We Need Some REAL PvE Content! Fixing FEH Day 3 [Fire Emblem Heroes]

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  • เผยแพร่เมื่อ 10 ก.ค. 2024
  • I don't get why IntSys just goes all in with PvP, there is currently no endgame PvE content which could seriously go a long way towards keeping player engagement and retention up
    Link to my second channel: / @tachoplays1036
    I play my other favorite game series like Pokemon and Castlevania over there!
    #FEH #FireEmblemHeroes
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ความคิดเห็น • 53

  • @BioTroy
    @BioTroy 14 วันที่ผ่านมา +20

    A proper realtime co-operative PVE mode would be awesome. They already have the sprite for generic zombie from Heroes Journey so they could totally just reuse that lol

  • @felipegajardo5464
    @felipegajardo5464 14 วันที่ผ่านมา +17

    All my feedbacks to IS has been this!!

    • @CASantos
      @CASantos 12 วันที่ผ่านมา

      I've been giving them feedback for yrs & they dgaf 😅

  • @krismarshall3803
    @krismarshall3803 14 วันที่ผ่านมา +11

    The way I would have them do the Monster Tower is that we would still have the fatigue system where you have to change your units each level. Get 7 Levels. Larger maps (somewhere mid-range of Normal Maps & Rival Domains). The standard 4 difficulties. There are chests on some maps that contain items (need to bring a dagger unit). Traps are also on these maps (so Disarm Trap would be re-worked to also work here). Monsters would get more HP as you get higher....but break bars would happen on bosses after a certain point (highest difficulty the turn immediately ends so you would have to bring a save-armor). Like each stage have a gimmick or units with new weapons (Have a Mogull with actual Bolting that doesn't trigger Save).
    Chests all have a RNG factor (so people don't just outright ignore them) with like 60% to get common gifts (200 feathers, 50 Arena Medals, 5 Refine Stones), 25% for uncommon (500 Feathers, 10 Divine Dew, 20 Combat Manuals) 10% for rare (5 Trait Fruit, 50 Combat Manuals, 20 DragonFlowers), 5% for ultra rare (an orb).
    You can do this up to 3 times per week. Just like how you get characters in Sacred Stones everytime you clear, each consecutive clear nets you Grails, then an Arena Ticket, then a Seasonal Ticket (Arena ticket only available on Infernal & Abyssal 2nd clear, while Seasonal only available on Abyssal 3rd clear. Other clears are just grails)

    • @TheChildofAuraReborn
      @TheChildofAuraReborn 14 วันที่ผ่านมา +3

      This comment needs more votes. A mode like this makes me super excited just reading about it, and it'd be a cool callback to Sacred Stones.

    • @tacho9427
      @tacho9427  14 วันที่ผ่านมา +2

      Great ideas, 7 levels is nice but I think 10 would actually be a bit better. Of course AA+ style where you can't use the same units for more than one map, and having a treasure chest or two on every map would be great

    • @krismarshall3803
      @krismarshall3803 14 วันที่ผ่านมา

      ​@@tacho9427oh yeah, I can see them adding more maps as monthly updates go on (I mean it'll be more exciting than "we bumped up the max amount of favor you can get in SD!!!!)
      And the map can be played more than 3 times, it's just after the 3rd clear that week all chests are common 60 % and you get no clear rewards at the end besides like, idk 200-400 feathers depending on difficulty

    • @thesoradog
      @thesoradog 14 วันที่ผ่านมา +1

      I'm not a fan of the idea you would need a dagger unit wherever there's a chest or need save armors in certain maps. Like what was said in the video, this would be a great way to introduce new players to the game. Forcing upon them to get specific types of units (there are no free save units as far as I'm aware, and free daggers aren't typically very great, so you'd have to use up a slot for a unit that brings very low value and could easily die randomly) would just gatekeep the mode to late game. Maybe if those mechanics appear as you increase the difficulty, it would be interesting, but I wouldn't set that as a base feature. The traps could be circumvented by positioning, so those wouldn't be too bad and would be interesting. Though, there maybe could be a concept of a guest unit per map. One that won't let you clear the stratum alone, but would show you the intended gimmick while giving you some access to it. It'd allow you to build around that unit if you don't have an appropriate unit, try out units you didn't necessarily have orbs for without needing to do a very specific action like in tactics drill, or just replace them if you have the right units and want to experiment further, finding other means of circumventing the obstacle of that stratum.

