinda wish they did more, you know?

The only really good and useful one is the sauna, most of the facilities in Abyss are kinda just shit. You get the wayseer who honestly is kind of useless and eats up your renown for endings, not to mention she doesn't appear until after she's even remotely useful, because raising bonds with other students, especially those outside your house, would've been useful in the pre-timeskip. You have the stat checker dude, and you have the trash heap which, to its credit, sometimes does have decent things. The only other good facility in Abyss is the shop where you can buy Abyss seals, and the only thing it's really good for is buying Abyss seals.

I kinda wish they'd add more facilities, rather ironically, but only ones that work and have a tangible effect on your gameplay. Maybe a tutor area where you can take a student to the side, raise your support, and raise their proficiency in a subject significantly, or a mock battle area that lets you pit your students against each other, to let you test builds and even strategies in a controlled environment.
Persona probably was mentioned because p5 had recently come out with royale not far behind and like that game, there was a small amount of things you could do daily with that retarded calendar system that drains any motivation to continue the game. Though unlike persona 5, 3H doesnt significantly strain your resources early on with difficulty spikes and drag itself out to be a notorious 100+ hour grind not worth finishing with some of the worst and most uninteresting characters in the series.

Fates had a decent amount of facilities that im sad that mechanic wasnt carried into future games. Echoes’ world map travelling was though with blacksmiths being the only ones who could make/upgrade items on specific parts of the world map. Wouldnt kill them to add a togglable auto battle feature for the larger army maps like they have on the gachashit’s tiny maps and days of ruin because managing a larger army can get extremely tedious with IS’s standard gameplay. I know koei techmo made the game but they followed IS’s new FE formula for standard gameplay and innovated on it from there.

While I like the ability to change classes for every character, I feel it kills any character each unit has beyond “purple haired Bow knight #3 without a helmet”

Its not the same as needing to keep seth alive in Sacred stones or promoting cavaliers to become seth tier paladin tanks on ephraim route maps except one useless squishy Gen 4 pokemon Barry looking motherfucker.
It added a sense of importance of “shit this is the only few of this class im gonna get Id better be careful.” Instead of spamming the entire team to just be the meta and steamrolling. Classic just adds permadeath back into the game and nothing more.
 
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