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- Fire Emblem Heroes
- If any FE:H Designers, QA, or producers are reading, ENOUGH with the turn limits
Seriously, this is one of the most annoying mechanics you can throw into a strategy game.
I am speaking particularly about the mechanic which requires users to finish a level in X amount of turns or they automatically get game over. It's not only poorly implemented (as there's no proper feedback), but it makes no sense from a narrative standpoint: why is there a turn limit? For what reason? Is there a bomb somewhere? It reeks, it doesn't fit what players enjoy doing with the game, stop doing it. Some extra ammo if some pig-headed producer is forcing this bullshit in - for your Product Managers, this mechanic does not contribute to sales of orbs. Annoying the players who are interested in the primary mechanics don't want these extra irritating difficulty gimmicks. It contributes to player stress, and therefore a lowering of player engagement health, which leads to potential churning out. Want a mechanic that both contributes to sale of orbs and also has a narrative function for making the levels more difficult without overpowering the summer characters? Give a functional bonus to summer characters on the summer maps; that way players who acquire the characters will have a bit of a bonus when fighting on those maps, and the enemy will also have a narratively relevant reason to have an added advantage for those stages only. Add in some sort of additional carrot for winning certain levels during the event, like daily quests to get X amount of kills by summer characters for Y amount of feathers, and perhaps a few extra orbs for Lunatic difficulty kills. |
I really don't like what they did with the 4 turn limit maos. That's downright horseshit. I don't like it at all.
They already have stupid inflated stars, then you make it only 4 turn too? It's dumb. Do reinforcements if you want, but get rid of the very short turn limit maps. That chapter 11&12 chain challenge is the last one I need to be done, and I just can't with the 4 turn maps. |
I kinda disagree. I mostly play defensivly, baiting and killing on counters in a safe manner. Turn limits don't let me do that, which means I have to go on the offensive and take risks. It's a bit if variety for me.
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turn limit forces you to perfect your strategy... a staple in every FE game.
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Segascream posted...
Seriously, this is one of the most annoying mechanics you can throw into a strategy game. Sometimes it makes narrative sense. Like in the new Summer Paralogue, the boat is sinking. On a personal note I don't really mind turn limits, sure it prevents you from baiting and picking off people one by one, but that's just a new challenge.
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HayashiTakara posted...
turn limit forces you to perfect your strategy... a staple in every FE game. |
Theyve always been a staple of FE games, why would they not include them? Yeah theyre tough, anxioys and force you to rethink your style (i'm a turtle guy myself) but without them it wouldnt be FE. I always enjoy different types of challenges.
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certain strategies only work with certain units. if you run armour emblem how will you clear it?
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Torr posted...
I really don't like what they did with the 4 turn limit maos. That's downright horseshit. I don't like it at all. But 11-12 was really manageable for my flier team Wasn't even close to the difficulty of 9-10
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g0dofwar7 posted...
Torr posted...I really don't like what they did with the 4 turn limit maos. That's downright horseshit. I don't like it at all. I found 9&10 easy. But I'm like a half of a turn to short on the 4 turn maps. Killing my main team automatically. And it's just likr, if they would let the enemy finish the round then I'd win because he's kill himself. I haven't messed with it too much, I beat the individual ones for each chapter. But combined is messing me up. |
I totally agree. Plus, it fosters the stupid ORKO meta, turning a bunch of fun tanking skills useless, and making everyone play the same in the end (blade tomes, cavalry buffs).
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I really don't like turn limits either. I don't like to be forced to rush and make mistakes and it lessens my enjoyment of the game indeed.
In almost any game I don't enjoy time limits anyway, I think it's just a stupid mechanic most of the time. |
mistermikeymike posted...
certain strategies only work with certain units. if you run armour emblem how will you clear it? You'd obviously raise some more heroes. Logic 101
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Turn limits on Lunatic CC for 11-12 is basically "run Bladetome horses or don't bother". Tanks are already suffering from increased stats punching through normally solid defenses, meanwhile Horse Bladetomes which would normally overkill by 10-20 points just don't have as much damage wasted is all.
The defend maps are fine, even the evil split mountain one, but "hey kill these walled off range overlapped +10 merged and then some units in 4 turns k thx" is pretty awful. They're definitely doable, but the problem with CC is that they come after 6 other maps. Since they take literally 1 move margin perfect strategy to defeat, each attempt is hidden behind a bunch of other work. Oh what's this, changed your team composition? Have fun because now the AI behaves totally different in the first 6 chapters and now you have to figure them all out again before even attempting this new comp on the 4 turn ones. |
I don't mind turn limits of they are done well. What I hate is facing 80hp enemies and IS telling me to finish them in 4 turns.
However I won't mind if turn limits became a quest thing for bonus shards or feathers or orbs. That would be amazing.
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I think it's fine as long as it doesn't happen for every new chapter/paralogue they release. It's good for there to be a variety.
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Torr posted...
g0dofwar7 posted...Torr posted...I really don't like what they did with the 4 turn limit maos. That's downright horseshit. I don't like it at all. I think I'll have my run up on YouTube tomorrow or the next day in case you're interested in seeing how I do it. But it went quite smoothly for me. Probably because I cleared the original chapter with my flier team the first time around so I understood the AI. |
g0dofwar7 posted...
