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

#41MetaFalconPunchPosted 4/29/2013 11:56:07 AM
Byrgg posted...
first is a lie

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#42lighting_rock84Posted 4/29/2013 12:11:05 PM
roytheswordguy posted...
lighting_rock84 posted...
roytheswordguy posted...
Might as well jump on the "bad map design" bandwagon. Though I feel that the "open field" maps could have been a lot more interesting if we had fog of war in the game.

I miss the -reaver weapons too...


Yes, they made the -breaker skills but some characters who need the -breaker skills can't access to them. Also a return of Water and Mountain axe units would be nice, stupid that you can't go out on sea unless you have a flyer.


Most of the -breaker skills felt redundant. Bow knight gets bowbreaker? Griffons get lancebreaker? Heroes get axe breaker? The only one that felt genuinely useful was the wyvern lords getting swordbreaker.


Yeah, that's what I was getting at, I mean why give a unit who has the winning weapon set of the weapon breaker? Bow Breaker is okay I guess, but a flying class would use it better but not too many flyers with Bow Knight option. Griffons is laughable because they already have axes which beat the purpose of Lance breaker, maybe if Sword Master or Trickster got it instead it would be better. Heroes have Swords to counter Axes, somebody like Generals or Falco Knights could have used it instead. While Wyvern lords have lances, their starting class is axe based so they can use that sword breaker.
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#43NodetailsPosted 4/29/2013 12:43:13 PM
While I do think a lot of the maps were inherently lazy, I feel like making them better wouldn't fix the game's gameplay issues overall.

At this point, I'm not sure if Pair-Up, or sorcerers are more game-breaking.

I'm going to go with Sorcerer's / Nosferatu. At least they tried something different with Pair-up, and at the very least there is some uniqueness in the stat distribution depending on whom you pair up with. Sorcerers with Nosferatu, on the other hand, make every other class obsolete as the only strategy the enemy has that can really deal with them is stacking up on Counter. Otherwise, it's solo-city.
#44Huff n puff 20Posted 4/29/2013 12:48:26 PM
I don't have issues... so I voted for the most legit one there, no difficulty between Hard and Lunatic.

...Funny, I actually like the maps. Could stand to be a bit bigger.
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#45anondumPosted 4/29/2013 12:53:47 PM
I think it's more of map design plus pair up plus reinforcements all making you focus on one thing with your characters while making stuff like healers and olivia awful. I can immediately tell this game will not have the replayability than HHM did for me because the difficulty is so screwy and inconsistent.
#46arvilinoPosted 4/29/2013 12:56:39 PM
anondum posted...
I think it's more of map design plus pair up plus reinforcements all making you focus on one thing with your characters while making stuff like healers and olivia awful. I can immediately tell this game will not have the replayability than HHM did for me because the difficulty is so screwy and inconsistent.


But Healers and Olivia are some of the best units on Lunatic.
#47smash fanatic(Topic Creator)Posted 5/1/2013 7:22:44 PM
bump
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#48smash fanatic(Topic Creator)Posted 5/4/2013 6:02:51 AM
bump again
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#49EmpirorPosted 5/4/2013 6:03:31 AM
Lunatic +...
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#50Unbridled9Posted 5/4/2013 10:43:53 AM
Biggest flaw with this game?

Smash_Fanatic is still allowed to play it.
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