I think the switch to humor/slice of life for the supports genuinely benefits the 3 lord characters. Most of them have a fair amount of involvement/dramatic development in the plot, so the comedic supports do a good job of rounding them out and making them feel more colorful imo. As much as I like 7, Lyn and Hector didn't really do anything outside of the prologue and HHM, and got only marginal development outside of supports.
The ones who really get the raw end of the stick are the supporting characters. I actually did find a large number of supports genuinely funny (though others fell flat), but overall it's true that the supporting characters just have no true development. There are some definite exceptions that remind me of the old support style, but it definitely could have used some work in general.
One thing that really should have been axed though is the barracks. You literally hear the same quotes and quirks endlessly. I honestly dreaded going there.
As for gameplay, I think a lot of the ribs on reclassing are misplaced. The thing I've noticed about the game, is that the world map is handled a lot differently from Sacred Stones. Grinding is a crutch, not mandatory, and I think the mistake people make is that they hit a difficulty spike and start grinding to beat it instead of abusing reclassing/pairing to beat it smart style. The end result is that they over level, max all their stats, and break the game. I think if one plays Awakening from this perspective, keeping grinding to an absolute minimal or not at all, then pairing/reclassing balance out a LOT better and the game becomes much more enjoyable and smart.
Agreed generally, while there were some funny ones it just felt overly bland in general. My favourite character in Awakening is probably Henry, because he balances out zany wackiness with some actual legitimate development.
I also noticed that you like to talk about the balance that FE games have between comedy and drama, and while that is true, I felt that Awakening was skewed much too far towards comedy, to the point where any sort of drama that happened felt jarring and out of place.
Okay, so I have a bone to pick with Pairing. In older FE games there was this option called 'Carry', which let units transport other units at a significant stat penalty. What this let you do, usually, is to either have your Generals carry your squishier units behind enemy lines while keeping them relatively danger-free, or have you Wyvern Riders carry your Generals to strategic choke points. Now, how about we completely remove the penalty to both movement and stats, give the carrier support buffs, let the characters build supports, and also have a chance for the carried units to give huge bonus attacks or completely negate damage. It's really busted.
And yes, grinding is very much the sub-optimal powergame play, but that doesn't really change the fact that it's cheap, easy to do, and still helpful, which is exasperated by the infinite levels that reclassing can net you, and yes, the game is more enjoyable when you don't do it, but then again, wouldn't RD be more fun if you didn't save mid-fight? There's no real reason not to except for forced challenge on yourself.
Speaking of Henry, iirc, wasn't his support development changed quite a bit in the localization to be less melancholy? It honestly makes me wonder what changes the script went through with the other characters. I'm sure it's all more or less the same, but sometimes little subtle lines can make or break a character in general.
I generally found the carrying wasn't really all that useful. Pegasus bow weakness and Wyvern magic weakness generally made trying to push through to enemy lines a bit too risky to be all that common outside of heavy "island" type missions or other specific places. Those generals are generally better off on the front lines helping the rest of the team stay alive, then being riskily dropped in a place where they and their carrier could get easy swarmed by snipers and mages.
The thing that balances out pairing, imo, is that as strong as it is, strength in numbers is generally just better. Two units by themselves can already attack more and thus do more damage (even compared to the admittedly pretty big stat boosts on pairs), cover more holes to protect squishy units, and with the (pretty op itself) dual strike deal even bigger damage for smart placement. I think as your units get stronger, pairing feels more like a situational option then something that's truly overpowered and effective all the time.
Henry's support with Cherche I believe was altered in a subtle but important way in one line. Basically, in their supports, Cherche notices that Henry is hiding something about his personality. In the Japenese version, he more or less states that his cheery demeanor and lighthearted disposition towards death was a coping mechanism for him to deal with the fact that he was killing people at an uncanny pace while he was in the Pelagian military. In the translation, however, Henry is less tragic, his happiness not being him coping but his actual personality, which in my opinion is a huge downgrade.
Henry's support with Cherche I believe was altered in a subtle but important way in one line. Basically, in their supports, Cherche notices that Henry is hiding something about his personality. In the Japenese version, he more or less states that his cheery demeanor and lighthearted disposition towards death was a coping mechanism for him to deal with the fact that he was killing people at an uncanny pace while he was in the Pelagian military. In the translation, however, Henry is less tragic, his happiness not being him coping but his actual personality, which in my opinion is a huge downgrade.
Admittedly it's been a little while since I played PoR, but I remember on several occasions using Titania to drop Ike behind lines to deal with archers and mages.
I disagree. In my experience with Awakening, upgrading someone to an S or A rank support and then pairing them up gives absurd stat boosts and something crazy like 75% Defend/Dual Strike chance. I'm not even sure if True Hit is applied there, but regardless it's crazy good.
I'm probably alone in this, but I actually kinda prefer the new version.
Like, it makes Henry a less complex character, but a more interesting one. At least to me.
I dunno, I've just seen a lot more characters who kill lots of people and develop some kind of coping mechanism, whether it's isolation, compartmentalization, or full embracing of the slaughter, than I have characters that just
are like that.
Maybe it just makes him more mysterious to me, I don't know.
