markyjoe1990: (Default)
It doesn't take a lot of thought to realize that Archers and Snipers are the worst class in Fire Emblem. Anything they do is done better by any other class. Their primary gimmick is that they attack from a space away instead of up close, allowing them to avoid counter attacks from enemies. However, this trait becomes useless when hand axes, javelins, and magic are introduced to not only allow other classes to attack from a range, but also attack up close at the same time, preventing them from leaving themselves open. The other use archers have is that their weapon, bows, is strong against flying units. Okay, that's nice. Except one thing, Pegasus Riders already have poor durability, and when weighed down by their weapons, even the Fighter class is capable of doubling them. Wyvern Riders on the other hand are already weak to magic, so what's the point?

FE13 seems to have completely forgotten that Archers even exist; the combat system so heavily favors wiping the enemy out on enemy phase with 1-2 range weapons that it takes serious favoritism just so your archer can even keep up with the rest of the team.

However, there is still hope for the Archer class. After playing DLuna's Sword of Seals Redux, Fire Emblem 3: Mystery of the Emblem, and Midnight Sun I came to realize numerous ways to help out our melee-challenged friends.

Shooting for balance )
markyjoe1990: (Default)
Years and years of talking about Fire Emblem design, and I have yet to make an actual document on it. The closest I've ever gotten was a thread on Serenes Forest, but it's not organized enough for my tastes.

So what do I look for in FE hack level design? I think the most important thing is pacing.

Timing, predicting, and arranging the experience )


markyjoe1990: (Default)

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