Tumgik
#except shinon he's alWAYS THERE LMAO
slumberinglabyrinth · 3 years
Text
a while back i did a review of the prison chapter in por and it was totally overblown and whatever but i kinda wanna do that again for (what remains of) radiant dawn so i guess i will
I'll be doing them in batches since this got long. In this post: 3-5 through 3-9
3-5: it's been two years and i forget why we have to defend this castle
this was a pretty alright map. the reinforcements were annoying but that's because I generally don't actually turtle all that much on defend chapters and as a result I was Right There whenever and wherever they showed up. I tried to grab the energy drop off the boss but the dude ran away from Heather the moment I created an opening and I didn’t want to reset so :^/
I moved provoke off of shinon and onto Brom for this and its... probably way too strong? like it wasn't a 100% draw rate but there were several turns in a row where he was the only person being attacked which is. insane. and also super fun lmao. I think it's a shame that the hostility mechanics in fe aren't as well documented; on some level it ruins the magic, but in cases like this where you're actively influencing it i think it'd be useful to know to what degree you're actually influencing it
disarm + steal is also a really neat/fun idea that would be a great way to counteract how i apparently will never have any money for weapons while playing as the greilgallia party crew 😔 (not to be confused with the greilgallia polycule, which disbanded around twenty years earlier) but I can also never get disarm to proc and half the things that i was able to get unequipped were too heavy for Heather to actually steal 😔
all around a decent map to ease myself back into playing rd with. I certainly could have played better, but defend maps tend to be easier and I appreciated that here
3-6: dawn brigade returns and promptly sinks into a swamp
god this map sucked. it's really hard to pick where to start with it but while i get that lore dictates that they need to only be fighting laguz right here it was probably the wrong gameplay decision with everything else that was going on. I think maybe making tigers have ~4 less str across the board would have been a nice start since I kinda needed to either never get hit by them at all or to kill them first.
several chapters later I’m also realizing maybe i should have like. started to use bexp lol
fighting laguz is also really weird in terms of like... because they have boosted stats while transformed so you can either kill them while they're untransformed (which is fairly easy but since they don't attack, you have to kill them during player phase which means one per turn per unit), deal chip damage (or none at all) to burn down their gauge so you can actually kill them, or try to power through their boosted stats and hope you don’t die in the process.
Because I hadn't used bexp and almost all my units were super weak, I mostly had to rely on the eff against beasts knife that you can buy in the bargain shop this chapter and also volug, who had enough def (even with halfshift) to not die in one round. Honorable mentions go to noland (a fitting name for this map), jill (with canto!), and zihark, who were able to help pick off untransformed laguz, and to micaiah, who could deal magic damage and actually damage transformed laguz.
this was also the first dawn brigade map! i know lots of people people dont like their maps after act 1 and while i was trying to go into this one with an open mind... yeah, they totally got shafted by this map design. it's not really their fault but this map sucked hard. I know that they generally did one of each class variant (fire mage, wind mage, etc.) and not have duplicates but I think that the dawn brigade would have benefited from another mage of some kind if only so you could have someone who could deal with all these goddamned cats
also bk shows up but since he's not a bonus unit i didn't want to feed him kills so i didnt really use him. maybe that was a mistake. also why couldn't he like. warp someone that wasn't the furthest away from the action.
3-7: hey so we heard you liked the previous map
Zihark is there? fuck this i'm reverting to a previous save and unrecruiting him
3-6: i forgot to mention that this map was a swamp map and also had darkness
I know I've mentioned that the similar map in fe6 (desert+fog) was actually kinda alright but this one isnt that at all. Playing through it a second time helped because i knew where enemies were spawning, but it was still more annoying than fun.
Swamps commit the cardinal sin of forcing everyone that can't fly (in this case: everyone but jill) to suffer massive terrain penalties. Deserts at least let mages move a little bit further (which admittedly wouldn't help much here since it's only micaiah and laura), but here everyone friend and foe alike (except Jill) moves slowly and it makes gameplay just grind to a halt which is never, ever fun level design.
