I’m working on an fe6 rebalance of sorts, and I hope I can finish it in 2026, and my biggest target for improvement is…
Character balance.
There are many problems.
- Earlygame units are overcentralising
The sooner you can get strong units the better. Enemy level scales high in fe6, experience is abundant from enemy spam and the xp formula for kills still gives you between 6-8 xp all the way up to 13 levels higher than the enemy. It’s to the point where if you get all the xp you can have a team of lv15 units into western isles (a bit silly), and 20/4 units in Arcadia.
Fates xp formula would help set a proper level ceiling, prevent lowmanning and make midgame units better by comparison.
- Hard mode bonus units are overcentralising
Oh, Rutger. Oh, Milady. Oh, Percival. How very overpowered and naff you are. Can you think of an unpromoted midgame unit without HM bonuses that is considered good? I can’t. Sure this means your team isn’t entirely earlygame units, but this is bandaid solution. The actual solution is a functioning xp formula as described before. If you don’t want units to be weaker you could buff the stats of midgame units (but this comes with its own problems) or nerf the enemies at points to preserve the difficulty (this is its own problem).
Reject hard mode bonuses, return to actual unit balance.
- Units that are worse versions of other units
Bors beats Wendy, Raigh beats Sophia, Sue/Shin (not HM bonuses again!) beat Wolt/Dorothy, Clarine beats Saul/Elen.
I’m fine with units starting weak and becoming strong (or even relatively on par with your other units), but I don’t want units that are worse than a contemporary in every way.
This isn’t a problem of them being “unusable”: Bors/Wolt have many soldiers and archers to eat and Bors still has at least 60 hit against axes, and can use slim lance. Sophia can train up in 14x if you don’t (or can’t) skip it, and the map after has steel lance cavs. Wendy can abuse the top-left chokepoint in ch8 (I’m removing that), and has an entire map in 8x to train, and can reliably kill with triangle attack.
- Promotion item situation makes certain units a non-starter
Archers having to share with nomads, knights having to share with cavs, priests having to share with Clarine and Lugh, fighters having to share with Dieck and Rutger.
You could say this is a problem of the units/classes being outclassed and if you buffed those it would be fine. Myself? I think it’s a problem of classes sharing promotion items at all.
I am heavily considering having each promotion item promote one class (except for ocean seal promoting brigands and pirates). This encourages more class variety, and classes with different roles shouldn’t be competing for promo items imo. Also have you noticed how classes in fe6 usually have a pair of units attached? Sue and Shin, Shanna and Tate, Dorothy and Wolt, etc etc etc. This simplifies unit balance also, because now it is basically X unit vs Y unit and making sure they are balanced relative to other classes.
- Sniper/Sage syndrome (aka. Igrene/Pent syndrome)
This is a personal concept I have that mostly applies to classes with very specific roles (but could probably apply to more).
Snipers are basically good for dealing with wyverns and doing chip at range and that’s it, and effective damage makes them good at it pretty much regardless of stats.
What then is the point of training Wolt or Dorothy, when Igrene and Klein do that just fine? You don’t need more than 2 snipers, and making Igrene or Klein bad at their job would defeat the point.
The solution then is to give Wolt and Dorothy unique utility by making them Ranger and Adventurer. Ranger in FE8 was a great idea by IS.
- Class imbalance
To FE6’s credit classes would be fairly balanced (since swords and bows are pretty good) if there weren’t unit-specific problems like bases and promotion items. However cavaliers absolutely should not have 2 weapons, and knights shouldn’t only have lances, and crit bonus classes might be too strong. I will do monotype cavs and give knights axes too.
Paladins and Generals are both really strong in their own ways and I probably need class limitations on them (maybe their promotion items cost more from secret shop than others).
Pegasi are in a weird spot in vanilla, since Shanna as a longterm unit is polarising (and needing to train her for Ilia doesn’t help; I’m just making Ilia/Sacae a manual choice), and Tate has HM bonuses which makes her by default a strong longterm unit, and Juno is Juno.
I’m buffing female aid so falcos are better support units and double mercs, but also nerfing them by making killer weapons more expensive and money more scarce.
Troubadour and Valkyrie are way too good so I’m nerfing it to 6/7 mov respectively and giving them light magic (Aureola Cecilia anyone?)
Wyverns are just better pegasi in vanilla but at least there are enough elysian whips to go around.
Milady and Zeiss basically need a complete rework.
Wolt and Dorothy are more comparable to Sue and Shin with their new promoted classes so it’s a matter of stats now.
- Con
Makes no sense. Complete overhaul (but also to facilitate steel weapons being good on high con units)
- Unit feel
Treck is probably the worst offender, being a FOURTH cav who doesn’t stand out (and adding monotype cavs puts him in even more of a corner). Treck is now a soldier because it’s funny, but promotes to Great Knight for that zero to hero arc.
Thanks for reading my “one thing” I’d change about FE6.