Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

The Fire Emblem Thread

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
11,324
Location
Flowery Land
Endemic
FE6's Chapter 7 looks nice, but most of the map is pretty empty tactically, as almost all action takes place in the streets to the east due to how enemies are placed. Are you really saying Arcadia, the fog of war desert chapter that's piss easy if you have any prior knowledge and bullshit if you don't is a good map? Cog of Destiny is literally in the same place as Chapter 21 of FE6, which is far, far worse about enemy spam containing 125 enemies unless you have metaknowledge to avoid the triggers.
 

80Maxwell08

Arcane
Joined
Nov 14, 2012
Messages
1,154
I'm about 4 hours in now and while I've still only had 3 missions (I'm about to start the 4th) and while I'm still learning the systems, I am liking it a bit more. I can't say I like the dialog choices since it's basically a right or wrong answer, and I nearly always manage to select the wrong one. Not that it affects much mind you, its just annoying. The writing is absolutely an improvement over awakening and fates though so that helps get through all the talking.
 

eric__s

ass hater
Developer
Joined
Jun 13, 2011
Messages
2,301
How can you tell if your guys are good? Have I totally blown it with these two?



q4j3qbb.png


I feel like they're overall pretty decent, but then I have absolute monsters like Quan and Lex who blow them out of the water in every regard, and I'm not sure if I've just gotten very unlucky with Alec and Finn, or Lex and Quan are actually lightyears better.



The game is so weirdly balanced and so far is extremely easy.
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,278
Both Alec and Finn are fine and will be useful till the end of the... half of the game. Finn even beyond. Quan will leave your party early, like a hopeless Beta he is...

PROTIP: just use anyone you want. As long as he/she has decent range (low range is acceptable for mages, but not for meleefags) and does not require excessive training (most fags starting at level 1 are IMO worthless). OFC things can be harder when you're aiming for certain pairings and strong children for second half of the game...

Anyway: 10/10, fantastic game, finished a couple months ago.
 

eric__s

ass hater
Developer
Joined
Jun 13, 2011
Messages
2,301
Both Alec and Finn are fine and will be useful till the end of the... half of the game. Finn even beyond. Quan will leave your party early, like a hopeless Beta he is...

PROTIP: just use anyone you want. As long as he/she has decent range (low range is acceptable for mages, but not for meleefags) and does not require excessive training (most fags starting at level 1 are IMO worthless). OFC things can be harder when you're aiming for certain pairings and strong children for second half of the game...

Anyway: 10/10, fantastic game, finished a couple months ago.
Thanks, I appreciate it. I'm about to finish up Chapter 2 and I'm enjoying it, I just hope it becomes more difficult eventually. I love the huge maps with shifting objectives, and I hope the maps get even bigger and more complicated. I also like how there are no limits on the amount of characters you can use; there's a tremendous sense of scale that I've never seen in other strategy RPGs. This, Gaiden and Three Houses are the only Fire Emblem games I've played that I actually like and I'm hoping (and kind of sensing) that there is a remake in the near future.

One of my favorite things is how special and important items feel in this game. It's not like other Fire Emblem games where you can just buy a sword at the store; there are very few weapons and what you get can't be traded away, so what you get feels very important and personal. Quan gave Finn a brave lance at one point as part of the story, and it really feels like it's his - it's part of his character and function now. It's a super rare, powerful item that he can't give away to someone who could probably use it better - it's just his now.
 
Last edited:

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,278
One of my favorite things is how special and important items feel in this game.
Indeed.

On the other hand, a little bit of hex-editing can fix it.

:smug:
 

eric__s

ass hater
Developer
Joined
Jun 13, 2011
Messages
2,301
UfErzB2.png


Just started Chapter 3. One of my favorite things about this game is starting up a new map and spending 15 minutes looking at it and trying to figure out how the heck I'm going to do it.

Also, Chapter 3 takes place 6 months after Chapter 2, and Deirdre just had a child. That means she was at least 3 months pregnant when she was out battling in Agusty...
 

eric__s

ass hater
Developer
Joined
Jun 13, 2011
Messages
2,301
Those are pretty good! I like the original graphics with the goofy hair, but those definitely look consistent with the overall Fire Emblem style, especially the GBA games.
 

Optimist

Savant
Patron
Joined
Jun 18, 2018
Messages
336
My team has the sexiest and deadliest waifus you can recruit.
So, I finished Three Houses yesterday night. Since it's not like I'm doing anything important at my job, I guess I'll dump my thoughts on it here, in a kind of summariorevievocommentary.

I don't think anyone plays FE games for the story, but nevertheless a disclaimer: some light spoilers ahead. I assume that anyone reading this already knows that a) you start as a teacher in a monastery/officer academy/ battle Hogwarts, that b) at some point there is a time skip that takes you a few years into the future, and that c) in this future you are dropped into a war in which you lead the chosen group against the other groups.

I wanted to sprinkle a few screenshots I got off the internet here and there, to break up the wall of text. In the end, I did not. You can find them yourselves, though?

Tactical entry

I'm not a fan of chinese cartoons, but I do enjoy tactical/RPG games. Not that I'm all too good at them, mind you, but I spent a lots of time failing at XCOM as a young'un. If like me, you got a Switch and feel a yearning for some on-coach turn-based (non-)action, you don't have all that many choices. Wargroove is great, Disgaea 5 nicely tickles level-up receptors if one can stomach the style, and the Mario game is supposedly pretty OK. Other than ports, that's it. Having played Sacred Stones on my mobile a few years ago, and enjoying it, I felt that I could trust the brand.

And all in all, I feel like it was money well spent. The game clock showed 70 hours once I finished (although a few of those might have been Switch idling) one of four available routes. I don't think I'm going to play another one for at least a few months, but that will probably be another 50+ hours. I'm honestly surprised at how log it took me to beat the game - I constantly felt that the battles were on the easy-ish side, and that's despite the self-imposed challenge of "no character dies". And I was playing on the supposedly 'hard' difficulty! I guess that slacking around the Vatican Castle, and doing side-battles took some time. I can honestly say that I think I 100% the route - I maxed all supports between all characters in my roster, beat all sidequests and completed all side objectives (like catching escaping thieves, etc). I did not fully upgrade all statues, but I don't think it's doable in a single playthrough. The ending took its toll on me, but we'll get to that.

