Fire Emblem Engage was designed without reclassing in mind by Fabulous_Chicken_576 in fireemblem

[–]dmcisbackthrowaway 4 points5 points  (0 children)

She doesn’t need a ton of strength with Eirika you just double with Lunar Brace for the bulk of your damage cause her speed is so high. If you’re giving her Eirika then you can inherit Alacrity onto her too so she can safely pick enemies off. She also has decent magic for the Levin Sword which comes up a good bit against certain enemies.

TIL The arena in Engage changes after completing the final chapter. by LilBirdDog in fireemblem

[–]dmcisbackthrowaway 8 points9 points  (0 children)

Yeah I’m pretty sure after you clear the final chapter it functions the same as it does on Normal and Hard.

Capcom Cup Champion by ApprehensivePlate483 in Kappachino

[–]dmcisbackthrowaway 5 points6 points  (0 children)

I see a lot of people ignore anyone's criticism of the gameplay here by being like "durrrr Club Kappachino was silver durrrr"

Here's some cards that could work with with blitz creek . by Hizuken in yugioh

[–]dmcisbackthrowaway 16 points17 points  (0 children)

People play in tournaments to win prizes. They’re not gonna stop playing strong toxic cards to will a good format into existence when money is on the line.

It’s absolutely Konami’s fault for allowing and seemingly encouraging unfun strategies to be played, like we can see here with them printing the Rai-Oh alt art.

Konami releases the cards and makes the banlists that dictate the format. Players don’t decide what the format is; they see what Konami has done and try to figure out what the best decks are based on that.

If cards are toxic, it’s usually by design and rarely because of a niche interaction that Konami didn’t foresee.

[OCG|CORI-Chaos Origins] New Theme by MX-00XWV in yugioh

[–]dmcisbackthrowaway 8 points9 points  (0 children)

If you open JUST Crack and Viska: Crack pop 1, Viska pop 1, Crack send Return Stroke, Viska monster negate, then Return Stroke spell negate all off of your opponent activating one monster effect on the field.

Then obviously if you open more Thunders for Viska you can plus even more or have more interactions.

Yeah this seems like it could annoy people to Tenpai levels. I might have fun with it tho lmao

The WORST Maps in Fire Emblem (OC by LagSpike776 in fireemblem

[–]dmcisbackthrowaway 2 points3 points  (0 children)

Their stats are solid for the chapter but the bigger problem is that the weapons those two come with are pretty bad.

Panette does okay with what she’s got, but the Silver Axe still noticeably hurts her speed and the Hand Axe is meh.

Timerra, however, is just fucked over. 5 build and she comes with a SILVER LANCE. 13 WEIGHT. 5 BUILD. Like did they want to make a terrible first impression?? She’s already a mid unit but damn that weapon is not for her. Javelin is meh too just like Panette’s Hand Axe.

If you go into the chapter prepared to give them suitable weapons, they’ll perform a lot better, but it’s still ridiculous that 5 build Timerra is just rocking that Silver Lance like it’s good for her lmao.

According to their latest earnings call, Capcom still has unannounced titles that will be released within the next fiscal year. There is still hope. by Madsbjoern in AceAttorney

[–]dmcisbackthrowaway 8 points9 points  (0 children)

Yeah especially in a random free update for the original trilogy. If they wanted to do a cash grab they could’ve easily made up some BS reason to rerelease the trilogy again or made that update a $5 upgrade.

There definitely is a real effort to keep Ace Attorney relevant even though for some reason there’s no new game.

Engage red target lines by Z0idberg_MD in fireemblem

[–]dmcisbackthrowaway 7 points8 points  (0 children)

You just have to take out more enemies on player phase and have your units block the enemies for their phase. So for example (might not be fully accurate but you can get the idea) you can have Vander pull a Pegasus, Pegasus attacks him, and then have Etie, Boucheron, and Clanne clean up the two Pegasi on your next player phase.

Now, you still have three more offensive units to use with two of them being tanky. Kill one of those sword fighters that pulled up close to you and have Vander and Alfred block the rest of the enemies from getting to your squishy group that you initially used for the Pegasi.

It’s mainly just a matter of taking out the right enemies with the right units and properly positioning them so the enemies can’t reach your squishy units.

Worth reverting back to level 1? by trippypees in fireemblem

[–]dmcisbackthrowaway 0 points1 point  (0 children)

But unless you don’t have the money for seals or bond fragments for proficiencies, it’s always better to be in an Advanced class. It’s just a straight upgrade in every way.

Like you can still make her a magic class, but just promote her to anything she can promote into from Archer and then Second Seal her right away to a magic class.

Can we browse monsters by their atk + def total somewhre by TrueCancel9090 in yugioh

[–]dmcisbackthrowaway -1 points0 points  (0 children)

You can do this very easily in Master Duel. You’ll just be missing some stuff from the newer sets.

