This is just a silly little Fire Emblem 6 balance patch I made by myself over the course of a few days. You can find the ROM in the Mangs Hacking Archive. Note that I do not run this server, and you cannot chat here, but it is a place you can find many of my old projects as well: discord.gg/zpNeXJJ
I would love a patch like this for Fe7-Fe8 because those games only need less enemy density for more quality, Buff some characters like Lyn Mode characters with avarage stads in HHM, better bases for Marisa and Forde and trainees with above avarage growth rates instead of shit growths. That would be perfect (this is not a demand, I just think how to improve in the same way other Fe games).
@@soulhoney1227 I think that to make Fe8 hard you just have to rise quality enought. That also would make Slayer usefull because let's be honest, in the original enemies were so weak that even in late game It was overkill.
@@CosmicToad5000 fun fact, there's a weird glitch where all growth rates are actually 1% lower than intended. therefore, he'd need a 102% hp growth to make this a reality
There's a little oversight in chapter 7 with the reinforcements; the silver lance cav that appears turn 10 also comes back turn 15 and 20 (if you don't defeat the boss). Now that he has a stealable Knight Crest on him that means you can get 3 knight crests this chapter. So...If you manage your exp properly you can enter the Misty Isles with 6 paladins.
"This man, Ogier here, what's his thing? His thing is luck, so I doubled his luck. Made him the luckiest man ever. Just go to a casino and win everything" -Mangs, probably.
@@Noahs_Chair dude i havent promoted him because im horrible at getting guiding rings, but im on chapter 16, hes level 20 max magic and with the body ring he can use flux without being slowed down, hes a killer
Juno getting C rank swords is literally the only buff she ever needed, but she also got strength out of the deal, which is pretty nice. The C rank swords lets her use Wyrmslayers, and with her base spd in vanilla FE6 Hard mode, she could one round most of the wyvern riders/lords of chapter 21, provided they didn't roll too much spd (which only the wyvern lords are capable of iirc).
@@tacticalstampede5678 I decided to simply check serenes. WRs can have up to 14 as, and that’s with steel. C21 has a few lvl 10 wyverns but most of them are level 20, and they show quite a bit of variance as I said.
I think that the reinforcments should spawn a turn earlier while not moving on the same turn they spawn, so that they will start moving at the same time as in vanilla, only with a turn of warning
One change I would have made to Gonzales would be to make his starting level the same on both routes. It's completely bizarre that on one route he's like 6 levels higher but his starting stats are exactly the same, robbing him of growing room for no readily apparent reason.
Huh this came out of nowhere, I'll be sure to give it a try, the general changes address basically everything I don't like about FE6 (terrible hitrates on axes, ambush spawns, difficulty curve changes sound great). Few changes to units is also better than the Ember approach that changes them fundamentally or gives them broken Prfs.
I’ve played your patch on Hard Mode and I can say that the final map is possible. :) My final team was Roy, Lilina, Rutger, Clarine, Melady, Fae, Echidna, Raigh, Sin and Larum.
I love how you buffed the devil axe and added famous last words into the flavor text. That made the berserker in chapter 10A very scary and threatening. Trying to steal that hero crest was stressful.
Man, you fixed SO many of my gripes about FE 6. Even little things like the extremely repetitive map music getting a switch up will help immensely in adding depth to the game. Well done, I'm definitely going to check this out at some point.
There is absolutely no reason why Generals shouldn't be bulky on both the defensive and resistive side. None. Especially considering their incredibly low speed 99 times out of 100. That's literally why Tauroneo is my favorite general of the series. So, I can absolutely agree with this statement. There would be nothing wrong with having Douglas be this game's Tauroneo.
@@krullachief669 Lol he's flat out said he'll never play Fire Emblem no matter what, it's a little sad but what can you do. At least will always have NL's new vegas playthrough
Thank goodness I found you. I’m in the middle of my first Binding Blade playthrough and I’m astonished at how frustrating it is compared to Blazing Blade. Thanks for fixing the hit rate!
>HM bonus balance Good >hit rates Good >faster supports Good >1-2 range memeketes Good >legendary weapon durability Good >more promo items (but need to work a little for them) Good >no ambush spawns Thank God >stronger bosses Good >battle preps Good >shortcuts Okay, it changes how the maps play but generally for the better >buffed endgame Good >earlier Roy promo Necessary >Character changes Good >map themes Good I could think of a few other small changes but it's all positive, I look forward to playing it sometime. 32:40 This means Gaiden Abridged is coming right bros????
