Divine Pulse is BACK in Fire Emblem Engage?!

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  • Опубликовано: 13 дек 2022
  • FE JP Twitter has revealed that the controversial mechanic of rewinding time has returned for the 3rd straight installation. What do you guys think about this becoming what seems to be a staple of the series?
    Link to the Map Design Video: • Fire Emblem's Map Desi...
    #engage #fireemblem #fe #switch
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Комментарии • 95

  • @Coreyographed
    @Coreyographed Год назад +32

    I don’t mind Divine Pulse personally, but the most often I had to use it in Three Houses was for Ambush Spawns I wasn’t aware of, at which point I would just rewind to “Yes, I would do everything exactly the same if I reloaded the map up until this point”

  • @tbahr123
    @tbahr123 Год назад +70

    I think divine pulse makes you play less strategically, but at the same time I’m “old” now and don’t have endless time to replay maps when one of my characters dies, so I’m happy with it being back

    • @elizabethcamargo5495
      @elizabethcamargo5495 Год назад +1

      a mi ne hace quw tome riesgo cosa que solo hacia si tenia un personaje op xdd eso si espero sea no sea retrceder con el exacto mismo resultado sino con unos diferente xd ejemplo si el enemigo hacia critico incluso retrocediendo ese critico lo tenia garantizado xdd

    • @quietuptown78
      @quietuptown78 Год назад +1

      Then just play casual mode

    • @2265Hello
      @2265Hello Год назад +1

      Honestly it’s basically just a replacement for reset. They could limit the number you get how far you go back and or just have one or the other and tie the number of uses of pulse to a rank reward system. More pulses you use the more you loose rank

    • @johnymcmuffins7898
      @johnymcmuffins7898 Год назад

      @@quietuptown78 lol right just play casual mode lol

  • @johnnemblem
    @johnnemblem Год назад +31

    I can see both sides but also see it as a mute point tbh. Most players would reset the chapter anyways when you lose a good unit so it just saves time and if your purposely doing a iron man then you wouldn’t use it. Idk I can still see though that it could be annoyingly for people want to just not be there.
    Either way I’m so hyped for Engage and can’t wait!

    • @popers1328
      @popers1328 Год назад

      "Most players would reset the chapter anyways when you lose a good unit so it just saves time"
      That's exactly the problem. When you're playing Fire Emblem, a strategy game, players are going to want to be encouraged to think through their moves, strategize, and avoid making mistakes, and sometimes take risks but only when they think it's worth it. Getting a game over and having to reset is the consequence or punishment for making a mistake, having a bad strategy, or taking a risk that didn't pay off. That's the entire point of playing classic mode and resetting instead of playing casual. By "saving time" you completely remove the players motivation to play well. Why think about your strategy when you can just do whatever and if it goes wrong, you face no consequence. Why not just take unnecessary risks? There's no If it doesn't work out, just rewind. Risk taking now has no more appeal and suspense because nothing is on the line anymore. If there's no punishment for failure, there's no reward for success and it turns the entire game into a slow grind of easy maps with no thought until you eventually reach the end. That's how Three Houses felt to me anyways.

    • @Spongeman25
      @Spongeman25 Год назад +4

      @@popers1328 cause some people don't have that time. Casual mode just makes it too easy though, as you can just blindly throw your characters at the wall. Plus losing so much perfect planning progress to a single misclick is infuriating. To me, divine pulse allowed me to gamble on things. But only having a limited amount made me wary of gambling the pulse away was worth it or not.

  • @itsallenwow
    @itsallenwow Год назад +13

    I don’t have a problem with the mechanic in and of itself. I recognize that the punishing nature of permadeath isn’t a very popular mechanic and Nintendo wants to bring people in.
    The problem I have is that IS uses it as a crutch in their level design. If you’ve ever played Three Houses Maddening mode there are a ton of examples of ridiculous ambush spawns that realistically you just can’t predict.
    The most famous example being in the level where you confront Sylvain’s brother in that tower. And when you hit a certain point in the map, Thieves will spawn basically in the middle of your party with the Pass ability. Walking directly to your back line and either one rounding them or having 2 thieves attack a unit.
    It feels like they didn’t even play through Maddening sometimes themselves. And say “they have divine pulse, players will figure it out whatever”
    I’m not a fan

  • @funky_dude709
    @funky_dude709 Год назад +14

    Developers should not develop games for how content creators want them to play. The game should be developed with fun and thoughtful strategy in mind for all players.

