what is the balance reason for takumi joining you
I mean without hitrates not only do you remove accuracy, something thats been in every single fire emblem game but you also practically remove the weapon triangle, which has been removed from other fe games but is like a pretty big part of fe when accuracy doesnt exist?
Like how do classes like samurai and ninja get balanced since their whole roll is to be dodge tanks, do they just get increased defence and become the exact same thing as mercanarys, or are they not changed at all and just the shittiest class in the game? and what about every skill that increases hit rates and avoid rates, they all have to be replaced? how are great knights and generals now, are they just way better since they are the tankiest units and everyone is getting hit anyway, like you gave them 10 extra hp why buff the tank class when you’re removing avoid? forging is now indirectly nerfed since alot of the bonus of forging came from getting accuracy bonueses, skill and luck are now horrible stats to level up now too. Skills like gamble now are just a complete upgrades with zero downside.
Like i get it, when you miss a hit it blows, but fates is like the one fe game where its so rediculously easy to increase hit rates, with skills, forging, food, tonics, pair up, supports, rallys theirs a hundred and one ways to make sure you dont wiff a hit, it seems more like a change out of frustration from bad planning, like the thought of “i dont like missing” and wanting to change that, but seemingly no thought went into how it would effect litterally everything else in the game.
Like you gave Laslow rally skill, to barely improve crit rates by like 2%, and let him swap to samurai, where he loses all his defence, gets duelist blow which is useless, all to maybe get swordfaire if he survives long enough for it, whats the thought behind this?
… What if misses still did half damage? Maybe a percentage based on hit rate? Someone suggested something like that but just global but. Just wanna throw things out while my brain is going.
Except you’ve taken a fundamental part of the game out and replaced it with nothing. Those diceless roleplaying systems do something different than a basic rebalance.
I quite like this idea. I can see it now. “Valetina45’s Church of Gambling! Come and gamble your life savings away for the chance to win a 4k TV!” I might even put Pete Rose’s bloated, decaying body on display. It’ll have a plaque that reads: Pete, Patron Saint of Crippling Gambling Addictions!
No, I’ll critique it how I like it. My aim here isn’t to make “The best” critique or “The definitive” critique, but instead specifically “My version” according to my own biases and preferences.
i do have a 3DS, and i can playtest this since i hacked it, maybe i should playtest and see how “every weapon hitting + mechanical changes” go, it could be intresting, maybe.
I’ve yet to play this, but I do intend to give this a try. I have a few thoughts after looking at the changelog though, mainly…
Bifrost has infinite uses? Why? Does it have any drawbacks? For some of these changes, I’d really like to see explanations for them, even if it’s just done out of personal preference.
I’m interested to see how the growth changes would work in a run as well. I’m not sure if (for example) Effie’s +75% HP growth in the changelog means their growth rates are set to 75%, or added on top of their base growths, but either way - enough is changed across the board to where I don’t know what to expect going into this, and I think that’s cool.
Question.
Do you even like this game?
Because it just kinda looks like you sucked everything that gives this game personality out of it because it bothered you one time.
according to the changelog setsuna joins at level 3 with 28 strength is this true
This mod right here caught my eye because of its… interesting changes and edits it made. Even I had my less than positive opinions about it, but instead of posting them I thought I’ll play the mod and then give a more informed opinion about it. I took like 50 screenshots of my playthrough from Chapter 1 to Chapter 10. This was played on hard mode. Most won’t be posted here lol
The Good
Playing Conquest with guaranteed hit rates isn’t a bad experience whatsoever. Matter of fact, I actually do like it because it is a nice change of pace. Not worrying about 90% attacks missing or 32% lethal attacks landing definitely lowers my stress when playing Fe Conquest. This is about where the good stuff ends unfortunately.
The 'Bad'
Despite the good things I said about removal of miss attacks, it almost completely changes how the game is played. But before I go into more details about 100% hit rates, I need to mention the ‘unification’ of all the weapons. Because all weapon tiers (ex. Iron, Steel, Silver, Killer, Brave, etc.) have the same Mt as the axe counterpart (except Daggers), it buffs the damage output universally… outside of axes and daggers.
With Steel Katanas having 14 Mt you can have situations such as this
27 atk and 21 spd by chapter 11. (It was 25 and 19 on Fort DragonFall or chapter 9)
Needless to say, it does start to encourage slow play or juggernauting because their aren’t many units who can survive a round of combat against these types of formations. With the natural design of Conquest, you want to be paired up often, with these edits, you always want to be paired up because most dual strikes will kill anymore who isn’t Corrin, Silas, or Effie.
Lets talk more specifics now. So we know that Berserkers in Fates are fast, strong and land lots of critical hits. They did have some weaknesses however, they have poor luck, low Res, and most importantly… terrible hit rates. Now lets remove all of their hit rate issues.