Obvious ambush spawns need to stay. I mean those where the boss litterally tells you they're coming, or those that come from forts. Suprised no one mentioned to tone down the siege spells who just waste your time and are capable of one shotting Roy at most points in the game.
All right, Project Ember without the memes EDIT; I WAS WRONG. A few chapters in, and it's clear to me, that the real binding blade was all the Steel Blades we met along the way.
I was literally thinking for the first 11 minutes "Dude, nerfing the enemies means Marcus doesn't set up kills perfectly anymore." and then you start talking about how Marcus now has a Steel Blade. That was the moment I realized "Okay, Egg might actually be cooking something here." I think I'll actually give this a shot because this is the most well thought-out Binding Blade rebalancing I've ever seen. I dislike Project Ember because it goes too overboard and makes the game no longer Binding Blade, and 3-Range Bows in particular are not fun to deal with at all.
@Samuel Duff cause you have bors in your profile pic, he's been amazing on my run so far. 15 def, 60% speed in leveling, somehow better Res than most units for those Ch 6 mages, and with Dieck dead he's gonna have supports with Liliana and Ogier.
@@saltyralts cath opened up a door I was not prepared to defend against. I ironmanned until I got to Ch 7. I was planing on doing a Clarine/Rutger/Dieck/Klein support circle, but too bad
I played the patch (on normal) before getting to this video. Getting to Chapter 3 with Chad sought this strategy that was on accident. Picking up Lugh and getting to the door without Chad on the outside, I pushed through the enemy to get to the door with Chad, unlock the door, and had Roy and Lugh take care of the rest of those enemies. Good change! Thanks Mangs!
Totally new here, and I clicked on this video randomly. Loved seeing the slight changes you made to each character. Fun fact, when I played through this game, my level 20 Roy had 9 strength and max speed. When you said you buffed his speed early game, I instantly thought, "Bro! That is not his problem!" However, I did notice that his growth rate in strength was 40%. I guess I just got unlucky that play through. Still, Roy will always hold a special place in my heart as a liability =)
Yeah, you got super screwed. A level 20 Roy has an average strength of 12.6, so you were almost 4 points below average. Roy's strength is fine. He averages around 21 str as a level 20 master lord, which he is likely to hit in this patch since he promotes earlier.
I think Echidna really needs some extra bulk. buffing her defense by 2 and either buffing her HP or putting an Angelic Robe in her inventory to either use on her or someone else might help.
As a Murdock fanboi, you putting Murdock's theme in ch7 made me scream like a football dad seeing his fav team score. Appreciate it bruv this is probably the most balanced patch I've ever seen
Not sure if you'll ever see this, but raising Trek's defence means the enemies on his joining chapter target Zelot more often than normal and make him very vulnerable on turn 2. I think that a small defense change on either unit would make things work more as intended.
Well... There's a different ending if you do the good ending, some are pretty good like the one with Gonzalez and stuff but would be cool a patch where they add some special finales for the most interesting characters
Chapter 21 was absoulte misery, Raigh one shotted manaketes (80 hp) with apocalypse in the last chapter, and that final boss is also extremely wack but beatable
@@BoltTheEmolga 15 units with brave weapons, killer weapons, runeswords, dragons and Idunn with 50% higher stats that charge you turn 1. A handful of healers in the back. Scary at first, but it's not bad.
If I had to guess there's probably a few enemies starting alongside Idunn. Dark dragonstone would be too much considering the Binding Blade nerf, but since Mangs said he might've made it impossible it might be in.
@@growasowa3444 even with the bb nerf, you can use Lalum or Elphin and attack with it 4 times, because with a Roy with more levels and more base speed, he should double Idunn.
Okay, so Douglas has a Speed Growth of 30% and a Speed Growth of 20%. That's cool. I have no idea what this means, but good for everyone's favorite (and only) etrurian General General
The virgin other patches: change all weapons, change all growths, give roy 927472 promotions, make all units godly The chad egg patches: Mininal changes to make the gameplay better, give quality of life changes and hard mode changes to make the maps fun and better scalling.
Really like the "small changes" approach, here's the only things i don't agree with. Stealables (and the new promotional item) shouldn't be placed on reinforcements, because the player won't be able to see them from the preparations and may decide to not deploy a thief. Treck, Bartre and Fir may have been buffed a little too much. I'm not very experienced with fe6 but i tried rebalancing fe8 in the past and noticed that small variations in base stats can really make huge differences in the early-mid game, so i wouldn't go above +2 for most of them. I'm fine with the buffs to most other units (Juno still looks weak as hell though, i'd expect more speed from a falcon knight, considering she also has low con). I know beyond the distant skies gets repetitive but it fits the "mood" of its chapters very well imo, while the new ones don't. Might just be a matter of getting used to it.
