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Fedule
Mar 27, 2010


No one left uncured.
I got you.
Oh it's not even that, it's that fists automatically hit twice if you initiate battle (and with speed, they'll hit four times). This is why punchboys are great. Punchboys are broadly also better than punchgirls because all the punching specialist classes are gender-locked because ??????????? but girls can still equip gauntlets.

I bitterly dislike the monastery sections for reasons that won't really come fully into scope for a while but suffice it to say that the amount of time they eat starts becoming pretty noticeable.

(you'll notice a pattern to my opinions about this game in which I think a lot of it is ultimately superfluous)

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Keldulas
Mar 18, 2009
It's additionally annoying in that they're superfluous, but you're effectively mandated to spend the time in it still since they give actual combat benefits.

vilkacis
Feb 16, 2011

You really do not need to do the monastery parts. It will reward you for putting in the time, of course, and i very much understand the "can't skip because i'll lose out" mentality, but the option to ignore exploration very much exists for a reason and you'll be much happier if you take advantage of it when you Just Want To Kill. And if you think you're lagging behind on skills and supports, you can still build those without engaging with Persona Emblem through the optional battles.

Danaru
Jun 5, 2012

何 ??
I like talking to/yelling at my stupid lovely children though, except zombie creep and drilltails' lovely brother that I dont respect

Crosspeice
Aug 9, 2013

You're on Normal, do absolutely anything you want and you will be F I N E. Hell, you could let some of your students die and Rhea will shrug and still let you keep your position of power.

Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN

Crosspeice posted:

You're on Normal, do absolutely anything you want and you will be F I N E. Hell, you could let some of your students die and Rhea will shrug and still let you keep your position of power.

Just like a real University!

Danaru
Jun 5, 2012

何 ??
:siren:New Episode!:siren:

Let's Play Fire Emblem Three Houses Episode 6 - My Kids Are Awesome

I love these dumbasses

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
I wish you could convince Raphael that brains are also a muscle, so he'd develop psychic punch powers.

Fedule
Mar 27, 2010


No one left uncured.
I got you.
The game is an enormous rear end in a top hat about learning. It's really obvious what the design is trying for; you decide on a long term class goal and a path for it, and build up those skills until you can certify, and maybe mix and match in some other things (like, getting C in heavy armour is a pretty good idea for literally anyone because Wt-3 is a nice and universally useful skill to have) unless you really want someone to focus on one skill (which is a bad idea because that only gives a 1.5x boost, not the 2x you'd hope). It's simple, easy to understand, gives you a good idea of the bigger picture, and fits the school theme. The idea is that you can cater to the breezy casuals who'll train people in whatever and play the classes by ear or the people like me who'll sit at that first lesson screen for an actual IRL hour planning entire character arcs (before changing most of them later). This is a good idea.

The problem is that the menus are fiddly and time-consuming, the classes all have increasingly maddeningly specific requirements for multiple skills of which only some really synergise for how you'll want to build (requiring you to invest a lot of time in skills you'll never use) and the game doesn't even let you see the final tier of classes until you're at the level threshold for them, which is a complete dick move because nowhere in the game warns you that almost every top tier class requires a certain skill you probably didn't train many people in, and that certain class progressions just don't have a top tier equivalent. Are you committing your students to a dead-end job? Have fun finding out motherfucker!

One of my dearest idle wishes is that I could completely redesign this entire game, even if only on paper, because there's so much here that seems like it's aiming at this amazing cohesive whole, but in the end every part of it is in conflict with every other part and it just seems like such a fascinating game design problem, to me.

Grace
Dec 18, 2015

C'MON SOMETHING AWFUL LETS GET SICK'NIIIIIING

Fedule posted:

The game is an enormous rear end in a top hat about learning. It's really obvious what the design is trying for; you decide on a long term class goal and a path for it, and build up those skills until you can certify, and maybe mix and match in some other things (like, getting C in heavy armour is a pretty good idea for literally anyone because Wt-3 is a nice and universally useful skill to have) unless you really want someone to focus on one skill (which is a bad idea because that only gives a 1.5x boost, not the 2x you'd hope). It's simple, easy to understand, gives you a good idea of the bigger picture, and fits the school theme. The idea is that you can cater to the breezy casuals who'll train people in whatever and play the classes by ear or the people like me who'll sit at that first lesson screen for an actual IRL hour planning entire character arcs (before changing most of them later). This is a good idea.

