Mekkah's Final Thoughts on Fire Emblem Conquest

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  • Опубликовано: 11 июл 2024
  • I finished playing Fire Emblem Conquest for the first time. These are my thoughts.
    Fire Emblem Fates - All Songs With The 'Lost in Thoughts All Alone' Leitmotif
    • Fire Emblem Fates - Al...
    Twitter: / mekkkkah
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Комментарии • 468

  • @thepotato513
    @thepotato513 4 года назад +484

    I'd argue that Fire Emblem hasn't become more anime (it was always super anime), but rather the change in style with Awakening and Fates reflects a change in style of anime as a whole over time. I know this is basically arguing semantics, but I'm arguing it nonetheless

    • @waterguyroks
      @waterguyroks 3 года назад +48

      Totally agree. As a casual observer it’s immediately evident how much the medium has shifted in the last 1.5-2 decades, and not in a good way. Even the good stuff made in recent years is still tainted by the pandering, trope-y elements that are much more subdued in the older stuff.

    • @ryangallagher9723
      @ryangallagher9723 3 года назад +64

      "Anime" is just a nebulous buzzword that doesn't mean anything. Anyone who thinks it's a legitimate criticism is not someone whose opinion is worthwhile.

    • @itsmothafuckingrimbus
      @itsmothafuckingrimbus 3 года назад +2

      i feel like im having a stroke trying to decipher what you're trying to say

    • @abrown903
      @abrown903 3 года назад +1

      Yup anime sucks now pack it up boys

    • @CosmicToad5000
      @CosmicToad5000 3 года назад +12

      @@itsmothafuckingrimbus essentially compare Anime from the early 2000s and earlier and compare it to anime now. It’s changed a bunch over the years and FE is just following that change.

  • @vanjagalovic3621
    @vanjagalovic3621 4 года назад +211

    "There isn't a path that always leads to light and a path that always leads to dark, if you see the world as that, you're missing half the picture."- a line actually said in FE Fates

    • @Ethan-nl2wg
      @Ethan-nl2wg 4 года назад +87

      Vanja Galović that’s a pretty decent line actually problem is that it’s said in FE Fates

    • @vanjagalovic3621
      @vanjagalovic3621 4 года назад +126

      @@Ethan-nl2wg Oh don't get me wrong that line is very well written, the problem is that it doesn't fit Fates since there's a path in which everyone (besides Scarlet, lol) lives happily. Fates overall has moments of good writing, but they're overshadowed by all the stupid moments that are far more common

    • @Ethan-nl2wg
      @Ethan-nl2wg 4 года назад +19

      Vanja Galović completely agree it makes me sad thinking about Fates’ potential as a story instead we got one garbage fire of a story one story that I would call mediocre incarnate and I don’t even know how to feel about Revelations

    • @MicksUp
      @MicksUp 4 года назад +38

      that line is basically telling you to go buy the other version

    • @nahte123456
      @nahte123456 4 года назад +32

      As a Fates fan I say this a lot, great potential, horrid execution. The idea is there, just not the follow through.

  • @Kryptnyt
    @Kryptnyt 4 года назад +250

    As far as Debuffs in Fates go, I like that they exist but I don't like that there is no "debuff removing staff." Hexing rod has no real counterplay other than "dodge it"

    • @jaredfayette2567
      @jaredfayette2567 4 года назад +46

      This is one of my biggest gripes with Conquest’s gameplay as well. The restore staff would have been a perfect addition to this game since not only they could they have it get rid of status effects, but also remove debuffs as well. It still baffles me that we never got a restore staff in Fates and the lack of one is painfully obvious with all of the debuffs and status effects flying around (and this issue is further exasperated on Lunatic when you have to deal with bs like inevitable end in the last few chapters).

    • @Mekkkah
      @Mekkkah  4 года назад +89

      I think what they tried to do is encourage you to get around the debuff staves by killing them before they could hit you. For a lot of players that just doesn't work though.

    • @jaredfayette2567
      @jaredfayette2567 4 года назад +16

      Mekkah That actually makes some sense. I could see that idea working well if done correctly. However I still recall moments where you had to tank a debuff/status effect because it was either impossible to quickly kill the status staff enemies immediately (such as Iago’s map with Iago himself and who he’s tucked in a nice spot all his staves and is safe from your forces for at least a few turns, which could become frustrating if he hits your key units with just the wrong moment) or way too dangerous to try and kill them right away (like with some of the maids and grandmaster in Conquest Endgame since if you tried to knock them out right away you could expose yourself to too many enemies at that moment). It was those types of moments that I remember annoying me to my wits end. It’s certainly an interesting idea of how to deal with enemy status staves beyond just using a restore staff, but I felt like they could have refined the idea on certain maps or at least had the option to use a restore staff when you couldn’t rush the enemy staff units.

    • @vanjagalovic3621
      @vanjagalovic3621 4 года назад +15

      @@jaredfayette2567 They should've just made restore staffs rare so that you'd need to use them sparringly

    • @jaredfayette2567
      @jaredfayette2567 4 года назад +2

      Vanja Galović That was also something that I considered when thinking about having to implement them. I just wasn’t sure of the best way to balance them by either making them rare that you only get like one or two throughout the entire game (with them only having about like ten uses) or to make them semi-rare in that while you could be rewarded with free ones from chests, you could also buy them later at the shop with the catch being that they’re decently expensive (and in a game like Conquest where gold is tight, that’s a serious investment). Overall, I feel that it was a really big missed opportunity to not include restore staves in this game since not only could it have resolved a lot of issues surrounding the stat debuffs and status effects, but could have also added a bit of extra depth to the game with stuff like how often to use them or if it’s more worth it to use them on removing status effects or stat debuffs.

  • @iamr.o.b.therobot
    @iamr.o.b.therobot 4 года назад +170

    14:31 "I love doing it solo, I love doing it with Ryn as well" let's take that out of context, shall we

  • @CarbonMalite
    @CarbonMalite 4 года назад +217

    I actually love skills, but I get it. I think skills should be designed more around map design and enemy formations like in Ryoma's map rather than plopping a bunch on enemies randomly. I think Fates goes a bit too hard but 3H uses them really boringly imo.
    But you gotta admit that Generals having a skill that negates double attacks is sick

    • @domicraft6341
      @domicraft6341 4 года назад +11

      I would've liked it if enemies bad Breaking skills on harder difficulties. Would've been a good replacement for the Weapon Triangle but I also get that they didn't want you to softlock if you don't have certain weapons and they want to move away from RNG as much as possible - but everyone can use every weapon at least on E Rank and this would also punish everyone who would focus only on certain weapons instead of planing out a good team where everyone has his job to do. And even if it's only about training different weapons on characters.
      In FE4 skills we're used very rarely but that resulted in - you know when to check and you aren't suprised in the end. Like every Cavalier and flying unit has Canto, Myrmidons have pursiut and named characters, recruitable and bosses have variations of skills. At least a bit more organization would be nice.

    • @MrEntinen
      @MrEntinen 4 года назад +22

      In fates and awekenings defence, once you get used to the common skills, it gets better. I truly enjoyed blind conquest hard, and big part is just remembering the skills. Once you remember what like 70% of skills do, its not anymore a hassle than checking enemy weapons for hammers and whatnot

    • @yasahana4447
      @yasahana4447 Год назад +1

      @@domicraft6341 This guy perdected the FE engage triangle

  • @hurricane_slash
    @hurricane_slash 4 года назад +154

    Don’t like skills? You’ll love birthright

    • @vbnm7309
      @vbnm7309 4 года назад +37

      Honestly yeah, if only it had the maps of Conquest and it would've been great but Birthright is a still pretty average FE game like SS imo

    • @OnlineVideoSurfer
      @OnlineVideoSurfer 4 года назад +14

      @@vbnm7309 That's actually the game it reminds me of the most. Just without anything even remotely interesting in its story.

    • @HanakkoLove
      @HanakkoLove 4 года назад +9

      Even in Lunatic Birthrights on the same level as SS hard or even lower, it's that pathetic

    • @Link3000XD
      @Link3000XD 4 года назад

      @@HanakkoLove whats SS guys?

    • @SSBBPOKEFAN
      @SSBBPOKEFAN 4 года назад

      @@Link3000XD I'm assuming "Sacred Stones".

  • @SuperZez
    @SuperZez 4 года назад +123

    "How many of you actually figure out when your shield is going to trigger?"
    I do. Or rather I play it safe and assume the worst. I work out the lowest possible number of times it could activate, and ignore that many attacks when calculating the damage the enemy could do, starting with the weakest ones since I don't know who it'll activate on. Thus determining the worst that could happen, and if I'd survive it.

    • @OnlineVideoSurfer
      @OnlineVideoSurfer 4 года назад +10

      Yeah, assume the worst enemies hit, and assume the shields block the least. Unless you know the specific enemy order, that's the best approach.
      Same basic idea as if multiple enemies can hit you, but there's a limited amount of tiles they can occupy to attack you. Assume the worst hit you and that they block off the weaker foes from those tiles.

    • @HanakkoLove
      @HanakkoLove 4 года назад +7

      I made many risky plays based on the shield and it paid out; it's more worthy to hit low an enemy twice than killing an enemy on one hit. Fates for me was the pinnacle of gameplay so far in FE and the only thing it needs are divine pulses, because the pair up many the game much more interesting than it could ever have been, heck even enemies have pair up and that's huge gameplay points.

    • @SuperZez
      @SuperZez 4 года назад +8

      @@gligurr Yeah, Conquest is designed so it doesn't need divine pulse. It is completely devoid of all the bullshit people say they use divine pulse on when they're not just using it to cheat. No ambush spawns, plenty of means to avoid criticals, and every gimmick is out in the open, fully explained. If you die in Conquest, it is completely and totally your fault. Because that's what the games should do to fix a game's problems: actually fix them. Not add in immunity to death so that the player can weed out all the bullshit that shouldn't be there.

    • @OnlineVideoSurfer
      @OnlineVideoSurfer 4 года назад +8

      @@SuperZez Hah, very true. I'm not as critical on divine pulse (or other ways to help players slightly like Shadow Dragon's limited saves) as others, but they really do exist to mitigate bullshit far too often in Three Houses Maddening. Better than something like Awakening which has all the bullshit but none of the tools to prepare for it, but I'd rather have a Conquest where you don't need a tool to adapt to bullshit like ambush bombs.

