As promised, here we go again with the Fire Emblems. Because of all the work I’ve got slated this week between DT orientation and my Gladeo internship, I decided to make this a larger overarching post regarding lots of stuff that’s going on in the game right now. It’ll be easier for me that way, rather than splitting things up into three smaller posts, and I’m sure it’ll probably be easier for anyone who actually pays attention to these notifications on social media.
Speaking of, shoutouts to Kaleb for reminding me to treat my Fire Emblems to a nice dinner, and to Gerry who’s probably going to try summoning as soon as he sees this.
Now without further adieu, let’s get going shall we?
The Starter Support event
The Starter Support event isn’t a new happenstance in the world of Fire Emblem Heroes. What it entails boils down to a new summoning banner called the Hero Fest, which has an increased chance to summon strong and highly desired heroes, as well as an influx of extra orbs to help summon said powerful heroes.
Though I didn’t pay it much mind before, this time around I have tried my hand at the Hero Fest.
We’re only a few hours in and the banner has already hurt me.
As I mentioned in my previous Fire Emblem Heroes post, I did not partake in the previous Hero Fest. However, the content of this banner was extremely enticing from the moment I opened up the game:
- Ike – Young Mercenary
- Hails from the Radiant series, Fire Emblem: Radiant Dawn and Fire Emblem: Path of Radiance
- A powerful sword-weilding red unit that holds the sword Ragnell, giving him a built in long-distance counter, and abilities to make use of his high attack stat as a means of buffing his power further.
- Julia – Naga’s Blood
- Hails from Fire Emblem: Genealogy of the Holy War
- A green tome unit who wields the Book of Naga, helping her serve as an effective dragon killer alongside the powerful special attack Dragon Fang.
- Ninian – Oracle of Destiny
- Hails from Fire Emblem: The Blazing Blade
- A blue dragon unit who also has the ability to dance for allies, giving them a second movement or attack option during one turn. Also comes packed with Fortify Dragons, allowing her to increase the stats of adjacent dragon characters.
- Genny – Endearing Ally
- Hails from Fire Emblem: Gaiden and it’s remake Fire Emblem Echoes: Shadows of Valentia
- A colorless cleric unit who can use the Gravity attack to slow other units to one movement space per turn and who comes with the rare Wrathful Staff, giving her staff attack similar damage calculations to regular weapons.
Seriously, all of these heroes are great! Even if Genny is more of an intrinsic fan-favorite level of great as far as the unofficial hero ranking lists are concerned.
It’s hard to pass up Ike, an intense and widely popular swordsman; Ninian, a blue dragon that has an ever-coveted singing ability; and Genny, hands down my favorite character from Echoes. I can pass on Julia, however. Nino and Summer Elise already fill the niche she would try to take up more than well enough.
The Hero Fest banner increases prospects of summoners pulling these focus heroes by increasing the initial summon rate from 3% to 5%. That may not seem like a lot, but in a game where summons are totally based on the random number generator, that 2% makes a pretty big difference in the end.
In fact, those three desirable heroes with a boosted drop rate is such a great deal that I decided to start blowing my orb surplus already. I know I keep bringing up my surplus like it’s a child I’m frivolously wasting away or something, but as I’ve said before it really is more of an issue to me mentally. The safety associated with having lots of orbs is one of my personal idiosyncrasies when it comes to FE:H.
Unfortunately the used fruits of my labor have not blossomed into any flowers of brilliance based on the first big binge I undertook.
For context, I did my first two summons with all five orbs just to boost the rates of getting the focus Heroes overall, then stopped summoning green heroes as, like I said, Julia is not in my sights this time around.
While having a second Eirika is cool, as is getting my hands on new characters with Mae and Athena… Overall most of what I got was either garbage or skill inheritance fodder.
Feels bad, man.
On the bright side, the other part of the Starter Support event is a log-in bonus of two orbs a day for ten days. Not necessarily consecutive days I might add, but it’s going to be consecutive for me. Add those free orbs to the six-month anniversary free orbs AND the orbs that we’re going to be getting from the next Tempest Trials (to be discussed later), and thinking it over does admittedly make me feel less bad about the desire to funnel orbs into the Hero Fest banner.
Whether you take the positive or the negative approach to looking at summoning, here’s hoping things wind up going well down the line. For me and for everybody else putting their money on the line for the next week!
The Version 1.6 Update
Editor’s Note: A couple of the things technically associated with this update were items that I discussed in my last post about the six-month anniversary of the game – namely the changes to the summoning system. A lot of the reasons for updating the game tied back to the fact that it hit that milestone, after all.
Thus, I’d recommend going back and taking a look at that post for some of the summaries of things that have changed. I’m going to be talking about some new ones of course, but that’s a good place to start.
In regards to what has been changed in Version 1.6, the biggest thing first and foremost, besides the summoning alterations, is probably the addition of the Arena Assault game mode.