    • @johnymcmuffins7898
      @johnymcmuffins7898 Год назад

      Bo strategy to be had when you just say oh that didnt work so reset oh still didn’t work go back a turn ahh that works i win gg done. Just play casual mode then and stop making games easier

  • @Agent719
    @Agent719 Год назад +4

    I'm pro-rewind because If I lose a unit without it I'd restart. So this just saves me time.

  • @inti8647
    @inti8647 Год назад +5

    It's interesting to note how Divine Pulse happens automatically on lord defeat whereas the Turnwheel doesnt. It kind of highlights how 3H expects you to use it where in Echoes it was mainly there to make the older design more convenient to go through as an extra mechanic.
    Also I think its apparent that 3H wants you to use Divine Pulse with just how front loaded the army join time is, as in theres no new recruits in the second act (only played VW btw). So to me thats a clear sign that they want you to be using your pulses in the 2nd act because there wont be any more replacements for them if they go down

  • @alphblishtarl9374
    @alphblishtarl9374 Год назад +4

    I feel like some people don't realize IS never truly gives a free ride. If there's anything more than 3 or 4 uses on Divine Pulse, they will force us to use it somehow. Toggleable difficulty settings are just part of the future of game design to maximize playthrough variation, and actually can justify replays pretty decently when there aren't many other features to convince someone to. This game has also been done for so long, it'd be a surprise they don't take more consideration for how they handle difficulty after 3H.

  • @disarmyouwitha
    @disarmyouwitha Год назад +2

    I only started playing FE with 3 Houses so I don't know what to think about Divine Pulse. ^^;
    I am excited for more FE content. =]

  • @eyesofdeathperception6730
    @eyesofdeathperception6730 Год назад +7

    My only issue with the idea you presented (at least for 3H) is the fact that it'll impact the story itself. It pretty much makes you question why Sothis even exists here or what made her so special to begin with. It's not only a game mechanic, but it's also apart of the story.
    People also has to keep in mind that FE3H was a very different game. People says that divine pulse was built around the game for a reason. Although it's true that you didn't really have to spam Divine Pulse. (At least on normal or hard mode.) You'd have to keep in mind with the fact that you don't receive a lot of units in the game when you progress. There's a reason why Three Houses isn't Iron man friendly.

    • @Marth592
      @Marth592 Год назад

      I think they should make divine pulse optional in future games. Like have as an option before the game starts and you can either enable or disable it.

  • @FinalMessenger36
    @FinalMessenger36 Год назад +2

    As someone who doesn't have too much free time anymore to just redo maps all over again I for one welcome our reset the clock over lords. Although maybe they could lessen the amount of charges we get in the end game.

  • @lanceareadbhar
    @lanceareadbhar Год назад +4

    I just hope they didn't design the difficulty around it. It would be great if they made it optional at the beginning of a playthrough or had a way to limit it, but I doubt it.

    • @Marth592
      @Marth592 Год назад

      That’s what I was thinking! I haven’t played FE as long as some and I’ve mostly played on casual until playing the blue lions route. I did that on hard mode and I think everyone survived maybe. I’m on the silver snow route now on hard and classic. I had a heck of a time getting through chapter 12-14 I think after the time skip. FE is honestly probably the hardest game I’ve played.

  • @derail7493
    @derail7493 Год назад +13

    I hope if they make Divine Pulse, its more of a consumable resource, or its a hard to craft/buy/steal kind of deal. Or even, if it means Alear dies, it goes straight to game over screen, like the turnwheel can only be used for allies. Like with Mila's Turnwheel, but could be the cog that breaks after a use.

    • @Jetbladewarrior
      @Jetbladewarrior Год назад

      I hope on the easiest difficulty it's unlimited or it don't use resources but on harder difficulty if you want your gameplay a living hell then I hope they do that on hard and Nightmare.