Trec actually could really use the extra def, there's no reason to use him otherwise and he comes in surrounded by enemies, so it's nice. Batre wasn't doubling any other units, so 13 base speed is enough to last him to late game. I agree that the changes to base stats can change the early game, but it's all on units id never use, like bors and Dorothy, turning them into fun units to play with in my run rn, so I like them. Lastly, I like the changed music, they would only ever play on the overworld map, and it fits the maps like where roy is almost assassinated or a city rebellion
Having only played this game three times, my input may not be all that valuable, but I'll still voice the criticisms I have. 1. Nothing done about the difficulty of being able to actually use Aureola I'm not saying to implement the monk class, just like how you didn't implement the assassin class, but having to grind Saul or Elen forever after their promotion is absurd. One easy fix is too swap Yoder's weapon levels (S in staves, A in light; Elen, Saul or Clarine will already guaranteed be at S in staves at that point in the game), and problem solved. Niime joins early enough that you she can go from A to S in dark early enough if you use her, but Yoder joins way too late, I feel. 2. Still no option to use items during battle prep As things are, you have to use a character's turn during battle to promote or use a power-up item. This always annoyed me. 3. Several units are improved a tad too much, I feel I can't recall everything that struck me as too much, but Fir, Bartre and Douglas at least come to mind. I do however appreciate that you didn't do anything to mah boi Gonzales directly, I feel much of his charm lies in his low skill, and the accuracy buff to axes in general is all he probably needs. On the bright side, thank you for removing ambush spawns, and THANK YOU for the earlier Roy promotion.
The item battle prep thing is as issue with the coding of FE6 in general. Most people don't try messing with it cause FE6 code weird, so yeah it's gonna be a horrible nuisance forever since most people only mess with hacking FE8
I am playing through it now - in Chapter 7 -The Rebellion of Ostia - with the reinforcements in the south where one has the Knight's Crest - is this meant to repeat 3 times? They kept coming while I was in the Arena and I kept stealing the Knight's Crest now I have 3 haha
If this is anything like his AW balance ideas, everyone got nerfed. I'm scared. Edit: this actually looks really solid! More units need more buffs, but it's a great start.
One of my favorite game design lessons that I've learned is: "never Nerf a character, buff the weaker ones to make them either fun to use, unique or almost as strong as the powerful characters". Kind of like the Incredibles line: "and when everyone's special, no one will be"
@@jerry3115 Yes but that's less of a 'we gotta balance the game by making the strong character/s weaker' and more of a "oh shit, we fucked up and let something that completely breaks the game balance slide"
@@Greideren Right, nerfs are only warranted if something has an unintended application that makes it completely broken, and somehow made it through balance testing.
I love that you kept what made them distinct... they can still suck in the same way, but they stand out even more at what they are good at. Ironman when?
