PM1 Skill descriptions: Concise description of what you get, fits into a 4x4 square. Game Dev Skill descriptions: Effect: Accelerates Special trigger (cooldown count -2). At start of turn, if unit’s HP ≥ 10%, inflicts Atk/Spd/Def/Res-10, Panic, 【Disarmament Matrix】, and 【Quantum Nullification Field】 on the closest foes within 5 spaces and any foe within 3 spaces of those foes through their next actions. Additionally, inflicts 【Overclock Anomaly】 and 【Fate Override Protocol】 on the foe with the highest HP and all foes within 3 spaces of that foe through their next actions. At start of combat, if unit’s HP ≥ 10%, grants Atk/Spd/Def/Res+10 to unit during combat, neutralizes effects that prevent unit’s follow-up attacks, reduces foe’s damage by a flat 50% during combat (excluding area-of-effect Specials), and restores 10 HP to unit and all allies within 4 spaces after combat. If foe initiates combat or if unit is not adjacent to an ally, grants unit 【Abyssal Overload】 and 【Revenant Code Safeguard】 for 1 turn. If unit transforms, grants Atk+3, inflicts Special cooldown +1 on foes during combat, and disables foe's skills that "calculate damage using the lower of foe's Def or Res." 【Disarmament Matrix】 At start of combat, disables foe's Weapon skill and reduces their Atk/Spd/Def/Res by 15 during combat. Additionally, the foe’s movements are restricted to a single space until their next turn. 【Quantum Nullification Field】 All foes within 3 spaces cannot trigger Specials, cannot make follow-up attacks, and cannot warp. 【Overclock Anomaly】 Grants unit +20 Atk/Spd during combat and reduces foe’s HP by 10% at the end of combat, regardless of combat results. 【Fate Override Protocol】 Unit takes 0 damage from all attacks until foe’s next action, but deals damage equal to foe’s total Atk/Spd/Def/Res stats x 1.5 after combat. 【Abyssal Overload】 Grants an additional action to unit after combat if unit initiates combat, and unit’s next action triggers all Special skills regardless of cooldown. 【Revenant Code Safeguard】 Unit cannot be affected by any penalties and gains a 50% HP shield that persists until the end of turn. If HP shield is broken, restores all unit’s HP at the start of next turn.
this will never happen in FEH because they don't even bother changing the way skills are worded when they do end up changing their wording. Old daggers don't even have the [Dagger 7] tag on them
They do sometimes but very rarely the only times i can remember (other than fixing a mistake) was with the dagger and when they changed the wording of spurs and hone effects because people didn't understand the difference between the 2
Emblem Marth's Lodestar Rush still have the convoluted explaination of his Potent follow-up attacks will be 100% damage even though [Potent 100%] has already exist on Ullr's upgraded prf skill. (if I remember correctly it basically went like "X is the percentage of damage from a Potent follow-up attack. If X
I agree with you Tacho. There's many times that I either forget the effects of the weapons with a wall of text or I misunderstand what the effect does. And it's really hard to keep up with the thousands of skills in the game. As a side note, didn't you know that 100 dmg - 45 HP = 45 HP remaining 😅
The lack of warp bubble in the game is killing a lot of fun for me coming back after 2 years and seeing units teleport across the map and spirit bombing my team turn 1.
That Survey thing is soo truee😭. I have been saying that for soo long like, Genshin does Surverys every Version patch and phases. Asking about events, new areas. Etc.
As soon as I saw the Dokkan screenshot you showed I went and submitted a feedback request in FEH. As a returning player just a few months ago (stopped sometime after Book 2), one of the biggest things that almost made me not get back into it was those walls of text. I plowed through by simply looking at tier lists and building newer units with the bundle of orbs from the story maps. I still can't really decipher them in a meaningful way to team build, and I've basically resigned to that. Thankfully I've managed to get a good bulk of top tier characters, and I'm somewhat having fun with the game, sort of. I feel like they should make a new version, pull a FF14 and refresh the whole thing with a massive story event (and hopefully allow you to keep the old version with all the characters you paid for with offline events rotating) and then start anew. I also agree with the battle forcast, maybe I'm misremembering but I thought it was accurate before so seeing it say absolutely the wrong numbers is baffling. I can't remember where someone said it, but FEH started out as a simplified Fire Emblem, now it's way more complicated than it ever has been.