Ever wanted to abuse minors from a position of authority?

You're a kid of famous mercenary captain, one evening accidentally save future leaders of three ruling houses of the continent, and sexy pope makes you a professor at her Xavier Academy as a reward (...or so you think!). Some drama ensues, with its exact type depending on which of the four routes you take. And... that's pretty much it. As usual with nipponese stuff, story of the wider world takes a backseat to problems of each character, and less time is spent discussing current events, plans and changes being brought to the world, than the fact that one of the characters has a sweet tooth, and another flirts a lot. It's easy to get used to it, but it takes away from the drama a bit. It does have a pretty big saving grace, though.

See, the Blue Lions route I took focuses mostly on geopolitical matters. Of the others, (from what I read) GD campaign tells a bit more about history of the wider world, Church focuses on your character's backstory while also talking about mystic stuff, and Black Eagles is all about Edelgard and her plans to make Fódlan a better place. You don't get the full picture after playing just one route, but seeing how characters' motivations and behaviors differ depending on with whom you side, you might have problems putting it all together. And it gets worse! In a nice touch, pretty much any character telling you about stuff, especially historic, is a somewhat unreliable narrator. It seems like the writers actually had a few nice ideas about how to write a story that's satisfying to discover, but, being Japanese, their hearts and souls were quickly overwhelmed by color-coded lolis.

The translation is pretty good, I think. My weeb wife tends to jump at any chance to show off her Japanese skills by pointing out a discrepancy between what's said and written, but she kept silent for most of the time. From what I gathered, all discrepancies were signs of translators doing their jobs properly (translating exclamations, etc). English dubbing is, likewise, OK from what I hear.

The loli is 5000+ years old, I swear

Fire Emblem did not earn itself monicker of "Tactical waifu simulator" for no reason. I think there are about thirty-something playable characters; one of those is your character, you get another eight when you pick a house, and then you have the ability to shore up your ranks by recruiting teachers/ knights/ kids from other houses. Barring a few, reasonable exceptions (you won't be able to recruit certain superloyal characters) you can grab pretty much anyone you want. They will stay with you through the entire game, killing their childhood buddies in cold blood due to your excellent mentoring skills. There is an exception, though, where in one of the routes certain characters won't cooperate with you after time skip.

You are strongly expected to grab a few additional folks; you start with 8 kids + you, and most battles allow you to send out 10-12 characters. Sadly, in bigger battles you are not allowed to bring more than that; instead, you are supported by faceless mooks. The only way to help B-teamers keep up with levels while leveling support at the same time, is using the adiutant system, where, depending on your professor level, you can attach 1-3 characters to other characters, to provide various boni. This also counts as two characters on the same space for support gain, so it's easy to powerlevel a clique of relations by sending this small deathstar to solo monsters.

Having said that, the characters are... there. They're mostly "a stereotype with a but", which usually translates to "a stereotype, but with a heart of gold". Seriously, (almost) all your kids are lovable people, and all the teachers and knights are trying their bests. Amount of sugar bursting from the screen could give a lesser man diabetes. Almost everybody has some kind of sad story behind them, which you mostly unearth reading through their support conversations. I stopped caring pretty quickly, clicking through most support dialogues; this style of writing is not for me.

Following proud FE traditions, while fighting and participating in various activities, characters gather friendship points with each other, resulting in C/B/A ranks of support. These provide small boni when these buds stand next to each other on the map, while also deciding on endings for them. Main hero can pick who (s)he wants to end up with, the game decides for all the others, basing on who they gathered most support with. The endings are almost all happy (I distantly remember that this wasn't the case in Sacred Stones, but I might be wrong), with few peculiar ones having characters die if improperly paired, or disappear from the face of Fódlan. Still, these vignettes are nice to read and are a pleasant way to end the game.

Funnily enough, it is fairly easy to get characters to A-rank with many other characters, prompting numerous situation where even most stalwart folk will promise a bunch of girls/guys (or girls AND guys) that they'll be together forever, ending up with only one of those. I guess that either the post-war period was like Bold and Beautiful on steroids, or that Fódlan believes in free love.

For whatever reason, some characters turned out really... creepy? This might be understandable with the high-heeled pope, who, as we see in the intro, is likely somewhat troubled. Yet Mercedes, for example, also made me somewhat uncomfortable, by smiling widely while talking about how unfortunate it is that goddess smote the unbelievers in such a gruesome way. In the beginning, your father reminds you to keep paranoia on, so I assumed that it was done on purpose, but naah, I guess it's just cultural barrier and my wariness of bug-eyed anime portraits.

Purdiness is about OK

Not a specialist regarding audiovisuals, so I'm not going to yammer on too long.

Graphics distantly reminded me of Persona, and, uh, Tales of Bersomething I once saw. Faux-3D-anime style works with TH. Everything is clearly recognizable, with small icons feeding info into your brain whenever necessary. The only thing that made me wince was some of the cutscene backgrounds, which are horribly low-res, and weirdly distorted (that snowy forest, ouch).

Switch's specs are kind of shitty; I realized that when playing big system seller BotW and noticing frame drops. Despite TH's simple fairly graphics, Switch still occasionally stutters. This is not all that great of a problem for most of the time, but occasional loadings can take a bit longer than you'd like - I think this is most painful when, during exploration, you decide to cross the bridge from the main part of monastery into the cathedral. The gate acting as a loading screen can take up to ten seconds to rise.

Sound direction is pretty generic, all things considered. Supposedly there are a few interesting tracks in GD route, but I never heard them. I don't remember any of the pieces I heard, but they fit the atmosphere well, so that's enough for me.

Shanking guys, flirting with gurlz

Yeah, now we're getting to the important part.

The gameplay can be divided into two parts - battles and exploration. Battles are the more important part, but you are likely to spend a lot of time exploring the monastery. Prefer the game to be combat-centric? Don't worry - if you don't feel like walking around listening to your students' inane ramblings, eating ten dinners a day, and fishing for hours, you can mostly skip it. Seeing how time spent in monastery mostly serves as a way to boost supports it is doable, if somewhat inadvisable due to the fact that you'll miss out on quests that unlock additional shopkeepers. Still - you can decide to fight additional battles, or listen to a seminar. Hell, you can even automate your own lectures, but since the game creators assumed that you are going to partake in school life and like it, I'll assume that, like me, you are autistic hoarders and explorers which feel tingling of triumph when managing to boost your professor rank to another level with fishing, unlocking this sweet, additional action per week a bit earlier.

