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Weapons and Seals Wishlist

Here are some of the weapons and seals that I'd like to see added to the game.

o Throwing Axe/Javelin: Low attack 1-2 range melee weapon.
o Wind/Thunder/Levin Sword: 1-2 range melee weapon that deals magic damage. Would come with a speed penalty similar to Echoes where it had a critical penalty.
o Slim Sword/Lance: Lower attack but bonus to speed.
o Sword/Axe/Lance Reaver: These would invert the weapon triangle...so a red unit would become weak to green and strong against blue.
o Devil Axe/Sword: Extreme attack but user takes 25% of damage dealt.
o Bowgun/Crossbow: Has a range of 1-2 but user's might is not included when calculating damage.
o Ballista: Has a range of 3-8 but low attack and user's might is not included when calculating damage.
o Meteor/Bolting/Blizzard: Has a range of 3-8 but 0 attack and only 50% of user's might is included when calculating damage.
o Nohrian Blade: Low attack but bonus to defense.
o Venin Weapons: Low attack but inflicts ongoing poison effect that can only be removed by staff healing.
o Vulnerary Seal: Once a battle heals 10 HP.
o Pure Water Seal: Start battle with +7 resistance, this decreases by 1 per turn.
o Berserk Seal: Bonus to attack and speed but unit is under AI control and will attack any unit in range including allies.
o Ocean Seal: Allows infantry to cross water.
o Member Card: Allows access to the secret shop. *wink*

What do you think? Any that you'd like to see? Any that you think we're likely to actually see implemented?

Asked by Kaihaku1 year 5 months ago
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Answers

I would love a brand new flood of weapons ^-^
I think
Meteor/Bolting/Blizzard seem very interesting but I feel like its damage should be halved after calculation similar to how healders have it, and it would be a nice ice breaker for chips of damage. I'd hope they'd expand the maps then.... I would adore if they did so you could fight so many more foe's and such and possibly have more team units eventually at once.
Venin-Consistent poison seems really interesting & nice.
Berserk seems like suicide.
Pure Water seal is kinda OP but I personally would find it so cool 2 use... problem is with bladetombs it being a none in battle buff it's an instant +7 attack as well. Though in most cases +6 due to the spaces between units often.

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I'd also like to see healers get a buff kinda with Aum+ where they could revive fainted allies with 1 HP instead of activating special whenever possible.

It would make timing important though may be op for tempest/chains unless it simply wouldn't work there...

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One of the reasons I like the concept of low powered long-range weapons is that it could challenge the glass cannon builds that we see constantly. Suddenly those high-risk high-reward units would be a little bit more high risk.

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Well, those glass-canon are simple to deal with. Since they are made in glass, hit first and you get them dead.

Moreover, most of the time, they offense focus usually add a few more weaknesses into they overall bulk, which open new bait possibilities.

The thing is, most of the "best" answers to this glass-canon meta, are units that no one wanna play because they are considered "Meh" units. And they are, but they fit their purpose are fighting this specific problem. For exemple, Hawkeye with distant counter will always obliterate those glass-canon, either by attacking first or by counter-attacking. But since he has no chance against regular units that no-one plays anymore (like Raven for exemple), people should start using their head to think outside the box.

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I love what you're saying and it's exactly how I'd like to play... But I've also invested in "meh" units like Hawkeye - he was actually one of my first 5 Stars - and I'm not convinced.

I just ran it through the damage calculator and Hawkeye can't take out plain old Reinhardt on the counter without QR (which means no vantage). That's with taking heavy damage and that's not even horse buffed Reinhardt. I just ran that same build (Distant Counter + QR) against my Nino and she comes out on top with 6 HP to spare. Emerald Axe could solve the Reinhardt problem but - based on my calculations - it still works even better on Hector.

