Three heroes actually uses your idea for a save system except instead of durability it reaches into your bank account and grabs a random amount of money out of it.
Even simpler solution: At the end of the map, instead of giving a full restore to the turnhweel, give it a set amount of charges back. Overusing it will impact how much you can use it later down the line, so it's not quite as exploitable. At the same time, the fact that there is a maximum amount of uses means that when it's nearly maxed out, players won't be afraid of using it, since not using it won't give more uses later down the line, solving the "conserve every consumable until the final boss" mindset that RPG players often fall into.
@@gabrielappleton4342 That low should be reserved for higher difficulties! I say make it 10-15 uses on higher difficulties! No upgrades sans the HIGHEST difficulty where I agree with your 5-7, 10-15 on Hard, and 20 on Normal (cause FUCK Engage making that unlimited on Normal) Or just don't make it a story element for once (or maybe WEAKEN it's pressence so people won't be making "Why don't they just revive Aerith with a Phoenix Down" questions! There's a REASON many games made sure to make it clear that getting KO/Killed in battle is different from a Cutscene death and why Revive Items don't work like that or the usual "my healing isn't working" excuse) NES FE1 on Switch didn't even BOTHER making the Rewind system on it apart of the story like Echoes did (but then I guess it's cause Echoes was a remake, while FE1 was a remaster, Sucks they didn't give us BOTH FE1 and FE3)
IMO, one of the benefits of a rewind rather than a reset that I don't see come up that often is that, in cases where the player made a technical error (not bad rng), the rewind makes it easier to see and understand what that error was. Especially for errors that happen at the end of long chapters where play fatigue is setting in, the number of steps/factors that led up to the situation where there error was made can make the player forget or even change the nature of the situation entirely (a solution that a rewind doesn't disqualify). By being able to immediately evaluate what went wrong and why, the player more directly faces their mistakes and can devise a more appropriate solution.
That rings all too true, I remember when I recently played chapter 7 of Thracia, I was almost at the end, and my strategy involved faced tanking Shiva in a choke point with empty handed Fergus until I could get Safy to talk to Shiva, but right at the end I somehow forgot to unequip Fergus’ brave sword and he one rounded Shiva. That was soul crushing but thankfully I could restart and pull it off perfectly after that. Still I was so pissed that I somehow forgot to unequip his sword right at the end…
didn't even know how different the seemingly simple mechanic of saves could be in in fire emblem but this sheds some new light on the topic. well edited, well organized, and entertaining to boot. this is one of your best videos yet choopi, keep up the good work
I loved Shadows of Valentia because Mila's Turnwheel allowed me to keep my pride while undoing mistakes. I like your solution of an item given to the lord at the start of the game even more. Great video.
Except when the enemy literally gets a 3% crit 5 times in a row. Get attacked on the world map, so I don't get set up and enemy attacks first. Python killed immediately by crit. Rewind. Crit. Rewind. Crit.
@@YourCrazyDolphin i have had moments like that a lot (where reinforcements attack you so you cannot arrange your units). i see a bow knight on the world map, so i retreat to desaixs fortress in an attempt to get the terrain advantage (using the tiles and choke point the defending side gets). bow knight engages my army, then gets free reign to run up and attack silque, who for some reason was placed closest to the front line, and i have to hope she dodges one of the hits or she dies. things like this has happened so many times i ended up giving her an iron shield
Just found this channel through this video. As an experienced FE player, I loved Milla's turnwheel because it patches the outdated and tedious map design from FE2. It did have too many uses; that was my main issue with it. HOWEVER I really liked those 12 limited uses in the post-game dungeon that had no Milla statues. Every use felt like a punch in the gut, making decision making very movement count and 12 uses very limiting.
It's fascinating how we have such an amazing quality of life tool like Mila's Turnwheel, but whenever I go into the shop to get some items, I have to buy them all individually. Maybe it's just me, but I think FE has a long way to go in terms of perfecting the experience for players.
Highest of quality once again from Chaz!!! Those supports from the Fire Emblem content creators really show their stuff! Here's too another great video!!!
I don't really understand how people can hate on Mila's turnwheel. If you don't like it, don't use it, or limit your uses of it. Personally I thought it was a lifesaver for when witches decide to warp halfway across the map and one-round Lukas, or for when the rng decides to troll you. I don't have as much time to play games as I did when I was at school, and Fire Emblem can be rather stressful if you screw up (or get unlucky) near the end of a tough chapter. I get that people want Fire Emblem to be a challenge, and when I'm in the mood for it (and have the time) I do too. But people seem to forget just how flexible Fire Emblem is these days. Optional decreases to the difficulty like Mila's turnwheel and casual mode mean more people can and enjoy the game (which is always a good thing). And as I said before, if you're not a fan of these mechanics, just don't use them! They're optional!
I get the "it's optional" defense a lot- not just with this mechanic, and it just doesn't sit with me. Calling a mechanic "optional" is not a justification for its existence, especially when it's existence undermines so many other established systems. While it's commendable that these "options" even exist, it takes an constitutive mindset, and the necessary willpower to stick to your own self-imposed handicap. No matter how committed you are to your arbitrary modifier, you can never erase the knowledge that going into the menu can make it all go away. It's cool that it didn't negatively affect your play-through, but you're not everyone. Even if an "optional" mechanic is never used at all by a strong willed player, the fact that it still has to be a consideration at all times makes it inherently not an option. I'm not a fan of Casual/Phoenix mode, but at least those are actual options since they are chosen before you start the game and never have to be considered again. I see mila's turnweel as a fantastic idea, but still a missed opportunity for those who want something more concrete and expect to utilize every mechanic given to them, as- IMO all games should do.
Well, I agree with both, the thing is... The turnwheel feels kinds necessary in echoes because of the sheer amount of bs in that game(like witches one rouding lukas, you can't really play around that sometimes), but I wouldn't apply it on other games.
His voice is surprisingly similar to the Act Man. They also talk about video games. They're also also both incredibly attractive and I wanna kiss them and stuff.
