Fire Emblem: The Binding Blade 'Remake' [FE6 in FE8] [COMPLETE]

If its not stats boost then ya it is fine to have promo items in the secret shopor just make it available in shop

So should we give 0 res growth to geese and 100 res growth to gonzalos, while giving 100 def growth to geese and 0 def growth to gonzalos so its cap exclusive to them, like is that ur defination of unique. Ya some stats can be rigged but its is if u savestate abuse or have blessing from luck godess.

In my above comments i had a cap str speed skill luck def Bors but 16 res where as a fellow friend had same stats but 11 res so to speak gwendlyn will be a better unit in res. But bors has everything except res so he is in itself not a bad unit

So it makes gwendlyn and bors unique. Because no matter how much i rig it i wont be able to cap res on bors.

And if unit itself is not bad then we players will have to choose which to use not base on there stats or populaity but base on preference as there is no unit which has same promotion except knights and prepromote like nime and heuge, rebeca who come pre promoted later but till that time u will already have a trained and promoted unit so it makes them unique cuz the prepromo are not bad units but the one u train is just as good so u get choice. For eg i hate fury on lot and ward but if i promote geese or gonzalos one of them to warrior i get a unique skill warrior and both of them even if promoted to warrior will have different skill

As i was saying with the personal skill, a bit of a difference hardly makes units “unique”, they are a bit different but more of the same so if you wanted to make varied units within the same class you need to give them different skill sets and if possible fixed growths with varied configurations.
As an example:
Swordmaster A: the basic set of high eva and low mag with astra and crit.
SwordmasterB: the basic set of high eva but with lots of mag and no astra or crit,uses magic swords better but lacks the explosive power of astra.
Those two characters would belong to the same class but have different uses, A is the usual while B would be more apt to deal with low res units.
EDIT. Before anybody mentions it, I know that it’s hard or outright impossible(fixed growths is doable) to do that with the FE builder so I’m not dissing this or any other fan games, the conversation just came out here.

Ya but magic hitting weapons are not implimented yet those wing sword and light brand can hardly called magic weapons because not all can use it (like no wing axe or light brand axe). Our only boss with prf ruin axe is a magic weapon techinically because it fits the set of ruin sword and axe but still units who cant use axe or sword cant use it. In order to impliment it all should have access to it

Btw I’m already at chapter 17 but I haven’t gotten the send home units chapter; at what point does it happen anyway???

It happen as chapter 0 at rout split(or before the gaiden chapter of bow and spear) i dont remember exact chapter i am at 22 so i forgot sorry.

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After Chapters 19 and 20 (and their respective Gaidens with Eliwood and Lyn at Sacae).

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This sounds like hell to keep track of and balance ngl if balance would even be possible with this mindset

I’m aware that doing that might cause premature baldness among the devs, it was just idealism because calling two units with just one different skill and a few stats among them “unique” ticked me off a bit, though more games using fixed growths could be an interesting sight.

Ur idealish is very scary and a nightmare for the devs as well as us who are og players

Just imagin a mage who cap magic and luck but 9 skill and 2 def and 3 res then it will be a rng hit or miss no planing required

A paladin with cap skill speed and like 10 str 15 def and 4 res will that be good and unique for you

Units don’t necessarily have to have completely different skills to be different from each other. Different stats and a single differing skill between units of the same class type can easily be more than enough to justify them both existing. As an example perhaps you have a bulky merc and a well rounded merc, they fulfill different niches due to their stat spread. Perhaps one has darting blow while being a bit lacking in speed making their enemy phase potential worse than the other while the other has a high sword rank but mediocre attack, giving them both niches.

Plenty of FE games have no skills at all while still making units unique, its only a matter of execution and preference.

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That what i ws trying to explain to his since yesterday

A dev can make similar units without a need to justify their existence, I’m saying that both mercs in your case could end up being screwed up by randomness so more often than not they end up being about the same as the other unit, maybe up a few points in their good growths and down another few in the bad ones.

Actually more often then not they’d be different if they had growths that fell in line with their bases bc… Y’know that’s how stat averages work…

ok, i can appreciate the various patches that iterate on this hack, it shows commitment and the fact that you managed to port the entire game into a FE8 engine is a feat, so i don’t wanna sound like a negative nancy, but you keep having issues with balancing and personal skill distribution:

  • Right off the bat, Loyalty is a must personal skill on your Jaigen. It makes no sense for Wolt to have it and it inhibits his growth. Savior can make sense on a unit that is meant as a ferry unit…like Shanna for instance, as your first Peg Knight.

  • On the other hand Marcus still has an issue of outright killing enemies, rather than setting them up for your regular units…maybe replace his Iron Sword with a Steel Blade? It would allow him to chunk enemies, but not outright kill them.

  • Lastly: Blue Flame…that skill is basically a pair up skill…meant to be used in a duo. Here’s an idea, make it Lance and Alan’s personal skills, that way you emphasize the fact that “Hey these knuckle heads are meant to be a combat duo!”

  • And then there’s Roy. If you want to give him a skill that emphasizes his potential, try Resourceful…pairs up nicely with his Rapier. In return perhaps nerf some of his growths a tiny bit, as he has Est level growths on a chapter 1 Lord.

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Pls noo the one reason i have level him to 10 sniper is that he has support and skill with Roy :sob:. But wont mind if he has lethality :smirk: (i know i know bad idea)

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You do realize that neither of them gain much from support bonuses due to opposite affinities right?

EDIT: Typically Ice affinity units tend to be more stat heavy ones, meant to be used in single combat over groups. Marcus, Thea, Klein, Sin, Raigh, Echidna in FE6. Raven, Pent, Jaffar in FE7. Artur and Innes in FE8. Wolt is a bad case due to his status as a chapter 1 unit with poor bases and growths. Giving him a poor scaling affinity on top of that is just the nail in the coffin. So he should atleast have a stronger, independant personal skill.

Can you suggest a skill to Wolt that would fit both his character and gameplay wise? I believe the reason loyalty was given to Wolt is because well his loyal to Roy.

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I mean Marcus is the jaigen…he’s the loyal paladin and Knight Commander of House Pherae for years, so Loyalty is a fit. For Wolf…maybe Bow Range Up? That way you maintain effectiveness as a unit, having natural 2-3, potentially 2-4 range, even if your damage will take awhile to scale up.

How about point blank? It’ll let him counter at least.