    • @2265Hello
      @2265Hello Год назад

      Either this or in the future limit how many you get more or how far you can go back. Then tie in one or both to a rank reward system like in other tactics games where the pulse usage greatly reduces the rank you get

  • @Vexal50
    @Vexal50 Год назад +2

    I don't mind Turnwheel/Divine Pulse conceptually, but I hate its execution, as it rewards risky play by....removing all of the risk. I think if it's something you had to more proactively use by setting up the rewind in advance (and thus had to go back to that specific moment) it'd be a much better system as it requires the player to more thoughtfully use it.

  • @borjankosarac3645
    @borjankosarac3645 Год назад +1

    We need to have both the option between Classic/Casual AND in Divine Pulse or not. So someone who doesn’t want to struggle can do Casual with DP, or Casual without, or Classic with DP or Classic without it.
    Because why NOT do this… besides the devs forcing us, and isn’t that why we still have Classic Mode?

  • @jpeake13
    @jpeake13 Год назад +5

    Idk, I feel like it's just to make it more enjoyable for people who'd reload a save anyways and streamline it a little.
    I like it and if it's something people are so against then just don't use it lol.

  • @cloudstrife8
    @cloudstrife8 Год назад +3

    I never minded divine pulse. I rarely used it, but it was nice to have in my back pocket if I was strapped for time and didn't want to redo a level.

  • @metaphobic
    @metaphobic Год назад +4

    Personally i like DP. Having to redo an entire chapter because of a 1% crit will never be ok imo. Ultimately it's up to you whether you want to use it or not; but I think the best way to appease everyone, is to give you the option to opt in or out of the mechanic at the beginning of a run.
    More options to customize player experience is never a bad thing.

    • @johnymcmuffins7898
      @johnymcmuffins7898 Год назад

      Thats fine and all but i think it would be fine if they gave you 2 or 3 uses. Not 10. If you need more than 5 tries let alone 10 go play disney princess or something

  • @Paakli
    @Paakli Год назад +1

    I've dropped playthroughs due to character deaths. Divine Pulse is a godsend.

  • @bunk-o2495
    @bunk-o2495 Год назад

    It'd be interesting to make the Divine Pulse like an estus flask, it has a small number of uses, like 3, that refresh between every map, and never or seldomly increases in uses, up to like Idk 5. by keeping the uses very low, it helps remove any real ability to build maps around the mechanic (if that was ever an issue) but keeps some of the QoL utility of being able undo thoughtless menuing or recoving from just one or bad crits per map.
    But in addition to the Time Estus there are single use items that can be used to do the same thing, so like a Time Orb and Time Shards or something.
    These extras could then be a useful balancing tool because like suggested in the video, they are good rewards for extra hard bonus objectives, and can be saved and thus used by the player for challenges they find harder, they go above and beyond with situations they feel more comfortable with for security on the ones that make them nervous. Then the availability of these extra uses would be directly changed with each difficulty setting, where on the lowest difficulties they are freely purchasable and more are rewarded per drop, and then they are just not there on the highest difficulty. There could also be some tangible benefit to never using the Estus charges, like a wallpaper or cosmetic item, but I think even a line of dialog or some other internal validation could go a long way too.
    Like if sometimes Sothis would just congratulate you, or make a snide joke about failing to utilize her power, on never needing to use the time travel.

  • @mauricesteel4995
    @mauricesteel4995 Год назад +1

    Divine Pulse is Casual Mode without the Dunce Cap. Thats my issue.

  • @snarkygoblin7894
    @snarkygoblin7894 Год назад +1

    I'm very torn on this topic, on the one hand it's nice but it does have rippel effects on the gameplay

  • @torotoro_e
    @torotoro_e Год назад

    I feel like besides having the ability to turn it off, putting rewards like weapons or silver cards behind how many divine pulses you have by the end could work too.

  • @Spongeman25
    @Spongeman25 Год назад

    I fucking love it. I couldn't get into the fire emblem games before 3 houses because I would become infuriated when screwing up just one time meant the death of a character. Especially as a result of some random rng crap. Even better, you play smart for your first time, but then a random storyline ambush occurs. Divine pulse let's you recover and reevaluate your approach without blindsiding you with random misfortune. Sure I could play casual, but then I wouldn't need to actually think to beat a level. Sometimes I use it purely to re roll shitty stat rolls. Even the characters call bs on them.