I like your mindful approach to balance changes--keeping the FE6 experience fundamentally intact, but making small changes to improve quality of life for the game. While I think there's something to be said about much more ambitious patches (particularly from those who want something more creative and new), having both around is always a plus. I find your approach to Seth to be particularly brilliant. While I hate crutch units in FE games (I much prefer units like Titania, where her incredible early-game strength is offset by her low XP gains, but her growth rates are still really good, meaning that you are still incentivized to not use her to kill too many units in the early game, but she is still very relevant and useful in the mid-to-late game), the simple change of giving him a Steel Blade to allow him to reliably set up kills for all of the weaker units right from the start is genius. Thus, even if he remains a crutch character, he becomes a GOOD crutch character that reliably helps your other characters grow and still remains a great unit for bailing you out of tough positions in the early/mid-game. Your approach for balancing the too-weak units is also kind of brilliant. Because FE games treat character growth as a mix of RNG/growth rates and snowballing, giving weak characters a much-needed but modest boost to their stats at the start will help them actually get that snowball rolling, making the process of growing them a lot less frustrating and difficult. The one change I disagree with is that you put the much-needed Crests into various enemies, but you only made them steal items, rather than being items that you automatically acquire upon killing those units. This kind of forces you to have at least decent thieves that are alive--if your thief/thieves are either underleveled or dead, you're basically screwed out of Crests that you still kind of need. It also makes slight mistakes (accidentally killing the Crest-carrying units because they unexpectedly suicided themselves onto your units in their turn) unfairly punishing, in my opinion. Your adjustments to the difficulty for Hard Mode--particularly in its early and late game--are excellent and wise. Definitely showing your understanding of the game. Noah's changes are good--keeping his intended identity as a jack of all trades, master of none--a +1 to all of his stats/HP keeps that identity intact without making him too powerful. Plus, being someone who doesn't stand out in a good or bad way is, itself, a standout identity. He's flexible and has no serious weaknesses, making his lack of standout strengths perfectly fine. With Barth, I'm uncertain...how good is a slow, low-movement tank unit if he gets absolutely wrecked by any mage? I'm not saying he should be tanky against magic; I'm saying that it would make him a much more worthwhile unit if he had enough resistance (or resistance growth, perhaps?) to not be so incredibly vulnerable to mages that it becomes too risky to even use him in his intended role (physical damage tank). If you want to preserve his meme status...maybe give him good Resistance and good Skill, but give him shitty speed and only enough strength to not be crippled by his weapon's weight? That way, he becomes a meme tank unit that gets doubled by almost everyone, but has the defensive stats to survive it, even if it means that he has poor damage output (but can still reliably hit back, giving him XP growth)?
Well I found a couple major oversights/bugs with the patch so far that I’ll list here: The ch7 reinforcement with a knight crest to steal spawns with it all 3 times so you can get 3 knight crests Ch8x seems more crash prone but I’m not sure if that’s this patch or the rom or the emulator Ch1 supports sometimes soft lock the game not sure what causes this either but it seems rare
Could you do a video elaborating on your options of project ember? I’m curious about the comments you made about it and would love to hear more about your thoughts
Okay so I just finished my playthrough with this patch, here's my thoughts: -Overall this was an excellent patch that fixes all of the main issues I had with vanilla FE6, namely the poor hit rates and the abundance of ambush spawns which made the game very frustrating to play. Other changes that I really liked were the changes to hard mode bonuses in the earlygame and the increased durability of sacred weapons and Fae's Divinestone. Vanilla FE6 is one of my least favorite FEs, but with this patch I was having an absolute blast playing it. -Another issue I have with vanilla FE6 that this patch does not address is the overabundance of fog of war maps. For certain maps, like chapter 9, it's tolerable because it makes sense from a story perspective, but in chapters like 17B and 21x it's unnecessary and obnoxious. -I understand and respect your philosophy of not messing with growth rates, however, I think certain units are worth making an exception for, namely units like Bors, Wade, and Lot: weak earlygame units whose growths are not good enough to keep up with the rest of the cast. Without a growth buff, they will inevitably fall off in the mid to late game no matter how much you buff their bases. -The changes to Igrene and her joining in chapter 14 were extremely cool changes, but I do wish there could have been some sort of additional dialogue where she introduces herself prior to the start of the map. Instead she just kinda...appears? I'm not sure if something like that would even be possible from a technical perspective, but I figured I'd bring it up anyway. -Fir was completely overbuffed, though I suspect you already knew that. She is now leagues above Rutger, who was already a beast of a unit to begin with. -Raigh was also overbuffed, though not to the same degree as Fir. -The Binding Blade feels slightly overnerfed. -The final boss, while quite difficult, is not impossible, but the difficulty feels artificial rather than organic. Instead of being a genuine challenge it feels more like an exercise in turtling. I think that's it. Like I said, overall this patch was fucking awesome, and I look forward to playing more of your balance patches.
I mean Ogier it makes sense with his already good Luck growth, and Cath is mainly just buffed Luck to make her incredibly hard for foes to catch her with their weapon.
Well, about Ogier, the appeal is that he will generally be faster than Dieck, while also having higher luck. And with his higher str growth it's possible than he also beat Dieck on that point if you were a little unlucky on Dieck level ups. Ogier does be less tanky though, and he starts much weaker, but it's an good trade when you see how most of the chapters after Ogier comes are filled with axe users. Also, love the Sophia buff
I don't think dieck is the tanky merc, he starts out with same def as shanna. Say Ogier is the squishy dodge tank is fair, but I don't like to compare him to dieck, compare him to fir sounds better.
