I am a lil sad Subaki didn’t make it 😢 I used him every time I could. He is a high defense flyer and he does pretty well reclassed in Rev as a Grand Master for utility. Amazing in birthright bc of his join time and his high bulk, high speed, and high hit. While his combat can be middling, he can easily survive multiple rounds of combat and get to any location on the map safely (just watch out for archers they still hurt, but aren’t one-shots).
@MrongandNote8 сағат бұрын
I’ve loved the conversations around how viable characters who dip into strength and magic for their growths. I think the Céline, Robin, and Celica have been the best attempt at a fully fledged hybrid in FE. While they are known for their amazing magic usage, their physical abilities can be made use of if the right situations come up, or if the player chooses to invest in the character differently (reclassing or stat boosters). Robin and Céline both having ignis also allows for the true hybrids to use their otherwise unused stat to deal extra damage. While its activation could be better, it rarely changes the battle outcome and if it activates the one-shot can be nice.
@cakeinparadise20 сағат бұрын
I clicked the video because I saw two of my favorite games on it. Good video with good points. The key with Kandarin that seems to be missing for a lot of players is while a majority of the content is not late game and has replacements for its gear elsewhere, it has a large swath of early to mid game content to level through as well as the gear it provides still being good if one was not to take Fremennik or Tiranwyn. And while both of those do have some fun end game content, the vast majority of those two regions are absolute slogs and according to most I know that took the regions in the last two trailblazer leagues, is very boring. To retie this topic back to a fire emblem analogy, Fremennik and Tiranwyn are like a low base high growth stat Donnel. Absolutely crazy by the end of everything but kinda dead weight early on, and for me I just don't enjoy his personality whatsoever. Where as Kandarin is akin to a Jagen trope character, being highly versatile and enabling a lot of strategy to weigh on early on, while usually boasting interesting stoic characters. And it boils down to how much are you truly going to play and enjoy the game? If you were going to stop playing Sacred Stones after chapter 10, why ever use Ross or why stop using Seth? But if you're going the whole way through investing in Ross is a must to enjoy the end of the game as much as possible.
@MythrilZenith19 сағат бұрын
Kandarin is definitely getting a bit slept-on this season because of its lack of endgame. I think that the reality is that Kandarin is very solid for tasks and GETTING THROUGH the league, but the content it has ultimately is... plain? The Jagen comparison is pretty apt. Kandarin will get you through the league, it won't be flashy but it'll be solid and you won't have too many dead spots where you need to reach super far for a task. But come endgame it won't be providing you top-end BiS.
@MrongandNoteКүн бұрын
Combat dancers in the later sandbox style fire emblem games have been a blast to play with. It’s an extra way to augment my experience that doesn’t get too out of hand. Azura getting the warp ability from the witch class (magic is always a viable combat build for Fates Azura) busted open the viability of her utility (sure it was dlc, but I am always down to pay to augment my experience if it’s fun enough). 3 Houses sword avoid dancer skill made my Ferdinand and Felix un-hittable in Maddening while also having the opportunity to give their action to someone else while effectively enemy phasing mobs of enemies. Engage took off the training wheels for player phase and options for dancing. I don’t make Sedall player phase, but I did engrave his defensive fists with avoid and dodge with Camilla ring. Flying dancer is fun. I can’t speak for awakening’s combat dancer. I never used her
@MrongandNoteКүн бұрын
I remember playing SoV for the first time and made Faye a sister bc I like healers and I wanted her to be one. I was very surprised and happy to find out I made her a dancer
@lunamaster123Күн бұрын
The problem I have is, "What is a bad unit?" Without clarifying what makes a unit bad, it is pointless to discuss why they are important. Considering how you are talking about units, you are likely talking about units being bad in speedrunning and LTCs... which means units that need investment. The more investment, the worst they are considered. I ask this because I don't think this is a very good argument. Speedruns and LTCs aren't normal play. Units being bad in those playstyles doesn't tell anyone how good they are in normal play as they play completely different (feeding, ignoring bonus objectives, skipping through as much of the map as possible). Most units aren't going to be good in this environment. They weren't designed for it. Why do we need bad units? Show me a unit that is bad in normal play. At worst, units outclass each other.