  • @Zoltri
    @Zoltri Год назад +1

    I pretty much 100% agree that I just wish it was a feature you could elect to disable or not, but I personally play some extremely sweaty self imposed rules with Fire emblem games, so it really doesn't effect me.
    I really like the Ironman style of classic FE games, but with the additional twist of if you reach a Gameover screen for any reason, or your lord dies, then you delete the save. This was mainly to avoid the temptation to throw a mission on a permadeath run to recover someone who died. The Divine pulse mechanic goes so against the spirit of how I play FE games that I just avoid using it, and if my lord does die, rather then use it as the game tries to force you too, I'll just delete the save and start over, but being able to just toggle it off would be a nice recognition from the Dev's that there are people who enjoy these games in a way which might go against what this style of mechanic stands for.
    I really wouldn't mind the mechanic if it felt like something that was balanced around the higher difficulties, like if this games version of Lunatic+ or w/e toyed with the idea of rather then the mechanic being a per mission thing, it was a per campaign. Giving you maybe 10 total uses for it for the whole campaign, or even a toggleable amount to have more or less within reason. I 100% didn't mind in something like Gaiden when they provide you with a Resurrection statue because it was a limited resource that you could utilize within the campaign just to give you a bit more breathing room. I could see a world where Divine pulse could be treated similarly within the highest difficult of the game to make it feel more in line with the spirit of that experience.

  • @ElutPesto
    @ElutPesto Год назад +1

    For me it really is a case by case basis. If the game is balanced around having that option then I don't prefer that, but at the same time I understand why it was in Three Houses and Echoes. Three Houses is not really structured like most FE's in that losing a unit early is way more punishing because you don't get new recruits later in the game to make up for losses. In SoV the thing I noticed is many player units have terrible luck and very often face low percent crit chances (Zeke, Python, Deen, etc) for most of the game and I think it was present enough to just save some headache for people. Usually a player unit facing crit is extremely rare in most games and was a lot more noticable in SoV in my opinion.
    Overall I don't love the mechanic but it is convenient which is never a bad thing if someone wants to keep having fun despite a silly mistake sometimes.

  • @painuchiha2694
    @painuchiha2694 Год назад +2

    Devine pulse is great
    Another Weird thing to complain about, it just makes the game more enjoyable
    Restarting everything for a mistake was good when I was a kid with endless amount of time,but if I play a game nowadays and can’t make progress after a long gameplay session I will quit the game because I don’t have much time for gaming.
    I heard on maddening they had ambush everywhere to burn the Devine pulse In that case it’s the only bad game design that hopefully doesn’t return

  • @naotoueda2838
    @naotoueda2838 Год назад +1

    IS have to make a reason to not restart the map/use divine pulse.
    3H doesn't make me hyped to play because Hard mode is easy (i did an ironman run without any death) and maddening is bad in general (finished 4 runs on NG) with some chapters that obligated me to "try and error" most bullshit.
    It's not like any other games don't have some unfair moments, but at least I can just let my units dead and go on because I have other units ready to use.
    The topic about, "well, most people just reset, so rewind is good because didn't need to restart the whole level" is common because, most of the time, the only thing people lose is time. Only a few games have enough reasons to not restart the whole level, such as Thracia with build and mov level ups, most games have prepromote to substitute your dead units and echoes with revive methods.
    Bonus XP, gold and itens can be rewarded to players who don't rewind the chapters. Rewards can incentivize players who play well, and giving these same rewards in extra battles (we know that we can farm xp and other resources in Engage) make the game fair to people who needs rewind features.
    Rewind isn't the problem, but the lack of reasons to not use and the game balanced around rewind are the problems.
    Tear Ring Saga has a save staff and miracle item(amulet).
    The player can save anywhere at anytime with the save staves. There are 3 of these staves (1 is free and 2 are treasures)
    And the amulet is a 100% miracle and is available at many shops.
    If IS wanna do the game more acessible, making these itens easy to get on lower difficulties is another way of acessibility without saying the player is dumb.
    Also, FE have to incentivize to move on even with units death.
    FE11 gaiden chapters don't bother me, but people with FOMO are annoyed when they know about losing content.
    So, my suggestion is making extra content both storywise and gameplaywise. Making exclusive events that have different values but useful according to who died incentivizes replayability and choices that aren't too inbalanced. If the players are annoyed of not having everything in one playthrough, well, this is not a design problem.