Ten points for Blue Lions

The monastery is not that huge, but it still takes a minute or two to cross it. Each month, numerous characters have something to tell you and occasionally ask you something; if you pick the right (most ass-kissing) answer, you gain support points. A bunch of rubbish ('lost items') appears on the ground after each story mission; if you deliver it to its owners, you gain support points. You can give other characters gifts, this will gain you support points. You can answer questions left at the question box; if you answer correctly you gain support points. You can also partake in certain activities with your students (dining, tea-drinking, singing), which will gain you support points.

Here is the thing: I felt that things you do during exploration don't really have all that much impact on the meat of the game, combat. Sure, you can gain support points, but you can also gain lots of them while in combat. Buttering someone up can make it easier to recruit him/her, but if you buff appropriate skills he/she will ask to join you anyways - and you can always 'rent' a unit from another house and stick it next to the main character for a few fights. Buffs you get from cooking are minimal, and the training you can ask for doesn't give you all that much. I guess that the most important thing you can do is boost your CHA a bit, as well as improve students' happiness so that you can tutor them harder during working weeks.

Now, I'm not saying that fooling around in cathedral has no impact on combat - it just delivers fairly little bang for the amount of time it tends to use up. I like clicking on stuff, so I wanted to talk to everybody even if only to barely pay attention to what they're saying - but if one were to dislike the Hogwarts part, it would be easy to reach the conclusion that too much of developer time went into developing ultimately unimportant part of the game, and that the purpose of TH seems to be A-ranking everybody with everybody, rather than tactical fights.

When you invite your students for a cup of tea and select the right answers, you can stare close-up at their boobs. This occasionally gets them flustered.

R&D: Recruitment and development

Recruitment is simple. Each character has a skill and an attribute they're interested in. If your skills and attributes are high enough, you can ask them to join your class - although sometimes they'll reach out to you on their own accord. You might want to recruit as many kids as possible, mostly because certain characters (as well as pairs of characters, oftentimes from different houses) give you access to 'Paralogues', their own subquests that usually give really good rewards. It also makes you feel like a less of an asshole for killing them off in the second part of the game. You can lower the recruitment requirements by increasing their support rank with the main character.

Moreover, at certain points of the game, you will be able to recruit knights of Seiros. This is generally a good idea - they tend to start with really good stats and advanced classes, and don't even lag behind in stat gains all that much.

Stat gains work the way they used to. Each time someone levels up, they get a chance to increase all of their attributes, with likelihood based on character and their class. The most screwed you can get is an improvement in two stats, but you can also get lucky and get increases across the board. And if you want to shore up your falcon knight's strength, you can always have them consume a few single-use items. Skills can be improved by use, or by training - although sometimes, before being able to train certain skills by use (riding, heavy armor), you need to train them a bit to certify into an appropriate class.

Each character has a few inventory spaces; these are usually filled by a single offhand item (staff/ magical ring/ shield), one or more breakable weapons and consumables. If at any point were you to pick an item without space in inventory, you can have friendly dwarves run over and carry one of your thingies to convoy. On the other hand, your main hero, as well as anyone standing right next to him, can, at any time take an item from convoy into their inventory. This makes training MC as a thief rather pointless, as you can pull a key off your arse at any moment (although the stat-ups are OK). I know that this system is traditional, but I don't like it all that much; I much prefer weight/grid-based inventories. I also wish you could put your character on a horse/ give them heavy armor without it being a separate class: it's so artificial.

Classes are gained through the certification system. When you are at an appropriate level, you can pay a seal to take a test to gain a new certification. The success chance on characters' skills, but also, I believe, on stats. If you pass, you can now change into the new class, if you failed - you just wasted a seal and need to wait. Results are pre-seeded for each character, so you can't really savescum here. This has the side-effect of having to train your healers/warlocks how to use a lance if you want to put your wizard on a horse. You also need to train your characters in heavy armor/ riding manually, before getting them into lowest-tier class that allows you to naturally train those skills.

Go to your brother / kill him with your gun / leave him lying in his uniform / dying in the sun

There are three kinds of battles - story, paralogue, and random. You usually get a single story battle at the end of the month. Paralogue battles are unlocked depending on your level and characters you have and can be done until the end of the current part (pre- and post- time skip). Finally, random battles can be repeated ad nauseum. At the beginning, you can do two battles per weekend, three in the second part (or a single story battle). You select n characters out of your roster, possibly attach adjutants and shuffle them on the map - and move out. You and your opponent then take turn moving all your units, with fights being exchanges of 1-4 blows per each side.

So, the main problem I have with the battles is that they all boil down to cutting down every single enemy. There are barely any "protect X" missions (I had, like, two?), or "get to Y in x turns" - instead it's all "rout all enemies" and "kill enemy commander". And seeing how much XP you get per takedown, you generally want to cut down as many opponents as possible regardless. TH could use a bit more variety in this regard.

The game was surprisingly easy. I played the hard mode, with classic death rules. I think I only restarted a map once when I grabbed a team completely unsuitable for what was awaiting me. Divine pulse mechanic and markers help a lot. Divine pulse basically lets you move time back to any point in the past - so it works kind of like a save mechanic. The only thing limiting it is that you have limited charges (I think it's 5 at the beginning, but you can gain more - I had 12 at the end). Sure, this can save you some hair loss, when at the end of a mission you park your healer a square too far and get his ass meteorited, but also encourages reckless play that relies on crits and dodges. Markers, on the other hand, are lines that explain who is going to attack whom. AI's plans can occasionally change, for example when the enemy discovers that he no longer can reach his target, but usually are one hundred percent trustworthy. It saves you arduous square counting, but I remember always having a pretty good idea about who's going to attack whom in Sacred Stones after thinking for a while. It's one more thing that lets you reduce your brain usage while playing.

For the entire first part, I played all the missions with lowest-level characters in my roster and never had any issues. Then, at the beginning of the second part, I picked a difficult paralogue I was somewhat underlevelled for. This made me trim the A team down to 12 characters, which then were taken to all missions. I ended up with levels 45-47 for this group, and ~30 for the noncombatants.

