I ranked all the FE6 maps from Best to Worst
ฝัง
- เผยแพร่เมื่อ 22 ส.ค. 2024
- #14 will surprise you, and maybe so will #16.
(CQ Tier List Review will be back next week, don't worry!)
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FE6 has a lot of "crawl your ass slowly through this slog of a long corridor to reach your goal" maps.
Still better than "stand in one space and 1-2 range everything in sight" FE7 map design imo. That feels like the bigger slog.
@@MooglesandNoponForever True. One of the things I hate about fe7 and the tellius games is how it always boils down to just equipping everyone with two range weapons cause of how they throw so many at you.
Fe6 has given me Stockholm Syndrome while Fe7 gave me reverse Stockholm Syndrome.@@something1558
@@something1558 I actually think in FE9 specifically 1-range is better for a lot of the game cause the enemies are too bulky to ORKO with 1-2 range
So it's the same thing but slower bc ranged enemies won't be killed on enemy phase and still do minimal damage @@Mekkkah
Can't believe Mekkah was able to talk about every Fe 6 map faster than he could talk about a single unit in conquest.
Aren’t there more Conquest characters than there are maps in FE6, though?
@luckylucas8596 He still coverd all of fe 6 in one video, the cq list is already over 3 videos and it's not speeding up.
What skill emblem does to a mfer.
I think the thing about the Chapter 5 village is that if it weren't there, players would almost certainly try to just go through the left gate. Whether or not you actually plan on using Gant's Lance aside, it draws the players attention up there to make you think "Maybe I should go that way" which makes an easier time for new players. It's kinda like how coins in Mario Bros teach you where to jump, the village draws your attention toward going up the top way.
Haven't played Thracia, but I don't think the "Status staves are annoying, but you can status back" really holds for FE6. Enemy druids in the endgame have capped Mag (29) on hard mode, which gives them 100% to hit on most units. Even somebody like Cecilia can get silenced reliably. Conversely, hitting _them_ with Silence/Sleep/Berserk is a non-starter because only they're sitting at 17 or 18 RES, meaning Niime at 21 MAG is the only unit with any shot at all of status-ing them, and even then you're looking at a 20-30% shot on a good day
My favorite and first game was a bad translation patch of fe6. Roy's name was literally rev, and bors was named boroth. it still cracks me up that in some universe, the main character of fe6 could be rev.
It's incredible that a translation patch could get Roy's name wrong given Roy's name was localized before FE6 even came out.
Personally I love Chapter 7, it's one of my favourite maps in the series. There's a lot of tight management and every turn at the beginning feels important. You're rewarded heavily for strong starts to the chapter and it feels like you are given just enough tools to win
There's even a lot of bonuses, your first hero crest is this map, so you can promote Rutger here. The wyvern holding the red gem means you are incentivised to get close with Chad, but since he'll die in one hit, it's a risky maneuverer because you then need to kill the guy in that turn.
Halfway through the map, you have the cavalier spawns from behind, meaning you have to turn around your army and fight from the opposite direction.
I think all in all, it's a perfect map and in my mind, has all the qualities that make people love Chapter 10 in Conquest
Ch.7 is also one of my favorites as well. I love FE maps that have tight management which is why ch.4 of Thracia 776 is my favorite map ever. Having tension in Fe maps is crucial and I love when maps like these capture the intensity of the situation without being unfair.
I think it's great also. I have a few nitpicks, though:
- If you can get all three mercenaries recruited turn 1, there's not a lot of incentive to not turtle and slow down a lot. Yeah there are reinforcements, but those take a long time to come in.
- Side note, the mercenaries kind of feel like a "lose more" with how Marcus is almost required to safely recruit them.
- Spear has an annoying 5 crit, which is pretty annoying to deal with early on. For me it meant that Rutger couldn't even face him after promoting. Zealot also faces crit, so you're really down to either Marcus or Deke as reliable answers.
- My biggest annoyance is the extra hard mode enemies that don't show on battle prep. I don't mind them being there, but it's super frustrating if you play without FE WoD open.
All this complaining makes it sound like I hate it, but it's one of my favorites. Much more interesting than a boring map. :)
The fact that the first few turns are so tight would be fine in a game with higher accuracy. The low accuracy is fine if the game would actually be forgiving enough to allow a miss to happen, but in maps like this, someone just dies.
