I just got through the double chapter. Five 1-stat levelups in a row. And it's lunatic so they stick. There is no god anymore.Pray to the RNG goddess that the path through hell isn't as strenuous as mine was.
I just got through the double chapter. Five 1-stat levelups in a row. And it's lunatic so they stick. There is no god anymore.Pray to the RNG goddess that the path through hell isn't as strenuous as mine was.
That's terrible, specially on Revelations.... What did you do to incur the wrath of Anna, the RNG Goddess?I just got through the double chapter. Five 1-stat levelups in a row. And it's lunatic so they stick. There is no god anymore.
Seems like at the end of the day. IS made a great game. Intresting to see where we'll land in the end and what we think can be improved.Waypoint's newest podcast episode is on Three Houses. Nothing new revealed, but it's a lengthy and entertaining segment. They seem to love the game.
Waypoint's newest podcast episode is on Three Houses. Nothing new revealed, but it's a lengthy and entertaining segment. They seem to love the game.
Don't think so.
Why would you torture Bernie like this, you monster?!I'm feeling like this game might click for me in the way Persona 5 never did. I can't wait to agonize over every tiny scheduling decision in the game, but my #1 goal will be to poach Bernadetta from the Eagles and train her to DANCE!
I'm still pretty skeptical that moving weapon triangle to combat arts that eat durability and can't be used in enemy phase was a good thing. Makes tanking chokes much much easier to do -- just stick in the highest def/res unit. They're removing pair up too, right? I really hope the turn-to-turn tactics aren't bland, even on hard. Bigger numbers doesn't make things more interesting by default.Combat preview
Nothing new really, but great article for FE newbies or those you haven't payed attention to this game.
Enemies can use combat arts tooI'm still pretty skeptical that moving weapon triangle to combat arts that eat durability and can't be used in enemy phase was a good thing. Makes tanking chokes much much easier to do -- just stick in the highest def/res unit. They're removing pair up too, right? I really hope the turn-to-turn tactics aren't bland, even on hard. Bigger numbers doesn't make things more interesting by default.
Based on what I've seen on Serenes, I think the weapon triangle thing you gain is actually a passive skill rather than a combat artI'm still pretty skeptical that moving weapon triangle to combat arts that eat durability and can't be used in enemy phase was a good thing. Makes tanking chokes much much easier to do -- just stick in the highest def/res unit. They're removing pair up too, right? I really hope the turn-to-turn tactics aren't bland, even on hard. Bigger numbers doesn't make things more interesting by default.
Enemies can use combat arts too. In-fact, the only screenshot we have of an enemy arts is one using helm splitter (+ Damage on Armored Units) on an armored/high defense unit.I'm still pretty skeptical that moving weapon triangle to combat arts that eat durability and can't be used in enemy phase was a good thing. Makes tanking chokes much much easier to do -- just stick in the highest def/res unit. They're removing pair up too, right? I really hope the turn-to-turn tactics aren't bland, even on hard. Bigger numbers doesn't make things more interesting by default.
Pair up seems to be replaced by an "adjutant" system. I'm not sure exactly how it works, but it seems once your professor level is high enough you can assign an adjutant to a unit for the duration of a map, and higher professor levels means you can assign more adjutants. I think this basically works like pair up, except rather than combining two units who are already on the field, you're bringing in an extra unit that you wouldn't have been able to bring in otherwise, except they can't split from the unit they're assigned to.I'm still pretty skeptical that moving weapon triangle to combat arts that eat durability and can't be used in enemy phase was a good thing. Makes tanking chokes much much easier to do -- just stick in the highest def/res unit. They're removing pair up too, right? I really hope the turn-to-turn tactics aren't bland, even on hard. Bigger numbers doesn't make things more interesting by default.
