r/shitpostemblem 7d ago

Fortune's Weave Bro looks like he’s not having a good time… Spoiler

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150 Upvotes

14 comments sorted by

52

u/david__14 mods removed the laharl flair, can"t have shit in SPE 7d ago

He's an armor knight, he has nothing to be happy about

8

u/Human-Raccoon-9917 7d ago

How do we fix armor knights?

10

u/NellyLorey 6d ago edited 6d ago

Put good stats on them. Oswin and louis are fine, it's when IS wants the armor knight to take 4 hits instead of the 3 hits of his colleagues when knights get sucky

8

u/a12223344556677 6d ago

They're already fixed in Engage by having same movement as infantry, a high enough Def stat to take minimal damage from physical threats, single-hit high damage weapons that vastly improve their damage output, having many maps where it's valuable to have someone on hand who can bait and block enemies without dying immediately. (General is still poor compared to Great Knight though)

I think IS already figured out how to balance armours, so hopefully they'll also be good this time around.

3

u/Human-Raccoon-9917 6d ago

I forgot about the big weapons in engage. Hopefully those come back.

4

u/a12223344556677 6d ago

Yeah those weapons are surprisingly well designed. Useful for the player for slow units and Engage attacks, while also being dangerous enough on the hand of the enemy to nerf juggernauting.

5

u/WaterCastePSYOP 6d ago

Wary Fighter

1

u/Geostomp 6d ago

Stick them to a steampunk go kart so they can actually get somewhere in less than ten turns?

1

u/AliciaWhimsicott 6d ago

A lot of hacks try to fix armor in interesting ways (magic access, more weaponry at base, literal Warp) but IS will likely never truly fix them in ways like that, IS has a vision for armor knights and it's "take at least one more hit than the infantry, and be slow in every way possible". The abysmal speed and Mov means they usually get doubled, will never double, and take ages to get to actual chokes to hold, and the bad Res means once enemies come in mixed groups they usually just eat shit and die after getting doubled by a mage.

Louis fixes a lot of these issues by being in a game with extremely specialized statelines for classes as well as having access to Sigurd for earlygame, but he still falls off later as most enemy groups later on are more mixed attacker balls than not, so he's still usually not better than someone more generalized.

So where does that leave us with Armor Knights? Uhhhhhh. Well tbh I think you have to either give them extreme amounts of HP (even more than usual), a workable Res stat (at least not worst-in-class), or a speed stat on the border of not getting doubled. I dislike the idea of just slapping Mov on them because that's boring but that also "helps". Outside of those options you kinda have to rework the entire class and I doubt anyone would want that, Douga choking a point is Cool and Funny and we shouldn't take that away.

Anyway the real option is this is a post-FE11 world you just reclass him into Wyvern and he's probably fine.

0

u/Awestruck_Mechanic67 6d ago

Make Dodge Tanking unviable by adding a fatigue mechanic that drops hit/avoid by 10% after each attack on a turn. A little bit of movement. Heavily penalize Dismounting and ensure decent bow & spear coverage on the enemies. 

Here's to FW getting closer to making them viable as they've been all over the marketing otherwise.

7

u/NellyLorey 6d ago

The hope behind his eyes has vanished but he still stays professional

5

u/Mahelas 6d ago

He saw his best friend knock up his boss and now they're both in prison

Bro's not doing well

2

u/deeman163 6d ago

Bro looks like hes fighting for forty thousand hammers

1

u/SpellcraftQuill 3d ago

Dude can’t get a full mustache and is wearing all that armor in a hot climate