well, I don't remember exactly, but I think the bow had a bonus against something, right? but we don't know how exactly that plays out... it could just be something with a similar effect as the weapon triangle; it's not necessarily a part of that itself (e.g. bows don't necessarily trump swords or something)
it'd be funny if bows now trump all 3 weapon other physical weapon types or something LOL nah that's cray-cray
why not just embed the bonus into the weapons at that pointQUOTE |
Granted, FE isn't exactly the hallmark of balance... |
this is also true, but to be fair, the game would be less enjoyable and flawed in yet other ways if it were much more balanced than it is. well, FE13 could've probably used more balance in general, but for previous games, I think that if the balance is too crazy, it takes away a lot of the flexibility and charm of the game. to start, you have RNG and story, two things that have to be considered as far as balance goes; RNG has the obvious result of varied stats for characters which is especially important in a game where stats are single to double digits as opposed to triple or quadruple digits in other games (where a small difference in stats doesn't make a huge difference), and one can't design every map with every class, weapon type, etc. at your disposal because it might not make sense story wise (though this is less of a problem/consideration I think)
and in general you have to consider chances to grind, the skill of the player, what characters they want to use, etc., there's definitely room to improve but if the game were too balanced, it'd also be that much more restrictive and perhaps not fun; imagine playing something like that one guy's hack where moving units was like a *puzzle* and you had to find out where to put specific units in specific places... and even then, RNG! I feel like for a mode to be well-balanced it has to be fair in its difficulty and part of the game is, inherently, luck, and so if you account for the best of luck, you're screwing everyone else, but if you account for the worst of luck, everyone with decent luck has the game easy... the trick is to take away luck, but then FE loses some of its charm again (and the stat-system as-is wouldn't work due to how essential growths are; you'd need to either have like, fractions of stats or a fixed growths mode or something, or you'd need to increase the scale which is like having fractions just with bigger numbers so there's no decimals)
soooo yeah idk