PM1 with his videos and his TLDR description does a much MUCH better job at showcasing the skills than the design team at Negligent Systems. I hope you can do a video about the declining playerbase you mentioned in this video, Im interested in hearing more about that topic if you wouldnt mind.
Everyone does a better job than IS. If you summarize the descriptions yourself, you'll come up with keywords to drastically reduce the text. It's extremely redundant. Accelerates Special trigger (cooldown count -1) -> Slaying If the unit initiates combat -> IF PP (Player Phase) IF unit's HP is greater than 25% -> IF ≥QHP (Quarter HP) Grants +1 special cooldown per attack -> Breath off the top of my head.
@@SadFace229 Horrible choices. They have to spell it out for players who don't have that esoteric knowledge and who don't delve deep into the game's mechanics. QHP? PP? Seriously? For a game that's supposed to make things clear and not have players open up an external encyclopedia?
@@Un1234l Wouldn't take long at all to get new players up to speed with the terminology. This would ideally also come with a dictionary function to describe each function in full. Once you have a hang of it, turn it off for easy reading. There's no getting around learning the terminology if you want to streamline it.
This would be a massive project, so I doubt they could just release an update like this out of the blue. It would take a LOT of behind the scenes work to get this ready for an ingame release. But it would 100% be worth it in the long run for them. The Fire Emblem franchise rarely gets new additions to the main series of games. FEH is basically the inbetween. They are sitting on a gold mine and they don't seem to be aware of how easy it would be for them to really capitalize on it.
@@tacho9427 I meant that they've got it ready to go at the press of a button. It's just text format, the skill interactions would stay the same. But I've wanted this update for years, I even had trouble understanding base NFU when it was released.
Thankful for PM1, simplifying the skill descriptions to let you know exactly what they do. Dont know why they can't do something similar. If a skill/weapon has built in NFU, Tempo, etc. Rather than explain the effect, just add it as a tag that can be veiwed in a glossary or something. Adding the explaination of buffs/debuffs into the glossary rather than into the weapon descriptions would also help minimize the text.
Tho in 5:13 I do agree that if it reaches a point where it's too much text they will need to remove the wall of text cuz rn I only keep up with FEH and other games like Duel Links because I'm in communities to help me get a simplified game plan of a team or how this wall of text interacts with this other wall of text since my skill level is enough to understand most of the walls of text in FEH
I think the problem is just how much Inteligent systems would have to rewrite vs the benefit of doing so Look at just how many weapons and skills get added every month At this point There's no point in retroactively simplifying weapons and skills because there's just too many And if you actually pay attention to the skill descriptions Almost every single weapon and skill that came out AFTER laguz friend comes in separate paragraphs now instead of just a single wall So they clearly are putting the effort within reasonable things
If they don't want to do it retroactively, they can at least do it progressively. New units can be streamlined as those are the ones getting more and more complicated.
Newcomer? Feh? ...Lol, that ship sailed long ago... There is no way any new player would either be able to hop in now or would even want to given the state and complexity of the game. I don't think I have ever seen a higher barrier of entry to a "casual" or mobile game. The shark was jumped years ago, and there is, honestly, no remedy to the situation (no way to make all the complex junk simple). You know you are in a bad state when you need a translator (PM1) for your game so that the user base actually understands what it is going on. It is going to be just "us" for the rest of this ride until it dwindles down to a single whale paying to keep the last light on in the building.
In Godzilla Battle Line, not only do units have less wording for the explanations on what they do, but they even include a little video to show you what they do and how they function. And the game is completely PvP. Touhou Lostword has some complicated mechanics, but from my experience, you can kinda just brute force your way through things, and you'd be just fine. Characters aren't severely hampered by you not using them properly, heck it was only recently that I found out the character I've been using for the longest time actually has her damage scale off of her Def yet she was still pulling her weight. Also, once you learn how characters function, it becomes easier. Also, again, they have less wording for explanations, too. Funny enough I get ads for Dokkan whenever I do my shortcuts in Godzilla Battle Line.
