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Everything posted by Wolfox
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once more does Volume 6 Profe itself to be the best volume thus far (not even scared about saying that anymore at this point). This episode being one of the "big season boss" episodes, while not my favorite yet (that giant horse grim, the defense of Haven and the Fall oh Beacon are hard to top), it was a good episode non the less
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Absolutely. I'm fairly curious about what Blake's new weapon will end up being, and where it will come from. Like, do they get something new from a weaponsmith in menagerie? Will her and Yang try to repair it with bits of Adam's sword? I'm very curious, but ofc we'll have to wait until the current crisis is resolved to find out. Problem is, this is post-v3 rwby. There's always a crisis.
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Again, not sure if RNG Skrewed, good or amazing, but the speed is looking really nice. (yeah, this level up itself is terrible)
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When the chapter goes almost perfectly, unit recruited, only the boss left, and then the boss manages to kill you knight... ahem, FUCK
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Brawl is seen by many as the worst game in the series, yet had one of the most requested features to be returned foa the last 2 games. Logic!
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It wasn't just the tripping, the slowed gameplay, and removal of techniques. It was horrendously balanced, physics were terrible and allowed people to manipulate the game in really dumb ways, and discussing the game was hella toxic. The game was developed in a way that was messy and made no sense. Part of the reason why the game was a mess is because it was being developed with a casual audience in mind. And certain elements were made so that little kids wouldn't feel bad if they lost to a higher level player. Unfortunately when it came to higher level play it made it so that skillful players could manipulate those physics made for casual players in ways that made the game really lame.
My issue with brawl isn't what it was like competitively, but how it functioned as a smash game. I grew up playing every smash game and loving smash, but when I got older and started to get used to brawl and how it functioned, it made me realize that I hated how that game felt and almost made me give up on smash entirely. Smash 4 fixed that problem for me. A lot of the issues I had with Melee and Brawl were mostly fixed in Smash 4 and now I am happy to play smash. Ultimate only made things better for the most part.I was one of the few that didn't want subspace to come back simply because when I play smash, I intend to play it for years and years. Most people who want subspace intend to play it once, shelf it, and play it once in a blue moon. I rather have the devs take the time to make the core gameplay as fantastic as humanly possible rather then try really hard to make a half assed game and one big piece of single player content. That is my issue with NetherRealm games. Main Game sucks, but their story modes is what makes them the most bank. If I wanted to play a game for the story, I rather play a game that is focused on the single player content like Zelda or Uncharted. Fighting games are not developed for single player, and I rather have the multiplayer be as strong as it can be and replayable as it can be, rather then have another mess like what Brawl was or what NetherRealm games are.
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update: 4 times have I needed to reset now. hopefully that will be the full extend of it for now.
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times I've had to reset to save someone in Sacred Stones thus far, 2 (damnit Ross in early levels...). route I'm playing first: Eirika.
Thus far I've absolutely loving the game, though there is one thing I'm not as big a fan of... the Skill system of that game...
Now all I gotta do is figure out what I wanna make the Pupil boy (already know what the recruit is gonna become, my second favorite class )
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my Ross at the moment. not sure if great or RNG Skrewed
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XD, ye sometimes it's just a hell of time getting things ta work out. l tend to have extremely awful luck on pretty much every Ross and pretty much most Wyverns.
Meanwhile...l've had a Lyn lmost cap strength prepromo and actually cap prepromo before. That's never supposed to happen.
Where the levels land is an adventure man... and part of the fun.~
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Okay, this can only be good. and While the character animation is still a bit iffy IMO, I do like it. Charm out the arse
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requesting name suggestiong for Laslow's Blade, Selena's Blade and Odin's Grimoire (gonna use them on my next Conquest run, on the character's they're named after btw)
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So, I've been watching an LP of Binding Blade lately, and I can notice a few things: it could make for a good remake. Here are a few things I would add to said remake if it were to happen:
Casual Mode: Let's get the big one out of the way first. ever since Heroes of Light and Shadow (yeah, not Awakening) it's been quite a staple to the series and it would most likely help ease players into the game more.
Adding Blazing Sword to it in the same game: We're pulling a Holy Wars for this one. The game, if handled by me, would start with the story of Blazing Sword, then after that hit up Roy's Story. There are certain things I'll get to in a bit that have to do with this, too.
Skills: Skills are awsome.
A buffed Lyn.
Pair Up Over Rescue.
S-Rank supports: Here's another one some people will probably want to mount my head on a pike for, but hear me out. This S-ranking will impact the game in a similar way Geanioligy had it. The Growths and Stats of anyone from FE 6 Won;t be changed, but they will just get a skill from their Mother/Father that they couldn't get otherwise. That's all it would do. So, for Example Lyn can Astra, but Roy can't. Have Lyn Marry Eliwood, Roy can now learn Astra.
Map altering: just to make them more friendly to non mounted units.
Having Lyn (or her descendant) be in the story of FE 6.
And finaly, Roy's Promotion. Just, make it sooner.
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I agree with everything stated except two things. Skills and pair up.
If there's gonna be skills they should feel unique and not as widespread as awakening and fates. Maybe something like sacred stones, path of radience or radiant dawn (although I haven't fully played through the latter two their skill system looks pretty solid). My gripe with the new skill system is how you have skills every 10 or so levels so they end up being kinda bland skills like luck + 5. The other problem I have with it is how you can make a super unit like a swordmaster with lethality, aegis, lancebreaker or whatever's good on them. Skills, in my opinion should be balanced around classes and shouldn't be transferable.
Pair up is something I dislike about the new fire emblems because it encourages you to ship units together and use them in squads of two. With pair up half of the units are just glorified stat boosters. Rescue is a system I like much more because it lets you make more aggressive plays like attacking a boss with a unit that can be killed in two rounds and picking them up after a round.
Fire emblem 6 + 7 with nice, new graphics, branching promotions, more supports and fire emblem 6 axes having a 10% hit rate buff like they did in 7 would be nice.
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Honestly I can see where you're coming from (I'm surprised you didn't hunt me down for a certain other one tbh) and kept it civil.
Skills can be implemented in any way, but you can't exactly have the first skill you get be something like Swordfair, there have be be weaker ones to balance the game.
As for Pair up, while I see your point I have to disagree. Yes, sometimes others can feel as just a stat boost, that's only if that player handles them like that. I, for one, usually switch with them depending on what they're facing. Plus, well, Pair-up is kinda the upgraded version of Rescue, and I don't see them walking away from that after fates fixed the System