I actually found the waterwheel to be somewhat useful. It raises 5 def/res like the guard naginata, and it’s might is high enough that you can 2 shot even with your strength halved. Makes for pretty good tanking
Someone actually posted a comment similar to yours, even arguing that the +20 Crit/Avo could make a very good dodgetank. Great minds think alike i suppose
The hagakure blades as well in fact halving strength is good because it lowers the odds of killing too many enemies and getting chipped to death. The good thing about waterwheel over guard naginata is that it doesn’t drop your avoid so you’ll retain more chance to fully evade attacks
I only ever managed to use the Waterwheel (of the S-ranks). Halving the strength roughly brought Oboro down to the same overall Might as guard naginata w/o the halving, so half the time it was basically as good and half the time it was ~14 (or whatever) Mt higher, so I agree it was great! Not to mention it looked super cool
I really disliked the penalties on most of the b rank weapons. I understand it was a way to stop end turn strats, but when you are getting weakened by enemies as well, it just feels excessive.
Yeah, Silver Weapons are supposed to be these expensive and powerful tools. But in Fates they were neutered so much. To the point where Steel Weapons are better because while slightly weaker they only a -3 speed penalty and also Forging Steel Weapons just makes basically better Silver Weapons with only a -3 Spd Penalty instead of lowering Str/Skl per combat done.
@@astralguardian5930 on rally bots such as shigure, silver weapons can be nice every once in a while when you’d like to attack an enemy with them instead of rally
I actually like the design of the Silver weapons, but the way they are, they're just not worth buying when you have the option of using your gold to forge Steel or Iron weapons instead. And I'm not sure about Birthright or Revelations, but at least in Conquest, the only way to get Silver weapons is to buy them. If you found Silver weapons in chests or something, imo they'd be fairly useful, though it'd still be a toss-up whether you're better off selling them for forge money. I've done a few forgeless runs of Conquest, and I sometimes buy Silver weapons in that setting, the Silver Bow especially I find to be fairly useful. Like what Excel was saying about the legendary weapons being good for dual strikes, Silver weapons don't get the debuff when dual striking. So if you are trying to clear a group of pegasus knights on player phase, being able to set up dual strikes with a Silver Bow can make that a lot easier. But even without forges, Silver weapons still cost too much money to justify, much of the time.
Chakram and Excalibur are the only ones I really use. Chakram goes on Master ninjas, which have high avoid, so the defence drop isn’t that bad. Excalibur goes on Sorcerers, which already have bad defence, so losing a bit more isn’t too bad
Bifrost is really just a meme. Like mentioned, the player doesn't get it until nearly the end of the game. But not only that, it isn't like Valkyrie or Aum where you can revive any dead unit: it's only the most recent unit that died in the current map, meaning you can't revive Camilla, Xander, Silas, etc if they died a few chapters ago. And if you have someone die that you don't want to revive after the person you do want to revive, you're SOL. Technically, this can be useful for a suicide mission in Ch. 27 or Endgame, but neither battle on Conquest or Revelation typically use or need suicide tactics, as any suicidal tactic usually leads to the battle ending within a couple turns. I only think it could be useful for aggro'ing or distracting certain groups or enemies, but again none of the battles where you have Bifrost will really need this tactic. TL,DR: Bifrost bad
@@EZog58 yup. Onmyoji and Strategist both don’t have to invest their stat line into Str, and Strategist has 8 Mov. For physical offense, Mechanist has more movement and higher stats, while Master Ninja is just busted. Great Master and Priestess are wack tho.
Spoilers for the plot of Fates (if anyone cares): It'd be neat if the Bifrost worked across chapter barriers, allowing a player who receives no deaths after Scarlet's plot-mandated death in Rev (or Kaze's plot-mandated death in that other route if you didn't have him build strong enough supports) to bring her back. Something something earn your golden ending. The ability to revive people without a time limit on the revival would have pretty big worldbuilding implications, though, and you'd have to work out what'd happen if your last death was someone from before the chapter split (do people actually die before the route split? I forget). And you'd also be opening up a few plot holes with regards to other plot-mandated deaths, like Lilith's.
@@athath2010 On classic mode, deaths within the pre-Branch will matter for the pre-branch stage of the game, but not post-branch. For example, Felicia dying in Ch. 2 locks her out of Ch. 3, but she will return in Ch. 6 regardless. It’s an interesting idea for it to reach a true golden ending, like with Scarlet or Lilith, but revival magic is basically not a thing lore wise afaik. In fact, most games that incorporate revival always have something sinister about it (spoilers for 4, 5, 7, 8, 13, and 16): Lewyn actually being Forseti; the Deadlords being your dead units in Thracia; Morphs being puppets; Monica being brainless; the Risen in general; and the Umbral Beast.
4:14 - Excelblem explaining why nameless commoners are inherently superior to aristocrats and humble mega-chads like Octu and Jitaro are simply better equipped to the continue the legends. Was this the real purpose of Blood Emperor Marth's genocide? To prove the worth of those the history books overlook?
I get that the main reason why they're bad is because they can't be good since weapons don't break, but, ironically, they just made raijinto and siegfried so good that there's no reason to ever stop using them aside specific situations. idk if this was a consequence of having no time for development or simply they don't put enough thought in having no weapon durability
I'm voting for the latter. Fates does some really bizarre things that can't be explained via a lack of effort or foresight, because you see the game taking steps to address its design choices that wouldn't have been needed if the devs were just a little more lazy. Instead, it fits with my thesis that the root cause of FE14's problems was its desire to be the BEST GAME EVER OMG WE LOVE IT SO MUCH I WANT TO MARRY EVERYONE IT IN. To the point where they would rather sabotage their game rather than risk losing their audience's adoration. People complained about weapon durability throwing a wet blanket on their army of ubermensch in the past games, so Fates, who hates the very idea of even slightly disappointing a player or causing regret, replaced it with something else. Not realizing that a game where it's impossible to experience disappointment or regret is a game that's not worth playing.
@@maltheopia I don't get why it is so hard for a game to just make their bullshit mechanics bullshit mechanics that actually make me the player realize I fucked up rather than "yo so I heard you liked fighting enemies so I spawned a bunch of reinforcements on top of you". There was nothing wrong with weapon durability and there was certainly nothing wrong with the constitution system, two great mechanics that made me feel stupid regularly. This is Fire Emblem the entire franchise is literally based on disappointing players and causing regret to an extreme degree. In my view too extreme because for example I think having a battle and losing no units should be considered like a great success but in Fire Emblem it's more like the standard and the one chapter you lose a unit because the game makes no sense and don't reload you regret literally forever but you never remember your lit Strat to get out of a hole where you should lose 3 units but that's Fire Emblem
I like the no durability in Fates. It actually make cool distinction on a lot of different weapon. For example in older FE games. There is no reason to use bronze weapon other than to increase your weapon rank. In Fates however bronze are very useful cause it give crit avoid. Now Silver weapon does have it used actually. Some are niche used. But it's still pretty useful overall. 1. Dual strike Option. Since silver penalty didn't apply if you are just a pair up partner. 2. Mixed attacker option. Some unit like Leo for Example can actually utilize it's okayish str stat to one shot mages. Since a lot of mages have high res and low def. Leo can take advantage of that using Silver weapon. And Leo doesn't care with Str drop cause he will be using magic most of the time. 3. Boss kill option. This is the most obvious one. You used it to boss kill some bosses. And since you're going to seize the throne after boss kill. The stat drop is basically didn't matter. I think they did balance the weapon systems in Fates really well. Cause honestly compare Fates weapon balance to thing like shadow dragon where the meta is forge ridersbane. Or POR where the meta is forge hand axe. The fact that they make all weapon usable is fantastic game design.
@@riqua27 tbh I just forged iron weapons, maybe use raider/dual situationally or personals since they're broken, I'm sure all weapons have its use, but when the glaringly interesting option is the no effects one idk
@@DrunkedOwly Here is the thing though. +2 iron is weaker than Base steel. Iron weapon cost 1k gold. While steel cost 2k. So if you forge +2 iron. You basically lose 4k gold for weapon that are weaker than steel. And the only upside is that it doesn't have speed penalty and more accurate. I'm not saying forge iron is bad. +1 iron is basically free since most unit join with iron weapon. But above +1 is basically not good. This is the case of risk and rewards that I think is interesting. Yes it does have drawback but does the drawback actually outweighs the benefit? This is why I Love Fates weapon systems so much as it basically going around that idea of risk and reward. And some character doesn't even care about the speed penalty steel had. Wary fighter Benny for example doesn't care with speed penalty cause he never going to double. Or Kaze didn't care that steel force him to have +8 speed to double since he is the fastest creatures in whole universe.
They were pretty good on wifi. Obviously wifi battles are dead, but the ability to ohko certain beefier units online was extremely valuable. This isn't mentioning the ability to forge them using hacks, which was completely busted.
I got to play wifi battles relatively late but the matchmaking wasn't dead even 2-3 years after the release of the game then again it was plague with hacked units with absurbly high stats
me and a handful of my friends still play them together for the hell of it, whenever we do were some of the only people online in North America, if not the only ones online in NA period
Too bad infantry units weren't viable on wifi without warp/rescue abuse. I wonder if fire emblem PvP could work if they added some sort of objective that rewarded you for placing yourself in danger first, and of course some damage adjustments.
The utilities of the Raider Weapons alone were good enough to carry me through most of the mid-game because of that effective +3 in Speed which helped me to either double enemies or set them up for feeding underleveled units.
The Raider weapons were *great* for underleveled units or units who just changed class. It's not great being stuck with Bronze or Brass, but I've found that Apothecary Azama does great work right out the gate with a Raider Yumi, and that's just one example.
Yeah, raider weapons are awesome for the early to probably mid-game. When I reclassed Odin to a Samurai, I gave him that and he started killing everything that didn’t have the weapon advantage over him!
captured units only have max weapon rank on lunatic, which means lower difficulty playthroughs will have an even harder time getting units who can use them without grinding for weapon rank, not that you would ever need to or want to
It takes it away once they're forged, that's 248,000 gold just for one sword! It's a significant investment for a single forged weapon so in practice this argument only means that it's taken away once you make a significant investment which I'd say is good design
Realistically, I doubt most players (for example, Conquest fans) would wanna go spend a quarter of a milion gold for one sword when they can spend a fraction and forge multiple +2 or +3 bronze/iron tier weapons and still have comparable if not stronger weapons than the default silver ones.
Yeah I think its generally a good idea but strategist/valkyries not having s staff rank? That's just criminal. Especially since troubadours' main purpose is to heal while maids' main purpose to is be a jack of all trades
The only good S rank weapon is the Waterwheel IMO because it's the ultimate tank weapon, with high crit avoid and +5 defense and res. Problem is, The only unit that can use it without reclassing (Oboro) Already has good defense and luck, so the Crit avoid does not matter and while extra defense/res is nice, is it really worth being a Sitting duck just to tank better? The Excalibur is the only other S rank weapon that is worth considering, since It is really strong and allows almost any sorcerer to double at the cost of Getting 1 shot. but you are right, you get these weapons so late into the game, and the next best thing (A brave/ Special Weapon) Probably has better uses and you could always just forge 4 Iron weapons for a much more versatile weapon.
I find the Waterwheel to be the only “good” S rank weapon because it is basically just the Guard Naginata (giving +5 defense and res) but instead of lowering avoid by 20, it raises it by 20 (only good if used for units without a prf like Oboro, and only if you face some enemies that hit really hard)
While the baked-in stat penalties are bad, I think S rank itself being class specific on top of Fates glacial weapon proficiency growth are far more detrimental. I can see a lot of classes actually using the legendary weapons, but they are completely locked out of using them. Steel Axe +2 is the best legendary weapon and is Camilia's prf in Conquest.
