Branching mission paths could be fun, really. Or at least optional missions to aid you in future missions. Like raiding an enemy armory to downgrade the enemies in the next map from Silver to Iron weapons or something. Make the strategic part matter a bit, even if it's only side missions, if you have a world map.If they're going to have a world map again then they need to have the mission structure being different in the next game. It's heavily not utilizing various branching missions that cascade into different results and such. Sacred Stones sort of did this with the branching Ephraim and Eirika storylines but I'm expecting something much more expansive.
Basically everything from Fire Emblem Awakening but with:
+ Actual difficulty and strategy
+ A story to rival FFT
+ Feet
"It's weird that people have all these valid concerns, but they are completely eliminated by the fact that one of these concerns has existed in the past".
Nope.
Uh huh.I would like this to return.
bunch of slack-jawed faggots around here. surprise reinforcements will make you a goddamned sexual tyrannosaurus, just like me.
Uh huh.
Improve the battle animations.
FE GBA games were sweet with their sprite animations.
FE Path of Radiance/Radiant Dawn mastery skills were cool as well.
FE Awakening attacks were just abysmal to look at.
The return of the fog of war, defense maps, balista, and more things that we lost on awakening
One thing I forgot to mention in my last post is that I would like to axe the unit respeccing that we have had in the last few titles. Intelligent Systems seems to have no real interest in balancing it (so that it works with the RNG character progression system), so they should just go back to making units a set class, outside of the Avatar unit. Everyone in Awakening was so interchangeable/overpowered due to the unit respeccing. What is the point of giving units different growth rates, if you can just respec until almost everything is maxed?
I liked the branching promotions. They could combine that with Radiant Dawn's double promotion to add a ton of variety. Perhaps tie the second promotion into the marriage feature instead of having marriages lead to child units.
I think some people are mistaking their completionist mentality for forced grinding. On the Normal Difficulty, grinding leaves you ridiculously overpowered by the end of the game. Yes, you may need to grind out some optional maps to get everyone's relationship to S-Rank, and work up some of the child units, but that is all optional side material. If you aren't trying to "catch them all" you can beat the main storyline no problem without ever touching a side map.
-Fog of War
-Make it so every single fucking mission isn't ROUT THE ENEMY ROUT THE ENEMY DEFEAT COMMANDER
-Where's my Light Magic
-Make it so that both of the Lords aren't the exact same
-Make it so that enemies can actually crit you without the need of a Killing Edge
-Bring back mechanics from Path of Radiance/Radiant Dawn like elevation
I am probably alone on this, but I'd like to remove optional battles as a whole and return to the Path of Radiance-style "You have this many battles, better make each kill count" system.
Branching promotions was pretty cool in 8 onwards, not sure if I agree with the double promotion system. Things got a bit out of hand in Radiant Dawn because of it.
To be fair, a good chunk of the game comes from S-ranks and kids, and sometimes that can take a bit of a grind unless you're min-maxing hearts from the start of the game.
I expect
- Similarly, most of the characters' will again consist solely of a single jokey personality trait.
This is a problem in every Fire Emblem. A few characters that are important to the main plot get some development. Others are mostly caricatures.
This is a problem in every Fire Emblem. A few characters that are important to the main plot get some development. Others are mostly caricatures.
Perhaps 'Waifu Emblem' should be a new sub-series where they keep a lot of stuff from Awakening, and they can continue Fire Emblem in the vein as 7,9,10 for future entries.
I agree with most things mihon said, FE in general should be harder and less forgiving than in Awakening, especially when you have casual mode for the people not into the unforgivingness.
One thing though: How should they make Archers viable again? Their inability to hit from close range makes them a bad option in every way, especially when most classes have 1-2 range and the reclassing.
I really want reclassing to go though, it allows you to break the game by just reclassing everyone to the most overpowered class and wreck shit. Like turn everyone into Berserkers, Sorcerers and Dark Fliers. So monotonous.
Balancing archers is not that hard.
First IS need to give them good stats. For some reason archers almost always have low stats, which does not make sense.