@@luotingkun Well, at least Dieck has a lot of hp at least. I prefer to compare Ogier with Dieck because the two share the same class which make it more accurate in my opinion (especially when they will promote) Even if comparing Ogier to Fir is also a possibility
Would you consider playing this on your channel at some point? I know you're big into advanced wars stuff right now (which I am loving, btw) but I for one would love to watch you play this and point out some of the differences mid play, and point out how the differences feel as you go!
I find this patch really good, giving a character just a bit of buff where they need it is how you do a good balancing patch (if it's not broken, don't fix it). As someone that use "bad units", I find most of them still usable in the base game, but are just quite a hassle to use properly, so just a small buff is enough for most of them. But with your team getting an overall buff and the legendary weapon having more use, i'm afraid that the game become easier until the very late game where you increased the hardmode bonus. I like the difficulty of fe6 so I think you shouldn't reduce the hardmode bonus outside of the earlygame (I agree that the early chapters should be easier, but with reduced hardmode bonus and increased growth it might be a bit too much) Also, it would be nice to give a buff to fae's stone, like giving it a bit of extra durability or making it repairable. Having her as a pseudo nuke that can only be used a limited amount of time is perfect, but the problem is that you have to use her weapon to train her too, which harshly decrease the number of real fight she can participate on without being babysitted to around 10 or 15 fights, which is less than a legendary weapon's durability in the main game. Just giving her stone +10 or 15 durability will make her the 30 uses nuke that she should have been
Nitpicking some of the changes. Feel free to take them with a grain of salt: (Except Fir wtf) >buffing the enemies on chapter 21 oh boy... >removing ambush spawn I'm ok with this Treck is now Bors with almost double his movement. I feel like Barth's skill buff is overkill when lances hit rates are also buffed. I'll have to test that out for myself first tho. WTF are those Fir stats?!?!? She could promote lvl 1 and still be strong, lmao! Devil axe, but awesome It would be more fun if Douglas had his defence and/or HP buffed to make him better at his niche
I love your points, but like others want to add the axe mercs and suggest some slightly other changes: - Instead of giving Douglas a lot of speed, i would liked to see his HP and RES (!) go up a bit. That makes him feel more like a great general guy and addresses the mage problem mangs identified more directly. It might be a bigger change, but it is on a unit, experimenting with definitly is more forgivable. - One possible solution to the Fir problem is giving her an additional downside with her increased bases, since Mango felt for a buff in the level she joins. Since her stats are completely unrealistic for a Lvl. 1 unit (especially compared to... literally any other Lvl. 1 unit) raising her level a little might do the trick. However, this might end up as an upside leading to earlyer promotion, but it might limit her in the late game a bit (?). At least, it would make more sense from a coherency-wise perspective. I don't know why buffing the bases was deemed necessary in the first place, but... - Another level-thing is Niime and Yodel. I absolutely agree with Mango about the XP-bar go Brrr. But both of these are supposed to be really high level storywise, especially Yodels thing acutally is being capped out. Therefore i suggest reducing Niime to 16 and Yodel to 18 (since Yodels Growths are for some reason more significant then Niimes) and you still have the XP-bar experience while keeping more of the original character. - Also Igrene wtf? I might agree with changing the starting levels for her an Cecilia, this may be a good idea. However, the desert walking just feels so out of place in FE6, even if it fits lorewise. One possible way to fix this is giving ALL SNIPERS a little more movement in the desert, but only a little. It is pretty logical, since they definitly walk around with lighter gear then Heroes or Generals and it is not like you would go out of your way to train Dorothy to rout the desert or something. One last thing to add is that being stuck with Cecilias abyssmal movement in the desert might be a deliberate gamedesign choice to show off the mechanic, but using this patch you probably already know what you are in for. - Lastly for the axe mercs, an appropriate solution might have been to buff their respective weaknesses only slightly as well as their respective strengths, to make them more usable units over all but to still retain the little character they have going for them. It also might prevent Lot from being strictly better Wade, which is in my opinion the biggest problem with the two. Last minute edit: I also think that Mango might have gone a tiny bit overboard with the Legendary Weapon durability, but since i don't know about the buffed endgame enemies, their usage might be a bit more forced then in the original, so i can't really make a statement about that.
