MoeMints said:
Bad Jim said:
Stuff like Fire Emblem's ambushes is bullshit because it is impossible to guard against, unless you have played the game before and memorised them. There are no clues that an ambush might happen, and no way to arrange your troops that is safe if an unforseen ambush occurs.
Can you give an example of this? Seriously, I don't get where people see ambushes as this giant difficulty leap.
Maybe I played Days of Ruin enough that I'm just used to keeping my units not easily blind sided and wiping out with minimal loss, but the only time I got actually rocked by reinforcements is Donnel fighting six people in a row with upgraded magic.
It's a recurring bullshit theme in Fire Emblem, actually, the entire series being thoroughly mediocre for that and several other reasons (toying with true greatness and genius design, but always hurled far back because of stupid decisions and gameplay directions). In Frederick Emblem, playing on lunatic+ classic mode, it's not uncommon to have a unit instantly die to an enemy (or group of them) that spawn from a castle/behind you/sides of maps because they get to move immediately upon spawning, taking their pick of weak or stranded party members and typically critting them 100% of the time (because lunatic+ was designed by a fucking moron) leading to a soft reset, forcing you to re-play 10, 20, sometimes 30 minutes of a mission you were doing fine in up until you were blindsided and instakilled by mobs you literally could not counter.
The Fire Emblem series has always struggled with artificial difficulty, and it's usually the main thing holding it back from truly great TBS games like FFT, xcom: the new one, or even the old fallouts. FE8 had a shitload of fog maps where you had to tiptoe forward one step at a time, keeping your healers/support units completely surrounded in case a pack of 5 gargoyles was hiding and decided that would be the perfect time to make an appearance. It was frustrating and poorly designed. XCOM, by comparison, has literally every map fogged by default, and it's totally fine - the game mechanics actually support that kind of gameplay, and you're given audio cues (and visual, sometimes) that allows you to use a variety of proactive defensive skills and positioning to counter a superior enemy threat. FE games have none of that, and 8 just threw fog at you like it was totally fine. 8 was otherwise piss easy - none of the bosses/encounters you could see were any threat whatsoever, but having to replay the fog missions when your priest decided he was going to paint a target on his back for all the invis gargoyles was just dumb.
The spawn-and-attack mobs from Frederick Emblem are in a similar boat - they often blindside you and force you to replay through content you've already played, simply to get to a point where, with foreknowledge of spawn points and spawn turns, you can now progress through the level without any losses. In cases like this, the casual mode is honestly an improvement - I personally don't know anyone that plays through Classic and doesn't simply soft reset the game when they lose anyone. Casual mode is pretty much the same game with the same difficulty, it just allows you to avoid bullshit like wasting 30 minutes of your life on a mission where one guy gets instakilled by a crit from a monster that spawned and attacked him on the same turn. It "sucks" that you lose a guy, but you can play through and not have to waste the time you already invested in that mission. In essence, "casual" mode counters bullshit design, improving the game immeasurably with no detriment by removing one of its worst, most outdated and boring aspects.
The most difficult missions in Frederick Emblem (the 5-star dlc stuff on lunatic+, for example) often require meticulously preplanned parent/child graphs to port the "perfect" skills over, literal hours of grinding various (zombie) dlc maps for exp, cash or gear, and once you have everything perfect, you do the maps over and over until RNGesus smiles on you and you crit the bad guys more than the bad guys crit you, because even with a perfect loadout you can just get shit on by multiple crits in a row that reduce even the most minmaxed character with full support rallies to ash in a single turn.
It actually makes me think they call it lunatic mode because it describes the people who designed it, rather than the people it's designed *for.* Because if they were going for the latter, it would have to be "players who enjoy tedious, meticulous, grindy to the power of WoW cubed, frustrating and hilariously artificially difficult" mode.
It's an improvement that they realized their godawful permadeath system is a shitty one and granted players a way to avoid it, now they just need to realize their godawful RNGesus crit system is equally shitty and allow players to skip that, too. Preferably not with a DLC map where we kill zombies, though, because that shit got old a long time ago.