It's such a shame the str halving weapons are so shit. The ones that reduce Def and res are fine, but you still need like 2 arms scrolls, even on units like takumi
With the strength-halving effect, it seems as though some of them were meant to be boss-killers, but as you said, there's so few chapters left, it's likely your team is already fully-built and you're beyond the point that you'll NEED a dedicated boss-killer. It's just too severe a downside for such a redundant upside.
tl;dw: Low availability, difficult to equip and the drawbacks that were meant to balance the gameplay and prevent the player for cheesing the endgame ended up making the legendary weapons too ineffectual to be any fun to use.
To further add to the melee debuff mitigation: The Replicate skill allows you to completely negate the debuff, as the debuff-removal from the clone's follow-up triggers after the real unit gets the debuff. So you'll never even see the debuff, unless the main attack kills before the clone can follow-up
Well while some of them are bad, I will argue in defense of some of them. Sunrise Katana is already used by swordmasters to dodgetank, due to their good evasion. Even with halved strength every other round of combat, the Hagakure still out damages Sunrise Katana. For example, my raised Hana in Rev Lunatic uses this to dodgetank anything that doesn't require a reaver. It's a better version of something that is already good. Waterwheel is a Guard Naginata that buffs CrtAvo and doesn't penalize Avo. While only Oboro is initially specced to use it, she's already a good all around unit who isn't shafted in Rev, where you get this really early and also have like 2 arms scrolls available. It outdamages Guard Naginata even with halved strength, and effectively allows Oboro to become a super-tank in guard stance that isn't a 5 mov General. It's legitimately useful since enemies Oboro tanks also get speed and defense sealed for the rest of the party to pick off. It mainly helps a good unit become more good. The Aurgelmir isn't worth it. Halved strength on Berserker is crippling. Using forged Killer Axe or Great Club to compensate through damage or forged Silver (can be farmed infinitely without dlc) or Brave outdamages without crit. Chakram is relatively useful. -6 debuffs on a shuriken is already good, only matched by the 1 might pebble and beaten by the 1-range only purchased Caltrop. Honestly it's the epitome of Ninja debuffing, and it's good might makes it also useful just to give Master Ninjas the damage they usually lack. The only downside is -5 res hurting their ability to bait mages, but you could just equip something else to do that anyways, since it's not like you need to debuff mages to clean them up. Pursuer is good but only if you go out of your way to use it. It's good on paper, since it gives snipers insane damage with no meaningful drawback since snipers aren't meant to take hits. The only problem with this is that Takumi exists and in every case you have the Fujin Yumi. When Takumi is taken out of the picture, however, then it does become useful as an offense option. Bows are already good and the Pursuer is just a really good bow that doesn't suffer from the usual Silver or Crescent drawbacks. Overshadowed by Takumi, good if Takumi isn't used. Excalibur is actually plenty useful. Sorcs don't know what durability even is, so -5 Def/Res is nothing. While it isn't much stronger than a silver, silver inflicts penalties, so just treat it as a silver that doesn't have stacking debuffs on use and has extra crit. It's effectively just a spammable, repeatedly usable strong weapon with no harsh drawbacks. Ginnungagap has more might, but comes with half Mag penalty in case you need to nuke. Bifrost is just bifrost. You get it right before the finale. You use it in the finale of you need to. Anything you use in the finale just comes back anyways. Stats don't matter. You can capt. Maids for this in conquest. In Rev just have Felicia/Jakob spam staves im Ch11 (Kotaro) for EXP.
The problem with excalibur is that sorcerers have all they need 3 weapons: lightning (brave), nosferatu, and calamtiry gate for WT control. Anything other than that is kind of superfluous in terms of damage output/utility and excalibur cant be forged unlike the others.
Tbh a bigger problem Is for some of these you are often better off with classes that can’t use them. You are better off with kenshi ( flying) then snipers as well as apothecaries into mechanist for that matter ( replicate higher mobility gains the best weapon type as a second option while being able to use items twice a turn before attacking to offset the extra damage the extra combat replication gets you into arguably makes them better once fully trained then ninjas into mechanist) or heck even adventurers utility from staffs. Every bow base has at least one promotion better then snipers. Mechanist are also arguably better then master ninja thanks to the mobility and replicate but at least there you can argue that for units who will most likely always double due to how fast that class tends to be a faire is also good enough that you should put saizo in master ninja but kaze in mechanist for example. The only class who wants to promote into their s rank option 100% of the time is beserker.
@@huntersmith1413 True. Snake Spirit and Lightning are usually better because they're brave weapons. That being said, Excalibur being basically a super silver without stacking penalties alone makes it good in my opinion, since it fights Fates' annoying drawbacks rather effectively. Also, flier effectiveness is always welcome on tomes. Otherwise you're restricted to the rather bad Dragon Spirit to down only wyverns.
@@ultimaterecoil1136 Well Mechanist also suffers from unimpressive stats beyond bow access, and Apothecaries also like Merchant for bulkiness since they already have bow access anyways. The Hagakure is still good since Swordmaster is a consistently good promotion option, and Hagakure enables dodgetanking without the crappy might of Sunrise Katana. Also half strength isn't as bad as it can be on swordmasters since 18 might still ensures workable damage especially if Astra or crit. Kinshi vs Sniper is more interesting, since Kinshi has rather mediocre stats due to being flier. Meanwhile Snipers have completely unmatched offense capability due to specializing in bows and getting hit and crit boost. They can shoot stuff against the weapon triangle with 100% accuracy. The Pursuer is still plenty good, as its only major drawback is a loss in bulk, which Snipers don't care about. While the Crescent Bow exists, it halves strength after use, meaning it's not as usable afterwards unless you somehow set up dual strike to get rid of the debuff, whereas the Pursuer can be used repeatedly and still consistently kill stuff. Lastly, Berserkers suffer the most from halved strength. They have high strength, so the Aurgelmir's normal function of OHKO ing stuff is gone with the loss of 20 odd damage. You could do the same with a Silver +1 or +2 that has 2-4 less might and still keep a workable strength stat, 2HKO with Brave Axe or crit it to death with killer axe or great club.
@@rngsomeone1003 I mean I’d certainly say kaze should practically always be a mechanist since he can certainly afford to lose speed but massively appreciates the strength gained upon promotion into mechanist and the skills are also useful. For apothecaries they certainly benefit more from gaining one of the only useful 1-2 range options more then naginata usually and will often just effectively switch primary weapon types. Especially in the case of people who use apothecary azama who cares little about his bow rank since he started as a healer despite being built as a physical unit. Only characters I can realistically see not wanting to go mechanist is saizo or kaze’s kid in conquest to farm money. Replicate better mobility better weapon types and heck for kaze it’s usually better stats since he is usually exceeding speed thresholds so he benefits more from higher strength. And while sword master is fine often times if I’m using a second samurai they are usually ending up in master of arms. And heck usually the only primarily sword unit in my entire roster in birthright is lobster head and he just needs his personal
I love how the Nohrian Royalty, the most powerful characters in Conquest, cannot use any legendary weapons provided in Conquest without changing base classes. Yet Nyx and Odin, the two greatest glass cannons, are allowed to use one. Also, the Excalibur's bonus damage to flying units is comical, to say the least. Seen as though I'm fairly certain there is not a single flying unit in the endgame.
There are Malig Knights in CQ endgame. Also, there are flier reinforcements in Rev Endgame. That being said, Pursuer produces even higher damage values due to having twice the might before tripling.
Actually, Elise starts as a Troubadour and can promote into a Maid, which lets her use Bifrost! Which in and of itself is crippling her so she can use a useless item!
They do seem to be designed with grinded out units in mind. But overall most higher tier weapons are too focused on weird downsides. It's probably for the best that they dropped it(or Echoes doesn't bother to make high end stuff bad). Even with how annoying the gems are to grind, forging is a bit dominant as well. Especially since the game is shaky enough with balance anyway that it's strange the S tier classes don't get a chance to truly dominate with these elusive weapons. Especially the might halving feels really forced.
one thing not mentioned is that hagakure blade is the only sword beside sunrise katana that give +20 avoid. Couple this with the fact that sword masters are supposed to have high evasion already and the weapon + a pair up make a unit almost untouchable. In rev as soon as I got the blade I used an arms scroll on kana, paired her up with corrin, and watched her dodge tank everything also using the hoshidan unity + sol AND the hex skill that lowers stats by 4 for any enemies that lived due to the halved strength. Untouchable really
The only useful ones in my experience is the Waterwheel, the Charkram, the Excalibur, and the Pursuer. Waterwheel's offensive might is not to be underestimated, it's +20% Crit avoid and +5 to Defense and Res make any Spear Master who uses it unable to really take anything meaningful in terms of damage. Sure, it doesn't do a ton of damage on the second attack but you can plan around it. In Rev it automatically makes Oboro prime-time Berserker bait because they just cannot crit her with her absurd Crit Avoid in lategame Rev. Chakram and Pursuer are the same: Give yourself and your enemy +5 AS when initiating combat, alongside defensive decreases. This makes things a little Spicer against enemies but if you can guaranteed double without halving stats, this makes Master Ninjas and Snipers extremely dangerous. Excalibur is the same as Chakram and Pursuer but instead you add 25% crit chance and effectiveness against Fliers. It utterly destroys everything and in the right hands can make one of the most insane glass cannon builds in the entire game. It's absurd.
I mostly use them for bosses. The penatlies don't matter if they are just needed for one round and having more units be capable of dealing high damage is good. Also foot units tend to have better stat caps, so that might help if you trained one of them up.
I used an aurgelmr crit to be able to defeat Garon in conquest endgame in 1 turn(useful to 1 turn that map especially so that I don't have to waste too many time if I mess up endgame), so that's another good use of S rank weapons. You don't have to worry about the downside's on defeat boss type objectives.
I remember my first Rev run years back I went Waterwheel Mozu and it was amazing! But nowadays when I play the other versions of Fates its really boring :/ I might try and actually get the generics next Conquest playthrough though, I had no idea weapon ranks automatically max out with them!
This is generally why I prefer the old system of having weapon durability scale lower the more powerful a weapon is (rather than have more penalties with the benefit of endless durability). The problem of hording is something that is partially caused by that and conditioned over time in response, but I think just having a Fire Emblem that is generous with the ways you can gain resources like in the Telius ones goes a long way to resolving that issue. You get so much gold in Fe9 it almost becomes a meta-game to use as much of it as possible as you get it to forge weapons since you can only make one per chapter clear. And then couple it with the bonus exp for clearing the maps expediently and it's easier to bridge the gap between units that are already strong (Titania, Ike, Shinon etc.) with units that with some investment can hit benchmarks to become strong (Boyd, Oscar, Keiran etc.). It would just help if you could actually get those legendary weapons sooner though in that game, or even have the cut ones that never made it, but I think it was as close to perfect as you could be with making all the weapons seem usable with few exceptions.
I know this comment is 2 years old but it is possible to do an even better in between I feel like FE4 did the weapon durability thing just right while the weapons were not infinite use they had the perfect usage of 50 before they broke and on top of that you could repair them in the castle shops the legendary weapons included albeit way more expensive. I feel like FE4 did the whole thing best. but I do love infinite weapon durability too I mean look some of the in-game enemies get to enjoy none breaking weapons but the player can't? So I also enjoyed the no break thing too but if we are gonna have weapons break I think FE4 handled it perfectly.
@@Naglfar94 I can definitely appreciate both and Fe4 was great cause it incentivized challenging play where your not only feeding kills to people for exp but for potential gold if I'm remembering right (and only the few thiefs pre and post timeskip can steal to circumvent that). That gold then fed in to repairs and other things which was a seamless system that was fair and even encouraged some level of commitment be it a inheritance or passive gains in crit for a large kill count on a specific weapon. In terms of just saying "yeah, go play ball - no limits" the best I've seen is the finale to FE10. Here's all these challenging enemies, but your blessed 10 or so chosen units can have a weapon that slaps the entire time.
I hate the no durability system in Fates because it makes so many weapons that are good in other games simply a hassle to use. The biggest offender to me are the Silver Weapons. No downside in other games, but not being able to break is obviously OP in Fates so they MUST lower your strength after each use.
If they balance around the different weapon types more I think the concept could work. For example, if swords give speed, then steel weapons shouldn't reduce speed like the other steel weapons would. stuff like that. I think that's a more immersive way of doing it than just slapping penalties on everything.
