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

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Jumpin said:
Chrkeller said:
Granted I am playing on normal, with perma death off, but strategy wise I feel FE is behind Mario vs Rabbids. I kind of just attach whomever I want too. Still a really fun game, but just not a 10/10 or 9/10 for me. I'm still in the 7/10 to 8/10 range.

Is the game actually balanced for perma-death like Blazing Sword, or does it make for a horrible experience like in Awakening and Fates because it's balanced for casual play?

Neither of those games is especially balanced for casual play; there's no penalty for losing units on casual, making any mistake virtually meaningless.

Going from your last post, I'd assume you're talking about reinforcements at some level, in which case reinforcements definitely exist, but like in Awakening/Fates, there's always plenty of warning about where/when they'll appear. STR aren't a thing (thankfully, probably the worst thing about Binding Blade/Awakening, although if memory serves FE13 only had it on hard and up), but if you aren't paying attention to map cues you can easily get shredded. Divine Pulse exists to make it less of an issue if you choose to use it.



I have skipped all the ds and 3ds fire emblem games. last one I played before three houses were radiant dawn. I am really enjoying it can't give a verdict if I like it more than path of radiance and radiant dawn tho



RolStoppable said:

There is just about nothing ripped straight from Echoes. Class changes and EXP gains were awful in Echoes and you don't have to deal with that kind of nonsense in Three Houses.

I am talking about skills of your own units. There are more than ever before, probably to make up for the lack of weapon triangle; there are skills to improve accuracy, evade and attack when using any given weapon type, so that's that. Aside from that, almost all of the skills from Awakening and Fates are returning, including those that notably boost a stat for initiating an attack. All that stuff helps to overpower the regular enemies. The flipside is that special enemies like beasts and bosses are loaded with skills as well.

As for everyone being tanky, either you had extreme luck with stat growths or you bought lots of boosters and applied them.

Battles with a red question mark are entirely optional, so you've done some grinding. When you skip important days during the month, your units still gain skill EXP. You gain even more by choosing the seminar option each weekend, so if all you want to do during the month is about EXP, you can do a month in a few minutes. The most time-consuming activities in the monastery are all about support points.

We can't have a civil discussion until you bring down that shield of ignorance you've got up. No weapon triangle, Range Meta, overall tankier units, magic learned rather than being a weapon, combat arts, turn wheel, promotion increasing stats if below par, shields and rings, and so ons, all from Echoes.

JWeinCom said:

I'm at Chapter 15.  Which I think is fairly close to the end for my route.  

HP + 5 isn't really that big of a deal with the amount of damage enemies do.  It's nice in the early game, but  All units definitely cannot tank hits.  Unless I'm just drastically underleveled or something.  My magic units are going to die around 100% of the time if left within range of a physical attacker.  My bulkier units can usually survive one enemy attack, two if I'm lucky.  Shields can help, but the better ones have a really high weight, which leaves you less likely to double attack and more likely to get double attacked.  And that means sacrificing another item. By contrast in Fates, I would literally send Ryoma out into the battlefield completely unequipped (so he didn't get the kills) and let enemies wail on him.  

By bows and magic that reach five range, the only such stuff I've encountered is the meteor spell (which is limited to one use) and the deadeye ability (with sniper class).  Deadeye uses up a lot of durability and weakens your attack significantly.  Also has a pretty low hit rate so you'll need to have an ability increasing hit percentage to use it effectively.  (hit rate in general goes down the farther away you are).  Good for softening up or finishing off units, but it's pretty much never going to one shot anything, so unless you send someone else in, you're going to wind up getting hit on the next turn.  I still haven't gotten anyone to bow knight, so we'll see if that maybe makes bows too powerful.

As for gauntlets, they double attack, but their mt is really low.  For example, silver gauntlets have an mt of 4 vs a silver lance having an mt of 13.  Plus while the other weapons get a mt bonus for their + states, but the gauntlets don't.   They also have imo the worst combat arts.  In the early game they felt overpowered, but less and less as the game goes on.  

You're also ignoring many features that the other games had that this one doesn't.  You can't pair units which was absolutely broken in Awakening, and still a huge bonus in fates.  There are less luck based abilities.  Your crests kind of serve the same function, but they're not as overpowered as things like Ignis, Aether, or Dragon Fang.  You can also only use rally on one ally at a time instead of boosting them all. 