Arena Assault sits alongside Squad Assault as a challenge requiring players to have plenty of powerful units to show their worth. Although Squad Assault focuses on playing through a series of story mode maps and Arena Assault focuses on playing against teams put together by other players, both follow similar ground rules.
In the Assault games, the aim is to beat a number of challenging fights in a row. For the two Squad Assault maps (as a second was added with the 1.6 update), this entails five story missions. For the Arena Assault game, this entails seven battles against player-built teams.
The catch is that once you beat a round with your team, the units on that team are unusable for the rest of the challenge. Thus players need a large collection of powerful units to truly succeed, as just having one ultra powerful group of units won’t help when they get cycled out of usability.
Beyond featuring different battles, Arena Assault offers quite a few other differences compared to its predecessor. Namely: Special items.
These items are awarded to you for completing runs of the Arena Assault and have a variety of cool effects. One restores all of your unit’s health whenever you need it. One gives each of your units an extra space to move. One allows them to take a second turn in a round. One buffs all of their offensive and defensive stats for a battle. So on and so forth.
According to the chart we were given, when you win three matches against teams with lv. 35+ opponents, you earn one item. Five matches earns you two items. Seven matches earns you three items. Simple as that.
You can only take three of these items with you per-run of the Arena Assault, so collecting and using them sparingly is going to be the name of the game. However, I can see them being very useful in the right circumstances, especially since you get more rewards the further into the challenge you manage to get.
Just like in the regular Arena, the higher your winning streak is, the higher your overall rank will be. Both will allow you to receive goods at the end of a season, each of which which lasts a week at a time.
Your rank at the end of each season earns you both Hero Feathers and a new item called Sacred Coins. While the use of these Sacred Coins has yet to be unveiled, I’m willing to bet there’s going to be a store that will open after the first season ends that will allow players to buy special items for future runs.
On top of that, there are going to be daily missions available for participating in Arena Assault runs:
Requiring players to get through a certain amount of battles consecutively may seem unfair to some extent… But considering the Arena Assault games cost literally nothing to participate in (unless you decide to use your special items), it’s definitely a nice way to provide some extra goods over a long period of time.
That just about sums up everything in regards to Arena Assault, so let’s move into the second big addition of the Version 1.6 update: The Catalog of Heroes.
Here’s an addition to the game meant to scratch that “Completionist” itch hiding out in probably just about every gamer out there.
The Catalog of Heroes serves as a database housing the information of every hero in the game based on the amount of heroes you personally have seen or summoned.
Heroes you haven’t had any interaction with whatsoever (not including battling them) are completely unavailable for you to look at. Heroes who you’ve seen through means like story cutscenes are available as silhouettes with names, but not much else.
For heroes you have personally summoned, however, you get a bit more.
The screen you can access with heroes you’ve summoned give you a couple of things to do. Not only do you get the names and miniature biographies of the character in question, you also get to see their portraits and battle sprites at all times, plus you can hear whatever noises and soundbites those include. The new and cool feature of the Catalog is that it allows you to reread the character’s summoning text and the text you unlock when you bring your five star unit up to lv. 40.
The Catalog of Heroes boils down to being a slightly interactive checklist, letting you keep track of which heroes you have and have not gotten access to during your time playing the game.
On the one hand it’s an arguably negligible addition if you don’t care much about collecting. Rereading the text from one-time only events is cool, but otherwise most of the other things the feature offers were already available if you still have copies of units in your barracks.
On the other hand, if you are a collector, having a comprehensive list of characters in one place is actually super dope. There are little visuals cues included that fans of the Fire Emblem series will appreciate, namely the fact that characters are displayed in order of appearance. Both for games and for characters specifically.
For example, Marth and his merry band in the original game appear before Alm and Celica’s armies in the second Fire Emblem game. Yet there’s also organization within the games, as you can see with Fire Emblem Awakening, in which the order goes from Chrom to Robin to Lissa to Frederick to Sully… So on and so forth.
While I’d say the feature is neat and visually appealing, I’m personally not super concerned with collecting EVERY single character considering the sheer amount of characters and the degree of randomness required to summon them. I appreciate the addition and I’ll probably use it frequently enough, but I wouldn’t call it a game changing addition.
For me personally, at least.
Finally, just like last time a major update rolled around, I’ll handle the smaller-scale updates in more of a lightning round format.
- The boosted hero merit cap is pretty dope, since it means each hero has the potential to provide an extra 1,000 hero feathers. Never a bad resource.
- Having a card to represent the Log-In Bonuses are cool and all, but it’s purely aesthetic. Nothing too weighty here.
- Toggling units in the Training Tower is something I took note of early and took advantage of very quickly. Seriously, especially when you’re doing things like the monthly ‘Beat level 10 with only x kinds of units’ missions, this is an immensely helpful way to get the best bang for your buck while training.
