I am CONSIDERING making a RUBALANCE of FE8 for international hack day. Im very curious what would you want to see in a FE8 rebalance that has not been applied yet
The ability to have your units not be instantly dead once their hp reaches zero, but instead simply with lowered stats/fatigued for future deployments (for more than 1 chapter, for let’s say 4-5 maps of becoming unable to participate) (basically what starlit souls is planning to implement, sounds really interesting in general)
Every single unit is able to use every single weapon type for that full inventory customizability :333 (animation-compliant, of course) (the game will devolve into Fire Emblem: The Anima Stones lol)
Recruitable green units can earn exp and wexp from fighting enemies.
Adds 1 RN mode and +15% growth rate for playable units mode.
Sieglinde and Siegmund deal 1-2 ranged magic damage.
Sieglinde has Thunder anim while Siegmund has Elfire anim for their 2 range attacks.
Adds a few juna fruits.
Buyable juna fruits and wind swords from secret shops.
Boss Bone becomes Bonewalker.
Amelia becomes Amelia Watson but her class is still Recruit.
In CH-5, a brigand with a protrait changes to whoever you want.
Replace all generic monster bosses with Ollie, gorgon Kronii, etc.
Unit Changes
Moulder and Natasha each have Unlock staves right away.
Tethys has dancer rings with a couple buffed rings like one buff +20 crit and other one buff +20 avoid.
Lute’s third promotion class is harmless lute-playing Bard.
Bard Lute plays many tunes that induces sleep, buffs hit rate, buffs attack speed, etc.
Marisa’s class becomes Villager.
Boss Changes
Make some bosses move from their thrones when you’re within their range attack because some can be too dodgy.
Bazba and his men will move in a few turns.
Saar wields a killer lance and guards the arena and moves if you’re within his range attack.
Tirado surrounding by Knights in the treasure room will unlock the door and move in a few turns while a Berserker chases after Ephraim from outside the pond near the throne room on the first turn.
In Eirika route CH-10, Pablo has Critical Boost and guards the arena and moves if you’re with his range attack. Also changes the objective to kill boss.
In Eirika route CH-13, Pablo doesn’t have a Purge tome and drops an energy ring.
In Ephraim route CH-12, the boss will move on much later turns.
Carlyle drops a wind sword.
Map Changes
In CH-3, All chests have shadowkiller, bright lance, fiendcleaver and beacon bow.
In CH-4, you can recruit Lute in the north village instead of the south village and you get a devil axe in the other one.
In CH-5x, add a breakable wall to the beginning that lets you get to the boss faster.
In CH-6, you get a restore staff in the south village and make fighter’s halberd droppable.
Make CH-7 quick to beat by adding a straight path to the castle and make mage’s energy ring droppable.
In Eirika route CH-12, the narrow path between mountain peaks at the beginning becomes very spacious and the objective becomes kill boss.
Weapon and Item Changes
Iron weapons, basic tomes, heal staves and lockpicks now have infinite durability.
Stat boosters can be shared by increasing their durability from 1 to 2 (except skill books and goddess statues from 1 to 4.)
(Removes lockpicks if you agree Thief’s changes below.)
Class Changes
Foot-based units have Shove.
Many promoted classes have new D / C weapon ranks.
Troubadour has Canto+.
Knight has 5 moves and General has 6 moves.
Great Knights have 7 / 8 moves.
Archer and Sniper have Bow Range +1.
Bow Range +1 can’t affect using Ballistas.
Enemy Ballisticians don’t have Bow Range +1 if you agree above.
Thief and Assassin has Steal and Locktouch.
Enemy Thief and Assassin only have Locktouch.
Swordmaster and Berserker have +25 / 30 Critical Boost.
Assassin has Critical Force / Assassinate.
General has Great Shield / Pavise and enemy general has Barricade.
Monk and Cleric become one class that wields light tomes and staves. Also has Staff Servant.
Natasha’s class becomes Troubadour if you agree above.