8:22 not a fair comparison, you're showing a cutscene vs gameplay, which FEH also has good cutscenes promoting their books. Had to actually search what the gameplay looks like, and it's ass, candy-crush like balls with characters having 2 frames.
This would go a long way to bringing back old players honestly. Powercreep is always going to be a thing. But at least make it easier to read. They have simplified text with the ! Icon for bonus effects they can copy/paste a majority of them in the descriptions that have similar effects
Y'all aren't dumb, FEH's descriptions aren't hard to comprehend if only you actually read them. I can count on one hand the number of skill descriptions that are ambiguous. If you're having trouble with them, that's not a problem with FEH, that's a problem with your own reading comprehension skills 🙄
I agree. If I understood the Branch guy's passive better and it was more simplified I wouldn't have brought Nergal on my AR-O team with him. How was I supposed to know that I can spread Assign Decoy on myself with Essence Drain. Caused me my assault and the person probably thinks I'm a huge dummy and got out-played. (It was 100% my fault lol!)
In Heroes you often have to test new ones to see how good they are instead of just reading it, which is saying something i think. It really feels like gambling and hoping you units don't die at some points, while it used to be a little more predictable I like the simple animations and style, but am tired of the same Embla enemies over and over again. Wish they make another generic enemy design at some point
Quick question for you Tacho, did you happen to play a match in Summoner Duels S against a team with Emblem Sigurd, Mythic Loki, Attuned Timera, Duo Fjorm and Attuned Azura?? If you did, that was me btw you faced last night lol
the english version of yugioh has the same issue, the funny thing is the jp version of yugioh already has bullet points for a long time, so IDK what en yugioh is doing
The PM1 descriptions work my main thing is add the effect codex to the skill description as a popup. A while ago they said fuck it and displayed effects as [Canto 2] or [Incited] and even as a day one player I forget what some of the brackets mean. Make it so I say click on A/R Far Trace 4 on my Ivy and I can then tap the [Canto Rem, min 1] and then I get a full page that tells me what canto rem does. TLDR for below, I quit Dokkan because 85% of the "gameplay" is watching pretty animations, the gameplay is highly RNG dependent and the summoning experience is much worse. Also for community data, I did at one point play dokkan, I kinda hate the game now though. The summon system is much worse to engage with leading to me getting unlucky and the newest unit in my box being a year old at best (at time of my quitting, at 8th anniversary global). Which is fine I guess but the part that gets me is the game play. Unit progression is much slower given you tend to need to beat the same stage 16 times to get a TUR and worst of all a good 80-90% of "play" time is just watching the same animations over and over. Don't get me wrong the game looks good but I don't like spending 5 seconds tapping the screen three times for orbs and then putting my phone down for a minute because I can't be bothered to watch Goku Kamehameha for the thousandth time. Also every character is an RNG fest, 70% chance to dodge, 30% chance for additional super and the like. Sure FEH requires stupid amounts of mental effort to remember things but at least I spend my time actually playing the game even if you want to say it is bad or not. And while said math is harder because you actually have to do it at least every interaction is consistent.
Hey Tacho, love the vids as always. I do have a confession that I hate reading but when it comes to feh I endure for the most part to understand what units do. Also totally random but have you ever considered playing Goddess of Victory: Nikke? Thanks so much for the fun content. You inspired me to make my own content too 🌟
Dude, I was crying for key words and bullet point structrue of effects in other games too and I feel like it will never happen. Neither in Yugioh, OPTC or FEH I expect such a thing to happen. They love their walls of text. Regarding the visuals, effects and animations, I don't really know what they would like to add there for a turn based 2D "chess board" strategy game, but fair points nonetheless. It feels more like it's in a similar field as OT: CotC, just with a less good main story. Would be cool if we were given surveys again and they'd listen to the player base. That's just wishful thinking imo. T.T
Another thing they can do is code the game so it takes as many X and Y variables out of descriptions as well as simplifying heavily. So that stat checks for unit we don't have to calculate. It would save us so much trouble. For example: part of Laguz Friend "reduce damage from foe's attacks by 20% of greater of unit's Def or Res stat (excluding area-of-effect specials)," Instead, can say: "10 DR (20% of unit's Res (50), AoE Specials N/A)" Or "Reduce damage from foe's attacks by X (X = 20% of unit's Def, including Area of Effect specials)," To something like: "5 DR (20% of unit's Def (25), AoE Inc)," These are just examples and would give quick explanations using the unit's own stats for the calculation at a face value. This could be done also before attacking, and can be viewed during the battle forecast to update with support skills.
