Things I want in future Fire Emblem games

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  • Опубликовано: 1 фев 2025

Комментарии • 86

  • @eddiec9756
    @eddiec9756 Месяц назад +20

    I think taking the basics of the corrin engage rings terrain manipulation ability could be added to magic spells on the environment to make more dynamic maps.
    I also think it would be cool to see personal skills evolve over the game to represent the growth of a character.

  • @cmndchny
    @cmndchny Месяц назад +23

    berwick saga, a kaga game for the ps2, has hexagonal movement and its a really good game

    • @InfernoCoalition
      @InfernoCoalition  Месяц назад +1

      I shan't lie, I do want to try out Berwick Saga just for the hexagonal maps
      - Jason

  • @FidensLibertas
    @FidensLibertas Месяц назад +10

    in regards to dual wielding, how would that affect the weapon triangle?
    as for my own ideas, i've got one. a new mode called Cleric Mode. in this mode when characters fall in battle they don't die like with Classic Mode but they don't come back the next chapter like in Casual Mode, instead they are sent to a new area of the base camp called the Clinic and the player must spend some gold to get the character back. essentially it's a middle ground between Classic and Casual Mode.

    • @InfernoCoalition
      @InfernoCoalition  Месяц назад +1

      Like when an athlete is benched for the season after sustaining an injury. Also I didn't think about weapon triangle. I don't know how to even begin balancing that
      - Jason

  • @Blubbyboy-l1x
    @Blubbyboy-l1x 13 дней назад +1

    lately, i've been thinking of making my own fire emblem game, so... im just gonna yoink some of these ideas >:)
    unless you dont want me to of course, i just think they are so cool :)

  • @Giant_O
    @Giant_O Месяц назад +8

    About the parent/child dynamic:
    You could even go one step farther: Have 2 protagonists, a Parent/Child duo. And after a few chapters, the point where usually the parent dies, you get a choice to send one of them on a mission while you clear the chapter with the other as the leading unit. However, since you split them up, something happens to one of them, let's say the one you played with, and they turn in the group, so you have a whole saving arc splitting in 2 story paths

    • @InfernoCoalition
      @InfernoCoalition  Месяц назад

      Splitting the army in 2 partway through the story is a whole other idea I didn't even think of, and would like to see Intelligent Systems try
      - Jason

  • @kiracaos
    @kiracaos Месяц назад +20

    Yes, Hexagons. I've been saying it for years

    • @JasonGodwin69
      @JasonGodwin69 Месяц назад +4

      Light Magic should be an AOE that heals allies and harms foes at the same time.

    • @Hexagon666
      @Hexagon666 25 дней назад

      Hexagooooons!

  • @windego64
    @windego64 Месяц назад +2

    The hexagon idea was so bad I was about to click off till you said not to. cool save

  • @CarbonMalite
    @CarbonMalite Месяц назад +8

    Actually I think they should implement hexagons as a movement type that only infantry can use. A horse can't really turn on a dime the same way a person can, so in exchange for less movement they can have better positioning up close. Please, infantry has been bad for so long 😭

    • @InfernoCoalition
      @InfernoCoalition  Месяц назад

      People already call Fire Emblem "anime chess" so let cavalry units can turn, but only in the weird L-shaped pattern
      - Jason

    • @goodgamer1419
      @goodgamer1419 Месяц назад +1

      This could never work lmao also just nerf horses attack speed ect, engage horses are considered pretty balanced for example

  • @ivanbackfromthecardshop8093
    @ivanbackfromthecardshop8093 Месяц назад

    One idea I had is that i think it could be cool too see some engage attack type skills but tied to classes instead.
    The added terrain manipulation or multi tile targeting is already a pretty fun layer of strategy on its own but it would also serve the added purpose of being another avenue of them keeping classes distinct which is often an issue. So even if like wyvern knight or something else ends up statistically the best again you might want to run more varried classes if it means access to something like override or blazing lion

