What is the worst part of Fire Emblem: Awakening's gameplay?

#1smash fanaticPosted 4/29/2013 5:26:56 AM
Worst gameplay flaw of this game? - Results (563 votes)
No appreciable difficulty level between hard and lunatic
13.85% (78 votes)
Avatar is too powerful
4.26% (24 votes)
Nosferatu is too powerful
7.1% (40 votes)
Lunatic+ was clearly not playtested
16.16% (91 votes)
Pair up makes offense obsolete
10.83% (61 votes)
Maps are small and map designs are generally lazy
47.78% (269 votes)
This poll is now closed.
So we all know that fire emblem: awakening's gameplay balance left a lot to be desired. Awakening is a sea of broken tactics in the middle of an ocean of otherwise ridiculously difficult (or ridiculously easy) enemies and maps. Most experts will agree that there is no middle ground in terms of difficulty for this game; normal mode may as well not even exist, and hard mode is still too easy. On lunatic, it is either too easy when you are allowed to fire at all cylinders and abuse all mechanics at your ready, yet becomes too hard when you choose not to use these mechanics.

The question now becomes: which gameplay flaw would you most want IS to address?
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#2ByrggPosted 4/29/2013 5:30:02 AM
first is a lie
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#3bearclaw13Posted 4/29/2013 5:35:48 AM
Byrgg posted...
first is a lie

No it's not there are several people who find hard easy and lunatic undoable.
What are you looking at?
#4beautheschmoPosted 4/29/2013 5:51:20 AM
This is a tough one, but I'll have to go with map design. Some of the levels have interesting gameplay (Donnel's and Nah's Paralogues come to mind), but most of the levels are just open fields, which makes it incredibly difficult to successfully protect weaker units (like clerics and archers), which in turn, sort of destroys their value. I would imagine that if this game had map layouts like the GBA games, Virion would most likely be at least high-tier, instead of being pretty much a joke.

I don't think the map size is a problem, they were big enough for me, there was just a lack of things like objectives and choke points that you could really use.
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#5DemiseEndPosted 4/29/2013 5:51:38 AM
I think Map design comes first..... eh

Currently playing older FE and I appreciate the Map designs. MAYBE, and I mean a massive MAYBE that the lazy map design make playing it somewhat less frustating for a long time, but its just..... unenjoyable

Although there are some old FE map design that is pretty funny. Particularly Phantom Ship which is much easier to play with one unit instead of several.....
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#6Ampharos64Posted 4/29/2013 6:13:44 AM
I think the issues with Pair up (though it's not just down to that). The fact that even as a FE newbie, it soon became apparent that I would probably have less trouble beating the missions if I just used the team of MU+Chrom instead of carefully trying to use everyone, and could probably keep selecting 'End turn' to win at times, does make me question how well balanced this game is. I'm still trying to play as intended and use more units and strategy, but it is aggravating that this feels less efficient.
#7spyke252Posted 4/29/2013 6:22:36 AM
None of the above.
There was a huge shift in enemy AI this time around- each map is an enemy rush toward you. That's the worst.
Voted map design, since it's closest and there's no "none of the above" section.
#8DemiseEndPosted 4/29/2013 6:24:19 AM
^ it has always been like that since FE1 or FE7.....
Real Metal bounces their breast. Deal with it
#9spyke252Posted 4/29/2013 6:32:24 AM
DemiseEnd posted...
^ it has always been like that since FE1 or FE7.....

Yes, if you get into enemy range. But in this one, enemies start their way toward you when you start the map, I feel like.
#10smash fanatic(Topic Creator)Posted 4/29/2013 6:37:54 AM
Rushing enemies itself is not a problem.

But if it's combined with very small maps that are open fields, the rushing enemies reach you at the same time.
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