I mean. There were summon animations for some units and then discarded. I appreciate it because they're faster now. However, I don't see why 4 ⭐ special heroes deserve a better summon animation than 5 star. I wish they changed it so every rarity has an special animation, including 5 star and 5 star focus being different. Right now 4 star, 5 star locked and 5 star focus are the same.
I believe the summon animations were removed from the game because they were taking up too much space in the game's data. By removing them, they were able to save over 2GB of space lol. But yeah UI updates to the summon screen would be amazing. Also people have been begging for it for a while, but bigger maps would be HUGE right now. With all the mobility antics going on, basic maps should be the size of GC maps now.
@tacho9427 I thought we could still see them somewhere. I don't think we need bigger maps because that would only make them give us even better mobility tools later on. Not like I want to suffer from Emblem Sigurd every time but that's what save skills were designed for.
I think it’s a bit disingenuous to compare Feh’s animation to something from dragon ball their sources are completely different and are trying to convey battle completely different not to mention Doken is based on anime that’s been long standing Feh’s takes inspiration from the GBA since it began how can they revamp that now?
Well, I'm not saying they should do anything about it. They have a direction they've gone in, and it would be best to just stick with it. But Fire Emblem has had fantastic animations, like in Tellius/Warriors/Three Houses
I do wonder why companies are allergic to good ui's and obsessed with the idea that if something isn't a full sentence it is completely unreadable. I mean it's the same thing like with yugioh where they officially said people couldn't understand the effects if they are not fully explained on the card making cards of the tcg with the smallest cards out there have the most text that lets you forget what the beginning of the sentence was. The magic is to find the single word that makes it easy to get what something is doing over the 5 sentences that in perfect grammar elude to what is happening. Like it's such a joke how every weapons says "gives 5+x (x is decided by max 14)" You can cut the entire bracket by simply saying "5 + condition". ps.: i kinda do not like how adhd that dragonball looks like. that feh is so basic is the reason why i am playing it and touhou lost word while basically instantly giving up when seeing any other gatcha after a few minnutes
Most of my defense replays were just sigurd sweep and runs, so I didn't try at all. 🐀 Too many work hours, on the frontline to put in the effort. And somehow, it's still more than IS most of the year.
PM1 Skill descriptions:
Concise description of what you get, fits into a 4x4 square.
Game Dev Skill descriptions:
Effect:
Accelerates Special trigger (cooldown count -2).
At start of turn, if unit’s HP ≥ 10%, inflicts Atk/Spd/Def/Res-10, Panic, 【Disarmament Matrix】, and 【Quantum Nullification Field】 on the closest foes within 5 spaces and any foe within 3 spaces of those foes through their next actions. Additionally, inflicts 【Overclock Anomaly】 and 【Fate Override Protocol】 on the foe with the highest HP and all foes within 3 spaces of that foe through their next actions.
At start of combat, if unit’s HP ≥ 10%, grants Atk/Spd/Def/Res+10 to unit during combat, neutralizes effects that prevent unit’s follow-up attacks, reduces foe’s damage by a flat 50% during combat (excluding area-of-effect Specials), and restores 10 HP to unit and all allies within 4 spaces after combat.
If foe initiates combat or if unit is not adjacent to an ally, grants unit 【Abyssal Overload】 and 【Revenant Code Safeguard】 for 1 turn.