    • @InfernoCoalition
      @InfernoCoalition  Месяц назад +1

      I do like the Engage attacks. Wish something similar would return
      - Jason

  • @appolionos
    @appolionos Месяц назад +7

    Love the Hexagonal idea !! IS should really try that in my opinion.
    Not sure about the "dual wielding" tho. In my opinion, it should only be limited to 3 classes : Swordmaster, Halberdier & Berserker
    For new classes, we all have our wish. Mine is a Physical Tank using Magic (which I call the Templar). Quite like the Submariner idea too, could be a nice addition with water no longer only limited to the Pirates.
    For Magic Effect, I wish they will bring back Light Magic... It could be very effective against undead/risen/corrupted, and clear a huge chunk of the Fog of War. Effectiveness from the Tellius game should also return in my opinion, with fire effective against Beast/Horse and Thunder against either Dragon or Armor (with so much metal, an Armor weak to Electricity makes too much sense to me.
    For the Parents idea, it's for me a no brainer that there should be relationship of any kind in my opinion. True Parenting, Forster Parenting, Role Model, Rival or Close Siblings, dottering uncles...

    • @InfernoCoalition
      @InfernoCoalition  Месяц назад

      After reading your comment, maybe it would be a smarter idea to allow only a rare few classes to dual wield and test how they perform before allowing every promoted unit. Would be a lot easier to balance, I imagine
      - Jason

  • @FuriousHaunter
    @FuriousHaunter Месяц назад +7

    Hexagons is interesting but would massively buff 1-2 range and require much more work to balance essentially changing the base gameplay, it's like designing 2D vs 3D platformers, this would also make visual design harder and stealth nerf tanky low move units like Armour knights as now movement is much more valuable due to diagonals being accessible essentially we buff horses.
    I would like further explanation on dual wielding as far as it's presented here I don't really know what you want, does both weapons get full stats, an average?
    is the second weapon's mt halved?
    how is hit/avoid affected?
    does only the first weapon's apply?
    or are they averaged?
    or is it only a percentage added/subtracted?
    Is dual wielding just brave style effect?, like you get an extra attack with the second weapon?
    Can any class dual wield or is it just foot-locked units? Horse/mount dual wielding feels weird and they are already strong.
    Why is this limited to promoted units?, depending on effect this could be a minor buff that needn't be locked to promotion, if the idea is a skill barrier sufficient W.Rank should be enough like "At B.Rank you can dual wield this weapon"
    durability?
    Combat arts?
    skills?
    As presented there is little for me to take from this idea aside "looks cool bruh".
    as an aside I don't see why Lances should be restricted as they are used one handed in FE all the time [see basically all GBA animations] and lances being dual wielded is a thing in other media
    From here on I will treat dual wielding as an impactful mechanic requiring some kind of restriction since the classes explicitly use this system in their design, as do the great weapons.
    Regardless of how dual wielding works I feel the str/con limit to use great weapons are too harsh, they already have TWO draw back in needing two weapon equip slots to use and being high weight, as such missing out on dual wielding benefits, this already makes them much more limited by definition, as such this restriction basically limits them to units who wouldn't need their might like berserkers, or armoured units who depending on skills would be the only ones to get value out of them.
    Think of it like Hyper beam in pokemon it's 150 base power and 90 accuracy wow sounds great, but you lose your next turn, needing to recharge from a big attack, as such it is much more efficient to use body slam twice which is 85 base power and 100% accurate effectively 170 base power over 2 turns and unable to miss, and it can inflict paralysis, much better in most context and over any long term consideration.
    My point is for these weapons to be good they'd need to on their own provide roughly equal or even more reward than doubling or dual wielding non Great weapons can, or provide a real niche that others cannot.
    How great shields would work is you get insane def/res for being unable to attack, so these are either niche or game breaking depending on what skills/enemies are in play.
    Your Juggernaut class is bad, it is either Great Knights but lacking the flavour and balance they bring with dual weaknesses or Seth/Sigured/Titania........................
    Armour knights lack move for flavour reasons, not everything is for optimal balance, regardless you give an example of using armours in fates by ferrying them this is showing a working design Armours are Armours they are not infantry or cavs they are meant to be back-line and hold chokes, or you slow down to take a more DEFENSIVE position, using cavs to move them up fast is called "employing strategy" and "using the game's mechanics" to alter this identity is to miss the point of Armour knights.
    Armour knights and generals where also designed as boss units in FE 1 something hard to kill for the player there is a reason they are often bosses in early FE.
    To be clear it is fine to change this but you should understand why they are like this before you critique it, otherwise you trip over yourself and make super cavs.
    that second new class, the Aquanaut, this is a Pirate, you gave it lances and lockpick, Pirates can already do half of that with a chest key, this is just lance pirate, the idea on it's own is fine and good....
    However I question why add this unit, fliers with chest keys will still be better unless we assume Aquanaut gets full movement in water even then they will need 7 move or more to match in most cases, basically every non-engage game, plus fliers ignore terrain, unless these an early game class they are undesirable to use for this purpose, look at GBAFE none of these games have a top tier Pirate/Berserker for water walking, because it is NICHE, it is outclassed by flying, all terrain is like this by default, the only way to change this is to gimp fliers removing movement or flier utility which both suck and make fliers lose their identity.
    Instead this class is just a pure upgrade over thief, having better movement ability and weapons as such it makes that class redundant, further more if this is meant to be the water combat class capable of flanking, it will need good stats further making thieves obsolete, and making treasure easier to get as instead of deploying middling to bad combat and poor defensive unit for the rewards you are just deploying another staple combat unit who also gets chest.
    This is the same reason thieves suck in FE1/3/11/12 as Marth gets the fire Emblem and can open chests, in all it's because he's a free deploy, in some particularly FE1, it's because he's a combat god in addition to this as such he can do it all.
    On top of all that Aquanaut gets upside over all lance other users by being able to dual wield lances, which is just ridiculous, the fact they get this because "Eh Eff it" is not great either, it feels like this class wasn't thought through or themed properly.
    To reiterate Water walking is niche, most maps aren't designed with it in mind and for good reason if you don't have a water walking unit you lose, you are soft locked, and the only solutions would be to introduce a strong water-walker on that map OR have a large portion of the cast be aquatic but at that point you can still get unlucky/screwed with not having GOOD enough water-walkers for the objective, further more at that point water loses it's identity so it loses the point of having it, it might as well be forest or plains.
    The Zealot class is bad design I assume it is a joke, but to break it down it will unfairly kill your units, and can't be easily killed, further more as a player unit is good in enemy phase focused games as it needs little def/res in hard games it is good because of player phase combat in all games it carries with 1-2 magic.
    Thunder doing effective damage to Armours is overkill they have low res the extended range is enough, a better application would be non-flying units on water tiles receive bonus damage from thunder magic, this fits theme better and isn't too invasive to those units, like it does not make sense for pirates to be soaked in a castle map, [Also water walking is so niche].
    Aside from that magic effects is an agreeable segment, same with parents section, that's more basic writing stuff anyway.

