First off, I really appreciate the armory in chapter 5x. I think it’s a great solution to the problem of the chapter’s balance in randomizers.
An issue I’ve noticed rather consistently is Myrrh’s growths. HP and DEF tend to overflow to 0, making her a very finicky unit to use. Even if her growths did randomize normally, she’d be way too strong for the part of the game in which you recruit her. Unfortunately there is no perfect solution to this, but you may want to change her original growths entirely even if it makes her less “authentic”. No other solutions come to mind at least.
Small note, but I acquired a chest key from a village that had 5 uses, but other chest keys still have 1. Did you perhaps intend to make all chest keys have 5 uses? Or is it a left over item from something else?
I noticed that classes like Bow Knight and Bonewalker cannot use ballista. I know they can’t necessarily use them originally and sometimes it wouldn’t make a lot of sense (Skeleton turning into a human when entering a ballista), but ballistae don’t get used as much as in the original game because of the randomized classes, so it might be worth considering letting any bow wielding class us it.
Spellblades have Swordfaire as one of their skills despite not being able to use swords. Unless the class is like the Archsage where it could have the ability to use swords depending on what class it promoted from?
Female Heroes and Sages can promote into Spellblades, with promoting from the Hero line being the requirement for Swordfaire. However, now that they don’t get Swords at base, what should I replace Swordfaire with?
Well it depends. What weapon types can a F!Hero Spellblade wield, and what weapon types can a F!Sage Spellblade wield? The skills would have to be useful for both cases after all.
Well tomefaire works because the class can use magic in either scenario, so that’s fine. Swordfaire and Axefaire should ideally both be replaced since both can’t always be used.
I don’t know what skills other classes have so it’d be hard for me to suggest anything since it might overlap with another class’ skills. That being said, I’d say your best bet would be to give them 1 physical themed skill, and 1 general skill, so the total would come to 1 magic skill, 1 physical skill, and 1 general skill. It’d be an appropriate balance for a magic/phys mixed class.
That seems like an alright pick, unless Tier 3 classes skills don’t typically learn the same skill as the class before it. Because if so, that’d mean that it would essentially learn 1 less skill compared to other Tier 3 classes.
…Come to think of it, how do Tier 3 classes learn their skills? I know Tier 1 classes for example learn a skill right off the bat, and then another one at level 10. I’ve only encountered Tier 3 classes, and haven’t promoted into one yet.
T3s that come from T2s only get one more skill, to make up for getting 5 skills from the rest of the line. This last skill is learned at level 10, and is uber powerful usually as a consequence.
Aside from that, I have no qualms with changing Myrrh’s growths. Admittedly, many units have altered growths, the Creature Campaign people in particular, with many people given altered growths to make them stand out from normal characters, with Lyon receiving a hefty nerf to many of his growths, for instance.
His original growths
His new growths
If desired, I can buff his growths, but with him, I wanted to flip what Eirika was on its head: a slow, strong mage that will grow to be very defensive.
Tell me if I should strengthen Lyon @Cryse and I’ll update the patch soon.
Lyon has seemed fine in all of my different short runs so far, so I think he’s mostly fine as is. As long as he’s somewhat comparable to Cormag’s growths so picking a lord is more of a choice. Being a little bit weaker compared to Cormag is fine, as Eirika tended to not be as good as Ephraim for example. A landslide would be an issue however.
Most people will randomize the growths to a certain extent anyway.
Cormag’s growth total is slightly higher than Lyon’s to compensate for the early advantage that Cormag gets.
Tell you what, I’ll show you the new growths of the CC people. Ismaire retained her growths.
Each of them has a new niche: Fado is a great T2 unit, but he starts as a T3, so he doesn’t have much room to grow. Hayden is an excellent all-rounder with decent growths in all areas. Valter is a good candidate for a Wyvern Knight, but with slight weaknesses in even defense and skill. So on and so forth.
That makes sense. Sounds like the balance between the “lords” is fine as it is then.
Since we’re on the topic of growths/bases though, the other thing I’ve noticed that’s odd aside from Myrrh, is that I’ve found rather commonly that Saleh tends to start with a stat or two either capped or extremely high. Are his bases carried over from his appearance in the original game? Because if so that’d be pretty high.
Edit: I did notice what you mentioned with Fado especially. I appreciate the thought that went into the character growths.
Yeah. Because Saleh has admittedly terrible growths, he is instead a Lv. 10 T1 unit. His bases aren’t ENTIRELY carried over: since he lost the Sage promo gains.
I’m admittedly no expert on growth balance, so the only things I think could be an issue are the ones I already brought up. Though I would perhaps recommend slightly decreasing saleh’s bases and slightly increasing his growths. I like what you’re going for with him, but he does feel a little strong early on when that role is already filled by Fado.
The names refer to whether or not a glitch in the older versions of @circleseverywhere’s original Self Randomizer is present. Namely, the glitch made it so that certain villages can be visited multiple times. The “villagerhymeswithpillage” one has it, the other doesn’t.