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Last Day for Relay Defense, Your Final Thoughts?

Today is the last day for Relay Defense, soon we’ll have good ‘ol Rival Domains backs. Relay Defense was an interesting concept, but was implemented very poorly. Many players were pretty happy as they swept through the first few maps, yet the Abyssal maps and Lunatic 3 map gave players (including me ) a rude awakening.

I’m going to list my final positive and negative thoughts about Relay Defense now:

*Positives:
-New mode, more content for the game.
-Gives us another reason to use friend units and brigades.
-Provides us with a new challenge.
-Has a lot of potential to be different; like themed battles.
-Can definitely be improved so that the positives outweigh the negatives.
-Two week lifespan gives IS more data and more time to look deeply into said data.

*Negatives
-Last 2 weeks, I’ve actually missed Rival Domains
-Cost stamina, when Relay Defense was first released this wasn’t a problem, but as TT and Forging Bonds occurred, constantly failing would drain your stamina quicker than those two modes it feels.
-Abyssal’s disgusting stat inflation.
-Players with out powerful units, or players not using a guide may not get all of the awards due to 1 orb and 500 feathers (I think) are locked behind Abyssal.
-No HM reward for used or living units. Not that farming HM would be good due to stamina cost, at least having it would be better than nothing.
- Shares the same acronym with Rival Domains (RD). This means that we have to type out each mode’s name fully now. Rival Domains could be Rival Dom. or R. Dom. Relay Defense could be Relay Def or R. Def.

What are your finally thoughts on Relay Def?

Asked by Unkn0wn3 months 1 week ago
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Answers

by Guts 3 months 1 week ago

They shattered a good gameplay concept. Defending from infinite enemies could be fine, but when it just devolves into chokepoint control and AI abuse, it's not really fun, but that wouldn't be the case if we weren't forced to do this due to the absurd stat inflation, which is absurd even for a +10 brigade.

Going through the pain of figuring out the abyssal solution on day 1 when there were no f2p guides was probably the most annoying experience that I had in FEH so far.

I'd say keep the difficulty around lunatic or infernal and make the maps bigger with more points to defend.

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I agree with all of your points Guts. The stat inflation throws out the possibility of One-Round KOs which tends to be important for getting victory in many of these modes. You’ll have less unit efficiency since it may take 2 or more of the 5 units provided to KO one foe if you don’t plan out correctly.

Personally without a guide I would’ve never finished the second Abyssal map. I managed to get through the first seven playing super aggressively, but every time I did that on the last map I failed. I didn’t even bother using stamina potions because I knew it’d be a waste. When I finally did see PM1’s guide I felt kind of stupid. I suppose I was stuck in the mind set of Rival Dom when playing this mode.

Keeping the difficulty maxed at Lunatic or Infernal would be a welcome change. I definitely believe the map should be bigger and there should be more defense points too.

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This mode is not about One-Round KOs, AT ALL. Or even killing any unit at all... You can do the abyssal maps without killing a single unit.

It's not as hard as it seems, it just requires a different mindset/strategy. I personally like the fact that it requires different strategies from all the other content in the game.

If the units didn't have inflated stats you could never have a "defense" mode IMO... You would just steamroll all the opponents and there would be no point in defending.

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The fact that you have to cheese the abyssal maps in order to win, is exactly what's wrong with the mode. The infernal maps were still kind of fair, but abyssal was just stupid and not challenging because you just had your one chokepoint and abused the fact that the AI is stupid and gets stuck. If you like this "strategy" then more power to you, but I find it annoying and not creative to say the least.

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I like it because it's different from the other modes, I like variety. But it could be *much* better implemented. All in all both relay defense and rival domains are not very good, at least relay defense has some challenge.

I don't know what you mean by "cheese" the maps, this is not cheesing the maps, this is the *intended* way of doing the maps, and it does require some sort of strategy. Like I said, if it were any other way you could never have a defense mode. Even with the inflated stats you can already finish *some* of the opponents pretty easily. If you lower the stats then it would be possible to destroy all the opponents, and there would be no "defense" in this mode.

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I don't know what is on their mind so, I can't say for sure what is 100% intended.

In any case, you don't need to lock them into not being able to attack. You can arrange the units in a way so that what they are attacking is able to survive, and without your units killing them. By doing this they will not be able to find a space to attack the units they can kill. I think this is intended at least.

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