A Look at Weapon Weight in Fire Emblem

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  • Опубликовано: 29 июн 2024
  • 00:00 - Introduction
    03:52 - Thracia and GBA
    09:00 - Tellius
    11:13 - Awakening and New Mystery
    13:12 - Fates
    14:54 - 3H
    16:46 - Engage
    Weight has been in Fire Emblem since the beginning, but it's form and function have changed several times. I discuss how weapon weight has changed over the years and which versions I like best.
    Kelik Voice Over: x.com/TheWaifuWarVA?s=20
    Patreon: / actuallizard
    Community Discord: / discord
    Twitter: / actuallizardyt
    Music
    Lo-ver - Icrawfish
    Memories of Augustria - Pun
    You May Call me Marth - Lolo
    Leifs Army In Search of Victory - Ryanada
  • ИгрыИгры

Комментарии • 222

  • @styckykeys2200
    @styckykeys2200 9 месяцев назад +107

    11:09 I’m pretty sure shadow dragon uses the same system path of radiance does

    • @actuallizard
      @actuallizard  9 месяцев назад +60

      Pinning this because its correct, thanks for the correction!

    • @jules9424
      @jules9424 9 месяцев назад +24

      It does, but most weapons are so light that the entire system stops mattering after only a few chapters. The amount of weapons heavier than 10 weight can be counted on a single hand.

    • @GKoopa
      @GKoopa 9 месяцев назад +1

      @@jules9424 yeah it feels like the weapons are weighted as if weight worked like 1 still and the decision to implement the fe9 weight system didn't quite reach whoever was crunching the weapon stat numbers

    • @marcoasturias8520
      @marcoasturias8520 9 месяцев назад

      New mystery is the one without weight

  • @rainingrotom
    @rainingrotom 9 месяцев назад +219

    weapon weight should increase the more kills a weapon has, it truly does get heavier since it carries every soul taken with it

    • @maltheopia
      @maltheopia 9 месяцев назад +46

      Kelik: I wasn't just being edgy when I asked how much weight you can handle. I want to know if I'll have enough attack speed to double you with a Silver Blade.

    • @ZX-Gear
      @ZX-Gear 9 месяцев назад +20

      I was thinking the opposite that weapon ranks should decrease the weight penalties for each rank.

    • @ActionCow69
      @ActionCow69 9 месяцев назад +8

      @ZX-Gear that's a neat concept. You could potentially do away with rank requirements for most weapons then, since that would soft restrict silver or etc to characters with enough weapon rank to actually make them better.

    • @hectorhernandezaleman3836
      @hectorhernandezaleman3836 9 месяцев назад +10

      I mean, it's not something I would apply to all weapons, but the concept of a cursed weapon or something that is very strong but that gets more hevy with each kill, eventually screwing up it's usefulness if you abuse it seems interesting.

    • @runningoncylinders3829
      @runningoncylinders3829 9 месяцев назад +2

      This could be the new Durability system too, as only an S unit would be able to handle a single weapon for good, and they could even make an SS weapon that nobody could maintain beyond the set amount of uses.

  • @nahte123456
    @nahte123456 9 месяцев назад +69

    It may be overly complicated but I wonder how different weapons needing different stat checks would be like. Ex axes weight is reduced by strength, swords don't reduce at all, and lances by skill. That kind of thing.

  • @GMOPsyche
    @GMOPsyche 9 месяцев назад +103

    My main issue with the lack of weapon weight in Awakening was that the classic "Nosferatu Robin" strat only really works because it's no longer one of the heaviest tomes in the game that would put you in danger of being doubled. But I definetly loved not having my mages lose speed with the weakest tome equipped.

    • @ZX-Gear
      @ZX-Gear 9 месяцев назад +28

      That was the issue with Fire Emblem 4 and 5. Wind Magic was BUSTED due to the low weight and Sety did not help matters with his tome Folsety as it gave him +20 Speed to just kick the other Magic types while they are down.

    • @NightOfTheRavens
      @NightOfTheRavens 9 месяцев назад +10

      ​@@ZX-Gear I mean, it kinda makes sense for wind magic to be so light, as well as having a high crit chance.

    • @samkeiser9776
      @samkeiser9776 9 месяцев назад +6

      Well Nosferatu tanking wasn’t broken because nosferatu was weightless, it was broken because snowballing was broken. Noferatu got gutted in FE fates, yet it’s still decent, as long as your character isn’t getting doubled.

    • @Localsoupeater
      @Localsoupeater 6 месяцев назад +4

      @@NightOfTheRavens Yeah, but it doesn't make sense that wind tomes have the same might as fire and thunder tomes

    • @FasterthanLight11
      @FasterthanLight11 5 месяцев назад

      I like Shadows of Valentia's system. Everyone has some sort of weapon a d upgraded weapons lower speed

  • @OrigamiAhsoka
    @OrigamiAhsoka 9 месяцев назад +33

    What I think is funniest about fe9s weight system is that the one point of strength that illyana has at base is one of the things people immediately bring up when talking about her vs soren. Mages definitely got the short end of the stick with that weight system

    • @Laezar1
      @Laezar1 9 месяцев назад +8

      Getting knives as a weapon type should give extra strength too so that not only could the unit use the damn knives (the weapon type is already weak enough why would you want to use it on a mage lol), but it would give a legitimate reason to chose them since they would help with magic. Knives should also be efficient against mages to give them a real utility both for thieves and so that mages chosing them have a valid use case for them.
      That would have made all that a lot better, and chosing between staff utility or not being weighted down by tomes would be a really interesting decision.

    • @mistriousfrog
      @mistriousfrog 2 месяца назад +1

      @@Laezar1as far as I can tell, knives exist as an option for mages just so all the prepromoted sages you get can’t use staves. Since they all come prepromoted with the worse knife option.

    • @Laezar1
      @Laezar1 2 месяца назад +1

      @@mistriousfrog I get that but it's pretty lame. I think with what I suggested staff would still be a better choice overall but knives would feel like they have a genuine niche rather than not even being worth the inventory slot

  • @kakalukio
    @kakalukio 9 месяцев назад +19

    The basic systems, where it's just speed - weight + con, are mostly fine. Especially if con is class-based.
    It helps distinguish weapons, can be used to give classes an identity, without being overly intrusive.
    And if you want to stop it from fading into the background in the late game, all that needs to be done is to add more weight/weapon tiers so units don't outscale the mechanic.

    • @mpnuorva
      @mpnuorva 7 месяцев назад +3

      Right. However, I think it needs some rebalancing. Because Str and Def rise in about equal measure per level, the rising HP means mightier weapons are needed to compensate for the HP increase. Swords have traditionally gotten the shaft because swordfighter con is usually considerably lower than the Wt of anything mightier than an Iron Sword or Killing Edge. Low Mt requires damage by doubling, and low WT and high Hit support that. The high speed of typical swordfighter required for doubling supports dodge-tanking which low Def and HP require. However, their Con is measured to take away their main advantage if they do get better weapons, while the hit of weapons in general has increased. Well-liked sword locked units either don't fit this archetype, or they are given abilities like Astra, Luna, Adept, or +n to crit to allow them to deal several attacks worth of damage.
      The Pegasus Knight is another unit type that is usually screwed over by this as well: Losing their main advantage because their stats don't actually support it.

  • @aleisterleopold6229
    @aleisterleopold6229 9 месяцев назад +29

    My favorite is with the build that you can level up. Though I think the growths for build should be higher all around. No single digit growths

    • @Steph_N
      @Steph_N 9 месяцев назад +5

      Kid named Marty:

    • @thomasquesada7248
      @thomasquesada7248 9 месяцев назад +8

      I love build growth but a part of it is definitely that it’s because it’s rare

    • @marinary1326
      @marinary1326 9 месяцев назад +10

      Leveling build and movement is why thracia 776 is the best fe game

    • @ZX-Gear
      @ZX-Gear 9 месяцев назад +3

      @marinary1326 I thought it was Leadership Stars and the Pursuit Critical Coefficients.

    • @BigKlingy
      @BigKlingy 9 месяцев назад +3

      I feel Engage got Build growths just right. Growths are around 10% for most, with the really high ones being 20%, but most people only need 2 or 3 Build levels over the course of a playthrough and you're likely to get that by the end. Or you could just inherit Leif's Build+ skills, but levelling build lets you save on SP and slots.