    • @bardw.1542
      @bardw.1542 4 года назад +1

      The difficulty with the shield gauge for me is trying to understand what order the enemies will attack in if multiple attack. Because getting a full gauge to block the beefiest hit has huge strategic value, but I don't know how enemy turn order is decided.

  • @dixienormus2802
    @dixienormus2802 4 года назад +158

    I'm starting to think Mekkah likes Edelgard....

    • @Pwrplus5
      @Pwrplus5 4 года назад +24

      You hate to see it

    • @Abundy
      @Abundy 4 года назад +2

      live love LAUGH

    • @NoclafPain
      @NoclafPain 4 года назад +17

      Duke of Dozel i hate edelgard, but i will admit she’s not 100 % evil.

    • @YamacKocovali7
      @YamacKocovali7 4 года назад +38

      @@NoclafPain true, she has good intentions but she's ignorant about alot of things and is very stubborn.

    • @palantiri6590
      @palantiri6590 4 года назад +22

      @@YamacKocovali7 I view her as a character shafted by avatar worship. She exists to suck Byleth's dick, much to the detriment of her character. Made playing her route nauseating.

  • @jImmiejoe209
    @jImmiejoe209 4 года назад +201

    Revelations is the best thing since sliced dondon.

  • @thatonepersonnoonecaresabo3163
    @thatonepersonnoonecaresabo3163 4 года назад +124

    I'll give my own thoughts here.
    Your points about the game are very valid, especially for a first playthrough. The thing is with Conquest that you must develop a "feel" for the mechanics to make better descisions, as like you said, there is way to much to keep track of otherwise. I also find the skill checking in Conquest to be not as bad as you make it out to be, mainly because the bottom screen lets you see the the skills and what they do effectively immediately. I find it much more annoying in 3H if anything, as it takes a bit more time to get the same information.
    Like Thracia, it's a game that gets better on repeat playthroughs, because the gameplay flows better with this developed "feel" and with the sheer amount of optimization that can be done (like tonics or Pair Up optimization for example).
    Conquest is one of my favourite games in the series because of this, but it's divisive for sure. Good video.

    • @henrygutierrez3243
      @henrygutierrez3243 4 года назад +9

      I feel the same about three houses. A lot more digging has to be done to get the same information.

    • @powerfulberry237
      @powerfulberry237 4 года назад +4

      It's divisive because it's the first hard game for the Awakening babbies who think FE is braindead

    • @laggalot1012
      @laggalot1012 4 года назад +5

      @@powerfulberry237 That is mostly because Awakening's balance and map design almost entirely promote simply overpowering the entire enemy force with one or two paired up super units, rather than thoughtful strategic solutions. If someone tried to rely on that in most other games, that would probably backfire sooner or later.

    • @thatonepersonnoonecaresabo3163
      @thatonepersonnoonecaresabo3163 4 года назад +1

      @@powerfulberry237 Eh, not really. Conquest definetely has many flaws, some of which are dealbreakers for a lot of people. The story is bad and the characters aren't as good as Awakenings on average, and the localization only furthered these issues.
      A lot of people care a lot about those aspects (we can see that with 3H, as there was put a lot of focus on these things while the general gameplay not being particularily strong), which turns them off.
      I just didn't mention these things since it's a dead horse that already has been beaten for far too long. If everyone already knows that stuff, why bring it up?

    • @laggalot1012
      @laggalot1012 4 года назад +14

      To 3H's credit, it does eliminate a lot of the tedium of checking enemies through consistency, if we are talking Maddening, anyway. If you see an Archer, they will have Poison Strike. You see a Thief, there is Pass. You don't have to guess or check every enemy. Once you pick up on the pattern, you will just know at a glance that X enemy carries Y skills. There are exceptions, but they are infrequent and do at least tend to stand out.

  • @EvaristoH
    @EvaristoH 4 года назад +36

    Funny to point out in case you had not heard, it seems likely the people who wrote the story dialogues and the support convos were totally different (I think Ghast's analysis on Xander is well known for pointing this out). That's why some supports can legit get pretty good. But then they don't line up with anything else lol.
    I remember I personally liked the Corrin x Azura support in Conquest (they have a different set in each route, interestingly). It goes a lot around the idea of Corrin coming to terms with dirtying their hands with blood for the sake of the path they believe is just, or something along those lines. It's a theme that you feel should have been in the main story beyond That One Time We Accidentally Committed Genocide In A Fox Tribe. In any case, I read it a long time ago but it made me appreciate Azura's character, more than she ever did in the main campaign lol.

  • @camtheman7654
    @camtheman7654 4 года назад +13

    You should read Beruka’s and Saizo’s C support. Very deep conversations about their pasts and opinions and shows a viewpoint that is much different from other units.

  • @papersonic9941
    @papersonic9941 4 года назад +64

    Funnily enough, that Darting Blow thing is mitigated in 3H, because the danger lines will display the damage done to your unit taking DB into account.
    Also, in Lunatic, keeping track of when the Shield will activate is pretty dang essential. Although it does kinda add an element of luck sometimes (hoping the AI wastes their best attack on the shield)

    • @powerfulberry237
      @powerfulberry237 4 года назад +1

      What luck
      You can read the AI. It's literally like a puzzle game

    • @papersonic9941
      @papersonic9941 4 года назад +20

      @@powerfulberry237 yeah, but unless you know how the AI decides their moves, you don't 100% know what they'll do. For example, say your Armor Knight can get attacked by a mage and by a weak pegasus knight, and your armor has a shield gauge ready. And let's say the mage can kill the Armor Knight while the Pegasus does 0 damage. If the mage attacks first, they waste their attack and your unit survives. If the pegasus goes first, the mage will then do damage and your dude dies. Am I clear?

  • @kiwi_inc2843
    @kiwi_inc2843 4 года назад +65

    Gameplay gob, story bab

  • @Pm3m_Dia
    @Pm3m_Dia 4 года назад +43

    Skill emblem adds more depht and as such more options to consider when thinking about how to get out of a sticky situation.
    These turns where you think for a long time to come up with a plan where everyone survives are the most fun. At least for me.

    • @Pm3m_Dia
      @Pm3m_Dia 4 года назад +3

      @@gligurr well yes. What do you want to say?

  • @ryan_uwu
    @ryan_uwu 2 года назад +2

    This is fresh on my mind since i just started Revelations but i never noticed just how much everything revolves around Corrin. Like i knew, but jeez, the games have NO LORE, it's all about Corrin and their relationships first, geopolitics and story second. They could really use some narration or lore in between chapters like in Radiant Dawn for example. I'm playing RD for the first time while I'm playing Rev so it's also on my mind. But dam RDs story is amazinv so far and I'm invested in Daein's struggle, the DB not knowing whether they're doing the right thing, Crimeas revolt, and Begnions corruption. It's so interesting and complex.
    Then here's Fates and their focus entirely on two countries. There's minor locations mentioned like the tribes, Cheve, Nestria, Izuna etc. But for the kost part they arent ever important or elaborated on. It's all so one note and simple. I dont get how it's so bare bones. I'm noticing this more with Revelations bc I'm in Xhapter 12 abd half of the dialogue has been Corrin crying about how there's a hidden enemy and the other person not believing them. Its sad how little substance there is

  • @jonathanrussell8998
    @jonathanrussell8998 3 года назад +11

    Something I don't see mentioned a lot is that the idea of Conquest is actually really solid; the idea of sticking with your birth family to talk them over to your side and show them how despicable Garon is and working as essentially an inside man to undermine Garon's takeover while still putting up the facade of being loyal to him. Things like letting civilians and important enemy units escape while faking their deaths, letting info leak to the other side so they can minimize casualties as you march on, that kind of thing. That's what I expected when I chose Conquest and I loved the idea.
    The problem, of course, is that isn't what we got. We got passive doormat Corrin letting Garon do whatever he wants until he's destroyed a nation and THEN turn on him and stop him.
    The story sucks, yes, but what sucks most is how amazing the concept could have been, and it could have held up the ambiguity of your choice (as staying with the wrong side is questionable but given your upbringing and connections you think you can do more to help by keeping in their favor) instead of just having a right and wrong choice.

    • @grantsamson2384
      @grantsamson2384 3 года назад +1

      Maybe if Garon wasn't a one dimensional tyrant and actually had some kinda reason for wanting to take Hoshido, fighting for him might have made sense. Imagine if Corrin had a decent relationship with Garon and he was actually a relatively decent king.

    • @luizfelipe_la1987
      @luizfelipe_la1987 Год назад +1

      Tactics Ogre Let Us Cling Together does that really well

  • @shawncarl94
    @shawncarl94 4 года назад +23

    I agree that skills could probably use being tuned back a bit, but I really enjoy the design of player phase skills (Darting Blow, etc) as they help give some bit of power back to player phase and also can make the enemy phase a bit more difficult to weather.
    Also at some point in the future, I would highly recommend going back and playing Conquest on hard or Lunatic, even if it’s not a RUclips project. It gets much more difficult and the enemy skill allocation and enemy placement is done extremely well (except in Lunatic’s endgame, fuck those maids). It completely changes your experience of the game.
    I also find conquest’s unit balance to be done extremely well. Even the “bad units” (Mozu, Benny, etc) aren’t really bad. They’re perfectly viable actually. It’s more that the good units (Xander, Camila, etc) are exceptional and it makes challenge runs that purposefully exclude the Royals/whatever other conditions engaging and fun instead of a slog

    • @youtubedeletedmyaccountlma2263
      @youtubedeletedmyaccountlma2263 3 года назад

      Since when Benny is bad? Lmao he is doing a good job at being a tank

    • @shawncarl94
      @shawncarl94 3 года назад +3

      @@youtubedeletedmyaccountlma2263
      Benny is great at tanking, but not great at being able to finish a map quickly, especially since enemies ignore him if they can’t manage to damage him due to conquest’s AI. Between being a slow armor knight with low move and that he doesn’t double in combat, he often gets branded as “bad” (see most tier lists and discussions which put him near the bottom of the cast in Conquest), particularly in relation to units like Camilla and Xander
      That being said, he’s pretty competent and he doesn’t give you the headache that armor knights from other games do when you try to use them.
      My point wasn’t that Benny is bad, but that the cast is really well rounded where everyone is viable