Anyway though, you are right. Pairings advantages might be bigger then I thought (I tended to blame that stuff on the way I fucked over parts of the game with reclassing abuse), though overall I found the "human wall" strategy to be the most effective, since there tends to be a LOT of chokepoints in awakening
Although, all that being said, balancing (especially around abilities and supports) seems more the issue and not the concept of pairing itself. The numbers are just off (reminds of a convo I had with Cynical a few weeks ago, talking about games with good ideas that worked/failed because of number/stat issues).
My win strategy for the endgame missions was to pair up all my units, then send a couple of them to choke points (Usually Lon'Qu with Vaike on support, Morgan with Mirel (Mom) on support, and Kjelle with Sully support), then keep the rest back to deal with any stragglers and reinforcements while making a slow advance forward. This didn't get me through the entire game (Priam's recruitment chapter can go fuck itself), but it did make it through a large portion.
I cannot express how hype I am for IF letting enemies pair/dual strike as well. Prepare your body.
Im sorry, but I don't like reclassing. I'm very much in the camp that I like to keep my characters as they are. It doesn't seem right to me to reclass them when they're designed and meant to fit a specific role. The thought of Nowie or Pan being anything by Manakete and Taguel wasn't a nice thought to me. Same goes for everyone else. I don't care if it allows you to get better coverage for their build, it just feels wrong to do it, at least to me. I'm very much in the linear progression of stats and skills I guess.As for gameplay, I think a lot of the ribs on reclassing are misplaced. The thing I've noticed about the game, is that the world map is handled a lot differently from Sacred Stones. Grinding is a crutch, not mandatory, and I think the mistake people make is that they hit a difficulty spike and start grinding to beat it instead of abusing reclassing/pairing to beat it smart style. The end result is that they over level, max all their stats, and break the game. I think if one plays Awakening from this perspective, keeping grinding to an absolute minimal or not at all, then pairing/reclassing balance out a LOT better and the game becomes much more enjoyable and smart.
I feel they should keep pair ups, but maybe add negative bonuses. Like pairing with a heavy knight means you have to slow down so he can keep up, or possibly have some sorta system where pair up doesn't give massive stat bonuses. I personally hope they go back to old style of supports, so that means you gain points towards support just by being near enough to your support, and you still get stat bonuses. You gain fairly mediocre stat bonuses from other team members, but extra bonuses from the unit you're pair with...maybe...I dunno, I feel support was cool when you just had to be within a certain distance of each other to give bonuses and they weren't ridiculous like they get in Awakening. Tone down the bonuses and maybe add reasons not to abuse it aside from institutional reasons, and I'll probably think more highly of it.
Im sorry, but I don't like reclassing. I'm very much in the camp that I like to keep my characters as they are. It doesn't seem right to me to reclass them when they're designed and meant to fit a specific role. The thought of Nowie or Pan being anything by Manakete and Taguel wasn't a nice thought to me. Same goes for everyone else. I don't care if it allows you to get better coverage for their build, it just feels wrong to do it, at least to me. I'm very much in the linear progression of stats and skills I guess.
And not telegraphing that grinding was supposed to be a crutch was a mistake, yes. If I had my way, maps as a whole would be out the window or at least implemented in a way so that grinding was completely limited.but the point I'm making here is that if the game gives you, as one of its big mechanics, the ability to do something breaks the game without correctly telling or showing you the way to do it or limiting it so you can't break the game, then people are going to break said game. A "Well if you'd played it this way without using these things given to you" doesn't work here because they give grinding to you at NO PENALTY. So most people are going to grind, thinking its what they're supposed to do.
Have you ever speedrun any game, let alone an srpg :3
I agree, but speed running is just an analogy, not something I'm actually suggesting doing for Awakening or any other rpg/srpg. Point is, if I could have used skill to get through the sunken dungeon in Final Fantasy III instead of grinding for literally TWO FUCKING AFTERNOONS, you can bet I would have. You don't need to speedrun to see the fun in not having to wait several hours before you can fight something.
Aren't a lot of speedruns just Banking on RNGesus instead of breaking him?
Random Number Generators aren't actually completely random: if you know how the numbers are generated and keep track of your inputs you can bypass that factor completely.
It depends on the game and how rng is particularly handled in the engine. Sometimes rng is based on factors that are easy to manipulate, sometimes its based on things that make it basically impossible for a human (non TAS).
Haha... Ha...Ha... (cries)
I've never been on the Serene Forums but 4Chan and also Reddit are absolute cancer when it comes to FE. It put me off the series for a little while, for god's sake.
Since you brought up Awakening again, I also wanted to mention in the previous convo that playing it again, the map design is quite good.
Also, I'm not sure how true this is, but I'm seeing word of a third DLC path that leaves you neutral. If this is the case, that would be really interesting.
For those of you who are wary about it being true: A third DLC path has been confirmed. Another website I read stated that it would include the "neutral" path, and that the digital version of the game wouldn't include it.
I get that what I said was pretty shallow. I feel that the stages could have been larger at points, instead most of them seem to feature the sae size maps. Many also have similar amounts of enemies after a certain point, so it starts to feel repetitive. Its why I like alternate victory conditions and some other gimmicks, cause they spice things up, prevent it from feeling stale to anyone. I tend to employ similar strategies, so such changes really help break things up for me, honestly.