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So, Fire Emblem Three Houses turned out exactly as I feared...

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HoangNhatAnh said:

Echoes? The only good FE story wise on 3ds?

I'm all about the gameplay!

JWeinCom said:
Might be my favorite in the series. I really like the Monastery way more than I expected. It gives you a more interesting way to interact with your units. More importantly for me, it allows you to interact with units that you may not want to use in battle. In previous games, unless you actually use them in your party you would never get to know them. And since some units are redundant that wound up not happening.

As for walking up to enemies and killing them without retaliation, either Gold Deer path is much easier than Black Eagles, or I'm doing something wrong. Even my tankier characters are pretty vulnerable and are likely to get killed if I leave them in the range of more than one enemy. If anything my units feel a lot weaker than Awakening or Fates where my bulkier units could just draw enemy fire without concern.

Random story. I wanted to see more about how item weight effects your characters. I typed in "Fire Emblem Three Houses Weight" and one of google's suggestions was "Fire Emblem Weight gain fanfic". What the fuck kind of shit are people into?

How far are you in the game? I liked the monastery at first too but time I've started to see it short comings. I still like that the characters say new stuff with the story. but I just end up doing the same 2-3 interactions and hearing the same dialogue over n over. I'm not saying they should cut the monastery, I just wish it evolved more.

I don't think game mechanics would change drastically between paths so it's surely the same for Black Eagles. Between overall higher base HP compared to offensive stats, HP+5 skill every unit has easy access to, Shields and Battalions, every unit can tank hits. The Range Meta I.E. Bows and Magic that can eventually reach up to 5 range means you can reach enemies from outside their attack range and avoid taking a counterattack. Finally you have immediate access to innate double attacking via gauntlets, which can nuke everything except armor and potentially kill the enemy before they can counter.



Mar1217 said:
Lonely_Dolphin said:

Not sure what your first sentence is supposed to mean.

You set yourself up for disappointement, so of course you'd feel disapointed.

So I set myself up for disappointment by... expecting a strategy game to require strategy? What should I have expected?



I only played Awakening and Fates before 3H, but I can say 3H beats both of them overall.

- I do think mages are OP as long as they dont get hit by physical damage and monsters.
- Healers are OP in this game but I do like it. Since they are more useful this time. But they do need balance like Physic should have smaller range or lesser use.
- I was never a fan of archers until 3 Houses. The combat arms for giving them extra range is awesome. They are not too OP because you need a lot of accuracy/hit rate.
- The maps/objevtives does need to be improved. They should have copied the stuff from Conquest
- Hard mode does seem easy (does get harder after time skip) but lunatic is coming so hopefully that fix it.

Everything else they improved from the previous FE games I played.
- Animations, Graphics, Story, Customization, The Script for the support!
- English VA!
- Divine pulse is very useful
- All the social aspect in the monastery

I will most likely buy the expansion pass once we know more info.



Pocky Lover Boy! 

I found the maps really boring, definitely a few steps down from FE awakening. Fates I didn't play as much, got a bit bored with the grinding that was necessary.
The "big monsters" also become kind of trivial after a while, when you realize how to dispose of them easily.
The school setting seemed interesting at first, but i probably misread how much time I should have investing on developing certain skills for the MC. It made it really hard to recruit anyone outside the faculty teachers (Felix was the only one I got from the other houses due to my sword skill being fairly high).

Did like Edelgard and a couple other characters (playing black eagles ofc), but I kind of echo the sentiment of it being too easy sometimes, although I'm playing on the hardest settings with permadeath. Obviously restarting the battle in case someone accidentally gets killed.

Anyway, I'm overall enjoying the experience so far, really want to see the ending on the crimson route, but I don't think I have enough motivation to start all over from the beginning. The grind at the school is already feeling old at this point, there's no way I could go through it all over again.

Overall, the thirst for a good SRPG was there so I'm glad I'm playing it, but I sure hope they can fix some of the issues next time around.