If unit transforms, grants Atk+3, inflicts Special cooldown +1 on foes during combat, and disables foe's skills that "calculate damage using the lower of foe's Def or Res."
【Disarmament Matrix】
At start of combat, disables foe's Weapon skill and reduces their Atk/Spd/Def/Res by 15 during combat. Additionally, the foe’s movements are restricted to a single space until their next turn.
【Quantum Nullification Field】
All foes within 3 spaces cannot trigger Specials, cannot make follow-up attacks, and cannot warp.
【Overclock Anomaly】
Grants unit +20 Atk/Spd during combat and reduces foe’s HP by 10% at the end of combat, regardless of combat results.
【Fate Override Protocol】
Unit takes 0 damage from all attacks until foe’s next action, but deals damage equal to foe’s total Atk/Spd/Def/Res stats x 1.5 after combat.
【Abyssal Overload】
Grants an additional action to unit after combat if unit initiates combat, and unit’s next action triggers all Special skills regardless of cooldown.
【Revenant Code Safeguard】
Unit cannot be affected by any penalties and gains a 50% HP shield that persists until the end of turn. If HP shield is broken, restores all unit’s HP at the start of next turn.
this will never happen in FEH because they don't even bother changing the way skills are worded when they do end up changing their wording. Old daggers don't even have the [Dagger 7] tag on them
They do sometimes but very rarely the only times i can remember (other than fixing a mistake) was with the dagger and when they changed the wording of spurs and hone effects because people didn't understand the difference between the 2
Emblem Marth's Lodestar Rush still have the convoluted explaination of his Potent follow-up attacks will be 100% damage even though [Potent 100%] has already exist on Ullr's upgraded prf skill.
(if I remember correctly it basically went like "X is the percentage of damage from a Potent follow-up attack. If X
I agree with you Tacho. There's many times that I either forget the effects of the weapons with a wall of text or I misunderstand what the effect does. And it's really hard to keep up with the thousands of skills in the game. As a side note, didn't you know that 100 dmg - 45 HP = 45 HP remaining 😅
But now in Heroes there is also so much after combat healing that you see 4 hp over after combat, while it is in fact 20+ after the healing
Oh yeah. I forgot many weapons have healing. So the new calculation is 100 damage - 45 HP + 20 HP healed = 65 HP remaining Lol
The lack of warp bubble in the game is killing a lot of fun for me coming back after 2 years and seeing units teleport across the map and spirit bombing my team turn 1.
That Survey thing is soo truee😭. I have been saying that for soo long like, Genshin does Surverys every Version patch and phases. Asking about events, new areas. Etc.
As soon as I saw the Dokkan screenshot you showed I went and submitted a feedback request in FEH.
As a returning player just a few months ago (stopped sometime after Book 2), one of the biggest things that almost made me not get back into it was those walls of text. I plowed through by simply looking at tier lists and building newer units with the bundle of orbs from the story maps. I still can't really decipher them in a meaningful way to team build, and I've basically resigned to that. Thankfully I've managed to get a good bulk of top tier characters, and I'm somewhat having fun with the game, sort of. I feel like they should make a new version, pull a FF14 and refresh the whole thing with a massive story event (and hopefully allow you to keep the old version with all the characters you paid for with offline events rotating) and then start anew.
I also agree with the battle forcast, maybe I'm misremembering but I thought it was accurate before so seeing it say absolutely the wrong numbers is baffling. I can't remember where someone said it, but FEH started out as a simplified Fire Emblem, now it's way more complicated than it ever has been.
PM1 with his videos and his TLDR description does a much MUCH better job at showcasing the skills than the design team at Negligent Systems.
I hope you can do a video about the declining playerbase you mentioned in this video, Im interested in hearing more about that topic if you wouldnt mind.
Everyone does a better job than IS. If you summarize the descriptions yourself, you'll come up with keywords to drastically reduce the text. It's extremely redundant.
Accelerates Special trigger (cooldown count -1) -> Slaying
If the unit initiates combat -> IF PP (Player Phase)
IF unit's HP is greater than 25% -> IF ≥QHP (Quarter HP)
Grants +1 special cooldown per attack -> Breath
off the top of my head.