Aside from the fact that you can use divine pulse (which is a feature I like a lot), I'm finding the game to be overall more difficult than the 3DS entries.  In Awakening and Fates, I found the early missions to be really tough, but once I settled in and figured out which abilities to exploit, the later missions became very easy.  I'm finding the opposite here where I  breezed through the early missions, but started having a lot of trouble (minor spoilers) after the time skip.  

Lysithia is my frailest unit and she has 44 HP and 13 def (14 with current battalion) and is not even max level yet... What that means is an enemy has to have a whopping 59 attack to one shot her. Needless to say most enemys don't deal that much. And no, it wasn't lucky growths that got her that, promotion increases your base stats if they're below a certain threshold. If I wanted to I could give her a shield and a battalion with higher defense, but with +2 range from Thyrus she rarely gets attacked anyway. So if even my frailest unit can take a hit, imagine everyone else lul. Surely in your Fates example you mean Xander? Ryoma's defense is just average, on higher difficulities he'll die in 2-3 hits on his own. Eitherway, they're the head honchos, of course they'll be strong. Units like Elise and Azura however will die in 1 shot to just about anything, and overall most units die in 2 hits on their own as enemy damage caps between 40-50 while your units at max level have HP around 40 with 20-30 def.

Archer/Sniper have +1 Range, Bow Knight has +2 Range, so you can reach 4-5 when combined with Longbow and arts like Curved Shot and Hunter's Volley. There are 3 range spells like Thoron, and items that increase magic range. As for Gauntlets, using your example, a unit with base 25 str will have 50atk with training gauntlets, 39atk with Silver Lance+. That's the power of innate double attackin. As said already, they're not as good against armor, but otherwise will deal just as much if not more dmg, especially since their lightweight makes them the easiest to double with.

Tbh it's been ages since I played Awakening. That game is really broken and unbalanced as well, but I do remember actually feeling pressured and needing to think carefully about what I was doing. Then again it was my first Fire Emblem. Fates though clearly has more strategic depth. Even if you found it easier somehow (Birthright n Revelations sure, but Conquest?) that doesn't necessarily mean it's less involved. I mean for one you generally can't kill enemies without them attacking you, which is most relevant in a game where units die in 1-2 hits.



JWeinCom said:
Jumpin said:

Is the game actually balanced for perma-death like Blazing Sword, or does it make for a horrible experience like in Awakening and Fates because it's balanced for casual play?

Not sure exactly what you mean by that.  The game takes the rewind feature from Echoes (divine pulse) so you don't have to worry about having to start a whole mission over because of some stupid rng.  

Chrkeller said:
Granted I am playing on normal, with perma death off, but strategy wise I feel FE is behind Mario vs Rabbids. I kind of just attach whomever I want too. Still a really fun game, but just not a 10/10 or 9/10 for me. I'm still in the 7/10 to 8/10 range.

Eh... you're basically playing on easy mode.  And that's fine if you enjoy it more, but if your complaint is that the game is too easy... that's kind of not valid.

Making save-scumming even easier is not something that appeals to me.

What I mean is the game balanced so that playing through is enjoyable WITHOUT the need to save scum or play casual mode.



I describe myself as a little dose of toxic masculinity.

I guess I should rephrase my question.
1. Is the game fun to play with zero save-scumming (going back to earlier points when the result of an action is undesirable) and perma-death on?
2. Does the game have a lot of grindy/chore-like tasks required to build characters? Or is straight-up strategic action + story all the way through? (with characters growing in stats along the way)



I describe myself as a little dose of toxic masculinity.

MTZehvor said:

My units are around Lv.35, the enemys on the current map are Lv.34 so it's not just because I'm overleveled rather than the reasons given already. I never do auxiallry battles, I only do paralogues, quest, and rare monster if it has a unique weapon. It's to the point where I'm doing even better than the devs expected, this one mission had Claude set up a fire attack, but it was pointless because the enemies were already dead. xD

Eh I like progressing my units weapon skills so I wont be skipping the monastery. It's not great but I can deal with it.

You're probably at least 2-3 levels over what you should be if your average unit is stronger than most of the enemy units. Generally speaking, the sweetspot for difficulty imo in FE is having your units be a couple levels below enemy units: Otherwise it just becomes too easy to bait and shred them.

-1 or 2 to some of my stats isn't gonna make much of a difference. The problem with stats is just the base value overall are too high especially HP. Besides that's poor design if I have to go out of my way to make sure I'm not overleveled.