The problem is that the menus are fiddly and time-consuming, the classes all have increasingly maddeningly specific requirements for multiple skills of which only some really synergise for how you'll want to build (requiring you to invest a lot of time in skills you'll never use) and the game doesn't even let you see the final tier of classes until you're at the level threshold for them, which is a complete dick move because nowhere in the game warns you that almost every top tier class requires a certain skill you probably didn't train many people in, and that certain class progressions just don't have a top tier equivalent. Are you committing your students to a dead-end job? Have fun finding out motherfucker!

One of my dearest idle wishes is that I could completely redesign this entire game, even if only on paper, because there's so much here that seems like it's aiming at this amazing cohesive whole, but in the end every part of it is in conflict with every other part and it just seems like such a fascinating game design problem, to me.


Honestly, the fact that there's no advance class for the pegasus knight is infuriating when building Ingrid. there are a lot of weird choices for classes and what each character is actually good at. Like having to dump so much loving time dumping reason into felix so he can get the top sword class...

Akratic Method
Mar 9, 2013

It's going to pay off eventually--I'm sure of it.

Any day now.

So is this a game that's better played with an FAQ to reference even the first time through?

Danaru
Jun 5, 2012

何 ??
Honestly that's partially why I decided to play this blind, so Grace can do all the dorklord guide reading and I can ignore him and give everyone punch gloves

Fedule
Mar 27, 2010


No one left uncured.
I got you.

Danaru posted:

Honestly that's partially why I decided to play this blind, so Grace can do all the dorklord guide reading and I can ignore him and give everyone punch gloves

But that's an amazing and largely optimal plan!

Fists are a weird weapon because they're the only martial weapon that certain classes stop you from using (namely, any magic or mounted class precludes you from using them). Like I said before, the punching specialist classes are exclusive to the boys but the girls can still equip, use, and level up in fists. And that's great, because fists' low stats are nothing compared to the double punching gimmick they get, which also lets you double up on everything else that comes with a hit, like crits or other percentage roll things.

But god yeah this game's classes are weird, and the weirdest thing is how completely inconsistent they all end up... eventually. For now things will be pretty sane.

Keldulas
Mar 18, 2009

Fedule posted:

The game is an enormous rear end in a top hat about learning. It's really obvious what the design is trying for; you decide on a long term class goal and a path for it, and build up those skills until you can certify, and maybe mix and match in some other things (like, getting C in heavy armour is a pretty good idea for literally anyone because Wt-3 is a nice and universally useful skill to have) unless you really want someone to focus on one skill (which is a bad idea because that only gives a 1.5x boost, not the 2x you'd hope). It's simple, easy to understand, gives you a good idea of the bigger picture, and fits the school theme. The idea is that you can cater to the breezy casuals who'll train people in whatever and play the classes by ear or the people like me who'll sit at that first lesson screen for an actual IRL hour planning entire character arcs (before changing most of them later). This is a good idea.

The problem is that the menus are fiddly and time-consuming, the classes all have increasingly maddeningly specific requirements for multiple skills of which only some really synergise for how you'll want to build (requiring you to invest a lot of time in skills you'll never use) and the game doesn't even let you see the final tier of classes until you're at the level threshold for them, which is a complete dick move because nowhere in the game warns you that almost every top tier class requires a certain skill you probably didn't train many people in, and that certain class progressions just don't have a top tier equivalent. Are you committing your students to a dead-end job? Have fun finding out motherfucker!

One of my dearest idle wishes is that I could completely redesign this entire game, even if only on paper, because there's so much here that seems like it's aiming at this amazing cohesive whole, but in the end every part of it is in conflict with every other part and it just seems like such a fascinating game design problem, to me.