    • @krismarshall3803
      @krismarshall3803 14 วันที่ผ่านมา

      ​​@@thesoradogI literally stated the break bar turn end mechanic is for abyssal. In that statement I made, they can still OTK the boss on their turn on lower difficulties What newbie going to jump right into abyssal XD? Besides, if they don't want to raise 2-3 different daggers, that's on them

  • @Elliot053
    @Elliot053 14 วันที่ผ่านมา +8

    My favorite modes are seers snare tempest trials & hof, that would be very cool if they added those modes you theory crafted,

  • @alexmauriciovazques1473
    @alexmauriciovazques1473 14 วันที่ผ่านมา +6

    seer snare is like the best mode on all feh, it is fun, it is a challenge, you literally can use any unit and they can be strong and defeat any "modern" unit, it gives good rewards and have great replaybility since you can do multiple runs, i made multiple themed teams everytime i play, i just have too much fun playing it!

    • @TheChildofAuraReborn
      @TheChildofAuraReborn 14 วันที่ผ่านมา +4

      I kind of feel like I'm on a power trip playing Seer's Snare, you get to make your units fuck-off levels of strong with the three slot system.

  • @marcosmolares5910
    @marcosmolares5910 14 วันที่ผ่านมา +3

    One big critic I have against AR and Arena is the idea of mythics and bonus units. The main issue is that you have to put 2 mythics and a bonus unit to score, taking away half your slots for team comps. Many times you just put units not because they are useful but because they have higher merges for scoring. So they end up taking away a lot of the input you have in the game and thus many of the units you really like get unused and forgotten in your barracs.
    A way of fixing this could be
    *Make the chaos bonus rule permanent, where any unit from a version is bonus. You could change that by varying things, for example, "Any dagger unit is bonus", or "Any flying mage is bonus", or "Any unit from this title is bonus" or "any unit with X skill is bonus" greatly broadening your possibilities.
    *Add an entirely new row of completely randomised bonus units for each week, including seasonals.
    *Making mythics pair up units, so you get the bonus lift and bonus stats, BUT you have to chose at the start of the battle if you want to bring the mythic OR the pair up you set for them (aka the unit you actually want), and you cannot change them once the map starts.

    • @tacho9427
      @tacho9427  14 วันที่ผ่านมา +1

      Yeah, I agree 100%
      Bonus units are such a dumb idea, especially in AR. There are a lot of seasons where I'm really only choosing 1 unit myself and the rest has been chosen by IntSys (3 mythics, a bonus hero, a slot 6 mythic since none of my main 3 have bonus slot access, and then my one and only free choice). Its pretty miserable having to play an entire season through like this.

  • @fiveover8838
    @fiveover8838 14 วันที่ผ่านมา +2

    I want a mode where players can create their own campaigns and allow other players to challenge and rate the campaigns. aka mario maker but fire emblem.
    The creator can select a default party out of any of the units in their barracks. The challenger can then swap out half of the default party with any of their own units just like in united warfronts. The creator can then design a sequence of map battles and then events in between where characters interact. They can re-use the memento events from Heroes Journey for events in between battles. Then design the maps just like in aether raids. The enemies can also be set using units in the creator's barracks.
    Want to re-create Marth's adventure? You can set Marth. Caeda and companions in the party and set events where they were chased from their kingdom and go on a journey culminating in the defeat of the big bad. Or you want to ship Haar x Jill? Then you can create a side story where they travel around Tellius performing their deliveries while fending off bandits.
    Now there is plenty motivation to pull on banners to give skills to units in the party and enemies to build your ideal scenario. But no, Intelligent Systems have to pit players against each other and create power creep to coax people into pulling, because that's apparently the only way to run a gacha game.

