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6/14/2025, 4:32:45 PM
>why is engage maddening a good difficulty
Having played the highest difficulty in all FEs I can say with confidence that it gets it right because it feels like you’re playing something as hard as Conquest Lunatic without being forced into doing specific things like creating juggernaut+backpack units.
The only thing you’re forced to do in Maddening Engage is train 14 units at most, nothing more nothing less and even then you’re forced to feed some exp to units you MIGHT only use early on like Etie, Boucheron, Chloe, Louis, Clanne, Celine, Alfred or Vander. Before you go nuclear thinking I am saying Chloe isn’t worth using, notice what the word “might” implies.
The other thing I like is that Growth units are completely viable to use an on par with pre promotes like Kagetsu and Pandreo thanks to things like Mercurius and Micaiah.
Engage is just a very well-balanced game with a lot of gameplay and build varieties which is rare for a game that actually tries to be well balanced
>b-but the actual character is the emblem
This is a bit dishonest because its not entirely true, using an emblem like marth on a mage character is not gonna have the same effect as using them on a character they properly synergize with like Kagetsu, however, I don’t think theres anything wrong with emblems coming with preset skill sets and you only being able to equip 2 skills at once. It actually makes for more varied build varieties than having 5 skill slots because the latter means you will use almost the same skills on everyone. Not being tied to reclassing is also great cause you don’t have to choose between skills and stat growth like in conquest or awakening. Engage simply uses something similar to PoR and RDs skill system but more refined and limited (since SP is limited per playthrough even if you use the well, though using the well gives you a lot of leftover SP which is good if you change your mind on a character skill or two mid-playthrough)
Having played the highest difficulty in all FEs I can say with confidence that it gets it right because it feels like you’re playing something as hard as Conquest Lunatic without being forced into doing specific things like creating juggernaut+backpack units.
The only thing you’re forced to do in Maddening Engage is train 14 units at most, nothing more nothing less and even then you’re forced to feed some exp to units you MIGHT only use early on like Etie, Boucheron, Chloe, Louis, Clanne, Celine, Alfred or Vander. Before you go nuclear thinking I am saying Chloe isn’t worth using, notice what the word “might” implies.
The other thing I like is that Growth units are completely viable to use an on par with pre promotes like Kagetsu and Pandreo thanks to things like Mercurius and Micaiah.
Engage is just a very well-balanced game with a lot of gameplay and build varieties which is rare for a game that actually tries to be well balanced
>b-but the actual character is the emblem
This is a bit dishonest because its not entirely true, using an emblem like marth on a mage character is not gonna have the same effect as using them on a character they properly synergize with like Kagetsu, however, I don’t think theres anything wrong with emblems coming with preset skill sets and you only being able to equip 2 skills at once. It actually makes for more varied build varieties than having 5 skill slots because the latter means you will use almost the same skills on everyone. Not being tied to reclassing is also great cause you don’t have to choose between skills and stat growth like in conquest or awakening. Engage simply uses something similar to PoR and RDs skill system but more refined and limited (since SP is limited per playthrough even if you use the well, though using the well gives you a lot of leftover SP which is good if you change your mind on a character skill or two mid-playthrough)
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