There's two really big central problems with the class system really, even if you do know what you're doing and aren't blind. The final tier classes have no intermediate version of them at all for more than half of them. And that the skill requirements for the tier below that are kind of insanely high. I say this problem is actually a bigger problem than the first, too.

Natural 20
Sep 17, 2007

Wearer of Compasses. Slayer of Gods. Champion of the Colosseum. Heart of the Void.
Saviour of Hallownest.
The big deal out of the final classes is that they aren't necessarily better than the previous ones. The ones that are, are natural and easy builds on the previous ones.

Final class spoilers

Wyvern Rider->Wyvern Lord is a natural transition

Casters -> Gremory is natural as well.

Grappler/Warrior->War Master is also pretty easy

Those are the three that are just significantly better than the previous versions, but the rest just aren't that great. I'd much rather have an assassin or a swordmaster.


I can see what they've done, but by positioning the classes as seeming upgrades when they're often just not is really misleading when you're blind.

Natural 20 fucked around with this message at 14:37 on Jul 15, 2020

Grace
Dec 18, 2015

C'MON SOMETHING AWFUL LETS GET SICK'NIIIIIING

Natural 20 posted:

The big deal out of the final classes is that they aren't necessarily better than the previous ones. The ones that are are the ones that are, are natural and easy builds on the previous ones.

Final class spoilers

Wyvern Rider->Wyvern Lord is a natural transition

Casters -> Gremory is natural as well.

Grappler/Warrior->War Master is also pretty easy

Those are the three that are just significantly better than the previous versions, but the rest just aren't that great. I'd much rather have an assassin or a swordmaster.


I can see what they've done, but by positioning the classes as seeming upgrades when they're often just not is really misleading when you're blind.

Pegasus Knight -> Falcon Knight is on that list too right? even though it literally only applies to Ingrid

Natural 20
Sep 17, 2007

Wearer of Compasses. Slayer of Gods. Champion of the Colosseum. Heart of the Void.
Saviour of Hallownest.

Grace posted:

Pegasus Knight -> Falcon Knight is on that list too right? even though it literally only applies to Ingrid

No, because it has the awkward problem where PK an intermediate class and not an advanced class. So Ingrid has to go PK then Wyvern Rider (because it has much stronger growths) and then Falcon Knight, which is a little more difficult than it needs to be.

Natural 20 fucked around with this message at 16:17 on Jul 15, 2020

Carlosologist
Oct 13, 2013

Revelry in the Dark

Swordmaster is a good intermediate class for Ingrid if you don’t wanna invest time in grinding up axes

Keldulas
Mar 18, 2009
I do find it funny that a power debate on Three Houses final classes is happening here, of all places.

Danaru
Jun 5, 2012

何 ??
Y'all can fight about whatever you want, I just wanna kill poo poo :colbert: also I dont understand any of it so whatever its cool

Danaru
Jun 5, 2012

何 ??
:siren:New Episode!:siren:

Let's Play Fire Emblem Three Houses Episode 7 - Double Murderer

Probably should have touched on the whole horrors of war thing while I was teaching people how to punch

vilkacis
Feb 16, 2011

Yeah i don't think anything was nerfed, they just added like 4 new classes. Flying is very good in just about every FE. Large range of movement unhindered by terrain is quite powerful, it turns out!

Fedule
Mar 27, 2010


No one left uncured.
I got you.
Divine Pulse is great because it's RNG aware (I think this is also true of other Fire Emblem games that did this kind of thing). It not only resets the battle state, but also reverts the RNG queue to be identical to what it was at that point, so if you for some reason did the exact same set of actions again, you'd get the exact same result, and the enemy would react identically, and so on.

The upshot of this is that if you really know what you're doing, you can cheat spectacularly and manipulate the queue, and pull galaxy brained horseshit like stealing an enemy's crit and using it against them.

Also, yeah, flier is great and Flier Emblem is a completely valid strategy for a long-term team. Also, training in Flying gets you Alert Stance, which gives you +15 Avoid if you Wait, which given how they changed Avoid in this game is a very not-insignificant buff to have for an entire enemy phase. Also also, fliers can Dismount now, which is huge because it lets them temporarily lose their weakness to bows and lets them get terrain benefits. A dismounted pegknight camped in a hedge with Alert Stance might as well be invincible.

