It might be already implemented in some classes but I can’t find it so I’ll ask. Is there a skill that allows you to choose weapon in enemy phase? It can be interesting to give it to generals and similar classes with many weapon types.
Are you referring something similar to Leif’s Engage skill where your unit would select the best weapon triangle weapon during EP? If that, then there isn’t any way to do that yet as far as I am aware. Would be cool if someone ever figures it out haha.
I learned that skill existed from Server 72 one of the last characters you get there has a skill that allows him to choose the weapon you want to use every time an enemy attacks you.That was done because light magic consumes lots of mana, though your other light user didn’t have it but well…
Oh yeah? I didn’t know about that. If you happen to know what skill it was, I can look into that
Sorry I played it once and forgot about it since I hated the game but that skill seemed unique so I have vague memories.
EDIT. What is the appraiser thing I keep seeing when trying to modify the growth items? Did you go even further down the growth item path?
It’s all good haha. I am curious how that skill worked though haha
Appraisal is just for the T3 class, Monster Merchant. They get a bonus to the items growths rates.
Could you really please normalize the growth bonus? I mean every item gives you the same growths but with different skills, I can’t tell you to take the bonuses away since you’ve already made a class for that but taking into account the different growth bonuses is a pain in the rear and modifying it every time there’s a new version is tiring too… Please!
Personally, I don’t want to and I like it the way it is right now. But, I will ask my Discord community and see what their input is.
Sorry DBAV, but it’s adds extra strategy to the game to move these items around based on the unit’s growth needs, Lute is missing a lot? Give her a secret book. Is her hp too low? Seraph robe. etc. I think it makes the game more fun this way rather than having all these high impact items being the metis tome with a skill attached.
Yeah, sorry DBAV but it looks like from the community poll I had so far it’s 100% on No to changing it so far. So it will still stay the same.
I am planning on making more accessories (specifically holdable accessories that don’t need to be equipped) that don’t affect growths, so maybe that’ll be more to your liking?
Thanks for even considering it! It’s a massive pain in the ass for me to modify the accessories but I’ll do it, I like your game way too much to drop it for this.
@Luba I don’t think it adds strategy rather is a minus, since character growths and your needs on a specific map are disconected, let’s say you have to tank with Garcia and he will get attacked a lot, every time that happens he losses extra 5hp for his skill, so you give him a veil for regeneration, his HP growth is decent and might benefit more or having extra Skill or more Def but the growth those items give are not what you want.
EDIT. I forgot to comment on the accessories, the idea is not bad but nothing will be able to top stat growths if they are available.
Both these components fall into strategic thinking my friend, yes a character may benefit short term more from the given skill, which is important a couple times in early lunatic mode, but the long term planning of their stats is also vital, so trading these back and forth adds an extra layer of thinking to your decisions chapter to chapter, turn to turn!
When you can just grind a character with your desired stats and the proceed to complete the map? I opposed the stat growth items from the beginning since they just precede every other decision, Stats>every other situational decision or you can just abuse debug mode but that makes the game boring.
i don’t really grind or use the tower lol, So those stats matter a lot in lunatic while also having to engage is silly strats like pair up trading a specific character who’s the only one that can deal with a certain enemy type reliably, haha
You’re welcome. I wanted to give any idea some consideration before making a decision. Though, I am curious what changes you’ve been making to the accessories? If you ever make your own project and have your idea in, I would be happy to play it and see how it feels
Edit: Oh, also just wanted to make clear that these new accessories I’ll be making will give you the effects if your just holding them in your inventory. So they don’t interfere with the current accessory system. So for example, I could make a new accessory that as long as it is in your inventory slot it gives you +10 Hit or something like that. I’m probably explaining it badly, but it makes sense once you see it ^.^;
I do love silly strats haha XD That’s a big reason I love having the accessories giving different growths haha. For example, I want to make a Magical Nuke Dozla haha XD
So the new accessories won’t take the slot, then it’s okay to go crazy since you are sacrificing a precious weapon slot and there are no weapon packs, I recommend you make them stronger than the growth items since they take precious space.