I don't think FE6 chapter 7 compares that well to Conquest chapter 10. Once you have taken care of the wyverns, there really isn't that much that is threatening you until the reinforcements show up, at which point you are already mostly done with the chapter. I think the better comparison is to many maps on FE12 on maniac or lunatic. In those maps, the first couple of turns matter a lot. You are surrounded by enemies that can kill your units in just a few hits, so you really need to get most out of your player phase to defeat enough enemies to survive the onslaught during enemy phase. But once you have taken care of the initial bunch of enemies, the pressure is mostly gone until you advance far enough to trigger the ambush reinforcements.
Echoing a lot of other folks here to say: I think FE6 chapter 7 is a nearly perfect distillation of all the ways that FE6 maps are just subpar.
The *only* interesting thing about the chapter is the recruits, who are mostly extraneous anyway. If you do the rescue drop shtick to set up turn 1, you have 3 turns of tension that are less about tactics and more about hoping your units can hit anything. Then you have a bunch of turns chasing down *way* too many villages and chests, followed by a bullshit ambush spawn in the throne room that may well lead to starting the whole thing over. It has a lot of good elements but mostly sucks on the whole.
Chapter 13 is the best map in FE6 and possibly the only S tier map in the game, though I like a lot of FE6 maps. Maybe it would be more helpful to rank maps on a 2-axis system (how good the map is for blind players vs how good the map is for experienced players) because I do think that generally speaking, the better a map is for experienced players, the worse they tend to be for blind players, especially in older Fire Emblems.
I went into FE6 blind, only looking up recruitments (what unit i needed to recruit said units) and i will say, the whole game has a big problem with its overrelience on ambush spawns, siege weapons, siege tomes and status staff spammage as a difficulty level.
ALOT of the maps felt like a roguelite, where you make a plan, try to execute, and then the game just throw something completely out of left field at you, and you have to pray to the RNG gods that something doesnt go to hell, which doesnt sit well with me when you also have to deal with bad hit rates, crit rates and stupid thrones.
The desert map was a test of my patience in so many ways, same with Tates recruitment chapter. What is up with these ambush spawns, echidna spawn, stupid recruitment shennanigans and green units deciding to suicide into the boss? I remember thinking to myself i actually WANTED to play fate maps again, and actually favoring the silly snow shovel map over this mess of map design.
Love this video format!!! Would be sick to see you do Fe7 and FE8😍
Mr Mekkah, ive been watching your vidya for years and i gotta say, the poor quality mic meme is still going strong
blue yeti is capped on quality, it don't grow
@@Mekkkah one day king, one day
@@Mekkkah mic quality bases > mic quality growths
Chapter 24 is A tier in my opinion, not just from a map design perspective but from a game design perspective. Let's be honest, FE6 is just a Marth soft reboot. It's got elements of both books of FE3, in the story and the overall game loop. One of these elements is, of course, collecting all the items in order to get the good ending. The problem with FE3 book 2, however, was that you got all the star shards and spheres but there wasn't really anything you could do with them as far as gameplay was concerned. Yes, they were important for the story, and as items they were useful for stat boosts, but for the most part they just kind of sat there. In FE6, however, you got all the legendary weapons, and not only could you use them at any point, but if you collected all of them you could put them all to use in defeating all of the manaketes in chapter 24. An amazing reuse and iteration of an old game mechanic.
Definitely a great idea for a tier list video Mekkah! I’m surprised that no one ever really tried doing something like this but I’d love to see more tier lists of maps down the line!
You should do the same kind of ranking with FE7 maps!
I really enjoy your discussion videos like this. You always bring up interesting points to think about. I would be interested in more videos like this.
The Water palace map IS outright bad, was literally the map that made me drop the game. Meaning that in a fourth dimensional sense, Zepheal in at least one timeline managed to conquer the land, scorch it to rubble, and purge humanity all because Roy got fed up dealing with the stupid disappearing floor dropping him into unswimmable water over and over
this is a cool idea, especially for a game with very polarizing maps like fe6
@10:08 haha Freudian slip, "I think FE7 is alright"
I feel like you can introduce how units move through lore. For example, establish that X unit types are aggressive because of their training, or X unit types are trained to attack units that are near them. I think this helps a player figure out a general idea of how a unit works, just by looking at them.
