Hey everyone, I’m currently working on a project that aims to rebuild FE7 using FE8 as a base, and I was thinking that a way to make the game even more interesting would be to add skills.
However, skills are a very delicate thing in terms of game balance, as the adition of just one skill could make a very meh unit into an overpowered one.
So, I come here to ask the community; which skills would fit certian characters?
(Here’s a list to of all the characters in FE7)
I’m planning to include both class based skills and character skills, but not too many skills per unit. Only 1-3 skills, at most. And most unpromoted enemy units would have no skills at all.
So, with that said. What are your thoughts? this is meant to be an open discussion topic, so feel free to suggest anything you may have in mind
the idea of your project seems very nice to me
if I understand your question correctly, are you looking for a couple of tips on which skills to assign to the characters? right?
I fully agree, that’s why I suggest you see a beautiful video that @Pandan made on his channel, he has just come out and talks about how to integrate the SkillSystem
however, as far as the characters are concerned, I recommend giving Knight aspirant to Kent and Sain gentleman, but since Sain is my favorite fire emblem cavlier, if you want I can give you the code of one of my skills that I created together with Snakey1 and knabpicer and, which I use for one of my characters in my project, which is no more a copy of Sain
Are these going to strictly be the default implementation of skills in the skills system or are you open to modifying values or creating new ones altogether? I also ask if any of the other gameplay elements would be changing too.
I’d rather stick with simple pre-existing skills, nothing too complicated, so the players don’t feel overwhelmed.
As for the rest of the game, the whole idea of rebuilding FE7 in FE8 is to include FE8 features such as the world map, skirmishes, and split promotion paths
Yeah, I know. For example, most bosses would have a skill that nullifies other skills. And most enemy units in the early game would be slightly stronger, but have no skills at all
Bosses with skills make the game more good.
But if your units will have like 6 or 5 skills… Why to bother?
Give each unit a personal skill and 2 of the classes. Preferably a skill for combat and another passive, when the unit promotes is now hard to tell you.
Promoted units at Lv10 will not be so good in a long term. But if the player decides to promote at Lv 20…is a different story. So, what can you do for skill with promotions is to choose:
Give a broken skill depending on the class. For example. Erk promotes at Ch 19 with a Lv 15. You could give him Ignis or other magic related. But FE8 has a promotion branch.
Mage Knight is good or decent, Ignis will do wonderful. Sage is just that good in offensive.
Just don’t make him a killing machine against bosses.
Give him 2 class skills, same as before promotion, 1 for combat and 1 passive.
But is up to you really.
Skills can either drop the difficulty (but since we are speaking of FE7, there’s no such thing as diffuculty) or raise it. With this knowledge, do what you can to keep it fun but a little bit challenging.
You’re rebuilding FE7 using FE8 as a base. Start with trying to recreate FE7 as faithfully as possible (no matter how bad some decisions might be) and then ask yourself what fun you can have with skillsystems and the like. I think many people would love to have the base version so that they can have an easier time cramming things into their FE7 PMEs. FE8 PMEs are getting kinda stale.
Canto and Lethality, that’s it. FE7 is easy enough; adding skills on top of it trivializes the game more and just creates more potential “obliterate everything with a 1-2 wep” scenarios