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Beast Units and treading carefully.
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Hahaha! I’m still laughing at that. Kinda thought the same thing, personally would’ve phrased differently. Or added a second “NRTLDR” (no really, too long didn’t read). Kinda like P.P.S. No big tho.
That said, thanks for breaking this down. I like the beast moving through forest idea, makes sense. Might be neat to see different breakdowns of beast types, like bird beasts are fliers, maybe cats move 3 like cav, or jump across rivers, or big elephant rhino types (uh, FE probably doesn’t have unfortunately) move as armor. Will be interesting to see. This is probably why it’s taken IS so long to figure it all out.
Having never played other FE, their personalities as you described are quite disappointing. Bummer.
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Exactly. Think of it this way. Cat's and other types of said units (the taguel in Awakening or the Lions) are likely to be extremely fast and that needs to be balanced and given certain strengths.
The Fliers in Tellius are mostly support units (save for a few of them) so it'll be interesting to see how they work with those.
In truth, I would like to see beast units and some more diversity. I just want them to take their time and not release a pile of skills and rehashes as a new unit.
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>" I just want them to take their time and not release a pile of skills and rehashes as a new unit."
>"Once more, you make it sound simple but it really isn't. This game is meant to be quick, and even tactically speaking, it's not logical to make units that need transform"
So which is it? Because so far it seems like youre going full cognitive dissonance. You don't want something new, and you dont want rehashed dragons. You're completely stupid and as far as I can tell, incapable of holding a discussion without letting bias get in the way. Having laguz use their special gauge to transform instead of just being dragons "but physical" perfectly fits the bill for what kind of change you claim to want, but then you turn around and completely contradict yourself.
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I think the trickiest part of adding them has mostly to do with the gameplay aspect. IS needs to figure out how to allow these units to possess some type of transform mechanic for combat purposes but at the same time have them transform back like in their actual games. The solution probably lies in the same system they use for their Wave skills in that they can make the transformed state for these turn based. When the unit is in its transformed state it receives stat boosts, access to certain skills etc. but while not transformed they become more or less useless for that turn/turns.
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There's an issue with this though. Once they'd de-transform they'd lose most of their usability. Most units in this game run on simply wiping a team and being on their way, so making a unit need time to charge up and prepare to transform, or need time to recharge and re-transform would be very disadvantageous, no mater how broken they'd be once transformed since units like Lyn, Rein and veronica, alongside bladetomes and other such characters could just steamroll you before you can transform.
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Yes, laguz would transform based on their special triggering, and the special would count down by 1 for each turn that passes, or for each hit they take or attack they do, so as to mimic the functionality of the transformation gauge in awakening, making laguz useless unless transformed, at which point they would essentially go from being base 120 units that cant attack, to base 180 units with 2-3 range, and then back again based on how many times they attack or are attacked.
High risk high reward playstyle for a bite sized game. And really, if this method was used for them, it would solve the OP busted builds from ever being used, in that you would never have a 3 movement 180 bst unitthats also using aether every round of combat, or any other special, because their special slot is taken up by their ability to actually attack at all.
But a wave type of transformation wouldn't be THAT bad, I suppose, instead it would open up a world of hurt in that aether/blue flame/galeforce laguz flying everywhere onerounding maps the turn they transform because of no limitation on the amount of hits they can take or deal, which ISNT how they operated in the tellius games.
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Once more, you make it sound simple but it really isn't. This game is meant to be quick, and even tactically speaking, it's not logical to make units that need transform and leave their team weak as an idea. It goes against the entire design of FEH, and if so, Beast units would be relegated to PVE where they'd be their best versions because you could stall out (something you don't want to do in any other game mode). Otherwise you'll have units that can't be at their best all the time and it'd be extremely dumb to even use them.
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Dazzling made healers 100% untouchable during their phase.
Breath skills turned the game into a "press end turn to win".
Reinhardt all on his own ushered in a completely new mechanic in Sacred seals because IS realized they fucked up with skill inheritance and needed a reason to add deflect seals.
The game as it is now is completely different form how it was during its first six months, the first month of the game everyone wanted takumi because he was busted, one update later and hes irrelevant. All it takes is one new thing added to the game to completely change how everything is done, this has been proven over and over again. You have no idea what you're talking about because you're blinded by bias.
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...Wow. If I didn't know it, I would've thought you were a second account of TheMeep just to provide his earlier post evidence. EDIT: I mean other thread.
All I can say is, if there is something really complicated and can/will cause a lot of issues for the game, IS might just go a simpler route that only bears a small lip-service to their original game.
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If they were to introduce beast units, I'd set their movement at 2 with no other specialities. Weapons would be claws (or talons I guess), which would be colorless. At the moment, colorless is the only type without any melee capabilities, and now with the introduction of more colored bows and daggers, a gentle ease in of beast units could work and not break the game, only change it slightly. Different claws could have different effects (similar to how the dragonstones work) depending on the unit. You would still have the weapon type be beaststone, but again, similar to dragonstones where the weapons are 'breath', the description would read 'claws'. Transformation would work like the dragons too, with them beginning in a humanoid form, transforming for battle, and then reverting back.
Interesting ideas for claw abilities:
- Unit is unimpeded by forests
- unit does bonus damage to cavalry (or any other type)
- Unit strikes twice when initiating
- Unit gains +4 speed when attacking
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