FE6 is pretty great, honestly. Even in terms of its questionable map design decisions, in general, a few small changes would fix them completely or near completely. For example, a very easy way to vastly improve Echidna's spawn situation is to just replace her steel axe with a killer axe. The arrows of light, lava tile, and poison vent gaiden gimmicks are used better in FE7 and FE8, so you can see pretty easily how those could be improved. And for the water temple, all it really needs is to have a visual indicator of which tiles will go under next turn. There are some that would take more significant overhauls, but most of them are small things with outsized impacts on game feel.
True
I'd love to see this with Thracia!
What a great idea! I hear a lot of people talk about one or two maps in the abstract, but all together like this is interesting context at least
I'd watch another for any FE game
As someone who is recently playing through binding blade for the first time (on chapter 21 as of making this comment and took the Sacae route, aiming for the good ending) the game has handed me a few moments where I got frustrated, mostly the desert chapter and Bulgar. Not to mention the first few times I played my copy crashed and deleted my save a few times, which was annoying. Still an enjoyable game though.
I finally beat it
Why'd you bother adding the tiers below S?
Id definitely love more tier list videos analyzing FE maps, its a topic I dont think is covered too often in detail.
I love the idea, I just beat fe6 a few months ago and was curious what others thought on certain maps
My take on the list.
Chapter 1 - Agree on A rank
Chapter 2 - Agree on A rank
Chapter 3 - Agree on B rank
Chapter 4 - This is actually where challenge picks up and recruiting Clairine and Rutger is a fun challenge. A rank for me.
Chapter 5 - Agreed on C rank
Chapter 6 - I don't think it's that bad, more like C rank for me.
Chapter 7 - I love how insanely difficult it is, an S rank for me.
Chapter 8 - Agreed on D rank
Chapter 8x - Agreed on D rank
Chapter 9 - Agreed on B rank
Chapter 10b - Agreed on B rank
Chapter 11b - Agreed on C rank
Chapter 10a - This is actually an A rank for me
Chapter 11a - Agreed on S rank
Chapter 12 - Agreed on A rank
Chapter 12x - I also liked this chapter kind of, more like B rank for me.
Chapter 13 - Agreed on A rank
Chapter 14 - Agreed on A rank
Chapter 14x - Agreed on C rank
Chapter 15 - I liked this chapter and especially recruiting Percival, A rank for me.
Chapter 16 - Agreed on C rank mainly because of Douglas
Chapter 16x - I don't think it's too bad, C rank for me.
Chapter 17 Ilia - Agreed on B rank
Chapter 17 Sacae - Fairly harmless, I'd go with B rank
Chapter 18 Ilia - I liked this chapter, though it does start a bit slow. B rank for me.
Chapter 18 Sacae - Agreed on D rank
Chapter 19 Ilia - Liked it, B rank for me
Chapter 19 Sacae - Agreed on B rank
Chapter 20 Ilia - This one isn't so bad, it's another B rank for me
Chapter 20 Sacae - Agreed on D rank
Chapter 20x Ilia - Agreed on D rank
Chapter 20x Sacae - Agreed on D rank, worst chapter in the game
Chapter 21 - Agreed on S rank, best chapter in the game
Chapter 21x - Agreed on C rank
Chapter 22 - Agreed on S rank
Chapter 23 - I really like this chapter, A rank for me.
Chapter 24 - While simple and easy if you know what to do, I think it's fun enough for a B rank
Chapter 25 - May be too easy of a final boss, but it works narratively so I think the simple detail gives me a soft spot for a C rank.
Klein and Tate's AI is, annoyingly, not even a bug. It's a specific AI that's just the "move towards enemy" one but with a 20% chance of failing (there is also a 50% variant btw). I don't think any other units in FE6 even use it.
31:40 And yep, funnily enough in this chapter the thief reinforcement is tied to Cath's appearance. As in, if you haven't recruited (or killed) her, she will appear along with another thief. But if you have, no thieves at all. Another chapter where this happens is 22. Some other chapters have the reinforcements separated though, like 20A.
I really like maps like 12 and 16 due to the corridor-like nature of them. I'm a big fan of chokepoints, which 12 provides in a lot of spots and 16 does to a lesser extent. It's also why I love maps like Cog of Destiny from FE7 and Chapter 8 from PoR. Hope you make more videos like these!