@@SadFace229 And lets not forget the bloat of text describing what a brave hit is that they like to insert on every single paragraph of text.
@@SadFace229
Horrible choices. They have to spell it out for players who don't have that esoteric knowledge and who don't delve deep into the game's mechanics.
QHP? PP? Seriously? For a game that's supposed to make things clear and not have players open up an external encyclopedia?
@@Un1234l Wouldn't take long at all to get new players up to speed with the terminology. This would ideally also come with a dictionary function to describe each function in full. Once you have a hang of it, turn it off for easy reading.
There's no getting around learning the terminology if you want to streamline it.
I've been of the mind that they could do this today if they wanted. I reckon they are waiting for a slow month to release such an update.
This would be a massive project, so I doubt they could just release an update like this out of the blue. It would take a LOT of behind the scenes work to get this ready for an ingame release. But it would 100% be worth it in the long run for them. The Fire Emblem franchise rarely gets new additions to the main series of games. FEH is basically the inbetween. They are sitting on a gold mine and they don't seem to be aware of how easy it would be for them to really capitalize on it.
@@tacho9427 I meant that they've got it ready to go at the press of a button. It's just text format, the skill interactions would stay the same. But I've wanted this update for years, I even had trouble understanding base NFU when it was released.
Thankful for PM1, simplifying the skill descriptions to let you know exactly what they do.
Dont know why they can't do something similar. If a skill/weapon has built in NFU, Tempo, etc. Rather than explain the effect, just add it as a tag that can be veiwed in a glossary or something.
Adding the explaination of buffs/debuffs into the glossary rather than into the weapon descriptions would also help minimize the text.
Maybe if we keep the game alive for 10 years.
I think rn they aren't changing it because a simple minded person like me will default to: more text usually means good effects me thinks
Tho in 5:13 I do agree that if it reaches a point where it's too much text they will need to remove the wall of text cuz rn I only keep up with FEH and other games like Duel Links because I'm in communities to help me get a simplified game plan of a team or how this wall of text interacts with this other wall of text since my skill level is enough to understand most of the walls of text in FEH
I think the problem is just how much Inteligent systems would have to rewrite vs the benefit of doing so
Look at just how many weapons and skills get added every month
At this point
There's no point in retroactively simplifying weapons and skills because there's just too many
And if you actually pay attention to the skill descriptions
Almost every single weapon and skill that came out AFTER laguz friend comes in separate paragraphs now instead of just a single wall
So they clearly are putting the effort within reasonable things
If they don't want to do it retroactively, they can at least do it progressively. New units can be streamlined as those are the ones getting more and more complicated.
the bare minimum isn't a good thing
LMFAOOOOO bro saw the Dokkan Now and had to act💀
Newcomer?
Feh?
...Lol, that ship sailed long ago...
There is no way any new player would either be able to hop in now or would even want to given the state and complexity of the game. I don't think I have ever seen a higher barrier of entry to a "casual" or mobile game. The shark was jumped years ago, and there is, honestly, no remedy to the situation (no way to make all the complex junk simple). You know you are in a bad state when you need a translator (PM1) for your game so that the user base actually understands what it is going on.
It is going to be just "us" for the rest of this ride until it dwindles down to a single whale paying to keep the last light on in the building.
Thanks for the dokkan ad, now I'm installing dokkan.
In Godzilla Battle Line, not only do units have less wording for the explanations on what they do, but they even include a little video to show you what they do and how they function. And the game is completely PvP.
Touhou Lostword has some complicated mechanics, but from my experience, you can kinda just brute force your way through things, and you'd be just fine. Characters aren't severely hampered by you not using them properly, heck it was only recently that I found out the character I've been using for the longest time actually has her damage scale off of her Def yet she was still pulling her weight. Also, once you learn how characters function, it becomes easier. Also, again, they have less wording for explanations, too.
Funny enough I get ads for Dokkan whenever I do my shortcuts in Godzilla Battle Line.
8:22 not a fair comparison, you're showing a cutscene vs gameplay, which FEH also has good cutscenes promoting their books.