I didn’t really mind the Turnwheel. The only time I really used it was when I miss clicked, like not attacking an enemy and instead placing a unit *right in front of* an enemy.
Honestly, I don't really see why it would need to be any more complicated than a simple reduction of uses per map. The reason uses went so high in SoV was to fit with the dungeon mechanic. Sure, it was still overly lenient, but it made sense to have more uses for a situation that you had to work through multiple battles without restoring uses until you left the dungeon or offered up alcohol to a statue. But without dungeons? That need falls away entirely. 3 uses per map seems like a decent middle ground if you want equalize it across the game. If leniency is still a concern, maybe adjust the number of uses also based on the map's scale (bigger fights mean more potential for mistakes or bad luck) and/or reduce uses to 1 or 2 on the highest difficulty, while raising it by a couple on the lowest. I do think it's ideal to have at least one use for every map - except really short ones - because nothing sucks more than having someone die on the last few turns of a long map due to an extremely unfortunate, odds-defying crit or other occurrence, and I think even the best players will appreciate not having to put up with that if they played so well up to that point. Now, in the event dungeons do return, perhaps just assign a greater number of uses upon entering the dungeon to suit the specific dungeon's length. Easy enough to justify in-story by saying there's divine pedestal next to dungeon entrances to temporarily imbue the turnwheel with extra power or something. Attaching uses to a weapon seems to me like it'd lead to both really lopsided balancing (using a ton of rewinds in one map for example, and balancing the Might to where it's not made obsolete in combat by other weapons, but also doesn't break the early game by One-shotting everything) and situations where most people probably wouldn't use the weapon for combat purposes whatsoever, or even use it for rewinding in the early game, because they "might need it later". I'm sorry, I don't see this working well at all.
I’m glad you added ‘casual only’ for the Fates and awakening battle saves, I was playing Fates while watching and was about to feel really dumb until I read that. This is a classic only household.
I think that ways to bring back units shoud be more common, but they have to be worked for. like putting a resurrection shrine at the end of a large and dangerous dungeon map.
My issue with this is that the turnwheel was probably made as good as it was to ease up the difficulty that dungeons can bring. Trying to go through Thabes Labyrinth if you've burned most of the uses of your sword beforehand beating the game sounds like a hell unimaginable. I think the biggest thing that could have helped is changing the turnwheel's effect outside of dungeons. Edit: I just also have to point out that we went through the entire history of Fire Emblem save systems to find the best amalgamation of the systems and we ended with what was effectively Tear Ring Saga's system.
Love your idea. When something has multiple functions it increases the depth of the game tremendously, like how you can use meter offensively and defensively in fighting games, or Mario's jump.
Great stuff as always. Never thought of save states like that as a game mechanic integral to longterm gameplay strategy. It's like taking a survival horror approach with limited item saves and redubbing it "tactical" or "Tactful" saves
In Gaiden you could easily get RNG screwed. For example, summoners could spawn between 1 and 8 dragons at will, or witches could teleport anywhere and kill your weaker units, and restarting would yield different results everytime. Heavy reliance on RNG brings frustration, but instead of removing key mechanics of the original game they introduced the Turnwheel in the remake to make the experience more enjoyable. I don't think they'll keep the Turnwheel for the newer games who probably won't have this kind of issue (except maybe for Thracia remake since 50% of enemies have killer weapons but that's another story).
I'd personally be paranoid about the chrono blade and therefore almost never use it. I'd reset a 1000 times over a death in early-mid chapters over not having enough saved uses in the last 2 chapters. Not to mention if I already moved my lord after making a mistake, I'm stuck waiting for the inevitable.
Why are these so fucking good man? Is it the voice? Is it the vocabulary? Or maybe the fact that these videos are well put together, fun to watch, and actually informative. Stay Frothy Chaz
I didn't know the turnwheel got 12 uses. I only had 11. I love the idea of the chrono blade. As someone who's gone from casual to somewhat less casual this sounds like a cool middle ground between the different ways to deal with resetting.
That's actually a very good idea! And now that I've seen this video, I think this is going to be implemented in the Three Houses, given the time reverse on the trailer.
My belief is that people should be given the option to use save states or not, as it is a very simple choice to make. "Do I withhold using save states, in order to add more weight to my actions, or do I use them during my playthrough to help me through a challenge that I do not have the skill to beat?" It's just a more convenient form of post-chapter saves if you think of it that way imo, as you should also be allowed to avoid using them if you so choose. I think it's also fair to mention that different people look for different experiences, and that giving the player options is a purely positive thing. (I'm looking at YOU, gender-locked classes!)
Let me add to this actually: If these options were configurable at the creation of a save file, that would help those with less self-control. It'd be just like how difficulty and game mode (classic/casual/lunatic/etc) are handled currently.
There has been some pretty neat design work around this concept in the indie games space! As I recall, the 2011 title "Frayed Knights: The Skull of S'makh-Daon" has a really creative drama star system that encourages players to refrain from save scumming. This video made me think of it. :)
That editing on point as usual. I love the turnwheel, it's by far the best mechanic introduced in the series, it needs to be in Three Houses, being screwed by RNG is the worst feeling in FE, you've in the worst circumstances have lost an half an hour of gameplay but with the turnwheel you haven't, in Echoes it made sense to have a lot of uses since it was an old game so I'm hoping it's balanced and has five or six uses instead.
I had a vary similar idea for how to fix it when Mila's first came in, I think having a campaign wide pool of uses is a much better system then a map by map basis. Although, if I'm being completely honest I wish in three houses we were simply given the choice to turn the mechanic off when starting up a new game. I'd rather not have it available and take the game on with the no reset, fight to the bitter end mentality, because taking that kind of an approach has led to some of the most fun and memorable FE adventures I've had. Not knowing that Shadows of Valentia has increased bow range, and having your cleric die 2 turns after recruiting her turned Alms story into a blood bath that only 4 characters survived to the end. I get the argument of "Just don't use it" but that takes a lot of willpower for how easy the mechanic is to use. Simply being able to toggle it off would be a really nice and easy addition for those who want it. Though I would prefer to have a campaign wide pool of uses, I do feel like that's the best-case scenario.