I noticed some of the changes you made were some i mentioned in a stream one time. Like getting the axes hit rate. I like the fixs you made good job man. I look forward to playing this when I get home
I've been attempting iron mans with this hack as it made retrying way better as the early game didn't feel like that much of a slog with your fixes, but I am sad that Trec living is still a literal anomaly because I wanted to make a squad with the 4 horsemen. The Strong One, The Fast One, The Chunky One, and The Jack One (jack of all trades). Wish there was at least a vulnerary on Trec to prevent him from commiting suicide on hard mode
I'ma be real with you, my favorite balance patch is definitely one of the big overchange ones - it's vilkalizer's (vilkacis? I forget which name they went by back then) it's... very silly. It does a lot of stuff for fun, like ogier gets +100 spd growth. noah is now a caster. roy and chad can go to level 30. wolt now has hector's bases and growths, except where his own would be better. that said if I wanted an actual authentic fe6 experience, this patch looks to be extremely good for that, and that's what you wanted to make, so good job
@@adrianlombardo83 mangs keeps deleting it because he doesn't want a link a different hack on his video? Idunno. Go upload something to your channel and i'll comment on that, maybe.
@@RealityMasterRogue you don’t really have to give a link, was just wondering where you found it, like feuniverse or Serenesforest. Just so I know where to look
How have I NEVER before paid attention to fire emblem before? This game looks DOPE and I want to play it as soon as I get my hands on a copy for the GBA or DS
Oh boy... Nintendo has been rather stingy regarding older games. Fire Emblem is no exception. It comes to the point where most of them can only feasibly be played via emulation due to there being no localisation or the distribution has ended. It's a real shame.
Well if you're interested that's great! There's 16 games (including 3~4 remakes) you can catch up on so there's definitely no shortage of stuff to check out. FE6 (Binding Blade, the one shown in the video) is a great entry point (as is almost every other game in the franchise, aside from FE 5, FE 12 and maybe FE 4).
In my own fe6 balance hack, I gave Lilina 4 base def and 35% def growth, 70% hp growth. After all, she is hector's daughter she should be a tanky mage, while Lugh is already the speedy mage.
I don´t think inheritance works that way xD. It would be a pretty lovely change if only it was implied somehow that Lilina was somewhat bulky for her age (or have trained her body a little to be tougher overall), but if it´s not, I don´t think it´s a good idea, it would be only for the memes (a thing that is only wrong when done improperly, like, Mangs adding more Devil Axes is for the memes, but it doesn´t affects the gameplay that much, like a bulky Lilina out of nowhere).
@@gicrueldad9520 nah I made this change mostly because of memes and balance stand points, than say inheritance is the reason. I mean this does not break the game. Lilina just never stands out from lugh, other than higher magic growth(it ususally matters nothing unless lugh gets rng screwed). There is at least a reason (inheritance) to make her a bulky mage, cuz she is the daughter of Hector. Bulky mage doesn't exist in fe6 kinda aonnys me a bit, and all the mages are in the same trends--like high magic mediocre speed and low def. Making her a high magic/def while lugh keeps the high skill/speed is more like Allen&Lance comparison. Well it's my opinion and I don't share my own balanced hack unless people want to try it.
honestly i feel like the extra tankiness you gave her makes her get into hugh's turf a bit too much, since he's the one supposed to be the tanky mage (he has a lot of defense for a caster, and can even get ahead of some prepromotes like percival in special conditions). i think lilina already stands out enough as the slow, fragile but crazy strong mage
the reason the enemy hard mode bonuses seem very high in the early game is because on the first five chapters, fe6 performs the call to determine how many hard mode bonus levels should be applied to the enemies twice when the chapter loads, so any enemies which start on the map actually have twice the number of added levels compared to what febuilder says this is why the reinforcement cavaliers which spawn near the boss on chapter 3 are considerably weaker than the ones you fight in chapter 4 because the ones in chapter 3 which spawn as reinforcements only receive 5 bonus levels, while the ones that start on the map in chapter 4 receive 10 bonus levels ironically the enemies would actually be weaker than hector hard mode enemies on ch1-2, and would tie with them on 3-4, if the bonuses were applied correctly, as hector hard mode enemies all receive a flat +5 bonus levels for the entire game instead of what fe6 does, where they gradually receive an additional level after every couple of chapters chapters 6, 7 and 8 are all the intended difficulty from the devs, so they didn't actually need to be nerfed
I've played many times FE6 and I think your patch is the best choice for the best FE gaming experience, as you said a lot of FE6 patches feel more like a fanfic or like playing an old FE (like the first 5) instead of a FE made to play on GBA Amazing work!