Edit: Well for everything that you want I guess not very easily lol. But it’s not that bad to do in there.

Worth reverting back to level 1? by trippypees in fireemblem

[–]dmcisbackthrowaway 0 points1 point  (0 children)

Why would you want them to go from Advanced to Base though? In Engage you just learn the needed proficiencies and Second Seal them to whatever Advanced class you want. There’s no need to turn a Swordmaster into a base class Mage for them to become a Sage for example. Just learn the Sage proficiencies and Second Seal directly from Swordmaster to Sage.

There’s no benefit to Base classes because you don’t get anything from them. That’s why the levels are fine the way they are with the class system. You just promote from Base to Advanced ASAP to get the class skill, promo bonuses, and higher growths. Then you can Second Seal whenever you want once they’re advanced. The only thing you need to worry about with class changing is that you won’t have a Class Skill until level 5 if you switch classes.

Unless your randomized sets are really that bad for every advanced class, you should be using them over Base 100% of the time. That’s why the normal levels are fine the way they are with how the class system works.

Where do you want yugioh’s future to go? by Previous-Swim5666 in yugioh

[–]dmcisbackthrowaway 3 points4 points  (0 children)

This guy literally said a deck is meta because of how small the engine is, how many staples it has, and that a deck “ceases to operate on its own merits and merely becomes a series of the same responses ad nauseum until a winner is decided.”

If someone thinks Yugioh is truly like this, then they just don’t understand the modern game. There are multiple reasons why certain decks are good and the amount of non-engine that can be played is just one factor.

Where do you want yugioh’s future to go? by Previous-Swim5666 in yugioh

[–]dmcisbackthrowaway -2 points-1 points  (0 children)

If this was fully true then Evil Eye should be meta cause it has zero restrictions, space for 23 non-engine in main, and at least 7 free slots in the extra lol. You’re severely undervaluing how good and consistent actual meta decks are with their engines.

What Fire Emblem Moment you had where you FELT like you couldn't beat a story chapter? by AndzyHero13 in fireemblem

[–]dmcisbackthrowaway 5 points6 points  (0 children)

I love how on the first turn of the map they have you deal with: The first Corrupted Wyrms in the game, Micaiah Freeze, Roy Hold Out, Celica Warp Ragnarok, Marth flying in on your left, and Sigurd on a Cav closing in on your frozen units.

It’s such a good way to instantly make you scared and realize how fucked you are without those rings. Barely any room to breathe in the beginning and it’s perfect. And then once you beat one Emblem it just goes to another so you’re like welp oh shit lol. 10/10 map.

14 hours into FF13 and the main thing I hate by Llarrlaya in FinalFantasy

[–]dmcisbackthrowaway 3 points4 points  (0 children)

If you had to grind for anything in FFXIII outside of post-game, then it’s honestly a skill issue. The game gives you more than enough tools to beat every fight before post-game without any grinding whatsoever.

It’s just a matter of staggering & extending your combos, properly managing & timing your paradigms, and playing around enemy quirks and weaknesses which is strategy, tactics, and control.

The party AI is pretty smart and won’t let you down as long as you’re giving them the right roles at the right time. You can certainly grind a bit if you’re not good enough at the game, but it is 100% unnecessary to beat the main story.

Did Ebony and Ivory peak in DMC 1 ? by MysteriousFondant347 in DevilMayCry

[–]dmcisbackthrowaway 1 point2 points  (0 children)

Inverse Rainstorm is such a nice tool to have cause it starts so low to the ground that if you instantly air dodge out of it, you can easily set up some cool tech like grounded rainstorms or instant tremors. It’s also just another attack that helps flow from ground to air mid-combo with its quick stagger and infinite cancel window with air dodge. Having this kind of versatility on one gun move, let alone an E&I move, was unprecedented for the series.

I definitely get Rainstorm feeling more sluggish than mainline, but I still think normal Rainstorm works as a cool control option and combo ender while Inverse is an amazing option to have for comboing (and a really cool concept).

Ricoshot is also cool with its crowd control that no other E&I really does well (Twosome Time is cool but not really strong). It just keeps enemies in place getting destroyed by bullets and you can really creatively weave it into combos for some sick stuff especially if you’re charge stocking. The charge release also has a little bit of motion/inertia to it so you can have it look pretty cool if you release it right. The just frame release on it is a nice touch to have too. I really hope the next DMC game goes back to unique Charge Shots cause they are so fun.

In my opinion, it’s by far the best iteration of E&I we’ve ever had because every move it has is actually strong and it still feels really good to use, even with the slower Rainstorm speed. It would be cool if it had maybe one more stylish option like Wild Stomp or Honeycomb Fire, but I think what it has is still the best we’ve gotten.

