@rodbatalha How is this remotely unpopular lmao, so many people won't give anything the time of day if it "looks too anime". And I say that knowing that I probably would have enjoyed that version more
@insectjellyyy yeah it's the maps, they suck. Hard to measure up to Conquest maps, to be fair. And some classes are held back by characters with weird statlines (like Rinkah's bad strength with her being the only default Chieftain)
@Invinium@RestTarRr damn that's the most based thing I've seen you say on here. I liked Lies of P alright but for me it's really painfully linear and most of the levels aren't that interesting, and I didn't love the bosses either so it was just mid overall
@Invinium Honestly, I don't think I'd like DS1-level checkpoint starvation in a game with enemies as difficult and complicated as some of the stuff Elden Ring has. It'd need to return to a simpler approach to combat as well, at least for non-bosses. Which I don't think people want
@Namatnieks Yeah I don't need random indie soulslike #357 to be as balls hard as the hardest parts of Elden Ring. I can get into it for it in the ones that really connect with me but that sure isn't all of them
@brodianpride I liked it a lot in Three Houses. Valentia unfortunately had a bunch of other things holding back mage as a class, but the spell list on its own was an idea worth exploring
@JustinianGA I have a few significant issues with Birthright and I can't think of even a single one that Engage has in common. At a minimum it has far better map design and combat mechanics
@labiamajorasmas I really love the ability to work on proficiency outside of combat, that was always one of the most awful things to grind out in the older games if you wanted to do anything interesting. I dunno if making the success change *random* was the best idea though haha
@olivecider776 I have no problems with the Three Houses version of durability, it mostly works fairly well, but any version of the system where the weapon just explodes and vanishes when it breaks is awful and makes me hate ever using anything above iron
@fortayee Could be a million different things depending on how pedantic you want to be about it. Weapons, promotion items, health, gold, deployment slots, turns in battle, etc. Technically "time spent playing the game" is a resource, which is true of literally any game
@Stealth40k Dungeons could be cool, but I won't lie, the idea of having to micromanage "turns" OUTSIDE of combat fills me with dread, that sounds so boring
@LilaCorpsegrave You have to restart if your lord dies anyway (or the entire amount of time you put into the run is wasted if you're not "allowed" to), so to me drawing a line between those where you have to let some units die but not others feels extremely arbitrary
@LilaCorpsegrave It's not about not being "open to the idea of it", a lot of us just don't enjoy it. I've forced myself to do ironman before and it was a deeply stupid experience where it felt like I was constantly stabbing myself and letting it bleed out.
@FE_Red_Dragoon I'm gonna be real with ya, I've never even thought about this because I play 99% with animations off. Lets me focus on the tactics more
@Weeezin Breakable weapons are a generational fumble. Every single weapon you pick up in the overworld now feels worthless, and when you get far enough into the game it adds an annoying amount of micromanagement for your stash
@arvis4prez Eh, I'd like to see it...overhauled, I don't find the current implementation to be a very good fit for what the games have become. If you're gonna have it, make the story actually reflect it. Otherwise it's better to have different consequences for falling in battle
@fe_paint ehhhhh I don't think most of the problems with the maps have much to do with this, most of them just don't have much effort in their enemy formations. I chalk a lot of it up to inexperience or the devs just having other priorities