    • @InfernoCoalition
      @InfernoCoalition  Месяц назад +4

      Thanks for watching the video, and then taking the time to leave a massive comment.
      As a tl;dr, if a lot of the ideas didn't seem planned out very well and were done purely as fun hypotheticals... that is correct. I didn't think to deeply about balance or how a real game would be able to implement one, let alone all, of these ideas and were a general wishlist of things I would've personally liked to have seen. I'll try to answer each question as best as I can, seeing as you took the time to come up with all of these questions.
      Hexagon tiles I admit were to largely fix one extremely niche gripe I personally had, and would need a massive retooling of gameplay to suit the new tile system. Aside from buffing units that have low movement by giving them better movement, I don't know how else to balance that and would need to somehow test the idea for real.
      The way I imagined dual wielding, it would essentially give a promoted units 2 weapons slots that could be used simultaneously. As for why only promoted units are able to do this, the thinking was that a new unit would be relatively inexperienced and would need to learn how to use 1 weapon before they can move onto 2. Each weapon has its own stats for Might and Hit, and a unit use both during their attack. This idea would likely need to be nerfed in some way as it would allow a unit to possibly dual wield 2 brave weapons and essentially get 4 hits which is admittedly excessive.
      The Juggernaut was intended to take hits from dual wielding opponents but being unable to attack back is an obvious flaw in design and would lead to much slower combat, that will need a lot of rework. The Aquanaut/Submariner was meant to fill in what I thought was an underutilized part of Fire Emblem, combat on water tiles. It's actually thanks to your comment that I learned the Pirate class can walk on water tiles. I didn't know that before since I haven't played a Fire Emblem game that had playable Pirate units. Like Dancers, the idea was that you would only get one Aquanaut would mainly be used to fulfill this niche role so that they wouldn't take the spotlight from Thieves. And the Zealot class was mostly a joke. It was meant to be a rarely seen boss that is easy to kill but if left ignored would decimate your army.
      Thunder magic doing bonus damage could be too dominate armor units with low Resist, and the Aquanaut taking a penalty. And if paired with the hexagonal tile essentially giving it even more range would likely have to be cut if being seriously considered by Intelligent Systems.
      If there's anything I can answer for you, please ask and I will whenever I can
      - Jason