Mobility is king, and long-ranged spells are a huge crutch. The only classes you might not want to put on a (possibly flying) horse are your main hero, your lord, and healers. The most important thing you get as a rider is canto - ability to move after an attack. This allows your pegasi to fly over a wall, chuck a spear or two, and safely retreat beyond enemy's range. The long-ranged spells, on the other hand, are powerful enough to kill a unit per cast, and can get your ass out of hot water if you misplay, or take down enemy catapult from beyond its range.

So, you have a single main mission per month (which oftentimes have additional tasks baked in), a paralogue or two per month (which, due to level requirements, can be pretty tough, and always have something going on for them), and random missions. Random missions place you on one of the maps you already played on, sprinkle a few groups of opponents (or monsters), and point you at them. Seeing how battles are the most effective method of gaining XP/ support/ items, you will want to play a lot of them, but seeing how - especially in later parts of the game - there is little else to do, you will fight on the same maps against the same opponents over and over again. In the final stretch, I've been doing about six almost identical combat scenarios per month and stopped when I realized that this seriously hurts my enjoyment of the game.

What's new in Three Houses? Monsters and battalions. Monsters are huge opponents with multiple life bars and armor. Hit them hard enough, and a square of armor breaks, making them more vulnerable and preventing them from counterattacking during the next attack. Break them all, and you get some special material used for repairing weapons, and the monster is stunned during their turn. If you hit them with a gambit, they focus their attention on the initializer, which allows you to keep them away from squishier combatants.

Unlike combat arts, which are standard "damage your weapon more -> deal more damage" attacks, gambits use battalions. Each character can have a battalion assigned. This not only alters their stats, but also allows for gambit actions - non-counterable attacks which can do as little as damage a single opponent, but also pull/push them, grant you dudes a powerup, fire a huge AoE fireball or grant someone another turn. They're fun and mix things up a bit.

Weapons still break. They can be repaired or reforged at a blacksmith - repairing maxes their endurance while reforging turns it into a weapon of a higher tier. Reforging is the better deal of the two. Blacksmith uses money and ore; you can buy some basics at shops, but you'll mostly earn it by completing random missions and, for whatever reason, stunning monsters. Stunning monsters is important, as they are the only source of the superore used to repair your Hero Relics, elite weapons best used by nobles with appropriate crests. Funnily enough, if you play on-line, purple and golden fields appear in places battles were fought/ other players' characters died. The golden fields ocasionaly fix your weapons, thus allowing you to cheese this mechanic by using them to fix damaged relics.

At first, I was surprised that the rock/paper/scissors mechanics of sword/lance/ax disappeared, but they're still kind of here. At certain weapon skill levels, you get equippable abilities that give you +20 hit/avo when fighting an enemy who uses x weapon when you use y weapon. It's pretty big; would be bigger if you weren't so much more powerful than your opponents.

So yeah, until the endgame hit, I was having fun. The mechanics eventually wear their welcome, especially when you beat up the same team of elite bandits and thieves over and over again. You won't find too much of a challenge here - the last mission was not banal, but turned much easier when warped Dmitri shove a javelin up a named enemy's ass, causing a bunch of units to retreat for whatever reason. A new, higher difficulty level was promised, although I'm afraid that all it'll do will be boosting opponents' stats and little else. A bunch of other DLCs were promised as well, so maybe in a year or two I'll try out another route in NG+

Play it once again


...which exists! Unfortunately, all it does is allow you to spend the renown you earned in the first game to improve your relations with students, boost stats, and change clothes. Still, a playthrough where you recruit absolutely everybody might be fun!

It's OK

I might complain a bit, but all in all Three Houses was fun. A bit too much waifuism, not enough tactics, but it's still a good AA game. If you are reading through this thread, and have a Switch, you are likely to buy it anyways. Perhaps you'll have more fun than me, by virtue of giving up the grind for getting through the game at a somewhat livelier pace.

Honorable mention goes to those vignettes that appear in-between chapters, especially those from pre-timeskip period. I don't know, I enjoyed those a lot, the pictures were purdy, and the poetic summaries of Fódlan's day-to-day life were a touch of spice the game needed.

I rate it pretty OK. Admittedly I rate, like 90% of stuff pretty OK due to my high levels of optimism.


PS 1. There are a few things that'll help you with the enjoyment of this game.

- Don't advance your healers into holy knights, go bishop -> gremoire. They're not going to use weapons anyway, a horse doesn't improve their defence all that much, Physic lets you not worry about their mobility anyways, and having twice as many fortifies would prevent me from divine pulsing twice in the last mission.
- Pretty early an arc regarding kidnapping happens. You then have to explore the monastery for a while and look for clues. Obviously, it boils down to a conversation or two, after which a glowing spot appears. If you interact with it, next story mission will begin - don't do this, as this will skip you to the ond of the month, losing you a sunday or three. Just finish the day and wait.
- Fishing doesn't cost you actions, can be used to boost your professor rank, and earn huge amounts of money with golden/platinium fishes. Buy bait whenever available, but don't use it unless you lack < 500 points 'til the next professor level. Sooner or later, there'll be a "lots of fish" weekend. During it you usually catch 3-5 fishes per bait, which makes XP gain massively faster.
- Lysithea is a beast. Petra pretty much one-turned most of enemy commanders with her massive crit chance. Mercedes is likely the best healer in the entire game. Ingrid can solo entire battalions of mages as a falcon rider. Dorothea is a pretty good all-rounder wizard, quickly gaining her range 3 spell.

PS 2. Special rewards:

Most likely to choke you in your sleep, while repeating how much she loves it when you stomp on her
Mercedes
10129.png

Most likely to be AN ABSOLUTE UNIT

Raphael
latest

Also, Obersturmführer Reich:

Hubert

article_tools%2Ffireemblem-fuka%2Fgacha%2F4_chara.png


tl;dr: had fun with it, but it is no masterpiece.

God, I wish we were able to replicate technology that allowed us to create JA2, and research on which gave us SS2/H&S.
 
Last edited:

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
"I constantly felt that the battles were on the easy-ish side, and that's despite the self-imposed challenge of "no character dies". And I was playing on the supposedly 'hard' difficulty!"

All I need to know.
 