Marcus doubles in chapter 1 on hard mode even with the steel blade unless the fighters roll up speed, which only has around a 1/4 chance of happening. You have to reset the chapter repeatedly if you don't want Marcus to kill everything. Also, Lance has the same speed as steel blade marcus, so he sucks against the ones that roll up and almost one rounds the ones that don't.
also I'm on chapter 2 right now and I'm honestly wishing the music was unchanged, I preferred the original song over whatever this one is. Very minor problem tho. also not being able to see enemy formations in preps for the first few chapters is annoying, but I imagine with how janky fe6 hacking is, changing this is probably not feasible.
So just making sure that updating weapons to fe7 standards also means you updated their given weapon experience. It really makes the difference in a game that gives almost every class that gets another weapon type upon promotion only an E.
I’ve never played this game but I’m a huge fan of the FE series. Ran into this video and tried it out myself. So amazing!! 10/10 I feel like the hard mode is perfectly balanced and enjoyable overall! Great job!!
Experiment the game: I had to restart one time I decide to weaken one so that it can be killed by another unit so i send marcus in and he crit the enemy thanks marcus The enemy dodge a 70% from bors and the enemy miss a 75% Same thing as the marcus except this time is with dieck and shana Ward 1%crit on the boss yay thanks rng goddess at the cost of hp:( On chapter 3 a fighter decide to attack lance not only lancr dodge a 65% but also landed a crit it almost kill the fighter leaving with one hp
I encountered a glitch in the game where at the final boss fight against Idunn. There a chance when Idunn is low a Bishop on the throne would rescue staff Idunn leaving the Rom Crash.
I respectfully disagree with a lot of your opinions, especially on FE6, its units, and its quality etc, but I respect you a lot as a creator and I'm interested in seeing more of the changes you've made to this devisive game and experiencing them for myself. Maybe they'll help me see binding blade a different way.
FE6 in my opinion, is one of the worst games in the franchise (barring the dumpster fire that is Fates and Awakening) so, seeing a balance patch that doesn't go overboard (alongside entitled children who made the hack) could go a long way in helping this game be somewhat better. FE6 still has abysmal map design, and horrid requirements for the good ending and so on. But who knows? Maybe this will be what we all needed.
@@gamermanzeake just curious why do people hate on dates and awakening so much? I enjoyed them, but I did see some glaring issues. I’m not a fan of the shipping / kid system (if I wanted breeding stays I’d play Pokémon). Nor did they feel exceptionally difficult except for Nohr route on hard my first play thorough.
I really love a majority of changes you made. 1. Starting with Roy... Too many hacks I find, try to make him overkill and that's not the point of his character. He shouldn't be this dominating force, nor should he be a super weak liability. I've played FE6 more times than I can count, and I've always figured that Roy's biggest weakness was his late promotion. I always hear, sword-locked and non-mounted as detractors for Roy which while they are detrimental to him, in that case a majority of the roster needs to visit the stables. Roy's problem was that even if you were to train him up to 20 you'd more than likely still have him be mediocre. Even if he was ridiculously blessed, he couldn't exactly improve because he was stagnate. Now he actually has more room to improve and be one of your better units, rather than... "Congrats, you got the binding blade! Now you win!" 2. Getting rid of ambush spawns is just great. I always felt like reinforcements should be a... "Oh shoot, we need to move." I'm also glad that because of that, there's not an overabundance of units as reinforcements to compensate for the lack that they don't move the same turn. That really irks me in a lot of games that do that. "Good news, the fighters with the silver axes that moved same turn are gone, but to compensate we've added 10 Wyvern riders with brave lances, but don't worry. They don't move the same turn." That literally defeats the purpose of getting rid of them. 3. I'm glad majority of the units got minor buffs. Too many hacks and balance mods try to overdo it. They don't need to be godlike killing machines. All I feel, is that they need to be solid enough to serve you well, or at least easier to train. They don't need substantial increases to growths, nor do they need random broken personal weapons. That coupled with the fact, that some of the stronger units Rutger, Dieck, Milady, and so on get nerfed, while instead opting to inject Fir, Ogier, and Zeiss (He's pretty good as well, just naming him for the sake of the argument) with steroids, broken personals, or both isn't fixing the problem. You just made them swap roles. No game is gonna be perfectly balanced, but you should be able to at least make the player think "Hmm, why don't I give this person a try" outside of the realm of personal preference. Tl:Dr I love these changes.