    • @FuriousHaunter
      @FuriousHaunter Месяц назад

      @InfernoCoalition I don't really have any other questions, lol. anyway, thanks for replying.

    • @cmndchny
      @cmndchny Месяц назад +2

      berwick saga balances hexagons with a new "0 range". basically 0 and 1 range weapons attack at the same range but cannot counter each other. physical weapons that would be 1-2 like hand axes pilums and crossbows are now 0-1. its a pretty cool system

    • @cmndchny
      @cmndchny Месяц назад

      berwick saga balances hexagons with a new "0 range". basically 0 and 1 range weapons attack at the same range but cannot counter each other. physical weapons that would be 1-2 like hand axes pilums and crossbows are now 0-1. its a pretty cool system

  • @user-unos111
    @user-unos111 13 дней назад

    Some ideas I have for gameplay on my own:
    -Gunner class. The idea is that they don't use the user strengh (So, a useless atribute until they get to use more weapons via promotion) but rather is a class relying on critical hits. Maybe they could get an ability to raise their attack later.
    -Morale system, if the characters are in command of proper military units again. Picture it as if every unit as a morale bar that goes down each time they fight and even more if they take damage. If the bar is high they are extra though and may even miraculously survive a death attack; but if the bar is low they turn as fragile as paper. I can see many ways to play with this.
    -Rather than a blank slate main character, we get one with a initial defined personality and we choose the "interpretation" of said personality. For example, the mc is introduced as a typical nice guy but we take a path where we play him as one whose kindness is sincere, a coward who is just trying to survive, a guy who tries to repress severe issues under a facade or a manipulative sociopath.
    Plot wise, it would be nice if we ditch the high fantasy elements for a while (Multiverse, gods, BBEG dragons) and go for a more low stakes setting. And, rather facing another evil empire or cult, invert the premise and focus on saving an empire from collapsing in a civil war or a uprising. Maybe the Fire Emblem version of War of the Roses or the last years of the roman republic.

  • @EphixAuthor
    @EphixAuthor Месяц назад +2

    Anyone else see the hexes icon on yellow and think for a second they're going to suggest beekeeping as a feature?

    • @InfernoCoalition
      @InfernoCoalition  Месяц назад

      The Bee Knight. Wields a very long stick with a beehive at the end of it
      - Jason

  • @EthanKironus8067
    @EthanKironus8067 Месяц назад

    5:14 - Haven't you ever heard of pirates??? They're playable in quite a few games.

    • @InfernoCoalition
      @InfernoCoalition  Месяц назад

      Which games have playable pirates? I know they exist as an enemy type but don't know of any playable pirate units
      - Jason

    • @EthanKironus8067
      @EthanKironus8067 Месяц назад

      @InfernoCoalition FE 1 has Darros, and FE 11 + 12 has him in addition to the free reclassing allowing any male units with that class set to be Pirates; there's also Geese in FE 6, Dart in FE 7, and one of Ross' promotion options in FE 8 from his trainee class is Pirate.
      While Pirates have more maneuverability on the water, there's also the odd unit in various games that can walk on water, albeit at only 1 space a turn--I don't know every instance, but I do remember Chrom and Robin both being in that group while in their default classes.