80Maxwell08

Arcane
Joined
Nov 14, 2012
Messages
1,154
So I just got an update for three houses that adds a new difficulty after hard called Maddening. If you guys still have the game maybe that might help. Personally I just finished the church route of black eagles and god that ending felt anti-climatic. I enjoyed my playthrough over all so I'll go ahead and jump into Blue Lions. I've heard it feels a bit more complete.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
I'd be interested in how non-braindead it feels to play through Maddening, yes. I'd happily pay full price if that were the case, but waiting to hear if it just feels like sponging up a fundamentally popamole experience of sprinting across the map instagibbing enemies.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
Anybody like to share Maddening impressions? Does it make combat decent enough at all?
 

Deitti

Augur
Joined
Sep 2, 2011
Messages
111
Not really no. Maddening just mainly raises enemy stats and level, lowers the exp player units get, allows bosses to move and adds certain skills to certain enemy classes. Archers for example get poison strike. Oh and reinforcements can move on the turn they spawn. These changes mainly make the first five or so chapters much harder but after that it pretty quickly turns back into slightly harder hard mode once your units catch up. Basically they chose the laziest way to increase the difficulty which was disappointment. Oh and they didn't nerf the exp healers get for healing so they tend to be the highest level units now at beginning.
 

Garbage

Learned
Joined
Jun 10, 2019
Messages
121
Location
nearby dumpster
The game reached 89 critics score and 87 user score on metacritic:

https://www.metacritic.com/game/switch/fire-emblem-three-houses

If this doesn't change, we will see it listed in top 10 games of the year in December, maybe even top 5.

How did it even get that high? Are people really just sucking off any crap Nintendo throw at them?
Three Houses was one of the biggest disappointments of this year, and honestly one of the most poorly made, lazy fuckfest i've had the misfortune of playing in years. The game doesn't even deserve a 60.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
The game reached 89 critics score and 87 user score on metacritic:

https://www.metacritic.com/game/switch/fire-emblem-three-houses

If this doesn't change, we will see it listed in top 10 games of the year in December, maybe even top 5.

How did it even get that high? Are people really just sucking off any crap Nintendo throw at them?
Three Houses was one of the biggest disappointments of this year, and honestly one of the most poorly made, lazy fuckfest i've had the misfortune of playing in years. The game doesn't even deserve a 60.

Casuals love the anime story and cosplay and 'Barbie plays house' level character dialogues cranked up to 11, combined with tactical combat built around stacking superpowers until you are god. They did exactly what they needed to do to maximise the new "omg squee this [copy-pasta animu girl] is such a deep and wonderful character!!!!111" post-Awakening market.
 

Kaivokz

Arcane
Joined
Feb 10, 2015
Messages
1,499
Lots of hate in here.

Map design and objectives are varied and interesting. Better than any other modern fire emblem. The maps are pretty big, but not as big as FE4. Monsters are a cool mechanic and require some effort, especially as they gain more abilities the more you damage them. Gambits and battalions add another layer of depth to unit customization and more tactical options.

I don’t understand the complaint about Maddening above. They “only” 1) increased enemy stats, 2) added more enemy abilities which demand actually paying attention to normal enemies instead of facerolling them like on hard (for example, lots of high attack speed thieves and bandits have pass through so you can’t just throw a general in their way and watch the 0 damage tinks), 3) changed the enemies that are present and the number of them, 4) made it so bosses can move instead of sitting in one place, 5) changed AI of all enemies to be more aggressive... what did you expect them to do? Redesign the entire game by adding more objectives, changing maps and creating new enemy types?

My only complaint about Maddening is that they made reinforcements attack the turn they spawn, but this isn’t too bad as even if you are opposed to the rewind time mechanic, you can use it in the case of a reinforcement so you can set up for them without restarting the whole map.

I stopped playing Hard because it got too easy, but I’m about back to the same part that I was before (end of part 1) and the difficulty is, on average, way better this time.

Now that I think about it: one other complaint about Maddening. I think they broke True Chivalry (Felix’s paralogue); the farthest villager runs out from behind his guard and into the enemies and then dies on turn 3... how am I supposed to get Felix’s relic?! I guess I’ll just save his paralogue for last and try to double or triple Stride my strongest units straight to the other side of the map.
 

Matador

Arcane
Patron
Joined
Jun 14, 2016
Messages
1,631
Codex+ Now Streaming!
Fuck Fire Emblem 6. Lost Clarine in chapter 19 in a late turn to a random house reinforcement after clearing all the map and all the reinforcements coming to me in a clutch performance. Ragequitted and PSVita retroarch had only saved until chapter 2 when I reloaded. Not gonna bother replaying the whole game to see the end.

Never have been so frustrated with a fire emblem game in a bad way. Those late random reinforcements spawning in the end of chapters are total bullshit if you don't know them. Have lost some important characters like Saul and Cecilia and I kept going on, but it's bad difficulty. I didn't find the game very hard and had no problem clearing any map, even I manage to recruit Tate and other hard characters despite frustrating and tricky, but those kind of respawns are the only thing really tricky the game have.

Thracia difficulty is better managed. There are some frustrating bits here and there, but if you prepare and keep ballanced groups when you have to divide the army, you usually do well against the reinforcements, even if they surprise you, encouraging good tactics.

In 6, they spawn by surprise and move in the same turn very close to where you are in very late turns, and even if you block some forts , they can spawn from a castle with mount units in an open area or a house among many, when you have dealt with other reinforcements, and have "solved"a long map, to get you to your weak and important units. They only exist to murder characters after battles.

If you want challenge and greatness play Thracia with the new fan translation project exile.
 
Last edited:

Hyperion

Arcane
Joined
Jul 2, 2016
Messages
2,120
Oh and reinforcements can move on the turn they spawn
This also happens on hard, although inconsistently. In Miklan's level where Gilbert is a Guest, the enemies that spawn halfway through the level will not move on the turn they spawn, but the enemy mages that spawn behind you will.