Jumpin said:
I guess I should rephrase my question.
1. Is the game fun to play with zero save-scumming (going back to earlier points when the result of an action is undesirable) and perma-death on?
2. Does the game have a lot of grindy/chore-like tasks required to build characters? Or is straight-up strategic action + story all the way through? (with characters growing in stats along the way)

1. The game is incredibly easy, almost in a bad way, so I guess?

2. No lol. There's a lot of chore-like tasks, that's basically the monastery. It's technically optional but it's also one of the fastest ways to increase your skill ratings.



Lonely_Dolphin said:
MTZehvor said:

You're probably at least 2-3 levels over what you should be if your average unit is stronger than most of the enemy units. Generally speaking, the sweetspot for difficulty imo in FE is having your units be a couple levels below enemy units: Otherwise it just becomes too easy to bait and shred them.

-1 or 2 to some of my stats isn't gonna make much of a difference. The problem with stats is just the base value overall are too high especially HP. Besides that's poor design if I have to go out of my way to make sure I'm not overleveled.

On any given interaction, no. But across an entire map? Being down 1/2 strength/magic points for every battle, 1/2 def/res, and especially speed can make a substantial difference. Think about it like this: Let's say your tank unit is 2 levels higher, and has a couple extra HP points, an extra strength point, two extra def points, and an extra speed point. If you send him out to bait a couple units, the post level unit can have anywhere from 4-6 more HP at the end of the fight, substantially more if the speed/strength stat impacts a double. 4-6 less HP at the bare minimum is significant though, and can be the difference between whether you can actually afford to bait out or not. Apply that to all your units across all interactions over an entire map and it adds up.

I wouldn't say that you have to especially go out of your way to make sure you're not overleveled. The game provides a recommended level for each map; just tone down the sidequests/paralogues if you're over it (or use units that you don't usually bring into story chapters) and you should be fine. Doesn't seem any more of a hassle than any other level based combat system, at least imo.



Lonely_Dolphin said:

We can't have a civil discussion until you bring down that shield of ignorance you've got up. No weapon triangle, Range Meta, overall tankier units, magic learned rather than being a weapon, combat arts, turn wheel, promotion increasing stats if below par, shields and rings, and so ons, all from Echoes.

The problem is in your end, just like it was with your crusade against Paper Mario: Color Splash where you had decided about the game long before you played it. Although I think that you never ended up playing that Wii U game and just kept hating based on your initial prejudice anyway. I haven't forgotten about your stubbornness in discussions.

I doubt that you've played any Fire Emblem game before Awakening. No weapon triangle was a hard mode feature in Radiant Dawn, regular bows reaching a range of 3 was a class ability in Radiant Dawn. Tankier units, based on your explanation to someone else, doesn't seem to mean more than "this weak character can survive one attack" (but would be killed in two); characters that commonly die in a single hit are actually rare in the series and a character isn't a tank when they can survive one attack. Other characters being able to take two or sometimes three attacks isn't all that special either in the Fire Emblem series, especially when you end up being overleveled (which you are, that much is true without question).

Promotion increasing stats if below par hardly differs from the fixed stat bonuses that Awakening granted for each class. Shields and rings, i.e. equipment, were present in Fire Emblem (GBA), The Sacred Stones, and more prominent in Path of Radiance where the game provided stat growth equipment for additional playthroughs. Path of Radiance split the character inventories into four slots for weapons and four slots for items/equipment because of this.

What's left are combat arts, magic and the turn wheel, but the latter is just part of methods to make the series more accessible, such as casual mode (to disable permadeath) before it. Overall, there are elements that have commonly appeared in a variety of Fire Emblem games before Three Houses, so your assertion that Three Houses is Echoes 2.0 is very ignorant. The extreme suckiness of Echoes' EXP and class change system is not present in Three Houses.

What TH has done instead is a significant change to the level cap which was 20 in most cases previously; I've gone beyond 50 on a playthrough, so I have yet to learn what the cap is, but I assume it's 60. The overhaul of the support system makes units bond when they are in attack range to an enemy instead of standing adjacent to each other; what feeds further into this particular system are bonuses to accuracy, evasion and attack power which is the most probable reason why the weapon triangle was ditched, not an intent to be like Echoes. (For those who don't know, the weapon triangle granted accuracy and/or attack power boosts in previous games.)



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I loved color splash.