Dancer_A

Iron Emblem Thoughts

Nov 18th, 2021 (edited)
139
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.01 KB | None | 0 0
  1. Classes:
  2. Pirate/Brigand: feel very much like worse fighters. They have no reason to be used outside of if all 3 potential fighters are gone, and even then, they're still really mediocre. It would help if they had some sort of reason outside of just another axe guy to be used, like if the boat map had sections the pirates could take advantage of, or if there was a river map after obtaining them, or if there was a mountainous terrain map on the map you got the brigand. Also, Berserker con is pretty low.
  3.  
  4. Pegasus Knights: I was going to have a similar complaint, until I realized they have triangle attack (although that requires using all 3, so...). They're better off than the outlaws though because of flying utility. I'm not really sure how to make them feel better to use. Maybe if they had swords instead of lances? Not sure there.
  5.  
  6. Myrmidons: Initially, I figured they would be at least better than thieves, but they are just poor. They have worse strength and defense than mercs, and about the same skill and speed as mercs. They're just bad mercs. Not really sure how you would address this, as I don't think they're necessarily the problem. It's the mercs who are too good. (But I love them so I'm conflicted).
  7.  
  8. Monks: I just didn't see any used anywhere, my first one wasn't until ch12, and they were great. But the enemy never uses them, only mages, which I found a bit strange. Would help the early mages feel better, but I don't know if this is really an issue.
  9.  
  10. Major: There's a graphical glitch on the map sprite. Idk how I feel about 20 caps but at the same time it's not like he's going to cap ram in the first place, so it's probably fine.
  11.  
  12. Ballistician: They're kind of weak, which is fine, but I didn't notice any way to obtain a Thunderbolt, which would have been particularly nice for ch18 and ch19.
  13.  
  14. Chapters:
  15. 3: There's a Pegasus knight in the top right corner... She can't do anything where she is. Feels like her placement was a mistake.
  16.  
  17. 11: A few things here; mainly the Tomahawk fighter. It's I believe the first instance where we have to deal with a 1-2 range physical enemy, and they have the strongest hand axe? Always felt pretty rough to deal with. The villages also have a little bug where if they get destroyed you can still visit them. Not sure if this is intentional (I doubt it because then there's no point in having them be destroyed).
  18.  
  19. 11x: Can I have experience points please? Bad enough all the enemies are stronger on average than mine and in kaga blocks, but the no exp gain really felt like the chapter was a waste of time. If anything, a notification prior to starting it telling you there's no exp to be gained would be nice. A metis tome, while good, is not really worth losing all of that experience imo. The SM is whatever lol, he usually just gets crit and dies, I have no real opinion on him.
  20.  
  21. 12: What can I say good about chapter 12... Everything. Please do not change it, it's one of my favorite chapters easily. I love manipulating the AI back and forth around the fort while trying to stave off the advancing forces. Really feels like you're fighting for your life in a defend mission instead of it turning into a glorified rout.
  22.  
  23. 13: Bane of my existence!!!! Just kidding, I had a good time on my first run despite losing to this chapter. I would honestly suggest making the turn requirement 14-15 instead of 12. No, it's not because I missed the 12 turns because I missed an 86 on the last supply (although that would have let me win despite bad luck D:).
  24.  
  25. 16: Feels very empty, like it could use some reinforcement pressure. The fact that the boss is a sniper as well doesn't lead them to feel very threatening as I can just bully them. Maybe switching this boss with 13's (so this boss would be a horseman) would be a bit better? The AI can still be aggro, but at least now the unit chasing you has a melee and ranged option instead of range locked.
  26.  
  27. 18: I thought there would be more pressure, like there was in 17 with the level 20 reinforcements, but I never saw any. Maybe I just finished the chapter too quickly.
Add Comment
Please, Sign In to add comment