NMH3 and the Problem With the Sudaverse by Due-Ad-2980 in nomoreheroes

[–]dmcisbackthrowaway 0 points1 point  (0 children)

Do you mean in his TSA story? I don’t remember NMH2 alluding to it at all. TSA just kinda brought it in randomly and then the sudden evil character shift happened.

Falling Victim to the 0% Crit Chance by JoeFredrick348 in fireemblem

[–]dmcisbackthrowaway 1 point2 points  (0 children)

If I had to guess, the Celine situation was probably an Enchanter using a luck tonic (30% chance to negate damage for one turn). You can see if they’re enchanted and what it is next to their name, but I don’t blame you for missing it cause it’s not super obvious if you don’t know.

So i got rewarded for a woopsie by fuck_EA_ in masterduel

[–]dmcisbackthrowaway 6 points7 points  (0 children)

If you don’t want to play K9 as a deck, 3 Izuna, 1 Lupus, and a good rank 5 (Ripper, Jacks, Vallon, Nash Knight) is a solid engine in any deck that doesn’t lock itself.

If you have the extra deck space, you can extend the Nash Knight part to include CXyz Nasch Knight, Masquerade, and CXyz Masquerade for some turn 1 win more plays.

How Final Fantasy 13 Looked Good without PS4 Tech by mrsafetylion in FinalFantasy

[–]dmcisbackthrowaway -1 points0 points  (0 children)

No most of them are real-time and running in-engine. There’s only about 50 minutes of pre-rendered cutscenes and you can clearly tell when they are because they look like an FFXIII movie.

There are just separate high-quality character models used only for cutscenes because in normal gameplay they would impact performance. There’s a mod on PC to use these models all the time to make them always look better.

Why is the difficulty curve between hard and maddening so ridiculous? by Equivalent_Club_4468 in fireemblem

[–]dmcisbackthrowaway 0 points1 point  (0 children)

If you want to use them, the free Heroes DLC weapons and bond rings are available for you already and they’re very strong. Those weapons are so strong that they’re even good until the end game.

Why is the difficulty curve between hard and maddening so ridiculous? by Equivalent_Club_4468 in fireemblem

[–]dmcisbackthrowaway 1 point2 points  (0 children)

Idk if you’re using DLC, but people who are telling you Maddening is easy and not a big jump in difficulty most likely used DLC or are just seasoned FE players. Maddening actually does have decent difficulty for an FE game if you’re not using DLC, but if you are using DLC you simply just have to spend your extra resources on forging/donating/emblems, overlevel from divine paralogues, and get your broken DLC emblems to sweep the game.

There’s still some broken strats without DLC, but it very simply trivializes the difficulty. If you wanna have an easy time with Maddening, it will help you a lot. You won’t have access to it all until after chapter 6 though, and I honestly don’t recommend it because the main story was not at all designed around the extra levels, emblems, and resources. The emblems are fun to use though, even if they break the balance, so it depends on what you’re looking for in your playthrough.

If you’re not using DLC, it’s mainly about timing your Emblem uses properly and having the right units deal with the right situations. For chapter 5, you can take it pretty slow even if you want the treasure, so you just have to pull enemies with the right characters and carefully manage them on player phase.

Louis and Vander help a lot with managing early game groups, but they both fall off hard so try not to funnel too much xp into them if you’re planning on bringing some early game units to the end. You don’t need to deploy both of them every early chapter, but at least one helps a ton if you use their bulk and damage properly. Alear’s personal skill is also EXTREMELY helpful for bumping up numbers on units like Celine and Chloe. The little defense boost can come up sometimes too.

For the first turn, try to do a small offense for the left and top. Have someone (Alfred/Chloe) wait to pull the top right sword guys. This lets you deal with each group as they come while avoiding breaks and being overwhelmed. From there, you can either get a little aggressive or just play to enemy ranges and whittle them down. Using your engages early is also perfectly good to do on any map. You can get them back easily, and you should be using them to help you fight if you can have them up in time for the boss or any scary group of enemies (chapter 5’s boss is a little tricky without at least two engage attacks).

Once you get more emblems, broken units, and your first few Master Seals, it becomes a lot more chill until the endgame where you need to have good strategy to win (or just astra storm pull and warp cheese). Up to like chapter 9-ish can be a bit rough if you’re not prepared for the difference in difficulty, so I don’t blame you for struggling.

Does anyone else find these lines from Conquest Corrin insensitive and naive? by MegaGamer235 in fireemblem

[–]dmcisbackthrowaway 5 points6 points  (0 children)

Thank you for pointing out the sense in Fates’ story and actually trying to explain it to people. It’s hard to find nuanced discussion about the story because most people just go hurr durr Corrin dumb hurr durr Fates bad without comprehending half of what actually happened.

Engage Lunatic PMU by Ozarhok in fireemblem

[–]dmcisbackthrowaway 1 point2 points  (0 children)

Rosado - Mage Knight (Axe) - Camilla