  • @TheKreve
    @TheKreve 9 месяцев назад +54

    Fe4 has minus speed with weapons which can be really dump. Also weight is just binded to the weapon type. This was done to help with hard bosses like arvis and the Helswrath users. It sadly punishes using units og the same type like the fire mage Azelle or non brave axe users

    • @BigKlingy
      @BigKlingy 9 месяцев назад +4

      The thing that sucks with FE4's weight though is they made Fire objectively worse than Thunder and Wind. All magic has the same stats, it only differs in Weight and Fire's is ridiculously low.

    • @TheKreve
      @TheKreve 9 месяцев назад +1

      @@BigKlingy Oh a wild Klingy!
      Yeah... It sucks that it balanced that way and i hope it will be fixed in a potential remake.

    • @Blazecap
      @Blazecap 9 месяцев назад +5

      @@BigKlingy yo I didn’t expect to see you here but yeah. WInd is just GOOD for no reason in that game

    • @BigKlingy
      @BigKlingy 9 месяцев назад +4

      @@Blazecap Literally the only time Wind isn't good is vs Arvis since Valflame has weapon triangle over it. But that's ALL.

    • @avinadadmendez4019
      @avinadadmendez4019 7 месяцев назад +1

      First time I played FE4 I thought my ROM had a bug. Why the hell does Fire make you lose 11AS without any upside at all?

  • @General12th
    @General12th 9 месяцев назад +3

    Hi Lizard!
    Game theory videos are my favorite. You're so knowledgeable and insightful!

  • @sindrisuncatcher653
    @sindrisuncatcher653 Месяц назад +2

    I really like the 3H system. Mitigating penalties for heavy weapons is possible, but it either builds up slowly, so the weight doesn't become irrelevant, or requires you to specifically invest in it by training heavy armor and spending a skill slot (which also gives a nice distinguishing feature to armored knights and their derivatives, since they get to use bigger weapons without having to grind through ranks of an otherwise useless proficiency, in exchange for their lower movement). And it works nicely with the accessory system, where you can get cheap defense points or spell boosters by increasing WT.

  • @ungulatemanalpha
    @ungulatemanalpha 9 месяцев назад +8

    Clearly we need to make Dexterity the stat that mitigates weapon weight - it even makes a certain amount of sense! Of course being more skillful with a weapon would let you compensate for a heavier one.

  • @queenlyarts
    @queenlyarts 9 месяцев назад +32

    Yay, some love for Fates' funky AS system! I genuinely think players would have been more receptive to it if they had just been given more intuitive descriptions, perhaps paired with a pop-up tutorial if necessary. That being said, I can't really think of a succinct way to describe it in one phrase/line, so I can understand how it turned out the way it did, just a little unfortunate.
    Also, I enjoyed the idea of weapon weight having penalties other than AS in future games! I think the two have just been tied together for so long that players wouldn't even consider other possibilities (and to be honest, I doubt the developers would change it up either). Still, the concept of speedy units getting a relevant penalty while non speedy units with high Con/Build/etc. getting to play normally sounds interesting. It wouldn't be enough to completely balance the classes to be equally relevant across all playstyles, but it could be a neat start.

    • @DuelingShade
      @DuelingShade 9 месяцев назад +2

      The main problem I had with Fates' weapons (and the game as a whole) was how much of the system was tied to the streetpass mechanics. I think the system would have been better if forging had been strictly tied to a resource like money or removed entirely so +4 raider weapons weren't the go to option 95% of the time. I enjoy the game much more when I don't interact with many of the my castle systems like the lottery or forging because it forces better resource management and encourages more variety in the weapons I use to tackle various obstacles.

    • @greengaleproductions
      @greengaleproductions 2 месяца назад

      I thought the Brave Weapons' and Steel Weapons' debuffs were super smart, but it's the Silver Weapon Debuff where I grow concerned. Gettibg weaker with every battle is just auch a risky game to play, and I rarely find the extra might worth the hassel (even without forges).

  • @absoul112
    @absoul112 9 месяцев назад +11

    The Fates version and con are my favorite. Not only do the downsides make using the higher rank weapons more of a question than a given, they also made a bunch of unique weapons that I hope come back in future games (weapons with built in rallys, weapons that do more damage on enemy phase, the guard naginata). It’s worth mentioning that forging in Fates is a bit more of a pain than in other games with forging. You need ore and you need multiple copies of the same weapon to make forges.
    Constitution works well when the rescue mechanic is in the game. I just wish the gender disparity wasn’t there. Especially when they alter the way rescue works for the mounted units.

    • @DuelingShade
      @DuelingShade 9 месяцев назад +4

      I wouldn't mind female units having lower con nearly as much if women didn't get 5 less aid when mounted compared to men. I mean really, are the horses they ride weaker too?

    • @absoul112
      @absoul112 9 месяцев назад +2

      @@DuelingShade seriously if the 5 less aid wasn’t a thing, then (I think) at least one mounted woman in each game could have a niche in rescuing a u it no one else can.

  • @IndigoEuphonium
    @IndigoEuphonium 9 месяцев назад +47

    Imagine if using heavier weapons would actually increase Build over time as units get used to using heavy weapons. No idea how to balance that, just a funny thought I had while watching

    • @joshuabonesteel2303
      @joshuabonesteel2303 9 месяцев назад +7

      That could be an interesting idea. Make it to where you can use any weapon in the game (if you can afford it, of course), but it comes at a speed hit if you don't have a high enough weapon rank.

    • @GeaForce
      @GeaForce 4 месяца назад +3

      It's all fun and games until a army of buffed shamans arrives

    • @greengaleproductions
      @greengaleproductions 2 месяца назад +1

      @@joshuabonesteel2303 Oh my gosh, I hadn't considered Weapon Rank possibly reducing Weight Penalties. That's so smart!

  • @JonoabboFE
    @JonoabboFE 9 месяцев назад +2

    Banger vid, good stuff!

  • @wedorepairs
    @wedorepairs 9 месяцев назад +2

    Great video!

  • @RisingSunReviews
    @RisingSunReviews 9 месяцев назад +9

    I liked that the Tellius games let the characters grow out of having the weight penalties throughout the game. I've been playing Fates quite a bit lately and I like the various pros and cons of each weapon type. Though now I'm wondering if just getting a bunch of forged iron weapons would be the way to go for my next Conquest run.

    • @marcoasturias8520
      @marcoasturias8520 9 месяцев назад

      In theory, the difficulty of using forged weapon in fates is having to plan out how and when you are getting the materials to enable forges.
      Since there's only one mine, all other forge mineral are going to come from trades and arena fighting, putting a heavy timing penalty to the more advanced forge levels, something a new bought higher rank weapon doesn't have.
      However, with castle visits it all doesn't matter, spamming hacked castles give all the minerals one could possibly need and more. That said, a forged weapon tends to cost double the money as a weapon of similar attack might

    • @mpnuorva
      @mpnuorva 7 месяцев назад +4

      I agree it's nice, but I think Str is the wrong stat for it. It basically means screwing low-Str characters out of a big advantage.

  • @wingofshu
    @wingofshu 9 месяцев назад +8

    I like con the most, allows for for speed to still be the core state and unlike str varients EVERYBODY wants speed and keeping con is just another balancing method to allow a slower fighter archtype or something, i do wish pegsai had con making me worth actuly using them more thoe

  • @murphthasmurf5923
    @murphthasmurf5923 8 месяцев назад +4

    I think the best feeling system is PoR/RD.
    Late game, you get the good part of the weightless systems like Awakening, where weapon weight is effectively eliminated from calculation since it’s not that interesting, especially as stats bloat towards endgame and single points of speed won’t make doubling thresholds.
    You also get a super dynamic early game where a unit can get a huge power spike by hitting a +2 AS level. I feel like every time I play PoR there’s a different member of the squad that pops off early, be it Ike, Boyd, or Oscar, and makes me always look forward to playing another run. It encourages you to actually train early units instead of waiting for godly prepromotes or hoarding bexp for later.

  • @RubyChiang
    @RubyChiang 9 месяцев назад +2

    I love working with the weapon weight in Shadow Dragon. Maybe because of how easy it is to calculate one's AS after weapon weight considerations. It's just very easy to understand and I'm not having to deal with an extra stat like Con.
    What I've come to appreciate in the GBA games is that your Con doesn't change unless you promote and so it affects the kind of weapons you can use, meaning you have limitations put in place and encourage strategic play because you need to decide which weapon on a unit will yield better results.

  • @mado-wh4jv
    @mado-wh4jv 9 месяцев назад +6

    I say the lack of female characters with higher constitutions has more to do with the lack of diversity with more buffed female characters. In their artwork, there's barely any muscle even If they can be taller. Also, trainee Amelia somehow has more cons than Marissa, so...