Comparing Three Houses to Shadows of Valentia makes me question your sanity. It's most similar to Awakening, because that's the only other game where everyone can basically be everything and the massive amount of skills really hurt the balance. A return to the classic predetermined class path for every unit and skills being rare would be necessary to amplify the strategy element.

The Golden Deers cast strikes the best balance between frontliners and backliners. Its initial setup of two archers and one gauntlet makes it much easier to pull off your cheap tactics early on. Lysithea may also be the most capable magician in the game, so Golden Deers is the easiest path to play. With the Blue Lions you get heavy tanks against physical attacks, but magic grills them quickly which makes the latter half of the game with its more varied enemy formations more challenging. The Black Eagles don't have any competent tank and the mage-heavy cast only makes that worse; you'll have to change the characters' preset paths to develop a capable party.

I agree that the monastery (the free-running, not the lessons) are the worst part of the game. It takes a lot of time to check everything and you don't gain all that much from it. Recruiting other characters should have been done in a better way, because the way it is, people will hardly recruit anyone on their first playthrough without reading up on how to make it happen more often.

I rank Three Houses higher than all of the 3DS games, Shadow Dragon on the DS and The Sacred Stones on the GBA. But to reach the heights of Fire Emblem (GBA), Path of Radiance and Radiant Dawn, it would have had to be without the freedom to turn everyone into everything and without the huge load of powerful skills. Still, the core of the game plays well and the EXP gains prevent it from becoming a drag while the story, characters and world building can compete with the best of the series.

1. Radiant Dawn
2. Path of Radiance
3. Fire Emblem (GBA)
4. Three Houses
5. Fates
6. The Sacred Stones
7. Shadow Dragon
8. Awakening
9. Leaving a gap to make a point
10. Shadows of Valentia



Legend11 correctly predicted that GTA IV (360+PS3) would outsell SSBB. I was wrong.

A Biased Review Reloaded / Open Your Eyes / Switch Gamers Club

I have a very similar opinion. The battles are great, but the game has too much tedium, it gets old after a while. I find myself skipping a lot of the talking. I still like the game, but honestly I like Mario vs Rabbids more, which surprised me.



Quick question. My students are highly proficient in a variety of skills, but outside sword my main character has terrible skills. Is there a trick to quickly learning something like flying for the main character? Or is she purposely meant to be a ground swordmaster?



Chrkeller said:
Quick question. My students are highly proficient in a variety of skills, but outside sword my main character has terrible skills. Is there a trick to quickly learning something like flying for the main character? Or is she purposely meant to be a ground swordmaster?

I guess you need to focus heavily on the specific training you want and stick to it. I read somewhere that to cheese some xp into different skills you need to be playing on a lower difficulty, so retreating from battle keeps your xp. That's something you can't do in the top difficulty, so I suspect only on NG+ you'll be able to keep focusing on a different skill.

A nice thing it has is that the more you use certain skills, the better you are at them, but there's really no great way to become an all rounder without nerfing yourself into a corner.



The weight and attack speed irritates me and now theres diffirent shields so that means that all my units inventory during battle is full with iron, steel weapons and shields in case I need to adjust my AS to not get doubled or to be able to double. It makes the battle preparations very long for me and I need to change gear often during battle.

Is there a basic rule to this. What kind of units should use steel weapons and shields?



setsunatenshi said:
Chrkeller said:
Quick question. My students are highly proficient in a variety of skills, but outside sword my main character has terrible skills. Is there a trick to quickly learning something like flying for the main character? Or is she purposely meant to be a ground swordmaster?

I guess you need to focus heavily on the specific training you want and stick to it. I read somewhere that to cheese some xp into different skills you need to be playing on a lower difficulty, so retreating from battle keeps your xp. That's something you can't do in the top difficulty, so I suspect only on NG+ you'll be able to keep focusing on a different skill.

A nice thing it has is that the more you use certain skills, the better you are at them, but there's really no great way to become an all rounder without nerfing yourself into a corner.

Thanks for the information.  I will probably just keep moving forward as a Swordmaster.  It is working well.