Had to actually search what the gameplay looks like, and it's ass, candy-crush like balls with characters having 2 frames.
This would go a long way to bringing back old players honestly. Powercreep is always going to be a thing. But at least make it easier to read. They have simplified text with the ! Icon for bonus effects they can copy/paste a majority of them in the descriptions that have similar effects
Its only going to be worse with the trailer that should (at the time im writing this) be coming out
Y'all aren't dumb, FEH's descriptions aren't hard to comprehend if only you actually read them. I can count on one hand the number of skill descriptions that are ambiguous. If you're having trouble with them, that's not a problem with FEH, that's a problem with your own reading comprehension skills 🙄
I agree. If I understood the Branch guy's passive better and it was more simplified I wouldn't have brought Nergal on my AR-O team with him. How was I supposed to know that I can spread Assign Decoy on myself with Essence Drain. Caused me my assault and the person probably thinks I'm a huge dummy and got out-played.
(It was 100% my fault lol!)
In Heroes you often have to test new ones to see how good they are instead of just reading it, which is saying something i think. It really feels like gambling and hoping you units don't die at some points, while it used to be a little more predictable
I like the simple animations and style, but am tired of the same Embla enemies over and over again. Wish they make another generic enemy design at some point
You don't have to test them tho. You can know who's going to win through the math alone.
Dokkan mentioned, I like the video
I have to take small breaks to read feh weapons😂
Quick question for you Tacho, did you happen to play a match in Summoner Duels S against a team with Emblem Sigurd, Mythic Loki, Attuned Timera, Duo Fjorm and Attuned Azura?? If you did, that was me btw you faced last night lol
Yeah, if that's the fight where I lost because I blundered my Lucina lol
@tacho9427 yep that was probably me I was able to take out a Duo Lucina after I sacrificed my Mythic Loki to take Gatekeeper out lol
the english version of yugioh has the same issue, the funny thing is the jp version of yugioh already has bullet points for a long time, so IDK what en yugioh is doing
The PM1 descriptions work my main thing is add the effect codex to the skill description as a popup. A while ago they said fuck it and displayed effects as [Canto 2] or [Incited] and even as a day one player I forget what some of the brackets mean. Make it so I say click on A/R Far Trace 4 on my Ivy and I can then tap the [Canto Rem, min 1] and then I get a full page that tells me what canto rem does.
TLDR for below, I quit Dokkan because 85% of the "gameplay" is watching pretty animations, the gameplay is highly RNG dependent and the summoning experience is much worse.
Also for community data, I did at one point play dokkan, I kinda hate the game now though. The summon system is much worse to engage with leading to me getting unlucky and the newest unit in my box being a year old at best (at time of my quitting, at 8th anniversary global). Which is fine I guess but the part that gets me is the game play. Unit progression is much slower given you tend to need to beat the same stage 16 times to get a TUR and worst of all a good 80-90% of "play" time is just watching the same animations over and over. Don't get me wrong the game looks good but I don't like spending 5 seconds tapping the screen three times for orbs and then putting my phone down for a minute because I can't be bothered to watch Goku Kamehameha for the thousandth time. Also every character is an RNG fest, 70% chance to dodge, 30% chance for additional super and the like. Sure FEH requires stupid amounts of mental effort to remember things but at least I spend my time actually playing the game even if you want to say it is bad or not. And while said math is harder because you actually have to do it at least every interaction is consistent.
Hey Tacho, love the vids as always. I do have a confession that I hate reading but when it comes to feh I endure for the most part to understand what units do. Also totally random but have you ever considered playing Goddess of Victory: Nikke? Thanks so much for the fun content. You inspired me to make my own content too 🌟
dokkan was so good they basically made dokkan 2
Damn that does sound nice...
Hello.
This video feels like a crossover XD
Dude, I was crying for key words and bullet point structrue of effects in other games too and I feel like it will never happen.
Neither in Yugioh, OPTC or FEH I expect such a thing to happen. They love their walls of text.