///// TURN 171 ///// Time "10:00" *MasterEnex gives a like to the video* Time "10:30" *MasterEnex:* Ok... now I'm ready to post my hating comment in this video. *Chaz:* And that is my theory craft and I don't know, let me know if you like it or hate it, IF YOU HATE IT I DON'T GIVE A FUCK! *MasterEnex:* FFFFFFFFFFFFUCK !! *MasterEnex uses Mila's Turnwheel* ///// TURN 170 ///// *Chaz has lose a view and a like in his video*
The best method so far in my opinion has been the DS remake mid chapter saves. Giving players 2 saves per chapter to use whenever gives flexibility but also having clear restrictions. The biggest thing about this that is better than your sword idea (neat as it may be) is that players don't know when the final chapter is going to be and so they'll tend to error on the side of hoarding such a resource until the end, effectively ignoring the mechanic for the whole game. But with a 2 saves per chapter system, players have a better idea of where the end is; they see the throne to seize or the boss to defeat, so they have a better idea of how to manage their 2 saves.
When I played SoV, I pretty much only used the turnwheel to redo warps, specifically to warp in Delthea and Alm to kill Rudolph on turn 1. I think my biggest issue with it is the sheer amount of uses the turnwheel has, and how you get all those uses back after every map/dungeon. That said, dungeons handle it better since you don't get your uses back until you exit (or use a Mila statue but SSSHHHHH) Also as a side note, I've been playing FE4 (thanks for putting the rom of that in your Discord, your stuff got me interested in playing it). I'm not very far in, only on Chapter 2 rn, but I will be the first to admit I abused the hell out of the beginning of the chapter save with that part where you have to have Dew and Aideen run from Gandolf's axe guys. Other than that, I'm having a blast with the game, but need to learn to portion my play sessions with it because hoo boy those large maps are no exaggeration.
Interesting Idea...... Memes aside, that would actually be a really interesting way of implementing rewinding in FE. But there is actually something about resetting the whole map that belongs to my FE experience (GBA favourite right here). Anyways, great video. I love your editing, it makes even informative videos a blast to watch ^^
I like your chrono blade idea a lot (also your editing and gags are really snazzy), though personally I also like the renewablity of the turn wheel. One way I think the turn wheel could be better is if rewinding into your previous turn costed more turn wheel charges than rewinding into previous the enemy phase. I think this would be better because the player has more control in the player phase since they have other unit's ready to stratigically cover for mistakes and bad luck in that phase, but in the enemy phase you have to deal with a long series of combats with no intervention, and a unit can get unlucky with dodges or get critted and die unexpectedly, and while they were put in the position by the players choices, they still got rather unlucky, and I think those dirty deeds should be undone dirt cheep with 1 turn wheel charge(alternatively, maybe a bad outcome was likely to happen and the player get's the choice to gamble by trying to fix it with 1 turn wheel charge) This of course should also apply to using the turn wheel to rewind to an earlier part of the current player phase, since bad luck is possible there too, and the player has yet to commit to the enemy phase. However, leaving a unit exposed to an enemy that they are vulnerable to is almost always the direct fault of the player, so I think it would be fair that hitting the "oops big fucky" button to rewind to the last player phase should cost more charges on the turn wheel. Also, I would still reduce the amount of turn wheel uses, many cogs are very easy to get and the turnwheel quickly becomes overpowered imo. I think it's because they balanced it for dungeons with out considering how abusable it was on normal maps.
My idea was more basic, I thought it'd just be like you only have 3 uses, but every map has more "Points" you can pick up, so you can decide how many you need and longer maps give you more chances to avoid bad RNG then shorter maps.
The reset system makes sense in Gaiden/SoV, as its the sheer nature of the gameplay (liking to through enemy waves at you whenever it feels like), but its frankly cheap in three houses and the SDBL localization
Giving it the unrepairable durabilty is probably for the best since it completely nullifies a possibility of another problem arising: "If the item was repairable, should we include a Hammerne staff (and if yes, how many uses should it have) or a repair mechanic at all, in order to prevent the item from becoming too abusable" Just a thought that came into my mind when watching the video.
Really nice video! I liked your idea on the subject. One way I would see this would be that you can rewind during a chapter, but it would harm the main character by taking some of his current HP as well by lowering for instance 20% of his max HP for each use during one battle.
Yea that sword sounds like a really cool idea! Not to mention it would finally put some weight on the legendary weapons. Like most are just legendary swords that don’t actually do much else. Good idea papa Choosi
Playing Fire Emblem without Save States: golly gee, I’m finally almost finished with this map that I’ve been playing for a half hour. Random unit: **SUPER DEAD** Me: *sigh* *SIIIIIIIIIGH* **SIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIGH**
When I first started fire emblem I used save states it’s still fun but once I played the game how it was meant to be I got a whole new enjoyment and getting out of my comfort zone is the reason I love fire emblem so much now
God, how I missed GBA's ferrosaves. I can plug in my old cart that I haven't touched in five years and pick up on the same turn I left off on, game freezes on the last turn of a chapter in Echos? Well guess what that turnwheel isn't going to bring you back to.
I genuinely like your chrono blade idea! My idea would have been being locked to the 3 initial turnwheels and you can get cogs in postgame, as lets be real, post game in Echoes is where the turnwheel was supposed to be used... Or, you have 5 uses of it, but it will be depleted permanently, and can only be refilled at a shrine, that fully refills it, but can only be used once, and appears rarely
I think this is a really good idea. The problem I've been noticing with 3H is that the divine pulse system doesn't incentivise better unit placement - it incentivises save scumming around knowledge of the rng., as if you were playing on an emulator. Couple this with some of the highly luck-based encounters in maddening and the game becomes less a question of whether you have a good enough strategy to beat the chapter, and more about remembering the sequence of hit/miss/crit, rewinding, and then taking the same moves in a different order. I think your solution could work; I also think that re-seeding the rng (though perhaps not for level-ups) with a limited turn wheel/divine pulse mechanic would be better than what we have now.