    • @youtubedeletedmyaccountlma2263
      @youtubedeletedmyaccountlma2263 3 года назад

      @@shawncarl94 LOL everyone is viable. Trust me. If you train Elise properly and making her into either maid or wyvern rider, she is far superior than Camelia.
      I used benny in my playthrough, he is very useful but his son is much better than him thus I benched Benny in the end. If your benny grows too much defence and the enemy AI ignores him, then you might need to change your strategy.
      Remember reclassing is an option, Ninja Silas with sol, Odin should get vantage pass to her daughter then her daughter will be a monster. If you don't know what to do in early game, use Odin with nosferatu to breeze through hard part.
      Midoriko, she is just being good at what she does, she is just insane XD.
      Selena is super underrated her defence and speed growth are insane in my run. I reclassed her into paladin (A+ support with eventually then to Armor knight (S with Benny) and get Pavise. So she get pavise aegis combo. And her son easily gets it too so I have like two insane tanks in end game. Ignatius is just too underrated but probably because people hates benny which I understand. Benny sort of remind me Aran in Radiant dawn lol.
      People always doesn't want to train Mozu, but she is super good. Her best class is eventually the kinshi knight. She is super frail but her damage output are just insane just like midoriko.
      The one that kind of lackluster are just Nyx. Her best class is dark knight no doubt, She feels like Sanaki in radiant dawn. But I never really use her so I won't be sure. Maybe I will try to use her in my next run.
      Percy is another monster. There's a lot of monsters in Conquest. Much better than radiant dawn where many of them are just downright benched lmao

    • @DannehBoyNz
      @DannehBoyNz 3 года назад +1

      @@youtubedeletedmyaccountlma2263 My guy, they agree with you. They literally said "My point wasn’t that Benny is bad, but that the cast is really well rounded where everyone is viable
      ". Conquest is a really well-balanced game. No unit is truly bad, but someone is still going to be near the bottom (Mozu is a little contentious tho. While she can be great, especially in chapter 10 as an archer, that requires using resources other characters might want more (like Paladin Jakob, or getting Corrin into their second class))

  • @GenoGar
    @GenoGar 4 года назад +95

    A lot of the “analysis paralysis” you’re experiencing is because it’s your first play through. The skill fatigue is something that you get used to, it’s not as much as an endeavor to calc Darting Blow as much as weight and effective damage, both of which aren’t even consistent every game but you take the time to learn anyway.
    For someone who plays/played Pokémon, there are way more obnoxious calcs I could list like SR/burn/poison/sand chip, OHKO calcs, speed calcs with scarf/no scarf/Speed EVs/sticky web/DD, etc.
    I still wish you kept playing on Hard instead of Normal though. It’s the difference between a bunch of Squirtles and Bulbasaurs tackling and growling/tail whipping each other to death vs an OU match.

    • @OnlineVideoSurfer
      @OnlineVideoSurfer 4 года назад +8

      I can back this. Conquest was the first Fire Emblem I played, on hard classic even, and while skills can catch you off guard (I didn't even know how they worked until multiple deaths in Faceless forest required it), the way the enemies are positioned - usually divided into sections with a kind of theme instead of feeling like they're spread all over - means it's easier to track them compared to Awakening's semi-random skills and its swarms of foes. Effective damage on the other is still hard to calculate for me unless I can check it on the pre-battle screen, and the games just seem like they assume you know the calculations. And of course even in the old games checking enemies for effective damage weapons, boltings, staffs, items to steal, etc. required as much enemy to enemy checking as skills.
      Not that I would ever take these things away mind you, just that there are a lot of hidden details that are a lot harder to adjust to when you're new than skills, in my opinion. Practice made it easier in the old games, and the same is true with skills in Conquest.

    • @Sweaper
      @Sweaper 4 года назад +8

      Why are you comparing something that is (mostly) relevant for the postgame and competitive to something that is in a good portion of the game?

    • @noukan42
      @noukan42 4 года назад +1

      I feel that most of it is Mekkah not having played much games whit an exstensive skill system. After i played FFTA the skill system of fates was child play.

    • @GenoGar
      @GenoGar 4 года назад +3

      Sweaper the tutorial filled sweepfest main story isn’t a good portion of the game, arguably the post game is the game, at least in this context. Going by his smogon tribute video, I’m assuming Mekkah has played quite a lot of Pokémon to the point where he could probably calc much more difficult and obnoxious things in a single OU match than a chapter of lunatic. At least, Darting Blow, poison strike, and dagger debuffs shouldn’t be as paralyzing as scarves, intimidates, weather, and hazards. The only difference is that this is his first playthrough, so his concerns shouldn’t be that lasting.

    • @TheShootingStarKing
      @TheShootingStarKing 4 года назад +1

      ​@@GenoGar Mekkah plays on simulator like a man of culture, so weather and hazards aren't difficult to calculate at all. It's always a set %. And for more difficult things like damage you can usually estimate from experience but if you want to make sure you can open the calculator.

  • @madwaltz9812
    @madwaltz9812 4 года назад +11

    I definitely agree with a lot of what you have to say about Skills Emblem, but I generally enjoy the use of skills on enemies in Conquest. A lot of that information overload goes away the more familiar you become with the game; I definitely think the game is intended to be played on Normal mode first, where enemies don't have many skills and the difficulty is low enough that you can usually get away with not paying much attention to them, then once you've acquired that familiarity with the game you can move up to Hard/Lunatic which contain that added complexity from skills. IMO, it's an effective way to make the game harder that works much better than just inflating enemy stats and the enemy density (Like, say, PoR Maniac mode, for example).

  • @forrest7038
    @forrest7038 4 года назад +48

    I’ve always loved Fates more than 3H because I prefer gameplay over story. I never liked the intermissions between 3H maps (I.e. monastery) and I just preferred the map gameplay in Fates more. Also do you think you’ll play through Conquest again? Even off camera?

    • @OnlineVideoSurfer
      @OnlineVideoSurfer 4 года назад +16

      To be fair to 3H, it does have a lot of good maps - even if mixed with some cruddy decisions too - and it does a decent job of encouraging fast play and experimentation in the late maps. Basically a better version of Awakening in almost everything that matters. Monastery can get overbearing, though at this point I have stripped it to the essentials

    • @forrest7038
      @forrest7038 4 года назад +21

      OnlineVideoSurfer I’m sure 3H does have good maps but personally I didn’t like any of them, with the three way fights being the two exceptions. It always felt like I could just turtle through them without fail which I just couldn’t do with a decent amount of Fates maps (boat map, Ryoma’s pot house map, eternal stairway, even chapter 10, etc). Idk man I have 3H a shot but only got through Blue Lions. I respect it objectively as a good game, but subjectively I can’t say I enjoyed it.

    • @icecoldnut5152
      @icecoldnut5152 4 года назад +6

      I still like the Tellius base system the most, but I like 3H class system

    • @vbnm7309
      @vbnm7309 4 года назад +2

      When I got used to the monestary, it only takes me like 15 min for spam meals, do a tournament, garden and faculty train. ESPECIALLY when you get access to fast travel so it never felt like a slog to me.

    • @davidpremkumar8340
      @davidpremkumar8340 4 года назад +5

      I'm late, but I love this take. I had fun with 3h the first time, but got bored in my 2nd play through when I realized how similar the houses are. But I've beaten conquest 5 times now and am still up for more. The map design is unmatched by other FE games. 3 houses, in my opinion is only a few steps above birthright. Also worth mentioning that I love how conquest lunatic offered a greater challenge then 3h maddening without over inflated stats or start of the enemy phase reinforcements.
      3h is an objectively great game that I will easily recommend to anyone who has a switch, but for me personally it's just a sandbox fe game that allows a high degree of customization. I never had a whole lot of fun strategizing on most (some exceptions) maps because the maps were just so straightforward.

  • @MetalGearRaxis
    @MetalGearRaxis 4 года назад +12

    I count shield gauges to plan my turns :p

  • @7of475
    @7of475 4 года назад +8

    Hey Mekkah, if you ever want to know the ideal way to play rev, here it is.
    1.) Set difficulty to pheonix mode.
    2.) Autobattle always.
    3.) Always spam the start button during cutscenes and combat.
    4.) Profit?
    However, that might not be good for content, so if you want to make good rev content, here's how.
    1.) idk man, have fun with it.
    2.) Keep doing what you're doing.
    3.) It has been fun to watch.
    4.) Profit?

  • @TheZalor
    @TheZalor 4 года назад +22

    I'm glad I'm not the only one who is isnt huge on Skill Emblem.

  • @FFXfever
    @FFXfever 4 года назад +8

    Yeah, I can see how skills can be difficult to remember.
    I find conquest a game where I'm only allowed to look at this turn and the enemy phase (yes, I do calculate pair up shields). It turned out to be very fun, cause it makes it feel like you're constantly need to adapt to a new situation, even when you're adept in the game.

  • @kappapride720
    @kappapride720 4 года назад +48

    I've played every FE game since Genealogy and Lunatic Conquest is probably my favorite in terms of gameplay. Not my favorite overall since the story is better when skipped. The lategame maps and skills get a bad rep but I think Deltre's Conquest playthrough provides a good perspective on why they're not so bad.

    • @PurpleRupees
      @PurpleRupees 4 года назад +1

      Does Lunatic Conquest offer anything of value over Hard Conquest? Obviously it's more difficult but is it more difficult in a meaningful way?

    • @LordWallace
      @LordWallace 4 года назад +32

      @@PurpleRupees Surprisingly, yes. Stats are basically unchanged from Hard to Lunatic, which is a huge plus in my book. The only consistent "stat" buff enemies receive are maxed out weapon ranks always, which may result in one or two points of extra might and/or slightly buffed accuracy.
      Instead, Conquest chooses to be more creative in its Lunatic approach, including having some select enemies have stronger or more niche weapons (like the Shining Bow guy in Chapter 9 who's only in Lunatic), having some dragon veins be either changed or removed to add difficulty (Chapter 12's vein is now outside Saizo and Kagero's room forcing you to take a hex to use it, and Chapter 21 has one less dragon vein near the top), enemy placements changing sometimes (like the Basaras on top of the wall in Chapter 23 now blocking the easiest two stairs to approach from), and even objectives may see alterations such as Ryoma only waiting 20 turns to aggro in Chapter 25.
      Theres a lot of little details like that in Lunatic which are added instead of just inflating stats. Enemies and especially bosses may also have an extra skill in their kit here and there, and there is more Staff Savant going around at the endgame. Then theres the inclusion of an enemy only skill called Inevitable End in two endgame maps which effectively kill any juggernauting prospects one could have left from Hard. Overall pretty nice design to further push the players' limits without just pumping stats while still managing to somewhat counteract the absurd stat stacking possible in Fates by the player with stuff like Inevitable End and Savant Enfeeble.