  • @Katie-hb8iq
    @Katie-hb8iq Год назад

    I like the mechanic. I think 10+ rewinds is insanely high, but I feel like 1-3 rewinds would be hitting a sweet spot. I don't want to make a mistake 30 minutes into a battle and have to restart - I need the game to respect my time more as time is the most finite resource I have these days. Redoing 90% of the map to get back to where you were is a huge punishment, especially if it happens frequently. Even 1 rewind per map can save me hours of my life, which is all I ended up using in the past games, if I even used 1.

  • @shadow6743
    @shadow6743 Год назад

    I don't mind divine pulse at all. I am playing through Three Houses for the second time now and the only time I use it is if I move a unit to the wrong space or realize a turn phase would be better if I went back and made a different move. Because it's limited I don't mind it since I can't spam it.

  • @kirbymasterdeluxe
    @kirbymasterdeluxe Год назад

    Can they maybe not give us more than 3 uses on it? I rarely used more than 3 per map to begin with, so I don’t want to make challenges seem trivial just because I have 10 retries.
    It’s a mechanic that can be well balanced. It has yet to be well balanced.

  • @echoedmews9871
    @echoedmews9871 Год назад

    I like the divine pulse thing, like it doesnt force you to use it if you dont want to, so its fine, sure it makes it less strategic in a way as you can learn the costs of a set action, but i enjoy playing games more relaxed and would never really use it unless i felt backed into a corner,
    in regards to it being forced with byleth, as mine has never fell im not 100% sure on how it works, but cant you just pulse to the start of the battle? or quit it??
    or if it forces you back a round just repulse back to the start?? im pretty sure theres a quit/restart battle button but i may be incorrect, sure its slightly an inconvenience but hopefully you arent failing stages so much that it leaves you annoyed by it, but, I have never played maddening and well.. considering the name, it would not be out of place to be angry haha
    But I can see the merit in wanting the hardest possible difficult, and for it to sort

  • @dessam3939
    @dessam3939 Год назад

    Like Divine Pulse but doesn’t need to be integral to the story like it was for 3H, maybe if it was New Game+ then sure but I don’t want it to be a staple to every FE gameplay that has to be shoehorned into its story

  • @warriorpokemon1518
    @warriorpokemon1518 Год назад +1

    I would want Divine Pulse to stay and Casual Mode to leave. The reason is I use Casual Mode so I rarely need Divine Pulse.

    • @johnymcmuffins7898
      @johnymcmuffins7898 Год назад

      Remove divine pulse. If you need divine pulse just play casual mode literally no different

  • @Impulse154
    @Impulse154 Год назад

    where are your fire emblem engage playthrough videos?

    • @LinkKing7
      @LinkKing7  Год назад

      There won't be a let's play for Engage, but I recorded 8 hours of footage today. There WILL be content, I just have to get through things haha!

  • @juliajulius8000
    @juliajulius8000 Год назад

    I think it would be fine to make a toggle or an extreme difficulty mode without divine pulse, but I think it’s integral to have a mechanic like divine pulse in the game. Like it or not, the social elements between characters are now an integral part of Fire Emblem and many new players don’t want to restart an entire chapter because an unit they like died. Some also don’t want to play on casual because they feel like there’s no risk at all. Divine Pulse allows for them to experience something in the middle between casual mode and a more classic FE experience.
    When it comes to the player satisfaction: they could add in game achievements since the Switch doesn’t have these like the other consoles do.

  • @Chietcom
    @Chietcom Год назад

    option/toggles are an easy fix. i personally think that rewind/or all mechanic that make the game easier should scale with difficulty. easy - 3rewinds per map, normal - 2 rewinds per map, hard - 1 rewind per map, sweaty gamer mode- 1 rewind per map only when you fail the objective (so basicly a faster reset button). or casial mode: easy - comes back after the fight, normal - comes back after the next story map, hard - comes back after 2 story maps, sweaty - all units get revived at the storys halfway point once

  • @lorenzorivera3017
    @lorenzorivera3017 Год назад

    I think you should not be forced to use it ever but the option is really nice because my clumsy thumbs sometimes presses the “A” button before I want it to thereby send people to their imminent death.