I'm gonna have to agree with Mangs that I'd probably just throw it in the convoy because that's just how I am. Especially with how powerful this would be. I think the turn wheel might be more balanced if it just let you restart a turn instead of rerolling individual actions until you succeed. Btw you look and sound like a Chaz lol
a save like in shadow dragon that you can use at any time but only can save like 3 times max per chapter would be nice. but mila's time machine is fine, just would be need to level up from less to more in exchange of how you progress in game and how well you do it. awesome video.
My idea for the turn wheel is that perhaps instead of limiting uses, they limit the effectiveness of it, where it could only go back a turn or two. Perhaps they could also implement some idea like you said where the main lord has a blade that could “stamp” a turn so that it can always be accessed. EX: On turn 10 you use a weapon use to stamp the turn, and on turn 16 your favorite unit dies, you have the option of returning to turn 15, or 10. I think this could have the tension that traditional save states have, while also reducing some of the frustrating aspects of reloading a save
I want the Turnwheel tied to a meter that fills as the player secures kills during the battle and has a full turn cooldown before the meter starts refilling. That way you actually have to get a foothold before you can get scummy. I'm thinking it would function like the CO Powers in Advance Wars, but without the reward for letting your units die. My problem with it being a prf is that you can then dance and Hammerne it for even more spamming than we have now.
I just wish there was an "undo" for certain actions. In Three Houses, I usually use Divine Pulse when I accidentally rally/heal someone that the character cannot support with
I like the chrono blade idea, but, if it's unrepairable, 20-30 uses is WAY too little. I'd want at least 50-60 uses in that case. It's really easy to break a 20 use weapon in a single chapter if you're not good at trade strats. Here's another possibility: the weapon has TWO durability gauges: one for when it's used as a weapon, one for when it's used to reset time. The weapon durability can be repaired with a hammerne staff and the item durability cannot be replenished by normal means. The item durability part could even be represented by a resource on the field, like Mila's Turnwheel is to remind the player how much "chrono power" they have left. I'd say 10 uses for an entire playthrough is fair. Hell, maybe give it like 5-6 uses, and have a story event somewhere in the mid-to-late game that replenishes it, and maybe upgrades it to 8 uses for the last 6-7 chapters. If you break the weapon (through combat) before this part of the game, you don't get the refresh.
How to Fix Mila's Turnwheel:
Always say "It's rewind time" when Using it.
That's all folks!
10/10
You make everything better.
@@henrygutierrez3243 Hey That's my role in a Nutshell ;^)
aaaaaaah ha ha. aw that's hot. that's hot.
Nah.
"Bite za dusto" works better.
Mila's Turnwheel is actually good if you do one simple trick ;)
Alex Mercer
Name’s Alex Mercer, yet has a Selena picture.
*_Hmmmm, where’s Heller when you need him?_*
Hecc yeah
Three heroes actually uses your idea for a save system except instead of durability it reaches into your bank account and grabs a random amount of money out of it.
Not sure if three heroes is a cannon game cause it was worked on by EA.
It's got Corrin in it, so it's canon.
Ha, no worries for me, because I don't have anything in my bank account!
What do you mean? How does three houses do any of that?
@@Quote_Cannon it's a joke that you obviously don't get, unless your joking too
Even simpler solution:
At the end of the map, instead of giving a full restore to the turnhweel, give it a set amount of charges back.
Overusing it will impact how much you can use it later down the line, so it's not quite as exploitable.
At the same time, the fact that there is a maximum amount of uses means that when it's nearly maxed out, players won't be afraid of using it, since not using it won't give more uses later down the line, solving the "conserve every consumable until the final boss" mindset that RPG players often fall into.
Invenblocker this actually sounds good
Honestly this is the best "fix"ive seen here
Seems simple to me. Maximum 5 uses (upgrading to 7 over the game), and recharges 2 uses per battle (3 after a certain point in the game).
@@gabrielappleton4342 That low should be reserved for higher difficulties! I say make it 10-15 uses on higher difficulties! No upgrades sans the HIGHEST difficulty where I agree with your 5-7, 10-15 on Hard, and 20 on Normal (cause FUCK Engage making that unlimited on Normal)
Or just don't make it a story element for once (or maybe WEAKEN it's pressence so people won't be making "Why don't they just revive Aerith with a Phoenix Down" questions! There's a REASON many games made sure to make it clear that getting KO/Killed in battle is different from a Cutscene death and why Revive Items don't work like that or the usual "my healing isn't working" excuse) NES FE1 on Switch didn't even BOTHER making the Rewind system on it apart of the story like Echoes did (but then I guess it's cause Echoes was a remake, while FE1 was a remaster, Sucks they didn't give us BOTH FE1 and FE3)
We didn't need fat Catria. Chaz please, we didn't need fat Catria.
I needed Fatria, but I honestly shouldn't feel this way...
@@Indie_Calls nobody should feel anything about Fatria. It hurts me just thinking of it.
Fatria is an acquired taste.
You just can't comprehend the deep lore of the Chooseyverse.
@@Segvent not unless you've been around since day 1.
C H I C K E N
“Best thing since... the weapon triangle?”
FE3H: Divine Pulse
Also FE3H: removes weapon triangle
its a joke
@@Choops6969 lol did you edit the title to include, "divine pulse?"
That's a pro gamer move
Why is this video made so incredibly well...
Because Chaz is amazing at editing. He isn't just a sultry voice, you know!
I was thinking the same thing,so much effort has been put into it. 👏
IMO, one of the benefits of a rewind rather than a reset that I don't see come up that often is that, in cases where the player made a technical error (not bad rng), the rewind makes it easier to see and understand what that error was. Especially for errors that happen at the end of long chapters where play fatigue is setting in, the number of steps/factors that led up to the situation where there error was made can make the player forget or even change the nature of the situation entirely (a solution that a rewind doesn't disqualify). By being able to immediately evaluate what went wrong and why, the player more directly faces their mistakes and can devise a more appropriate solution.