I’m not patient enough to make my own project though thanks for the confidence. I’m only normalizing the accessories, giving them equal growth in all aspects so that only the extra stats or skills they give matter.
EDIT. I also give accessories to all the members since the game forces some to autolevel without accessories.
The main source of power for characters weapon wise come from their prfs, which, combined, take 1 inventory slot from all characters due to being placed in a multi-item except for the one exception, This was discussed before as regular weapons after a point in the game provide very little to most characters (High ranking weapons, siege tomes, etc as well as many of the staves still provide a lot of value). So those non-growth item inventory slots will most likely go to accesories over weapons past the chapter 7 mark, which is where your typical generic weapons would fall behind in power far too much to matter.
I agree that the accessories as they are definitely have a negative impact on the gameplay. Even as someone who doesn’t use the tower of Valni, FE8’s gameplay is often player initiated, letting you slowly clear the map with whichever units you like. While having access to BEXP makes this style of play not so important since you can level up any units that have fallen behind, allowing you to focus more on actually playing the chapter rather than farming in it, the accessories have the opposite effect of incentivizing this “chapters as slow grindfests” type of play over actually engaging with the chapter. They also hamper unit identity by being able to change their growths so drastically, a similar problem the new post chapter training has introduced where you can give any unit +4 in any stats alongside Eirika ever chapter, further damaging unit identity. Introducing even more accessories sounds like a nightmare, especially with item slots being a much less important resource with every unit having their own weapon satchel like Luba mentioned. I’d definitely prefer the current growth accessories being scrapped in favor of new ones, but it sounds like people already voted.
Anyway, for more general thoughts I just played a couple of chapters of a new game, not having played since before whenever the voice update was. Here’s a smattering of notes:
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Getting to see a more personal, zoomed in look at the different countries makes the new intro quite nice. If I wanted to nitpick I would say it might be more interesting to not see Ephraim at all to add to the mystery of his disappearance, and that the new Valter vs Seth makes Seth feel too weak narratively, but this project has always been more gameplay focused. I doubt many are playing it as a way to see FE8’s narrative for the first time, so such things don’t really matter so much.
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Though I would prefer a guide or help menu I could reference, the added tutorial is very helpful in clarifying a lot of the new mechanics that before were somewhat obfuscated, and I’ll admit the examples are helpful which a guide probably wouldn’t have. Adding the different elemental effects to a unit’s affinity description is a clever way of keeping some of the information visible. The main information I feel is missing right now is the exact Weapon Triangle Advantage/Disadvantage effects, and the stats you’ll get from pair-up before doing it.
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So far I’m pretty positive on the change to heavy weapons, as I found the earlier charge system of having to keep the weapons equipped for multiple turns to be pretty useless. I also appreciate that the hp threshold of blades is 95% rather than 100% to account for hp from level ups.
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Having access to all saves is very useful for accidental crashes or exiting of the game.
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Colm’s skin seems very pale in his battle palette compared to vanilla.
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The voices are nice to have in battle, though their quality is pretty mixed. I tried using the toggle to turn them off in cutscenes, but for the first 3 or so chapters they continued to play anyway.
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Since monster enemies are one of the more unique aspects of FE8, some kind of class or mechanic that could take advantage of them could be nice in the future if you ever have interest. Perhaps some kind of class that can use capture but only on monsters, or letting the summoner choose on promotion which monster it summons and summoning the same one all the time (so it retains levels, can promote, etc)? Just some random thoughts.
Edit: Oh, and I noticed a bug where the slim javelin seems to be using str/2 + spd rather than str/2 + spd/2.
Correct It’s still in the thinking process in my brain so it could go any direction. They could be scrapped in the end. Could only be given on A rank supports. We’ll have to see. I’ve got to finish up more important stuff first haha ^.^;
What do you mean by normalizing? Like are they just all 15% to all growths?