  • @hilgigas09
    @hilgigas09 Год назад

    I like divine pulse; it makes the game less frustrating. Rewinds become more necessary when you introduce skills to the equation. Conquest end game is a nightmare because of the units with Counter skills and Spendthrift. Losing a unit means restarting both parts because my defensive line falls apart without a full team. Then you have to rewatch the same super long cutscene in-between.

  • @dhisufiroafrozenseraphimdragon
    @dhisufiroafrozenseraphimdragon Год назад +3

    I like Divine Pulse. Just lessen the amount of times it can be used and/or have an option at the beginning of the game to turn it off.
    Another thing they could do with the Divine Pulse mechanic is make it to where the more turns you rewind back the more charges are used. That way 12 Divine Pulses could make sense.

  • @jrpgaddict7726
    @jrpgaddict7726 Год назад

    It's fine, give me at least 1 divine pulse for the hardest difficulty 👌🏾

  • @juliajulius8000
    @juliajulius8000 Год назад

    Don’t get the argument that maddening is designed around divine pulse when we had Awakening lunatic which also has ambush spawns even without something like divine pulse.

  • @inti8647
    @inti8647 Год назад

    If someones going to reset/pulse deaths, I dont really get why they wouldnt just play on Casual mode, and most of the time you should be more than capable of clearing a map without the fallen unit(s). I can see pulsing to reset a misinput or something, but I feel like its redundant in regards to softening permadeath so I hope they treat the mechanic as something for convenience/ to help newer players learn the game than something they expect/want you to use

  • @skynet0912
    @skynet0912 Год назад

    All i want is for players to just have the option to turn it off in the settings, or when you choose difficulty... You already have to set the difficulty and if you wanna play Casual or Classic, so why not include divine pulses in here too?
    The easy solution is to of course just ban the use of them in your own playthrough if you don't like them, or have some sort of rewrard for the player for not using them, like a 20% boost in rewards from battle if you never use a divine pulse during a map!
    Hell, they could even let you access secret chapters or characters by never using a pulse, meaning you now have to weigh the time invested in a map against what you would lose by taking the easy way out... So if you are an hour into a really hard map, you either lose the hour you played by restarting the chapter, or lose out on a potential character or map by using a pulse to save time!

  • @iammaxhailme
    @iammaxhailme Год назад

    i've been playing since fe7, but honestly I can't go back to pre-casual/DP games. I've got shit to do, if I was frequently having to restart maps half an hour in, I'd just quit.
    It should 100% be optional and not the defualt, though

  • @Wibiki43
    @Wibiki43 Год назад +1

    At the end of the day, I'd rather have well designed maps than stupid dumb hard ones, if that's worth anything.

  • @klissattack
    @klissattack Год назад

    Currently I mostly play FE games on emulators and you bet I'm using the savestate feature constantly. With Divine pulse I feel like it's the savestates but better. I definitely don't have the time I used to as a kid so replaying a whole map repeatedly is a bit tiresome for me. Having the ability to toggle it at the start would be a pretty good feature.

  • @Wibiki43
    @Wibiki43 Год назад

    Also, worse comes to worse, someone can just create a mod to mod it out.

  • @autumn2ashes211
    @autumn2ashes211 Год назад +2

    Tbh it’s really hard to see a downside to divine pulse. If you don’t wanna use it then don’t. You can reset the battle which is what you’d have to do anyways if you lost a character you wanted to keep. Divine pulse is nice because it lets you try fun ideas that may or may not work.

  • @Jetbladewarrior
    @Jetbladewarrior Год назад

    I hope at least in the easiest mode you can use the Dragon Pulse as many times as you want but for people who want to witness hell on harder difficulty then allow them to witness hell.

    • @eyesofdeathperception6730
      @eyesofdeathperception6730 Год назад +2

      Not gonna lie. That sounds like a terrible idea for easy mode

    • @Jetbladewarrior
      @Jetbladewarrior Год назад

      @@eyesofdeathperception6730 Easy mode is suposse to be easy so your point is.