Now that I think about it: one other complaint about Maddening. I think they broke True Chivalry (Felix’s paralogue); the farthest villager runs out from behind his guard and into the enemies and then dies on turn 3... how am I supposed to get Felix’s relic?! I guess I’ll just save his paralogue for last and try to double or triple Stride my strongest units straight to the other side of the map.
The same villager did this to me on my 1st run of the game, and I had to start over. 2nd attempt he stayed put like he should have. Not sure if there's a particular event that will trigger him moving out like an idiot. They overused the fuck out of this mechanic though, it's awful, and makes Stride a necessity instead of a fun mechanic to create interesting strategies. Your other option would be to Stride someone, then have Lysithea Warp them before their move that turn. I have something like 5 flying units in a group of 10 now because they're so much more powerful than everything else. It's a shame the game values speed, and movement over anything else, because it throws most classes and tactics out the window. And you can dismount at will, so you just laugh at archers the whole way home. Alert Stance+ and standing in a forest, on a heal tile, etc makes you pretty much unhittable against most enemies, which serves the same purpose as a Fortress Knight....except you move 4 spaces farther, hit harder, will likely double up an enemy, and are much less vulnerable to spells (Wyvern lords have respectable resist with a good battalion like Galatea Pegasus Company) and can mount up and fly away the next turn. But the game clearly isn't balanced around Maddening Difficulty, and it just sounds prohibitively frustrating without Renown bonuses. Kinda like Radiant Dawn on Hard....

Sword users really got the shit end of the stick too since the sword-based classes are pretty terrible. Why make Felix a Mortal Savant when a Levin Sword+ does everything the 2 offensive spells he gets with the added bonus of benefiting from Sword Prowess, Swordfaire, and Sword Crit +20 as a Swordmaster? I said fuck it and made him a Wyvern Lord, too. Maybe on Maddening Swords will be useful since you'd need a lot more hit to make sure you don't miss everything, but I'm struggling to finish my GD run on Hard because it's so mindnumbingly easy, even without the flying units. Maybe solo'ing the 2nd half with Byleth will make it more exciting, but I doubt it since I haven't seen him actually take damage since Chapter 4 or something.
 
Last edited:

Kaivokz

Arcane
Joined
Feb 10, 2015
Messages
1,499
Oh and reinforcements can move on the turn they spawn
This also happens on hard, although inconsistently. In Miklan's level where Gilbert is a Guest, the enemies that spawn halfway through the level will not move on the turn they spawn, but the enemy mages that spawn behind you will.

Now that I think about it: one other complaint about Maddening. I think they broke True Chivalry (Felix’s paralogue); the farthest villager runs out from behind his guard and into the enemies and then dies on turn 3... how am I supposed to get Felix’s relic?! I guess I’ll just save his paralogue for last and try to double or triple Stride my strongest units straight to the other side of the map.
The same villager did this to me on my 1st run of the game, and I had to start over. 2nd attempt he stayed put like he should have. Not sure if there's a particular event that will trigger him moving out like an idiot. They overused the fuck out of this mechanic though, it's awful, and makes Stride a necessity instead of a fun mechanic to create interesting strategies. Your other option would be to Stride someone, then have Lysithea Warp them before their move that turn.

Thanks for the clarification and info
:brodex:
Also agreed that they overused the “save stupid villagers!” objective. It’s nice that there are some missions like that, but they shouldn’t be designed around using stride and should be programmed very specifically to make the villagers stay put or run from enemies as is appropriate.

I have something like 5 flying units in a group of 10 now because they're so much more powerful than everything else. It's a shame the game values speed, and movement over anything else, because it throws most classes and tactics out the window. And you can dismount at will, so you just laugh at archers the whole way home. Alert Stance+ and standing in a forest, on a heal tile, etc makes you pretty much unhittable against most enemies, which serves the same purpose as a Fortress Knight....except you move 4 spaces farther, hit harder, will likely double up an enemy, and are much less vulnerable to spells (Wyvern lords have respectable resist with a good battalion like Galatea Pegasus Company) and can mount up and fly away the next turn. But the game clearly isn't balanced around Maddening Difficulty, and it just sounds prohibitively frustrating without Renown bonuses. Kinda like Radiant Dawn on Hard....

Sword users really got the shit end of the stick too since the sword-based classes are pretty terrible. Why make Felix a Mortal Savant when a Levin Sword+ does everything the 2 offensive spells he gets with the added bonus of benefiting from Sword Prowess, Swordfaire, and Sword Crit +20 as a Swordmaster? I said fuck it and made him a Wyvern Lord, too. Maybe on Maddening Swords will be useful since you'd need a lot more hit to make sure you don't miss everything, but I'm struggling to finish my GD run on Hard because it's so mindnumbingly easy, even without the flying units. Maybe solo'ing the 2nd half with Byleth will make it more exciting, but I doubt it since I haven't seen him actually take damage since Chapter 4 or something.
Yeah, I had the same problem with hard where pretty much every unit on my team could solo the map.

By without renown bonuses you mean without being on NG+? I haven’t found Maddening prohibitively difficult. Whereas before I could stride two or three units off in every direction and beat the map in a couple turns, now I have to move in one concentrated group or split up into two highly structured groups. But if I do that I can generally handle any enemies that come at me. (Granted my Byleth got horrible rolls this run... he just hit 20 and has 13spd, 16str, and 14mag... wtf? Hoping once I promote him he’ll get a big stat boost up to where he is actually useful instead of plinking things for 7 damage... and constantly getting doubled).

You’ll probably have a harder time using a full team of fliers, but I was pretty confused that they decided to just let you negate their biggest weakness by dismounting any time you want—it makes them very strong. I’m not currently using any, but I haven’t made it to advanced classes yet. I’m running:
Byleth - Myrmidon
Felix - Myrmidon
Dmitri - Lord/Myrmidon
Dedue - Brigand/Myrmidon
Ingrid - Healer/Cavalier
Sylvain - Mage/Cavalier
Annette - Mage w/ white magic
Mercedes - Mage w/ white magic
Flayn - Mage w/white magic
Ashe - Sniper
Cyril - Sniper/Brigand

Overall I’ve found Maddening very fun, not too challenging (I’ve only had to restart a main story battle maybe three times in 9 chapters). Using battalions is basically mandatory (in addition to unbalancing enemies and doing lots of damage, some higher rank battalions give crazy stats; the duscur troops you get from dedue’s paralogue gives +10 protection and +8 phys attack!), so you should build up authority early.

Oh, also, to the point that Maddening isn’t super overtuned or tuned exclusively for people on NG+, I’ve managed to defeat the death knight each time I’ve encountered him (unload tons of gambits and then knight-slayer with your highest strength lance wielder). I don’t know about other houses but getting Ingrid/Sylvain’s relic lances early helps.
 