    • @youtubedeletedmyaccountlma2263
      @youtubedeletedmyaccountlma2263 3 года назад +1

      @@PurpleRupees conquest has the best mechanics since the fe6 (where I start with) and is better than 3H.
      Come and tell me wrong

  • @MajinMattPlays
    @MajinMattPlays 4 года назад +38

    As someone who adores Conquest and has played it on all difficulties and with various restrictions, I can agree with a lot of your problems with it.
    I think Ninja's were overused and overpowered in Conquest, the constant waves of them throughout the game and their sometimes absurd skill sets and access to weapons specifically designed to screw you over in that moment makes some chapters feel like such a slog or even just punishment for playing the game. It's a whole lot better than Birthright and Revelations since it will challenge just about anyone on Hard and is, from what I can tell, one of the single most difficult FE Games on Lunatic.
    Your complaints about Skills are completely fair. I love the customization aspect of Fates since you can effectively get any skill and any class on any character, but I think Three Houses did it a million times better without losing that customization aspect. I have my problems with Three Houses' systems but I think they've found a groove they'll be sticking with for a while based on the reception from both long time and first time fans to TH.
    Now to talk a bit more on Fates' Skills specifically. Its skill system isn't the worst thing in the world but it would be a whole lot better if enemies weren't given BS outside of Lunatic. The usage of Counter and CounterMagic makes some enemies hell to deal with and while sometimes it's on something you can reasonably OHKO, they will sometimes be on units you just can't kill like that. Of course you can use the opposite type but that's not always an option with Counter being a thing, and the relative lack of strong magical units across all three games makes things more difficult than they need to be.
    The points on the story and Characters I can't argue with really. All I can say is Conquest has far better characters than Birthright, though my meaning in that is Conquest's characters I can tolerate. I think the two best written characters in the game are wasted, being Ophelia and Soleil, but since they're stuck as child units, they're never given the relationships and connections they deserved. I hated how child units were handled, mostly since they make no sense, but their inclusion seemed to be very last minute, which seems to be a recurring feeling I get from Fates.
    Enough ragging on it, now to talk about the two points you made in Conquest's Favor, even if one of them was addressed already.
    I think Conquest's challenge is part of the draw to it. The difference between Normal and Hard mode in Conquest is immense compared to every other game in the series. Normal Mode Conquest is hardly more difficult than a normal FE game if at all, but the jump to Hard introduces so much that you have to keep in mind when you play. I do think Conquest is a good test of your management skills, since you do have to keep track of so much and a lot of the time you have to think about things you don't in other games, Pair Up stats and Gauge, Skills you and the enemy have and if they are active or not, whether or not you can take that hit and apply Draconic Hex to every enemy in sight, and other smaller things. Beyond the abuse of Ninjas being even worse when they all have Shurikenfaire, I think Conquest does a good job of being a legitimately hard game.
    The soundtrack is ironically the topic here I am least familiar with. I played most of my Fates playthroughs in my English Class or while eating Lunch at school, so I never got to really listen to it. I've heard nothing but good things from it though so I'm sure it's pretty good, no clue how it would stack up to something like Three Houses or Echoes though.
    I hope someone sees this and agrees with me, if you see this Mekkah, thanks for the video, I'm tired of seeing nothing but people trashing on every aspect of Fates while acting like Conquest doesn't exist so it's nice to see someone finally give it the small sliver of credit it deserves. Now to find out if you've done a vid giving your opinions on Echoes, my favorite game in the series.

    • @youtubedeletedmyaccountlma2263
      @youtubedeletedmyaccountlma2263 3 года назад

      Magic units are balanced 👀 go look up Zoran’s video on how to make orphelia or Wyvern Elise became maniac

    • @youtubedeletedmyaccountlma2263
      @youtubedeletedmyaccountlma2263 2 года назад

      Ok Im gonna disagree about 3houses skill aspect/ 3 houses has a lot of useless skills. Class specific skill sort of good or bad depending on the opinion. But all those awful mastery skills lmao. I love the fact of doing examination for unlocking class, but there mastery classes... LMAO

    • @lagspike7763
      @lagspike7763 2 года назад

      This sounds like you don’t actually like conquest you just like 3h. The skills and the ninjas and all of that stuff is just as big of a part of CQ as any other

  • @mitchelmartin8772
    @mitchelmartin8772 4 года назад +34

    i really disagree with the shield gauge thing. i know it was an offhand comment but shield is very easy to build up and its just a matter of 5 actions without any turns of no action. a great example is whenever there are 3 enemies near eachother and you have a ranged option (shuriken, rajinto, whatever), you will always avoid 1 enemy. the reason why is that you will initiate combat, hit twice, or in the case you dont double you still build a single shield gauge. over the course of the next 2 enemies attacking you theres 2 possibilities, you double the first enemy to engage you and he attacks which results in 4/5 shield and the next enemy fills it, or you just exchange one blow with each enemy. either case leaves you will 5/5 actions to shield the next attack. theres also useful info such as knowing where you can build up exactly 4 shields so that your next initiation will get you 5/5 and prevent enemy retaliation, same principle with 3/5 shield but doubling an enemy that cant retaliate. its very useful to have these in mind for bosses for example. it was a really good addition in my opinion and really rewarded frail units for engaging in combat.

  • @hideakiakatsuka4230
    @hideakiakatsuka4230 4 года назад +43

    Having played lunatic I don't see how skills delay the gameplay that much, it may be you aren't that used to taking them into account. They normally don't impact the gameplay that much and when they do, they're normally the same skills for the same units making it easier to know what to expect

    • @hideakiakatsuka4230
      @hideakiakatsuka4230 4 года назад +3

      Also, it can be fun to set up shield gauges when in danger, or planning an enemy phase around the fact that you will be inmune to one battle

    • @joe_simon
      @joe_simon 4 года назад +9

      My only problems with Skills are the activation skills like Luna etc. They are really unreliable and can mess things up.

    • @hideakiakatsuka4230
      @hideakiakatsuka4230 4 года назад +12

      @@joe_simon completely agree, rng based skills are really just something cute to have in more casual builds. It's always best to go for skills that are sure to active, such as seals or fairs

    • @vanjagalovic3621
      @vanjagalovic3621 4 года назад +3

      @@hideakiakatsuka4230 Mekkah is an old school player that is used to FE games either having no skills or them being mostly inconsequential since regular enemys were pretty weak and the only real threats were the bosses. It's a subjective thing, like how some people like the support convos being shorter or how some people dislike grinding, etc.

  • @4ny3ody
    @4ny3ody 4 года назад +55

    Skills... I'd personally say some skills bring poor gameplay. Some can really enhance it though. I've found myself enjoying skills a lot in the Tellius games especially radiant dawn because of unit customisation. Personal skills and class skills are a concept that really makes units and classes more diverse. But that's it. Why is there any need for 6 skills?
    One personal to flesh out the unit's character. One for control to the player (rally for support, wrath or resolve for enemy phase heavy units, maybe a debuff for an offensive support). One for the unit's class. 3 skills total could offer everything that makes a skill system great (in my opinion)

  • @kirbymastah
    @kirbymastah 4 года назад +9

    However,

  • @NieOrginalny
    @NieOrginalny 4 года назад +5

    I do calculate with the shield gauge
    It's why I stopped using proc skills like dragon fang to make my damage output and number of hits more predictable

  • @goonma1
    @goonma1 4 года назад +4

    "I love doing it solo, I love doing it with Ryn as well."

  • @Gerd0
    @Gerd0 4 года назад +6

    I feel like with this game's greater focus on hitting you with debuffs rather than status like it would in other games, there really should still be a Restore staff in Fates. Having the flexibility to remove debuffs would encourage players to experiment with more aggressive playstyles, and it wouldn't turn every Hexing Rod into a miserable experience.

    • @nahte123456
      @nahte123456 4 года назад

      On one hand I agree, on the other hand I think that'd make it to easy to take 1 tank like Xander and plow through everything if you could just both heal and get rid of debuffs every turn.
      Perhaps rather then a straight Restore Staff have a "restoration" staff that does away with 50% of debuffs and gets rid of Hexing Rod while having only 1 rare true Restore Staff would be better.

    • @youtubedeletedmyaccountlma2263
      @youtubedeletedmyaccountlma2263 3 года назад +3

      Conquest encourages planning. The best strategy all the time is to go all out with careful planning. Based your strategy around that and you will find it much more fun

  • @horsebox5138
    @horsebox5138 3 года назад +1

    This game was one of my favorite games I've ever played- gameplay wide ofc, most common take ever but yes gameplay good story bad. I found hard classicna challenge the whole way through and loved every step of it. Each map was a challenge and were incredibly satisfying to complete.

  • @0phan7om0
    @0phan7om0 4 года назад +3

    since the music of conquest was such a big part of what you enjoyed, i'd love to know your opinions on other FE soundtracks. The Fates soundtrack as a whole, especially "Past Below", is really incredible, but i'd have to say that "What Lies at the End" from SoV is my personal favourite song in the whole series.

  • @emmastarr5242
    @emmastarr5242 4 года назад +52

    Harshly disagree with the Skill Emblem part. Skills gave the 3DS games their identity, especially Fates. It pretty much saved the series too, in Awakening at least. It's a bit less cumbersome to get some skills in this game than in say, Three Houses, too...

    • @protatype7487
      @protatype7487 4 года назад +15

      That, and the 3DS skills all felt quite nice and varied. In 3H, they all tend to be stat bonuses or reductions rather than skills. A lot of the originality in skills was siphoned into the weapon arts, a real shame.