Danaru
Jun 5, 2012

何 ??
:siren:New Episode!:siren:

Let's Play Fire Emblem Three Houses Episode 8 - Dumb Brain Baby

Look I've played a JRPG before, I can see where this is going

Danaru fucked around with this message at 22:39 on Jul 21, 2020

Sindai
Jan 24, 2007
i want to achieve immortality through not dying
Definitely the right reaction to Catherine

Fedule
Mar 27, 2010


No one left uncured.
I got you.
Notes: Renown is a particular currency for a particular shop you can use later. The day doesn't automatically end when you run out of activity points, you can keep exploring and doing free stuff until you choose to end the day.

Lost Items are another one of this game's many many ideas that seems like it would be a good way to add charm and character, but I dunno, for me it falls completely flat in execution and winds up just being kind of another jarring inclusion in the game's weirdly bloated social half. The conceit is pretty solid; the game wants you to be getting to know your students, so each item calls out to some particular factoid about some particular student and you connect them. The same logic, but more broadly, applies to gifts. If you pick up on all this stuff, you can use it to... farm support points and motivation. There's nothing really obviously wrong with the idea, but it turns out it's basically just boring as gently caress in practice, and all it results in is that everyone either just spams every item at every character until it matches, or looks it up in a guide. A couple of them are really obvious, and every now and then you'll happen to have come across the information needed to make the connection, but every other time, there's just nothing. I like the idea, honestly, but I think to really work and not be tedious it would need to have some refinement done, such as a bespoke system for tracking factoids and inferences you've come across while playing - one of those things that looks simple and effortless but actually has a whole lot of work going on under the hood - in order to make this mechanic really harmonise.

There is exactly one thing that I loving love about Lost Items though, and it's that without fail, every item you pick up is found in the place where its owner was standing last month.

fucking love Fiona Apple
Jun 19, 2013

samus comfy so what

Divine Pulse/Mila's Turnwheel is the best mechanic they've ever added to Fire Emblem.

Zyxyz
Mar 30, 2010
Buglord

Fedule posted:

I like the idea, honestly, but I think to really work and not be tedious it would need to have some refinement done, such as a bespoke system for tracking factoids and inferences you've come across while playing - one of those things that looks simple and effortless but actually has a whole lot of work going on under the hood - in order to make this mechanic really harmonise.

Interestingly enough, there's unused quest data in the code that implies that there actually were plans for something like this at one point in development:


(source is TCRF, not linked directly because of spoilers)

vilkacis
Feb 16, 2011

You don't want to marry Catherine she's a cop :colbert:

Grace
Dec 18, 2015

C'MON SOMETHING AWFUL LETS GET SICK'NIIIIIING

Fedule posted:

There is exactly one thing that I loving love about Lost Items though, and it's that without fail, every item you pick up is found in the place where its owner was standing last month.

I played this game three times and never realized that

Danaru
Jun 5, 2012

何 ??
:siren:New Episode!:siren:

Let's Play Fire Emblem Three Houses Episode 9 - Fight Child And Heal Child

I'm completely awful at remembering names, so you can tell how much I like a character by what I call them. The tier list goes like this:

-Actually remembering their name/using the nickname "<Adjective> Child/Baby/Wife"
-Using a jokey nickname (Moe Howard, Boss Baby)
-Just a description of the character (Mom hair girl, floofy hair girl with the hat)
-"who the gently caress is this"
-A rude nickname (Racist girl, Zombie guy)
-Yelling "NO." when I see them

vilkacis
Feb 16, 2011

When someone's training in just one skill, they get 1,5 times the points they'd normally get. Generally it's better to have them learning two things unless you're in a hurry to meet a specific goal, because they get more points that way. I don't think they get any kind of bonus when they suggest focusing on specific skills though, it's just a suggestion for a thing that character might be good at. I'd put both Lysithea and Marianne on learning both kinds of magic, they're both excellent with all of it.

