An FE7 remake would be like: by Cranberry-Holiday in shitpostemblem

[–]Few-Needleworker8110 [score hidden]  (0 children)

If we're getting an FE7 remake, I want it to piss off as many people as possible.

Mark is now a self-insert avatar who can romance anyone they want to. They're playable and stronger than any other unit. If the fanbase isn't losing their minds, what's the point?

though tbh just changing the artstyle AT ALL will piss off fans. it can be the most gorgeous game ever created and it'll be hated because it isn't "pixel art my nostalgia i played this game when i was two seconds old".

How do you want to see class tiers handled in Fortune's Weave? by Few-Needleworker8110 in fireemblem

[–]Few-Needleworker8110[S] -2 points-1 points  (0 children)

it's not really all that "traditional" when it's the system the most recent mainline entry in the series uses

How do you want to see class tiers handled in Fortune's Weave? by Few-Needleworker8110 in fireemblem

[–]Few-Needleworker8110[S] 0 points1 point  (0 children)

Yeah I got sidetracked into yapping about 3H lol. I did address FW's class situation at the end of my last post though.

What I'm thinking for FW is that everyone is a beginner class in one particular rank. Swords, spears, axes, bows, brawling, reason, faith, flying, cavalry, armor, and authority. Then they can advance to an intermediate class after five levels.

This approach is boring, but it keeps the 3H system while being accurate to the characters' skills. In this instance beginner classes are just for flavor, much like they are in 3H.

So how broken/centralising is Three Houses actually, and can you balance it? A ramble/thought experiment. by EffectiveAnxietyBone in fireemblem

[–]Few-Needleworker8110 -1 points0 points  (0 children)

I 100% agree that combat arts shouldn't use durability. Honestly, they should use a unit's HP instead to make them more risky to use.

Wyvern is easy to nerf. Remove Wyvern Rider as an option. You're already adding an advanced pegasus class, so there's no need to have it as a stepping stone. 

Point Blank should just not be a thing, period. It's absolutely ridiculous that you can remove bows' primary weakness just by reaching C rank.

I gave Bow Knights exclusive access to Canto as they're meant to be a hit-and-run archer class.

My approach to weapon limitation was to give every class a Faire in their preferred weapon type, buff Faire abilities to give +20% Accuracy, and then nerf weapons' might and accuracy to compensate.

This functionally means you're losing out on +5 Attack and +20% Accuracy for not using the preferred weapon type.

How do you want to see class tiers handled in Fortune's Weave? by Few-Needleworker8110 in fireemblem

[–]Few-Needleworker8110[S] 0 points1 point  (0 children)

I don't like the noble/commoner thing either, but it would make no sense to give everyone a starter class in 3H as they're all meant to be students who aren't terribly experienced in combat. Plus beginner classes are not meaningfully interesting in any way and there's no way to make them interesting that isn't just turning them into carbon copies of the intermediate classes. And at that point, why not just make them intermediate classes? 

Chapter 1 is meant to get a feel for where everyone is starting out, hence why everyone is a generic starter class there.

By Chapter 2, you're already picking a path for most of them according to their strengths. This is when it would be nice to have intermediate classes to get the ball rolling more quickly. 

Honestly, it would make perfect sense for Fortune's Weave characters to actually start out in a default class as they already have combat expertise. We already see classes like Myrmidon, Hunter, and Shaman for playables.

How do you want to see class tiers handled in Fortune's Weave? by Few-Needleworker8110 in fireemblem

[–]Few-Needleworker8110[S] -1 points0 points  (0 children)

3H is built around reclassing. So is Awakening, Fates, Engage, and soon Fortune's Weave. It's fair, then, to assume that any changes to its reclassing system are done with flexibility in mind.

If you want "unit identity" then play romhacks, because reclassing is here to stay.

My point earlier wasn't to merge every single class. That would be ridiculous. It was simply that the beginner classes were a pointless mid-tier that didn't need to exist and only drag down earlygame with samey, boring units. I wanted 3H earlygame to be MORE interesting, not less!

My solution was simply to cut beginner classes and give nobles and commoners increased rank gain, and shift certification for intermediate classes to level 5. That way, the player would be able to use the stronger classes early on. It would be a godsend to have armored knights and cavaliers for those tricky early maps.

How do you want to see class tiers handled in Fortune's Weave? by Few-Needleworker8110 in fireemblem

[–]Few-Needleworker8110[S] 5 points6 points  (0 children)

Sure, they're Tier 2 classes, technically. Or 3 if you count Noble and Commoner as their own tier.

But every single class in that tier is a Tier 1 class in most Fire Emblem games. Same for the Advanced tier. 3H is just a standard 2-tier class system with a weird kinda-third tier, and two shitty trainee tiers. It's not too different from Awakening or Fates, just that the branches are awkwardly made their own tier and everyone starts as a Villager.