To be clear this an 10/1 Berserker Arthur while getting +4 Def and +2 Str while paired up with Effie. If you remove those bonuses, Arthur is still 1 rounding with ease or will just crit. Btw Arthur soloed that entire front entrance with no help or healing and only being paired up. In vanilla Conquest, that was a hard formation to defeat.
In short, units that were already tanky became much better such as Silias and Effie. Anything that already hit hard and fast became very consistent 1 rounders such as Corrin or Berserker!Arthur. Anything that fell in between like a Niles or Jakob/Felica, became chip damage dealers, tho Niles do appreciate stronger bows and perfect hit rates. He just still get outclasses even more now. Units either become a really hard hitter and/or tank, or they just become another body that doesn’t do anything too great.
The Ugly
Maybe I should have started this reply off with this statement but I really didn’t want to sound completely mean about it. This mod just was not play tested whatsoever.
I know this is probably just a bug or a mistake but no. Heals and Bloom Festal does not have infinite uses.
Context: This is the Chapter 2 which is still part of the tutorial. As soon as I used my heal staff it broke and was never to be seen again. I didn’t get another staff until Sakura temporarily joined for Chapter 6. I had to make it to Chapter 11 with only 1 heal staff use per item. Beating Chapter 10 with only Vulneraries was not fun! (Actually it kind of was because it was like a unique challenge lol.)
Context: This little samurai and Archer formation is normally impenetrable by your units at this point in the game… I think you already know what happens here. That is because the weapon Corrin is using, the Ganglari, has 14 Mt and gives her +5 Def. She can literally walk through this portion of the game because of that weapon (which leads to early snowballing). Now this isn’t a huge issue because you do loose the Ganglari and don’t get it back, so it is probably there just to get through the early game faster. But funny stuff like this happens.
This is just hilarious, this guy’s a joke now lol.
Tl;dr Conquest is a very well designed Fire Emblem game so even random major changes like these can still be a fun experience. I feel like this mod added or changed so many different things that had no reason to be changed outside of just personal preference. Keep in mind there’s nothing wrong with that, personal preference, but there can be some flaws that are created when consequences of changes are not accounted for.
P.S
Shoutout to my guy, Rintaro! He really saved my ass on Chapter 10
Paired up with a fighter he had 15 Str and 17 Spd and had the skill Quick Draw. He instantly became my 3rd hardest hitter on my squad. He actually have the highest atk on my team if all skills were active and he had his steel sword equipped.
For lore reasons he joins after chapter 10 and survives the plot of my FE Conquest rewrite, which is still in progress and recently went through a large overhaul because I realized I was killing the wizard too often.
The weapon triangle still affects might in my game. There have been FE games with and without the weapon triangle, combat arts, all sorts of things. Adhering to tradition for the sake of tradition limits experimentation.
That sounds like a good compromise but I don’t know how to code that in Fates. Could easily do that in LT though, there’s a component for it already. Still, have you seen those Fire Emblem Fates videos by Zoran? In the name of making things as predictable as possible so he can plan optimization, he takes Corrin’s Dragon proc skill away from him. A possible chance to do more damage than you’d like gets in the way of precisely adjusting enemy HP values to feed kills to specific units (like your dual strike partner) or milk enemies for weapon EXP. Some people love RNG because “gambling livens things up” but I feel like playing out of fear that RNG might screw you over any moment gets in the way of playing in a risky way which I find more fun than playing slow and safe. Sure, you can use savestates and the turnwheel and wiggle the cursor in GBA games, but I think RNG manipulation of that sort crosses a line. You’re suffering from bad RNG, rejecting its outcome, and going out of your way to change your fate in a way the developers didn’t intend. It’s a valid way to play, but it fundamentally rejects RNG’s negative outcomes, often without rejecting its positive outcomes. I think RNG should be optional just like random growths.
Then I will critique your critique how I like it. This can go in circles all day. We’re all entitled to our opinions on each other’s opinions and our own, and I don’t resent you for expressing how you feel, but I don’t think your critique will help me make my mod the best version of what I wanted it to be when I made it. Although, there are design decisions I disagree with. In my opinion, I think critique should aim to help the person you’re critiquing accomplish that person’s design goals better, though you’re also welcome to critique said goals too of course. In retrospect, what even were my design goals with these changes? What the hell was I thinking?
It comes in handy.
Absolutely! Despite the story issues it’s still my favourite Fire Emblem game overall.
Nice! Let me know how it goes.
Thank you! Your feedback will help me with the next version of this mod. There’s a lot I need to change. Especially the healing staves, they’re supposed to be infinite use. And I think I got carried away buffing the Ganglari.