I used to like the no-durability system when I just got into the series, since I had a bad case of "X is too good to use" and even now I like many of the effects. That being said, they made Silver weapons far too garbage. Stacking debuffs on key stats, really? If it were up to me, I would have made Silver's Might halved (perhaps -10 Avo with +10 on PF too) on enemy-phase instead, giving it the role of PF nuke with a really weak EF.
A better implementation of silver weapons, IMO, would be just lowering the might of the weapon instead of the strength of the wielder on each use, with the might automatically returning to its normal value at the end of each chapter. 'Course, the problem with this design for silver weapons is that you're kind of incentivized to fill your inventory with silver weapons and just cycle through them. Maybe returning a silver weapon to its normal might stat between chapters could cost a fee? Heck, you could even cut out the middle man and instead make silver weapons directly drain funds from your coffers every time they're used, with their stats decreasing drastically if you have no more money left to give them.
I like the no durability in Fates. It actually make cool distinction on a lot of different weapon. For example in older FE games. There is no reason to use bronze weapon other than to increase your weapon rank. In Fates however bronze are very useful cause it give crit avoid. Now Silver weapon does have it used actually. Some are niche used. But it's still pretty useful overall. 1. Dual strike Option. Since silver penalty didn't apply if you are just a pair up partner. 2. Mixed attacker option. Some unit like Leo for Example can actually utilize it's okayish str stat to one shot mages. Since a lot of mages have high res and low def. Leo can take advantage of that using Silver weapon. And Leo doesn't care with Str drop cause he will be using magic most of the time. 3. Boss kill option. This is the most obvious one. You used it to boss kill some bosses. And since you're going to seize the throne after boss kill. The stat drop is basically didn't matter. I think they did balance the weapon systems in Fates really well. Cause honestly compare Fates weapon balance to thing like shadow dragon where the meta is forge ridersbane. Or POR where the meta is forge hand axe. The fact that they make all weapon usable is fantastic game design.
I like it, especially with silver swords though that's mostly because as a comp mons player you start to like moves with drawbacks, as it indirectly add more layers to the game your playing for both sides
I really love the idea of Fates' no durability system where each of the different levels of weapons have their own strengths and functions so which weapons you carry in reserve actually matters instead of just strongest and a range one, unfortunately in practice, Bronze, Silver, and Legendary weapons are significantly outclassed by all the others.
The Pursuer can allow takumi to one round in the final maps in the which is quite useful in lunatic. Saizo is also on the bubble of doubling in revelation so the chakram is somewhat useful for him.
all i remember about the legendary weapons in fates is that i was super excited to get excalibur for ophelia and then super disappointed that it wasn't really better than missiletain
Bifrost being very late game does make sense though as it is a revival item and you’ll actually get use for it if a unit dies in the chapters it’s available in like the Aum staff in FE1 and 3
From what I experienced, I always found the legendary weapons interesting, while they have big downsides, their immense power can really make a difference (well if you don't forge of course) They also offers avoid or bulk or even speed, which is nice in fact, Ryoma while having an broken lightning sword may like the Hagakure blade, mostly for the avoid boost, but also the fact it will also beneficiate from the +4 str of Raijinto, you lose on range, but it can do stuff ! Waterwheel is more to tank, even if a guard Naginata can do the job fine, you lose avoid and you don't get +20 crit avoid as well (plus, because it's str halved until next attack, i'm pretty sure a tank will attack more than once, well retaliate more than once at least) Overall I just think they had to nerf the in a way, and they maybe went to harsh on them(mostly because weight/uses are gone, making it really hard to balance it)
Maybe if they gave all the Str halving weapons effective damage against something the could feel more balance. Dunno, Auglemir looks kind of like a Hammer and the Hagakura Blade could be like a new age Lady Blade or something. Or maybe making them like the Sword Catcher and Pike-Ruin Club. A 54 mt weapon would still hit hard if the user has 15 Str!
At least their not the Silver Blade from FE7. That shit has a weight of 13 compared to the Silver Sword's 8, it has 60 hit compared to the S.S.' 80, less durability, the same weapon rank requirement of an *A* in swords, and it only does *ONE* more damage
Excalibur is pretty good when using vantage life and death sorcerers, but you’ve gotta equip it after dropping below half health cause of the def penalty
I'm rewatching this video after modding my copy of Fates, where the nerfs of weapons like silver weapons and s rank weapons are removed. This change felt like a blessing
When Fates was my starting game to Fire Emblem (probably a bad choice), I found the strength/ magic halving debuffs and the Silver weapons, Rabbit Spirit and Ragnarok debuffs annoying as my logic was, “Upgraded weapon rank, comes with the reward of access to stronger weapons with no catches to them”. Then I noticed more weapons with catches that annoyed me. Wakizashi, Spear and Tomahawk are 2 ranged only and even Spy’s Shuriken for being 3 ranged only. I’ll let Spy’s Yumi slide as the Point Blank skill combats the 3 range only, but that then means purchasing DLC. Logically, these weapons have silly range limits that I found very tedious. But eventually, I grew to accept these weapons - just not like them - for how they can be strategically used and even when an enemy has them. A unit with Spy’s Shuriken/ Yumi with the Lunge skill is pretty cool… if you’re willing to sacrifice that unit which the enemy is not afraid to, I digress. Then there’s melee weapons with magic based damage, bronze weapons (including Fire, Rat Spirit) and 1 - 2 range weapons such as Kodachi, Javelin and Hand Axe and Nosferatu. All these weapons lack triggering critical hits, nor offensive skills which can be an annoyance that as well I have learned to accept. It’s a shame that Sorcerers or units with Shadowgift can’t use the Vengeance Nosferatu combo that Awakening could. But then I found them even more annoying that Three Houses allowed Training weapons, Fire, Nosferatu, Javelins, Hand Axes and Levin Swords etc could trigger a critical just like any other weapon in the game and High rank weapons like Silver Weapons wouldn’t give me a Str/ Mag -2 and Dex -2 pot combat penalty. To the main issue, i’ve found the A rank weapons a weird bunch. You have Brave Swords, Lances and Axes with no penalty debuff after combat, but then the S rank weapons such as Hagakure Blade, Waterwheel and Aurgelmir do in the case of halving strength. Then the A rank Crescent Bow, Soldier’s Knife, Ginnungagap, Snake Spirit and Dragon Spirit DO suffer a debuff penalty after combat and the S rank Pursuer, Chakram and Excalibur do not. I am not factoring buffs like Waterhweel’s +5 Def and Res into account. I’m mainly stating their post combat debuffs. These are all just weird weapons to me. Although, I have found them interesting as their halving debuff wares off after combat happens again - and thankfully - regardless of whose phase it is. Like I said, Fates was my first game. I never realised weapons had some catches like weight in other Fire Emblem titles or knowing forging iron weapons can do just as well. But hey, that concludes my TED Talk. If you have anything to point out, please feel free to reply. Appreciate you reading this
Honestly I found the chakram to be pretty useful in my birthright playthroughs. I usually end up using a high investment Kaze. Sometimes I grind him up as a mechanist for more strength and also replicate, then reclass him to master ninja for the chakram. Having 2 very strong and dodgy units that can debuff a ton is pretty good. His res is so high that the lowered stats isn't too impactful and his defense is shaky anyways so I'd say it's worth it. I'm pretty sure saizo is better in general but I usually don't get as lucky with him and there's less merit in grinding him as a mechanist since he needs the extra speed more meaning no replicate (though I could reclass him for one level and switch back I guess). Weirdly enough I usually don't end up using kagero long term. I started playing birthright randomized semi recently but I don't have any good ninjas yet aside from a mechanist Felicia who joined as a capped strength apothecary in place of kagero but she can't use the chakram like that
I remember being so disappointed in the S rank weapons that I did some comparisons between some of them and forged Iron weapons. The main one that I remember is that a +7 Iron sword was about on par with the S-rank Sword, a few points lower in might but you also get plus 3 defense and no down side.
The thing is, and specially so in Conquest, you are NEVER going to save money to forge just one sword. Ever. There's seals, staves and tonics you'll want. It's better to have 3-4 well equipped units than to juggernaut with one, only for them to be chipped away by ninjas or zerks with the girsly wounds procs every time they do 0 dmg to you.
Only one that's really useful is Bifrost. You have a maid/butler at the start of the game with Felicia/Jakob so they can already start staff training (if you decide to keep them in their base class), and being able to revive a unit is helpful for YOLO strats.
I never used excalibur nor bifrost in my recent conquest replay, aurgulmir was good for 1 shooting. In my birthright I used none, because I made takumi a ballistician and rajinto existed
Just to defend some of these: -The waterwheel is the best out of the S ranks that halve strenght after combat due to being a better guard naginata for spearmasters. -Chakram has very good debuffs and might and master ninjas are kinda squishy anyways. -Excalibur is decent, like ninjas, sorcerers are also squishy but dont mind the loss of tankiness, it also allows them to fight pegasus if the are in range. -Pursuer is good but since Takumi exists it feels outclassed by the Fujin yumi in comparison, same deal with Ryoma and his Raijinto when comparing it with the S rank katana. -The aurglemir is straight up garbage.
Idk how anyone could call Auglemir bad. One turn you have the strongest weapon in the game and then the turn after that you have a Bronze weapon, but on the strongest class in the game. If you have an S rank Berserk, they'll probably still be able to pick up kills with the nerfed version and then one shot with the regular one.
@@maagic2031 the thing is that they could get much more by using a killer axe or a great club instead without having the downsides, sure its stats are good but the negative effect is too much for a berserker
And that's why, to this day, I still lean towards iron weapons. There is no downside to them aside from a generally lower damage output but that is quickly overshadowed by their reliability.
I trend this way in almost every fire emblem. Iron during low levels when you're slow and have no money, steel and silver for mid/late game when you need more damage and you're trying to level, back to iron for the end game because your units are so powerful it doesn't matter what they use.
Please do more analysis videos it sustains my soul The S rank weapons are almost mainly for style points also why do they appear in whack i could if they were relics of nohr or hoshido but not the hoshido s rank weapons are in nohr ? The nohr S rank are wield by actual characters with a portrait which makes sense they might be nohrs sacred weapons But why do they appear in valla of the sudden aside from dead samurai ghost wielding two katanas Excalibur is the only one I use since its the only wind tome and ophelia makes great use of it odin is too busy criting nothing with a forged named killer tome with a 50 crit rate and most of the time he dosent crit 5000 for a S rank weapon I feel like they should be worth more for being quote on quote S rank The actual S rank it self is useful for weapon triangle advantage mainly hit rate and more damage dealt
It would be so much better if there were two classes (one for each route and weapon type) that could use the s rank. Example: both sorcerers and onmyojis could use Excalibur and an S rank scroll, Oni Chieftains and Berserkers could use S rank clubs/axes, etc
There are a few other classes that can use S rank weapons which are DLC. Those being the free Lodestar and Witch. There is also the JP only Cipher Pegasus Knight class for Minerva.
Takumi's Fujin Yumi is all he really needs, so you are only talking about Setsuna being good with Pursuer, but she's not as She already hits decently hard....
@@ChillstoneBlakeBlast not like there are other units that go into one of the best classes in the game, takumi wants the +5 speed sometimes to double speedy enemies, setsuna hits kinda hard but in revelation and birthright she wants the extra power, mozu never needs it, effie wants +5 speed and most units want the extra speed so they can 1 round more reliably without pair up and even with ot bc rev stat inflation is huge
Honesty, I just think that the cost of them being in infantry infantry units along with the investment of getting to S rank in a weapon rank is downside enough. The S rank weapons should have unique benefits, not detriments, to make those specific units fill unique niches. If Ryoma gets Raijinto and solos the game with 1-2 range, then a Swordmaster with Hagakure Blade should get something like an increase to proc chance on all skills, increased avoid, AND something like making it so enemies can’t have weapon triangle advantage against it.