This was cool. I wonder if you will rank maps from the other games? Could be interesting to see an FE4 map tier list, lol.
Id like to give a shoutout to the youtube channel 5 Points who did a great video like this a year ago.
Ah, here's a new series I can get behind! You have my attention, Mekkah!
Would love to see more content like this! It would be interesting to compare the distribution among tiers between games.
I loved this video, tier maps from every Fire Emblem! I'll watch them all.
This is a great video and I'd love to see you rank the maps from other games well. Would be a cool series.
I would definitely love to see more videos similar to this one!
Yeeeees love this content, would love to see a Thracia map tier list since it's your favorite!
While most maps may have a listed objective, most maps are, in practice, rout maps for casual play.
And FE6 definitely has a lot of LONG WINDING SLOGS especially in the gaidens but some of the normal chapters too. Like ch 16, from the leftmost dirt in front of the stairs you move up 13 tiles, 7 tiles right, then up 4, then 11 tiles left just to get to the enemy army. And there's almost nothing to fight in that hallway push. There's literally only 5 unpromoted units in that massive hallway. That's 35 tiles of movement with 5 enemies.
And I think part of the problem is the maps are just too big. Ch 16 is 32x32 and most of that is empty space, there's only 32 enemies on the map initially. The map would be better if it was condensed down to 22x22 or even 27x27 because there wouldn't be as much dead space for you to have to walk through.
I've only played FE6 a few times, once on hard, and I think it does objectively suck blind but the abundance of units does help make up for that since playing no death you just end up with a huge worthless bench. If you know the ambush spawns it's not too bad to plan around, yes there are some very hard maps that do rely on RNG but I think that's part of the fun in some ways.
Love this idea, looking forward to the fe7 video!
I mostly like 11A but I would knock it down at least a tier just for the fixed chance that Klein and Tate don't move which can singlehandedly derail an attempt.
25:02 This makes me wonder about a rout map idea. Where the whole premise is being surrounded and having to kill off all enemies to make your escape; but the longer the map goes on, more reinforcements keep coming in. As well, the reinforcements are progressivly stronger in rank and have better weaponry; BUT those weapons are dropable. So it's a big dilemma of staying long enough to get good weapons versus not staying too long to prevent being overwhelmed.
Wait, would it be rout or escape in that case?
@@pokedude720 prob a mix of both but lean closely to escape
As a B route main, I'll weigh in with my opinion that 10B is nearly as good as 11A. They have similar enemy types and map layouts and objectives (Klein/Tate is in both, 10B has Gonzalez instead of Echidna). Both have strong anti-turtle incentives all over the map to recruit characters, rescue villages from bandits, and to outrun cavalier reinforcements from the starting area. Both even have a sort of "easy" route to the boss if the map is too difficult (breakable wall in 11A, long corridor on right side of 10B). Basically, they have all the same components, but 11A is just organized a little better and also comes after a nice training chapter in 10A, whereas 10B doesn't have as much time to prepare. But I think both are worthy of S tier and are some of the best maps in the entire series.
Also, as an experienced player, I agree with Ch14 and Ch16 placements. My only other major discrepancy is that I like 19 Sacae a lot, and kind of consider the thing said about Henning to apply to Kel as well
Love the idea of a map tier list
I'd love to see you tier the other GBA games maps as well (and more) fun vid
The Ilia and Sacae maps really highlight the lowest point in FE6, in my honest opinion, and really exasperates the gaping flaws that FE6 has in general. They all are either long slogs that force you to rescue/drop chain Roy to complete in a timely manner, or practically require warp-skip just so you don't have to deal with any of the garbage those maps have. And that's even before mentioning the lowered hit rates all across the board weapons-wise, the character quality being generally lower all across the board, and you have bosses like Gel who just gatekeeps you if you've raised mostly characters with concerning hit rates. Ilia and Sacae routes define what truly makes terrible maps. It's just the choice of choosing a route that's bad in one way, or choosing the other route that's bad in a completely different way.
Babe wake up, new Mekkah banger dropped
40:55 also fun with the map that the gaiden boss can show up if you're slow
The map is fun if you know where the ambush spawns are - Mekkah upon putting one of the worst maps in the series in S tier
Ngl I think chapter 7 didnt teach 2 turn AI bc I still didnt know about it through multiple playthroughs until watching this lolll
Makkah gba fire emblem content is the best
Chapter 16 is the chapter where you recruit the best character in the franchise so it clearly should be higher
haar is in chapter 16?