"All I feel, is that they need to be solid enough to serve you well, or at least easier to train." Mangs changes to Ogier did nothing to make him do that, despite Ogier being a bottom tier. His buffs to Wendy do almost nothing either because she still can't effectively train in the Western Isles. "They don't need substantial increases to growths, nor do they need random broken personal weapons." Some units straight up either need that or huge stat changes. Going completely overboard with personal weapons isn't necessarily the answer, but some characters desperately need them. A personal Axereaver(with no stat changes otherwise) on Wendy is by far the best balancing option. "That coupled with the fact, that some of the stronger units Rutger, Dieck, Milady, and so on get nerfed, while instead opting to inject Fir, Ogier, and Zeiss (He's pretty good as well, just naming him for the sake of the argument) with steroids, broken personals, or both isn't fixing the problem." -Rutger is just as vital in early/mid HM even if you remove his hard mode bonuses entirely(I know this, I've tried it), and his claim to the first Hero Crest actually gets stronger. You could argue he does need to get nerfed if you don't want to give Fir enormous buffs she doesn't need since he directly eclipses her as is, but I feel like this is partially intentional, she's a replacement in case you lost him, and training her is a pretty decent idea either way. -Dieck needs no changes. Ogier on the other hand? He's terrible, outclassed by all other sword users, and doesn't even grow to be exceptional if trained. Even if you added +2 strength and speed to him, he'd still be way worse than HM Fir at base, and he doesn't have her broken promotion to make up for it. -Melady without HM bonuses is still a very good unit(again, I've tried HM without the bonuses). She does not need to be completely broken at all. Zeiss also doesn't need steroids, all he wants is C Rank lances so he can wield killer Lances at base. I will also note that HM bonuses on playable characters was never meant to be a thing in FE6, it was a screwup. "You just made them swap roles." I don't see Fir killing a ton of bosses and then early promoting when she doesn't exist. It is not a role swap at all. I don't see Zeiss helping out on the maps he's not on(like a certain desert), and I don't see Ogier somehow taking Dieck's role of being an earlygame powerhouse when he's not even in the earlygame. What are you even talking about? "No game is gonna be perfectly balanced, but you should be able to at least make the player think "Hmm, why don't I give this person a try" outside of the realm of personal preference. " There is no reason to EVER try out Ogier outside personal preference, he has no niche or boon, he's just bad. Same is true for Wendy. They need sizable buffs... or something unique to them that doesn't necessarily make them broken, but makes them have a unique niche... something a personal weapon provides. I don't know why personal weapons is such a big hang-up, it is one of the better things you can do to make everyone have a functional niche to serve, which is likely why Kaga littered Vestaria Saga with them. This is particularly the case in games without skills.
@@soveryumble7250 I see, I see. I think what you're saying is pretty sound, but I wish to articulate one thing if I may. I'm not saying that personals by themselves are a bad thing. I'm more saying that when balancers try to fix bad or underwhelming units, they tend to go overboard. Not only do they have have increased bases, and a new personal weapon, but they also shoot up their growth rates through the roof. That's more of what I'm trying to say. I don't think personal weapons on their own are a bad thing. They can help a character get started with things they might struggle in, as you implied with the Wendy personal axereaver idea. It's just combined with other changes tend to be overkill for my tastes. Which is why I prefer slight adjustments, see how it plays out, and then adjust accordingly. As for hard mode bonuses, I've done playthroughs where those bonuses are removed as well. Even without their bonuses the affected units can still contribute. The reason, I used Ogier, Fir, and Zeiss as examples, was mainly due to how they get compared to their counterparts. I'm not saying that availability isn't something to consider. Because yeah, Dieck is an early game powerhouse, and of course Zeiss isn't gonna show up in earlier chapters. And of course, you can always use both. I've had plenty of playthroughs where I've used Zeiss, and Milady, Fir and Rutger, Ogier and Dieck. What I'm trying to say is that. Some mods tend to nerf those good units, and then overtune their counterparts to the point where it's kind of ridiculous. But yeah, Tl:Dr, I respect some of your points. I didn't mean to imply that I think personals are just unacceptable, and that I just rather have small adjustments over super high buffs.
Just finish the game in hard mode. This is truly an excellent patch. I have record the final chapter and will post it in a few days. This last chapter was truly challenging but Mangs make an error with a "certain" black magic spell. This "error" make the fight against Idunn a joke. I not a fan however of all those druid with sleep/silence and BERSERK staff. Fortunately, the saint' staff now has 5 uses ! Thank you Elimine ! You save me from a LOT of troubles.
Gotta Admit, I´m exited to play this patch, as soon as I reach the final battle, I will start recording and I hope I do it at least decent xD... Anyways, have a great day you all out there!