  • @Legithiro
    @Legithiro Месяц назад +1

    As far as dual wielding goes, I think I’d prefer for it to be a personal skill or a gimmick class to test the waters before giving it to all promoted classes

    • @sizzle5775
      @sizzle5775 Месяц назад

      Hard agree, it has a chance of being absolutely busted or completely dog shit. The great weapons idea in particular I feel would be hard to balance because more modern FE games have struggled to make high might weapons relevant. Brave weapons are completely worth their might trade-off due to their doubling abilities. I feel silver weapons only really get used in the mid game and people settle usually for killer, brave or forged iron weapons.

    • @InfernoCoalition
      @InfernoCoalition  Месяц назад

      That's probably for the best. Let a few rare units/classes try it out and adjust from there. Allowing every promoted unit to dual wield would probably have to completely retool the weapon triangle and balancing for the whole game so let a small batch of units beta test it first
      - Jason

  • @ninjakirby777
    @ninjakirby777 Месяц назад

    We kinda had a water unit in the “pirate” class line from the gba games

    • @InfernoCoalition
      @InfernoCoalition  Месяц назад

      I wish I knew about it before I made this. I've only played Awakening through Engage so that's probably why I forgot about them
      - Jason

  • @ivanbluecool
    @ivanbluecool Месяц назад +2

    New game plus system like renown from awakening and fates.
    Capture system that was so awesome in fates.
    Skills back.
    Most importantly amiboo that actually can be special units we can use and level up. That was awesome bring it back.
    Also some branching paths would be nice like fates not like 3 houses reusing so many of the same maps. At least warp us to different spots to make it different

  • @dylansturdivant5404
    @dylansturdivant5404 Месяц назад

    I always wanted a "dolphin knight" class that would fight on water in ocean/ship maps. I think unique mounts like griffins and such are always so cool and it'd be neat if they played with the idea of different mounts.

    • @InfernoCoalition
      @InfernoCoalition  Месяц назад

      Worm Knights. There's nothing saying anyone hasn't tried to ride the Sand Crawlers in Fodlan
      - Jason

    • @user-unos111
      @user-unos111 13 дней назад

      I dunno about that. Water only units tend to be very limited in strategy games, for obvious reasons.

  • @pickyphysicsstudent201
    @pickyphysicsstudent201 Месяц назад +1

    >While I too love hexagons, I think it would bring issues with unit spacing. Now your squishy healer has 6 openings to guard from and there are other such issues with building walls or lines of units. Its a shame because I think AOE attacks such as Gambits or Ballisters would work well in a hexagon grid.
    >Dual Wielding is pretty cool but yes it should be restricted to advanced classes and limited weapon types. I also wonder how it would work with double attacks or skills like Astra. The finer details need to be ironed out because I think most people will just equip two bronze swords and one round every enemy.
    >Water Units are also a good idea, I don't really have anything to add here.
    >God, those magic effects are such a good idea. Giving more distinguishing effects for magic to affect the environment is nutty but again this should be the higher ranked weapons. If nothing else to slowly introduce the mechanics to the player.
    >Parents are supposed to die in Fire Emblem so the MC can go on a magical adventure quest without their parents looking over their shoulders. It would be awkward to have your parent around during the harder parts of your here's journey. Maybe just leave the parents at home instead of just killing them.

    • @jazzyjefffogel
      @jazzyjefffogel Месяц назад

      The "parent" character in echos doesn't die so the mc doesn't need to have their parents die. Although we do kill alms real dad in the game.

    • @pickyphysicsstudent201
      @pickyphysicsstudent201 Месяц назад

      @@jazzyjefffogel You're right. Myson doesn't die but he is mostly absent from the main plot of Alm & Celica. Seeing as Myson is only the surrogate dad and the only one to live we can call him the anomaly.

    • @TheMaestroMizerous
      @TheMaestroMizerous Месяц назад

      @@pickyphysicsstudent201 Eliwood also doesn't die

  • @66Rokers
    @66Rokers Месяц назад

    There's an interesting Fire Emblem style game on steam thats releasing next year called "Those Who Rule." It uses hexagonal movement tiles, there's currently a demo out, see if that'll scratch your hexagon tile itch.
    I don't want to sound rude but I'd like to ask what FE games you've played. Because the Pirate is quite a common class that features in basically every game until the 3DS, granted they're not always a player unit but they're hard to miss. But when you get them you can sometimes do water shenanigans.