  • @shewithwings
    @shewithwings 7 месяцев назад

    i love that this video exists

  • @mc.type_guy
    @mc.type_guy 9 месяцев назад +8

    I think weapon weight could be fun to play with when mixed with other mechanics. Like weapon skills (thracia) or stat bonuses. Like a really heavy lance with beeg might that gives wary fighter or smth idk

    • @jimjimson6208
      @jimjimson6208 9 месяцев назад +1

      Vestaria Saga (other game made by Kaga) has a bunch of interesting weapons with high weight as a drawback, can't remember too many of them but I remember there is a spear that weighs 15 vs the standard spear's 9 but halves the damage taken by the wielder. IIRC there is also one that weighs 18 but works like an FE6 eclipse tome and always leaves the enemy at 1hp.

  • @serifAizawa
    @serifAizawa 9 месяцев назад +1

    Kelik sighting in a video all about weight in Fire Emblem, this video is perfect

  • @ivanbluecool
    @ivanbluecool 9 месяцев назад +32

    Another good video idea if you need one could be "early Fe maps" and how they work to introduce a player to the game mechanics
    Example would be awakening from chapter 0 to the lucina fight as that's before everything opens up. Fates the prologue maps before the route split but I also consider the first maps of each route it's own starting map too.
    Engage is probably some of the most fun maps as it's a fun puzzle to play repeatedly

    • @actuallizard
      @actuallizard  9 месяцев назад +10

      I did a video awhile ago on engages early game maps and what they teach you. Maybe I'll do one on the rest of the series too!

    • @ivanbluecool
      @ivanbluecool 9 месяцев назад +4

      @@actuallizard guess I'll check later. Though engage is better with replays I loved the early maps more as I replayed them and got used to the system
      I feel Fe games have two stories to them. The early maps where you got little resources and the main game as both play differently with options.
      Awakening for example you get an early elixir and hammer so it's telling you to use it wisely especially on lunatic. That's the kind of puzzles I love where they give you everything you just need to figure it out

    • @________-vy4sx
      @________-vy4sx 9 месяцев назад +2

      Fates chapter 5 teaches the player a lot of the games mechanics without being too obvious about it

    • @ivanbluecool
      @ivanbluecool 9 месяцев назад +2

      @@________-vy4sx honestly best part is giving you an early dancer which should be a thing in every game going forward. Gunter should be a bit better in battle but giving us maid and butler units aka the healer with protection is great

  • @Fin0fLenster
    @Fin0fLenster 9 месяцев назад +9

    Speed - Weight is my favourite system out of them, but this is mostly by default rather than a glowing endorsement.
    When it comes to games with systems to mitigate the loss in attack speed I find it common for both myself and a lot of other people for it to "feel bad" for some units to be weighed down when others are not. I would say this is probably the main reason why I prefer the simple "all units take the same speed penalty" approach.
    -Tellius is kind of neat early game for reasons you mentioned but is otherwise more or less a game without weapon weight from the mid game onward for most units most of the time. At the very least it doesn't feel especially bad because Strength can and will go up so it isn't a problem characters are locked into.
    -GBA goes pretty hard on that "feels bad" aspect of attack speed loss where there is almost no way to help a character out of it other than like one body ring you get all game or a promotion that helps slightly. It also feels especially bad for female characters.
    -Engage and especially Thracia can escape the feels bad aspect of this to some degree because the stat can go up on level up, but it's still there to a degree and affects some units (women mostly) more than others.
    Thracia escapes the "feels bad" more because one of the growth boosting scrolls also boosts Build growth and also Thracia has an excellent selection of weapons in it with variable weight. Characters with huge build can use more weapons without being weighed down, but almost every character can use something good without being weighed down much. Killing Edge only weighs 1 more than Iron Sword in this game and Silver is only 2 more than Iron. Both of which are plenty solid options. In addition to this the only characters with a lower base Build than 5 are some kind of Mage/Utility character and Tanya (RIP Tanya) so it overall just doesn't feel as limiting as in say GBA.
    Now with all of that said I kind of like your other propositions where we take other penalties for Build or just make it an outright requirement for certain weapons. I particularly care for the hit idea. I'd kind of like to see how this would pan out in practice.
    A bit of an aside: The disappointment I felt when playing Engage when I saw that Speed+ had the same SP cost and same maximum as Build+ was palpable. I'm sure I'm not alone there.

    • @ryco9669
      @ryco9669 9 месяцев назад +2

      You'd expect Isadora to at least better a little better rescuing than the other cavaliers but because men have a higher con cap she has the same Aid stat

    • @Fin0fLenster
      @Fin0fLenster 9 месяцев назад

      @@ryco9669 Yeeeeeeeeah

  • @alondite215
    @alondite215 4 месяца назад +2

    I don't mind weapon weight in principal, but it seems like the developers aren't really mindful of how Con/Spd/Wt interact (in games where they are relevant to AS, of course) given how they build some characters.
    I liked how Three Houses handled it, using a percentage of Str instead of Con, but the problem with that system is that Wt becomes a bit redundant later in the game because characters can negate so much of it, and it compresses potential variety within the cast once that differentiating factor is lost. Con doesn't grow on its own, so the relationship between Con and Wt is consistent, and you can also use this relationship to design a wider variety of functionally unique characters because it introduces a meaningful new variable to alter.

  • @SerosNym
    @SerosNym 7 месяцев назад +1

    I like the Tellius(and 3H I guess to a lesser extent) style of offsetting weapon weight with strength, because it at least doesn't penalize you for using stronger weapons like most of the other games do. It does make strength kind of a 'double dip' stat though, providing damage as well as attack speed... not a perfect solution. I think Thracia/Engage is probably the best actual implementation of weight vs speed by integrating it into stats(and critically, emblems), but as mentioned in the video it ends up making build a worse, more specialized version of the speed stat.
    Weapon weight has always felt like a half-baked idea that struggles to find a place in the balance of Fire Emblem games. The GBA games have some units that suffer greatly from having egregiously low con, and it sucks that there are no good ways to deal with that shortcoming aside from the extraordinarily rare body rings. Conversely, in the Tellius games strength is disproportionately valuable, so some units snowball while others struggle to find a niche to fill. I think Fates changing the weapon design universally was a really good step in the right direction, but it felt overly complex and fiddly and has way too many edge cases and spots of imbalance -- you have to hope the devs did the extra work to account for these things or else it's still imbalanced and still limits the meta in a negative way.
    It would be a shame to lose weapon weight as an axis to make choices on(even if it would be the lesser evil at this point), so I hope they experiment some more to help give you meaningful choices to make about your weapon selection.

  • @justicetaylor3050
    @justicetaylor3050 9 месяцев назад

    Something I remembered about weapon weight in Radiant Dawn or path of Radiance was it affected how fast your skill level goes up. And a high skill level was useful for either equipping higher tier weapons or getting bonus damage added. If you wanted to train a unit on cannon fodder, you could purposefully equipped a heavy spear to skill grind more effectively.

  • @Hidden196
    @Hidden196 9 месяцев назад +1

    Tying weapon weight to unit weapon level would be my ideal solution. I.e. a steel sword requiring D in swords would have a malus of -5 AS up until that character reaches C in swords

  • @daddysempaichan
    @daddysempaichan 4 месяца назад +2

    I think the simplest and most effective way to make Weight matter is to subtract by 2 for every point over your unit's Constitution/Build. So if a weapon weighs 10 and your unit's Build is 7, that's a -3, then simply double it, and now said character has -6 speed by being +3 overweight. This'll make Build similar to Luck, in that having excessive amounts of it doesn't help a unit in combat that much. The benefits of having this stat maxed out is minimal compare to having other stats maxed out. HOWEVER, having too little can screw with a units viability. Too little luck and the unit's vulnerable to crits. Too little Build makes doubling unreliable, and makes one susceptible to getting doubled.
    Course, in this state, there needs to be a way to increase a units Build. You can make it another stat that can be gained on level ups, or you can be a bit more funky and make the leveling of build directly tied to how often they use weapons too heavy for them to use. Also, with Weight now serving such a severe penalty, you can make items that directly affects one's Build, like a potions that temporarily increased one's Build just as Pure Water increases one's resistance. Or an enfeeble status that lowers one's Build by, say, 3-5 points, which affects a unit's both offensively and defensively, without directly impacting how hard a unit hits or how much damage a unit takes.
    I we want to be even more fruity with this, we can keep Build as a static stat, and have Weapon Rank offset any weight issues instead, as well as having individual weapon proficiencies that's tied to a character and can be leveled independently from Weapon Ranks. Which is to say the more a unit uses a weapon, the more bonuses they get from using that specific weapon. So use an Steel Sword 100 times and now a unit get's a +2 Might and -2 Weight on using Steel Swords. That'll be Weapon Proficiencies. Meanwhile you'll also have Weapon Rank Bonuses that applies to all types of weapons in that class. S rank Swords might give you +5 Speed for ALL sword weapons, for example.
    This allows a Unit able to power through Weight Penalties by simply using a weapon multiple times, as well as give transferable power to other weapons as to not dissuade a player from changing weapons. This is a pretty radical change but it makes some sense, swing a sword a 1000 times and now you can swing said sword very well. This'll also lay the foundation for when you pick up a different sword. It might not be what you're used to, but it IS still a sword, so basic sword fundamentals still apply. Heck, you can make it so mastering weapons is tied directly to Weapon Rank, or just remove Weapon Rank entirely and have Weapon Mastery give permanent buffs to other weapons in the same class or even direct stat buffs, encouraging you to master ALL the weapons. Make it something similar to how SoV did Weapon Arts, but it gives more than just Arts.
    But like I said, all this is pretty fruity, might as well make a new game with this system in mind at this point instead of modifying and Frankenstein pre-existing FE titles. Probably better to stick to, "Overweight gives -2 speed per point over instead of -1" idea I proposed earlier.

