|
|
|
|
|
|
|
|
|
Posted: Tue Mar 01, 2016 12:10 am
Hey look a thread to discuss the Nohr route.
AHHHHHH I HAVEN'T PLAYED IT YET
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Mar 01, 2016 2:25 pm
CH 10 best chapter in the game? Best chapter in the game. I can't say enough good things about this chapter.
CH 11 great map design
CH 12 great map design, objective, AND chapter gimmick
CH 15 super cool mechanic. An enjoyable map to get everything out of.
Ch 16 interesting idea, but obnoxious and too luck based for my taste
Ch 17 Excellent map design and use of Dragonveins. Really makes choosing to use or not use dragonveins strategic and situational instead of something to just DO.
CH 18 ...at least it had a turn limit (loved the dinner tho').
CH 19 the mechanic for this one is definitely tricky and requires some finesse, but it was fun. I was hoping the opposite chapter in Birthright would also have an interesting mechanic in it. Disappointingly, it does not, I have learned. REALLY hoping Birthright has worthwhile gameplay because learning this really lowers my expectations for it.
CH 20 great map, environmental effect, and use of dragonveins. Super engaging and enjoyable.
CH 21 SUPER brilliant use of dragonveins. Extremely well designed chapter, IMO. Plot was weak tho'.
Aaaaand I'm on CH 22.
I HAVE noticed the paralogues for the Conquest-specific children are much more complex/difficult than the paralogues for children both games get (with the exception of Kana's). Sophie's and Midori's in particular are just TOO easy. Also, Paralogue 1x was grossly easy and uninteresting. At least in Awakening you were required to make Donnel level up to keep him, on top of trying to get some treasure chests so there were more things to do in it.
Forrest's Paralogue has been the best designed Paralogue in my experience, thus far.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Mar 01, 2016 3:20 pm
Chapter 22 looks like one hell of a party. I'm currently on that one as well. It doesn't take a rocket scientist to figure out something huge is gonna happen after, and I have to say between this and with chapter 10, I like how the game tends to ramp up difficulty or really slam you with a challenge during emotional story times. Even if the story isn't the best, you're gonna probably feel some feelings from the gameplay that contribute. There are more maps that I have stuff like that to say about, but I'll leave that for later.
One of my favorite things about these maps is that I never feel like I'm running into a wall or that there's nothing I can fix or change up to try a new strategy. I always feel like there are many options you can use to beat most if not all of the chapters. Shout out to 20 in particular for having a mechanic that took me a little bit to wrap my head around, but it was really fun once I did. I like thinking about whether i let the environment take its' toll on me or if I wait until it happens automatically.
Chapters 17 and 20 also show that such effects can be beneficial and detrimental to you. The map is constantly moving and you have to move with it. There's no real time when you are totally "safe," but you can manipulate it to various effects.
Dragonveins are such an awesome addition to the series. Seriously.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Mar 01, 2016 7:37 pm
on the note of how great 20 used Dragonveins, I LOVED that if you let the winds happen automatically, it would move ONLY your units, but if you used the dragonveins to force it to happen it would move enemies as well.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Mar 02, 2016 7:17 pm
Just got through 23. Another pretty cool chapter. It actually felt like I was seizing a fort! I needed careful planning, and there was a fair bit of clenching involved. Now that's what I call story and gameplay escalation. YIKES.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Fri Mar 04, 2016 5:08 am
Finished 23 last night as well and JEEZ that was a tough one. You really have to earn every inch closer to seizing.
Haven't started 24 yet, but the map is stunningly gorgeous.
UPDATE:
24 was definitely easier than 22 and 23. Reminded me of 21 a lot, with using the Dragonveins as you progress through the map being essential.
I've started 25 and DAMN. Seems harder than 23.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Sat Mar 05, 2016 11:35 am
'AINT NO RUBBER BANDS ON THIS LOBSTER'S CLAWS BRUH
Though his cronies are the issue, I haven't even really fought Ryoma yet. I feel like they're starting to bring out the real troubling stuff. I'm hating the lunge ******** more than ever in this chapter. Where's my three range bows, game?
Not to say that it's bad, far from it. It's really great for a climactic chapter like this, especially since Ryoma's anger and challenging Corrin to a duel was a good hunk of writing. Really stuck Corrin between a rock and a hard place.
Debating on whether to paint or try the chapter again now that I've done all the stuff I wanted to do today. :B
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Sat Mar 05, 2016 11:46 am
no 3-range bows for players but enemy 3-range shuriken? With Poison Strike AND Grisly Wounds? Down a narrow corridor? Shady. This one will be tricky. I'm considering bringing out the fancy staves like Entrap. Might as well since this is the last leg of the game.
25 update: -I've been able to do the right side completely. Almost made it through the left side but had Dual Guard go off at the wrong attacks and lost Niles. But now that I've gotten so close I know what to do. -As difficult as this chapter seems, it's definitely doable. The amount of time it takes to go from one side to the other if you don't split up is TIGHT though. -I've found it IS better to attack lobster boy. He won't move. With some Concoction/Vulnerary, you can whittle him down so he'll be easier to crack and boil at the end. -RNG Goddess bless Bow Knight Niles. Shuriken Breaker is so valuable here.
