How to Fix Mila's Turnwheel / Divine Pulse
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- Опубликовано: 10 сен 2024
- "If it ain't broke don't fix it." Ehh.. let's try to anyway! A look at the history of save systems and how they can be used to improve the turnwheel mechanic going forward.
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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
“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
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)
I’m gonna make a second comment to point out why your Chrono Blade is a solution that seems fine on paper, but in reality, wouldn’t work out.
In my experience, “casual” Fire Emblem gamers are very reluctant to use finite resources, since they are often unprepared and scared for what the future may bring, they are terrified that their choices are going to make the endgame impossible, and so they sandbag themselves to avoid that reality. This is why refusing to early-promote, and hoarding are two of the most common pitfalls.
The reason why Mila’s Turnwheel works with casual gamers is because it resets so frequently, thus there is no meaningful reason to hoard it. Even with late-game dungeons, you can offer up alcohol to Mila to reset it, so players have absolutely no incentive to save it’s uses.
Your Chrono Blade solution would terrify newer players, because they would view it as their holy grail, and would hoard the absolute shit out of it. The more hardcore Fire Emblem players who plan out their turns would probably take more advantage of it, but they also would rely on it less, since they plan out their game more.
Personally, I love the Chrono Blade, but it wouldn’t appeal to the demographic that wants it the most, it would just be put in the convoy and left at 30/30 uses until maybe the final map.
I personally think Mila's Turnwheel works fine just the way it is, at least for the casual players, though I think it should have it's uses heavily reduced.
Yes, it might scare them into *gasp* actually playing the game.
I think it would be good for the game overall, but it wouldn’t cater to the casual demographic that wants these mechanics in their Fire Emblem game to give it a go.
Casuals will be casuals, and they will do things like hoard their resources like crazy, and be afraid to move out of their comfort zone. Sure, maybe some of them can be “converted” over time, but imposing finite resource-restrictions to their casual mode mechanics would just end up sandbagging the incentive.
It would sort of be like introducing a “limited” casual mode, where instead of being able to lose units, units would have a certain amount of lives, like in the fangame Fe7x, where they could be killed 3 times before they permadied.
You might think of such a mechanic to be a nice middle-ground between hardcore and casual, but the effect of it would be that everyone who played it would reset the moment they lost a life, because they’d want their units to be at 3 out of 3 lives for a rainy day.
yes i agree that people would still want to reset, but the fact that reseting is even a consideration at all, speaks that it is better balanced than "turnwheel it all away". Resetting is still viable, encouraged and is definitely part of the "flexibility" I keep referring to.
I'd just sell it lol.
Mangs
Maybe the devs could just make the in game item description say “don’t be afraid to use me”. Or is that too on the nose ?
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…
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
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. 👏
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.
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.
@@Docaccino I'm playing Awakening and Conquest, and that isn't the case.
The editing on this boy is incredible
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
"You can't Double Lion your way out of this one, Alm!"
That sounds like a challenge
"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
Your visual comedy is on point, haven´t laughed this hard the entire week thx to your milas turnwheel compilation, thank you for that.
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.
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.
I think Chaz Aria and Choopi Choosi are the same person... 🤔🤔
Nah, fat chance.
I’ve never seen them both in the same room
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 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.
How do we fix the turnwheel ?
Chaz: I got you fam.
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.
The balance of humor and information is very good. Great humor, theory and presentation! I think you amped up your game in this one!
Fire Emblem Echoes: Shadows of a lost Playstation entry
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.
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.
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 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.
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'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.
I’d honestly be fine with the shadow dragon save system. That’s the best middleground in my opinion.
Lol I love how you used the turnwheel in real life
I really like the direction this channel is going with these videos, good work choosi
Chaz your editing is so amazing, and this video is spectacular, congrats on making this masterpiece
thanks jojo. that means a lot.
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!!!
Man I love your style!! You look like a persian version of Prince.
Those video edits were on point, dude.
Mila’s Turnwheel is actually pretty good (if you do one simple trick) :))))))))))
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.
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.
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.
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.
Mila's turnwheel is the best thing since they added skills, the weapon triagnle, and allowing most units to have two promotion options.
The editing in this is insane. Awesome job
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.
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.
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.
I’m commenting because I want your like
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
this video helped me win my game of tetris 99! thanks again choopi!
we should call these videos chaz ted talks
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.
Pretty solid idea, though I think it should have more uses... i’d say 60 at least on the lowest difficulty. Or maybe have low durability of 10-20 but have it recharge 1 durability at the start of every battle so you’ll always have at least one use. Or maybe just get rid of casual mode to justify making the Turnwheel OP, lol
Plus the Turnwheel has a hidden self-regulating feature, perhaps only apparent to those of us who suck... the risk/reward choice of how far back to rewind. Don’t rewind far enough because you don’t want to waste time redoing several turns or don’t wanna undo some lucky crit you landed on a previous turn, and you could find yourself back in the same sticky situation very shortly.
Yaywalter
Thats a really good point
Love the video man! Some pretty impressive graphics going on too!
