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_crazy_man_ said:
RolStoppable said:
osed125 said:

_crazy_man_ said:

I can agree with Pair-Up going bye bye.  It was fun while it lasted but I can't see it being fun in another game.

I'm still on my first playthrough and imo the pair system works great. The main reason why is so great is because by doing that you can marry people and unlock conversions and all that jazz, in a different setting the pair mechanic might not have work like it did in the game. 

I used it a lot just to make sure one character married someone I wanted, or to see a funny dialog. If that wasn't the case I might have not used it like I did.

Support between people also raises if they fight adjacent to each other, that's how it worked in previous games. Marriages and children are features that already existed in Fire Emblem 4. The pair up mechanic isn't necessary and it has quite a few game-breaking implications.

On a related note, characters helping out adjacent units is another mechanic that shouldn't be used again. You can't plan reliable blocks anymore, because it might just so happen that that partner kills off an enemy that you want to stay alive to block another enemy from attacking. The result is death by random chance.

The same could be said with crits.  Nothing sucks more than planning out:

Ok three enemies in front of me.

Only my tank can take more than one hit.

But if he takes 3 hits he is dead.

Tho I can't kill them during enemies turn cause his focus on Def rather than attack.

*Positions self so that 2 enemies will attack, third will be blocked by his own army*

*Lands a crit on second enemy, third enemy is now free to kill me*

RRRRRRRRRRAAAAAAAAAAAAGGGGGGGGGGGEEEEEEEEEEEEE

Lol that's true.

The difference is that (depending on the character) crits are a lot less common than adjacent allies attacking enemies, especially if the relation is A or S.



Nintendo and PC gamer