Would any buffs to enemy growths and stats and enemy-only weapons also affect captured enemy unit growths and stats and let the player use those enemy-only weapons? I thought about buffing all enemies but I don’t want it to force the player to use captured generics.
You should upload a video of beating Chapter 10 with only Vulneraries, it sounds like an awesome video.
Thanks for responding to my opening line about removing accuracry while completely ignoring the paragraph of question asking how you plan to balance and change almost every mechanic in the game to work with accuracy being removed.
Glad you brought up Zorans videos, its really funny that you mentioned him removing a skill from corrin so he wont get an accidental skill proc that would mess up his strat, because it just shows how easy it is in fates to control the rng. Like you know he uses pair ups, items, and skills to dodge enemy attacks with relatively good odds?
Like you hate rng but you haven’t removed crits, why? Like you said you’d like it if crits were earned by playing right by why wouldn’t you remove them until you figured out how to implement that. Like you say how shit it is to miss a hit but you keep the mechanic where you can get hit for 3x damage from a complete random chance, how does that make sense like what. Did you keep it in just so luck and skill are not completely useless stats, like you gave Laslow rally skill, which will only increase crit rate slightly now, you gave him a skill so others can gamble on hitting a crit, which is the complete fucking oposite of what you wanted by removing rng.
And again like i said it my last post, how are you planning on rebalancing classes that are meant to be dodge tanks, or do they just get fucked now and thats that. What about every skill that changes hit/avoid rates, do you plan on changing them or do the classes that learn those skills just suck and have to live with learning useless skills. At most the weapon triangle will give you 2 extra damage by the end of the game, most of the game its will either do nothing or give you a single point of damage, at that point why have it.
Like I said before, removing hit rates on its own isnt the worst change ever, if everything was change to reflect the removal of hit rates, but nothing else was changed. Like luck is litterally just used for crit avoid now, what a fucking awful stat to level up now, and skill isnt much better being only the crit stat, which why are crits a thing when you hate rng so much. Like a more interesting concept would be to have something like any hit over 50% hits and any under misses, this still lets dodge tanks fufill their role but also removes the annoyance of missing high hit rate attacks, of course maybe not be at 50% but its more of an interesting idea, and it doesnt negate half of the fucking mechanics in the game like giving 200 hit to everything does.
This is the game where if you had a low hit rate you could forge a weapon with higher hit rates, drink a tonic to increase your skill and luck, pair up with an ally to get massive stat bonuses to skill and luck, even more if you support with an ally, and eat before a mission to further increase skill and luck, not to mention use skills like rallys that further increase hit rates. This is the easiest game in existance to increase the chance you dont miss an attack, and you remove all of those options because you missed once and it sucked, I do not see the point of this change while you keep other rng reliant factors like critical hits.
“It comes in handy” (I’m on mobile and don’t know how to quote it properly, apologies) is unbelievably based.
I wasn’t aware of this prior, but apparently vanilla Fates only lets Maids/Butlers reach S Rank in Staves?? That’s annoying. Good on you for letting other classes reach S Rank in weapons they really should have been able to in the first place.
Wow… you really can’t tell when you’re being mocked, can you?
Honestly, I really don’t give a fuck about your “best version” of a mod when you can’t even figure out your own vision for it. Maybe figure that out before acting like an antagonistic dickhead everytime you don’t hear exactly what you want to hear.
You can keep this argument going, but I’m done here. I already know you’re obsessed with having the last word. As I said before, have fun with your “best version” of your mod.
Hey.
I’m shutting this down for 24 hours because every Jason thread turns into a screaming match. Calm down.
Will be re-opened in 24 hours.
Hmm, I forgot.
Been 72 hours, play nice.
I can tell how a certain someone is choosing to express himself… I just don’t see why anyone would think I should care, myself included.
I made my mod for Fire Emblem Fates out of love for that game and a desire to experiment with it. I would never say my changes to the story or gameplay “objectively fixes it”, I’m no repairman patching holes, I’m an artist seeking to create art. I don’t feel any urge to defend it from attack, because I don’t care how it is perceived by people who don’t get it. I do not care if someone seeks to belittle me. I haven’t been a teenager in a long time. If you think I can’t draw Corrin in a top hat because he didn’t wear that in the original game, or you think drawing this anyway means I must hate his original design and I need to put serious effort into defending myself against such allegations, that’s pretty funny. When we take this conversation and pretend it’s about art, we can see how absurdly unfair a criticism it is to say “It’s bad because it’s incomplete” or worse, “This mod is bad because it changes things”. I believe game mods are art. I also believe I can design mods better than the man I was back in July, just as I can write better than him and walk further than him without resting.
I know this mod is imperfect, and I’ve seen flaws in its design that haven’t been brought up yet. I’ll be thinking of those flaws when I make the next version. Perfection is a process. It’s a journey, not a destination. It’s a path.