  • @user-kk5cm6xz8n
    @user-kk5cm6xz8n 14 วันที่ผ่านมา +5

    Thinking about it, i havent completed any abyssal map, i don't know if it's lack off mativation or lack off interest
    The thing i would really like is a map that gives more than just 9.3 hero merit, or something to farm feathers

  • @turtle-bot3049
    @turtle-bot3049 14 วันที่ผ่านมา +3

    Tower and ruins was a lot of fun in sacred stones, it also allowed you to build all of the characters to a usable/good level (even the bad ones) and gave so much replayability.
    Training tower is sort of like that, but it's too outdated and the rewards just aren't worth the time spent (outside of rushing the high levels for the quest orbs at the end of each month or event rewards such as VG tickets when theyre running).

  • @danieldunn879
    @danieldunn879 5 วันที่ผ่านมา

    Thanks for making these vids on how to fix FEH, I stopped playing due to power creep and also the presence of limited units on story banners, when it was enough on legendary/seasonal banners.
    The monster horde mode from Sacred Stones was soooooo good, that the more often you cleared them, you would eventually get named main enemy NPC bosses like Selena and Leon. I would absolutely come back to feh if this mode was always available with the right rewards always available.

  • @JuggerDrops
    @JuggerDrops 14 วันที่ผ่านมา +13

    The truth is: FE is not a franchise/game for pvp. Look at how messy the pvp from Awakening and Fates was. And now look at Heroes, skills and characters that trivializes the weapon triangle, the math in this game is so confusing too. I dont get why we have so many pvp mode, so many AR updates every single FEH Channel. Just give us more pve modes, modes to use different themed teams, co-op modes. Enough with the pvp already, lots of people quit the game cause they try to be try-hard for pvp (AR or arena) and then they stop playing cause they cant follow the meta

  • @ivanayala2715
    @ivanayala2715 14 วันที่ผ่านมา +1

    Something i have not heard anyone say is like
    Why we dont have like faction teams or covenants? It could be both a Pvp and PvE at the same time, it could start simply with team specific rewards and then evolve to new game modes
    I have seen it in other mobiles or the covenant thing is from Dark Souls, certain covenants get rewards for helping other players against bosses, another rewards for playing pvp and such
    We could have factions like mercenaries, royal guards, rebel groups, scholars and who knows what else could happen

  • @howwesurvive767
    @howwesurvive767 14 วันที่ผ่านมา +2

    I'm digging the Rondo of Blood ost, great content as always Tacho

  • @LFN1.
    @LFN1. 14 วันที่ผ่านมา +3

    I've wanted something like this for a long time. I like playing FEH and often there's nothing to play.
    And don't make it a timed event, make it permanent.

  • @rubysakurai
    @rubysakurai 14 วันที่ผ่านมา +8

    The non FE enemy units in FEH are so boring, man.
    The last time we got a new enemy type in the story wasn't just a bunch of recolored Embla units was back in Book 5. Remember when everyone was excited for the new automaton enemies and thought we were finally getting more variety in enemy design only for them to go right back to the Embla enemies in Book 6 onwards?
    They didn't even try in Book 7, we just got Embla enemy units with gold snakes coming our of their faces.
    I'm so tired of having to fight the same old Embla soldiers, GIVE US NEW ENEMY UNITS

  • @Exiled28
    @Exiled28 14 วันที่ผ่านมา +1

    I'm still in disbelief they haven't yet added a "seize" type of game mode, that's the bread and butter win condition of FE games fgs, I know the maps in FEH are very small but it's kinda weird they've not figure something out after all these years, but whatever .
    I wholeheartedly agree with your stance here, we need more cool PVE game modes that can be played for multiple days just like Seer's Snare does(I think the positives of playing it in daily doses outweigh the negatives of not being able to complete it all in one day) if you want difficulty, what about a PVE mode that forces us to use only Ver "X" heroes, a Warfront type of mode only using year 1 units would be insane, challenging and fun at the same time, that would also give us another reason to build and use old units.

  • @mattiasrhawi3361
    @mattiasrhawi3361 14 วันที่ผ่านมา

    What’s funny is that in the Sacred Stones Lost Lore events you do actually fight those monster type enemies, and they are classified as Beast units.
    One issue Feh has had is that they don’t release enough beast units. So they have to rely on making almost every new Book introduce some type of OC that is Beast. We don’t even have a generic beast enemy type yet. And units with Beast effective such as Petra/Picnic Felicia/Groom Roy kinda don’t get to abuse that because of it.
    But I think if they started adding these Sacred Stones beast enemies, it would be perfect way to emphasize that. And if we use your Tower of Valni suggestion then that would be a good way to just make everything come together and fix some of these issues, like being able to market Beast effective type users like Petra/Groom Roy etc.

