How to balance unbreakable weapons?

So I had an idea for an FE hack that involves every single weapon being unbreakable however the problem would be on how to balance them. Should I nerf the weapon? Should I just replace armories with blacksmiths and make weapons grow? There are many ways to balance them so I’m asking the community how would you guys/gals balance it.

Also what i meant by growing weapons is like for example Erika has an Iron Sword in chapter 1, then when you reach chapter 5 it changes to a Steel Sword when you enter the blacksmith and pay him/her.

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I think the “growing” or upgrading of weapons is a cool idea, but perhaps out of the scope of GBA FE.
You could just try making all the weapons unbreakable and not changing much else, other than maybe upping the prices. I mean, Engage literally just did that, and I didn’t think it felt unbalanced.

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weapon durability is pretty irrelevant if you’re not making resource/economy much of an issue

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  • raise the price on weapons / make them harder to stock up on (fates limits you to buying 1 of things until you progress further, for example)
  • carve individual niches for a variety of weapons for each type

For example, I made hyper beam influenced by fates & gen 1: if you attack and fail to KO, you get a big debuff to str/mag. This makes it useful sometimes for its extra reach, but it isn’t the best choice all the time. Fates made debuffs too punishing and made forged weapons too good imo, but it uses infinite durability and has a lot of good things going for it.

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You could always make the armories scarce. Like, having them only on towns and such, with limited weapons to buy (and with high prices, if you want to). You can also unify the weapons too, like, instead of slim, iron and steel weapons, having just the basic “axe”, “sword”, “bow”, “lance”. The killing weapons, counters, braves and silver could be more of a special thing, only obtainable from either chests, boss drops, or as “personal” weapon for a character.

Having unbreakable weapons is not a new thing. We have Echoes. You can get some reference from it.
There’s also Final Fantasy games where weapons are unbreakable unless throwing items likes arrows or shurikens.

So whats the formula in those games ? Easy. Locking the strong weapons per gameplay progress. Just like FE does.
Make better weapons appears later when your first weapons get just unused or useless against newer bosses.

And make legendary weapons rewards or hidden somewhere.

Make the armories selling just the common weapons util your early rare weapons becomes common

And follow the logic.

I think is pretty obvious and simple.

I think it depends heavily on which fe its for games like
*Fe6 making it unbreakable might not be an issue for normal weapons but for legendary weapons it do needs a bit nerf tome is pretty balenced too i think tho still nerf them since many non-mage enemy lacks res
*For fe7 its fine for up to steel but above steel it has to be
adjusted. Tomes are same as fe6

*For 8 it fine for iron and steel but above steel
like silver have to be nerfed. Tome need heavy nerf
18might legendary tomes frfr is over kill tho they do have
heavy con i think its still too strong

*May be making it not be able to double works out i think

For me, a huge part of what makes weapons feel interesting is their value and opportunity cost - I just like durability - so to me any system that makes items infinite use needs to replicate that same feeling.

Each item should have a meaningful upside and downside so that no one weapon is ‘more’ than any other, and that as much as possible, each item maintains “a use” – but this runs very contradictory to how the general approach of Fire Emblem’s weapon progression actually works, ie; that Iron and Steel are each basically strictly inferior to Silver besides price and maximum uses.

This is directly why Fates feels poor - Iron weapons have no downside, while others do - but the non-Iron weapons’ downsides often overwhelm the other advantages they bring. In contrast, in multiple other games, there’s no penalty associated with using the biggest stick you have, so you do so.

When it comes to how you want the player’s weapon progression to work without durability, I don’t think it matters too much - by just being given more weapons or by letting you trade in old ones and gold for better ones or something entirely different - because what matters most is if I want to actively use all the tools I’ve been given. If I have no reason to use Iron other than because I don’t have enough Steels to go around, there’s not actual choice.

(Now, in FE, there’s times you’d like to deal less damage to distribute EXP as you please; but I feel these are niche enough that it shouldn’t be considered a valid ‘purpose’.)

Rather than “nerfing the weapon” directly, the ideal is more oblique - a focus on “making the choice of which weapon you use matter more”.

Removing durability means a weapon’s rarity-of-acquisition or durability to suit that idea is no longer relevant, so when you give the player something they will always have it forever - and it follows that when that happens it needs to come with a reason to not just glue the item to always being equipped by someone for the next twenty hours of gameplay.

So, for example, if you have a standard trio of weapons, you can’t follow the vanilla layout -
Steel is sometimes better than Iron; but both are obviously worse than Silver.

In vanilla GBA FE, this is made up for with Silvers being rare, expensive, and low uses.

So if you don’t have that as a lever, then the items need to be given different points:
For an example, suppose Iron Swords have 5 might and 90 hit – you could make Silver Swords keep their 13 might, but drag their hit down to 60.
This is a terrible example, naturally, since with too-low hit rates an item is effectively unusable, and that threshold is highly variable.

The other thing to consider is that they don’t need to be balanced. There just needs to be something for each to do, so that you are rewarded for remembering and utilizing the tools at your disposal – It might actually be totally fine to have a weapon that is statistically a different weapon but better, as long as it has some additional trait that makes it not be totally for one over the other.

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See Fates. Fates did it pretty well.

Not like weapon durability ever mattered in FE anyway - one of the more useless and annoying mechanics in the series imo

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