GamePress

How have people been doing in Aether Raids?

As stated above, curious to see how people enjoy the new game mode. How high are you guys and have you had any serious troubles with it? Enjoy it, hate it, how do ya feel about it?

Asked by AniCre0011 month ago
Report

Answers

I stopped tryharding, no point in it, its just a worse arena, it takes things that make fire emblem good, like severe penalties for units dying, but doesn't allow what makes the penalties fair, which is being able to swap out weapons or skills before combat starts.

Unlike the original arena, you also cant retry, youve got 2-3 chances per day, and if you fuck up once, your score is fucked for the entire season. It's shit and poorly thought out, like the fates games' stories, or california.

Report

Oh boy, one of the most common elements on the planet that has no value outside of of high tech and lack of reactivity, it was absolutely worth creating the single worst part of american culture on the planet.

Report

Sounds like you don't know how to properly prepare for a match. You can make several teams, each having different strengths and skills. This mode would be WAY too easy if you could change skills after seeing the opponents. It's why you cannot change skills in Arena Assault, or even after hitting the "Battle" button in normal arena. All 3 modes wouldn't offer a challenge if you could see the team, then change your team comp/skills and go in.

Technically original arena isn't a retry. You are spending the arena stamina "Dueling sword". So unless you've gotten 100s of these, retrying comes at a cost, just like this mode. Fortunately, they don't just give away the aether which actually makes it challenging.

Everyone is not a robot, your season is not shot upon the first loss of a unit. There's no way that many players that haven't made an error. Sure your shot at rank 1 is shot, but there's no benefit to having rank 1 then rank 50.

Sorry PM1 can't save you to make sure you do it perfectly every day.

Report

Lots of counterarguments to be made, easily.
- Every match counting is part of the design of the mode. As others have pointed out, it's extremely hard not to lose a single unit ever while raiding, and everybody's in the same boat. The point is that the best players will end up losing fewer units overall. This setup is perhaps a noteworthy variation on FE tradition, which is trying not to lose a single unit. People accustomed to being able to reach that goal by restarting as many times as they want are being pushed into a paradigm shift. We still try not to lose a single unit, but here we have a setup where it probably doesn't happen. The difference is that we now get evaluated on every attempt rather than having (theoretically) infinite tries, which actually shows who's better and where you stand when it comes to making thorough preparations, adjusting on the fly, and learning from previous battles. If players are going to be ranked, I contend that this way is far superior to the setup we have in arena.
- You can't swap weapons or skills before you enter an arena match any more than you can in this mode. In fact, in arena you don't even get to see what the team is. In this mode I would say players have a lot more going for them on offense than in arena because you can preview the enemy setup and you can, to some extent, switch weapons and skill - but you will have to switch an entire team. As for AA, it's kind of a joke, ja? Get into 746+ scoring range (or don't; TA and breakers still work), cook up a bunch of anti-armour and anti-dragon weaponry, match the colours, connect the exclamation points, go home with your points.
- Very few would prefer the BST, SP, and merge BS of arena to this mode. I would wager that most who prefer arena prefer it in spite of this factor.
- One other reason it's better rather than worse than arena: defense teams can't just hurl themselves at you like a bunch of idiots trying to take out one of your units and losing the entire team in the process. Playing legit defense is much, much harder, and scoring on defense actually matters (unlike in arena, where a bunch of unmerged mages with a bonus unit can net you 900 feathers)

Report

by sivo 1 month ago

Its funny. I like the idea of making self defense map and testing out if my enemies is able to kill in 7 turn the 2 Aether pools or not most of them starting to decide rather to kill Team cause to risky. Still changing and fooling arround a bit with def Building Maps what is still the beginning we may see in 2-4 weeks total different defense styles.

But Overall really time Eating with 3 account that why i do with my 2 twink accounts Auto fight and Play with main serious. Actually suprised by Auto fight with my 2 other account to had lost only 2 times Building with buffing Units and Bonus buffed Units are nuts belive got over 40 spd def /res Fjorm most in time.

Report

I quite like it as it's not something that requires grinding or many play-throughs like every other FE event mode, you can just sit down, do a couple of battles and that's it. No doubt as it progresses and gets refined it'll get better so I'm hoping it'll be pretty good.

Report

I'm not really a fan of it right now personally. The rewards aren't really worth it to me, and I prefer Arena fights. I do appreciate that IS is trying different things though. We needed a new mode.

