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So I guess I'm done lol. There is absolutely no way beating this mission is possible. I have to move so slow and carefully because if anyone is left in range to be attacked by more than 1 enemy, that character is just dead. And with enemies endlessly re-spawning behind you, There's no way I'm making it to the other side of the map in 16 turns. Like it's not even close lol. Just counting the spaces from spawn to the zone, it would take a minimum of 11 turns for a character to reach the escape zone. That's if they're moving a full 4 spaces directly towards the zone every turn. Through hordes of enemies that kill you in 2 hits.
Still like the game, but I just don't have any way to continue lol.
One thing I will mention about the difficulty level is that two handed axes are meant to be a bit of a counter to slow, tanky units, as they ignore % defense, as well as all shields, which tanky units really rely on. However, they have extremely low hit chance, so they are much weaker to units with high AGL such as Illyana, Reyson (with his passive active), or Cassidy. Swords give 10 avoid by default, as well as the round shield giving another 10, so I'd try to lean on those a bit against any enemies that use an axe.
Generally the balancing goes defenders > soldiers (medium damage high accuracy) > skirmishers (low damage high speed) > fighters (high damage low accuracy). Defenders can be very strong against both soldiers and skirmishers, but fighters will definitely give them a tough time, especially against ones carrying a war-hammer, which does double damage against defenders.
One other thing is tower shields are a defenders best friend since they ignore shield weight, and they gain bonus DEF while the shield has block on it. If you have any ideas for more defensive items I'm all ears! I love implementing interesting abilities like that.
I think you're right balance-wise though. The offense definitely starts to sneak up on defense scaling wise. It's slightly by design as I wanted units to be more deadly as the game goes on, but it is something I'll try to keep an eye on as people are going throughout the game.
Again thank you for taking the time to leave such great feedback!
Makes me really sad to hear. It is meant to be a difficulty spike, but obviously I still want people to be able to beat it once they get a handle on it. And just one thing to point out, only one unit needs to hit the escape tile!! You just end your turn on it, and the chapter will complete! No need to move everyone. May I ask which difficulty you're playing on? Would love to unblock you on this chapter, whether it's through helping you update the difficulty, or even if you want to jump into the Discord you can stream the level and we can go through it together! Could be fun haha
Appreciate the kind words about the game, but I really want to try and find a solution for you here.
I'm going to be looking into a way to restart them just from turn 1 so you don't have to go back to the main menu to restart. Have received a lot of feedback on wanting some kind of mid chapter save states as well so that might help ease some of these difficulty spikes as well.
Jesus Christ. I've yet to see a more communicative and open-minded dev. I hope your game prospers, and that you have much success in your future development endeavors as well.
By the way, I do think you need to pay particular attention to this though: One of the enduring appeals of tactical combat games of this nature is that you nurture a character from the beginning to the end, and nobody likes to lose characters on what appears to be arbitrary, chance roll that you absolutely cannot control. I don't mind games being hard - in fact, I thrive in them - but one-shot kills like the OP is describing his a problem, if true.
Yeah there really aren't any enemies that can one round your units, or at least their shouldn't be. One of the exceptions is definitely two handed axes against defenders, as they're made to be a "hard counter" I'd say. Another is longbowman who have 3 range getting onto a backline unit that they can double. But yeah losing to two 20% hits is never a good experience, and why I think I'll need to get a mid battle save in sooner rather than later.
Veteran will still be an option! Just on starting a new game, the default that the UI is set to will be "Normal" so people don't accidentally thing "Veteran" is the default mode. "Veteran" will definitely stay an option you can choose!
Here are the changes I made so far and will be included in the next hotfix (just gonna copy and paste the bullet point that I'm gonna put in the announcement):
"- Balance: Chapter 7, while meant to be a difficulty spike, is proving a little more challenging than I planned. Reduced the average level of enemies by 1. Replaced the Steel Bows of Longbowman with Iron Bows. Also slight manual nerfs to particular enemies in difficulties other than veteran. Hope this makes the level feel a bit more fair. It's tough to straddle the line of challenging, but fun. I hope this change gets it a little closer to the middle. Please let me know what you think after trying out the changes! You will have to hit "Restart Chapter" to get the new changes."
Thank you all for your feedback, and I'd love to hear your thoughts if you're willing to give the re-balanced version a shot!
The enjoyment should come from 1) learning how to play and 2) taking what you learned and save scum the RNG factor in stat lvling to your advantage in these FE-likes. Some full restarts (new game, from chapter 1) in case of being RNG bricked and after doing a 'see how far I can get' tutorial run are required as part of the eventual gratification (aka fun) you get from taking what you learned and optimizing that in order to beat the content.
By allowing people to change difficulty on the fly they're going to miss the above key part to what makes these types of games especially satisfying (gratification through trial & error / strategy testing) whereas it'd become instant gratification where people will just lower difficulty until they beat x chapter. After all, there'd be no need to invest excess time into the game when it can just be 'difficulty-scummed'. Furthermore, at the same time it also removes the challenge for everyone who isn't like these complaining strugglers and the challenge posed by the creator of the game + the experience of it will be devaluated by default just because of the existence to be able to do this.
When you give someone a gun in a sword fight, no one is going to keep using the sword to try and win the fight.
Edit: Oh look a clown award already, very likely from casual-gen FE enjoyers (post-NDS FE game releases) who either never played something like FE path of radiance highest difficulty (or were never able to get past the early chapters of that). Oh wellz, remember dev, plenty of difficulty complaint-pandering devs out there already whereas titles like FE PoR have a special place in the more die-hard fan of the genre's hearts :)