That rings all too true, I remember when I recently played chapter 7 of Thracia, I was almost at the end, and my strategy involved faced tanking Shiva in a choke point with empty handed Fergus until I could get Safy to talk to Shiva, but right at the end I somehow forgot to unequip Fergus’ brave sword and he one rounded Shiva. That was soul crushing but thankfully I could restart and pull it off perfectly after that. Still I was so pissed that I somehow forgot to unequip his sword right at the end…
The editing on this boy is incredible
I'm the kind of guy that will shamelessly abuse whatever the game offers so I really like your idea, I need boundaries. 😜
That's how games should work imo.
Your visual comedy is on point, haven´t laughed this hard the entire week thx to your milas turnwheel compilation, thank you for that.
didn't even know how different the seemingly simple mechanic of saves could be in in fire emblem but this sheds some new light on the topic. well edited, well organized, and entertaining to boot. this is one of your best videos yet choopi, keep up the good work
The balance of humor and information is very good. Great humor, theory and presentation! I think you amped up your game in this one!
I loved Shadows of Valentia because Mila's Turnwheel allowed me to keep my pride while undoing mistakes. I like your solution of an item given to the lord at the start of the game even more. Great video.
"Fix it" by appealing to the fact that most FE fans are JoJo fans too and just rename it to bites the dust.
Edit: oh my God Chaz too
Will it do the "Ora Ora" thing too?
Disgusting
I’m so glad someone else noticed!! I swear Jojo and fire emblem share like 80% of their fans
Trash boat jojo is garbage
Blackhole_Marysue I love how I mentioned absolutely nothing about the quality of the show yet you reply to me about this
I thought milas turnwheel was a great addition for those times when you get that 1% crit BS. But yea 12 is too much per chapter
Oh my god that 1% crit
I'd personally only give 1 at the beginning and add 1 for each chapter you don't use it.
@@Saltyoven that would still give me like 12+ uses lmao
Except when the enemy literally gets a 3% crit 5 times in a row.
Get attacked on the world map, so I don't get set up and enemy attacks first. Python killed immediately by crit.
Rewind.
Crit.
Rewind.
Crit.
@@YourCrazyDolphin i have had moments like that a lot (where reinforcements attack you so you cannot arrange your units). i see a bow knight on the world map, so i retreat to desaixs fortress in an attempt to get the terrain advantage (using the tiles and choke point the defending side gets). bow knight engages my army, then gets free reign to run up and attack silque, who for some reason was placed closest to the front line, and i have to hope she dodges one of the hits or she dies. things like this has happened so many times i ended up giving her an iron shield
I really like the direction this channel is going with these videos, good work choosi
How do we fix the turnwheel ?
Chaz: I got you fam.
Just found this channel through this video. As an experienced FE player, I loved Milla's turnwheel because it patches the outdated and tedious map design from FE2. It did have too many uses; that was my main issue with it. HOWEVER I really liked those 12 limited uses in the post-game dungeon that had no Milla statues. Every use felt like a punch in the gut, making decision making very movement count and 12 uses very limiting.
Chaz your editing is so amazing, and this video is spectacular, congrats on making this masterpiece
thanks jojo. that means a lot.
It's fascinating how we have such an amazing quality of life tool like Mila's Turnwheel, but whenever I go into the shop to get some items, I have to buy them all individually. Maybe it's just me, but I think FE has a long way to go in terms of perfecting the experience for players.
@@Docaccino I'm playing Awakening and Conquest, and that isn't the case.
"You can't Double Lion your way out of this one, Alm!"
That sounds like a challenge
Highest of quality once again from Chaz!!! Those supports from the Fire Emblem content creators really show their stuff! Here's too another great video!!!
Those video edits were on point, dude.
Man I love your style!! You look like a persian version of Prince.
I don't really understand how people can hate on Mila's turnwheel. If you don't like it, don't use it, or limit your uses of it.
Personally I thought it was a lifesaver for when witches decide to warp halfway across the map and one-round Lukas, or for when the rng decides to troll you. I don't have as much time to play games as I did when I was at school, and Fire Emblem can be rather stressful if you screw up (or get unlucky) near the end of a tough chapter.
I get that people want Fire Emblem to be a challenge, and when I'm in the mood for it (and have the time) I do too. But people seem to forget just how flexible Fire Emblem is these days. Optional decreases to the difficulty like Mila's turnwheel and casual mode mean more people can and enjoy the game (which is always a good thing). And as I said before, if you're not a fan of these mechanics, just don't use them! They're optional!
I get the "it's optional" defense a lot- not just with this mechanic, and it just doesn't sit with me. Calling a mechanic "optional" is not a justification for its existence, especially when it's existence undermines so many other established systems. While it's commendable that these "options" even exist, it takes an constitutive mindset, and the necessary willpower to stick to your own self-imposed handicap. No matter how committed you are to your arbitrary modifier, you can never erase the knowledge that going into the menu can make it all go away. It's cool that it didn't negatively affect your play-through, but you're not everyone. Even if an "optional" mechanic is never used at all by a strong willed player, the fact that it still has to be a consideration at all times makes it inherently not an option. I'm not a fan of Casual/Phoenix mode, but at least those are actual options since they are chosen before you start the game and never have to be considered again. I see mila's turnweel as a fantastic idea, but still a missed opportunity for those who want something more concrete and expect to utilize every mechanic given to them, as- IMO all games should do.
Well, I agree with both, the thing is... The turnwheel feels kinds necessary in echoes because of the sheer amount of bs in that game(like witches one rouding lukas, you can't really play around that sometimes), but I wouldn't apply it on other games.
J42
You probably play on Phoenix mode
@@sonnytuwun7704 I play on hard classic generally, though I do appreciate the turnwheel.
@@sonnytuwun7704 I've also gotten to chapter 17 of Fire Emblem Awakening Lunatic Plus with no grinding at all.
I think Chaz Aria and Choopi Choosi are the same person... 🤔🤔
Nah, fat chance.
His voice is surprisingly similar to the Act Man.