Oh first I heard about this.I'm still pretty skeptical that moving weapon triangle to combat arts that eat durability and can't be used in enemy phase was a good thing. Makes tanking chokes much much easier to do -- just stick in the highest def/res unit. They're removing pair up too, right? I really hope the turn-to-turn tactics aren't bland, even on hard. Bigger numbers doesn't make things more interesting by default.
uhhh if you think rout, defeat boss, and escape play out similarly that's on you, just because players tend to turn other objectives into rout because "muh EXP" doesn't mean they actually are the sameI honestly think people obsess over alternate win conditions too much when it comes to good map design. Especially since many maps don't play to those strengths well enough and so conditions like "escape" just end up with you routing the map for experience anyways. Defense chapters can be cool occasionally, but I think it's narratively hard to justify using them too often. And honestly, most win conditions in the series fall into 4 categories anyways: rout, defeat boss, escape, and defend, and I'd argue that usually these conditions don't actually change how you play the map that much beyond defend and sometimes escape to a lesser extent (and then only if there's a time limit or infinite reinforcements)
Edit: Forgot seize battles, but those are functionally near identical to defeat boss in practice, with the only practical difference being you can grind xp on remaining enemies or by healing afterwards if you want
It's more that the games rarely incentivize you to approach them differently. I find adding interesting gimmicks and side objectives that can expire or add extra challenge, or things like turn limits, far more interesting as ways to shake up the gameplay than going from a rout to a defeat boss or escape. I mean some gimmicks are definitely lame (Stuff like desert levels where movement grinds to a halt pretty much always suck), but I think there are plenty of cool gimmicks that can add strategic depth, like having certain platforms move around in a predictable or reliable manner, or adding a really strong enemy like the Black Knight that you need to avoid at all costs while completing the main objectiveuhhh if you think rout, defeat boss, and escape play out similarly that's on you, just because players tend to turn other objectives into rout because "muh EXP" doesn't mean they actually are the same
(yeah defend usually is lame though)
It's described as a whole other route, not a variation on the other three. Not a lot of wiggle room there.
You are correct. :)My understanding of the Adjutant mechanic is that the unit the adjutant is paired to doesn't actually gain any stats. That is, its just a way to let units you weren't using get some experience. In looking though, the only source I can find on this is the reddit info thread (5th bullet point), so I might be wrong here.
Leak the OST please.Be prepared for leaks. I saw some Chinese are saying that shops on taobao are going to ship the game soon.
This article based on Famitsu says that units with adjutants will always perform a joint attack, and the adjutant can occasionally perform a follow-up attack, defend during enemy counterattacks, or heal the main unit.My understanding of the Adjutant mechanic is that the unit the adjutant is paired to doesn't actually gain any stats. That is, its just a way to let units you weren't using get some experience. In looking though, the only source I can find on this is the reddit info thread (5th bullet point), so I might be wrong here.
How soon should we expect them?Be prepared for leaks. I saw some Chinese are saying that shops on taobao are going to ship the game soon.
Really? Everyone always mentions them along with the active skills. That would be way better. Then why even bother say it's been removed vs it's just delayed?Based on what I've seen on Serenes, I think the weapon triangle thing you gain is actually a passive skill rather than a combat art
That's good! I hope they're generously sprinkled and not just on 2 units/map.Enemies can use combat arts too. In-fact, the only screenshot we have of an enemy arts is one using helm splitter (+ Damage on Armored Units) on an armored/high defense unit.
Yeah, I heard about this. It's similar but without the autoblock and without being dynamic. Just remove the autoblock from pair up then, it's more interesting that way.Pair up seems to be replaced by an "adjutant" system. I'm not sure exactly how it works, but it seems once your professor level is high enough you can assign an adjutant to a unit for the duration of a map, and higher professor levels means you can assign more adjutants. I think this basically works like pair up, except rather than combining two units who are already on the field, you're bringing in an extra unit that you wouldn't have been able to bring in otherwise, except they can't split from the unit they're assigned to.
I mentioned this a few pages ago, but I liked the dynamic stat allocation mid-battle. It was decently balanced on Lunatic where you needed offensive mode to kill some units so you couldn't always stay paired up. There typically aren't enough tactical positions to slot like 10+ units anyway, so "removing" them didn't matter imo.Oh first I heard about this.