  • @jsterdawg72
    @jsterdawg72 14 วันที่ผ่านมา +1

    A good PVP mode should be like chess - a balanced battle of whit.
    Summoner duels is like chess if your opponent got to start with 2 queens and occasionally skip your turn
    Actually tho - for a PVE mode all we need is a roguelike mode similar to what youre saying about the tower- battle to an infinite number of floors, more floors more rewards, having the difficulty escelating, and maybe some checkpoints, and items along the way. Seers snare almost gets there, but the difficulty is still not up to where it should be

  • @dragoonprime9829
    @dragoonprime9829 12 วันที่ผ่านมา

    My fav mode is probably seers snare and grand conquest. But we NEED those tower modes

  • @Amethyst2941
    @Amethyst2941 14 วันที่ผ่านมา +1

    Really they can actually do monster battles. There's actually a skeleton/zombie like sprites that you can see in Heroes Journey in memento moments. Though I'll pass on giant ass Spiders even in Chibi form.

  • @odkid7159
    @odkid7159 14 วันที่ผ่านมา +1

    Aside from this, Having Generic Units Banner from every game could be a great idea in fixing the game. Imagine havng a generic Nohrian Maid from Fates, Gorgon or Arch Mogall from Sacred Stones, Morphs from Blazing Blade or Witches from Echoes... I bet I'm not the only one who's not against this idea

  • @CASantos
    @CASantos 12 วันที่ผ่านมา

    I love the emphasis on survival & using a wide assortment of units.
    Fact of the matter is, Feh isn't really pulling in new players, we're all mostly oldtimers who've built up, in many cases, 100+ units, even if they don't all have 2024 skillsets. But with the way scoring caps go up in arena modes, and the volatility of the meta in non-scoring modes, it incentivizes constantly replacing your pool of 10-20 units rather than continuing to build and invest into old ones. A lot the core players like in the serious discord servers don't even LOOK at rearmed weapons, because there's no objective reason to pull for them with SD being the primary competitive mode.
    Kinda like you said with the challenge maps, Pokemon Masters has Legendary Gauntlet, where you can challenge 3 rotating high difficulty maps equivalent to our Legendary/Mythic/Emblem Battle maps continuously an endless number of times, with more rewards (centered around building your units) the more consecutive rounds you can clear. No idea why we can't have something like that in feh, with dragonflowers, refining stones, etc, as the rewards. Feh, in general, is one of the only gachas I've played where grinding is basically impossible. They would be giving us the rewards to build units, incentivizing us to pull for rearmeds and fodder, to do better in the mode in future runs. In that regard, the monetization would be built-in, as naturally whales or longtime players who've summoned a lot would get more rewards. It's literally a win-win.
    We also need more content that is farmable/grindable. A big problem with feh is that everything is timed, oftentimes arbitrarily. Sometimes when SDS or Seer's Snare is up, I'm unmotivated to play. Other times when I am motivated, there's literally nothing up.

  • @unknownentity5354
    @unknownentity5354 14 วันที่ผ่านมา +1

    Summoner duels should match make with rank and team score to let it be less toxic

  • @WeiyunMike
    @WeiyunMike 14 วันที่ผ่านมา +1

    Its sad that Saintly Seraphim by Legendary Celica isn't a Beast/Dragon effective weapon me hoping Legendary Lysithea gets a Weapon effective to Beasts and Dragons