They also talk about video games.
They're also also both incredibly attractive and I wanna kiss them and stuff.
Lol I love how you used the turnwheel in real life
I’d honestly be fine with the shadow dragon save system. That’s the best middleground in my opinion.
I didn’t really mind the Turnwheel. The only time I really used it was when I miss clicked, like not attacking an enemy and instead placing a unit *right in front of* an enemy.
The editing in this is insane. Awesome job
Just tie it to gold. Make people buy their saves. Can't afford this killer lance? Maybe you shouldn't have spent so much on a decent level up.
that's a good idea too.
Fire Emblem Echoes: Shadows of a lost Playstation entry
Honestly, I don't really see why it would need to be any more complicated than a simple reduction of uses per map. The reason uses went so high in SoV was to fit with the dungeon mechanic. Sure, it was still overly lenient, but it made sense to have more uses for a situation that you had to work through multiple battles without restoring uses until you left the dungeon or offered up alcohol to a statue.
But without dungeons? That need falls away entirely. 3 uses per map seems like a decent middle ground if you want equalize it across the game. If leniency is still a concern, maybe adjust the number of uses also based on the map's scale (bigger fights mean more potential for mistakes or bad luck) and/or reduce uses to 1 or 2 on the highest difficulty, while raising it by a couple on the lowest.
I do think it's ideal to have at least one use for every map - except really short ones - because nothing sucks more than having someone die on the last few turns of a long map due to an extremely unfortunate, odds-defying crit or other occurrence, and I think even the best players will appreciate not having to put up with that if they played so well up to that point.
Now, in the event dungeons do return, perhaps just assign a greater number of uses upon entering the dungeon to suit the specific dungeon's length. Easy enough to justify in-story by saying there's divine pedestal next to dungeon entrances to temporarily imbue the turnwheel with extra power or something.
Attaching uses to a weapon seems to me like it'd lead to both really lopsided balancing (using a ton of rewinds in one map for example, and balancing the Might to where it's not made obsolete in combat by other weapons, but also doesn't break the early game by One-shotting everything) and situations where most people probably wouldn't use the weapon for combat purposes whatsoever, or even use it for rewinding in the early game, because they "might need it later". I'm sorry, I don't see this working well at all.
I’m glad you added ‘casual only’ for the Fates and awakening battle saves, I was playing Fates while watching and was about to feel really dumb until I read that. This is a classic only household.
Love the video man! Some pretty impressive graphics going on too!
I think that ways to bring back units shoud be more common, but they have to be worked for. like putting a resurrection shrine at the end of a large and dangerous dungeon map.
Great Videos,
Editing is on Point!
This channel is going to sky rocket this Year!
Let's smash to celebrate! Come over sometime.
@@Choops6969 Will have too soon! Much love brother!
My issue with this is that the turnwheel was probably made as good as it was to ease up the difficulty that dungeons can bring. Trying to go through Thabes Labyrinth if you've burned most of the uses of your sword beforehand beating the game sounds like a hell unimaginable. I think the biggest thing that could have helped is changing the turnwheel's effect outside of dungeons.
Edit: I just also have to point out that we went through the entire history of Fire Emblem save systems to find the best amalgamation of the systems and we ended with what was effectively Tear Ring Saga's system.
Thisis one of the best edited videos I have seen in a long time. You need more Subscribers
I enjoyed this video so much i forgot to leave a comment about how awesome the editing was
thanks big willy link style
Love your idea. When something has multiple functions it increases the depth of the game tremendously, like how you can use meter offensively and defensively in fighting games, or Mario's jump.
Great stuff as always. Never thought of save states like that as a game mechanic integral to longterm gameplay strategy. It's like taking a survival horror approach with limited item saves and redubbing it "tactical" or "Tactful" saves
You should write my scripts honestly. Haha.
@@Choops6969 I live in NYC too dude! hit me up with a DM if you're open to taking on an understudy sometime :D
this video helped me win my game of tetris 99! thanks again choopi!
we should call these videos chaz ted talks
In Gaiden you could easily get RNG screwed. For example, summoners could spawn between 1 and 8 dragons at will, or witches could teleport anywhere and kill your weaker units, and restarting would yield different results everytime. Heavy reliance on RNG brings frustration, but instead of removing key mechanics of the original game they introduced the Turnwheel in the remake to make the experience more enjoyable.
I don't think they'll keep the Turnwheel for the newer games who probably won't have this kind of issue (except maybe for Thracia remake since 50% of enemies have killer weapons but that's another story).
Lol. Lmao.
I'd personally be paranoid about the chrono blade and therefore almost never use it. I'd reset a 1000 times over a death in early-mid chapters over not having enough saved uses in the last 2 chapters. Not to mention if I already moved my lord after making a mistake, I'm stuck waiting for the inevitable.
damn that last statement was actually a great point, m'dood.
Mila’s Turnwheel is actually pretty good (if you do one simple trick) :))))))))))
Mila's turnwheel is the best thing since they added skills, the weapon triagnle, and allowing most units to have two promotion options.
Why are these so fucking good man? Is it the voice? Is it the vocabulary? Or maybe the fact that these videos are well put together, fun to watch, and actually informative. Stay Frothy Chaz
This video is super well-edited!! Also, thanks so much for crediting my painting! ❤
no prob. it's beautiful. great job on that one.
do you want me to link anything else in the description? Ill put your youtube as well.
@@Choops6969 That's really nice of you!! Just my channel would be fine, thanks! :)
Mila' turnwheel was my saviour. I didn't realize that *SPOILER* alm never gets hit by Rudolf. So my poor units kept getting crit on..
I didn't know the turnwheel got 12 uses. I only had 11. I love the idea of the chrono blade. As someone who's gone from casual to somewhat less casual this sounds like a cool middle ground between the different ways to deal with resetting.
Unrelated but completely related topic: I really love how your hair looks.
We all know 3:44 is one of the most iconic scenes by now because Olwen dies again, great job Choosi
That's actually a very good idea! And now that I've seen this video, I think this is going to be implemented in the Three Houses, given the time reverse on the trailer.