Second, give them 2-3 range by default. One of the reasons for Shinon being amazing in Radian Dawn was that 3 range when promoted. We could go even further and have some bows with 4 range. How crazy that would be?
Third, improve bows. Make them have the highest physical damage amongst all weapons. We would need to rebalance some other stuff though, but I feel that's the way.
Lastly, they could give archers some novel skills. Referencing Berwick Saga again (seriously, everybody needs to play that game), 2 archers in that game had a skill called "Shooter", which was basically Overwatch from the X-com series. When an archer was in shooter mode, it would fire in any units that would enter its attack range. If the enemy unit was hit and took damage, its turn would end. A simple, strategic and elegant skill that is better designed than any skill in Awakening.
Also more voice work would be appreciated.
How in the world did Awakening sell so much when I look back at it and I can only think of it as a decent Fire Emblem game?
Da waifus? The cutscenes during commercials? Boxart?
I mean it's still a good game but what caused this sudden spike in sales. Pent up demand or something?
You then end up with a situation like Tactics Ogre, where Archers are extremely OP'd. I think a good compromise would be to introduce more 3 tile ranged bows. Have them be 1-2 points weaker than the 2 tile bows at the same level, but have a variety of them beyond long bows at each weapon level.
What I would DIE to have is a overdue Fire Emblem fighting game developed by Arc System Works. Arc System Works has proven to be an amazing fighting game developer as seen in BlazBlue and Persona 4 Arena and I really think that the cast of Fire Emblem has so much to offer in a 2D, sprite based Anime fighter. The artwork matches and there's no doubt the gameplay will be fluid and fun.
It'd be similar to how Persona 4 Arena worked off the Persona cast and if Arc System Works were to make this fighting game, it's most likely that they'd use the cast of Awakening for the game and expand on that.
I mean who wouldn't want to play as Owain, Kjelle, Inigo, or Severa and fight each other in a battle royale. Abilities like Aether, Luna, Sol, Lethality, Astra, etc could be used through the Super Meter and each of the Character Portrait Cut Ins we see in Awakening could be potentially used in the said fighting game.
Maybe there can be a setting that locks you into only playing the story-mode chapters. I dunno, I liked the choice of no-permadeath in Awakening. Even if I might never use it, if it allows more people to enjoy the game, I think having more options like that can be neat.I think letting players grind is fine in a series where the developers throw units at you, particularly over the course of the game. A limited supply of experience just seems silly in the context of the rest of the game and discourages experimentation to everyone, except the hardcore.
This basically.
Please, PLEASE, remove pairing. Also, hire better writers.
In most Fire Emblem games, a unit's performance in the enemy phase has always been more important than the performance in the player phase. Archers always have had abysmal performance in the enemy phase due to lack of counter at 1 range. So, the way I see it, we need to give archers a massive improvement at the player phase.
Anyway, I think we call agree that something needs to change with archers.
Eugh, the "voice snippets" in Awakening got really obnoxious sometimes.
My archers have always been dodging beasts. They're my favorite class. I didn't know people thought they needed improving.I think they could just give them an evasive skill or two + appropriate stats so that they are hard to hit. The fact that archers are preferentially targeted by enemy units is part of the strategy, especially if you know your unit can take (or dodge) a hit. I wouldn't want to lose that by making them counterattack like everyone else.
My archers have always been dodging beasts. They're my favorite class. I didn't know people thought they needed improving.
My archers have always been dodging beasts. They're my favorite class. I didn't know people thought they needed improving.
I
Said the guy with the FE8 avatar
Yeah, Rolf was some sort of demigod. No other archers have come close to that in any of the other games I've played (admittedly, none of the Japan-only ones) but I figure that has a bit more to do with getting generally crappy level ups.Yup. I could see someone thinking that if they were coming off of POR/RD, since Shinon and a properly leveled Rolf were ridiculous. You could leave them in the middle of a squadron of enemies on lower difficulties and they would be fine. However, snipers have always been a good class.
Yeah, Rolf was some sort of demigod. No other archers have come close to that in any of the other games I've played (admittedly, none of the Japan-only ones) but I figure that has a bit more to do with getting generally crappy level ups.