Please release today. I have tomorrow off
NG+ isn't necessarily an easy addition. The feature was part of Three Houses from the start. Engage seems more built around the idea that you'll do the online modes that Three Houses didn't have.Well, guess the NG+ and battle fashion dreams are dead for this game. For all the time they apparently sat on this game, they couldn’t be bothered to add these two relatively simple but greatly appreciated things TH had. No NG+ in particular really limits my desire to ever replay this game.
It's nbot about the layout has to be large for the gameplay. It's for story and presentation porpuse which was especially designed for this maps. Of coruse it works in engage. But it wouldn't really work for a FE4 without sacrificing a lot of their identity and presentation.There are people that would absolutely cry foul if the FE4 maps were redone, but I wouldn't mind. Sigurd's Paralogue showed it's possible to cut those giant maps into smaller maps that retain the same layouts.
Interesting, the earlier a unit joins in the main game, the weaker they are in the DLC. That's one way to encourage/reward folks for playing it later in their run.
Time for Lindon to shine.
The battle gimmick ended up being pretty much nothing surprisingly. Other then the tease by the restore staffAh the DLC starts with your opposite Avatar form. Reminds me of finding the other Byleth if you went under the Monastery in NG+
Edit: It also starts with an annoying battle gimmick. Woohoo.....
A remake would be able to do so much more with the story than the original, really.It's nbot about the layout has to be large for the gameplay. It's for story and presentation porpuse which was especially designed for this maps. Of coruse it works in engage. But it wouldn't really work for a FE4 without sacrificing a lot of their identity and presentation.
A remake would be able to do so much more with the story than the original, really.
Yeah. Something has to be going on with them.Every single enemy vs. Nil
The DLC Bracelets are OP. I wouldn't call any of them weak.What do you guys think are the weakest Emblem Ring and Emblem Bracelets. I try not to go over 12 useful units so the overflow of Ring+DLC Braclets is slowly starting to make me overanalyze each one as i feel I have to use them all.
Edit:
Also just used Veronica Bracelet yesterday and was about to fail the Chrom map until Clanne pulled a freaking Lucina out the Loot Box which I proceeded to Bond Shield my team. That bracelet is crazy!
Leif has to be the weakest emblem in the entire game.What do you guys think are the weakest Emblem Ring and Emblem Bracelets. I try not to go over 12 useful units so the overflow of Ring+DLC Braclets is slowly starting to make me overanalyze each one as i feel I have to use them all.
Edit:
Also just used Veronica Bracelet yesterday and was about to fail the Chrom map until Clanne pulled a freaking Lucina out the Loot Box which I proceeded to Bond Shield my team. That bracelet is crazy!
My assumption is that, after the first chapter and getting halfway through the secondYeah. Something has to be going on with them.
They suck too much right now for fighting. Suspicious
Hector is a mixed bag for me. Blocking folks from entering spaces is neat but too often units just ignore hector cause he had too much of a defense lol. His weapons are cool. Cool abilities. Just no unit that work well with them. Tho I feel Ike is the better choice between the two
Yeah Veyle has been a mainstay for me in these lol. Hortensia also scales very well.I really like Nel’s voice acting.
They’re pretty good.
Chapter 2 done. Veyle is pretty strong in this fixed stats chapters lol
Should probably spoiler quote that name.I really like Nel’s voice acting.
They’re pretty good.
Chapter 2 done. Veyle is pretty strong in this fixed stats chapters lol
Me, foolishly: "Hey, chapter 1 and 2 of the xenologue without infinite reinforcements plaguing them were pretty good".
Chapter 3 "is 6 wyverns and 6 griffons every turn cool or what?"
God. Damn. It.
I don't even know why I let my hopes be raised.
They're there to discourage turtling or grinding, the former of which they have been trying to tackle the entire series with limited success and the latter they clearly wanted to be careful with in Engage, especially for Maddening. Personally I found that if I ever got overwhelmed by the reinforcements, it was because I made too many mistakes and/or played too slowly. That said, something more elegant would be nice, but not much they've tried in the past has actually worked as effectively (since this solution is basically just a game over)This is my main gripe with Engage. As nice as the maps and the objectives are, the constant tidal wave of reinforcements, which also don't give much or any experience at some point, feel like IS really can't think of any good setups anymore. They're just there to annoy the player.
They're there to discourage turtling or grinding, the former of which they have been trying to tackle the entire series with limited success and the latter they clearly wanted to be careful with in Engage, especially for Maddening. Personally I found that if I ever got overwhelmed by the reinforcements, it was because I made too many mistakes and/or played too slowly. That said, something more elegant would be nice, but not much they've tried in the past has actually worked as effectively (since this solution is basically just a game over)
Would this not just... encourage turtling? If the boss is coming to you, why bother moving? Just set up a surekill wherever you are.Dunno, i'd think having the regular enemies on the map, partially even the boss character charge at your positions from turn 1 was already a strategy to discourage turtling.
They've (sort of) tried this before but I guess they weren't fans of it? This is for sure the simplest way to go. My guess is they don't want to spend the time balancing it since there are so many character options now.The easiest solution for trying to cancel out turtling is btw a simple turn restriction. Like for example Valkyria Chronicles has.
They have tried this too, but the rewards have usually not been good enough. The one time the rewards were actually substantial, people lost their minds and suddenly IS made the hardest game in the series (Thracia)So rewarding the player for playing smarter/better is of course another idea to work with instead of just doing "Reinforcements, Reinforcements, Reinforcements!". (The Steve Balmer meme works great with this.)
Would this not just... encourage turtling? If the boss is coming to you, why bother moving? Just set up a surekill wherever you are.
They've (sort of) tried this before but I guess they weren't fans of it? This is for sure the simplest way to go. My guess is they don't want to spend the time balancing it since there are so many character options now.
They have tried this too, but the rewards have usually not been good enough. The one time the rewards were actually substantial, people lost their minds and suddenly IS made the hardest game in the series (Thracia)
This is my main gripe with Engage. As nice as the maps and the objectives are, the constant tidal wave of reinforcements, which also don't give much or any experience at some point, feel like IS really can't think of any good setups anymore. They're just there to annoy the player.
Especially shitty in combination with some map gimmicks, i look at you, certain snowy map from the late maingame.
While i'm not done with the maingame (before final map) or haven't had the time to do the DLC maps, i have to say that outside of map design and the technical side, Three Houses was a much better FE game than Engage.
I hope for the next new mainline game, IS and KT work together again.
Reinforcements (that don't give exp) are a good thing because they actually promote playing for the objective instead of slowly and boringly routing every map while turtling. Engage overdoes it on some maps (IE Ch25 lol) but for the most part I think the reinforcements are pretty well done. Chapter 15 for example is a really fun map only because of the super juiced berserker reinforcements chasing you down and forcing you to rush through the ruins to the exit.
But...that can also lead to turtling. Keeping your units clustered and moving slowly while these groups of enemies run into the meat grinder you set up.They're not a good thing, they're just covering for crap design choices. You can easily get the same effect to prevent turtling by simply having enemies move in groups by default.
Not to hit you with a "works on my machine" but like... it doesn't undermine the efforts. It is a part of it.The horrendous reliance on infinite swarms of completely overbearing reinforcements completely undermines the effort they actually put in to making the maps and gameplay systems.
Lucina is easily one of the best. I think you are focusing on the wrong parts. Bonded Shield is busted. Chain attack on knife unit is nice tooLucina is another I feel isn’t that good. But chain attack helps her a lot with her support abilities. Engage attack is pretty useful in the last couple chapters even on a unit that can’t deal much damage as well