Hyperion

Arcane
Joined
Jul 2, 2016
Messages
2,120
By without renown bonuses you mean without being on NG+?
Yeah, since the game supposedly offers a new title screen graphic to anyone who beats it on maddening without using a NG+ file. Miniscule of course, but still dick flexing rights.

I haven’t found Maddening prohibitively difficult.
Most main missions don't seem like it would be too bad, though I did read quite a lot of people were getting their asses blasted in the 1st mock battle right after you choose your school, especially if you didn't go Blue Lions because Dedue is indestructible to physical attacks when he's an enemy. If you don't conserve your spell casts he's actually unkillable, lol. My memory is on bullshit like saving villagers in Remire village, that fucking mission with Shamir + Alois where you have to protect the city, but there are Wyvern Riders that descend onto the walls pretty much immediately, and Dedue's mission where the Duscur assholes charge headlong into their doom towards those Kingdom soldiers.

You’ll probably have a harder time using a full team of fliers, but I was pretty confused that they decided to just let you negate their biggest weakness by dismounting any time you want—it makes them very strong.
Not to mention if you use steal, most paths offer you not one, but TWO of the shields that negate Flying damage bonuses, have a weight of 0, and give only 1 less protection than a Silver Shield. So not a single downside lol. And maxing out Flying (either S or S+), gives you a passive ability that also removes Flier weaknesses. Same goes for Riding, and Heavy Armor.

Byleth - Myrmidon
Felix - Myrmidon
Dmitri - Lord/Myrmidon
Dedue - Brigand/Myrmidon
Ingrid - Healer/Cavalier
Sylvain - Mage/Cavalier
Annette - Mage w/ white magic
Mercedes - Mage w/ white magic
Flayn - Mage w/white magic
Ashe - Sniper
Cyril - Sniper/Brigand
Brigand is by far my favorite since Mastering it gives you Death Blow, which is +6 Attack whenever you initiate combat. No idea how powerful it'll be on Maddening. Pegasus Knight is a close 2nd since you get Darting Blow, which is +6 Attack Speed when you initiate combat, AKA free double up almost guaranteed. Ingrid, Petra, and Hilda are really the only logical candidates for a PK since most female units have terrible Strength growth, and you only get a Magic-based Lance on Edelgard's route from Hubert's paralogue.

Using battalions is basically mandatory (in addition to unbalancing enemies and doing lots of damage, some higher rank battalions give crazy stats; the duscur troops you get from dedue’s paralogue gives +10 protection and +8 phys attack!), so you should build up authority early.
I hated the Black Eagle path as it felt rushed, but they get hands down the best Battalions in the game.
Edelgard's timeskip Battalion: 7 Phys Attack, 6 Magic Attack, 6 prot, 5 res.
Hubert's timeskip Battalion: 7 magic, 10 avoid, 4 prot, 6 res
Black Eagle Pegasus Co: 7 attack, 10 crit, 10 avoid, 5 prot, 7 res (the only A rank battalion worth using imo)

Galatea Pegasus Co. is one of the most well rounded as well, and you get it early - Ingrid + Dorothea's paralogue. Ingrid also excels at every skill she needs to become a Falcon Knight, so if you lecture her you can really focus on getting her Authority up early while not ever having to worry about hitting 100% on her cert exams.

https://www.reddit.com/r/fireemblem/comments/cpgjdd/best_battalions_guide/

One of the few links on the subreddit that's actually useful and isn't softcore porn / turbofaggot fanfic.

And to top it all off the 1st 2 only require a C in Authority to use. Even someone like Felix who benefits without one makes use of it, and you should absolutely push through the negative learning XP to get his Authority up instead of wasting it on worthless crap like Reason for him. On the topic of Felix it's hilarious how unbalanced he is - he gets arguably the best shield in the game, has arguably the best crest in the game (Bernadetta's doesn't proc nearly as reliably), gets one of the best Swords in the game from his Dad, has good stat boosts, and is probably the easiest character in the game to poach if you're not Blue Lions since his requirements align with Byleth's perfectly. Only other characters who have come as close to as good at their role are Lysithea (Annette is better for me this run....), and Ferdinand if you give him both the Spear of Assai and Ochain Shield. He heals like 20 HP per round.

Oh, also, to the point that Maddening isn’t super overtuned or tuned exclusively for people on NG+, I’ve managed to defeat the death knight each time I’ve encountered him (unload tons of gambits and then knight-slayer with your highest strength lance wielder). I don’t know about other houses but getting Ingrid/Sylvain’s relic lances early helps.
Yeah, I have typical RPG autism when it comes to using stuff like those weapons, and Elixirs where I tend to hoard it all, and just end up with 70 Umbral Steel at the end of the game. It's hard to come out of that mindset after so many Final Fantasy games where you refuse to EVER use a Megalixir even if it'll save you from impending doom....
 
Last edited:

Kaivokz

Arcane
Joined
Feb 10, 2015
Messages
1,499
Yeah, since the game supposedly offers a new title screen graphic to anyone who beats it on maddening without using a NG+ file. Miniscule of course, but still dick flexing rights.

Oh nice, didn't know that—I just got bored with hard and started over.

Most main missions don't seem like it would be too bad, though I did read quite a lot of people were getting their asses blasted in the 1st mock battle right after you choose your school, especially if you didn't go Blue Lions because Dedue is indestructible to physical attacks when he's an enemy. If you don't conserve your spell casts he's actually unkillable, lol. My memory is on bullshit like saving villagers in Remire village, that fucking mission with Shamir + Alois where you have to protect the city, but there are Wyvern Riders that descend onto the walls pretty much immediately, and Dedue's mission where the Duscur assholes charge headlong into their doom towards those Kingdom soldiers.

Ah, yeah, I've only played Blue Lions. Dedue's mission wasn't too hard though, got to the general with a few turns to spare. You can use Ashe's deadeye to pick off weak duscur troops and get credit for them.

Not to mention if you use steal, most paths offer you not one, but TWO of the shields that negate Flying damage bonuses, have a weight of 0, and give only 1 less protection than a Silver Shield. So not a single downside lol. And maxing out Flying (either S or S+), gives you a passive ability that also removes Flier weaknesses. Same goes for Riding, and Heavy Armor.