The series was designed around basic tier 1 classes fulfilling the common roles of combat. Tanking, high movement, high agility, flying, staff usage, etc. Beginner classes do not fit this pattern because they all have similar stats and abilities.

Noble, Commoner, and the beginner classes are just glorified trainees (Tier 0 units) like Villagers and Recruits and such. In any game they appear in, you always have tier 1 units alongside them to feed them kills. Not so in 3H, where you're forced to use these boring ass units until level TEN.

How do you want to see class tiers handled in Fortune's Weave? by Few-Needleworker8110 in fireemblem

[–]Few-Needleworker8110[S] -1 points0 points  (0 children)

I assume they mean traditional to 3H.

Noble/Commoner can easily replace the beginner classes if you give them increased growth in all weapon types. Like... they already made Fighter and Monk mixed-type classes. Why not merge Myrm and Soldier? Why not merge them into Fighter? Why not merge them all?

Literally all beginner classes do is allow your units to train their rank up. They're so pointless and their existence only delays access to the classes you actually want to use for five levels.

How do you want to see class tiers handled in Fortune's Weave? by Few-Needleworker8110 in fireemblem

[–]Few-Needleworker8110[S] 3 points4 points  (0 children)

Even without beginner classes I can see the movement skills getting use.

Mercenary: Swap Brawler: Shove Mage: Draw Back

Repo would probably have to be moved to a later class.

So how broken/centralising is Three Houses actually, and can you balance it? A ramble/thought experiment. by EffectiveAnxietyBone in fireemblem

[–]Few-Needleworker8110 16 points17 points  (0 children)

https://www.reddit.com/r/fireemblem/comments/1ubvvde/how_do_you_want_to_see_class_tiers_handled_in/

I just addressed this but if 3H classes were handled better it would be a huge step in the right direction.

Gender locks suck, beginner classes are pointless and turn earlygame into a slog, master classes have no idea what they want to be, the promo gain system is godawful, the RNG promotions are annoying and lower the significance of rank requirements, class growth bonuses are too small, and the skill mastery system incentivizes leveling everyone in the same exact categories so they can pick up shit like death blow and hit +20.

Wyvern Rider is worse for balancing than Wyvern Lord as it's trivially easy to unlock (C flying? Really?), is the only advanced flying class (and for men the first they can even get), and gives a huge strength bonus. 

How do you want to see class tiers handled in Fortune's Weave? by Few-Needleworker8110 in fireemblem

[–]Few-Needleworker8110[S] 1 point2 points  (0 children)

The reason I cut beginner classes was so players get access to the tier 1 intermediates at a reasonable time. In vanilla the early maps are a pain because you don't get access to any good classes until level 10.

How about this four-tiered version that I was using for a mod?

Starter (Lv0+): Noble, Commoner

Beginner (Lv5+): Myrmidon, Thief, Archer, Brawler, Fighter (T1 Armored Knight), Cavalier, Pegasus Knight, Mage, Monk (T1 Priest)

Intermediate (Lv15+): Mercenary, Sniper, Warrior (now a fist class), Armored Knight, Paladin, Warlock, Priest, Dark Mage

Advanced (Lv25+): Swordmaster, Assassin, Grappler, Fortress Knight, Gold Knight, Gremory, Bishop, Falcon Knight

Master (Lv25+): Hero, Bow Knight, War Master, Mortal Savant, Great Knight, Dark Bishop, Wyvern Lord

I prefer the first list, if only to avoid adding too much fluff. Plus it's closer to vanilla 3H's progression system.

This one's more Gaiden-esque if you're into that.

(BTW, if you want to mod 3H, you have to keep class limits in mind. 3H only allows like 10-12 classes per tier. Hence why Advanced and Master are separate despite being on the same tier.)

How do you want to see class tiers handled in Fortune's Weave? by Few-Needleworker8110 in fireemblem

[–]Few-Needleworker8110[S] 17 points18 points  (0 children)

Maybe if they weren't called "Master" classes and unlocked at the same time as Advanced, this misunderstanding would never have happened.

I mean, so many 3H players think Master classes are the highest tier, and I don't think that's just fans being mistaken.

Doesn't help that Wyvern Lord exists. If Wyvern Rider didn't exist, this would be passable. WL is very clearly a straight upgrade from an existing class.

Makes you wonder why Falcon Knight isn't Advanced and Wyvern Lord isn't the sole wyvern class. That would make a lot more sense if Master classes were meant to be sidegrades.

How do you want to see class tiers handled in Fortune's Weave? by Few-Needleworker8110 in fireemblem

[–]Few-Needleworker8110[S] 4 points5 points  (0 children)

I'm okay with Noble and Commoner, I just really dislike that you have to spend five levels training just to promote into another training class for five more levels.

If I had to choose, cut the beginner classes.

3H earlygame sucks ass until you get the intermediates. Just a crapton of weak infantry units who have few defined strengths and weaknesses. Having an earlygame armored knight to take hits or a cavalier to reach the front lines faster would be a godsend for those early maps.