@MythrilZenithКүн бұрын
@@lunamaster123 You must be new around here. I use the generally accepted nomenclature of the community to discuss these things, but I am in NO WAY a proponent of the idea that LTC or "efficiency" is the only way to play. I merely used this concept because this is how units are traditionally rated, and I wanted to tackle the concept head-on. I talk about this concept in more detail in another video, but there's an idea of a "usability threshold" that a unit needs to exceed and stay above in order to participate. The vast, VAST majority of units are at or above that threshold at base, and only fall below if you do not touch them for a significant amount of time. Even units that traditionally are difficult or frustrating to use and see little long term payoff are largely capable of living above that usability bar. The rare exception is someone like FE12 Bantu, who is bad with little payoff in lower difficulties because of the changes in dragon mechanics without personal stat buffs to compensate from fe3 to fe12, but in higher difficulties becomes literally impossible to use outside of specifically cornering an archer, and even then he will never grow to not be 1-rounded by almost any enemy. This is a fault in the game's approach to difficulty, yes, but it creates a situation where the unit is effectively unusable, one of very, VERY few in the series.
@andrewprahst2529Күн бұрын
This music was so nostalgic and familiar, I couldn't put my finger on it. Like a place I haven't been in a long time. The Chasm of Fire. Yes, i completely forgot about that place. I remember going there early into the creation of my account and really feeling like it was special.
@DarkWorldQ8Күн бұрын
I definitely agree with "if you don't like, then don't use it". I like the option to grind a bit in the tower or arena to make make some units better, but I don't like to max my units and make the game a pushover. In the past I would max my units in the first arena they come across, but, I no longer do this.
@brassicac2 күн бұрын
RUNESCAPE JUMPSCARE
@flintlocke13442 күн бұрын
I think Theurgy in Persona 3 Reload is a decent example of an incomparable. Each Theurgy is a character-specific move with a unique cinematic, which can be used when a dedicated meter is full. Most party members start with one Theurgy and gain a second at a specific point in the story (the exceptions being Koromaru, who has both of his Theurgies right away, and the player character, who gets several additional Theurgies by fusing specific Personas). The main thing stopping Theurgy from being better than decent is that most of them are just ‘big damage that ignores resistances,’ particularly when you first unlock the mechanic. Akihiko has it the worst, since both of his Theurgies are just big attacks without any unique traits. But the unique ones really do give those characters such a stronger gameplay identity than party members in other Persona games. Koromaru and Yukari can supercharge the entire party at once to enable massive damage bursts, and Ken can fully restore the party while applying shields for an incredible comeback. Junpei and Mitsuru both get attacks for their second Theurgy, but they have different enough aftereffects (Junpei fully restores his HP and Mitsuru debuffs all the enemy’s stats) that they at least feel different from their first one. Persona is a series where the player character can massively outperform the rest of the cast, so I think Theurgy was a great way to make all of S.E.E.S. feel distinct and important.
@jierdareisa43132 күн бұрын
I love ALL MythrilZenith videos!!!! ❤
@Zehiret2 күн бұрын
They killed Kandarin giving jefwerlly to dks and adding prayers relic
@quillarmike69472 күн бұрын
One reason a developer might give players an objectively worse option is as a teaching tool. If a player can see that one option is objectively bad, and analyze how and why it's bad, it can help them learn what makes options good in the first place. A non Fire Emblem Example is Cyan from Final Fantasy 6. His strength and HP are both very high and he can equip good weapons and armor, but he's still considered one of the worst characters in that game. This is because his special abilities take real time to charge up, and lock you into his menu, preventing you from using the rest of your party's turns until he's done. He makes a good first impression as he's alone the first time you can use him, but by struggling to use him in a full party, the player will learn the importance of the action economy in the ATB system.
@MythrilZenith2 күн бұрын
@@quillarmike6947 Also a perfect example of how a systems change can act as a buff or nerf to certain characters. Some versions of FF6 iirc change how his skills work so that even if HE is still locked in charging the rest of your party isn't, which makes him far better despite not touching his numbers at all.
@joeyjose7272 күн бұрын
Inch resting… some more individuality would be nice in this series Engage is a good game imo but u think something small they could’ve done is give personal growths a bigger impact to class growths, because units do tend to feel very similar in classes. Instead if certain units could reach certain benchmarks in a class that other units couldn’t (that could even be from stat caps) I think there’d be more in depth discussion that goes past “put them in Warrior” Personal skills do set people apart but not by that much, more impactful ones would further differentiate. Maybe some more limited reclassing depending on the game’s system
@MythrilZenith2 күн бұрын
@@joeyjose727 One of the reasons I love Anna in Engage is because her personal Growths are actually strong enough to shape what she can do beyond whatever her class growths are, and the way they are seemingly mismatched with her starting class emphasizes that she should be treated differently.