Dates got done so dirty. I would love to see a remake where they patch it up because it was my first fire emblem game and I do love the characters but with all the flaws it's hard to overlook
Kinda late but Excalibur in especific is very usefull for Vantage Sorcerer since Vantage esencially remove it's only downside with High Might, accuracy and a fuck flyers effect. The only enemy you don't want to use this is Takumi himself.
This is another reason why Dark Deity is so flawed despite being clearly designed as a reaction to what it sees as flaws in Fire Emblem's game design. They wanted to provide infinite-use weapons but didn't just want you to go all-in on one of them like what happens in most sRPGs that have upgrades. So they gated upgrades by story and giving them diminishing returns for money spent. Fair enough, but they fucked up the math so badly that going all-in on one weapon is still the optimal strategy. Not surprising for a game that uses the Fire Emblem engine but also makes one-manning with stats well into the double-digits the optimal strategy. Fates chose not to grapple with that solution Dark Deity later got wrong, instead, it went with something much stupider. Hence this video.
I truly just believe they made them ass because of the PVP mode. If you could get these op weapons with no drawbacks along with the amazing units used in PVP you could literally be unstoppable.
@@SasukeUchiha-pr5zs I mean, context is everything. At least in CQ, you get them defeating enemies at the antepenultimate obligatory chapter, and I feel any help at beating "Night breaks through" is welcomed, also the last invasion... Also, what´s left of the game is pretty unorthodox for FE standars, I doubt sitting with a hit might weapon will be of any help, is not like we see vantage Ophelia using Ginnungagap often
I'm playing Birthright currently. I'm at the very end. Much like in Conquest, I noticed I finally got S rank weaponry at the end. And yet, I do not have many if any units that can wield an S rank weapon. Maybe I'll get more use out of them in my first ever Revelations run soon. Who knows.
The only legendary weapon I ever used was the Pursuer on Takumi. It just dealt way more damage than the Fujin Yumi and made doubles more consistent. Also I almost always use Takumi with Life and Death so having less resistances didn't change much to me.
its been a while since i played this, all i remember is that brave weapons were the absolute best xD also like he explained in the video the weapons that ryoma and the other dude come with are from memory the best weapons in the game anyway, the are super strong and have 1-2 range and let you double, because of this i think my favorite strat was to pair my unit or whatever worked best with them and cleared every level exclusively with those, since they kill everything on enemy turn and your weapon wont break
sadly they share the issue of being really damn out of the way to get. Most of them are chapters 23 and 24, and the game ends in chapter 26. And as for the donation legendaries, it's really hard to justify 90k G for a single legendary. Better than Fates, but still not amazing.
Excalibur is pretty good honestly. On glass cannon sorcerers with Vantage + Life & Death, taking 5 extra damage isn't going to matter much since you're gonna be going first and one-shotting things below half health. Aurgelmir's debuff is pretty harsh but at least it's a toggle, unlike the silver and brave weapon which keep stacking them. I like giving it to Gazak because I usually have no one else that can use it.
The chakram is useful for its debuffing capabilities, The Hagakure blade is useful for Ryoma on SOME instances where you need +3 more dmg and +15% hit, the waterwheel is useful in Rev for spearmaster!Hinoka especially since she joins with B rank
The Hagakure blade is +7 damage since the +4 strength from Raijinto gives you the +4 strength when it's in your inventory, you don't have to be holding it. Overall it's still rare to use it since 1-2 range is great but if you need to nuke something it's an option.
God, I remember just making a bunch of iron and steel weapons to +4 - +7 because S-ranked weapons and silver weapons were so bad in Fates with all the negative penalties.
I didn't like how Weapon Levels and Legendary Weapons were handled in Fates. It felt so satisfying in FE6 where I train up Deke, got his Sword Level to A rank, promote him after getting the Legendary Sword and suddenly I had this OP character that can basically one shot anything and I had plenty of time to level up his Axe. Honestly I think Weapon Levels should play a bigger part in the series, like even at a D rank you can still use a C rank weapon, like a Steel Sword for example, but you cannot make any follow up attacks. Basically trading in that extra hit for power. Which in some regards means you can avoid taking damage from counter attacks or weakening enemy units to train and level up other units.
Fates weapon ranks could be an entire video topic in and of itself. The amount of units that join with poor ranks combined with the generally slow rank growth makes high-rank weapons almost useless in a non-grinding playthrough. I don't think I've ever reached endgame with any units having S rank, and most units aren't even at A rank by then.
I feel like the best use-case for the high mt weapons are boss killing to meet a threshold? Don’t care about halving your strength if this attack ends the chapter…
On my last conquest run (hard mode) camilla was a berserker and could use the legendary axe but i decided to just sell it anyway because her forged iron axe and the brave axe were much more easier to use and reliable and 5000 gold was too good to pass on to maintain such a mediocre weapon
the value of legendary weapons kinda just boils down to their value as one-use nukes. They deal a lot of damage and then just shut your character down completely for the most part or leave them extremely vulnerable. This means their primary usecase is literally just, hit the final boss with them *once*
TBH I kinda disagree on a fair few points, since most people just don't *get* how to play Fates regarding its weapon system, and the legendary weapons are a great filter for that. Forging as a system in Fates, and thereby forging Iron weapons is a pretty bad counterargument to using stronger weapons. Forging requires more and more copies of a weapon to actually perform, and while it *looks* cheap to forget lots of Iron weapons together, the overall cost is really high when tallied together. Not to mention, all of the messing around in castles online, or trading at the blacksmith for resources. +1, or maybe +2, is all you need, since anything above that is genuinely a hassle, and a timesink that could be spent just learning to use weapons with downsides and getting better at playing the game, and spending said time beating said game instead of fucking around in menus. Despite no crits or skills, Bronze has a great utility with some boosts to hit and avoid overall, which makes them oddly clutch, and helps units with low hit but good Attack, like Effie or Arthur, contribute to the team. The Steel weapons have an interesting Bell Curve effect, where the fastest characters in the game don't give a shit, because they're too fast to be stopped by anything, save the fastest enemy units. The slowest in the game don't care either, because they get doubled by everything anyway, or use Wary Fighter. Beyond that, everything in the middle has to situationally use them tactically against slower enemies. Silver Weapons are good forging candidates, since the money you spend on that +5 Iron weapon could be spent on a +1 Silver weapon that's quick and easy to do, and has about as much Might. The Attack/Skill debuff is worked around by learning that Silver weapons are not for juggernauts, but suited to when you need to hit harder, and can either be contrasted by the higher weapon might, or you learn to use other weapons in the cooldown period, like a Tomahawk for some ranged chip damage, or a Steel weapon. Similarly, Silver weapons are perfect on utility units. Not every turn is spent fighting 20 guys at once. Sometimes, when your unit isnt clapping cheeks, they're healing, helping in a Dual Strike (the debuff doesn't apply itself if you are the partner), backpacking as a Pair Up partner, or using mobility of a mounted unit to move another around, or opening chests and doors. That's a good way to cool down from the debuff, and accomplish something with your time. Brave Weapons and the melee Legendary weapons exist to melt a specific target, usually functioning as boss and miniboss killing weapons. As stated in the video, their penalty doesn't apply in Dual Strike, which turns the user into a gnarly backup fighter, and even then, an easy way to get rid of the penalty, is to use a ranged weapon, attack a bow unit up close with something else, or set up a kill for the Attack-halved unit by chipping down another enemy, usually with a dagger, and have them use another weapon to pick up a kill on a weakened enemy, cleansing the Attack penalty. Similarly, the ranged Legendaries are best played against enemies who can't counter, since their defensive debuffs don't matter if the enemy forgot their Spear today. Learning the Fates weapon system, both in terms of efficiency and interplay, makes the game more fun, tbh, and it's a shame it falls victim to a lot of generalisations due to being a different take to the more standard and dull but safe approach of past series' weapon systems. As for availability tho, it is a huge shame more classes can't use them, though I guess the power exclusivity is the appeal to be locked to one weapon type and footlocked. Their main purpose is either for castle battles, pvp, the DLC content, or to give the player some extra firepower against the final two chapters of the game, with effectively a weapon to burst down the final boss all at once, or to delete some extra-annoying cronies in the way. It's risk and reward, and I personally have fun with that, while I know most players would rather avoid risk in favour of safer methods, like grinding and excessive forging. Bifrost fuckin sucks tho
Honestly I think they put too much emphasis on weapons having penalties' like I had a hard time on one specific conquest map because I over leveled not knowing the folly of how conquest worked even though the weapons don't break it feel mostly like the system was overly complicated trying to coarse correct for how easy awakening was
Slightly off topic but while brining up forging, how does one forge the weapons they want now that you can't get ores from other people? I find getting it from the arena very limiting
I use S rank weapons when I'm able to, but it is a shame that they put so much effort into giving them drawbacks considering how difficult it is to reach the requirements to wield them. Silver weapons suffer from this as well, and although I do understand the necessity of drawbacks in Fates, I wish the debuff was -1 instead of -2 per use.
It's funny to see this, like the devs must have thought that these weapons were so good that they had to be on bad classes in addition to the self nerds they give for using. Aka, the reward for using the infantry one weapon class is to be able to use the best gear. But when it's actually a bad thing instead of a boon it makes it a double negative
Honestly, i think the downside of the legendary weapons could have been their limited use case, or the simple fact they are only available to a very limited class variety. Though you could then say that it makes class choice a "no-brainer".
I actually found the waterwheel to be somewhat useful. It raises 5 def/res like the guard naginata, and it’s might is high enough that you can 2 shot even with your strength halved. Makes for pretty good tanking
it also protects you from critical hits
Someone actually posted a comment similar to yours, even arguing that the +20 Crit/Avo could make a very good dodgetank. Great minds think alike i suppose
The hagakure blades as well in fact halving strength is good because it lowers the odds of killing too many enemies and getting chipped to death. The good thing about waterwheel over guard naginata is that it doesn’t drop your avoid so you’ll retain more chance to fully evade attacks
I only ever managed to use the Waterwheel (of the S-ranks). Halving the strength roughly brought Oboro down to the same overall Might as guard naginata w/o the halving, so half the time it was basically as good and half the time it was ~14 (or whatever) Mt higher, so I agree it was great! Not to mention it looked super cool
Half strength effie sad noises
I really disliked the penalties on most of the b rank weapons. I understand it was a way to stop end turn strats, but when you are getting weakened by enemies as well, it just feels excessive.
Yeah, Silver Weapons are supposed to be these expensive and powerful tools. But in Fates they were neutered so much. To the point where Steel Weapons are better because while slightly weaker they only a -3 speed penalty and also Forging Steel Weapons just makes basically better Silver Weapons with only a -3 Spd Penalty instead of lowering Str/Skl per combat done.
@@astralguardian5930 on rally bots such as shigure, silver weapons can be nice every once in a while when you’d like to attack an enemy with them instead of rally
I wish they had the same limiter as skills like the taker skills (max stat buff/debuff of 10, etc.)
I actually like the design of the Silver weapons, but the way they are, they're just not worth buying when you have the option of using your gold to forge Steel or Iron weapons instead. And I'm not sure about Birthright or Revelations, but at least in Conquest, the only way to get Silver weapons is to buy them. If you found Silver weapons in chests or something, imo they'd be fairly useful, though it'd still be a toss-up whether you're better off selling them for forge money.
I've done a few forgeless runs of Conquest, and I sometimes buy Silver weapons in that setting, the Silver Bow especially I find to be fairly useful. Like what Excel was saying about the legendary weapons being good for dual strikes, Silver weapons don't get the debuff when dual striking. So if you are trying to clear a group of pegasus knights on player phase, being able to set up dual strikes with a Silver Bow can make that a lot easier. But even without forges, Silver weapons still cost too much money to justify, much of the time.
I honestly really don’t like how weapons work as a whole in fates
Chakram and Excalibur are the only ones I really use. Chakram goes on Master ninjas, which have high avoid, so the defence drop isn’t that bad.
Excalibur goes on Sorcerers, which already have bad defence, so losing a bit more isn’t too bad
Witches can also use Excalibur which is who I use mine with
AND Bifrost, tho that's not really a weapon per se.