  • @Azure_Striker63
    @Azure_Striker63 10 วันที่ผ่านมา

    What if there was a Co-Op PVE Rouge-like Time Attack mode somewhat simliar to United Warfront, where you have a set # of turns that you have to complete the map?
    If you go above the set turn limit, you lose or if you’re at a higher level difficulty (like Abyssal or Infernal), you get less than ideal rewards, like 1 dragon flower or 2 grails after completing it. (This would be different from Daily Bonuses, where you get rewards regardless of what difficulty you play. It would only be a one-time award when you make a first attempt on an abyssal or infernal map). Your units get +5 to all stats and plus +10 to HP if one of your friends’ units and your unit has a unit/character (you CANNOT have a duplicate unit/character as your friends’) that is from the same title as the mode’s bonus titles.
    The difficulty scaling of the enemies/maps would be based on how many times you used a particular unit to kill an enemy during the set # number of turns (so for example, if you used someone like B!Chrom as your primary enemy killer for all your possible turns, then the enemies/maps level would be greatly increased, almost like Seer’s Snare with WT bonuse and disadvantages, then if you used different units for every corresponding turn).
    Legendary and Mythic Heroes can only be used at the Final Boss and Legendary Heroes can only pair up with a unit that is of a different color and/or weapon type from them. Mythic Heroes will have their seasonal stat bonus increases halved by 1 or 2 points depending on their season, along with Legendary Heroes’ halved seasonal stat bonus increases.

  • @WeiyunMike
    @WeiyunMike 14 วันที่ผ่านมา +3

    Me only getting the rewards and end it and not even bother to get high scores and any mode like nothing

  • @ludgerkres.1437
    @ludgerkres.1437 14 วันที่ผ่านมา +1

    If they added a Lagdou Ruins style gameplay that took like 30 minutes to complete each run and some actual strategy that forces Arena Assault style game play, with auto battle disabled, playing for like 500 feathers or 10-20 grails or something random like that, it would be great. Would force the player to actually play. Have some sort of incentive to play for that. Also really should have tap battle permanently. Its a joke that its stuck to rerun events that sometimes appears twice a year.

  • @Minansen
    @Minansen 14 วันที่ผ่านมา

    As much as I also would love to see this happen, this would require IntSys to actually put effort into this game, so I wouldn't bet on ever getting a mode like the ruins or the tower.

  • @benschneider1255
    @benschneider1255 14 วันที่ผ่านมา

    Honestly, my favorite mode is Pawns of Loki. Pissed to see it wasn't on the calendar this month.
    I think an interesting pvp mode would be similar to summoner's duel, but you get to choose from a pool of ten units released during a certain month of the game (8 pool units, ghb, TT rewards. They get their base kits only. You play a map. No whaling involved. Very skill-based. If you want to monetize it, make it a pass. $1 a month or $5 a year. Pokemon Go does that stuff all the time.

  • @michaelp1979
    @michaelp1979 14 วันที่ผ่านมา

    I think there should be a combat manual trade system.

  • @GoDUsopp__
    @GoDUsopp__ 14 วันที่ผ่านมา

    First quality of life is to remove all versions 1-3 from the summoning pool, and place them their summoning area using coins we get.

  • @ghable23
    @ghable23 14 วันที่ผ่านมา +1

    I will say that again. Grials do not need to be able to infinitely grind.
    We could just update training tower rewards so we get 10 *X grials the first time where X is the tower level. And we'd change our current 1st time reward for always at the highest levels/ lowest respectively.
    Manually leveling up units should not be necessary. And the amount of grials we'd be getting would be enough to +10 one of the 2/3 most recent grials units each month. That is limited and more than enough to make new players get +10 units quickly. We're talking about 3 months to get 3+10 and then they add the new legendary, who now is each 3 months.
    I don't know about this but maybe 12/13 weeks are necessary for a newcomer to reach Tier 20.

  • @Ybercillo
    @Ybercillo 14 วันที่ผ่านมา

    Id use orbs to get the monsters from SS as summonable units, not gonna lie. We already have foomortis 😭