"Gold" rewards can be different sized bullions iirc, and you get bigger ones later in the game. Though there's no reason they couldn't just be like "reward: big bullion" instead...

Fedule
Mar 27, 2010


No one left uncured.
I got you.
Yeah, the suggested skills come up basically at random and don't have any effect except adding some easily selectable default options to each character's learning profile that nobody uses because everyone uses the Custom setting instead when they want to actually change things. There's no difference between Custom setting someone to learn something and learning it as part of their suggestions.

The Advice Box is... a thing. It's another thing like Lost Items where they obviously want you to be learning about your students, and like Lost Items it just disappears completely into the mechanical side of itself, like, it's pretty much a nothing of a thing, although it's funny sometimes? Every time, it's the same thing; try to figure out who's asking the question, and then tell them what they want to hear (which... apparently reveals to Byleth who it was? Even though these are anonymous questions? How is this working?). There's a lot of telling your students what they want to hear in this game, and it's kind of weird, because nobody ever really ends up playing Byleth as any kind of consistent character.

Danaru
Jun 5, 2012

何 ??

vilkacis posted:

When someone's training in just one skill, they get 1,5 times the points they'd normally get. Generally it's better to have them learning two things unless you're in a hurry to meet a specific goal, because they get more points that way. I don't think they get any kind of bonus when they suggest focusing on specific skills though, it's just a suggestion for a thing that character might be good at. I'd put both Lysithea and Marianne on learning both kinds of magic, they're both excellent with all of it.

Well poo poo I definitely put more kids on a single skill direction during this recording session :frogdunce: I'll fix it when we record next



:siren:New Episode!:siren:

Let's Play Fire Emblem Three Houses Episode 10 - Halmak Can't Go That Fast

I set noise cancellation a little too low, so during the quiet scenes you might hear my air conditioner. It was 40 degree humidex that day and I start actively losing HP at 25 degrees. Make fun of me all you want because when it hits -40 in winter I become infinitely powerful.

Keldulas
Mar 18, 2009
That really isn't your fault considering what the game is telling you, and how much it isn't telling you.

Fedule
Mar 27, 2010


No one left uncured.
I got you.
I've never liked attacking directly out of the movement grid; I find it irritating and unpredictable and finicky for when you want to use certain specific actions, like moving your healer next to somebody and using Heal instead of using Physic from where they're standing.

On which note, yeah, Physic innately has 5 uses, but while in the Noble/Commoner class your magic counts are halved.

Danaru
Jun 5, 2012

何 ??
Yeah that's a nasty habit from XCOM, I keep forgetting I can just cancel a move if I dont like it instead of moving and finding five sectopods forming a giant middle finger directed at me.

At least I'm not trying to overwatch my archers anymore :v:

vilkacis
Feb 16, 2011


The game doesn't require minmaxing or anything, so training just one skill isn't that big a deal, but most of the late game classes will want you to have ranks in in multiple skills and you might have some issues getting into those if you focus on a single ability. Grace already told you Lysithea wants both kinds of magic for one of her classes, for instance, and Raphael will probably want the one that needs both axes and punching. And then there are some where you basically go "Wait, i have to start training what now??"

And oh god yes gently caress heat. Winter is good, yes.

Danaru
Jun 5, 2012

何 ??
:siren:New Episode!:siren:

Let's Play Fire Emblem Three Houses Episode 11 - Twould

Lorenz, like, c'mon buddy

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vilkacis
Feb 16, 2011

Ah, the wonder of C supports. "Yo, rear end in a top hat!" "You're the rear end in a top hat!" "Hey gently caress you!" "No gently caress YOU!" ***C support reached!***

Lorenz, uh... tries. But perhaps not hard enough.

You missed the greenhouse! It doesn't take up activity points, so it's always a good idea to go there every time you explore. It gets you both food items and flowers you can give people to bribe them into your house faster.

You might have figured this out already, but you totally can make Hilda stop paying attention to spear (the Goals option when you're teaching).

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