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Hi Kaihaku, here are my thoughts on all those crazy ideas :)

o Throwing Axe/Javelin: At best it could provide "Close counter, distant counter" but not range attacks for melee, otherwise the unit-type diversity of the hero pool would die. So it would be a relatively low Mt weapon that provide the valuable Close/Distant Counters.
o Wind/Thunder/Levin Sword: Basically the same as for the last idea, however what is possible is to make it work like a Wo Dao. In exemple "This weapon hits on the RES of the foe when the special trigger".
o Slim Sword/Lance: Totally feasible. Probably like a 11Mt weapon that provide about 2 to 3 Spd, which isn't great but can be really valuable on certain units. However, if IS adds a condition to it, like "When HP>80% , provide +5spd" or put the Mt to 9, but anyways, it wouldn't be super valuable as a weapon.
o Sword/Axe/Lance Reaver: Always the same problem. It would destroy the hero pool diversity, since you wouldn't have to counter a red unit with a blue unit anymore (but a green+reaver) and remember that many units have the same stats but differentiate in their color. However, reaver weapons could be weapons with Cancel Affinity integrated into it (to counter TA) which would be pretty good weapons.
o Devil Axe/Sword: Totally feasible with a few conditions added to it. It could work either like a Fury integrated weapon (like the S! weapons, but more focused on Atk) or like a Life&Death integrated weapon (which would work like Celica's Ragnarok 100% hp condition, but only adding Atk).
o Bowgun/Crossbow: Not taking the Mt of the foe's weapon is totally feasible, since it would work like a Seal skill except it happens during the fight and not after. So it should be low Mt weapons which only activate this effect when you initiate the combat (to make it support weapons).
o Ballista: Impossible. Especially if you mean "the ennemy atk=0" but it already exist in a way, it's called "Firesweep Bow" and it's very balanced.
o Meteor/Bolting/Blizzard: I don't think any of those "range modificator weapons" can be added and even more this one, since it would be anti-game. You would hit super low (like 5dmg) but you can run around the map forever, abusing the range, so that sucks.
o Nohrian Blade: Wouldn't really make sense, since stat-modifier as a weapon isn't the best. Weapons are more about effects. If you want a low atk high def units, just do it by picking the right unit (i.e. Selena, Fir, Caeda, or even Lyn, Roy and Eirika for legendary Mt weapons), and then you equip a defensive A skill.
o Venin Weapons: It's unlikely, since Poison Strike and Deadly Dagger are the "poison-like" damage actually, and they are much more effective due to their DEF/RES ignoring effect and immediate (after-combat) effet. Moreover, they already are a reason to have a healer (to cancel out poke dmg).
o Vulnerary Seal: "Once a battle heals 10 HP" is feasible but the condition must be "If the unit starts its turn with HP>25%" so it's high-risk, high reward (for a seal).
o Pure Water Seal: +7 is way too much but it could start at +3 (at most), it's possible that it gets added but it should be as a "At the start of the turn" -buff, so that it can't be added to other Rally/Hone buffs.
o Berserk Seal: "Attacking ally" part is impossible, I doubt they would code that bit just for the add of a seal, and even if they would, it would sucks since your allies will always be closer. However, being under the IA control should be rewarded by a strong boost of stats, and such a strong effect can't be just a seal.
o Ocean Seal: Lolz it could be super-fun. It would make infantry into Pegasus units but with Ione's shield, so actually quite good and actually possible.
o Member Card: Most likely not a seal but a castle upgrade to buy with orbs, in order to buy Skill inherances (like Silver Lance+ for 20orbs, let's say? , or the previously implemented seals that one didn't necessarly unlocked, for a few orbs), so it would be cool and feasible but it would ask for a lot of thoughts about the prices and balance.

Here are just my thoughts on the different points, although I think I acquired quite a strong understanding of the game and its balance by now.

But in fact, many things are still to be add for the greatest fun of us all ! Enjoy !

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How about instead of buying skills with orbs, you use feathers? I think it's better since you can always get feathers and you only get orbs by the mercy of IS.

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Thanks for the thoughtful response.
o Throwing Axe/Javelin: I’m not convinced that the unit-type diversity would diminish if the weapon were properly penalized for the versatility. For instance, in most of the Fire Emblem titles a Throwing Axe had reduced accuracy and attack power over normal weapons. Accuracy isn’t an option here but low attack and a speed penalty would make it an interesting option rather than the only viable choice.
oWind/Thunder/Levin Sword: That’s an interesting twist – I’m remembering a weapon that worked that way but can’t remember from what game, it may not have even been Fire Emblem. It would definitely be interesting. In Shadows of Valentia the Lightning Sword had low attack and dealt magical damage – which meant that it inverted expectations a bit as it was walled by mages and paladins, but did respectable damage to armored units.
o Sword/Axe/Lance Reaver: I agreed. I listed this mostly for fun but I think it would destroy all semblance of order in the game. Not knowing if that Hector in the arena were Green or Blue would be a nightmare for all involved.
o Devil Axe/Sword: I think the high-risk high-reward meta would make fun use of this and it wouldn’t be that horrible.
o Bowgun/Crossbow: In Radiant Dawn, these weapons actually didn’t take the STR/MT of the user into account. So they were nerfed by only relying on the weapon’s innate attack power. It would be a way to compensate for the versatility. It would also be a way to make low STR archers viable.
o Ballista/Meteor/Bolting/Blizzard: That’s a good point. In Shadow Dragon, Ballista was a class with limited mobility (liked armored units) and no ability to counter/follow-up…but a long range tome could be used on mounted units meaning that they really could run all over the place chipping foes to death. Definitely not a good idea!
o Nohrian Blade: In Fates, this felt like a counterpart to the Slim class of weapons. Essentially slower but more defensive (ala parry blade).
o Venin Weapons: Good point.
o Vulnerary Seal: Sounds about right.
o Pure Water Seal: That didn’t occur to me! I was thinking of it as a way to safeguard against mounted blade tomes…not as a way to power them up. Haha.
o Berserk Seal: I was mostly being silly here and thinking of weird options from past Fire Emblem titles.
o Ocean Seal: If they don’t do this I hope that they at least give it to one of the Pirate units as an exclusive Passive.

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by Zahir 1 year 5 months ago

In conquest there was a berserker axe that was very strong but made you take damage afterward. I think that if regular Charlotte gets in heroes she'll have that axe. They can give it something like death blow 3 in the weapon but you take a set amount of damage after the battle. Not sure if this will ever happen though

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by longth 1 year 5 months ago

I think including 1-2 range weapons would make Distant Counter and Close Counter kind of useless
In The Blazing Blade the ballista is a type of vehicle so it would be hard to balance it especially with Firesweep Bow and Wind/Watersweep already added
Venin weapons are a cool concept but considering how fast battles actually last in this game people will prefer to go nuking
I think Nohrian weapon effect could be a Legendary weapon because we have Yato Durandal and Parthia that grants extra Spd Atk and Res respectively
Slim Sword/Lance is somewhat similar to Yato but I would love to see a non legendary weapon that does so
Cancel Affinity is an inferior version of Reavers
Devil weapons would be quickly inherited to units like Chrom or Ike to use with Heavy Blade (not really an issue but just pointing that out)
Because maps are 8x6 so I think artillary-like weapons are OP

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Distant Counter weapons would retain their advantage by not being penalized. My suggestion was that Throwing Axes/Javelins would have either low attack power akin to daggers (which should have been 1-2 in my opinion) or with a speed penalty to compensate for their improved versatility. In most Fire Emblem games they were penalized with reduced attack power and accuracy but that's not in Heroes.

Ballistas were also a unit type in Shadow Dragon and through a Fates DLC pack. In Shadow Dragon they were long range units with limited mobility (like armored in this game), miserable stats, no counter/follow-up, and no ability to defend themselves at close range...but they could attack long range which opened up some interesting possibilities. That's what I was envisioning when I listed them.

In general, I'd like to see more options for infantry with non-legendary weapon. It would make the game more interesting to have to wonder before an Arena match if a unit would have an Slim Lance, a Javelin, Brave Lance, a Slayer's Lance, or a Sapphire Lance.

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I'll make a question putting in new skill/passive ideas we could have in the game.

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