AND Bifrost, tho that's not really a weapon per se.
@@waldoc2829 It's more trouble than it's worth part of the time but it helps a lot
Sometimes I like Takumi using Pursuer for fun, it’s obvious that the Fujn Yumi is his go to, but it’s nice to change it up a bit y’know?
Bifrost is really just a meme. Like mentioned, the player doesn't get it until nearly the end of the game. But not only that, it isn't like Valkyrie or Aum where you can revive any dead unit: it's only the most recent unit that died in the current map, meaning you can't revive Camilla, Xander, Silas, etc if they died a few chapters ago. And if you have someone die that you don't want to revive after the person you do want to revive, you're SOL. Technically, this can be useful for a suicide mission in Ch. 27 or Endgame, but neither battle on Conquest or Revelation typically use or need suicide tactics, as any suicidal tactic usually leads to the battle ending within a couple turns. I only think it could be useful for aggro'ing or distracting certain groups or enemies, but again none of the battles where you have Bifrost will really need this tactic.
TL,DR: Bifrost bad
I think Bifrost is also banned in PVP, so there goes any advantage you could get from that.
This on top of the fact that Maid/Butler just isn't as useful as other staff classes.
@@EZog58 yup. Onmyoji and Strategist both don’t have to invest their stat line into Str, and Strategist has 8 Mov. For physical offense, Mechanist has more movement and higher stats, while Master Ninja is just busted.
Great Master and Priestess are wack tho.
Spoilers for the plot of Fates (if anyone cares):
It'd be neat if the Bifrost worked across chapter barriers, allowing a player who receives no deaths after Scarlet's plot-mandated death in Rev (or Kaze's plot-mandated death in that other route if you didn't have him build strong enough supports) to bring her back. Something something earn your golden ending.
The ability to revive people without a time limit on the revival would have pretty big worldbuilding implications, though, and you'd have to work out what'd happen if your last death was someone from before the chapter split (do people actually die before the route split? I forget). And you'd also be opening up a few plot holes with regards to other plot-mandated deaths, like Lilith's.
@@athath2010 On classic mode, deaths within the pre-Branch will matter for the pre-branch stage of the game, but not post-branch. For example, Felicia dying in Ch. 2 locks her out of Ch. 3, but she will return in Ch. 6 regardless.
It’s an interesting idea for it to reach a true golden ending, like with Scarlet or Lilith, but revival magic is basically not a thing lore wise afaik. In fact, most games that incorporate revival always have something sinister about it (spoilers for 4, 5, 7, 8, 13, and 16): Lewyn actually being Forseti; the Deadlords being your dead units in Thracia; Morphs being puppets; Monica being brainless; the Risen in general; and the Umbral Beast.
4:14 - Excelblem explaining why nameless commoners are inherently superior to aristocrats and humble mega-chads like Octu and Jitaro are simply better equipped to the continue the legends. Was this the real purpose of Blood Emperor Marth's genocide? To prove the worth of those the history books overlook?
I get that the main reason why they're bad is because they can't be good since weapons don't break, but, ironically, they just made raijinto and siegfried so good that there's no reason to ever stop using them aside specific situations. idk if this was a consequence of having no time for development or simply they don't put enough thought in having no weapon durability
I'm voting for the latter. Fates does some really bizarre things that can't be explained via a lack of effort or foresight, because you see the game taking steps to address its design choices that wouldn't have been needed if the devs were just a little more lazy. Instead, it fits with my thesis that the root cause of FE14's problems was its desire to be the BEST GAME EVER OMG WE LOVE IT SO MUCH I WANT TO MARRY EVERYONE IT IN. To the point where they would rather sabotage their game rather than risk losing their audience's adoration.
People complained about weapon durability throwing a wet blanket on their army of ubermensch in the past games, so Fates, who hates the very idea of even slightly disappointing a player or causing regret, replaced it with something else. Not realizing that a game where it's impossible to experience disappointment or regret is a game that's not worth playing.
@@maltheopia I don't get why it is so hard for a game to just make their bullshit mechanics bullshit mechanics that actually make me the player realize I fucked up rather than "yo so I heard you liked fighting enemies so I spawned a bunch of reinforcements on top of you". There was nothing wrong with weapon durability and there was certainly nothing wrong with the constitution system, two great mechanics that made me feel stupid regularly.
This is Fire Emblem the entire franchise is literally based on disappointing players and causing regret to an extreme degree.
In my view too extreme because for example I think having a battle and losing no units should be considered like a great success but in Fire Emblem it's more like the standard and the one chapter you lose a unit because the game makes no sense and don't reload you regret literally forever but you never remember your lit Strat to get out of a hole where you should lose 3 units but that's Fire Emblem
I like the no durability in Fates. It actually make cool distinction on a lot of different weapon. For example in older FE games. There is no reason to use bronze weapon other than to increase your weapon rank. In Fates however bronze are very useful cause it give crit avoid. Now Silver weapon does have it used actually. Some are niche used. But it's still pretty useful overall.
1. Dual strike Option. Since silver penalty didn't apply if you are just a pair up partner.
2. Mixed attacker option. Some unit like Leo for Example can actually utilize it's okayish str stat to one shot mages. Since a lot of mages have high res and low def. Leo can take advantage of that using Silver weapon. And Leo doesn't care with Str drop cause he will be using magic most of the time.
3. Boss kill option. This is the most obvious one. You used it to boss kill some bosses. And since you're going to seize the throne after boss kill. The stat drop is basically didn't matter.
I think they did balance the weapon systems in Fates really well. Cause honestly compare Fates weapon balance to thing like shadow dragon where the meta is forge ridersbane. Or POR where the meta is forge hand axe. The fact that they make all weapon usable is fantastic game design.
@@riqua27 tbh I just forged iron weapons, maybe use raider/dual situationally or personals since they're broken, I'm sure all weapons have its use, but when the glaringly interesting option is the no effects one idk
@@DrunkedOwly Here is the thing though. +2 iron is weaker than Base steel. Iron weapon cost 1k gold. While steel cost 2k. So if you forge +2 iron. You basically lose 4k gold for weapon that are weaker than steel. And the only upside is that it doesn't have speed penalty and more accurate. I'm not saying forge iron is bad. +1 iron is basically free since most unit join with iron weapon. But above +1 is basically not good. This is the case of risk and rewards that I think is interesting. Yes it does have drawback but does the drawback actually outweighs the benefit? This is why I Love Fates weapon systems so much as it basically going around that idea of risk and reward. And some character doesn't even care about the speed penalty steel had. Wary fighter Benny for example doesn't care with speed penalty cause he never going to double. Or Kaze didn't care that steel force him to have +8 speed to double since he is the fastest creatures in whole universe.
They were pretty good on wifi. Obviously wifi battles are dead, but the ability to ohko certain beefier units online was extremely valuable. This isn't mentioning the ability to forge them using hacks, which was completely busted.
Wifi battles were ever alive?
@@DrunkedOwly yes, Phoenixmaster's online wifi battles was a great series that shows what it was like back in the day. I really enjoyed it
I got to play wifi battles relatively late but the matchmaking wasn't dead even 2-3 years after the release of the game then again it was plague with hacked units with absurbly high stats
me and a handful of my friends still play them together for the hell of it, whenever we do were some of the only people online in North America, if not the only ones online in NA period
Too bad infantry units weren't viable on wifi without warp/rescue abuse.
I wonder if fire emblem PvP could work if they added some sort of objective that rewarded you for placing yourself in danger first, and of course some damage adjustments.
The utilities of the Raider Weapons alone were good enough to carry me through most of the mid-game because of that effective +3 in Speed which helped me to either double enemies or set them up for feeding underleveled units.
The Raider weapons were *great* for underleveled units or units who just changed class. It's not great being stuck with Bronze or Brass, but I've found that Apothecary Azama does great work right out the gate with a Raider Yumi, and that's just one example.
Yeah, in fates I ussually just use iron, raider, avo+
Yeah, raider weapons are awesome for the early to probably mid-game. When I reclassed Odin to a Samurai, I gave him that and he started killing everything that didn’t have the weapon advantage over him!
@@caliburnabsolute8517 Also, now that you say it, it's an e rank without the brass penalties of no skills/crits
@@caliburnabsolute8517 forging atleast a +3 Raider Weapon is enough to just trivialize the Late-game of Revelation.
captured units only have max weapon rank on lunatic, which means lower difficulty playthroughs will have an even harder time getting units who can use them without grinding for weapon rank, not that you would ever need to or want to
Being able to +6 an Iron Sword to be a strictly better Silver Sword took the purpose away from the power = risk
It takes it away once they're forged, that's 248,000 gold just for one sword! It's a significant investment for a single forged weapon so in practice this argument only means that it's taken away once you make a significant investment which I'd say is good design
Thats too high of an investment for Lunatic Difficulty, especially in a game where Personal weapons are as absurd as Raijinto and Siegfried.
Realistically, I doubt most players (for example, Conquest fans) would wanna go spend a quarter of a milion gold for one sword when they can spend a fraction and forge multiple +2 or +3 bronze/iron tier weapons and still have comparable if not stronger weapons than the default silver ones.
For me, it makes sense that these specialized classes get to S rank, as they are experts in that wep type. But I also get why it is annoying
Yeah I think its generally a good idea but strategist/valkyries not having s staff rank? That's just criminal. Especially since troubadours' main purpose is to heal while maids' main purpose to is be a jack of all trades
The only good S rank weapon is the Waterwheel IMO because it's the ultimate tank weapon, with high crit avoid and +5 defense and res. Problem is, The only unit that can use it without reclassing (Oboro) Already has good defense and luck, so the Crit avoid does not matter and while extra defense/res is nice, is it really worth being a Sitting duck just to tank better?
The Excalibur is the only other S rank weapon that is worth considering, since It is really strong and allows almost any sorcerer to double at the cost of Getting 1 shot.
but you are right, you get these weapons so late into the game, and the next best thing (A brave/ Special Weapon) Probably has better uses and you could always just forge 4 Iron weapons for a much more versatile weapon.
I find the Waterwheel to be the only “good” S rank weapon because it is basically just the Guard Naginata (giving +5 defense and res) but instead of lowering avoid by 20, it raises it by 20 (only good if used for units without a prf like Oboro, and only if you face some enemies that hit really hard)
While the baked-in stat penalties are bad, I think S rank itself being class specific on top of Fates glacial weapon proficiency growth are far more detrimental. I can see a lot of classes actually using the legendary weapons, but they are completely locked out of using them.
Steel Axe +2 is the best legendary weapon and is Camilia's prf in Conquest.
It's such a shame the str halving weapons are so shit. The ones that reduce Def and res are fine, but you still need like 2 arms scrolls, even on units like takumi
With the strength-halving effect, it seems as though some of them were meant to be boss-killers, but as you said, there's so few chapters left, it's likely your team is already fully-built and you're beyond the point that you'll NEED a dedicated boss-killer. It's just too severe a downside for such a redundant upside.
tl;dw: Low availability, difficult to equip and the drawbacks that were meant to balance the gameplay and prevent the player for cheesing the endgame ended up making the legendary weapons too ineffectual to be any fun to use.
To further add to the melee debuff mitigation:
The Replicate skill allows you to completely negate the debuff, as the debuff-removal from the clone's follow-up triggers after the real unit gets the debuff. So you'll never even see the debuff, unless the main attack kills before the clone can follow-up
I feel like I really need to test this.
Well while some of them are bad, I will argue in defense of some of them.
Sunrise Katana is already used by swordmasters to dodgetank, due to their good evasion. Even with halved strength every other round of combat, the Hagakure still out damages Sunrise Katana. For example, my raised Hana in Rev Lunatic uses this to dodgetank anything that doesn't require a reaver. It's a better version of something that is already good.
Waterwheel is a Guard Naginata that buffs CrtAvo and doesn't penalize Avo. While only Oboro is initially specced to use it, she's already a good all around unit who isn't shafted in Rev, where you get this really early and also have like 2 arms scrolls available. It outdamages Guard Naginata even with halved strength, and effectively allows Oboro to become a super-tank in guard stance that isn't a 5 mov General. It's legitimately useful since enemies Oboro tanks also get speed and defense sealed for the rest of the party to pick off. It mainly helps a good unit become more good.