Also Fiona just. could not move beyond the starting island. she couldn't even wade a little bit into the swamp like i did with ed and leo to attack at range and get laguz to untransform. they let you deploy everyone but it genuinely felt like i wasn't handed the tools to succeed at this map. always a great goal to have when designing a game
I don't know how to improve this map. unrecruiting zihark (by flying him up to the northeast with jill and having him talk to mordy/lethe) wasn't particularly difficult (battle saves make it easy enough to scout out where they were, and it's not like i'd ever feel bad about 'cheating' on this map) but... would a greater field of view actually help? would making it not a swamp actually help? would giving you more allied units that'll throw themselves in the face of danger with no regard for their own lives actually help?
I don't know.
3-7: but for real this time
Back to ikequest!
this map is... literally the same map as the previous one, but with a different map objective. and larger. and backwards. and not at night.
it's still a swamp.
Luckily, it's a survive map, and the vast majority of the enemy force does not have the time to actually reach you if you hide up in the corner.
Which is exactly what i did.
Here's the list of the optional units (ike and ranulf are mandatory, which sucks because i don't like using twinks cat laguz and ike's plot promotion feels miles away) I deployed and why I deployed them
Haar: to fly out and recruit Jill
Gatrie: to be carried by Haar and specifically to bait the single thunder mage in Haar's way (and help Haar clean out that area so Jill can be safely recruited). I gave him corrosion two maps ago and it actually fully disarmed a guy on this map! 🎊
Brom: stand near where the swamp ends and draw the handful of enemies that actually make it all the way there away from ike and ranulf and ulki and jaffar (who are auto-recruits in this chapter).
This map is. so incredibly easy to both beat and complete the (meaningful) optional objectives on. I missed a conversation between Ike and Micaiah (which requires you to travel all the way across the map that i just finished saying takes forever to traverse and do it in 12 turns), but as long as you unrecruit Zihark on the previous map (he's.... right in the middle of the main force so good luck if you don't) you can probably do this map first try with no deaths even if you haven't trained haargatriebrom At All
I think that kinda underscores a problem that intsys had with rd which was... it feels like they didn't really have a lot of time to fine-tune stuff? like you're going from the hardest (or at least most unpleasant) map to the easiest one this side of the tutorial and it just. doesn't feel good? like there's going to be some inherent difficulty in balancing a difficulty curve when you're shifting from party to party but. this was bad. really bad.
Also a side observation but it does actually say who units can talk to in battle prep which is pretty useful thing to have! you need to shift the stat spreadsheet allllll the way over, but it's there!
i promptly forgot about it by the time 3-10 came around and was like "hey i should just. have ike run up to elincia, see if they'll talk, and then reset" though lol
3-8: Less-than-Lethal Lava Land
A fairly standard lava cave map. My only real comment here is that it was kinda nice how they made the spots where you'd take damage fairly obvious while still making them appear as natural parts of the terrain. I think it was the durandal map in 7 but its "if you're on these at the end of the turn you'll take damage" tiles looked super out of place while the armads map on the other hand wasn't super self-evident and i'm glad they improved
3-9: still cant use lucia >:(
Another party shift (this time to Elincia), and there was some good use of ledges in this chapter!
Most of your units couldn't use them but it created alternate paths for the ones that could (Calill and Devdan). Previous maps tended to use them more as holes in your defenses than needed to be plugged, but it created ways to progress (and ways for reinforcements to catch up) that are usually reserved for flying units, except now you're interacting with the map instead of ignoring it completely.
I think I've yet to meet someone who genuinely likes ledges as a map element, though I think this map really drives home that the sole (inherent) problem with them is the accuracy modifications (which, as this map also demonstrates when the stairs near the end become a chokepoint, are actually present with all elevation changes). While the +2 damage dealt while on the high ground is reasonable, +50 and especially -50 to hitrate are insane and completely unnecessary modifiers. They should be half that if you even choose to retain both.
Anyway.
the absolute lack of a (player-controlled) healer in Elincia's party was also........ interesting. Annoying, but interesting. Why must allied clerics choose death?1
2 notes · View notes