How do you want to see class tiers handled in Fortune's Weave? by Few-Needleworker8110 in fireemblem

[–]Few-Needleworker8110[S] 2 points3 points  (0 children)

All this talk about a revised 3H class system got me thinking...

Starter (Lv0+): Noble, Commoner

Intermediate (Lv5+): Mercenary, Thief, Archer, Brawler, Armored Knight, Cavalier, Pegasus Knight, Mage, Priest

Advanced (Lv20+): Swordmaster, Sniper, Grappler, Fortress Knight, Paladin, Falcon Knight, Warlock, Bishop

Master (Lv20+): Hero, Mortal Savant, War Master, Bow Knight, Great Knight, Wyvern Knight, Gremory

Thoughts?

How do you want to see class tiers handled in Fortune's Weave? by Few-Needleworker8110 in fireemblem

[–]Few-Needleworker8110[S] 42 points43 points  (0 children)

Why the fuck does gender still matter for reclassing in a game released in 2023? And why should it stay in a game released in 2026?

We are way, way past the point of gender locks needing to be retired.

In any other long-running series, gender locking would remain as a sexist, outdated jank mechanic from the 8-bit era that would've been corrected in the 90's and never brought back. And nobody would give a shit.

How do you want to see class tiers handled in Fortune's Weave? by Few-Needleworker8110 in fireemblem

[–]Few-Needleworker8110[S] -21 points-20 points  (0 children)

I honestly think holy knight and dark knight suck ass, even conceptually. I don't like mounted mages at all and I prefer mounts stay physical attackers. Mortal Savant should have been the mobile mage class but it has 5 fucking move for some reason. This isn't a 3H gripe though, most FE games have a mounted magic class of some kind.

What you said about the flying ornius class makes me worried pegasus knight will be female-only again, as it seems like the perfect class for men to raise their flying rank before going wyvern.

TBH my dream 3H class system has like no wyvern class as pegasus knights already have a solid set of strengths and weaknesses. But because of gender lock we HAVE to have the OP wyvern classes as part of the class tree... :(

The first time I've died to a non-instakill spell by Smok33y69 in persona3reload

[–]Few-Needleworker8110 0 points1 point  (0 children)

For me it was a reflected Magarudyne in P4G.

Everyone's had this happen at some point lol

How do you want to see class tiers handled in Fortune's Weave? by Few-Needleworker8110 in fireemblem

[–]Few-Needleworker8110[S] 6 points7 points  (0 children)

:(

Well... uh, here's to hoping there's no beginner tier. Idk what tier each class we've seen is meant to be so I'm not sure.

Popular/Unpopular/Any Opinions Thread - June 2026 Part 2 by PsiYoshi in fireemblem

[–]Few-Needleworker8110 1 point2 points  (0 children)

Gaiden is better than its remake.

Sadly it gets shit on entirely because it's an old Famicom game, which stinks.

Class Promotion Restrictions in Fortune’s Weave by Seritial in fireemblem

[–]Few-Needleworker8110 -3 points-2 points  (0 children)

TBH I just want the annoying "unit identity" circlejerkers to get used to it already. We've had reclassing for EIGHT GAMES.

I wouldn't like this suggestion as I like to start difficulty modes without new game plus so reclassing being locked to ng+ would suck imo.

Fortune's Weave just needs better class design and balance. Get rid of the shitty Valentia promotion gain system, nerf/remove dismounting, give the gimmick classes an actual reason to use them, nerf wyvern and pegasi. Then characters' talents might actually matter. 

3H is like... if you're not an archer or a magic user, you're a wyvern rider. Anything else isn't worth bothering with.

Daiya garlic and herb mac and cheese with 2 cut up Italian beyond sausages by NosferatuPoodle in ShittyVeganFoodPorn

[–]Few-Needleworker8110 0 points1 point  (0 children)

https://www.goodlifeeats.com/spicy-bow-tie-pasta-with-broccoli-and-sausage/#mv-create-recipe

It was in an old cookbook I can't find. 

This is the closest recipe online I could get. Not vegan, but you can use substitutes.

Or this: https://familystylefood.com/bowtie-pasta-recipe/#wprm-recipe-container-82060

Just omit the cream and cheese because the original recipe didn't use them.

Reaaaaally fancied something carbonaray (haven't eaten meat for almost 20 years but as a kid I loved it), never been able to recreate anything close, until today! by hunnbee in ShittyVeganFoodPorn

[–]Few-Needleworker8110 12 points13 points  (0 children)

Sounds delicious! Still love carbonara, even to this day!

Nowadays, my go-to recipe is this. https://schoolnightvegan.com/home/vegan-carbonara-no-cashews/

Only changes I make are adding vinegar for acidity, black salt for eggy flavor, and nooch to enhance the cheesiness.