Torr posted...g0dofwar7 posted...Torr posted...I really don't like what they did with the 4 turn limit maos. That's downright horseshit. I don't like it at all. Sure Id love to. I run a very similar team as you so I could use some hints. I really have no patience for the 4 turn maps and stupid Leon. Or 70 HP Tobin with 30 resist and defense. And Sonya who doesn't like to move at all in the back of the map even though everyone else is moving.
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You need Specific units. Like in Lunatic Norh Summer... I use Nino to blast the armor then position Ryoma so that Leo and Xander die on Enemies turn then just move and dance to Nino to reach the Pegasus and boom.
If there's a will, there's a way.
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Torr posted...
if they would let the enemy finish the round then I'd win because he's kill himself. While I agree with you, there is no logical reason the AI would attack you. Think of it as the AI being the defenders in a Survive chapter.
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Chapter 10 make sense with turn limit.
You are on the offensive before invincible mode kick in. Once it on and you are in enemy territory, the order of heroes is doomed
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Torr posted...
g0dofwar7 posted...Torr posted...g0dofwar7 posted...Torr posted...I really don't like what they did with the 4 turn limit maos. That's downright horseshit. I don't like it at all. I save a special dragon fang just for leons ass. Tobin gets a dragon fang. Gray gets a dragon fang. Saber gets a dragon fang... boy I sure love dragon fang in chain challenge. Sonya, you just have to put hinoka next to the river and she'll go down. |
papastalin posted...
Turn limits on Lunatic CC for 11-12 is basically "run Bladetome horses or don't bother". Tanks are already suffering from increased stats punching through normally solid defenses, meanwhile Horse Bladetomes which would normally overkill by 10-20 points just don't have as much damage wasted is all. Maybe you can practice the specific map you want by redoing its story mode version ? I completely agree with you btw |
Deenawe posted...
I don't mind turn limits of they are done well. What I hate is facing 80hp enemies and IS telling me to finish them in 4 turns. This 100%. In isolation where you don't have run through a gauntlet with limited/weakened units and the enemy stats aren't hyperinflated, I didn't mind going through the turn limit maps. However when the enemy is passive to the point where they won't even attack units within their range at some points then there is a real issue. |
I do agree it should let the enemy team go and then game over if you don't finish them then.
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What I don't understand, is why part 2 of the new paralogue has a turn limit, when the other two don't. Honestly makes no sense to me, and it caught me completely off guard too, since I was running Armor Emblem at the time. Yeah, not enough movement to beat it in time with all the boxes lying around.
A game should be fun, hard and even challenging. But never frustrating. Or else, it fails at being a "stress reliever". It only brings more headache.
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HereToHelp posted...
What I don't understand, is why part 2 of the new paralogue has a turn limit, when the other two don't. Honestly makes no sense to me, and it caught me completely off guard too, since I was running Armor Emblem at the time. Yeah, not enough movement to beat it in time with all the boxes lying around. The boat was sinking. Did you read the pre fight banter?
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Because IS hates armor emblem and loves horse emblem. Basically you are forced to run horse bladetome.
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Turn limits don't bother me outside of CC Lunatic. But on CC Lunatic its absurd. You basically have to run horse/flier emblem or bladetome nukes with dancers because nothing else can one shot the 70+ HP monsters fast enough.
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CrescentShadow posted...
HereToHelp posted...What I don't understand, is why part 2 of the new paralogue has a turn limit, when the other two don't. Honestly makes no sense to me, and it caught me completely off guard too, since I was running Armor Emblem at the time. Yeah, not enough movement to beat it in time with all the boxes lying around. *Imagines Armor Emblem sinking like rocks cause of their heavy armor* *Effie sinks first since she always packs tons of rocks into her armor as a means to exercise* Oops...
A game should be fun, hard and even challenging. But never frustrating. Or else, it fails at being a "stress reliever". It only brings more headache.
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People are talking about perfecting strategies and all...
There's almost no strategy to this game, folks. You bait a laughably-designed A.I. into crashing into units it matches up poorly with. That's the strategy. Turn limits take that away, which means you have to have just the right units trained just the right way with just the right skills in a given situation. Problem; this isn't a normal game. You don't have access to all the units. You have to hope you can cobble something together with what you have. If you want a deep, robust strategy game, go play one, one that was designed and crafted to be that. This is a simple, time-killing/character-collecting mobile game. Trying to cram extra "strategy," which is poorly-implemented because the core mechanics weren't designed with those completion rules in mind, into it after the fact just leads to frustration for a lot of players. |
TheBigPuma1110 posted...
People are talking about perfecting strategies and all... Hi. I'm sorry, but I Beg to differ. Many people implement strategy in overcoming some of the harder challenges. The beauty of feh is that even 3star units can handle inflated stat enemies if they are used correctly. Heck, someone used a team of sakuras to clear berkut. Just that the current meta favors orko and baiting enemies to death doesn't mean people can't find strategy in the game . I just cleared chapter 11-12, and it took me almost 4 days and 30+ tries of refining my strategy until I cleared them all The most rewarding 4 orbs I've earned in this game.
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- Boards
- Fire Emblem Heroes
- If any FE:H Designers, QA, or producers are reading, ENOUGH with the turn limits
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