    • @eyesofdeathperception6730
      @eyesofdeathperception6730 Год назад +3

      @@Jetbladewarrior Yes, easy. Not unkillable. What you're suggesting here is that the main protagonist shouldn't be killable at all. When you try to place something at easy mode, you'd normally make the other units much weaker. What you're suggesting is that the player shouldn't die period. You can have an easy mode and still hold an L.

  • @DLCMan1218
    @DLCMan1218 Год назад

    Divine Pulse is a ok thing for me, but i rather have the mila's turnwheel effect. like, if Alear dies, game over

  • @darkshadow3015
    @darkshadow3015 Год назад +11

    I honestly don't see how Divine Pulse is a Feature that is bad in any shape or form, it is optional. And no if Byleth dies being forced would have led to a Game Over if your Pulse are empty, so just soft reset. They actually implemented a soft reset for the game for exact that reason. I at least agree to the point having a toggle but yeah for me its not a bad feature at all.

  • @Impulse154
    @Impulse154 Год назад

    I guarantee that if divine pulse did not exist, fire emblem 3 houses would never have been as popular as it was.

  • @shirox11
    @shirox11 Год назад +2

    A turn back time mechanic is a series staple now. Just like casual mode. Just like avatar units. It really doesn’t bother me as long as it’s more balanced than divine pulse was. Start us off with very few and only allow that to increase by a small amount by the end.
    Regardless, turn back time mechanics are here to stay. Don’t be surprised when they add one to the rumoured genealogy remake.

  • @funky_dude709
    @funky_dude709 Год назад

    Divine Pulse was an amazing change to the series and I consider myself a hard-core FE player. As much as resetting a whole level over one small mistake can be fun to some (including me). Dying to a ambush of flying units or anything else is pure bullshit. Not skill based. I do not want to spend another hour on a level just because of an unknown ambush.

  • @ZeStarGamer
    @ZeStarGamer Год назад

    Divine Pulse is fine. 12 per map on the other hand got a little too far out of hand.

  • @MrEvol94
    @MrEvol94 Год назад +1

    Divine pulse is great because the game is rigged against you when you play on maddening. If you get rid of divine pulse you also have to get rid of:
    * Enemies that can move same turn as they spawn
    * crits that say 1-3% but in actuality are above 50% in reality

  • @BombShopUniverse
    @BombShopUniverse Год назад

    Why did he call that guy a loser?

    • @LinkKing7
      @LinkKing7  Год назад

      I was calling myself a loser, that's me in the replies

  • @danphantom2583
    @danphantom2583 Год назад

    Never understand why this was seen as an issue to that degree, it's optional and really not that bad. Also, the game not letting your main character die is nothing new in games, it's just done differently in FE. Hardly an issue

  • @calvin659
    @calvin659 Год назад

    Keep Divine Pulse. However, the game should reward players (on Maddening + Classic only) that clear a map without rewinding even once: 1x Master Seal, 1x Second Seal, 10,000 gold, and 250 SP for all deployed units.

    • @LinkKing7
      @LinkKing7  Год назад

      I think that might be a liiiiiiittle broken for every map, but maybe every 3-4 cumulative maps you do that would make a bit more sense. Alternatively, just let us disable it and give some small visual reward for those who clear maddening/classic without it

  • @theghostcreator776
    @theghostcreator776 Год назад +2

    I enjoy turnwheel, it's a completely optional mechanic no matter how you say it, also 3H DOESN'T force you to use it, you can press the B button to force the game over. While I would've preferred it as just another option in the menu with casual and classic modes and a difficulty selection it's still something I enjoy as an option.
    Also who wants to reset after a 1% crit at the end of a map?

  • @blankblank6214
    @blankblank6214 Год назад

    Make the pulse cost gold then it's fixed

  • @Katie-hb8iq
    @Katie-hb8iq Год назад +1

    @LinkKing7 So the thing with Options is that there is a lot of studies done to see what effect they have on players. When there are too many options, many players will be overwhelmed and just leave them to the defaults anyway, which can be bad when the devs wanted players to be aware of a couple of important ones and defeats the purpose of having an options menu in the first place. Many older blizzard games have left off a lot of options to make the important ones stand out - they did countless usability studies and this is why games like Diablo have had such few options in them.
    I think Hardcore gamers want options and choices, but realistically this is probably 1-3% of the market and this is why so many games often design for the 97% to keep sales high. I don't think they ever want to go back to pre-Awakening sales ever again and they are willing to annoy the 3% of players to ensure this because most of them will buy it and probably enjoy the product anyway.

