hey look zora rants for a few minutes of your time
i love using these spaces as dividers between thoughts because i can’t organize to save my life
sorry if this is a bit long winded and nonsensical, I’ve wanted to ask about this for a while now and just had no idea where to start
Magic holds a dear place in my heart, as a nerd who loves overcomplicating how I play Fire Emblem. (usually through using awful characters like Dorothy or Lot, using bad weapons like getting Dorcas to A rank Bows or getting Hector to S rank Swords during a draft race, or just the thought of actually using Caspar in 3H lmao)
But Magic has this problem for me - I both love how it’s implemented and absolutely hate it.
intro comments on why i like/hate magic
Magic is incredible because it provides a way of handling the vastly more common physical units with terrible Resistance without worrying about a weapon triangle interfering with hit rates, and units tend to be good in spite of frequently having some rather glaring flaws like absolute lack of bulk or poor speed. Sophia might be absolutely awful, but she still uses Flux to hit low enemy Res and can get some kills; the late game FE6 Stave users in Yoder and Niime don’t demonstrate outstanding offensive potential or bulk, respectively, but can use every status staff you could possibly want to great effect; Lugh and Lute, in spite of their awful bulk, can reliably do good damage against everything and don’t worry about anything without counting Javelins or Hand Axes.
However, here is no real reason to ‘vary’ your Magic users, or at least no need to differentiate between which one. An Anima and Dark caster in FE8, were we to give them the exact same stats, wouldn’t really be notable apart from each other, although Luna and Nosferatu tend to beat out easier access to generic stronger tomes like Fimbulvertr or Elfire. This goes in contrast to what I feel is the case for the main physical trinity, where a Fighter tends to help out a ton if your army is full of Sword users. Both of them will annihilate anything short of an enemy Bishop with nearly maxed Resistance late-game.
I just completed my first and only FE6 run, an Iron Man, where I wound up using Lugh and Sophia (Raigh and Niime died.) The two felt fairly interchangable, with the only real difference being the long wind-up for Sophia to catch up followed by the two of them either one shotting or leaving enemies at sub 10 HP for the entire second half of the game. The only ‘unique’ thing about my time with Niime and Yoder once he joined was the fact they could use the Berserk and Hammerne staves upon recruitment. Both just didn’t feel… unique?
Wherareas using someone like Lot and Ogier had real personality between the two, both thanks to Ogier having actual hit rates and Lot being at least semi-consistent with a Hand Axe at two range; both started to one round everything about chapter 16, which continued until the final chapters where both sort of fell off a cliff without using Durandal/Armads.
ways I came up with to fix my problems with magic
Is there any way to fix that?
Is there a way to actually make it worth to vary up which magic users you should pick and choose, or at least to incentivize a player to bring one type of magic to counter a specific enemy lineup?
I really like the Path of Radiance/Radiant Dawn approach, with Anima tomes having effective damage against specific enemy types based on the type of magic, although I can imagine the dangers in doing that if we set it to anything actually common like Cavalry or Armors.
I also wonder if a strong Weapon Triangle would incentivise, at the very least, having Magic users who can bring multiple weapon types to actually care about bringing them.
But I also know that making an emphasis on Magic can completely warp the game, since that can involve adding a ton of enemy Mages to make the weapon triangle even worth considering. Or, it can make 1-2 range that’s physical become mandatory on physical classes if it’s REALLY overkill.
As for me, I would want to see a really strong weapon triangle tied to just having Anima magic in a project (Have the Holy and Dark magic be plot points or PRF locked, outside of the weapon triangle.) Add onto this certain chapters where the enemy roster is mostly or entirely mages, ex. fighting an entire mage school in a training ground or just having a large sect. of an army led by a Sage to be all Mages. While I do like the RD approach of weapon effectiveness, unless a project specifically has a ton of Wyvern Riders and Manaketes everywhere, AND you have an excuse to throw a third effectiveness on top.
That, or I could just be entirely wrong and Anima-Light-Dark is the best way and it needs incentives idk honestly, I’m a shite game designer for a reason lmao
One of y’all that actually knows how to balance things, please tell me your thoughts so I can either feel vindicated that my opinion is correct or give me the ability to understand others opinions better; especially if I ever decide to do a project myself again. If ever.
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