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Skills - Using Them To Enhance Gameplay in your Fire Emblem ROMhack
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- Опубликовано: 16 авг 2024
- The FE8 GBA skillsystem is powerful as heck. However, it's important to consider this carefully when balancing your game. In this video, I talk about skills, how you should think about them, and how you can best use (or not use them), to make your game better.
Follow the SkillSystem on FEU: feuniverse.us/...
loving how many informative videos you’ve been putting out recently
Thanks! Have felt like I've had a few things to say recently haha
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yo can someone please answer my question, i'd like to know if like let's say i place a skill in an unpromoted unit and i set it to be learned at level 11, but i promote the unit at level 10, if i were to level them up to 2 once promoted would i get the skill or would that count as 21?
not my main langage btw so if i explained badly please tell me so i try being more clear
On class skills: when an entire class has a skill it actually reduces cognitive load since you can tell who has that skill at a glance without going into any menus. Ie canto on mounted classes or extra crit on sword masters/berserkers. If you make classes learn their class skills at a certain level, it kills that advantage though.
Cooldowns BLEASE
Also pandan's mic is louder than the music!!!!!!!!
Liked. Favorited. I remember requesting this content exactly. You are my hero, Pandan! Thanks for making us all better designers. Hoping to repay the favor with a epic game for you one day.
I am no hero. I am just a man. I wasn't going to make this until I felt like I could approach the topic positively.
Great vid! I agree with all your points, and I'd like to add that people should also consider how skills change the balance of player phase/enemy phase. I've seen hacks pour on those stance skills that give huge enemy phase bonuses that incentivize FE 7 style "plop a unit in a horde of enemies and watch the massacre on enemy phase" gameplay. I also think that if you just want skills to add a little bit of flavor then relatively small passive bonuses are fine, but if you want the skill system to add significantly to the strategic depth of your hack skills should have big enough effects to make noticable differences in combat.
Yes - thank you for bringing this up. This was one key point I forgot to mention in the video. So important for balancing phases as well.
I personally like it when skills are as little RNG as possible. This also includes skills that give bonuses to Hit and Avoid since these are RNG too. This is also why I like Stance and Blow skills, because it's a set-in-stone increase/decrease in damage
but, but .... random skills make DING DING DING in your brain!
100% activation Sol plz
i like the inspirational tone during the recommendations segment
the way i'm doing it in SRPGS, playables, including recruits have one personal, and promoted units have a class skill. playables have one skill setting them apart, you can easily tell if someone has a skill based on map sprite or if they have a face, and it's not going to require the player to keep a spreadsheet on hand
Pandan... actually can effing stand the FE8 GBA Skill System? Haven’t watched the video yet, but I’m definitely excited to learn what you think!
It's amazing tech. It just needs to be used thoughtfully, like anything else in the game.
This video changed my designing perspective on skills. Originally I wasn't going to use any, but now I think I just might. Thanks for this!
ANOTHER master class, thank you pandan
What I like in a skill system vs what you like in a skill system...I enjoyed the explanation for this that is for sure.....Change the defaults for sure
This was my first video of yours I watched and was very insightful, it definitely gave me a few ideas and inspiration for my project.
I'd like to point out that the Blossom skill not only improves growth rates, but also reduces the experience you gain.
Which generally makes it a pretty awful skill.
Hackrom: Gaming Learnings for Make Benefit Glorious Community of Fire Emblem
Just so it is clear why you should change you default: FE builder's default skills system is based on Awakenings... YOU DON'T WANT TO BE AWAKENING
How do we change it?
@@Joeyintensifies if you want to change the classes and when they learn their skills, there's the option "assign skill by class". Now, if you want to change values of skills, let's say, breakers, take them down to +-30, you'll have to search for the specific patch in the list (There's a search engine for patches). Now, if you want to custom build your skills, I don't know that nor tried.
To me, skills are important for my classes' identity...apparently, he thinks so too.
This is in tandem with their class bases and class growths.
For generics, they all have 0 base Luck and 10% growth, in anything not HP, the minimum is 25% and the max is iirc, 55% Hp growths are at 65% min and 85 max
I love the skill system in the pre-3ds games. 3h skill system works for 3h but honestly I don't really need them. They make a player phase game more player phase. The 3ds skills just confuse me most of the time and I really need to think hard about how I would use, say, strong riposte when conquest is so player phase?
If you ask me, thracia and tellius did skills perfectly: they weren't complicated, they weren't unlocked with reclassing and leveling up, and they weren't on generics. Having to deal with pavise on every conquest lunatic great knight is not fun.
yo can someone please answer my question bv¿ i'd like to know if like let's say i place a skill in an unpromoted unit and i set it to be learned at level 11, but i promote the unit at level 10, if i were to level them up to 2 once promoted would i get the skill or would that count as 21?
not my main langage btw so if i explained badly please tell me so i try being more clear
Honestly, I want proc skills to instead work kinda like in Heroes. Instead of having a chance to activate, based on your stats, they have a charge meter that's listed under the skill icon. As you attack enemies, the meter charges. The proc rate becomes the charge rate. For example, Ignis would charge at a rate equal to your Skill as a percentage. You can then use the skill through a command when it's fully charged.
@ImFangBro The lion throne (a FE fan game that I would recommend) does this although there are called combat arts some of these combat arts are Sol and Luna
Luna for example is 45 charge and and your skill is added to your charge everyturn
how do you apply this to FEBuilderGBA
I cannot ****** stand the FE8 GBA Skill System!
fire emblem the last promise 2
Yeah, the patch is so hilariously bad, it's almost funny. Buggy as well, changes things it has no business to change nor make any sense, skill designs are REALLY bad in a lot of cases...
Great video series, please be more concise