  • @wetlikewash8055
    @wetlikewash8055 Год назад +4

    Just don't use it.

  • @taso94
    @taso94 Год назад +3

    Ive played every english game and this is my favorite franchise. My take is: Just don't use it if you don't like it.

  • @johnymcmuffins7898
    @johnymcmuffins7898 Год назад

    What’s the point of taking it away when your just going to turn the game off and back on when you lose one of your fav units seems pointless. I personally think they should remove it or just add 1-3 charges max but they give waaaaaaay to many. Or make it a craftable item/ a consumable item found theough those yellow and purple items from online as well as chests

  • @Dylan-ig3qz
    @Dylan-ig3qz Год назад

    I sorta like Divine Pulse as a mechanic, under a few stipulations
    I like it when it feels like a resource rather than only a get out of jail free card, I like the risk/reward of rerolling to try and get a crit in Echoes, but then maybe not having rewinds later when you need them
    But that also only works if you have a limited number of Divine Pulse uses; we’ve been given wayyy too many over the last few games. I think it be good if these were adjusted for difficulties, with the hardest one having a max of like 3-5. Give a bunch to Normal players, it’s not like they’re sweaty enough to be bothered anyway

  • @michaelpaul92
    @michaelpaul92 Год назад +1

    I think the argument of “just don’t use it” is totally justified. If Byleth dies just shut the game off and restart because that’s what you’d be doing anyway if there was no divine pulse/it’s turned off.

  • @Namingway248
    @Namingway248 Год назад +3

    if byleth dies while you have divine pulses left, then I ask you this:
    what is the true difference between the game automatically booting you to the main menu and you choosing to reset to it? its like 3 extra seconds of you manually triggering reset instead of just being given it.
    whats more, I know full well 90% of this fandom played (at least) the first 6 games exclusively on emulator with full access to save states and that fe4 had a setting to save at the start of every turn. Intended or not, the majority of the player base (english speaking at least, considering you aren't going to play something like new mystery on official hardware) has always had access to "undo" buttons of a sort, and I see it as nothing but positive to keep it integrated into the official releases. Its a legitimate casual playstyle, and its kind of pedantic to have an "off" button for a feature that only impacts fail states, when the off button of the console already does that.

  • @Cynicz13
    @Cynicz13 Год назад

    The majority of the people who complain about divine pulse are also the people who reset a map every time that someone dies and that kind of defeats the point of choice and consequence itself so they have no ground to stand on; while yes replaying the map from the beginning can give you more experience being able to see exactly where things went wrong might be more beneficial than restarting a map and making the same mistakes. For the people that play ironman divine pulse won't be used anyway so it doesn't matter; although I do like the idea of it not being as intrusive as it was in Three Houses. Divine pulse is perfectly fine for people. It can help new players figure out the game quicker which is a good thing because it means they'll probably enjoy it and future entries more once they learn how to play. While the divine pulse can certainly be a crux the majority of people can easily ignore it and the people who do use it can use it as a means of learning what to and not to do. I see absolutely no issue with it regardless of whether you play ironman, reset every map, are new to the game, or are just a casual player. It doesn't harm anyone and you only play less strategically if you actively choose to use it and not learn from it which I will argue most people do in fact learn from.

  • @souljahbill14
    @souljahbill14 Год назад

    If a person doesn’t like it, they don’t have use it. That’s how I feel about it.

  • @randomperson-st4vy
    @randomperson-st4vy Год назад

    Easy solution. If you don’t want it don’t use it. Me being honest I loved divine pulse in 3h which introduced me to FE but I rarely used it in my play throughs. And I think I’m not going to even touch it when I play Engage

  • @lilina7578
    @lilina7578 Год назад

    Im very suprised why people are suprised xD. This Mechanic is is a staple at this point. But i hope we get the echoes Version that can be ignored. But im glad its back im allways useing savestates in older games just in case i mess up.

  • @tbahr123
    @tbahr123 Год назад +3

    I think divine pulse makes you play less strategically, but at the same time I’m “old” now and don’t have endless time to replay maps when one of my characters dies, so I’m happy with it being back