    • @youtubedeletedmyaccountlma2263
      @youtubedeletedmyaccountlma2263 3 года назад +1

      Too many broken skills in awakening lmao especially galeforce 😂

  • @sigmaklim2532
    @sigmaklim2532 4 года назад

    Great video! Loving all the recent scripted content.

  • @LeDracodon
    @LeDracodon 4 года назад +6

    Conquest was my first FE so I am pretty biased I suppose but I never had any trouble with shield gauge. Sure skills are not the most intuitive and you will get f***ed by them eventually but I think that the qhield gauge is pretty intuitive and easy to use : count the enemy units, check weither or not they double, multiply by to and if you end up with 11 then you substract 3... ok, it is a little bit tedious when I put it like that but I still really don't see where is the trouble. Someone enlighten me ?

  • @GreatBigHill
    @GreatBigHill 4 года назад +6

    A lot of the things you mention here, such as skills, debuffing and even characters having low HP, seem to have been implemented to make the game more player phase focused. It's easy to see why the developers might want this, you only need to look at Awakening to see how enemy phase focused games often devolve into "send strong character (with S support pair-up) into a large group of enemies". Awakening encourages low-manning/juggernauting to a huge extent, I finished lunatic using only 3 combat units (Robin and her children).
    Fates tried to offset this with enemy skills and debuffs: your defence can be lowered by up to 6 points (more with inevitable end), skills like poison strike ignore defence and lunge can get your units placed in bad situation if you're not careful. The ninja class epitomises this mentality by, not only using the methods outlined above to discourage juggernauting on enemy phase, but also having unpenalised 1-2 range, something which very few units in CQ have.
    Personally, I don't think this solution was very well implemented given the multitude of options the player has to buff stats (including pair-up) and the large enemy density. Take ch23 for example, the upper section with Oboro would be hard to deal with, without buffing Xander's defence to stupid levels, and repeatedly sending him up and down the stairs to weaken enemies/receive healing. Playing through 19 normally is horrendous, but a skill/defence buffed wyvern can one shot most kitsune with the beast killer without the need for other characters to engage much at all.
    tl;dr many difficulties in fates can be overcome by player buffs and juggernauting.

    • @youtubedeletedmyaccountlma2263
      @youtubedeletedmyaccountlma2263 3 года назад

      Fates encourages both. Is a game that super focus on planning your entire battle

    • @youtubedeletedmyaccountlma2263
      @youtubedeletedmyaccountlma2263 2 года назад

      Btw have you seen Zoran guides? Lol

    • @GreatBigHill
      @GreatBigHill 2 года назад

      @@youtubedeletedmyaccountlma2263 No, why? Is it supposed to disprove what I'm saying?

    • @youtubedeletedmyaccountlma2263
      @youtubedeletedmyaccountlma2263 2 года назад

      @@GreatBigHill Cause there are much better ways to deal with Oboro XD. Xander is not a good candidate to mini juggernaut as well. There are better kids like velouria. But then if you are actually trying to juggernaut, you will find more problems with juggernauting.

    • @GreatBigHill
      @GreatBigHill 2 года назад

      @@youtubedeletedmyaccountlma2263 It doesn't matter if there are "better ways" (whatever that means) all that matters is that using Xander is easy and does not require much thought to use beyond stat-stacking with rallies.
      I wouldn't know about using the kids. I had one playthrough where I got a few but never again because I didn't want to grind supports and I never needed them, the prologue maps aren't that fun either.

  • @JAZ_2002
    @JAZ_2002 4 года назад +44

    What was the point of Inigo, Severa, and Owain being in Fates

    • @Omojuze41
      @Omojuze41 4 года назад +77

      Fanservice. They were voted for, so there isn't any other reason. Tharja, Cordelia and Gaius won the other poll, and got reincarnated as children.

    • @mauricesteel4995
      @mauricesteel4995 4 года назад +43

      So, you could say they where the first Brave Heroes before FEH was a thing.

    • @TheRedScizor
      @TheRedScizor 4 года назад +5

      because Fates sucks

    • @oof5992
      @oof5992 4 года назад +8

      TheRedScizor No it doesn't. What is tiki doing in Awakening? What is Anna doing in all of the games besides Gaiden and Echoes. Does that mean all Fe games are bad because of that?

    • @glassbottle9205
      @glassbottle9205 4 года назад +27

      @@oof5992 You're being disingenuous with those examples, Tiki's in Awakening because the games share the same setting and Anna is in every game because she's the unofficial mascot of the series while Laslow, Selena and Odin were literally transported from another universe as is

  • @TheBeardedBaron66
    @TheBeardedBaron66 4 года назад +18

    I legitimately had no idea Fates was even remotely controversial/considered bad until I started watching ranking videos of the series. I haven't played birthright but I enjoyed Revelations and adore Conquest

    • @luxray147
      @luxray147 4 года назад +8

      Same, conquest was my first FE game and it's still my favorite today. I didn't know it was hated until i watched videos and went to forums. For me the story wasn't bad enough to make me hate the game. Conquest was one of the first time i was really challenged in a video game and it was really refreshing. Also, besides everyone saying the cast is one-note, i really liked the characters, especially the nohrian royals. The support conversations probably played a big part in this.

    • @bugs1yb1ins
      @bugs1yb1ins 2 года назад

      Me too, f the haters, Fates was awesome

    • @mikewazowski7024
      @mikewazowski7024 Год назад +3

      ”Conquest was one of the first time i was really challenged in a video game”
      Plenty of video games can do that, conquest isn’t even unique among Fire Emblem games in that.

  • @tirex3673
    @tirex3673 4 года назад +7

    15:08 why is there the map of awakening in the background

  • @Kuma5655
    @Kuma5655 4 года назад +1

    1:05 You're right. I still miss those hands.

  • @MrThefoo42
    @MrThefoo42 4 года назад +3

    1. Seize in Fates is basically Arrive from Tellius
    2. Understandable about Skills, but at the same time i'd rather give enemies skills that deal 2-3 more damage than just flat out buff enemy stats like other games.
    Enemies in Fates (or at least Conquest) have the same stats on Hard and Lunatic excluding weapon ranks and the final boss. So going from Hard to Lunatic isn't that much of a jump in terms of difficulty.
    I do find skills overwhelming on a person's first play through so i do understand that.
    3. Genuinely surprised you didn't bring up weapon balance.

  • @KordanIDX
    @KordanIDX 4 года назад +3

    Fates has the best enemy designs, especially for the generic units. Kumagera and Zhara are great to have on your team too.

    • @aubreyh1930
      @aubreyh1930 3 года назад

      I fucking LOVE the designs in the game. It’s so easy to look at an enemy and go “oh they’re from Norh.” Though I wish there was more of this for Valla

  • @henrygutierrez3243
    @henrygutierrez3243 4 года назад

    Maybe it's because I started with CQ, but I learned how this game functions. I learned the skills, what they did, how to calculate them, and the systems in place. If anything, learning it was easier than 3 Houses since 3 Houses' skills and mechanics are locked behind numerous menus and screens while almost everything in Fates is displayed on the bottom screen. I will concede that the game can do more to help the player to calculate them though. Agro lines and calculations made for the player in 3 Houses really help in that regard. I suppose a combination of the two would be very helpful.

  • @matthewcoyle4131
    @matthewcoyle4131 4 года назад +3

    I'd still really like to hear from you, a person who doesn't want an avatar, on what would be your ideal avatar from a story and gameplay perspective.
    I ask because they won't be going anywhere anytime soon and I feel like a detractor like you could provide valuable insight as to how IS can fix avatars.

  • @zekdom
    @zekdom 4 года назад +4

    I couldn’t finish either Birthright or Conquest.
    As you may have said in a previous video, I felt the need to spend my time grinding.
    And of course, the enemy ninjas were frustrating. As pointed out here, the debuffs were annoying, and they added another layer of time for consideration.
    As well, I often asked myself how class changes affect levels, and when would be the best time to change class. At least in Awakening, it was simply straightforward (ie, change class and go back to Level 1).
    Overall, Fates added a lot of new stuff that felt time consuming to grasp. That’s why I never finished a single Fates game. I was burned out trying to understand the best way to play it.

  • @massaosaito4084
    @massaosaito4084 4 года назад +12

    I really like the general gameplay and level of polish the FE Fates has. Echoes and Three Houses bother me I lot because both lack the polished animation and sound design that Fates has. What is weird since Awakening and Fates sold absurdly well, the game studio clearly had the money to have a better animation quality in the later games (christ, I hate the emote in the conversation of FE Three Houses, is sooo bad)

    • @vanjagalovic3621
      @vanjagalovic3621 4 года назад +5

      Fates has polished animation?
      Also the devs probably spent most of the budget in 3H on voice acting

    • @hikkigamer8082
      @hikkigamer8082 4 года назад +2

      >Fates has polished animation?
      Yes?
      Same as FE3's dynamic animation system was improved with 4 and then 5, or how FE6's clunky animations were polished up with FE7. Or say how FE11's sprites improved with FE12.

    • @vanjagalovic3621
      @vanjagalovic3621 4 года назад +6

      @@hikkigamer8082Every FE7 animation besides some spesific ones are identical to FE6. Also during the in game engine parts in Fates the characters stand around very akwardly, Echoes animations are probably the best ones, but the GBA animations have the most charm

    • @Darkyan97
      @Darkyan97 4 года назад +14

      Echoes animations are legit great though.

  • @emmetth3726
    @emmetth3726 4 года назад +2

    I don’t find checking stats in Conquest which are easy to find compared to say randomization of stats in Thracia. Like I have to check a bunch of enemies in Thracia to see if they have increased movement or something.
    The Fates UI is very clear if you can see every stat change at a touch which solves a lot of the tedium in calculations. Just like learning the game.

  • @starburst9132
    @starburst9132 4 года назад +3

    I want the weapon triangle back

  • @jage5555
    @jage5555 4 года назад +2

    8:30 Yeah, you start to know what enemies have which skills when you play the game enough and, I think Deltre put it well in his playthrough, if you kill the enemy in one battle most of the skills won't matter.

  • @mitchell102
    @mitchell102 4 года назад +1

    My audio messed up and got really quiet while watching this video. And after about 2 minutes I was like "How far is Mekkkah willing to go for this bad joke??" before realizing the volume on my phone just lowered.