But on paper removing pair up is probably healthy for the strategy design. I didn't mind it but from a design perspective it always removed layers of strategy since you're stacking pieces so you actually remove more decisions on positioning and objective taking. It's still kind of fun thinking about optimal pair ups stat wise outside of battle but inside the game it def hurt balance/strategical design.
I will say there could have been other ways of balancing it like adding a stronger risk factor to pair up like single health pool and if it's gone both units die or similar, but at first glance a change was probably needed.
yeah, even the article you were using them refers to them as abilities (which they state earlier are the passives) as opposed to combat arts which they proceed to talk about in the next part of the article after talking about the triangle skillsReally? Everyone always mentions them along with the active skills. That would be way better. Then why even bother say it's been removed vs it's just delayed?
That's good! I hope they're generously sprinkled and not just on 2 units/map.
Yeah, I heard about this. It's similar but without the autoblock and without being dynamic. Just remove the autoblock from pair up then, it's more interesting that way.
I mentioned this a few pages ago, but I liked the dynamic stat allocation mid-battle. It was decently balanced on Lunatic where you needed offensive mode to kill some units so you couldn't always stay paired up. There typically aren't enough tactical positions to slot like 10+ units anyway, so "removing" them didn't matter imo.
Actually... I just saw this pic. Looks real.
This article based on Famitsu says that units with adjutants will always perform a joint attack, and the adjutant can occasionally perform a follow-up attack, defend during enemy counterattacks, or heal the main unit.
I'm still pretty skeptical that moving weapon triangle to combat arts that eat durability and can't be used in enemy phase was a good thing. Makes tanking chokes much much easier to do -- just stick in the highest def/res unit. They're removing pair up too, right? I really hope the turn-to-turn tactics aren't bland, even on hard. Bigger numbers doesn't make things more interesting by default.
I hope someone starts leaking soon, the wait for more information is unbearableActually... I just saw this pic. Looks real.
Edit: The person has the game for 9 days. Maybe a reviewer.
Actually... I just saw this pic. Looks real.
Edit: The person has the game for 9 days. Maybe a reviewer.
He's an archer by default. That made me pick him immediately. Great voice and an apparently devious personality were welcomed bonuses.I'm gonna go with Claude just because he's yellow.
I like yellow.
Since you're like the 3rd person to say so, that's good.You're confusing two separate systems. Weapon triangle advantage has been relegated to passive equippable weapon abilities that characters unlock at, say, B weapon rank. Thus, they affect enemy phase.
The motive and benefits are so far removed, it's not really the same thing at all.Pair-up has been changed to the Adjutant system, where you can assign an adjutant to a unit pre-battle and they'll offer various assisting effects while gaining EXP (I don't think they give stat boosts besides hit/avoid, but maybe MT, not sure). Adjutants can't be switched with the main unit during battle, but don't take a deployment slot. You can only assign one adjutant when you unlock the system, but it increases with professor level.
Defeat the boss in the late game is very different from route for me, it rarely is efficient to route when most of your party is near max level anyway
Saying that it's just a bad ending is still oversimplifying it. It's still a whole other path.
Wait what the fuck? Is this real so if I get fe three houses 3 days early by luck cause a vendor broke streetdate I risk a ban???Doesn't Nintendo ban unauthorized users who are caught playing a game before release date? I think this is either a reviewer or a developer who is playing this game.
Wait what the fuck? Is this real so if I get fe three houses 3 days early by luck cause a vendor broke streetdate I risk a ban???
That sounds too fucking stupid to be true but since it's Nintendo would be nice to know.
While I do think it's unlikely for this to actually be true, I'm hoping this "fake" is still on track and we do get a separate set of Supports post-timeskip. It makes sense and would do a lot to develop the world and characters. After all, it was the previews that hinted at the "War Phase" of the game being just as long if not longer than the "School Phase," would be pretty lackluster if none of the War Phase was reflected in the Supports.
If this is real, then it confirms a second set of supports post time skip most likely, it could definitely be fake though, can't tell too well with these things
Thanks, thank god.No, that isn't true. You can play your physical copy as early as you like