@seliphgaming86622 күн бұрын
I just remembered that Leagues is starting next week.
@MythrilZenith2 күн бұрын
@@seliphgaming8662 Hype hype!
@naotoueda28382 күн бұрын
I love FE6 because I don't feel I'm loosing for not using the famous Rutger, Melady and Perceval trio. Sometimes, a good axe bonk on lance enemies with average Wade is good enough in a game that I can deploy different types of units.
@MythrilZenith2 күн бұрын
@@naotoueda2838 FE6 is a game that features very strong, overpowered units, but does not *require* their use. Low tier runs of FE6 always end up looking very interesting.
@OrlandoAguirre2222 күн бұрын
I love Bartre personally, but I try to use Ward and Lot until I make it to Ainz or at least till they visit home.
@XarpusAcid2 күн бұрын
The DKs echo necklace shoulda been added to Kandarin, since it already drops a necklace, its more fitting and woulda gave it more validity.
@MythrilZenith2 күн бұрын
@@XarpusAcid Fremmy needed something attractive, but I worry that getting both overkill bis ring AND necklace, far and away better than anything else existing, may have been overkill. That moment when raw stats wins out over anything else cool and unique.
@Notius2 күн бұрын
Thermy's echo item really needed to be something much more universal. For example, it could've provided something like a mini-shadow buff, where your magic accuracy and str are buffed by 2x or something. As it is, it's only a very slight buff over a bis item on the weakest combat style, the elemental buff is basically useless as everything beyond slayer bosses has none.
@hansgretl17872 күн бұрын
What comes to my mind on this topic is Monster Hunter. There are near endless discussion about this or that weappn being overpowered in any new Monster Hunter game, yet I never feel like I am missing out not playing that weapon and sticking to what I am familiar with because of incomparables. The Long Sword might have OP counters, and the Insect Glaive might have crazy maneuverability, but neither weapon can bonk monsters in the head like my hammer can.
@MythrilZenith2 күн бұрын
@@hansgretl1787 I love so many things about the fundamental design philosophy of Monster Hunter. Took me awhile to get into it, but when I did it became one of my all time favorite series.
@OrlandoAguirre2222 күн бұрын
Off the thumbnail alone this sounds like it'll be a very weird and interesting video
@MythrilZenith2 күн бұрын
@@OrlandoAguirre222I'm trying something new, dipping my toes in. Hopefully it comes off well!
@OrlandoAguirre2222 күн бұрын
@@MythrilZenithIt's cool to experiment. I think it's an alright video and all I want to add is that imbalance can create 2 beautiful things: Meme strats and challenge runs. Playing Wasteland 3 currently with only Melee. It is pretty bad when of the 6 slots in your squad only 4 of them can be custom made units. The other 2 are only for characters you find in the story, so for the beginning and middle of the game I'm stuck with folks with perks, skills, and stats for guns are now made to just use items to stay relevant. This has actually solved my hoarding problem in this game because every Molotov is now one of the few methods of damage my two story characters can do. Also the beginning is HELL with only Melee, as I am attempting this on max difficulty with Friendly Fire, Difficult skill checks, and Permadeath turned on. Melee isn't bad per say, but rather just not as good as having a balanced team or using elemental ranged damage. Since this game uses action points, all melee users basically can't do anything other than move up for the first turn. But man has it been fun and interesting to play Wasteland 3 this way. I've done themed challenge runs before like Engage with my Tough Guy Run of only having classes that can punch or wield Axes, with times banned so no High Priest. That run is still incomplete but it's been a little busy for me. Still, first time I kept Jean as a Martial Master and I LOVE the animations it comes with. Made Anna one of the best units with a Radiant Bow forged and I currently have a Great Knight Vander using Ike and a forged Hurricane axe to deal with Wyverns. He is surprisingly tanky enough because of his high HP and the Star Sphere I gave him. This is also the second playthrough of Engage I did so I decided to start using DLC. I wonder if I could be at it with the Tough Guy Run without DLC, but such challenges are more so for fun. Just remembering all my meme runs I did with 3 Houses. Only reason I played it 7 times honestly, 8 if including the DLC side story. Yeesh, kinda blathered on there. Uh, basically imbalance can make some fun happen if the player is willing. Hope that much got through.