My belief is that people should be given the option to use save states or not, as it is a very simple choice to make.
"Do I withhold using save states, in order to add more weight to my actions, or do I use them during my playthrough to help me through a challenge that I do not have the skill to beat?"
It's just a more convenient form of post-chapter saves if you think of it that way imo, as you should also be allowed to avoid using them if you so choose.
I think it's also fair to mention that different people look for different experiences, and that giving the player options is a purely positive thing. (I'm looking at YOU, gender-locked classes!)
Let me add to this actually: If these options were configurable at the creation of a save file, that would help those with less self-control. It'd be just like how difficulty and game mode (classic/casual/lunatic/etc) are handled currently.
There has been some pretty neat design work around this concept in the indie games space! As I recall, the 2011 title "Frayed Knights: The Skull of S'makh-Daon" has a really creative drama star system that encourages players to refrain from save scumming. This video made me think of it. :)
I'll take a look at it. thank you for the suggestion.
I’m commenting because I want your like
The dedication to heart every comment pleases me
This is actually a really good idea that I'm on board with.
That editing on point as usual. I love the turnwheel, it's by far the best mechanic introduced in the series, it needs to be in Three Houses, being screwed by RNG is the worst feeling in FE, you've in the worst circumstances have lost an half an hour of gameplay but with the turnwheel you haven't, in Echoes it made sense to have a lot of uses since it was an old game so I'm hoping it's balanced and has five or six uses instead.
wtf who is this beautiful man that talks about FE this is amazing
Eyyy, nice to see ya uploading Chaz!
if i aint uploading. im working on the next vid. i promise ya.
@@Choops6969 Glad to hear that! Visual gags were on point too!
I had a vary similar idea for how to fix it when Mila's first came in, I think having a campaign wide pool of uses is a much better system then a map by map basis.
Although, if I'm being completely honest I wish in three houses we were simply given the choice to turn the mechanic off when starting up a new game. I'd rather not have it available and take the game on with the no reset, fight to the bitter end mentality, because taking that kind of an approach has led to some of the most fun and memorable FE adventures I've had. Not knowing that Shadows of Valentia has increased bow range, and having your cleric die 2 turns after recruiting her turned Alms story into a blood bath that only 4 characters survived to the end.
I get the argument of "Just don't use it" but that takes a lot of willpower for how easy the mechanic is to use. Simply being able to toggle it off would be a really nice and easy addition for those who want it.
Though I would prefer to have a campaign wide pool of uses, I do feel like that's the best-case scenario.
///// TURN 171
/////
Time "10:00"
*MasterEnex gives a like to the video*
Time "10:30"
*MasterEnex:* Ok... now I'm ready to post my hating comment in this video.
*Chaz:* And that is my theory craft and I don't know, let me know if you like it or hate it, IF YOU HATE IT I DON'T GIVE A FUCK!
*MasterEnex:* FFFFFFFFFFFFUCK !!
*MasterEnex uses Mila's Turnwheel*
///// TURN 170
/////
*Chaz has lose a view and a like in his video*
A real FEtuber would Ironman this video.
Bro your editing style is insanely good
Tankyou Kreampuff.
The best method so far in my opinion has been the DS remake mid chapter saves. Giving players 2 saves per chapter to use whenever gives flexibility but also having clear restrictions. The biggest thing about this that is better than your sword idea (neat as it may be) is that players don't know when the final chapter is going to be and so they'll tend to error on the side of hoarding such a resource until the end, effectively ignoring the mechanic for the whole game. But with a 2 saves per chapter system, players have a better idea of where the end is; they see the throne to seize or the boss to defeat, so they have a better idea of how to manage their 2 saves.
thats a great point, honestly.
Damn, you have good taste in music man
When I played SoV, I pretty much only used the turnwheel to redo warps, specifically to warp in Delthea and Alm to kill Rudolph on turn 1. I think my biggest issue with it is the sheer amount of uses the turnwheel has, and how you get all those uses back after every map/dungeon. That said, dungeons handle it better since you don't get your uses back until you exit (or use a Mila statue but SSSHHHHH)
Also as a side note, I've been playing FE4 (thanks for putting the rom of that in your Discord, your stuff got me interested in playing it). I'm not very far in, only on Chapter 2 rn, but I will be the first to admit I abused the hell out of the beginning of the chapter save with that part where you have to have Dew and Aideen run from Gandolf's axe guys. Other than that, I'm having a blast with the game, but need to learn to portion my play sessions with it because hoo boy those large maps are no exaggeration.
Interesting Idea...... Memes aside, that would actually be a really interesting way of implementing rewinding in FE. But there is actually something about resetting the whole map that belongs to my FE experience (GBA favourite right here). Anyways, great video. I love your editing, it makes even informative videos a blast to watch ^^
I like your chrono blade idea a lot (also your editing and gags are really snazzy), though personally I also like the renewablity of the turn wheel. One way I think the turn wheel could be better is if rewinding into your previous turn costed more turn wheel charges than rewinding into previous the enemy phase. I think this would be better because the player has more control in the player phase since they have other unit's ready to stratigically cover for mistakes and bad luck in that phase, but in the enemy phase you have to deal with a long series of combats with no intervention, and a unit can get unlucky with dodges or get critted and die unexpectedly, and while they were put in the position by the players choices, they still got rather unlucky, and I think those dirty deeds should be undone dirt cheep with 1 turn wheel charge(alternatively, maybe a bad outcome was likely to happen and the player get's the choice to gamble by trying to fix it with 1 turn wheel charge) This of course should also apply to using the turn wheel to rewind to an earlier part of the current player phase, since bad luck is possible there too, and the player has yet to commit to the enemy phase. However, leaving a unit exposed to an enemy that they are vulnerable to is almost always the direct fault of the player, so I think it would be fair that hitting the "oops big fucky" button to rewind to the last player phase should cost more charges on the turn wheel.
Also, I would still reduce the amount of turn wheel uses, many cogs are very easy to get and the turnwheel quickly becomes overpowered imo. I think it's because they balanced it for dungeons with out considering how abusable it was on normal maps.