    • @InfernoCoalition
      @InfernoCoalition  Месяц назад +1

      I have played every mainline game from Awakening though Engage, so a relatively new Fire Emblem player. I would have probably remembered the Pirate class better if there was a playable one pre-Awakening
      - Jason

  • @marcoasturias8520
    @marcoasturias8520 Месяц назад

    Hexagons look more natural, but also tend to be bulkier, so maps tend to be much larger if they have any complexity. And honestly, it's just an aesthetic choice.

  • @TauTau12
    @TauTau12 Месяц назад

    Hol' up. He's cooking

  • @cece_luna
    @cece_luna Месяц назад

    this is the thing about fire emblem fans: we're rabid and desperate for any discussions

  • @pickyphysicsstudent201
    @pickyphysicsstudent201 Месяц назад

    My idea is advanced weapons that require ranks in multiple weapon classes to use. Imagine a crossbow with a bayonetta attached which requires B in Bows an C in Lances to use or how about a spring loaded pair of gauntles which shoots shurikens. These would also enable mixed classes and mixed attackers more uses.

    • @InfernoCoalition
      @InfernoCoalition  Месяц назад +1

      Combing weapons, I like the sound of that. Or taping 2 claymore together to make a clayMORE
      - Jason

  • @majikcheezit
    @majikcheezit Месяц назад

    You should try Alina of the Arena for hexagonal tile strategy games.

  • @shanerisk1293
    @shanerisk1293 Месяц назад

    Wow.

  • @starbites1984
    @starbites1984 Месяц назад

    i’d love it if dual wielding had stat effects as well, eg: a unit would gain +3 speed but -3 defense due to the effect of holding two weapons and nothing to defend yourself with. you’d have to strategise around those setbacks and probably be less inclined to just give ur jaegan 2 weapons and let them sweep ur early game. there should be a reason setback w dual wielding so it can introduce new strategies eg: some players would be more willing to gamble on a wyvern knight who won’t have much to lose if you take away 3 points of defense but really need some extra speed to give them a chance at doubling.
    i think the issue you’d face w great weapons is that they’ll end up like fates’ silver weapons that nobody really wants to use if you already have the option of holding two steel weapons that you’ve forged into basically being killer silver weapons anyway. that’s why there should be a reason and a setback to either choice.

    • @InfernoCoalition
      @InfernoCoalition  Месяц назад

      A penalty to Defense or Speed would probably be a good way to balance. Using 2 weapons does seem like a major benefit in offensive power, but I don't want it to become the only option
      - Jason

  • @VioletLunaChan
    @VioletLunaChan Месяц назад +3

    Wouldn't the hexagons just make it Tearring Saga?

    • @InfernoCoalition
      @InfernoCoalition  Месяц назад

      Probably. I wouldn't know since I haven't played it
      - Jason

  • @DKKing-pu2fq
    @DKKing-pu2fq Месяц назад

    I was actually discussing on a Reddit thread a couple of months back on how magic should have different environmental effects and effectiveness based on maps. Like on rainy maps Thunder magic should be more accurate and stronger but fire magic is less accurate and weaker or on desert/sand based maps wind attacks would decrease enemies accuracy.

  • @orvaldurgumundson1809
    @orvaldurgumundson1809 Месяц назад +1

    Here is an idea i have, that you can hold back your units strength and crit rate so it would be easier to train the weeker units you want to use.