S rank for Sacae obviously, i mean it's literally the first letter, and everyone loves Sacae ;)
I absolutely love 10B/11A because they are so hectic. While not mechanically perfect, the amount of stuff goong on makes them so much more memorable than most other maps.
I don't think B is much worse than A, though B is a bit choke pointy and harder to move in, but they are both fun and challenging.
It seems to me that you much of your evaluation is focused on how the units the player has at his disposal interact with the specific layout of enemy units. Or to pose a fun question, could bad maps be made good only by making some alterations to the enemies encountered? Then the _map_ itself is good, it was just utilised poorly by the developers!
Ch10 CQ is good, Ch14 Rev is boring. They're the same map, and even the same starting positions, but somehow they play vastly different.
Last third of the tier list was: if you have lots of boots this map is the bomb, if not this map is a bomb.
Fe6 ch14 is not just the worst map in this game, but the worst in the entire series in my opinion
Who though ambush spawns in fog of war with reduced mobility would have been fun at all
Nice video idea love to see more
I don't agree with every single placement, but overall yeah. Looking at the final result, not that many good maps really and most of the gaidens are just designed for maximum annoyance which was a huge mistake. Still, I like the challenge of the game and whenever I can muster the motivation to play FE6 again it ends up being pretty great.
Nice now do Radiant Dawn (I think it would be pretty cool)
wouldn't ranking by difficulty be a better idea?
you need to review fe7 maps
Nothing says Fire Emblem quite like the Legend of Zelda.
I just don't get the love for 11A, it wastes a ton of the player's time with movement (like a lot of maps in FE6) and requires you to divine the runes for what BS will happen when unless you're using Wars of Dragons. I vastly prefer Chapter 7 as an earlygame skill check considering you mostly know what you're going to be required to do in that map. I've found that the community in general likes maps that are basically impossible to know what the objectives even are if you're blind or semi-blind like 11A and using guides always feels like a boring way to play these games while being forced to restart these maps over and over because you didn't have the foresight to know who shows up where and when is even worse.
The fact that promotion items are the rewards and they're so stupidly limited is also a huge issue but that's more of a general FE6 game design issue.
B route is for badasses. I love chapter 10B. It's similar to 11A
Silith you're drunk go back to getting Maria to 20/20 in the final map of FE12
@@Mekkkah ironic considering I'm trying to level Maria in FE1 right now because she's the only magic user in the darned draft team I'm using.
more map analysis pls
Liked just for respect to Arcadia
Wait why's there tiers other than D? Curious...
Fe6 is maps are pretty good. I think the only bad maps are the gaiden chapters which is sad.
what's the bg music around 5min?
Fi’s theme from Zelda Skyward Sword
Get your Viking Goddesses pronunciation correct...
Hey buddy you better make a tier list of the Fire Emblem games you enjoy or else I am going to stop being your member for 1 hour
nooo kaga i promise
why? pretty much all of them are awful lol. only one i like is chapter 1. and you missed the tutorial map
FE6 is so bad. I can never make it far in the game even in normal mode because the gameplay is so grueling and tedious. And I hate the visuals. I also hate that every GBA game after this is based off these visuals, since every sprite made after this looks so much better. Its plot is also just FE1.
This game is just the most offensive Fire Emblem for me. It's hardest in all the bad ways Fire Emblem can be hard with none of the satisfaction. There's just nothing good about it.
Lol someone is bad at the children's game, GBA sprites and animations are objectively the best so git gud nub
You doing okay bud?
first
Mekkah, 11A literally has unwarned ambush spawns. There's no way any map with unwarned ambush spawns can be S tier.
if this was a Big tier list I wouldn't put any FE6 maps in S tier if that's any consolation
you know what it actually does make me feel better
"mekkah you cant put a map with great pacing, various side objectives, multiple recruitments, dancer introduction, and multiple and creative ways of tackling it because it has muh ambush spawns!!"
@@DoTtA1123 yes. I’m not saying it’s a worthless map but Klein no move chance plus the ambush spawns that aren’t telegraphed so make it not ideal