My idea was more basic, I thought it'd just be like you only have 3 uses, but every map has more "Points" you can pick up, so you can decide how many you need and longer maps give you more chances to avoid bad RNG then shorter maps.
That's a fantastic idea m'dood.
The reset system makes sense in Gaiden/SoV, as its the sheer nature of the gameplay (liking to through enemy waves at you whenever it feels like), but its frankly cheap in three houses and the SDBL localization
I'll say it again. HOW DO YOU NOT HAVE MORE SUBSCRIBERS. For real, your editing is fucking hilarious.
Giving it the unrepairable durabilty is probably for the best since it completely nullifies a possibility of another problem arising: "If the item was repairable, should we include a Hammerne staff (and if yes, how many uses should it have) or a repair mechanic at all, in order to prevent the item from becoming too abusable" Just a thought that came into my mind when watching the video.
Really nice video!
I liked your idea on the subject.
One way I would see this would be that you can rewind during a chapter, but it would harm the main character by taking some of his current HP as well by lowering for instance 20% of his max HP for each use during one battle.
Yea that sword sounds like a really cool idea! Not to mention it would finally put some weight on the legendary weapons. Like most are just legendary swords that don’t actually do much else. Good idea papa Choosi
Brilliant, high-quality vidye gaem content, cheers.
Playing Fire Emblem without Save States: golly gee, I’m finally almost finished with this map that I’ve been playing for a half hour.
Random unit: **SUPER DEAD**
Me: *sigh*
*SIIIIIIIIIGH*
**SIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIGH**
dis is so sed Olivia sing *END OF DESPAIR*
When I first started fire emblem I used save states it’s still fun but once I played the game how it was meant to be I got a whole new enjoyment and getting out of my comfort zone is the reason I love fire emblem so much now
God, how I missed GBA's ferrosaves.
I can plug in my old cart that I haven't touched in five years and pick up on the same turn I left off on, game freezes on the last turn of a chapter in Echos? Well guess what that turnwheel isn't going to bring you back to.
Just stumbled upon this video, and DAMN, what a buttery voice.
This worth the month without videos
I don't play what ever fire emblem this is but the editing in this video is really good
I genuinely like your chrono blade idea!
My idea would have been being locked to the 3 initial turnwheels and you can get cogs in postgame, as lets be real, post game in Echoes is where the turnwheel was supposed to be used...
Or, you have 5 uses of it, but it will be depleted permanently, and can only be refilled at a shrine, that fully refills it, but can only be used once, and appears rarely
I think this is a really good idea. The problem I've been noticing with 3H is that the divine pulse system doesn't incentivise better unit placement - it incentivises save scumming around knowledge of the rng., as if you were playing on an emulator. Couple this with some of the highly luck-based encounters in maddening and the game becomes less a question of whether you have a good enough strategy to beat the chapter, and more about remembering the sequence of hit/miss/crit, rewinding, and then taking the same moves in a different order. I think your solution could work; I also think that re-seeding the rng (though perhaps not for level-ups) with a limited turn wheel/divine pulse mechanic would be better than what we have now.
Yeah!! Another Chaz upload!
I'm gonna have to agree with Mangs that I'd probably just throw it in the convoy because that's just how I am. Especially with how powerful this would be. I think the turn wheel might be more balanced if it just let you restart a turn instead of rerolling individual actions until you succeed.
Btw you look and sound like a Chaz lol
Holy hell your videos are good. So much so that I don't think I deserve such good content.
Damn, Choosi. You had a colossal glow up
Glow up?
wow i din't know something before 3 houses had a rewind. i was kinda worried they might decide not to keep it but this eases that worry a little
a save like in shadow dragon that you can use at any time but only can save like 3 times max per chapter would be nice. but mila's time machine is fine, just would be need to level up from less to more in exchange of how you progress in game and how well you do it.
awesome video.
That thumbnail is so cute!
My idea for the turn wheel is that perhaps instead of limiting uses, they limit the effectiveness of it, where it could only go back a turn or two. Perhaps they could also implement some idea like you said where the main lord has a blade that could “stamp” a turn so that it can always be accessed. EX: On turn 10 you use a weapon use to stamp the turn, and on turn 16 your favorite unit dies, you have the option of returning to turn 15, or 10. I think this could have the tension that traditional save states have, while also reducing some of the frustrating aspects of reloading a save
I want the Turnwheel tied to a meter that fills as the player secures kills during the battle and has a full turn cooldown before the meter starts refilling. That way you actually have to get a foothold before you can get scummy. I'm thinking it would function like the CO Powers in Advance Wars, but without the reward for letting your units die.
My problem with it being a prf is that you can then dance and Hammerne it for even more spamming than we have now.
i state that it's un-repairable in the video, but your ideas are pretty fantastic, i think.
Uncle Jessie still looking good after all these years~
Incredible video, you just got a new sub!
Greetings and welcome. Welcome to Choosi's house!
Damn that editing is lit af
I just wish there was an "undo" for certain actions. In Three Houses, I usually use Divine Pulse when I accidentally rally/heal someone that the character cannot support with
I like the chrono blade idea, but, if it's unrepairable, 20-30 uses is WAY too little. I'd want at least 50-60 uses in that case. It's really easy to break a 20 use weapon in a single chapter if you're not good at trade strats. Here's another possibility: the weapon has TWO durability gauges: one for when it's used as a weapon, one for when it's used to reset time. The weapon durability can be repaired with a hammerne staff and the item durability cannot be replenished by normal means. The item durability part could even be represented by a resource on the field, like Mila's Turnwheel is to remind the player how much "chrono power" they have left. I'd say 10 uses for an entire playthrough is fair. Hell, maybe give it like 5-6 uses, and have a story event somewhere in the mid-to-late game that replenishes it, and maybe upgrades it to 8 uses for the last 6-7 chapters. If you break the weapon (through combat) before this part of the game, you don't get the refresh.
Those are all fantastic ideas, Doctor.