The Aurgelmir isn't worth it. Halved strength on Berserker is crippling. Using forged Killer Axe or Great Club to compensate through damage or forged Silver (can be farmed infinitely without dlc) or Brave outdamages without crit.
Chakram is relatively useful. -6 debuffs on a shuriken is already good, only matched by the 1 might pebble and beaten by the 1-range only purchased Caltrop. Honestly it's the epitome of Ninja debuffing, and it's good might makes it also useful just to give Master Ninjas the damage they usually lack. The only downside is -5 res hurting their ability to bait mages, but you could just equip something else to do that anyways, since it's not like you need to debuff mages to clean them up.
Pursuer is good but only if you go out of your way to use it. It's good on paper, since it gives snipers insane damage with no meaningful drawback since snipers aren't meant to take hits. The only problem with this is that Takumi exists and in every case you have the Fujin Yumi. When Takumi is taken out of the picture, however, then it does become useful as an offense option. Bows are already good and the Pursuer is just a really good bow that doesn't suffer from the usual Silver or Crescent drawbacks. Overshadowed by Takumi, good if Takumi isn't used.
Excalibur is actually plenty useful. Sorcs don't know what durability even is, so -5 Def/Res is nothing. While it isn't much stronger than a silver, silver inflicts penalties, so just treat it as a silver that doesn't have stacking debuffs on use and has extra crit. It's effectively just a spammable, repeatedly usable strong weapon with no harsh drawbacks. Ginnungagap has more might, but comes with half Mag penalty in case you need to nuke.
Bifrost is just bifrost. You get it right before the finale. You use it in the finale of you need to. Anything you use in the finale just comes back anyways. Stats don't matter. You can capt. Maids for this in conquest. In Rev just have Felicia/Jakob spam staves im Ch11 (Kotaro) for EXP.
The problem with excalibur is that sorcerers have all they need 3 weapons: lightning (brave), nosferatu, and calamtiry gate for WT control. Anything other than that is kind of superfluous in terms of damage output/utility and excalibur cant be forged unlike the others.
Tbh a bigger problem Is for some of these you are often better off with classes that can’t use them. You are better off with kenshi ( flying) then snipers as well as apothecaries into mechanist for that matter ( replicate higher mobility gains the best weapon type as a second option while being able to use items twice a turn before attacking to offset the extra damage the extra combat replication gets you into arguably makes them better once fully trained then ninjas into mechanist) or heck even adventurers utility from staffs. Every bow base has at least one promotion better then snipers. Mechanist are also arguably better then master ninja thanks to the mobility and replicate but at least there you can argue that for units who will most likely always double due to how fast that class tends to be a faire is also good enough that you should put saizo in master ninja but kaze in mechanist for example. The only class who wants to promote into their s rank option 100% of the time is beserker.
@@huntersmith1413 True. Snake Spirit and Lightning are usually better because they're brave weapons. That being said, Excalibur being basically a super silver without stacking penalties alone makes it good in my opinion, since it fights Fates' annoying drawbacks rather effectively. Also, flier effectiveness is always welcome on tomes. Otherwise you're restricted to the rather bad Dragon Spirit to down only wyverns.
@@ultimaterecoil1136 Well Mechanist also suffers from unimpressive stats beyond bow access, and Apothecaries also like Merchant for bulkiness since they already have bow access anyways. The Hagakure is still good since Swordmaster is a consistently good promotion option, and Hagakure enables dodgetanking without the crappy might of Sunrise Katana. Also half strength isn't as bad as it can be on swordmasters since 18 might still ensures workable damage especially if Astra or crit.
Kinshi vs Sniper is more interesting, since Kinshi has rather mediocre stats due to being flier. Meanwhile Snipers have completely unmatched offense capability due to specializing in bows and getting hit and crit boost. They can shoot stuff against the weapon triangle with 100% accuracy. The Pursuer is still plenty good, as its only major drawback is a loss in bulk, which Snipers don't care about. While the Crescent Bow exists, it halves strength after use, meaning it's not as usable afterwards unless you somehow set up dual strike to get rid of the debuff, whereas the Pursuer can be used repeatedly and still consistently kill stuff.
Lastly, Berserkers suffer the most from halved strength. They have high strength, so the Aurgelmir's normal function of OHKO ing stuff is gone with the loss of 20 odd damage. You could do the same with a Silver +1 or +2 that has 2-4 less might and still keep a workable strength stat, 2HKO with Brave Axe or crit it to death with killer axe or great club.
@@rngsomeone1003 I mean I’d certainly say kaze should practically always be a mechanist since he can certainly afford to lose speed but massively appreciates the strength gained upon promotion into mechanist and the skills are also useful. For apothecaries they certainly benefit more from gaining one of the only useful 1-2 range options more then naginata usually and will often just effectively switch primary weapon types. Especially in the case of people who use apothecary azama who cares little about his bow rank since he started as a healer despite being built as a physical unit. Only characters I can realistically see not wanting to go mechanist is saizo or kaze’s kid in conquest to farm money. Replicate better mobility better weapon types and heck for kaze it’s usually better stats since he is usually exceeding speed thresholds so he benefits more from higher strength. And while sword master is fine often times if I’m using a second samurai they are usually ending up in master of arms. And heck usually the only primarily sword unit in my entire roster in birthright is lobster head and he just needs his personal
I love how the Nohrian Royalty, the most powerful characters in Conquest, cannot use any legendary weapons provided in Conquest without changing base classes. Yet Nyx and Odin, the two greatest glass cannons, are allowed to use one.
Also, the Excalibur's bonus damage to flying units is comical, to say the least. Seen as though I'm fairly certain there is not a single flying unit in the endgame.
Odin is anything but a glass canon lol. But I get the point
There are Malig Knights in CQ endgame. Also, there are flier reinforcements in Rev Endgame.
That being said, Pursuer produces even higher damage values due to having twice the might before tripling.
Actually, Elise starts as a Troubadour and can promote into a Maid, which lets her use Bifrost!
Which in and of itself is crippling her so she can use a useless item!
Odin is not a glass cannon so no.
There are some Malig Knights in Evil Takumi´s chapter. Pretty sure Zoran used Excalibur to great effect in one of his videos.
They do seem to be designed with grinded out units in mind. But overall most higher tier weapons are too focused on weird downsides. It's probably for the best that they dropped it(or Echoes doesn't bother to make high end stuff bad). Even with how annoying the gems are to grind, forging is a bit dominant as well. Especially since the game is shaky enough with balance anyway that it's strange the S tier classes don't get a chance to truly dominate with these elusive weapons. Especially the might halving feels really forced.
one thing not mentioned is that hagakure blade is the only sword beside sunrise katana that give +20 avoid. Couple this with the fact that sword masters are supposed to have high evasion already and the weapon + a pair up make a unit almost untouchable. In rev as soon as I got the blade I used an arms scroll on kana, paired her up with corrin, and watched her dodge tank everything also using the hoshidan unity + sol AND the hex skill that lowers stats by 4 for any enemies that lived due to the halved strength. Untouchable really
The only useful ones in my experience is the Waterwheel, the Charkram, the Excalibur, and the Pursuer.
Waterwheel's offensive might is not to be underestimated, it's +20% Crit avoid and +5 to Defense and Res make any Spear Master who uses it unable to really take anything meaningful in terms of damage. Sure, it doesn't do a ton of damage on the second attack but you can plan around it. In Rev it automatically makes Oboro prime-time Berserker bait because they just cannot crit her with her absurd Crit Avoid in lategame Rev.
Chakram and Pursuer are the same: Give yourself and your enemy +5 AS when initiating combat, alongside defensive decreases. This makes things a little Spicer against enemies but if you can guaranteed double without halving stats, this makes Master Ninjas and Snipers extremely dangerous.
Excalibur is the same as Chakram and Pursuer but instead you add 25% crit chance and effectiveness against Fliers. It utterly destroys everything and in the right hands can make one of the most insane glass cannon builds in the entire game. It's absurd.
I mostly use them for bosses. The penatlies don't matter if they are just needed for one round and having more units be capable of dealing high damage is good. Also foot units tend to have better stat caps, so that might help if you trained one of them up.
I used an aurgelmr crit to be able to defeat Garon in conquest endgame in 1 turn(useful to 1 turn that map especially so that I don't have to waste too many time if I mess up endgame), so that's another good use of S rank weapons. You don't have to worry about the downside's on defeat boss type objectives.
I remember my first Rev run years back I went Waterwheel Mozu and it was amazing! But nowadays when I play the other versions of Fates its really boring :/
I might try and actually get the generics next Conquest playthrough though, I had no idea weapon ranks automatically max out with them!
This is generally why I prefer the old system of having weapon durability scale lower the more powerful a weapon is (rather than have more penalties with the benefit of endless durability). The problem of hording is something that is partially caused by that and conditioned over time in response, but I think just having a Fire Emblem that is generous with the ways you can gain resources like in the Telius ones goes a long way to resolving that issue. You get so much gold in Fe9 it almost becomes a meta-game to use as much of it as possible as you get it to forge weapons since you can only make one per chapter clear. And then couple it with the bonus exp for clearing the maps expediently and it's easier to bridge the gap between units that are already strong (Titania, Ike, Shinon etc.) with units that with some investment can hit benchmarks to become strong (Boyd, Oscar, Keiran etc.). It would just help if you could actually get those legendary weapons sooner though in that game, or even have the cut ones that never made it, but I think it was as close to perfect as you could be with making all the weapons seem usable with few exceptions.
In games where legendary weapons tend to actually be significantly less durable than a common Iron Sword, it heavily breaks my immersion.
@@kylepessell1350 They get brittle in their old age. That's the only way the Binding Blade makes any sense.
I know this comment is 2 years old but it is possible to do an even better in between I feel like FE4 did the weapon durability thing just right while the weapons were not infinite use they had the perfect usage of 50 before they broke and on top of that you could repair them in the castle shops the legendary weapons included albeit way more expensive. I feel like FE4 did the whole thing best. but I do love infinite weapon durability too I mean look some of the in-game enemies get to enjoy none breaking weapons but the player can't? So I also enjoyed the no break thing too but if we are gonna have weapons break I think FE4 handled it perfectly.
@@Naglfar94 I can definitely appreciate both and Fe4 was great cause it incentivized challenging play where your not only feeding kills to people for exp but for potential gold if I'm remembering right (and only the few thiefs pre and post timeskip can steal to circumvent that). That gold then fed in to repairs and other things which was a seamless system that was fair and even encouraged some level of commitment be it a inheritance or passive gains in crit for a large kill count on a specific weapon. In terms of just saying "yeah, go play ball - no limits" the best I've seen is the finale to FE10. Here's all these challenging enemies, but your blessed 10 or so chosen units can have a weapon that slaps the entire time.
I hate the no durability system in Fates because it makes so many weapons that are good in other games simply a hassle to use. The biggest offender to me are the Silver Weapons. No downside in other games, but not being able to break is obviously OP in Fates so they MUST lower your strength after each use.
If they balance around the different weapon types more I think the concept could work. For example, if swords give speed, then steel weapons shouldn't reduce speed like the other steel weapons would. stuff like that. I think that's a more immersive way of doing it than just slapping penalties on everything.
I used to like the no-durability system when I just got into the series, since I had a bad case of "X is too good to use" and even now I like many of the effects.
That being said, they made Silver weapons far too garbage.
Stacking debuffs on key stats, really? If it were up to me, I would have made Silver's Might halved (perhaps -10 Avo with +10 on PF too) on enemy-phase instead, giving it the role of PF nuke with a really weak EF.
A better implementation of silver weapons, IMO, would be just lowering the might of the weapon instead of the strength of the wielder on each use, with the might automatically returning to its normal value at the end of each chapter.