  • @aqualord364
    @aqualord364 6 месяцев назад +2

    I think what makes Engage Con annoying is that the stat pretty much only matters for the earlygame characters who join with miserably low Con. Most of the characters after Firene have quite competent amounts of con that they aren't particularly bothered by most weapons. Meanwhile most of the characters you get in the first few chapters (including your Jagen, for some reason) lose speed even from simple iron weapons. Those characters have to rely on low chance lucky Con level ups, while the rest of the roster gets to rely on a solid base stat. It makes the already fairly weak feeling earlygame squad feel even weaker

  • @bificommander7472
    @bificommander7472 9 месяцев назад

    One way to have a dedicated stat that isn't speed-but-lesser would be to have weight (potentially not just your equiped weapon weight, but also carried weapons and armor) also potentially reduce your move, and Build/Constitution mitigates that too. Now it's move-but-lesser and speed-but-lesset.

  • @yesbloomsan4290
    @yesbloomsan4290 9 месяцев назад

    currently playing binding blade. weapon weight seems more significant in how they affect common enemies. steel lance guys hurt but are easy to double.
    not related to weight: iirc, in 3h, units get base stats of the class they change into so it's worth training armor for stats.

  • @xamadfp
    @xamadfp 9 месяцев назад +1

    I know you already went over _Fates_ a bit here, but how do you feel specifically about that game's one-sided speed system (effective speed)? It has some interesting implications, since something like steel weapons affect the wielder's ability to follow up, but not the enemy's ability to follow up against them. That and there are a select few weapons that make it easier for the enemy to follow up without hindering the user's ability to follow up, like Beruka's Axe. Heck, the ranged S-level weapons actively make it easier for _both_ parties to follow up.
    Do you think this could be a more interesting way to balance weight if applied to more weapons?

    • @yurisei6732
      @yurisei6732 5 месяцев назад +1

      I think it's definitely a good idea, it's how I've implemented weight in my own rip-off. One-sided speed allows weight to just be a question of damage output - multiple weaker hits vs one larger hit - instead of also having to consider the defensive impact of high weight weaponry - bringing a point of speed and a point of weight a little closer together in value.

  • @antris292
    @antris292 8 месяцев назад

    You know I think it would be interesting if build added to your HP or defence just to see how it would go of corse not strait adding but you know it sounds interesting somthing like that anyway

  • @Starwars-Fanboy
    @Starwars-Fanboy 9 месяцев назад +6

    I like three houses system the best. Its basically the same as Tellius but it remains a factor after the earlygame. It made training weapons which i view as the same as slim weapons actually important. I never felt like steel weapons were too heavy to use either under this system. It felt well balanced

    • @rattyxoxo7397
      @rattyxoxo7397 9 месяцев назад +1

      The biggest issue with 3H’s system is that early weapon weight when unit strength isn’t enough to nullify much, if any, weight just compounds on the issues of early Maddening. Kill thresholds are high so a fair amount of units need Steel Weapons to get kills, but those make most units get doubled and one rounded by a ton, so Training Weapons are mostly needed to not get doubled, but then you end up tickling most enemies. I do enjoy 3H weight past Ch3 when the game stops being unfair on maddening, particularly when it leads to interesting scenarios where for example Lysithea may train in Swords to certify for Swordmaster and gain a nice base strength to help nullify some Weight.

    • @Starwars-Fanboy
      @Starwars-Fanboy 9 месяцев назад +4

      @rattyxoxo7397
      I would argue this is more of an issue of enemy stat inflation than the weapon weight system being bad but I agree with youre overall point. It can feel like a dammed if you do dammed if you don't in the early game. I like that this made slim weapons actually good for the first time since fe 4. And it made other light weapons such as gauntlets good.

  • @kiraangle2823
    @kiraangle2823 5 месяцев назад +1

    Wonder ifnit would have made more sense to have skill add to con, or some average between def and res. We dont need more reasons to stack the stat that decides if we take out an enemy in one turn or not.

  • @AndrewChumKaser
    @AndrewChumKaser 3 месяца назад +1

    The con disparity on gendered lines I think has one small benefit for female characters: They're much easier to rescue because any unit with higher con can pick them up. Even Natasha can carry lute around.
    That's really not much but it's something that I can appreciate.

  • @VeXJL
    @VeXJL 9 месяцев назад +4

    I like the weight system, I just never really liked how it's tied to the Constitution stat, which becomes more or less just a secondary Spd/Str stat. And it hurts even more how Con just isn't manipulatable, units with low Con are just stuck with it.
    I would like to see more of Fates' system where there's a distinction between offensive and defensive AS: an enemy with a Steel Axe can be doubled just the same as an enemy with an Iron Axe while keeping the "Weight" penalties of the Steel weapons intact.

    • @TuskyBaby
      @TuskyBaby 9 месяцев назад +1

      I think the Fates system did a great job of balancing 1-2 range weapons, like Javelins, but Steel weapons are often not even considered. I'd rather forge a stronger Iron Sword and potentially sell Steel Swords than take the guaranteed speed punishment.
      Of course, this doesn't apply to units with Wary Fighter or absolute speed demons. Just a general preference.

    • @actuallizard
      @actuallizard  9 месяцев назад +1

      This is a good shout, I also really like how physical 1-2 range weapons were handled in fates. Made them feel useful but not dominant

    • @VeXJL
      @VeXJL 9 месяцев назад

      @@TuskyBaby I'd actually say that the Steel weapons are balanced. There's plenty of units and builds in Fates that just don't use the Spd stat, and also certain enemies like Ninjas where you'd generally prefer just having more Atk than more Attack Speed to one-round. Steel weapons, compared to other weapons, maintain a solid niche of just having sheer Mt, which helps in this regard.
      Iron weapons in this case though have none of the advantages of Bronze and Steel weapons, and it's very easy to just sell Irons for Bronzes instead.

  • @Auron3991
    @Auron3991 5 месяцев назад +1

    I'm of the opinion the best solution is to have a slow growth Con stat that also effects damage. Something to the effect of having Con over weapon weight improves the damage based on a percentage of the base weapon. Penalizes in a stat which can usually be overcome by fast units but isn't useless for slow characters.

  • @Thatguy5606
    @Thatguy5606 9 месяцев назад +1

    An idea I had to that effect; have weapon weight affect *damage* rather than just doubling, with a possible exception for tomes.
    Basically:
    Attack power = Weapon's Might + Unit's Strength (up to Weapon's Weight)
    Attack speed = Unit's Speed - Weapon's Weight
    This produces an intuitive effect where you want to give your heavy weapons to units with high strength because they can capitalize on it more, but speedy units want lightweight weapons so they can double to make up for mediocre single-hit damage. Just as importantly, it also means that lightweight weapons are not universally good; you hit a wall with their damage potential, since no weapon can ever do more than Might+Weight damage.

    • @yurisei6732
      @yurisei6732 5 месяцев назад

      That'd basically just result in units either being 40 Mt 0 Spd or 40 Spd 0 Mt though, since to be able to apply a unit's 20 points of Strength, you'd need a weapon with 20 weight that then subtracts 20 from Speed - and there's little room for anything in the middle because once you're being doubled, you may as well lose every remaining point of speed and maximise the amount of Strength you're adding.

  • @BigmanDogs
    @BigmanDogs 9 месяцев назад +1

    I do think we need some kind of system which makes heavier and slower units especially capable of using heavy weapons.