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
I do agree with restricting turn rewinds into an unrechargeable resource. SoV was already a cake walk on its own and I didn't like how the stakes were further reduced by the presence of Mila's Turnwheel. I know people say "you don't have to use it" but why would I intentionally ignore an obvious exploit? I prefer playing at my very best against resistance and tough calls. It's the same reason I'd rather play Classic Mode over Casual and Phoenix: prices and punishment naturally encourage me to play better.
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 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.
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
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.
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.
I mean without it, I'd just reset the game anyways. I'm a dirty bastard who uses save states anyways... (I actually only use them on later playthroughs, but RNG seriously hates me. I really liked the save point systems so I didn't have to save scum so hard. Your idea sounds really neat! I never use prf lord weapons until like the last 3 chapters anyways.)
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'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
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
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.
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.
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.
Unrelated but completely related topic: I really love how your hair looks.
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.
I think on a lower difficulty (normal and below) a rewind based weapon shouldn’t take durability to use. I play FE in hard difficulty but I think games like awakening are most enjoyable on normal since either way it’s piss easy to exploit. I made a point in my first 3H play through to not rewind time unless I was rewinding to the start of the chapter and I enjoyed the game a ton. Love the idea.
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.
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
U didn’t mention heroes saving. Pls help I can’t find the save button. I summoned a brave Lyn and I don’t want her to go away oh god oh fr*ck I need help
hard reset. delete your account
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.
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 enjoyed this video so much i forgot to leave a comment about how awesome the editing was
thanks big willy link style
wtf who is this beautiful man that talks about FE this is amazing
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 ^^
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
Just do the save mid chapter but do the xcom setting rng so that ever time you try a certain set of actions those actions results done in that order will always be the same no matter how many times you try to have the low level unit crit and take out the boss if it didn’t work the first time it ain’t working at all.
Eh... i'd just give 'em one single turnwheel charge per chapter, they can return to any previous turn and maaaaaybe additional charges could be earned by conpleting bonus objectives on present/past chapters.
I don't think you can save mid chapter in Fates/Awakening. Bookmarks boot you out of the game and are deleted as soon as you load them so you can't abuse them.
in casual mode you can. a little addendum is there in the visual to clarify.
@@Choops6969 ahh all right, didn't know!
neither did i until i did research for this vid honestly. haha.
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*
We all know 3:44 is one of the most iconic scenes by now because Olwen dies again, great job Choosi
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!
A fun idea. The only adjustment I would make is having it not be the lord's main prf, like the Rapier or Legendary weapon, but rather an additional weapon they get. Otherwise, the lord is effectively stripped of a prf for conservation players. Also, the weapon would need to be absurdly powerful to make it's use as a weapon worth the lost reset opportunity.
On that note, wild theory to throw. The Turnweel is essentially Valentia’s Fire Emblem
Damn, you have good taste in music man
Definitely an interesting idea, it doesn't for in Shaped of Valintea though seeing as they is no other durability. You could instead make it a combat art that uses hp similar to how magic does. My solution would be to make the gears be used more. Example: if you turn back three turns that's three uses, one extra use for every death, if someone died last turn so you go back one turn to revive them that's two uses.
While I'd generally prefer to KISS and just cut it down to 3 uses with no upgrades, here's my Chrono Blade idea for Three Houses in particular:
DP is only available when Byleth is deployed;
Byleth starts with 1 charge of DP per map, possibly loses it when picking up the Sword of the Creator;
Any DP beyond the initial charge drains SotC durability by 3-5 (possibly depending on difficulty);
SotC still regenerates on Rest actions, but cannot be repaired.
This means that excessive DP now requires you to take generally inferior Rest actions, harming your long game, but it's still technically not burning irreplaceable resources if you really need it.
I think the reason it's like that is because echoes is a game that's sorta reliant on you having all your units but having a nerfed version in future games would be awesome maybe like 1-2 uses max?
Like due to the smaller size cast on each side
A quick fix would be reduce the max usage /difficulty lvl for example. Easy 12, normal 9, hard 6 lunatic 3, lunatic+ 1
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.
I'll say it again. HOW DO YOU NOT HAVE MORE SUBSCRIBERS. For real, your editing is fucking hilarious.
Oh and I think the last best thing was the pair up mechanic if you don't count using ingame currency to buy skills. Seriously though, I want to be fair but I think pair ups offer a flexible play style that can only be improved onward in terms of tactical decisions or valuing experience over forging bonds and vice versa.
I think 12 uses is good enough if you have to offer something to the Milla statue. Offer cheap food and it's 1 charge, good food like meat is 2 charges, luxurious food is 3, and any sort of ale is doubled if not a full recharge (ale=2, wine=4, Ram wine=6). It also wouldn't hurt if excessive usage would cause future penalties like a cool down counter or something like that.
TO BE FAIR, you were gunna restart the game anyways if you lose someone. So turn wheel is literally just saving that time. And let's not forget resetting system after bad stat rolls
lol I did not even realise how to use it until 3/4 of the game. I had already wasted hours upon hours resetting the game from stupid mistakes. Mila's turnwheel actually changed my entire experience perspective on the game.
me too. Didn't use it until i got to act 4.
You know, with that Three Houses trailer, we did see Byleth seem to "Rewind time." and he does have a weird sword too. Choopi, if you work for IS you have to tell us, you know.