  • @joeyjose727
    @joeyjose727 Месяц назад

    Wow I really like some of these! I think hexagons could be good if done well, but my main interest here was Dual Wielding/Two Handed weapons, the water class, and parents.
    Dual Wielding/Two Handed is veryyyyy Bravely Default, in that game it works by giving you more total hits (with reduced Accuracy IIRC?) while Two Handing weapons gives you a big fat hit. I think it can feel a bit redundant but it does give options! Do you want to wield a weapon and a shield, two weapons, or one big weapon? I think a trade off could be that dual wielding reduces your defenses, or just that everyone (including enemies) who doesn’t dual wield equip a shield. And for two handed weapons, maybe they provide a small defensive buff? Like their weapon is so big it also has some defensive utility. IMO the Swordmaster, Halberdier, and Berserker classes definitely need some kind of buff in Engage because they weren’t enticing enough compared to other classes that can wield their same weapons. Instead, giving them the innate ability to Dual Wield or Two Hand weapons to show their mastery over their weapon could be good? Or they get an extra buff from doing so. As far as Brave Weapons, maybe make it so that they’re super weak in non great sword versions so that you have to stack a ton of damage to make it worthwhile, but there’s two handed braves that are super strong. Also Dual Wielded weapons shouldn’t do 100% damage from both, I think the power should be reduced to like 75%? Just not 100% of the power you get by equipping it normally.
    I love the idea of the water class, I know pirate exists (also fliers, which IMO should have less movement than cavalry + less growths/bases than infantry), but maybe this class could have a massive avoid rate in water with an animation where they swim underwater to avoid the attack? Water thief who opens chests, dodges canon fire (ranged weapons like bows), and has strong dual wielding lance potential sounds FUN! I do think lances should be dual wield able normally though!
    And parents, yes I would love that! Lumera has some fun moments in her engage manga portrayal, and personally I like when characters have something to protect rather than something to avenge. Maybe different family members than parents should die…
    Oh, about armors and magic: for armor I think the Juggernaut needs more than just two handing shields, like maybe my proposed defensive buffs from great weapons would be doubled when used, same with shields to indicate their expertise with defensive combat. And if enemies ignored enemies they can’t deal damage to/hit, maybe they would have to dual wield to decrease their defense enough to lure that enemy? And I personally think 4 move is definitely unnecessary because they most players feel they lag behind the army, or prefer avoid tanks who have better move, or just straight up taking the hit from a fast unit with decent defense! So 5 mov tanks OR giving them movement tech like a skill that lets them swing their weapon, lodging it into the ground to propel their body forward like 2 spaces, that would be cool!
    And magic. I love the steps Engage took to magic the elements feel more unique, but it can go further! Fire is well rounded: middling power/weight/accuracy. Also it burns forests for a turn maybe. Wind is low power/weight but has the highest accuracy. Also is effective on Fliers, but maybe it could push foes back one space too? Like smash weapons in engage, the wind would be so strong enemies get knocked back. Or it could blow away effects like fog and miasma. Thunder has the highest power and 1 extra range, but also is high weight (or can’t double like in Engage) and lowest accuracy. Also it’s effective on the water class AND electrifies water tiles! Then for supplemental elements we could bring Blizzard back as a the Killer weapon for tomes? Low accuracy, medium power, higher weight, but high crit and also maybe seal movement? Earth magic could be AOE like 3H’s Quake, or a tome that uses strength. Light magic heals/heals that damage undead foes, warp/rewarp/rescue, and maybe one attack spell that kills evil dragons or something. Dark spells definitely feel a little redundant but maybe they could have status effects like in 3H? Low accuracy, high weight, but also high strength with middling crit. Maybe these are 1-3 range like Thunder, or just enemy only besides 1 unit who comes with a personal dark tome like Engage’s Veyle.
    Overall I’m glad I didn’t watch this as background noise! Some really fun ideas here ❤

  • @phantomgg7790
    @phantomgg7790 Месяц назад +4

    Not a big fan of most the ideas here, [no disrespect] but the hexagons . . bro is cooking, i genuinely want this.
    As for my personal wish list, the only thing i really want back is just, don't bring back the system where literally every character is introduced to us and basically playable on the first chapter.
    A big part of the fun in fire emblem in my opinion is the whole mystery of "OHHH I wonder who will be the next hero to join our party? What are they going to be like?" I remember being so excited to see Monica and Flayn added to the roster. I was excited to see what new mechanics flayn might add . . just for her to be a typical healer.
    Than I was really excited to see what type of character monica would be . . just for her to be non playable and only talks to edel . .
    Than i was thinking "well maybe eventually we will get to have jeralt?"
    . . and well we all saw how that turned out
    Just having 90 percent of the cast revealed in the first chapter really wasn't a good idea in my opinion.
    I also would prefer the traditional class tree to come back, while maybe introducing some new classes like you said but in new type sof class trees, just having a system where any character can be anything felt like it killed alot of the uniqueness in the actual characters

    • @joeyjose727
      @joeyjose727 Месяц назад

      Which games introduce most of the cast on chapter 1 besides Three Houses? I haven’t played the others so idk, but I see where you’re coming from

    • @phantomgg7790
      @phantomgg7790 Месяц назад +1

      @@joeyjose727 Just 3 houses, but seeing as it's still a very recent game in the main series, it's definitely not something I want to see come back.
      I think you can agree with me a big part of the fun in these type of games is that sense of wonder and excitement we get in wondering who the next hero will be.

