View Full Version: Shop Complaints

Fire Emblem Wars > Requests, Complaints and Help > Shop Complaints



Title: Shop Complaints


UnrealBlight - June 17, 2007 05:34 PM (GMT)
I'm sure we've all noticed it, but wanted to know if they'll just be taken out, or updated, or whatever.

War Shop 2
There's no price there, and it's only useful in Map Battles for the most part, which we don't do it seems. I suppose it could be used in a Row Battle, but again, there's no price :)
War Shop 1
Again, no price, but still could be useful in Row Battles if added.
Special Shop 4
Swords' Special needs to be updated, maybe just changed to "good"
Special Shop 3
What's with Sleep and Silence?, is it a set amount of turns, makes you so much weaker, or does it make you not doing anything for so long depending on some stat?
*cough* And Breserk aswell.
Special Shop 1

I've never seen a chest or door in my FEW life. And again with the growths.
General Shop 6
....Oh wait, nothing... but 15k's crazy <_<

But "Swords" and the others could be Bolded for the sake of fluidity
General Shop 4
Not to whine or anything, but shouldn't magic users get double strikes aswell for balance? <_<

Severian - June 17, 2007 05:48 PM (GMT)
Wolf beil effective against characters on foot?

I think it used to do armors and infantry. We gonna go w/ that, or extend it to all?

If so, we've got your juggernaut-effective weapon (sometimes anyways) right there.

As far as lockpicks and stuff, I figured they were for RPs, not Wars.

Sleep makes you do nothing, silence makes you unable to do magic stuff. I believe silence has a longer duration. I believe the effectiveness, power, or whatever differs from magic and such (I could check on the FESS board, there's prolly someone on there who memorized every formula). Resistance is def. a factor though.

Berserk is sorta like confusion in most RPGs. A berserked character targets their own side (I believe I've seen them target enemies sometimes, and they don't get EXP).I don't know the exact formula for determining what it does, but it's probably the same as w/e formulas go into determining how an enemy CPU attacks a character (which are actually very complicated, include defenselessness, chance of double attack, amount of HP gone from max, etc). For the sake of convenience, we should probably make closeness the most important factor, then make it something like up down left right priority. OR get rid of it, it's the only thing that ever causes a casualty in FE7 for me nao.
EDIT-I've always felt that mag users should not get brave type weapons, they generally do too much damage to hand out stuff like that. And ranged magic makes up for it.

WHat's your problem w/ spec shop 4?

UnrealBlight - June 17, 2007 05:54 PM (GMT)
Well, range does nothing in Standard Arena....

Beserk makes the character stronger, and makes you attack the closest enemy in FFTA, I never understood the purpose, since you're basically making the character stronger, and it's still attacking you, unless you make the nearest person have high evade, or some type of shield on them.

The growths, it says like if the character has 70& or high growth, that it's effective against them, but we don't have that anymore.

EDIT: And also with Lord's Favorites Shop, with the addition of Sacred Stones, couldn't we add a Lance in the loop?


EDIT 2: More damage?! Look at Light's weapon in Shop 4, 10 damage, now look at swords, the "light magic" of the meele spectrum, it's only 1 less Attack power, but with a double attack, hardly worth it.
2 1/2, same with Anima/Lance, only noticeable diff is Axe/Dark

Severian - June 17, 2007 06:02 PM (GMT)
In FE7, characters w/ berserk will absolutely murder allies, or themselves. One of the most annoying berserkers is a druid in the bonus chapter where you get nino and jaffar; if you prep for him, fliers can take him out ok, but if you don't pay attention he can easily berserk a swordmaster, dragon master, or w/e who will kill Nino (if you're trying to use her) in a round. I'd favor getting rid of em entirely just to make things simpler.

I've got no ideas about the growth-effective weaps, they don't seem to correspond to what they normally target (rapier would be effective against a run-of-the-mill staff user or something, kusanagi against your average myrmidon-type unit).




Hosted for free by InvisionFree