  • @jcferido
    @jcferido 4 года назад +4

    Personally, I really like Conquest, it was the first path I had chosen when Fates came out, and I never cared about story. I never realized the story was bad until I started seeing videos popping up with their criticisms about it. I honestly never noticed. I always prioritize having fun, whether it’s fun through the story or the gameplay or both, that’s all that matters to me. Conquest was my 2nd FE game after Awakening so I was definitely a newbie to the franchise. But I was always up to date when I info about this game dropped such as things like game mechanics, the new weapon triangle, new skills, the debuff, the classes. So I don’t think I can compare to a an actual newbie who actually knows nothing about any of that stuff.
    Also what did you think of the weapon triangle in this game that added daggers, magic, and bows into the equation?
    I played this on Hard mode and the difficulty was refreshing to me coming from Awakening. I loved the pair up system. With two different stances, Attack and Defend. Unlike Awakening, in attack, it was no longer chance based, but guaranteed hit but the support would only do half of what they normally would do. And it can be countered by Defense stance. Yes, I was one of those people who actually calculated the shields. Each attack filled by two, needing ten. I usually really started calculating on player phase, then get my shield up to help with preparing for a stronger enemy. There were ways to help better strategize when the shield will be filled. Such as how after the shields are full, waiting a turn decreased them by one, which means you could use that to get a more optimal position. Not only that, if you do have a full shield, if you transfer you pair up, have the shield is already full, so if you have someone already full but need another person to tank a hit, just transfer them over and half the gauge is already full.
    Debuff skills didn’t annoy me much either, I just had to check skills or the weapon description to know what stats were effected, and the debuff don’t stack, like getting hit by two debuff of -3 def, doesn’t make it become -6. So I just kept the highest number debuff in mind when preparing. Though I was annoyed the penalty lifted by one each turn, and not completely gone. I loved using debuffs myself to help push over the threshold of getting a kill, like needing one more damage to kill. Or reducing the speed the prevent being doubled or helping me double.
    Never found skills that annoying, but that maybe because Awakening got me used to checking them, and it was easy once you knew what everything did. I always made a habit to scan the whole map for enemies and their skills, and that’s was usually all I would need to know for skills. And since this was Conquest, class changing was very limited, so stacking and crossing skills was pretty hard to do anyway, so for the player, skills were quite limited.
    Overall, I liked the difficulty of this route and the varied objectives, some of my favorite being turn limited ones like the Ryoma duel, the pot chapter, and the infamous defend chapter. Many of my friends started on hard with me, but almost all of them dropped to normal at that chapter
    I played the other two routes after finishing, but Conquest was the one I liked the most. And it’s the only route I’ve played multiple times with different challenges.
    My best way of describing it is as Awakening 2.0, which is how another one of my favorite RUclipsrs also describes the game. Meaning that this game really focused on improving on Awakening in terms of gameplay, a big example being the Pair Up system, and in terms of an Awakening sequel, it improves on a lot in terms of gameplay of what came prior

  • @Aogami20
    @Aogami20 4 года назад

    I like the idea of fewer skills, but more impactful skills. Like having each unit with a trademark skill that really gives them a unique feel and use that distinguishes them from other units of the same type - maybe something that evolves with them as they change job. Rather than the system in awakening and fates where you can make anyone into anything.

  • @lanceareadbhar
    @lanceareadbhar 4 года назад +5

    I like what 3 Houses did with skills giving the same skill to every enemy of the same enemy type. That and you can see what an enemy plans to do which takes into account the skills they have (Ex. Darting Blow).

  • @moomanchu608
    @moomanchu608 4 года назад +1

    Justice RIP Storm is so damn good

  • @Mr_Dimento
    @Mr_Dimento 4 года назад +3

    *Thoughts on Conquest*
    Plays Alight Soundtrack

  • @luizguilhermelunardi8270
    @luizguilhermelunardi8270 4 года назад +8

    08:42 Out of curiosity, do you mean it as in the way FE5 utilizes its skills?

    • @LordWallace
      @LordWallace 4 года назад

      I think so, though I will say its puzzling to hear a clear fan of Kaga design be so hung up on skills on multiple occasions when one of the main Kaga techniques is to have skills make enemies threatening or special rather than stats, since they're kept rather low in his games.
      Yeah Kaga doesnt spam skills on generic enemies nearly as much as Hard/Lunatic Conquest but the design principle remains the same.
      Reinhardt in FE5 wouldn't be shit if he was just his stats and didnt have five nice skills on him.

    • @vanjagalovic3621
      @vanjagalovic3621 4 года назад +1

      @@LordWallace Reindhart is a poorly designed boss, there's a reason to why most people just warpskip his map or exploit it in some other way. It's because if you tried to fight Reindhart as intended you'd lose at least one character since Reindhart has broken stats + skills. Also while some enemys having skills is nice to throw you off guard, like FE6 has veawer weapons put in a group of large enemys, most of the time enemys Kaga games had patgetic stats that made no big impact, the only really threatening enemys in the Kaga games are bosses because they have actually threatening stats. I agree that stats are nice but it would be also nice for people like Mekkkah who dislike skills to have the option to turn them off.

    • @lucasness2
      @lucasness2 4 года назад

      Vanja Galović why should there be an option for easy mode that removes a large amount of the challenge? Maps are designed around enemy skills lmao

    • @vanjagalovic3621
      @vanjagalovic3621 4 года назад

      @@lucasness2 While I do understand that removing the challenge can remove the fun for a lot of people, but Mekkah is obviously an experienced FE player and he dislikes skills because they make the player phase too buisy. It would be nice to give players the option to play the game how they want to without forcing something on them. Just put a menue where you can turn skills on and off and the problem is solved

    • @lucasness2
      @lucasness2 4 года назад

      Vanja Galović I mean maybe if the community accepted casual mode you’d have a point, but they don’t, so... the whole ‘let people play how they want’ doesn’t hold much water

  • @BentaclesK
    @BentaclesK Год назад

    I loved fates story and it makes me rlly sad that people don’t, and I think it was peak fire emblem flashy gameplay for me and the story was pretty compelling and I wanted to learn more and more

  • @nadnap
    @nadnap 4 года назад

    Agree with you on skills for sure. There are ways to do skills tastefully (FE4/FE5 predominantly), but I'm glad that they pared down skill emblem in FE16. Curious to hear how you'd rank this FE among the others, since Fates is generally dead last for me across the board.

  • @weeeeeeev
    @weeeeeeev 4 года назад

    I started conquest but didn't finish it, I should probably get back on it at some point

  • @zephemerality
    @zephemerality 4 года назад +2

    I agree with a lot of this. I do kinda miss debuffs, however. When characters in FE3H get strong, they reach a level of imperviousness that makes a lot of the combat uninteresting. I feel like having to work around characters/magic that could debuff your untouchable dodge/crit machine would make the later chapters more engaging.

  • @darkheart2287
    @darkheart2287 3 года назад

    to add on to what you said about skills I'd like to add stuff like inevitable end and staff savant are just complete over kill for no reason especially when chapter 25 is full of ninjas >.>

  • @thomasnguyen4427
    @thomasnguyen4427 4 года назад

    totally reasonable and understandable thing to do. This was literally your first playthrough, and every fire emblem game is always gonna have new challenges for new players. I followed the game when it was know as IF, after its japanese release. I already familiarized myself with nearly every skill, possible strategies, and enemy stat and composition. Doing the game without skills on Normal makes everything so much more manageable.
    The worst micro-management is the pair-up system, if you are a player who either doesn't realize Dual Guard exists, or would rather be the one Dual striking, regardless, all the points of damage adds up and ultimately kills a unit.

  • @DoggyP00
    @DoggyP00 4 года назад

    As much as i hate thieves with pass, its easy to remember that thieves have pass, archers have poison strike etc. A nice balance would be to have classes have representative skills, maybe with a few minboss esk enemies with more skills per map

  • @paz6304
    @paz6304 4 года назад +3

    Still, Fates did nice in terms that it remained distinctive from other series. The new pair up mechanics, debuffs, tomes and bows into weapon triangles, royal blood line characters who can influence the map tiles. It is not balanced and some of them might not be fun, but still a lot of new experiments have been made and even now on people remember fate's distinct gameplay.
    The thing about shadow dragon and new mystery was that they failed to spotlight their new features very well: fe11 and fe12 are surely something original but at the same time they feel mysteriously repetative. Reclassing is not mandatory, and Fe12's Avatar narratives are... not so good at least. In fates whether you like it or not, lots of new feautures were visible.
    Fire emblem is in a sense a game of quite simple gameplay: it just involves some basic math(some people still have problem this part) and some chess like tile counting. For such a simple genre to last so long, it should keep on with its innovations and trials endlessly. For Fates I conclude, is in itself a devisive game, but in the perspectives of the whole pranchise, was a healthy and bold attempt which enriched the FE world.

    • @youtubedeletedmyaccountlma2263
      @youtubedeletedmyaccountlma2263 3 года назад +2

      Can you list out something that is “not balance”
      I find everything to be the most balance in the entire fe series. The bow users are finally useful now instead of javelin and javelins

  • @samkim12345
    @samkim12345 4 года назад +8

    Why do people give fates flak for reusing motifs when almost every FE has done the same
    Hell FE7 and Three Houses go the extra route and remix the entire song, not just throwing in different parts of the melody here and there

    • @shanner
      @shanner 4 года назад

      FE7 is a bad game and 3 houses isnt much better either
      Fates highkey has a good main theme tho so it's okay tbh

    • @shiggerator6816
      @shiggerator6816 4 года назад +2

      @@shanner Oh no, you typed a rarely shared opinion to bait people and now I'm angry. How dare you do this.

    • @shanner
      @shanner 4 года назад +1

      @@shiggerator6816 I'm being unironic lmfao Fates is a very good game compared to FE7. 3H is more debatable but I personally think Fates is better
      and my favorite game is thracia lmao

    • @benyager3355
      @benyager3355 4 года назад +3

      @@shanner I think calling three houses a bad game is stretching it a little. I can see liking fates more but like cmon

    • @lambtoken2708
      @lambtoken2708 4 года назад +3

      @@shanner of course it's ok to dislike a game, but saying 3 houses is bad feels like you're forcing it

  • @rdrouynriv
    @rdrouynriv Год назад

    I find myself doing a lot of fuzzy math or doing a lot of worse case scenario analysis in Fates in order to figure whether it is a good idea to send a unit into a contested area. I also find that the design promotes a slow playstyle, where you take units in small batches so if you are used to an aggressive playstyle it might be offputting.