Brigand is by far my favorite since Mastering it gives you Death Blow, which is +6 Attack whenever you initiate combat. No idea how powerful it'll be on Maddening. Pegasus Knight is a close 2nd since you get Darting Blow, which is +6 Attack Speed when you initiate combat, AKA free double up almost guaranteed. Ingrid, Petra, and Hilda are really the only logical candidates for a PK since most female units have terrible Strength growth, and you only get a Magic-based Lance on Edelgard's route from Hubert's paralogue.

Dang, maybe I'll limit myself to non-fliers just to keep things interesting, haha. I got darting blow for Ingrid, but I'm planning to take both her and Dmitri down to Holy Knight for mobile gambit use + added white magic support (haven't looked up spell lists because I'm avoiding meta-gaming too hard). Death blow is still useful, I especially like it on archers (Cyril gets point blank volley, a 1-range bow art, guaranteed double attack (before counter attack) that seems to do more damage than it should—do bows have fall off damage? I haven't actually checked). I'm running a bunch of myrmidons right now because Vantage is probably my favorite skill in nu-fire emblem. My late game plan right now involves two things 1) the retribution gambit (counter attack from any range for 5 turns, 2 uses) and 2) for Dedue to be a Vantage power house, probably with some sort of axe. Vantage + Wrath + Quick Riposte (which will nullify dedue's low speed at <50% health, though I can probably get him to vantage one shot most things). Dedue also gets Battalion Wrath, but I don't know if the two stack for max crit chance. Anyway, that's the plan, don't know if it will work out.

I hated the Black Eagle path as it felt rushed, but they get hands down the best Battalions in the game.
Edelgard's timeskip Battalion: 7 Phys Attack, 6 Magic Attack, 6 prot, 5 res.
Hubert's timeskip Battalion: 7 magic, 10 avoid, 4 prot, 6 res
Black Eagle Pegasus Co: 7 attack, 10 crit, 10 avoid, 5 prot, 7 res (the only A rank battalion worth using imo)

Galatea Pegasus Co. is one of the most well rounded as well, and you get it early - Ingrid + Dorothea's paralogue.

And to top it all off the 1st 2 only require a C in Authority to use. Even someone like Felix who benefits without one makes use of it, and you should absolutely push through the negative learning XP to get his Authority up instead of wasting it on worthless crap like Reason for him. On the topic of Felix it's hilarious how unbalanced he is - he gets arguably the best shield in the game, has arguably the best crest in the game (Bernadetta's doesn't proc nearly as reliably), gets one of the best Swords in the game from his Dad, has good stat boosts, and is probably the easiest character in the game to poach if you're not Blue Lions since his requirements align with Byleth's perfectly. Only other characters who have come as close to as good at their role are Lysithea (Annette is better for me this run....), and Ferdinand if you give him both the Spear of Assai and Ochain Shield. He heals like 20 HP per round.
Yeah Felix seems to have super high growths and pretty much everything going for him. Damn, he only gets two spells? I was thinking he might get Aura or something like his old man. Lame. I guess I'll start training him up in authority (I was pushing reason for mortal savant but I assumed since he had a budding talent in reason that he'd get some high level magic...).



Edit Hyperion-
Yeah, I have typical RPG autism when it comes to using stuff like those weapons, and Elixirs where I tend to hoard it all, and just end up with 70 Umbral Steel at the end of the game. It's hard to come out of that mindset after so many Final Fantasy games where you refuse to EVER use a Megalixir even if it'll save you from impending doom....
I use the shit out of those. I actually remember the exact moment I overcame that particular bit of autism. My mom is a smart lady but doesn't play video games. My dad is a big gamer but parents got divorced when I was 5 and he moved out. Anyway, one summer when I was a little man she must have felt bad for me because she bought me a JRPG called Beyond the Beyond and decided we should play it together. I was hoarding all the items, never using my magic, and she basically gave me the response of a normy female: "Isn't that really stupid? If you never use it, it's worthless right?"

I guess something about my own mother chewing me out for hoarding resources in RPGs when I was a kid tripped some switch in my psyche: "How will I ever attract a normal girl if I hoard all my items and magic in RPGs?" thought 7 year old me. I wasn't concerned about the RPG part—funny thing is now there are probably dozens of teenage girls in any moderately sized high school who have played Three Houses. Crazy world.
 
Last edited:

Hyperion

Arcane
Joined
Jul 2, 2016
Messages
2,120
guaranteed double attack (before counter attack) that seems to do more damage than it should—do bows have fall off damage?
Nope, hit chance only when firing more than 2 spaces away. And Bow Knight gets +2 Bow Range, Bowfaire, and has the same movement as a Paladin. With Failnaught, 5 range basic attack, 8 range Deadeye. I would imagine hitting is nigh impossibru tho, haven't tried it yet. It's considered the best class in the game for good reason. And the reason I trained my Claude for Riding over Flying. Dude's just a fucking monster.
the retribution gambit
Present on the Black Eagle Pegasus Co. Absolutely ridiculous ability on a ridiculous Battalion, especially when dealing with those meteor / bolting spamming fuckers. I usually move Lysithea in their range with it and Luna equipped (ignores Resistance), so she 1 shot counters them. Quite satisfying. Use Pure Water for bonus lulz so she takes 0 damage instead of 4 or 5.

Vantage + Wrath + Quick Riposte (which will nullify dedue's low speed at <50% health, though I can probably get him to vantage one shot most things). Dedue also gets Battalion Wrath, but I don't know if the two stack for max crit chance. Anyway, that's the plan, don't know if it will work ou
It likely will work out....if you can get to mastering War Master before the entirety of the game is over. On Hard most characters didn't come close to mastering the level 30 classes. Obviously Maddening has more enemies, and they're sturdier which makes for a lot more class xp, but you'll also probably hit 30 much later from the reduced xp. Llevel 30 without the statue bonuses will likely not happen until Chapter 15 or 16. It's a solid plan for a memebuild for sure tho, because everything else in the game stacks. Including inherent Weight -5 that a Fortress Knight gets, and the Heavy Armor skill. Flat +10 Attack Speed for the slowest class in the game.

I was thinking he might get Aura or something like his old man.
Aura is a Faith spell, and I think only Byleth, Marianne, and maybe 1 or 2 others get that spell. Felix gets Thunder, and Thoron from Reason....and that's it. From Faith Nosferatu is the only Attack spell he gets.

I use the shit out of those. I actually remember the exact moment I overcame that particular bit of autism. My mom is a smart lady but doesn't play video games.
Moms :love:
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom