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What if ORKO was the rare exception rather than the norm?

This is a follow-up to Guts' response to me near the bottom of https://fireemblem.gamepress.gg/q-a/thoughts-current-state-game

Basically, his idea was that most gameplay is too simple to keep even a casual player interested, which I guess was agreeing with my point that most of the game is too much repetition and not enough challenge.

So I got to thinking, what if it was normal for tanks to exchange hits with a maximum of 3 opponents in one round, all of which would survive, and even glass cannons could take two hits to their higher defensive stat without triangle advantage? And reinforcements came at a much lower pace. We would end up in a lot of situations where enemy teams are staring each other down, 5 on 4 or 6 on 4, and we would need to account for different possibilities of how the opposing team will set itself up to contest our formation and how we'll proceed from there as well as what's going to happen next. It wouldn't be as simple as "Nino will take out that lancer, Felicia will get rid of the red mage, and we'll shove Ike in front of them both so that the axe cavalier will suicide himself on the following enemy phase." High-charge specials that don't activate in one round would be a lot more interesting.

Also, enemy dancers and the idiotically ragey AI would be a lot more manageable.

Would we get a game that's more interesting?

Asked by Seeker2 months 1 week ago
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Answers

Ultimately it probably would be a more interesting game but that would require some design revisions on IS's part which sadly is not likely. They're already walking a fine line here as recent content (the last six months) has been fairly weak. A game mode that promotes constant replay and at least semi-challenging content would go a long way to helping sustain this game.

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I would absolutely love this. I honestly believe that the ORKO meta is the worst part of the game. (Yes, worse than Arena scoring. Don't @ me.)

Taking away ORKOs would give so many skills (defensive specials, Obstruct, Knock Back, Lunge, Seal skills, Poison Strike, Breath of Life, dagger debuffs, etc.) actual relevance, provide non-minmaxed units with a clear role to play, allow for a much wider variety of tactics and positional play, and simply make battles last longer, which would extend the life of content in the game SO drastically it's mindboggling.

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by Makina 2 months 1 week ago

Yeah, that idea would really be fun ingame. but the problem stems from the how the game was designed in the first place, FEH is really really watered down version of FE so "simple game = simple tactics".

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by Guts 2 months 1 week ago

I actually had a similar improvement/change in mind, when I said, that the gameplay loop is too simple if the devs are aiming for a long-term sustain of this game. We get rewarded for building our units in such a way, where they kill everything in a single turn and even if not, the major strategy in the game is to abuse the weapon triangle and kill that specific enemy in one turn, which is logical, but it's not really thought demanding.

And even though this is a casual mobile game, that's not meant to be extremely complex, I still think that the audience would be ok with a change like you suggested.

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by Bust3r 2 months 1 week ago

IMO, the game was more intresting when it first came out. Combat was more intresting.
It was common for combat between 2 units to last 2 or even 3 rounds.
Then came skill inheritance, which was fine for the most part, we still have 2 turns combat except for the buffed blade mages which was pretty much intended.
But then came the bad part, powercreeping.
This really brought down the whole combat system for me and pushed ORKO to the max, even tho it kept it within the triangle advantage system.
But now IS is pushing this even harder with units that can pretty much ORKO (on player or ennemy phase ) even against units they have a disadvantage against. Take armored units for exemple, like L tiki or H myrh. They dont really give two shits if they are at a disadvantage, they'll run through their opponent just the same.
I was having more fun when my male robin took 2 turns to kill a red unit, and i had to think about that green unit getting closer to him within the 2 turns of combat to clear that red unit.
Back then, Takumi was scary to face, imagine that for a second !
And it doesnt look like it is going to improve in that sense.
The only time i even see a 2 turn combat these days is if my opponent has wary fighter and i fail to nuke him by like 1 dmg.

Dansers are one thing i'd like to see come back full force, they make combat a bit more intresting to me. It might happen with those duel skill further down the line.
It cannot happen right now since duel skills are 5* locked and the best dancers are seasonnal. But i'd like that.

Here, thats my 2 cents on this matter.
PS: this is mostly for arena and AA

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I would welcome the idea in some other form or mode, but then it's not like I don't enjoy the game as it is. As the last commenter said, it does seem like the game is catering more and more towards pushing killing power (offensive and defensive) to the point you're just killing The Triangle.

And as someone who really enjoys countertriangle triumphs, I can see how it takes away from said triumph...

If you do feel this way, haven't you thought of sending this to the developer people?

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