Report

It's interesting game mode.
Towers and field are refreshing. I like the way you can customize you're own map.
7 clock-turn is also challenging. And you have to defeat all characters without loss like in arena but also you have to destroy fountains to fiul your stamina.

Bad points : It's really hard to get a successfull defense win. And it's like you want to make your opponent lose (no, you won't be able to destroy my 2 fountains AND kill my team in 7 turns).
And you can't retry. One free battle each day, one or 2 more and that's it.

Report

Good enough for the effort I put in. Kinda screwed up my first battle today, but it still worked out.

Report

Doing surprisingly well, still prefer Arena but this mode is pretty cool. My only complaint is that we're using more and more aether after every battle and we aren't earning any dews and what's not back to upgrade our pots/facilities. Even if I do destroy pots of other teams and keep alive, at the end of the day I'm left with 15~ aether then next day will restore 50 (65) but my usage of aether is now 36 so...1 battle a day...and eventually since this mode is still left for what, 4-5 days? I'm gonna have to sit out 2 days for a day worth of aether?...
But still, it's pretty cool.

Report

by G1D0 1 month ago

Kind of bad i lost 2 battles in this season and lost 1 unit in 2 other battles.
Some maps and teams can be so difficult to handle.
In my Defensive team i only achieved 4 victories, im really bad at this.

Report

I haven't achieved a single victory. 100% failure attempts. Now I've killed 3 units in one of them, 2 in a bunch of others, and 1 or 0 in the rest. So if you've got 4 victories, that's more than me. Then again, I'm terrible at defense teams, which is why I miss out on 900 feathers most weeks (arena defense).

Report

My lift is 3080.
Since the beginning, I only lost one unit before adjusting my teams to counter dancer + vero or 3-4 healers. I was furious and since that moment I would never play it before being 100 % concetrated.
I enjoy it, it's the best mode so far for me, I only wish the amount of prizes were double their current state.
How long will it take to +10 the Black Knight?
He's gonna be +5 in 2 days.

Report

I don't care about it. It's another PvP mode, but unlike normal arena or AA, the rewards here are not worth my time. Feathers, coins and orbs are much more valuable to me than some stones that can only be used on the mode and Heroic Grails that will just give me extra copies of units I have no plans on making +10.

It also doesn't help that the snowball effect will be huge. Those at the top will be able to upgrade their Fortress faster, which in turn will allow them to keep those top spots with less effort in the future. Why bother then?

Report

xchan consistently makes some of the best points to be found in GamePress Q&A.

It's definitely a feather/orb dump compared to the other modes with player-built opponents. The orb rewards from arena are minimal, good for maybe one summon per week, but the feather part I think is especially significant. I get on average 8000-ish feathers per week from arena and AA combined, which is 34-35k a month if we consider a month to be 4 and 1/3 weeks, which is a third of my monthly feather income.

The rewards I think are quite good though, even though I don't intend to merge any BHB/TT units. Stuff like hack'o'lantern, infantry pulse, and brazen atk/spd is really good, plus there are options like panic ploy at 4* which can save 20k feathers.

And I definitely agree with your word about the snowball effect. I saw this as soon as I read the fortress descrption in the datamine, and I consider it one of the things that actually has the potential to ruin this mode. But there are a few things to be said. For starters, it's a problem common to most of the game. I can't compete for top spots in arena or AA because I haven't been around long enough for me to have four +10 units. I have almost enough feathers to complete my first three +10 units, but I don't have the copies, again because I haven't been around long enough. I'm also at a disadvantage when it comes to seals - people who have been around since they were introduced to the game sometimes report having several hundred coins they don't know what to do with; I don't even have close def 3. Even Tiki abyssal LHB I couldn't do because I didn't want to spend the feathers to promote the unit for a potential solution I found.

More importantly, it's a pseudo-PvP that actually solves most of the issues I believed arena to have. No BST, SP, or (as you pointed out well) merge issues, only what works. Defense has received a promotion from just trying to gimmick one kill (thereby making defense a misnomer) to actually trying to hold a position. Players who mess around and play carelessly actually do get penalized instead of just getting to restart their run. Since everybody will make mistakes, the best players (ex: those who make the fewest mistakes) actually have potential to rise to the top, with the game-wide caveat of having pulled enough units and/or accumulated enough lifetime feathers.

All of that said, the actual point of the mode is to play it, yes? And in terms of the challenge it offers in designing the defense map and putting together five raiding parties to deal with the full range of what you might see on defense teams, I think it definitely offers the most interest, regardless of what rewards are offered in the way of in-game resources.

Report