Regarding the visuals, effects and animations, I don't really know what they would like to add there for a turn based 2D "chess board" strategy game, but fair points nonetheless.
It feels more like it's in a similar field as OT: CotC, just with a less good main story. Would be cool if we were given surveys again and they'd listen to the player base.
That's just wishful thinking imo. T.T
DOKKAN BAAAAAAAAATLE
TEQ AND AGL UI GOKU ABSOLUTELY CRUUUUUUUUUSH GOKU AND FRIEZA
Oh shoot you spoiled me. Now I have to watch that first.
Another thing they can do is code the game so it takes as many X and Y variables out of descriptions as well as simplifying heavily. So that stat checks for unit we don't have to calculate. It would save us so much trouble.
For example: part of Laguz Friend
"reduce damage from foe's attacks by 20% of greater of unit's Def or Res stat (excluding area-of-effect specials),"
Instead, can say:
"10 DR (20% of unit's Res (50), AoE Specials N/A)"
Or
"Reduce damage from foe's attacks by X (X = 20% of unit's Def, including Area of Effect specials),"
To something like:
"5 DR (20% of unit's Def (25), AoE Inc),"
These are just examples and would give quick explanations using the unit's own stats for the calculation at a face value. This could be done also before attacking, and can be viewed during the battle forecast to update with support skills.
Say goodbye to E! Celica terror. 😂 Thanks Niðghoggr 😘
I mean. There were summon animations for some units and then discarded. I appreciate it because they're faster now. However, I don't see why 4 ⭐ special heroes deserve a better summon animation than 5 star.
I wish they changed it so every rarity has an special animation, including 5 star and 5 star focus being different. Right now 4 star, 5 star locked and 5 star focus are the same.
I believe the summon animations were removed from the game because they were taking up too much space in the game's data. By removing them, they were able to save over 2GB of space lol.
But yeah UI updates to the summon screen would be amazing. Also people have been begging for it for a while, but bigger maps would be HUGE right now. With all the mobility antics going on, basic maps should be the size of GC maps now.
@tacho9427
I thought we could still see them somewhere.
I don't think we need bigger maps because that would only make them give us even better mobility tools later on. Not like I want to suffer from Emblem Sigurd every time but that's what save skills were designed for.
Just pick the skills with the longest description
I think it’s a bit disingenuous to compare Feh’s animation to something from dragon ball their sources are completely different and are trying to convey battle completely different not to mention Doken is based on anime that’s been long standing Feh’s takes inspiration from the GBA since it began how can they revamp that now?
Well, I'm not saying they should do anything about it. They have a direction they've gone in, and it would be best to just stick with it.
But Fire Emblem has had fantastic animations, like in Tellius/Warriors/Three Houses
@ I agree, and we see what Heros capable of with the story animations and… whatever the April fools videos are…
yup, Dokkan flexing on games with its optimizing the experience
crazy after 7 years FEH feels worse than before
I do wonder why companies are allergic to good ui's and obsessed with the idea that if something isn't a full sentence it is completely unreadable.
I mean it's the same thing like with yugioh where they officially said people couldn't understand the effects if they are not fully explained on the card making cards of the tcg with the smallest cards out there have the most text that lets you forget what the beginning of the sentence was.
The magic is to find the single word that makes it easy to get what something is doing over the 5 sentences that in perfect grammar elude to what is happening. Like it's such a joke how every weapons says "gives 5+x (x is decided by max 14)" You can cut the entire bracket by simply saying "5 + condition".
ps.: i kinda do not like how adhd that dragonball looks like. that feh is so basic is the reason why i am playing it and touhou lost word while basically instantly giving up when seeing any other gatcha after a few minnutes
Aren't those the same people who changed "Graveyard" to "GY" in order to save more space on the card for more text? lmao
Most of my defense replays were just sigurd sweep and runs, so I didn't try at all. 🐀 Too many work hours, on the frontline to put in the effort. And somehow, it's still more than IS most of the year.
Feh x Dokkan battle.....😅😅😅
Dokkan mentioned Rahhhh 🙏😭
Fire emblem heros is basically like Yu-Gi-Oh at it's worst