    • @joeyjose727
      @joeyjose727 Месяц назад

      @@phantomgg7790 yeah with Engage I tried to avoid most visual spoilers, but I ended up looking up their growths immediately lol. For the next one I’d like to go in knowing much less, because you’re right that there’s excitement in that

    • @InfernoCoalition
      @InfernoCoalition  Месяц назад +1

      For most games, you slowly gain more units as you play and unlock them during the story. Three Houses was unique as it essentially gave you an entire cast of Mozu's at the start as it centered around a lot more unit customization. A fun idea but don't they'll do something like that again any time soon
      - Jason

  • @WannabeVTS
    @WannabeVTS Месяц назад

    Ninja Navarre uses two lances, i know its completely impractical but i want a duel lance character

    • @InfernoCoalition
      @InfernoCoalition  Месяц назад +1

      So there is precedent for dual wielding lance in Fire Emblem. Wish I knew that earlier
      - Jason

    • @WannabeVTS
      @WannabeVTS Месяц назад

      @InfernoCoalition it's extremely unlikely cause it's a fighting style that doesn't exist in real life and is extremely impractical and ninja Navarre is the only case in this franchise and really anywhere else. I wouldnt say it's impossible but highly highly improbable

  • @ebizitemo5799
    @ebizitemo5799 Месяц назад

    hear me out: spinoff game as a shop owning simulator playing as anna were you sell wares and stuff

  • @toureyounouss7897
    @toureyounouss7897 Месяц назад

    What fire emblem game could there be again

  • @Dubro23
    @Dubro23 Месяц назад +2

    About the engage manga:
    Lumera sacrifices herself to save Alear in the church after the emblem rings get stolen

  • @burningdog2324
    @burningdog2324 Месяц назад

    I think parents were used best in FE4 (Genealogy of the Holy War) since you play as them for the entirety of the first half of the game before spoiler stuff happens

  • @burningdog2324
    @burningdog2324 Месяц назад

    GBA Fire Emblem has units that can walk on water, they're pirates and despite the reduced movement they can get to hard to reach places

  • @TheMaestroMizerous
    @TheMaestroMizerous Месяц назад

    Roxas: Duel weidl!

  • @gg_sam7847
    @gg_sam7847 15 дней назад

    No I don't want hexagons, because when I make my own Fire Emblem like game I want it to have as much plausible deniability as possible

  • @blankblank6214
    @blankblank6214 Месяц назад

    No hexagons are cringe triangle now that's where it's at
    The only issue with duel welding really needs an explanation for enemy phase and what the benefits of as second weapon like more crit and half atk for the second weapon does evasion get lowered for it go more indepthe
    Aquatic classes bring back pirate then
    Tome terrain effects should happen more
    Yes keep the dad's around

    • @InfernoCoalition
      @InfernoCoalition  Месяц назад

      But you see, if you take 6 triangles and put them together... it becomes a hexagon
      - Jason

    • @blankblank6214
      @blankblank6214 Месяц назад

      @InfernoCoalition na hexagons are still cringe and you got to go more in depth with duel wielding explaining all benefits drawback and how it functions on enemy phase

  • @Jotari
    @Jotari Месяц назад

    You really going to bring up hexagons and not mention Berwick Saga?

    • @InfernoCoalition
      @InfernoCoalition  Месяц назад

      I haven't played Berwick Saga, so I cannot give any valuable opinions on it. Might give it a chance though
      - Jason

  • @zacharylandrum4789
    @zacharylandrum4789 Месяц назад +1

    I just want to see an actually good story from the franchise again. Engage's story was honestly one of the worst I have ever experienced in a video game.