  • @BigKlingy
    @BigKlingy 9 месяцев назад +1

    "An enemy with 11 attack speed cannot be doubled by any axe user". LOL and I thought Kaga hated axes in Marth's games enough. (No promotions for Fighters, no axe users period in Mystery and the game gives you Silver Axes expecting you to sell them)
    So my thoughts on every weight system:
    FE1-4: Equal-opportunity, but I agree with you that it makes Speed, which is already a really good stat, too good.
    FE5: This one's interesting in that not only does Build have a growth, there's ways to mess around with it via Crusader Scrolls. It's not quite Engage's Build Emblems, but there's a little customization you can do. It also led to silly unit concepts like Marty, who have the Build to be capture-bots and not much else.
    FE6-8: My least favourite weight system. There's the men vs women issue you mentioned, but I've also felt Con allocation per unit created a "the rich get richer" effect. Units with already shaky starts like Neimi and Nino tended to have bad Con on top of all their other issues, while already strong pre-promotes like Marcus, Harken and Pent tended to have higher Con than unpromoted examples of their classes. In theory their lower speed potential is supposed to make up for it, but once people realized the actual benchmarks for doubling in the GBA games are very low, that's not an issue. (And part of WHY the thresholds are so low is enemies are weighed down so much by THEIR weapons) And given how relevant Hand Axes are, and that they're on the somewhat heavy side...
    I feel only Pegasus Knights do low Con well, but Pegasus Knight is just a busted class in general. What's interesting is LOW con is actually a benefit for the Aid stat (affects rescuing), which is a minor niche that women cavalry have over their male counterparts but the gender issue with Con still sucks.
    FE9-11: My biggest issue with this is Weight stops mattering for physical units very, very quickly. If they had weight mitigated by Strength, they should've made weapon weights a lot higher across the board. Meanwhile, Mages get utterly screwed over if they have bad Strength... well it's mostly just Soren being built like a twig. Thinking about it, I actually kinda like this, as one of Ilyana's distinguishing factors over Soren is her higher Strength base and growth letting her more reliably use Thunder and other heavy tomes, while Soren has higher raw Magic and Speed.
    FE12-13: No weight isn't a bad system, except, as other comments said, with Nosferatu. There's a lot of really strong weapons in Awakening without many mitigating factors.
    Fates: I agree with you. A cool idea in theory, but could use some work. It also bugs me that Killer weapons are not only infinite use, but deal 4x damage on crits on top of their high crit chance. Yes they're a little weak when not critting, but they always felt a bit too strong.
    Three Houses: It feels like someone took PoR's system and tried to balance it. Strength/5 I feel might lean too far in the other direction though, /4 maybe. I like the encouragement to learn Armour for the Weight- skills, but in practice I rarely see anyone use those.
    Engage: Engage is currently my favourite one. Weight on weapons is just high enough that lighter ones have their uses and some strong weapons aren't always best, certain Forges and Engraves lowering Weight adds a lot to messing around with that system (-1 weight goes a long way for certain characters). Agreed that Build+ is redundant with Speed+, though admittedly you have Leif and Lyn at different times and you need to spend a lot of Bond Fragments on Lyn to get access to her best versions of Speed+, and you might not have that luxury. (Build+3 from Leif is super cheap in terms of fragments and SP and is accessible way earlier, and it comes with bonus reclassing proficiencies)

  • @radiantherooftellius1138
    @radiantherooftellius1138 9 месяцев назад +1

    I find tellius and dsfe handled the weapon weight well and the best imo, the str mechanic is like highly valued in it, and many units can use many weapons with high str and not worry about the weight of the weapon

  • @TheTicatic10
    @TheTicatic10 5 месяцев назад +1

    The disparity on the gendered weight in gba i believe is cause of rescue. Females being lighter makes them easier to rescue, and because aid for mounted units is the class aid - unit's weight, female riders can rescue heavier allies. Shoutout to shanna's 20 aid

  • @krows-love
    @krows-love 9 месяцев назад +2

    I think fe8s gender divide on con makes sense minus ewan, I think a better example would be fe7 Isadora having less con than units like matthew and kent

  • @panetoneninjacanal2692
    @panetoneninjacanal2692 2 месяца назад +1

    Maybe it could affect hitrate instead of speed, like, if the weapon is too heavy for you, you arent swinging or piercing it as precisely, so people with good con can use heavy weapons normally while people with weak con have some.... questionable hitrates

  • @janitorben1434
    @janitorben1434 9 месяцев назад

    Oh I’m here a bit early!

  • @MysteryDisc
    @MysteryDisc Месяц назад

    I think a neat work around could be finding some type of way of incorporating low constitution into having its own benefit like a crit multiplier. That way the stat is more of a sliding scale rather than big number go brrrrr

  • @deathrawkboy
    @deathrawkboy 8 месяцев назад +1

    Another issue with the weight/speed system is how powerful light weapons are on enemy phase. Not only are you getting consistent doubling, but you also never get hit because you dodge everything. It feeds into your point about being incentivized to mostly use iron weapons.

    • @merlinthetuna
      @merlinthetuna 6 месяцев назад +2

      I think that's more feature than bug! Often people focus on "I can double even weighed down", but if you're cutting in to your dodge in the process, you're significantly affecting the unit's enemy phase. It's a potentially interesting tradeoff... even if I usually opt to not get weighed down ever

  • @SharurFoF
    @SharurFoF 5 месяцев назад

    I think part of the reason getting rid of weapon weight in New Mystery, Awakening, and Fates felt good is that weapon weight and its effects are often just more difficult to see than other stats and their effects. You generally have to click an extra time to see what a weapon's weight is, and many games don't directly display AS, so the system feels clunkier than things you can check by just looking directly at a unit's stats screen. If the presentation of that information were more accessible in the UI, I think the system would feel better.
    Engage addresses this somewhat with the "in-use" stats display, although the flipside of this is that when I want to see a weapon's raw stats (e.g. b/c I want to trade for it, or calculate effective damage), it can be frustratingly difficult to actually access that information.

  • @jonahj9519
    @jonahj9519 2 месяца назад

    The weight - strength system was particularly funny in Radiant Dawn, as by part 2 every unit is a pre-promote, and by part 3 essentially everyone has enough strength to never be weighed down ever, barring mages with siege tombs. Really the last time weight is even a factor is Nephenee and Marcia with Steel Greatlances.

  • @kenkoopa7903
    @kenkoopa7903 Месяц назад

    I do think making a weapon's weight affect other facets of using it is honestly just a good idea, because rather than having Speed and whatever flavor of Speed But Worse to interact with weight, it suddenly becomes something you have to put a lot more thought into if a weapon's weight also affects its accuracy and potential damage.
    Another thing with weight is just the fact that none of this would be much of an issue if not for doubling being a thing, which I want to know the genesis of that mechanic in specific. If I were making a Fire Emblem-like game, I'd just get rid of doubling entirely and just fold critical hit chance into the accuracy check much like a certain popular fantasy heartbreaker to fill a similar role.

  • @joeyharrington1863
    @joeyharrington1863 2 месяца назад

    Regarding the GBA games, I like the few heavy weapons that only a few characters can use effectively (iron/steel/silver blade). It makes high-con sword users like Dieck, Hector (promoted), and Gilliam (promoted) stand out a bit more. I also think it's sort of interesting that steel weapons weigh more than silver weapons. This mostly just makes it so that I never buy steel weapons though. It could definitely be implemented better.

  • @jacobmorris6357
    @jacobmorris6357 9 месяцев назад +1

    It feels weird that they removed the con and build stats in fates when they made Effie, who seems destined to absolutely DOMINATE those stats. I'd imagine her having one of the highest con or build stats in the entire series.

  • @nickalexander3755
    @nickalexander3755 9 месяцев назад

    I lowkey like the GBA version of weapon weight, where it doesn't grow. I've actually thought more about promotions and body rings now going back and playing them than I did as a kid. Kinda similar to what you were saying in FE1 giving Jeigan the slim lance, in FE8 Chapter 5x (aka the worst one), Kyle starts with a Steel Lance and an Iron Sword, where Forde starts with the Javelin and a Steel Sword. And in all of my previous playthroughs, I've just kinda kept them with their original weapons. Kyle's base con is exactly the same as that Steel Sword, though, whereas Forde gets weighed down by 1. Granted, Forde already has a point or two of speed ahead of Kyle at base, but realizing that if I switch Kyle's Iron Sword with Forde's Steel Sword, I essentially just increase his damage output with 0 penalty.
    I also had things to consider with my Pegasus Knights, particularly during my 0% growths run, deciding whether or not I wanted to promote them into Falcoknights or Wyvern Lords, as Wyvern Lord gives them a bit more con, but less speed, and Falcoknight gave them less con, but more speed and access to a lighter weapon class. Idk, it was just an interesting amount of decisions I had to make.