Your opinion of my creation is yours to hold, and you are free to express it. I would never claim you don’t have the right to express yourself however you see fit. However, I choose not to let hostility or mockery affect me. I walk my own path. To care about the approval of someone who chooses insults over constructive dialogue would be a waste of my energy.
If you disagree with my vision, that’s perfectly fine. But your effort to belittle me says far more about you than it ever could about my work. Strength of character is shown through kindness and thoughtful discourse, not through insults. Perhaps in time, you’ll come to see this truth and walk upon a better path.
Until then.
It’s showtime, baby!
My previous iteration of this mod had many flaws, and I disagree with the philosophy behind those changes these days. So I made new changes! Let me know if they improve the game. I didn’t just adjust the power of units and classes, I also tried making FE Conquest harder! Everyone knows how easy it was to cheese the Kitsune Chapter in Conquest. Those mountains just begged you to use them to cheese the map. Therefore, I added Mountain Spirits to that map! Powerful and deadly spirits who appear as mounted archers who refuse to move from where they stand. Keep your fliers away from the range of their powerful enemy-exclusive Violin Bows! Also, Beaststones are now 1-2 Range weapons with permanent Super Effectiveness against Animals. Have fun with that, and many more changes!
Download Link: 186.9 KB file on MEGA
Changelog:
Changelog
Increased Weapon Rank Hit Bonuses by 100.
Doubled Weapon Rank Mt Bonuses for S and A Ranks.
Peri’s Personal Skill is now Morbid Celebration.
Selena’s Personal Skill is now Rose’s Thorns.
Rinkah’s Strength growth is increased from 25 to 85.
Corrin’s Personal Skill is now Dragon Ward.
Corrin gains 6 Luck and 3 DEF and 2 RES and loses 20 Strength and Magic Growth and gains 10 DEF growth.
Corrin’s Supports only grant Defense and Resistance to paired partners.
Hinoka gains 2 Strength.
Beruka is now a Ninja, and her Reclass option is Wyvern Lord. -4 DEF.
Forrest’s Class 2 Option is now Maid.
The Hero Class is now Champion. A Rank in Swords, Lances, Axes, and Bows. Champion’s second Skill is Lifetaker.
Master of Arms obtains an S Rank in Swords, Lances, and Axes.
Paladin, S Swords, S Lances, A Staves.
Great Knight, A Swords, S Lances, A Axes.
Knight, B Lances, B Axes. 5 Mov, but Generals do not gain 6 Mov.
General, S Lances, A Axes, A Staves.
General’s skills are Pavise and Lancefaire.
Berserker’s skills are Life And Death and Axefaire.
Bow Knight, S Bows, B Swords.
Sniper’s Certain Blow is replaced with Life And Death.
Dark Mage’s base stats are changed to: 6 HP and 1 Defense.
Troubadour gains +2 Resistance and her Skill +2 Resistance has been replaced with Rally Strength.
Sorceror’s base stats are changed to: 8 HP and 1 Defense.
Dark Knights have been renamed Knightmares, and are now tagged as Dark Magic users.
Maid’s Tomebreaker has been replaced with Sol.
Kitsune’s Even-Handed has been replaced with Lunge.
Kitsune’s Beastbane has been replaced with Amaterasu.
Beaststones have 1-2 range and are effective against Beasts. And Dragons. And Armour.
Wolfskin’s skills are Lunge and Savage Blow.
Wolfssegner’s skills are Poison Strike and Grisly Wound.
Faceless base stats: 32 HP, 12 STR, 8 SKL, 8 SPD, 8 LCK, 9 DEF, 6 RES, 6 MOV.
Faceless Growths: 95, 90, 0, 75, 65, 0, 95, 75.
Faceless Skills: Vengeance and Death Blow.
Stoneborn’s STR has been raised to 16.
Stoneborn’s DEF has been raised to 18.
Stoneborn Skills: Life And Death and Death Blow.
Conquest Route final bosses have been buffed.
Weapon Triangle now grants +6 and -4 Damage not +1 and -1 Damage by default. Additional bonuses are still granted by Weapon Rank.
Everything has Weapon Triangle Advantage over Staves.
Stave range increased.
Ganglari gains +4 DEF and RES.
Seeds Of Trust are available at the Staff Store.
Dragonstone reworked into a defensive tool.
Some Conquest maps have been altered to be more challenging. What did I change? I’ll reveal the full changelog when someone beats them. Let me know if I went too far anywhere. Putting those Mountain Spirits in the Kitsune chapter was probably a bit much.
This is a change that I can unironically and fully compliment you on, this is a good change that should have been a part of the vanilla game. I may disagree with nearly every other decision, but I will give you this.