  • @MaxHpHealForTheWin
    @MaxHpHealForTheWin 14 วันที่ผ่านมา

    What if they changed the way we can build out our heroes?
    The first thing changed is that all weapon effects, including refines, will now be broken up into selectable options. This will be needed for inheriting specific effects of a weapon to another hero
    The next thing is you can now inherit any effect from any weapon. (just to state and clarify)
    Of course there are limitations for these things, so here they are:
    To even make use of this new feature, the weapon you wish to apply this to must be refined.
    (If it cannot be refined at all, then sucks for you, lol. Gotta wait till that unit is old enough to qualify for a refine.)
    The cost of this would be 50 dew and 100-125 arena tokens (or perhaps uses different currency) for each use. Since not every unit may have all the affects you need, and this should be a commonly used feature if it were added to the game, it should be somewhat cheaper than normal weapon refining.
    Weapon effect inheriting limit: 3 slots
    (similar to skill inheritance of 5, this weapon inheritance limit is 3)
    Weapon that all inheriting effects getting applied to, max limit: 3 slots + 1 max slot per year old they are
    (This is the maximum inheritable effects any one weapon can have, which increases the older of a unit you have)
    Heroes being sacrificed to this new refine system will be permanently gone, unless they are rearmed/attuned hero
    (Similar to the Inheriting skill system.)
    This will NOT affect or disable personal skills, unlike attuned/rearmed heroes
    (which means you can have a super refined brave hector and still keep his personal A skill)
    Certain weapon effects that wish to be inherited will be worth more than 1 slot, they could be worth 2 or even 3 depending on its strength/value
    Inherited weapon effects can stack with existing ones, as long as the condition is different.
    EXAMPLE.... (Brave Dimitri getting Haar's Refined true dmg reduction, will not be allowed as both Haar's and Brave Dimitri true dmg reduction are based on DEF. However Brave Dimitri can inherit Midori's Refined true dmg reduction as its condition is based on ATK, which is not the same as Brave Dimitri's DEF condition)
    Any new heroes released will have a 6-month time limit before they can sent off to have their weapon effects inheritable.
    (This is to limit.... something, idk exactly. It just seems somewhat needed or "right". I'm not too sure why though"
    I probably missed something, but who cares. Its not like this comment will reach to IS anyways.

  • @kamer7687
    @kamer7687 14 วันที่ผ่านมา

    I don't really know how they would implement GBA style monster mode. Even in GBA they didn't feel very unique from human enemies. Maybe a 3 Houses style monster that takes up multiple tiles and has some bolting-esque skill could be cool.

  • @skotiaH2O
    @skotiaH2O 14 วันที่ผ่านมา

    The problem with Feh's PvE modes is that PRF skills and weapons have gotten so far beyond inheritables that they can easily outperform any generic enemy, even if their stats are bloated. IS has proven that challenging PvE maps can be created with the boss stages in Seer's Snare, but they just refuse to give us anything on that level in maps with reinforcements.

  • @Jarake
    @Jarake 14 วันที่ผ่านมา +1

    👍🏾

  • @juancardozo333
    @juancardozo333 14 วันที่ผ่านมา

    The PVE content to grind right now (Tempest Trials and Forging Bonds) can be too easy and boring if you have a lot of the recent units or modern skills, like just throw Emblem Ike in the Tempest Trials and he can beat all maps easily, maybe he will struggle only in the last one where the Duo Unit is, and the PVP content is too difficult to keep up with all the nonsense they are releasing lately, we need a mode with a "medium" difficulty between these two, at least in my opinion, and the tower of monsters sound like a really good idea for that

  • @iamimbisile
    @iamimbisile 14 วันที่ผ่านมา +2

    First!

  • @kuronoshiro009
    @kuronoshiro009 14 วันที่ผ่านมา +1

    Lol for me everything is PvE.

  • @ThermalVoid
    @ThermalVoid 14 วันที่ผ่านมา +1

    I disagree they must focus on Summoner Duels, like, bring a Battle Royale mode with 4 players or even team battles with 2 vs 2 players.
    /s 🤡

  • @random__idiot
    @random__idiot 14 วันที่ผ่านมา

    Very good points, Tacho
    I don't get why they stopped doing the interesting pve maps in story mode. I remember maps where you had to e.g. survive 7 rounds with constant reinforcements coming, kill the enemies in 4 turns, etc. I don't remember the last time they did that.
    Also, there were maps against dev teams that were good fun. It should be pretty easy for them to e.g. give us a daily AR style map to clear, or a SD team to fight (against a computer).

  • @krislee3155
    @krislee3155 14 วันที่ผ่านมา +1

    I would love some kind of horde mode where you just try and survive as long as you can against monster units. Sadly, we all know IS is very lazy in doing fun modes like that. Look how long it took them to finally make a good game mode in Seer's Snare.