  • @andrewan1225
    @andrewan1225 9 месяцев назад +2

    I ultimately prefer No Weight or Tellius Weight.
    Tellius does suck for early levels especially on mages but usually by midgame or promotion mages will have just enough str to wield e-c weapons without issue (in rd unpromoted Sorens 9 str lets him wield every wind tome except blizzard with no penalty).
    But really Weight just feels like an unfun hindrance. If Elibe remakes ever happen I hope for Lyn and Florinas sake they ditch weight bc a Lord should not be losing 5 speed using D rank weapons.

  • @rattyxoxo7397
    @rattyxoxo7397 9 месяцев назад +1

    The biggest issue with Fates in CQ in regards to silver weaponry is that you have to buy it, because there are no free Silver weapons in the entire game. You do however get a ton of free iron weapons and bronze weapons that can then be forged to be of a similar strength with no downside, or just use a steel weapon to get a stronger hit without needing to buy anything. The only arguably worthwhile Silver Weapon is likely the Silver Bow, because you get no Steel Bow in CQ either, so there’s no free substitute of similarly strong power, and so it might be worth it to let archers like Niles or Mozu hit some kill thresholds. One of the things that I like about BR and Rev is that they give some free silver weapons to actually enable the debate about which weapons to be use when, while CQ’s weapon choices basically means you never use Steel or Silver weaponry over Bronze, Iron and other quirky stuff like the Bolt Axe or Horse Spirit

  • @RushStudios101
    @RushStudios101 9 месяцев назад

    Correction: Shadow Dragon uses the Strength system for calculating weight.

  • @niku9198
    @niku9198 9 месяцев назад +3

    kelik being here already makes this video a 10

    • @AnniNikaido
      @AnniNikaido 9 месяцев назад +1

      Off-topic, but cute avatar, also a 10.

  • @Me_Mike_sus
    @Me_Mike_sus 9 месяцев назад +3

    I think having HP reduce speed reduction from weapon weight would be more interesting like speed - (HP/5 - weapon weight). Units that are strong, but slow tend to have high hp. And fast units tend to have lower hp. HP is also more universal than strength, while also making sense since in a lot of games CON often determines HP.

  • @RubyChiang
    @RubyChiang 9 месяцев назад

    Three Houses' weapon weight system still confuses me to this day. I can never know how it is calculated and I'm having to do guess work on when it would be time for someone like my Yuri to be able to use a Silver Sword without getting weighed by it and my guesstimating says that the earliest would be one or two chapters before the last chapter of the pre-timeskip but I still don't know exactly how much Strength he needed to not be weighed down by a Silver Sword. 😅

  • @armorbearer9702
    @armorbearer9702 6 месяцев назад

    I have an alternative way of making sure that people do not spam silver weapons in Fates. All we need to do is increase the forge options for the lower class weapons and decrease the forge options for silver weapons. The silver weapon can be a more generalist weapon while forged iron and steel weapons cover certain situations better.

  • @Scootapuff88
    @Scootapuff88 2 месяца назад

    I like the Tellius system in theory, the problem is that weapon weigbt becomes nore or less irrelevant about halfway through the game for everyone that isnt a mage or Mist. I do like how the STR stat sets Soren and Ilyaba apart a bit

  • @luthierisbestboy8177
    @luthierisbestboy8177 9 месяцев назад

    I wish you could've shown Valentia more

  • @bussythrobbing2
    @bussythrobbing2 9 месяцев назад

    i still cant get enough with how cute your ‘ch’s are omg

  • @Kilo6Charlie
    @Kilo6Charlie 2 месяца назад

    Weapon Weight and the Con stat in general (I started with the GBA FE games) has always been one of those mechanics I never really dug into, but looking back I wish I had. It's an interesting idea that's explained pretty badly in-game.
    I'm a bit torn on how it works though. Stronger weapons already have a balancing factor in having fewer uses, as well as being rarer and more expensive, so the higher Weight as well feels like they tried to overcorrect. It reminds me of the early Energy or Heavy Weapons in Fallout 3 and New Vegas, where they were terrible to spec into early game because the IDEA was this powerful gun you could break out but had to use sparingly because the ammo was rare. But then they went and ruined it by also making the weapons nearly broken which not only made them even scarcer, but also negatively impacted their damage so they ended up being no better than your basic Physical weapons...
    I think that's part of why many players, myself included, just stick with Iron Weapons in games without infinite uses (Fates/Engage, or late game Awakening with Armsthrift). They have so much going for them with lower weight, better availability, lower cost, and more uses (and often better Accuracy) that the few points of Might just aren't worthwhile.
    I love the idea of the system, but I don't particularly love what any game has done WITH it. I suppose Fates' is the best for what I like about it, but even then it feels odd, and I'd often rather not deal with the hassle of the debuffs, especially when you don't get the option to use a different weapon for Enemy Phase so you can end up a crippled mess from chaff units running into you. IIRC Fates also did away with Trade-equipping so you couldn't even change weapons that way!

  • @DuelingShade
    @DuelingShade 9 месяцев назад

    I think the classic no weight mitigation can work, but you need to really give variable stats to units based on what weapons they have access too. Tearring Saga sort of does this but I think it can go further. For example, swords have low weight but also low hit, while lances have higher weight but very high hit, so your cavs join with mediocre speed and skill and have a choice between maybe doubling with low accuracy and might with swords or go for a reliable higher damage lance attack. On the other hand, myrms and mercs will join with 7-8 more points in both speed and skill so they can consistently double and hit with swords, but they don't get 1-2 range. Finally, most axe users start with a similar speed and skill to mercs, but axes have even less hit than swords, so they end up being as fast and inaccurate as sword cavs, but with the damage of lance cavs. Though it still does have the problems of stat caps locking axe users to a relatively low max speed which is one of the ways I think it can still improve.

  • @Gemini_Blessed_Boy
    @Gemini_Blessed_Boy 9 месяцев назад

    Good video. I remember my first time playing PoR after I just played Fates and Awakening and wondered why my mages are so slow if they have decent spd....and I have to look it up and found out that Wt for tomes is compensated by my unit's Str, and I was like...but mages don't grow str...... I accepted because they use tomes and tomes can be heavy, I guess(?). In 3H I was mad because if you look at the animations mages instead of using tomes they use incantations/invocations and thought okay so... the wait of the spell is compensated by Mag because if you have more magic conjuring the magic circle is easier..but no, Str again. I personally prefer the GBA system/Engage method Tomes have Wt but it's balanced by the fact theirs is not as big as that of normal weapons.

  • @JillTGear
    @JillTGear 9 месяцев назад +1

    I generally just don’t enjoy the weight system at all. In every game it’s been in, it’s just been a redundant stat that you can ignore when your stats get big enough. I love the idea behind it, but it hasn’t been done in a way that I like. (Disclaimer; I havent played awakening-3 houses)

  • @Maroxad
    @Maroxad 9 месяцев назад

    Regarding one of your suggestions. Having a Strength (or CON in FE's case) requirement for certain items is actually pretty common in many TTRPGs and CRPGs (Miniguns in Fallout 1&2 required 7 strength). D&D 5e even has it for armor. But Larian removed this in BG3 because... reasons.
    Another way to utilize CON would be through ways you could overpower foes. Expand on the capture/con system of Thracia 776. Similar to how strong characters in D&D can do things like grapple, pin down and do all sorts of other things to bully weaker characters. Again removed from BG3 because... reasons.

  • @justicetaylor3050
    @justicetaylor3050 9 месяцев назад

    At 5:40 that looked like 2 lvl ups with no stat increases! I think I’d have reset the fight to avoid horrendous RNG like that.

    • @actuallizard
      @actuallizard  9 месяцев назад +1

      Oh that footage is from a 0% growths run, so all the level ups were like that lol

  • @glassofmilk9489
    @glassofmilk9489 9 месяцев назад

    11:09 Shadow Dragon uses the same weight system as telluis

  • @LeAlzanatorLe937th
    @LeAlzanatorLe937th 9 месяцев назад

    16:28 rare footage of Ingrid levelling strength

  • @durma6924
    @durma6924 9 месяцев назад +3

    gender disparity in fe would be a good video
    I'm tired of all my male units dying to crits

  • @sequitur7222
    @sequitur7222 9 месяцев назад +7

    well Lizard? How much can you handle? Can you handle the life one whose con is low? Those with con is low are unable to handle weapons with higher weight…Intelligent Systems, lend me your sexism!