'Course, the problem with this design for silver weapons is that you're kind of incentivized to fill your inventory with silver weapons and just cycle through them. Maybe returning a silver weapon to its normal might stat between chapters could cost a fee? Heck, you could even cut out the middle man and instead make silver weapons directly drain funds from your coffers every time they're used, with their stats decreasing drastically if you have no more money left to give them.
I like the no durability in Fates. It actually make cool distinction on a lot of different weapon. For example in older FE games. There is no reason to use bronze weapon other than to increase your weapon rank. In Fates however bronze are very useful cause it give crit avoid. Now Silver weapon does have it used actually. Some are niche used. But it's still pretty useful overall.
1. Dual strike Option. Since silver penalty didn't apply if you are just a pair up partner.
2. Mixed attacker option. Some unit like Leo for Example can actually utilize it's okayish str stat to one shot mages. Since a lot of mages have high res and low def. Leo can take advantage of that using Silver weapon. And Leo doesn't care with Str drop cause he will be using magic most of the time.
3. Boss kill option. This is the most obvious one. You used it to boss kill some bosses. And since you're going to seize the throne after boss kill. The stat drop is basically didn't matter.
I think they did balance the weapon systems in Fates really well. Cause honestly compare Fates weapon balance to thing like shadow dragon where the meta is forge ridersbane. Or POR where the meta is forge hand axe. The fact that they make all weapon usable is fantastic game design.
I like it, especially with silver swords though that's mostly because as a comp mons player you start to like moves with drawbacks, as it indirectly add more layers to the game your playing for both sides
I really love the idea of Fates' no durability system where each of the different levels of weapons have their own strengths and functions so which weapons you carry in reserve actually matters instead of just strongest and a range one, unfortunately in practice, Bronze, Silver, and Legendary weapons are significantly outclassed by all the others.
Bronze weapons are the best
I remember using the Waterwheel on Oboro in Rev and it being decent, that's about it
The Pursuer can allow takumi to one round in the final maps in the which is quite useful in lunatic. Saizo is also on the bubble of doubling in revelation so the chakram is somewhat useful for him.
all i remember about the legendary weapons in fates is that i was super excited to get excalibur for ophelia and then super disappointed that it wasn't really better than missiletain
I missed Bifrost on both my conquest and rev run. also I only got the weapons that were dropped by bosses, except aughlamir.
Bifrost being very late game does make sense though as it is a revival item and you’ll actually get use for it if a unit dies in the chapters it’s available in like the Aum staff in FE1 and 3
From what I experienced, I always found the legendary weapons interesting, while they have big downsides, their immense power can really make a difference (well if you don't forge of course)
They also offers avoid or bulk or even speed, which is nice
in fact, Ryoma while having an broken lightning sword may like the Hagakure blade, mostly for the avoid boost, but also the fact it will also beneficiate from the +4 str of Raijinto, you lose on range, but it can do stuff !
Waterwheel is more to tank, even if a guard Naginata can do the job fine, you lose avoid and you don't get +20 crit avoid as well (plus, because it's str halved until next attack, i'm pretty sure a tank will attack more than once, well retaliate more than once at least)
Overall I just think they had to nerf the in a way, and they maybe went to harsh on them(mostly because weight/uses are gone, making it really hard to balance it)
Maybe if they gave all the Str halving weapons effective damage against something the could feel more balance. Dunno, Auglemir looks kind of like a Hammer and the Hagakura Blade could be like a new age Lady Blade or something. Or maybe making them like the Sword Catcher and Pike-Ruin Club.
A 54 mt weapon would still hit hard if the user has 15 Str!
At least their not the Silver Blade from FE7. That shit has a weight of 13 compared to the Silver Sword's 8, it has 60 hit compared to the S.S.' 80, less durability, the same weapon rank requirement of an *A* in swords, and it only does *ONE* more damage
Excalibur is pretty good when using vantage life and death sorcerers, but you’ve gotta equip it after dropping below half health cause of the def penalty
I'm rewatching this video after modding my copy of Fates, where the nerfs of weapons like silver weapons and s rank weapons are removed. This change felt like a blessing
When Fates was my starting game to Fire Emblem (probably a bad choice), I found the strength/ magic halving debuffs and the Silver weapons, Rabbit Spirit and Ragnarok debuffs annoying as my logic was, “Upgraded weapon rank, comes with the reward of access to stronger weapons with no catches to them”. Then I noticed more weapons with catches that annoyed me. Wakizashi, Spear and Tomahawk are 2 ranged only and even Spy’s Shuriken for being 3 ranged only. I’ll let Spy’s Yumi slide as the Point Blank skill combats the 3 range only, but that then means purchasing DLC. Logically, these weapons have silly range limits that I found very tedious. But eventually, I grew to accept these weapons - just not like them - for how they can be strategically used and even when an enemy has them. A unit with Spy’s Shuriken/ Yumi with the Lunge skill is pretty cool… if you’re willing to sacrifice that unit which the enemy is not afraid to, I digress. Then there’s melee weapons with magic based damage, bronze weapons (including Fire, Rat Spirit) and 1 - 2 range weapons such as Kodachi, Javelin and Hand Axe and Nosferatu. All these weapons lack triggering critical hits, nor offensive skills which can be an annoyance that as well I have learned to accept. It’s a shame that Sorcerers or units with Shadowgift can’t use the Vengeance Nosferatu combo that Awakening could. But then I found them even more annoying that Three Houses allowed Training weapons, Fire, Nosferatu, Javelins, Hand Axes and Levin Swords etc could trigger a critical just like any other weapon in the game and High rank weapons like Silver Weapons wouldn’t give me a Str/ Mag -2 and Dex -2 pot combat penalty.
To the main issue, i’ve found the A rank weapons a weird bunch. You have Brave Swords, Lances and Axes with no penalty debuff after combat, but then the S rank weapons such as Hagakure Blade, Waterwheel and Aurgelmir do in the case of halving strength. Then the A rank Crescent Bow, Soldier’s Knife, Ginnungagap, Snake Spirit and Dragon Spirit DO suffer a debuff penalty after combat and the S rank Pursuer, Chakram and Excalibur do not. I am not factoring buffs like Waterhweel’s +5 Def and Res into account. I’m mainly stating their post combat debuffs. These are all just weird weapons to me. Although, I have found them interesting as their halving debuff wares off after combat happens again - and thankfully - regardless of whose phase it is.
Like I said, Fates was my first game. I never realised weapons had some catches like weight in other Fire Emblem titles or knowing forging iron weapons can do just as well. But hey, that concludes my TED Talk. If you have anything to point out, please feel free to reply. Appreciate you reading this
thanks again excel for saving me another trip to the serenesforest fates page
Honestly I found the chakram to be pretty useful in my birthright playthroughs. I usually end up using a high investment Kaze. Sometimes I grind him up as a mechanist for more strength and also replicate, then reclass him to master ninja for the chakram. Having 2 very strong and dodgy units that can debuff a ton is pretty good. His res is so high that the lowered stats isn't too impactful and his defense is shaky anyways so I'd say it's worth it. I'm pretty sure saizo is better in general but I usually don't get as lucky with him and there's less merit in grinding him as a mechanist since he needs the extra speed more meaning no replicate (though I could reclass him for one level and switch back I guess). Weirdly enough I usually don't end up using kagero long term. I started playing birthright randomized semi recently but I don't have any good ninjas yet aside from a mechanist Felicia who joined as a capped strength apothecary in place of kagero but she can't use the chakram like that
I remember being so disappointed in the S rank weapons that I did some comparisons between some of them and forged Iron weapons. The main one that I remember is that a +7 Iron sword was about on par with the S-rank Sword, a few points lower in might but you also get plus 3 defense and no down side.
That's the Nohrian blade. Iron swords don't give defense.
A +7 iron sword costs 64k gold... That´s as much as what you get in a playthrough...
@@SasukeUchiha-pr5zs Yeah sorry, I mix the two up all the time.
The thing is, and specially so in Conquest, you are NEVER going to save money to forge just one sword. Ever. There's seals, staves and tonics you'll want. It's better to have 3-4 well equipped units than to juggernaut with one, only for them to be chipped away by ninjas or zerks with the girsly wounds procs every time they do 0 dmg to you.
I got the pinwheel in birthright and didn’t even use it. Why? Cause I had forged a plus 5 silver bow already. Forge op.
Only one that's really useful is Bifrost. You have a maid/butler at the start of the game with Felicia/Jakob so they can already start staff training (if you decide to keep them in their base class), and being able to revive a unit is helpful for YOLO strats.
Yeah but Jakob paladin...
I never used excalibur nor bifrost in my recent conquest replay, aurgulmir was good for 1 shooting. In my birthright I used none, because I made takumi a ballistician and rajinto existed
Just to defend some of these:
-The waterwheel is the best out of the S ranks that halve strenght after combat due to being a better guard naginata for spearmasters.
-Chakram has very good debuffs and might and master ninjas are kinda squishy anyways.
-Excalibur is decent, like ninjas, sorcerers are also squishy but dont mind the loss of tankiness, it also allows them to fight pegasus if the are in range.
-Pursuer is good but since Takumi exists it feels outclassed by the Fujin yumi in comparison, same deal with Ryoma and his Raijinto when comparing it with the S rank katana.
-The aurglemir is straight up garbage.
Idk how anyone could call Auglemir bad. One turn you have the strongest weapon in the game and then the turn after that you have a Bronze weapon, but on the strongest class in the game. If you have an S rank Berserk, they'll probably still be able to pick up kills with the nerfed version and then one shot with the regular one.
@@maagic2031 the thing is that they could get much more by using a killer axe or a great club instead without having the downsides, sure its stats are good but the negative effect is too much for a berserker
And that's why, to this day, I still lean towards iron weapons. There is no downside to them aside from a generally lower damage output but that is quickly overshadowed by their reliability.
bronze/iron are the best, there are literally no downsides when you get forges on them
I trend this way in almost every fire emblem. Iron during low levels when you're slow and have no money, steel and silver for mid/late game when you need more damage and you're trying to level, back to iron for the end game because your units are so powerful it doesn't matter what they use.
Please do more analysis videos it sustains my soul
The S rank weapons are almost mainly for style points also why do they appear in whack i could if they were relics of nohr or hoshido but not the hoshido s rank weapons are in nohr ?
The nohr S rank are wield by actual characters with a portrait which makes sense they might be nohrs sacred weapons
But why do they appear in valla of the sudden aside from dead samurai ghost wielding two katanas
Excalibur is the only one I use since its the only wind tome and ophelia makes great use of it odin is too busy criting nothing with a forged named killer tome with a 50 crit rate and most of the time he dosent crit
5000 for a S rank weapon I feel like they should be worth more for being quote on quote S rank
The actual S rank it self is useful for weapon triangle advantage mainly hit rate and more damage dealt
It would be so much better if there were two classes (one for each route and weapon type) that could use the s rank. Example: both sorcerers and onmyojis could use Excalibur and an S rank scroll, Oni Chieftains and Berserkers could use S rank clubs/axes, etc
Oh man that ending sounded kinda sad 😔
There are a few other classes that can use S rank weapons which are DLC. Those being the free Lodestar and Witch. There is also the JP only Cipher Pegasus Knight class for Minerva.
He does specify non-dlc classes
He literally specifies non-dlc classes..
@@sohn7767 I goofed
As you said. I'd rather upgrade iron weapons with no downside.
Tbf excalibur and pursuer are really good
Sniper!Mozu is also an absolute power unit (FAtes in general does really well for them tbqh), so you may actually have more Snipers than Takumi.
Takumi's Fujin Yumi is all he really needs, so you are only talking about Setsuna being good with Pursuer, but she's not as She already hits decently hard....
@@ChillstoneBlakeBlast Pursuer isn't redondant with Fujin Yumi as it has more might and +5 bonus to double tho
@@ChillstoneBlakeBlast not like there are other units that go into one of the best classes in the game, takumi wants the +5 speed sometimes to double speedy enemies, setsuna hits kinda hard but in revelation and birthright she wants the extra power, mozu never needs it, effie wants +5 speed and most units want the extra speed so they can 1 round more reliably without pair up and even with ot bc rev stat inflation is huge
Jeez, and here I thought FE6 and 3H weapons only having 20 uses was annoying.