- I also figured I would add that there’s a new way to look at your list of teams while building them on the Allies screen, but since I didn’t see it anywhere on the update logs I felt like it seemed to fit alongside this change.
- I haven’t noticed a strength adjustment in the Training Tower as of yet, but I guess that’s probably useful.
- Again, a change in experience and skill points in either the Arena, the Training Tower or both isn’t something I’ve noticed, but I’m sure it’s helpful.
- More aesthetics, this time on the settings screen. Ohh. Ahh.
- The idea of skipping teams with no members when selecting what team you want to go to battle with is a relatively small change, but it’s a nice quality of life improvement all things considered.
- I don’t have the Summer Gaius, but I guess maybe he was just too sexy for the game’s good. Who knows.
Now, even with all of that out of the way, I technically haven’t actually hit every single update as of yet. But that’s only because the final piece of this puzzle takes the form of my next overarching topic of conversation:
The Tempest Trials: Reunited at Last
So obviously this event isn’t active as of the time that I’m writing this. It starts tomorrow, but I’m going to be off working most of the afternoon so I probably won’t have a lot of time to write about it then.
I could stay up really early into the morning to talk about it, of course… But considering that’s what I’m doing right now, I don’t feel like it’ll be the best plan of action for me to do two nights in a row.
Luckily, we preemptively know just about everything that’s going to be different about this cycle of the Trials, so I’ll be able to discuss my thoughts without having to experience it. I’ve already slogged through two previous entries in the series for some background, after all.
The second version of the Trials made the overall experience much easier by fixing things so that enemy teams would be easier to take down over time, even after your teams start to get worn down.
This version promises to add more value to the Bonus allies while still making it simpler to hit higher goal markers, something I know I’ll be shooting for.
Bonus allies have been a staple of the Trials since the very first event. Essentially, eight units provide an extra score multiplier to your overall run when used on at least one of your teams. Four of those units are considered more valuable and give bigger bonuses than the other four, and those heroes are the focus of a summoning banner that runs throughout the duration of the Trials.
This time around, my diligence during the last Echoes summoning banners has served me well.
Because I already own a Delthea and a Sonya, I’ll be able to make use of the bonuses they provide without having to blow any orbs on this banner. Considering the Hero Fest is more of an area of interest for me right now, that’s certainly nothing to complain about.
Starting with the Reunited at Last event, Bonus allies are now being given more value. When you use them on a team, not only do they get double experience and skill points, they are also going to get extra stat buffs. +4 to attack, defense, resistance and speed as well as a whopping +10 to health.
Not gunna lie, that’s crazy. 10 extra health alone is nothing to sneeze at, and when you add on the rest of the stat buffs there is plenty of incentive for me to use both Delthea and Sonya to breeze through everyone and everything.
Adding that incentive to using the Bonus heroes is great, especially since the extra score multiplier will make it that much easier to score all the prizes. We already know that Clive, who appeared in the most recent Echoes-themed level set, is going to be the unit prize.
Using the Bonus heroes more won’t be the only way Intelligent Systems has increased the chances of getting the rewards this time around. One of the other changes implemented will make the first two attempts at the Trials each day worth triple their overall score. On top of that, they’re adding lower level units to the normal difficulty runs, and although that doesn’t apply to me I do appreciate the attempt to make completing runs easier for new players.
Ties in well with the Starter Support event, after all.
The only other big change to the Trials will be the addition of a continuous auto battle function. Due to the tedious nature of slogging through tons of runs at the event in the past, this change is really valuable to make a casual experience out of grinding. That casual approach might not be the best considering you could lose more easily, but still. I can certainly see myself using it just to rack up points without needing to be too attentive.
That’s about all I’m about to talk about regarding the next Tempest Trials. Like I said before, I won’t be able to predict the Sacred Seals, the special final battle map or how everything is going to tie into the overarching storyline of the Tempest (other than the fact that Alm and Celica will be reunited, obviously) due to the fact that I’m writing this before the event takes place.
If there winds up being something significant I see that I desperately want to mention, maybe I’ll put something out here for it. Otherwise, those details might just become a small mention in a later post.
Alright so let me be honest, I’m a little burnt out right now. I’ve had a couple long days in a row on account of Daily Titan orientation and I probably stayed up a little too late writing this, so I’m going to make my conclusion here nice and simple.
You’ve already read like 3,100 words, so you deserve to be spared of my tyranny.
Out of the three facets I discussed in this post – the Starter Support event, the 1.6 update and the Tempest Trials – which do you think provides the coolest things to the game? Obviously one option technically adds more than the rest, but each do have their own individual focuses and merits as far as helping players and fans, improving the inner and outer workings of the game as a whole and providing more fun challenges in the game.
Let me know in the comments down below, and I’ll see you again probably in the next couple days as I talk a bit less about video games and a bit more about my life outside the digital domain.