  • @DarthWillSmith
    @DarthWillSmith 4 года назад +1

    LOOK AT MY HANDS

  • @KratosAurion7777
    @KratosAurion7777 4 года назад +23

    I still think you should have played it all in hard mode , honestly i feel like you missed out on a lot on what conquest offers and makes you do .

    • @haloroid
      @haloroid 4 года назад

      True

    • @christianhartselle108
      @christianhartselle108 4 года назад +5

      But on stream, I see why you wouldn’t want people to watch you spend 30 min on every turn.

    • @Mekkkah
      @Mekkkah  4 года назад +15

      I still want to play it on Hard Mode. My main difficulty was playing AND commentating. I believe me reading things over and over and figuring things out is not as fun to watch to most people. It also would've taken me longer to record things and worn me out more = less time spent making more interesting vids.

  • @AlejandroRodolfoMendez
    @AlejandroRodolfoMendez 4 года назад

    I would love if you had capture way more units. all of fates have this borrowed from fe5 but in a different way. so it is like getting random units. the castle was an interesting experiment and also it could be ague that the whole fates was an experiment on seeing what worth more. even that split the fandom.

  • @Ju-Zejon
    @Ju-Zejon 4 года назад

    FE Conquest is my absolute favorite Fire Emblem Game especially on Lunatic Difficulty because of the amazing challenge it provides while giving no options to grind. I feel like there are many options to avoid RNG or train weaker units 100 % safely (with like the Shield gauge).
    In terms of the Series I still need to play through Genealogy (started it), Thracia and 3houses (started it) so that my opinion might change but personally I don't think my favorite FE will change because I really like how balanced, unique and restrictive while still being diverse between playthroughs Skill-Emblem in Conquest overall feels like.

  • @mikek191
    @mikek191 4 года назад

    You should play revelations. So fun, you’ll love it

  • @nkhlpappu
    @nkhlpappu 4 года назад +14

    You should give Lunatic a try. Best hardest difficulty in the series.

    • @flamegeyser9781
      @flamegeyser9781 4 года назад +4

      The last 4 chapters are some fuckery, though. I still have no got dang clue how they intend anyone to beat chapter 25 without letting anyone die or having Corrin solo Ryoma.

    • @isaacagullana5903
      @isaacagullana5903 4 года назад

      Flame Geyser The key to these parts of the game is making sure your units one round but preferably one shot the units that debuff you. Skills don’t matter if the unit ends up dead unless they are passive. This can be achieved by pairing up your strongest units with beserkers with supports as they give off an insane amount of str and a decent amount of speed. Conquest lunatic is a player phase game because its enemy phase will end you. Camila’s skill is a +6 attack if that unit doubles, Elise is -6 damage taken if they double so these are more handy than one may think. Forge weapons for the extra mt and hit. Make sure to cook. Tonics up. Conquest lunatic becomes a puzzle game, there is always a solution but its not obvious at all unless you think extremely hard. Good luck man

    • @flamegeyser9781
      @flamegeyser9781 4 года назад +3

      @@isaacagullana5903 I did end up beating it legit, it was one of the hardest things I've ever done. While I'll defend the map design in general, I just don't like some of the decisions in the last 4 chapters. Offense was the way to go, yes. It didn't matter how fragile Elise or Mozu was if anyone who could hurt them is dead.
      I could only beat Chapter 25 by taking everyone up the left for as much reward as I could get (exp and otherwise) and then having my Corrin solo Ryoma (luckily she could). I don't know how they expect anyone to take the right side without insane luck, fuck inevitable end.
      I could beat Chapter 26 by pretty much hoping Xander wouldn't die to anything and having everyone else back him up. I also had to know when I could enter Iago's staff range and not get hexed on anyone important. Worst part was honestly the Stoneborn on the ldeft because it meant no one was really safe.
      Chapter 27 is free but I switched to casual mode so I could battle save at the end of it and not have to waste 10 minutes every time I wanted to try endgame.
      Endgame was just stats and bullshit. I couldn't do a full rescue/pass strat but I did part of it to ferry Corrin down to the boss and one round him with her insane strength and a dragon fang.
      I admit, it was fun despite how annoying it was to even make a lick of progress at the end. Even chapter 10 only took me around 2 hours. I feel like Endgame took a solid 10.

    • @Jassu323
      @Jassu323 4 года назад +2

      ​@@flamegeyser9781 I turned Niles and Selena into Bow Knights, which gives them Shurikenbreaker at 15. There are speed and attack breakpoints they need to hit as well ORKO the ninjas, so I made sure they hit those by utilizing pair up, tonics, and stat boosters as needed. Ideally, no pair up so Attack Stance can be used. I'd typically try to position Camilla to be the Attack Stance unit-she hits hard, has triangle advantage with axes, and her passive support boost. Silver weapons don't trigger their debuff from Attack Stance, so I kept one on her for that.
      Using Silas and Xander to Shelter Azura was pretty pivotal as well to kill as many things as possible on PP. I would almost never try for more than two Sing uses per turn. I would, however, position her in attack range to optimize attacking with the most effective unit (like Niles or Selena against Ninjas) and then Shelter her out of range.
      Each unit can do Transfer, Trade, and Attack/Sing/Use Item/Rally in a single turn. Leveraging those to trade around things like Brave weapons when attacking and going back to Silver or Iron when defending (also note that a unit supporting in Attack Stance will attack twice with a Brave weapon on PP).
      Personally, I think the left side is scarier because of Lunge. The entire arrangement of enemy units is nightmarish compared to the right side. That combined with the Puppets reducing attack and defense by *six* makes surviving EP pretty dicey. I found it more challenging as a result.

    • @flamegeyser9781
      @flamegeyser9781 4 года назад

      @@Jassu323 The problem with taking on the right side was the spy shurikens, and unless I went all in on it there was no way to clear enough of them out to be safe for enemy phase. I had two bow knights with shurikenbreaker, too, but they can't attack with 3 range. Those bastards were specifically designed to kill anyone so that you have to restart.
      I was able to take the left side with careful positioning. There's a small break in the lunge chain that you can abuse if you kill some of them near the top so that they can't lead you to Saizo. Once I did that I could survive an enemy phase and thus all control was wrestled back to me. My Corrin had a brave sword as well as lethality, so soloing Ryoma was no problem so long as I used Rallyman.
      I did manage to beat both paths in my first lunatic run. That one was kind of invalid because I cheated and took skills from online. My units were way stronger than they should have been and I farmed infinite gold with an online trick. It was super luck dependent, the unit I used to bait the automatons got like three lucky dodges to survive the enemy phase. Dual club swordbreaker Camilla could one round Ryoma without a chance to get hit, so he was easy there.

  • @donkis4227
    @donkis4227 4 года назад +2

    the shield gauge is not that hard to figure out, if you're getting doubled or double yourself you'll guard the third or so enemy who attacks

  • @arieloliver3219
    @arieloliver3219 4 года назад +6

    7:50 it's actually not that hard to figure out

  • @SnowballK4T
    @SnowballK4T 4 года назад +14

    I like skills as they are in FE4/5/9/10 and TearRing/Berwick Saga: you have a limited set of skills, of which your characters are not bloated of, and most generic enemies don't have them, being limited to strong enemies and bosses. In Conquest Hard or beyond, almost every enemy has skills, often varying ones, and is kind of insufferable sometimes. They went over the line.

    • @ostravaofboletaria1027
      @ostravaofboletaria1027 4 года назад +10

      I prefer the class based enemy skills from 3H. They add a lot of depth and I wish for a game to incorporate them without the Divine Pulse/Ambush spawn combo.

    • @noukan42
      @noukan42 4 года назад +3

      I hate the uneveness of skills being something only you and 2 bosses get to use. Fates can use a bit more "standardized" skills, or it may use a different tooltip. In FFT if you try to attack something their reaction ability is stated in the calculation, so you can easily know wich enemies have evade or counter.

    • @SnowballK4T
      @SnowballK4T 4 года назад +3

      @@noukan42 I don't think it's that uneven, because most skills are not very consequential after all (barring masteries in FE10) and enemy quantity surpass you every time, so it balances it out.
      I like how Thracia makes some enemy classes to have fixed skills (berserkers have wrath, generals have pavise, swordmasters and sages have adept), I think it's the perfect compromise between the two sides.

    • @noukan42
      @noukan42 4 года назад +3

      @@SnowballK4T iirc also 3H maddening does that, and it's what i was reffering as "standardizzation". Basically, give all classes certain ability that give them an identity both as allies and enemies.

    • @SnowballK4T
      @SnowballK4T 4 года назад

      sono un idiota Yeah. I have a big dislike for maddening, but it’d be cool to have it in a better difficulty mode.

  • @MrGhosta5
    @MrGhosta5 4 года назад

    i think that perhaps a few redundant skills could have been removed. most of the offensive proc skills are do more damage based on stat x and trigger chance is some fraction of your skill. i say just remove all of them and just have one skill that has some percentage chance to do some amount of extra damage.

  • @thegreatphantus9568
    @thegreatphantus9568 4 года назад +10

    And THAT'S why I love Echoes so much. I find it strikes a perfect balance regarding skills - they exist, they have an impact, and you need to play around them, but they don't turn every action into a 10 minute calculation. Echoes is streamlined enough to be fun yet not so straightforward that it becomes boring, at least in my eyes. Add a good story and great presentation and you get what is, for me, the pinnacle of modern Fire Emblem.

    • @Ethan-nl2wg
      @Ethan-nl2wg 4 года назад +5

      El Philippo yeah so many people rag on echoes gameplay when I find it to always be fun sure there is some bad maps but I will always love echoes gameplay

    • @lambtoken2708
      @lambtoken2708 4 года назад +4

      @@Ethan-nl2wg we can blame Gaiden for the bad maps

    • @lordmango6060
      @lordmango6060 4 года назад +4

      SoV is one of my favorite FE games. It was such a nice breath of fresh air and a very different experience all around. I dunno if I'd call it the best game, but it's the definitely the FE game that I had the most fun with

    • @youtubedeletedmyaccountlma2263
      @youtubedeletedmyaccountlma2263 3 года назад

      Bro, fates skills are the one truly have an impact lmao

    • @thegreatphantus9568
      @thegreatphantus9568 3 года назад

      @@youtubedeletedmyaccountlma2263 I never denied that.

