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Fe echoes act 2
Fe echoes act 2










fe echoes act 2

The hack is visually polished, I enjoy the new dialogue and characterization (hello, Faye), and the gameplay is solid in my opinion. With that all said, I am definitely having a good time. Act 2 doesn’t have this issue because the enemy composition does not match yours whatsoever, so there is no good point of comparison. This isn’t me saying those units are useless, just that it’s unusual. Enemy Mercenaries also consistently doubled my Mercenaries on Alm’s route, for instance, no matter what weapons I had mine use. Clive definitely does not impress, either - at base, he has worse stats than generic Cavaliers in Chapter 8. Fernand is a non-issue due to his availability being brief, but he can get one-shot and die in the first chapter of his availability due to his low Luck, and the Cavaliers there can double him. The primary examples I’ve seen so far are the cavs - Clive and Fernand. Some units have worse stats than generics.Since he didn’t double, I couldn’t destroy it in a timely manner and my strategy took longer to execute. Alm, on the other hand, couldn’t double the ballista in the very next chapter after getting the Levin Sword, which I’m pretty sure is the intended way to destroy that ballista, given its placement. (I could refer to Gaiden here instead, and it would technically be more correct, but I’ve never played Gaiden.) Other than Boey, I’d say both Alm and Celica also suffer from this mine consistently fail to double important enemy types in their respective routes, and if I have Celica use a sword to weigh her down less than Fire does, she deals less damage due to targeting Defense + enemies having shields. The fact you don’t get any fountains at the Novis Priory definitely does not help, because you could get Speed there in Echoes. He’s probably the biggest loser of this hack relative to Echoes, at least from what I’ve seen so far. He also gets doubled a lot, making his durability worse than it otherwise would be. The biggest example is Boey - he has good defensive stats, really good in fact, but he is so slow that he doesn’t even double Knights and Revenants due to Fire weight, his low base, and his low growth. The doubling threshold of 2 + buffed enemy stats is a combination that really hurts certain units.I went with two Mercenaries and it’s a huge pain to have them do anything, particularly Kliff, who I think isn’t going to get anywhere this run. This means they fight at WTD a lot and deal even less damage than they normally would, while taking more. Alm’s route Mercenaries have a really rough time, because many enemies they face use lances (Cavaliers, Soldiers, and their promoted variants), particularly early on. The weapon triangle screws over Alm’s route mercs.Celica’s route has an easier time, because the enemy composition there does not have as much bulk and you have several magical attackers from the start, but it can still be felt, especially when enemies have shields (which they commonly do as Act 2 progresses). I really think it’s essential to have two Mages on Alm’s route because of this I went with only one (Tobin) and I gave him all stat boosters, but I would really rather have two. Consequently, it can take several rounds of combat to kill one enemy - but because they typically don’t hit too hard unless they are doubling, it’s just several rounds of whacking each other until one side dies. Not only do some enemies carry shields, but enemy types such as Soldiers and Cavaliers have fairly high bulk, and I’ve even seen Mages on Celica’s route with a lot of bulk, both on the physical and magical side. It’s common for units, especially physical ones wielding swords, to deal minuscule damage to enemies. I’ve been playing this on Hard Mode for the past few days, currently at the tail end of Act 2.












Fe echoes act 2