  • @yurisei6732
    @yurisei6732 5 месяцев назад +1

    I like the existence of a gender con disparity, at least in concept, because it's an opportunity to make stats back up aesthetics a little more than they normally do. As a fantasy series, fire emblem has long had a drive to push character designs towards "ideal" images, and as a result fire emblem games tend to end up with male characters on the chunky side and female characters on the lithe side. Even within the same class, compare Fates' Charlotte to Arthur or Effie to Benny. In other RPGs, the starting point for representing these differences in stats is usually to give bigger characters higher strength and smaller characters higher speed, but Fire Emblem doesn't have a lot of space on this front because a single point of either stat can have such a big impact. Con/Bld is a nice compromise, provided it's used well - you can give smaller characters higher base speed but lower con, and bigger characters lower base speed but higher con, leaving both unit types with a reasonable doubling rate and damage output via different routes. If you were to design around this, you could easily create a situation where two units using the two approaches both had for sake of example 20spd and 30mt, and the only difference would be that the smaller character would have the option to sacrifice some might to increase speed, by using a lighter weapon than the one that makes them equal.
    This sort of design would only become a problem if you were still doing something like lowering female units' strength score in addition to lowering build, or lowering build and not raising speed to compensate, or using gender as the base source of build, instead of using the aesthetics that are related to gender (which is how you'd get your Ewan case, or for another example, not giving Rinkah high build despite her being the most muscular character in her game).

  • @marcoasturias8520
    @marcoasturias8520 9 месяцев назад +2

    I'm convinced heavy weapons only exist to make enemies look scary while also being absolutely pathetic sacs of free exp. Just look at Engage's smash weapons, any unit worth their salt doubles them.

  • @chris.awilliams7138
    @chris.awilliams7138 7 месяцев назад

    You could have luck reducing weapon rate as well as increasing your dodge (reduces chance of scoring a critical hit). I feel like luck doesn't have anything to do a lot of the time as you can get additional dodge in many games from pair-up bonuses, and once your opponent's crit-chance has reached 0 there's no benefit to lowering it further (very few enemies have unusually high crit chances in my experience, so you can usually get that number down to 0 without any work). This makes luck a little more impactful but, once again, the effect wares off by the end-game. Either way, it helps ward off the problem of some stats just being better than others.
    Important to note that 3 houses also gave you shields (as did SoV) and wands/staves to weigh down units further, and I think combat arts could add weight. These are ways of further upping the weapon-weight on a unit (especially if the arts allowed you to double) without just making super heavy weapons.
    Having characters who's build doesn't grow is an interesting option, I'm not sure I like the 'feel' of a stat not growing though (it doesn't feel great how rarely it grows in engage, and the way resistance barely grows in SoV feels bad), but perhaps if it was linked to class then that could mitigate this problem (I don't think anyone's annoyed about how movement doesn't grow).
    I do agree that it's not something that always has to exist and it's ok to let players just use the 'better' weapon tyoes at the end-game, so getting rid of it is a valid solution.

  • @ewanphilip5604
    @ewanphilip5604 2 месяца назад

    I do appreciate the lack of weapon weight in Awakening on player characters as I feel like Steel Weapons having lower accuracy, requiring a higher weapon level and costing more is all a trade-off enough. In the GBA games, I find it hard to justify using Steel Weapons much ever, especially in FE6 where the accuracy divide is much bigger. That being said, enemies not being weighed down and having to deal with Steel weapon ambush reinforcements is definitely not a fun time, though that's mainly a problem with ambush reinforcements

    • @TriAzF
      @TriAzF 14 дней назад

      I do agree you use steel weapons less in GBA but they’re nice to have in your inventory. Like a merc can benefit from having an iron and a steel sword in their inventory because sometimes high defence enemies can take more damage from one stronger attack than two lighter attacks especially if there say an armour knight where an iron weapon might not be able to damage them.
      But for the most part I do agree they are probably the worse weapon tier but still have a use. It’s why I personally actually do like weapon weight

  • @lazykatie42069
    @lazykatie42069 Месяц назад

    That Neimi example is more of an example of why you don't promote Neimi to Sniper than an example of why Neimi is bad, bc a Ranger Neimi isn't getting weighed down by a steel bow at all and has the same speed as Sniper Neimi. Neimi is still bad mind, but that's more bc of poor bases and starting bowlocked and at best becoming bowlocked and swordlocked in a game where you generally want 1-2 range and being bowlocked is especially bad.

  • @finleycream1937
    @finleycream1937 9 месяцев назад

    An idea I had for con would be that if a unit's con was greater than the weapon's weight, they would gain AS equal to the difference. This way, con would feel just as important as speed rather than con being worthless if a unit has poor speed.

    • @jimjimson6208
      @jimjimson6208 9 месяцев назад +1

      At that point though I feel like it wouldn't be meaningfully different enough from speed to justify its own existence

    • @endlesstrash4718
      @endlesstrash4718 9 месяцев назад

      At that point con is just a second speed stat.
      I suggest lowering the bonus and slightly increasing the penalty.
      That way con will be better than speed untill it matches weight but worse afterwards.

  • @quickpawmaud
    @quickpawmaud 4 месяца назад +1

    Why would anyone ever go Sniper Neimi?

  • @brunkosproogle5046
    @brunkosproogle5046 9 месяцев назад +1

    I really like the Bld system. I'm on my 3rd playthrough of engage at the moment and having a stat independent of str that, when it grows, allows you to use stronger weapons without a spd and avo penalty just makes the unit leveling process so much more rewarding. I always used to get excited when a unit leveled res in Echoes, and now when a unit levels Bld in Engage I pop off. In fixed growths, these Bld growths are also guaranteed after a certain number of levels adding to depth at which exp distribution becomes a part of your strategy in such a limited exp economy. It also gives an incentive to take units through classes like armor knight for the huge Bld growth rate modifier. It works so well. I hope it continues to return.

  • @papersonic9941
    @papersonic9941 9 месяцев назад

    3H is my favorite system by far, even if it can be a bit unintuitive. One thing I wanna add is that, despite Steel weapons being extremely heavy in this game, they have a niche in being the go-to weapon to use on Player Phase while making use of combat arts (with Iron remaining king on Enemy Phase). I liked this approach, as Steel Weapons in other games were either complete garbage, or just straight up better than Iron.

  • @mintx1720
    @mintx1720 8 месяцев назад

    The problem with weapon weight is doubling is really powerful. Anything that makes you not double is a waste of time. This feels awful especially on effective weapons.

  • @MrMarinus18
    @MrMarinus18 Месяц назад

    16:35
    Though weight-3 just isn't good enough. Especially since you don't really want to master armored classes with fast units and the units that can master them are so slow that it's not going to make a difference.

  • @plentyofpaper
    @plentyofpaper 9 месяцев назад

    Like many mechanics, I feel Engage handles weapon weight best. It's basically the same as the GBA games, but weapons are balanced around weight better. Silver is actually heavier than steel. Although admittedly, with the refinement system, this can often feel like a build tax. For the endgame, a high build unit would likely use a silver weapon +3, while a low build unit would use a steel +5. They've got comparable stats aside from wt, but the steel weapon is about 60% more expensive to refine.
    The early FE games (and Echoes) that use Spd-Wt always felt awful to me. But there's another mechanic that's likely more the culprit than Spd-Wt. It only takes Speed+1 to double. This makes it so using a heavy weapon is extremely punishing. You can be in situations where using a weapon a mere 2 wt higher than your current one can take you from doubling to being doubled. I might warm up a bit to the simple AS = Speed-Wt system if there was a game that used this, but also required +4/5 speed to double. But as of now, there isn't, and all games that use this system feel miserable.
    I never liked strength as the wt mitigator either. I'm basically in agreement with the video. Wt is only relevant early game, and a good stat is made better. Dividing it by 5 in Three Houses also just felt kind of dumb, and largely irrelevant. You've got, maybe a 10 point spread between a high and low strength unit, so their difference in ability to wield heavy weapons is pretty minimal. I can see where they were coming from. They wanted weight to remain relevant throughout the game, but also wanted to have a growing stat to mitigate weight. But like a lot of Three Houses mechanics, the thought process was half-baked.
    I really disliked the weightless weapon system from Awakening. Partly because it makes weapon decision trivial. Just use the strongest weapon. But also, it doesn't play nice with the weapon rank system. When a unit promotes, they often gain a low weapon rank for a secondary weapon. But in Awakening, it's really hard to justify using a bronze axe when you can use a silver sword.
    In previous games, E rank weapons are often reasonably viable. Your new, low level weapon type becomes the cheap light and fast weapon in your loadout (or throwing weapon) which grants extra weapon triangle coverage, while your primary weapon type is the powerhouse option, killer, brave and silver to deal with beefier enemies.
    I want a reason to use a secondary weapon type. So low rank weapons need to not be good enough to justify carrying, and making them light is a good way to do that.
    I can also say I like what Fates did. I'm a fan of systems where most weapons are good for something. I'd love to see this return and be refined a little. I don't recall the issue with forging cheap weapons being the best option. My last playthrough, I really only remember having one forging mineral to work with, so forging was just not an option for most weapon types. In the days of street pass, this may have been different. But when I played through last year, I felt I got some decent use out of most (but not all) weapons.