Conquest Hard/Classic for best Fire Emblem.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Sat Mar 05, 2016 2:27 pm
Thank Anna for Shurikenbreaker.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Sat Mar 05, 2016 6:13 pm
I overestimated 25. You can just defeat the lobster yourself quite reliably. About 15 turns in (I forget how many exactly) Corrin got off a well timed Dragon Fang after chipping with his Dragon Stone every turn and took out the red lobster before I had even gotten to the Lunge-machines on the left, much less reach Saizo.
Onto 26!
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Sun Mar 06, 2016 7:20 am
The Freeze staff came in handy for managing the Lunge train. I had my army get ready to DESCEND UPON THEM and then freeze the one that would be the issue in the upcoming turn. I used it twice.
This chapter inspired me to use lunge more often myself. Even though Camilla was my first unit to reach level 20 promoted, she was still somewhat frail even with A support Silas on board. When freeing up bottlenecks and getting Ninjas into range to be dealt with, however, she was able to hold up just fine.
I'll say it again, thank Anna for Shurikenbreaker. Didn't think Niles would be my third unit to reach level 20 promoted, but man oh man did he own the chapter. Even though it said my MVPs were Xander and Beruka, I know better. Niles and Leo, forreals. Even though it was Effie and Keaton that ended up scoring the final blows on Kagero and Saizo respectively.
Who was my second to reach level 20 promoted, then? Why, Corrin of course! She gained her last two levels fighting Ryoma, so even if your Corrin has trouble doing anything aside from chip damage to Ryoma, it still is worth your while to land some hits on him.
Keaton ended up critting Ryoma when he had 6 HP left. Attack would have killed him no matter what but whoa overkill. Keaton has been indispensable in this run, seriously. Between beastfoe, his two (now three) beaststones and the different buffs they offer, and his mountains of HP, he's definitely worth the time. Also he's a fun personality to be sure.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Sun Mar 06, 2016 10:03 am
I'm curious:
What were the stats when you had Corrin fighting Ryoma one-on-one? I'm wondering if that effects how possible or likely actually beating him in the duel is.
The first turn, I did 5 damage and he did 6.
After that, it was 5 from both sides thanks to Draconic Hex, but 10 if he got Astra or I got Dragon Fang, and both units healed 2 on their own turn. I used an Elixer once I was around 12ish HP and that put me ahead until the inevitable victory.
As for 26. Holy Status Staves, Corrin! I've gotten as far as the room with Hans, but lost people once he attacked because Freeze+Counter. Dangerous, dangerous stuff. I'd have kited the few remaining enemies when he does that but that damned Freeze staff prevented that from being an option. Going to try kiting him next time by using Rescue.
Going from the right is really easy.
Going from the left is much more difficult.
So I'm going from the right. I'll pass up the exp/chest from the left. More and more units are hitting 20 promoted, anyway and this is definitely not going to be my postgame file, so the chest is hardly a dealbreaker this late in for my first runthrough. Have to do errands today but 26 wil still probably get done.
UPDATE:
Yup, 26 was a breeze compared to some of the earlier chapters. Just had to be a bit more careful about Hans approaching while still holding a chokepoint.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon Mar 07, 2016 2:05 pm
Well, I beat chapter 26. Amazing how differently I play when I'm feeling decent compared to when I'm tired as hell. :B
Hans was a non-issue for me, I got lucky and he moved behind the torch on upper side of the right chokepoint. Effie was able to go into the nook (With Camilla/Xander and Corrin/Silas below her doing most of the heavy lifting in front of the hallway) and end him in two turns with her Javelin.
The act of working through the clump of enemies reminded me of trying to sip something big and gooey through a straw. Slurping noise and everything.
Speaking of big gooey things... Let's take a look at the next chapter before I write more.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon Mar 07, 2016 2:52 pm
So, at first 27 was really intimidating to me because of those infinity range, 200 accuracy entrap staves which I feared would all immediately go after my frailest units.
Apparently that's not quite how it works. Because 27 and Endgame are back-to-back with no chance to save in between, I've reached the point where I can do 27 in 7-8 turns very consistently with out any troubles.
Endgame, turned it UP. Definitely the most demanding Endgame I can think of in the series in a very, very long time.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Mar 08, 2016 4:26 pm
FINISHED.
That is the most demanding Endgame chapter this series has produced since Fire Emblem went International. Blows Awakening out of the water.
The final boss could be defeated in a single turn, but that is very, very, very frequently the case. Like, when was the last time that was NOT the case?
But overall, this has been THE most fun Fire Emblem gameplay experience I have had to date. The limited resources and exp., the consistently engaging map design and the actual NEED for strategy instead of just parking your strongest unit in the middle of an open map and letting the game play itself *cough*Awakening*cough*.
Seriously, every single map was memorable and enjoyable past Chapter 6. Dangerous environmental hazards, THE greatest Siege chapter in the series to date, limited time to escape, having to THINK about whether to use a Dragon Vein or not for strategic purposes, positioning really mattering due to skills, etc...
SPOILERS (highlight to read):
Story was underwhelming as FE stories have been in recent entries, but it gets the job done all the same. My favorite part was killing Takumi not once, not twice, but THREE times. And permanently that last time. Of COURSE he would taken over BY THE SAME THING THAT MADE GARON A VILLAIN because his hatred was so strong.
And Hinoka being the Hoshido sibling to actually inherit Hoshido was cool as well.
|
 |
 |
|
|
|
|
|
|
|
|
 |
|
|
|
|
|
|