Honesty, I just think that the cost of them being in infantry infantry units along with the investment of getting to S rank in a weapon rank is downside enough. The S rank weapons should have unique benefits, not detriments, to make those specific units fill unique niches. If Ryoma gets Raijinto and solos the game with 1-2 range, then a Swordmaster with Hagakure Blade should get something like an increase to proc chance on all skills, increased avoid, AND something like making it so enemies can’t have weapon triangle advantage against it.
Dates got done so dirty. I would love to see a remake where they patch it up because it was my first fire emblem game and I do love the characters but with all the flaws it's hard to overlook
Kinda late but Excalibur in especific is very usefull for Vantage Sorcerer since Vantage esencially remove it's only downside with High Might, accuracy and a fuck flyers effect.
The only enemy you don't want to use this is Takumi himself.
When I trained up the Sorcerer Main Character, I find her being able to easily body Possessed Takumi with Rexcalibur really helpful.
This is another reason why Dark Deity is so flawed despite being clearly designed as a reaction to what it sees as flaws in Fire Emblem's game design. They wanted to provide infinite-use weapons but didn't just want you to go all-in on one of them like what happens in most sRPGs that have upgrades. So they gated upgrades by story and giving them diminishing returns for money spent. Fair enough, but they fucked up the math so badly that going all-in on one weapon is still the optimal strategy. Not surprising for a game that uses the Fire Emblem engine but also makes one-manning with stats well into the double-digits the optimal strategy.
Fates chose not to grapple with that solution Dark Deity later got wrong, instead, it went with something much stupider. Hence this video.
My favorite would be Pursuer. It doesn't really feel like it has any downsides in practice.
I truly just believe they made them ass because of the PVP mode. If you could get these op weapons with no drawbacks along with the amazing units used in PVP you could literally be unstoppable.
For how much the weapons de buff you, they should have at least 1-2 range, all of them
No, that is brain dead strategy. If you want that play other Fire Emblems where the entire game is a hand axe/javelin fest.
@@SasukeUchiha-pr5zs I mean, context is everything. At least in CQ, you get them defeating enemies at the antepenultimate obligatory chapter, and I feel any help at beating "Night breaks through" is welcomed, also the last invasion...
Also, what´s left of the game is pretty unorthodox for FE standars, I doubt sitting with a hit might weapon will be of any help, is not like we see vantage Ophelia using Ginnungagap often
I'm playing Birthright currently. I'm at the very end. Much like in Conquest, I noticed I finally got S rank weaponry at the end. And yet, I do not have many if any units that can wield an S rank weapon.
Maybe I'll get more use out of them in my first ever Revelations run soon. Who knows.
The only legendary weapon I ever used was the Pursuer on Takumi. It just dealt way more damage than the Fujin Yumi and made doubles more consistent. Also I almost always use Takumi with Life and Death so having less resistances didn't change much to me.
I found the class-specific S rank thing annoying in Engage too. Its just annoying.
Don’t disrespect the pursuer bro that shit goes hard
So basically, sell them faster than Excelblem's death count
It's nice that IS decided to make sure S rank weapons were garbage in FE Engage too.
its been a while since i played this, all i remember is that brave weapons were the absolute best xD also like he explained in the video the weapons that ryoma and the other dude come with are from memory the best weapons in the game anyway, the are super strong and have 1-2 range and let you double, because of this i think my favorite strat was to pair my unit or whatever worked best with them and cleared every level exclusively with those, since they kill everything on enemy turn and your weapon wont break
Excalibur on Witch Ophelia was pretty good for me.
I’m glad engage fixed this issue. The S rank weapons r actually not F tier garbage lmao
sadly they share the issue of being really damn out of the way to get. Most of them are chapters 23 and 24, and the game ends in chapter 26. And as for the donation legendaries, it's really hard to justify 90k G for a single legendary. Better than Fates, but still not amazing.
Excalibur is pretty good honestly. On glass cannon sorcerers with Vantage + Life & Death, taking 5 extra damage isn't going to matter much since you're gonna be going first and one-shotting things below half health.
Aurgelmir's debuff is pretty harsh but at least it's a toggle, unlike the silver and brave weapon which keep stacking them. I like giving it to Gazak because I usually have no one else that can use it.
I used the Hagakure Blade with Ryoma cuz dual wield animation and since it was Ryoma he killed everything anyway.
I used the Waterwheel precisely once and it was to kill the final boss on the first turn. Oboro was my MVP.
The chakram is useful for its debuffing capabilities, The Hagakure blade is useful for Ryoma on SOME instances where you need +3 more dmg and +15% hit, the waterwheel is useful in Rev for spearmaster!Hinoka especially since she joins with B rank
The Hagakure blade is +7 damage since the +4 strength from Raijinto gives you the +4 strength when it's in your inventory, you don't have to be holding it. Overall it's still rare to use it since 1-2 range is great but if you need to nuke something it's an option.
@@twigz3214 Rajinto being broken even when you dont use it, lol
Dear Excelblem,
we PvP players are infuriated by you ignoring the most important part of the game.
God, I remember just making a bunch of iron and steel weapons to +4 - +7 because S-ranked weapons and silver weapons were so bad in Fates with all the negative penalties.
I used the bifrost once for a suicide play in conquest endgame. That was about it
I didn't like how Weapon Levels and Legendary Weapons were handled in Fates. It felt so satisfying in FE6 where I train up Deke, got his Sword Level to A rank, promote him after getting the Legendary Sword and suddenly I had this OP character that can basically one shot anything and I had plenty of time to level up his Axe. Honestly I think Weapon Levels should play a bigger part in the series, like even at a D rank you can still use a C rank weapon, like a Steel Sword for example, but you cannot make any follow up attacks. Basically trading in that extra hit for power. Which in some regards means you can avoid taking damage from counter attacks or weakening enemy units to train and level up other units.
Fates weapon ranks could be an entire video topic in and of itself. The amount of units that join with poor ranks combined with the generally slow rank growth makes high-rank weapons almost useless in a non-grinding playthrough. I don't think I've ever reached endgame with any units having S rank, and most units aren't even at A rank by then.
I actually use the legendary weapons quite a lot, the Pursuer being my fave, but honestly it's just for the flex bc they are not really useful
I think the S rank weapons would be most useful in the online arena that no one uses anymore
people who claim fates had good weapon balance be like "yo this video doesn't exist"
Capturing a Maid just for Bifrost allows you to do a suicide strat in Con and Rev
I never asked why fates S rank weapons were bad. I just knew it and completely ignored them, even when I was a complete child.
I feel like the best use-case for the high mt weapons are boss killing to meet a threshold? Don’t care about halving your strength if this attack ends the chapter…
Hello! Would you happen to have some guide/links to emulate awakening/fates with DLC?
On my last conquest run (hard mode) camilla was a berserker and could use the legendary axe but i decided to just sell it anyway because her forged iron axe and the brave axe were much more easier to use and reliable and 5000 gold was too good to pass on to maintain such a mediocre weapon
the value of legendary weapons kinda just boils down to their value as one-use nukes. They deal a lot of damage and then just shut your character down completely for the most part or leave them extremely vulnerable. This means their primary usecase is literally just, hit the final boss with them *once*
I completely forgot that S Rank weapons were even in these games. I thought it capped out at A Rank lol
2:29 *Hot Curry-Blade*
TBH I kinda disagree on a fair few points, since most people just don't *get* how to play Fates regarding its weapon system, and the legendary weapons are a great filter for that.
Forging as a system in Fates, and thereby forging Iron weapons is a pretty bad counterargument to using stronger weapons. Forging requires more and more copies of a weapon to actually perform, and while it *looks* cheap to forget lots of Iron weapons together, the overall cost is really high when tallied together. Not to mention, all of the messing around in castles online, or trading at the blacksmith for resources. +1, or maybe +2, is all you need, since anything above that is genuinely a hassle, and a timesink that could be spent just learning to use weapons with downsides and getting better at playing the game, and spending said time beating said game instead of fucking around in menus.
Despite no crits or skills, Bronze has a great utility with some boosts to hit and avoid overall, which makes them oddly clutch, and helps units with low hit but good Attack, like Effie or Arthur, contribute to the team.
The Steel weapons have an interesting Bell Curve effect, where the fastest characters in the game don't give a shit, because they're too fast to be stopped by anything, save the fastest enemy units. The slowest in the game don't care either, because they get doubled by everything anyway, or use Wary Fighter. Beyond that, everything in the middle has to situationally use them tactically against slower enemies.
Silver Weapons are good forging candidates, since the money you spend on that +5 Iron weapon could be spent on a +1 Silver weapon that's quick and easy to do, and has about as much Might. The Attack/Skill debuff is worked around by learning that Silver weapons are not for juggernauts, but suited to when you need to hit harder, and can either be contrasted by the higher weapon might, or you learn to use other weapons in the cooldown period, like a Tomahawk for some ranged chip damage, or a Steel weapon. Similarly, Silver weapons are perfect on utility units. Not every turn is spent fighting 20 guys at once. Sometimes, when your unit isnt clapping cheeks, they're healing, helping in a Dual Strike (the debuff doesn't apply itself if you are the partner), backpacking as a Pair Up partner, or using mobility of a mounted unit to move another around, or opening chests and doors. That's a good way to cool down from the debuff, and accomplish something with your time.
Brave Weapons and the melee Legendary weapons exist to melt a specific target, usually functioning as boss and miniboss killing weapons. As stated in the video, their penalty doesn't apply in Dual Strike, which turns the user into a gnarly backup fighter, and even then, an easy way to get rid of the penalty, is to use a ranged weapon, attack a bow unit up close with something else, or set up a kill for the Attack-halved unit by chipping down another enemy, usually with a dagger, and have them use another weapon to pick up a kill on a weakened enemy, cleansing the Attack penalty. Similarly, the ranged Legendaries are best played against enemies who can't counter, since their defensive debuffs don't matter if the enemy forgot their Spear today.
Learning the Fates weapon system, both in terms of efficiency and interplay, makes the game more fun, tbh, and it's a shame it falls victim to a lot of generalisations due to being a different take to the more standard and dull but safe approach of past series' weapon systems.
As for availability tho, it is a huge shame more classes can't use them, though I guess the power exclusivity is the appeal to be locked to one weapon type and footlocked. Their main purpose is either for castle battles, pvp, the DLC content, or to give the player some extra firepower against the final two chapters of the game, with effectively a weapon to burst down the final boss all at once, or to delete some extra-annoying cronies in the way. It's risk and reward, and I personally have fun with that, while I know most players would rather avoid risk in favour of safer methods, like grinding and excessive forging.
Bifrost fuckin sucks tho
Facts.
THANK YOU someone gets it
I remember getting waterwheel and then not using it at all because no one could use it 😭
I hate how overbalanced everything was in Fates. One would think it's because of pvp, but even then there are ludicrously broken options
Honestly I think they put too much emphasis on weapons having penalties' like I had a hard time on one specific conquest map because I over leveled not knowing the folly of how conquest worked even though the weapons don't break it feel mostly like the system was overly complicated trying to coarse correct for how easy awakening was
Slightly off topic but while brining up forging, how does one forge the weapons they want now that you can't get ores from other people? I find getting it from the arena very limiting
A mix of infinite durability iron weapons and not infinite durability silver weapons is the best practice.
I use S rank weapons when I'm able to, but it is a shame that they put so much effort into giving them drawbacks considering how difficult it is to reach the requirements to wield them. Silver weapons suffer from this as well, and although I do understand the necessity of drawbacks in Fates, I wish the debuff was -1 instead of -2 per use.
It's funny to see this, like the devs must have thought that these weapons were so good that they had to be on bad classes in addition to the self nerds they give for using. Aka, the reward for using the infantry one weapon class is to be able to use the best gear. But when it's actually a bad thing instead of a boon it makes it a double negative
Honestly, i think the downside of the legendary weapons could have been their limited use case, or the simple fact they are only available to a very limited class variety. Though you could then say that it makes class choice a "no-brainer".