Monday, July 18, 2016

Should future Fire Emblem games have higher growths?

                                      Something else that I see people bring up from time to time is the idea that the growths in Awakening were “too high” and that lower growths equate to a better game. Does it though? I’ll let you decide here are the arguments:

Pro Higher Growths
  • Higher growths mean that level-ups are more predictable. If they’re more predictable then it will be easier for the developers to design around that.

  • Higher growths make the game less RNG reliant. You’re also less likely to get stat screwed.

  • Here’s a quote that makes a good argument: “Higher growth rates help shorten the long period where the starting Promoted unit(Frederick) dramatically outclasses the unpromoted ones because their higher EXP rate and now high growths shortens the average catch up time and prevents characters from being on the brink of uselessness based on stats that rise on average every 3,4 or 5 levels. Lower growths and then you get a Seth/FE7 Marcus situation.” (Source: http://www.gamefaqs.com/boards/643003-fire-emblem-awakening/65337974?page=1)


Pro Lower Growths
  • Higher growths make it too easy for certain characters to snowball into little death machines. Lower growths prevent this.

  • Lower growths make a good level-up actually rewarding. If every level-up is great, then none of them are.

3 comments:

  1. I really like higher level-ups personally. I think it's perhaps because I started with Awakening, but I think that the higher level-ups were better. It's so hard to gain stats in Fates and considering how expensive the Eternal Seals are, you can sometimes go all 5 of the levels you paid 120,000 for (or was it 12,000?) without gaining a single stat point near the end.

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  2. High growths would force enemies to be balanced around them and make being RNG screwed as much of a problem as it is in the first place. Low growths would allow for designing levels in a way where RNG screwed units or any units sitting any chapters out are still useable.

    Lower growths. Easily.

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  3. Higher growths can easily promote low manning. Combined with higher caps, you can, and might as well just train one strong unit since you know they won't get screwed. This was the exact problem with Awakening's game design.I think lower caps and PoR style growths would work the best.

    Another thing that could work for higher caps, would be making base stats overall higher. Since in Awakening the growths were high and so were the caps, the level limit of 40 made no sense because capping without the use of second seals was not possible. Of course this could also be fixed by making the level limit 50 or 60 instead.

    Overall, the best solution would be better enemy scaling and higher level limit if we were to go with Awakening/RD style growths and caps.

    If GBA growths and caps are the way to go, level limit of 40 makes sense.

    I hope what I said makes sense xD

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