  • @MrMrphelps
    @MrMrphelps 4 года назад

    I made it all the way to the chapter before the final Ryoma fight before I gave up and played normal mode. My reason being the master ninjas could double and kill all of my units except for Kaze and even then they had a significant chance of getting a critical. Past that, the master ninjas with spy shuriken and swap were just way too cheap for a deathless run to continue

  • @sidekickk1
    @sidekickk1 4 года назад +1

    You didnt touch on characters as units too much so I was wondering, where there any that stuck out to you or liked more than you thought you would? (As units or as one note characters)

  • @Sir_Phobos
    @Sir_Phobos 4 года назад

    I would be interested in a Fire Emblem game where there were only two skills. A personal skill and a class skill. Maybe even 3 skills one for base class and one for advanced. 5 skills and up can get unwieldy I agree.

  • @postman6553
    @postman6553 4 года назад

    "pine a cull"

  • @blankblank6214
    @blankblank6214 4 года назад +1

    These were my first fire emblems I thought these where great game's in all ways but that's because I had no prior reference to the franchise so I do think new new people to the fire emblem franchise will have a better time than veterans who play it for the first time

  • @robotsturm6488
    @robotsturm6488 3 года назад

    I beat conquest lunatic with an army of ninjas and the clone skill. You need a lot of hoshido skills, the 2 rescue staff and the ninjas and still difficult to finish

  • @icemythic6076
    @icemythic6076 4 года назад

    I started Fates blind on Conquest hard mode. Took like 40 resets but I got through it after recruiting all children and had no deaths. Camilla, Beruka, and Xander carried hard.

    • @youtubedeletedmyaccountlma2263
      @youtubedeletedmyaccountlma2263 3 года назад

      Oooof people really never bothered with chad Elise and orphelia XD you will find camilia and Xander isn’t really that good

  • @doomguy676
    @doomguy676 3 года назад +2

    i heavily disagree with the skill thing tbh. I love the extra depth and builds one could create with them

  • @BackwardOutofDusk
    @BackwardOutofDusk 4 года назад

    Good dunkey reference

  • @tri1937
    @tri1937 4 года назад +4

    14:05 where’s the link?

    • @Mekkkah
      @Mekkkah  4 года назад

      fixed thanks

  • @lotrdude13
    @lotrdude13 3 года назад

    Since Birthright was the first FE I played (yeah, I know, wild it took me until 2016 to realize I actually fucking love Fire Emblem and strategy games), I have a soft spot for Fates. However, it wasn't until I played Awakening, Echoes and Three Houses I realized how bad the story actually was in Fates lol, and I recently completed my first ever Classic playthrough on Conquest. But yes, the best thing about this game is the freaking music. Road Taken is still my favorite Fire Emblem song to date.

  • @fabled2821
    @fabled2821 4 года назад

    OH NO

  • @DarthChocolate15
    @DarthChocolate15 3 года назад

    Skills are fun on player units, and often frustrating on enemy units.

  • @MugenCannon97
    @MugenCannon97 4 года назад

    I think one way Conquest uses skills well is the very first map, Chapter 7, where every enemy has Poison Strike, so the damage you take makes you pay attention to what skills your enemy has and what they do, so that you can adapt your playstyle accordingly to it. Conquest is really meant to be played in a very patient and analytical sense, rather than the more simple and fast paced Birthright. In Chapter 7's case, you can use the Dragonstone to tank really well, but you still take damage from the skills, so you have to balance using the Yato and the Dragonstone and timing your heals to survive it, and you get units fed to you as it goes on to handle it, and using the map's design, catch the enemy at chokepoints and set yourself up to beat back the odds in a situation where you were previously outnumbered. They can get very overboard with it, chapter 11 as you said was a great example since while every room on its own is a fun challenge, all of them together can be a bit daunting to do if the setup catches you too hard. Debuffs is honestly fine, it just takes alot of getting used to and honestly is the reason you (and I) should have done Birthright first since you get 3 ninjas to let you see how debuffing works when you use it. Skill Emblem is a personal thing really, I never liked Three Houses as much for it since the selection of skills is kind of bland and accessing half of them can be annoying due to genderlocks, and preferred Fates' raw variety of them, but then as you say, you like predicting alot of things before they happen, whereas I prefer to have a general plan and adapt it to things as they happen and use more general gists to work things out. Conquest is my personal favourite FE game to play since it suits my own style and and has features of difficulty that just caters to my taste, and I'm glad you enjoyed the legendary chapter 10 too. Shame about the story but then I don't really play games for the story since I'm an old school game player. Also backflipping Adventurers 10/10.

    • @hikkigamer8082
      @hikkigamer8082 4 года назад +3

      I disagree with Chapter 11 being overboard with it, as it's one of the easiest chapters on Lunatic and a great breather after 10, while still having unique little challenges restricted to each room. Camilla can very easily solo the whole map for you if it becomes too daunting, or you can use it to get your weaker unit caught up with your regular units level-wise (especially with all the new units you get with chapters 8-10) as most of the rooms units are not that individually strong outside the life-and-death samurai room. The ability to use the backdoor to enter room was fairly interesting design too and can ease up the tension vs rooms that scare you.

    • @youtubedeletedmyaccountlma2263
      @youtubedeletedmyaccountlma2263 3 года назад

      @@hikkigamer8082 I don’t even bother to bring Camélia since she keep stealing too much exp lol.

    • @orangeslash1667
      @orangeslash1667 2 года назад

      @@youtubedeletedmyaccountlma2263 the Reason for fate's sloppy story, is because the writers where trying to achieve too much with not enough time. Intelligents Systems had an idea for Fate to have three stories to appeal to everyone, but they realized that they didn't have enough writers. So they hired an outside writer, Shin Kibayashi was that writer. Intelligent Systems wanted Shin to write the outline for each pathway, what happened instead is that Shin wrote 500 pages for each pathway. Nintendo knew this was too long so they cut the story into pieces without the writers permission and the fact the Nintendo demanded Fates come on the Fire Emblem Anniversary only made things worse. Which resulted in this hilariously mess of a story. The good news this that there is a manga based on Fates that is a little better. Its called Fire Emblem If: the Crown of Niberlung.

  • @irtijaadib42069
    @irtijaadib42069 4 года назад

    At this point you should make the revelations LP like Mangs' gaiden abridged

  • @MythrilZenith
    @MythrilZenith 4 года назад +1

    Fair point on skills - they aren’t nearly as frustrating when you are playing passively than when you are recording, since when you aren’t recording you aren’t necessarily feeling the need to make everything incredibly interesting. It really isn’t too much of an increase in game complexity, but it is enough of an impact that checking constantly is an important thing.
    That said, I still agree that Conquest is much worse in terms of skills, and 3H did it much better, solely for the fact that 3H enemies are consistent with what skills they have, rather than the chapter-by-chapter or squad-by-squad enemies getting unique skill sets.
    I don’t like Conquest, but that’s more the case of my opinion getting trashed by playing Lunatic and feeling like the endgame is the worst FE experience I’ve ever had. With save states or divine pulse or SOMETHING it would be so much better in QoL, though the “hardcore experience” is ruined by that, so eh...?
    Music is good, but Lost in Thoughts got so overplayed that I can’t stand it and it ruins every song it’s in for me now.
    Gameplay is good but not “the best in the series” so imo just overrated.
    Glad you were able to find something to enjoy about this game, though. It’s a mediocre FE game, but it’s still fun all the same.

  • @gabrielbitencourt1879
    @gabrielbitencourt1879 Год назад

    When i play, i play roleplaying heavely. I think of the avatar as a literall self insert (i like avatars, make me feel more immersed) and so I choose Nohr as the route i wanted to follow. I loved Nohr and still do. The avatar turns out to be ridiculous doing always the most cringe and ridiculous things he can do, but one of the things i liked the most in Conquest are the characters. While some of them are huge misses to me like Niles or Silas (i hate those 2 with all my might) almost all of them are extremely hits to me. I love almost all Nohrians and i love Nohr. My strategy is just pressing start and skipping all dialogue and cutscenes and roleplaying different dialogues on my head. When i do that and ignore Corrin default dialogues then the story dont even feel so bad.

  • @EvaristoH
    @EvaristoH 4 года назад

    Regarding Skill Emblem.
    My opinion is that it can be both subjective and a case by case thing. I personally enjoy the extra layer skills give to the game. At first it can be overwhelming, but once you learn what each weapon does you don't need to check their description, just look at it. Oh did I say 'weapon'? I meant skills, because yeah it's pretty much the same thing, just an extra layer as I said.
    Then we got the case by case, design wise issues. The implementation of debuffs and ninjas makes a great counter to trying to mindlessly solo mobs with One Big Dude (Lady). But for some strange reason, when this game decides it wants to put a ninja on the map, it just *puts like five together instead.* I think the difficulty would have been better balanced if most of the times you had one, MAYBE TWO ninjas accompany a squad of non-ninjas. Another thing I can mention but is fixed in later games is how long debuff last, but yeah it's unnecessarily long.
    Despite this ninjas spam, I gotta say that Conquest, for the most part, is _very_ mindful with enemy squad composition: if it throws Berserkers at you, it will do so with other Berserkers or a couple fighters in range. It will rarely smash you with a group of Berserkers and Sorcerers, because that's a bitch to counter, and only happens in Soleil's paralogue, which was probably badly balanced around unpromoted classes, and then chapter 26 room of death with Berserkers and Generals... which was probably meant to be faced from two sides but that doesn't work really well (in higher difficulties at least). Think back to the final chapter, it was hard, yes, but did it have any Berserkers? Swordmasters? Nope. It knows it's a chapter where you want to push forward, and putting those enemies among those Master Ninjas would be infuriating to face. It's not a comfortable combination. So it put those sort of classes in the chapter BEFORE instead. My point with this was that uhhhhhhhhh many ninja no good But not unfixable Bad design bit Shuriken hard

  • @e-vampire7337
    @e-vampire7337 4 года назад

    Waiting for revelations thougs