  • @marioluigijam3612
    @marioluigijam3612 9 месяцев назад

    👍

  • @caliburnleaf9323
    @caliburnleaf9323 12 дней назад

    I vastly prefer the system used in the GBA games and engage. It's a simple but effective system for getting you to use different weapons in different situations. Giving weight mitigation to strength was one of the biggest mistakes the series has ever made, which greatly devalues weight as a mechanic.
    Yes, even in 3H. It's an inherent balance issue which exacerbates snowballing for physical units. You don't need 35 str for edelgard to double everything in sight with an iron axe; by the time you have 35 str, you're doubling everything in sight with a hand axe instead, because losing 3 speed just isn't that big of a deal at that point of the game.

  • @sirwolfy9372
    @sirwolfy9372 8 месяцев назад

    I only want to know if there is a "Slim Axe" in any of the games... That should be a thing even if it is a rare or low durability weapon.... That would make the games much more duable for axe users to counter fast opponents...
    Hmm... Come to think about that... The HACHET, the starting weapon of ROSS from friend-- I-I mean, Sacred Stones, it is a light axe that can even be thrown, huhn!!!
    I think the other game that may have this unique weapon is Awakening with the cadet unit there but I didn't played Awakening so I can not say anything about it.

    • @Posby95
      @Posby95 7 месяцев назад

      Engage has the Compact Axe, which is the slim axe in all but name.

  • @user-dk2he5po1b
    @user-dk2he5po1b 9 месяцев назад +2

    Worth mentioning is that Starsphere adds +15% growth to all stats including Build! Which means that, for a lot of characters (mages, Pegasus knights, and even axe users), Starsphere effectively boosts speed growth by 30%.
    Essentially, this OP DLC skill is even better than I originally anticipated.

    • @michael_betts
      @michael_betts 9 месяцев назад

      Most units cap build if you starsphere them early enough. Starsphere is one of the main reason I switched back to using no DLC, along with all the sp buffs.

  • @speedymurillo1241
    @speedymurillo1241 2 месяца назад

    im still not understanding it ive been playing since the first fire emblem game for the gba and fell of on the sacred stone. now tried engage and lapis cant use anything with out having negative stats on weapon weight reduction is that normal?

    • @speedymurillo1241
      @speedymurillo1241 2 месяца назад

      they should just take that shit off who give a fuck about being encumbered with one stupid bow....

    • @TriAzF
      @TriAzF 14 дней назад +1

      ⁠​⁠@@speedymurillo1241If a weapons weight is higher than the characters build stat they get weighed down. It’s generally to make a bit of a balance so lighter weapons are sometimes viable. Give Lapis or other characters with lower build a light weapon and also a heavy weapon so they can use whichever is more useful in a given situation. Because engage doesn’t have durability it would be kinda dumb if one weapon was just superior in every way. Like why use an iron weapon when steel weapons become available If they don’t weight you down.

  • @Xertaron.
    @Xertaron. 8 месяцев назад

    Alternatively the weapons could just weight down the user if they don't have X strength. Hell, you could make a whole system out of it where each weapon requires a specific stat benchmark to be used effectively, be it strength, skill, defense or even luck. So for example a high skill myrmidon can use killing edge much more effectively than a cavalier with middling skill.
    You could give bonuses if unit's con is above the weapon weight. It would especially impactful for 1-2 range, cause swinging a weapon doesn't require as much power as throwing it with the same degree of force behind it. So slower units with high con could use hand axes effectively while faster units with lower con would be getting heavy penalties to hit and damage. That would both balance 1-2 range weapons and make clear distinction between heavy hitters and speedsters, rather than speedsters just being heavy hitters, but better.

    • @Posby95
      @Posby95 8 месяцев назад

      Um... the strength approach is exactly what Tellius does

    • @Xertaron.
      @Xertaron. 8 месяцев назад

      ​@@Posby95 Yeah that's bad wording on my part. What i meant was to segment it into multiple tiers so for example if weapon weights 15, unit needs 15 con to use it without penalties, for every point below 15 penalties are higher, to the point where below 10 the weapon is basically unusable, but it also grants bonuses for high con units with high strength to give them a niche that can't be replicated by speedy units.
      Telius approach, as mentioned in the video, mostly affects the early game and once your units get higher strength you will never notice that con is even in the game. Boyd and Oscar might feel it if they get bad level ups and try to use steel weapons, but that's about it.

    • @DARKMalice9000
      @DARKMalice9000 6 месяцев назад

      @@Xertaron. What you said is sort of like Dark Souls

    • @Xertaron.
      @Xertaron. 6 месяцев назад

      @@DARKMalice9000 Well, then From Software clearly know what they're doing. I must finally play it sometime.

    • @DARKMalice9000
      @DARKMalice9000 6 месяцев назад

      @@Xertaron. Here
      The stats are in the first one
      Vitality governs HP
      Attunment The spells you can have on your character
      Endurance Boosts Stamina (Green bar), Equip Load (What you can have equiped on your character, and Bleed resistance)
      Strength (Copy/pasted from the Wiki Strength is required for the majority of the weapons to wield. It is a weapon damage modifier and controls the player's Attack Power that increase your damage output for weapons that has strength scaling. More strength points is required for larger and heavier weapons to wield. Strength does NOT affect your weapon swing speed)
      Dexterity (C/P Dexterity controls the player's Attack Power for weapons that scale with Dexterity and increases casting speed for most spells.)
      Resistance Physical, Fire and Poison Resistance
      Intelligence (C/P Intelligence governs the power of Sorceries. It also controls weapon attack power for weapons that scale with Intelligence. This includes Weapon upgraded with Magic Upgrade and Enchanted Upgrade paths and unique weapons, specifically Moonlight Greatsword and Velka's Rapier.)
      Faith (C/P Faith governs the Miracle Power and also increases the Magic Defense. It also controls the player's attack power for weapons that scale with Faith, any weapon that are upgraded down the Divine Upgrade or Occult Upgrade paths. Most miracles damage are also increased with faith.)

  • @HalberdKnight
    @HalberdKnight 9 месяцев назад

    I'll admit weapon weight is something I never give much thought in any of the FE games I played. when it's relevant I am like can this unit benefit from using weapon. if it's a yes they get it, if a no either a different unit gets it or its stored away. now I am also a player who tends to phase out iron weapons as play though goes on. so you'd think I would be more mindful, but I am just not. by late game it feels like such a non-factor. cause by then if a unit isn't not doubling everyone. they one hit is all they need.

  • @SweaterPuppys
    @SweaterPuppys 9 месяцев назад

    The Jugdral and Tellius games have the best version of weapon weight systems Lances and Axes just don’t have to be *that* heavy

  • @serpifeu5836
    @serpifeu5836 9 месяцев назад

    fe 3h: you can just get spd +2 at the start of the game quite easily an helps in more scenarios so the build + skills aren't that helpful

  • @absolembum6399
    @absolembum6399 9 месяцев назад

    I feel like a good way to handle weight would be to work the the value needed to make a follow up attack instead of the effective Speed, similar to how some Fates weapon work;
    For instance, a Slim lance would need you to have only 3 more Speed to double, while a Silver Lance would require a 10 Speed difference, etc.
    This can create some interesting asymetrical Speed requirements, as the amout of Speed needed to not be doubled by an enemy would depend on their weapon and your unit's effective Speed, regardless of what weapon your unit carry, but the speed required to double would not be changed by the enemy's weapon (that would allow to have fast tanks using heavy weapons that would be good at dodging follow-up attacks but with low chances of making follow-up attacks themselves)

  • @weepingdalek2568
    @weepingdalek2568 9 месяцев назад +1

    I never really thought about the sexist Con before but yeah that is rather dumb
    While it is realistic that women are on average smaller than men, there isn't such a huge difference that there should be nearly 5 Con between the average male and average female in Sacred Stones