#fe naoise
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FE: Should they kiss?
Alec x Naoise
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Fire Emblem Faves - Males and Fire Emblem Faves - Females by Meibatsu
#fe#fire emblem#path of radiance#radiant dawn#shadow dragon#mystery of the emblem#blazing blade#genealogy of the holy war#thracia 776#fe gaiden#shadows of valentia#sacred stones#volke#hugh (fe)#castor (fe)#hector (fe)#marth#navarre (fe)#shinon#naoise (fe)#brighton (fe)#alm (fe)#cormag#micaiah (fe)#celica (fe)#mareeta#farina (fe)#calill#caeda#ayra (fe)
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For the 26th anniversary of Fire Emblem Genealogy of the Holy War [2022]
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hello most wonderful mods, i've been struggling to keep his voice so I would like to drop naoise. in his stead i would like to reserve duessel from sacred stones, we need more old men in this academy
Naoise has been dropped and is now available!
Duessel has been reserved!
You have one week (12/8) to submit your blog and application to the Masterlist. Thank you for your reserve!
- Mod N
#naoise#duessel#fire emblem rp#fe rp#jugdral#magvel#genealogy of the holy war#sacred stones#drops#reserves
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Well, I just spent a few hours on this. Thanks, ADHD Hyperfixations. Anyways, here’s the general ages I came up with for the Three Frats AU relative to the 3H cast’s ages in the academy phase. Some are canon, others are modified canon, and others are straight up vibe guesses. I didn’t include any of the shapeshifters on here since they’re up in the air.
31+ - Vaida, Renault, Saber, Valbar, Gregor, Basilio, Flavia, Volke, Reina, Yukimura, Shura, Gilliam, basically anyone old enough to have their own kids or just obviously older than 30 something 30 - Arvis, Uther, Oswin, Hawkeye, Deen, Miriel, Libra, Shinon, Azama, Arthur (Fates) 29 - Aida, Pent, Louise, Dorcas, Isadora, Harken, Karla, Zeke, Stefan, Izana, Emmeryn, Gerik, Tethys 28 - Claud, Bartre, Natalie, Mathilda, Kamui, Fredrick, Virion, Sigrun, Gatrie, Xander, Saizo 27 - Beowulf, Lucius, Canas, Farina, Legault, Clive, Robin, Say'ri, Bastian, Heather, Tanith, Ryoma, Kagero, Scarlet, Glen (FE8) 26 - Balthus, Arden, Hector, Rath, Leila, Geitz, Karel, Lloyd, Linus, Sully, Cordelia, Kellam, Lon'qu, Calil, Rhys, Camilla, Orochi, Setsuna, Niles, Nyx, Benny 25 - Sigurd, Eldigan, Quan, Naoise, Ayra, Lewyn, Chulainn, Eliwood, Kent, Raven, Matthew, Dart, Fiora, Python, Forsyth, Sonia, Chrom, Vaike, Stahl, Cherche, Zihark, Lucia, Hinoka, Beruka, Peri, Joshua, Saleh, Cormag 24 - Edain, Brigid, Alec, Jamke, Lex, Sain, Lowen, Lukas, Leon, Jesse, Sumia, Gaius, Tharja, Geoffrey, Oscar, Jakob, Effie, Charlotte, Seth 23 - Deirdre, Tailitu, Azelle, Midir, Erinys, Wil, Heath, Ursula, Palla, Maribelle, Olivia, Henry, Kieran, Makalov, Kaze, Azura, Natasha, Glenn (3H), Rennac 22 - Mercedes, Lachesis, Lyn, Florina, Luthier, Lissa, Aran, Nephenee, Felicia, Flora, Rinkah, Silas, Syrene 21 - Jeritza, Byleth, Sylvia, Serra, Erk, Priscilla, Tatiana, Conrad, Ricken, Elincia, Marcia, Astrid, Boyd, Leo, Takumi, Oboro, Hinata, Artur, L'Arachel 20 - Hubert, Hapi, Catria, Atlas, Ike, Fiona, Jill, Mia, Lute, Innes, Knoll 19 - Sylvain, Yuri, Leonie, Finn, Dew, Guy, Rebecca, Silque, Berkut, Rinea, Fernand, Donnel, Pelleas, Ilyana, Tormod, Hana, Subaki, Mozu, Erika, Ephraim, Colm, Niemi, Forde, Kyle, Lyon 18 - Dorothea, Dedue, Raphael, Lorenz, Hilda, Constance, Monica, Jaffar, Gray, Faye, Clair, Mist, Soren, Hayato, Vanessa, Tana 17 - Edie, Dimi, Claude, Bernie, Ferdie, Felix, Ingrid, Marianne, Ignatz, Alm, Tobin, Celica, Mae, Sothe, Laura, Sakura, Elise 16 - Caspar, Linhardt, Ashe, Annette, Nino, Est, Boey, Genny, Leonardo, Meg, Ross 15 - Lysithea, Petra, Kliff, Edward, Franz 14 - Cyril, Oifey, Amelia, Ewan 13 - Delthea, Sanaki, Shannan
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You entering a trace and emerging with an age list of (I presume) every FE that you’ve ever played. It happens. I get it. (I do have to point out that Saizo and Kaze are twins, so maybe we split the difference on their estimates? 25? 26?)
Mostly however I am going to be thinking about the 13-year-olds tier. There is such powerful energy there. I don’t know what’s going to happen if you put the three of them in the same room, but I know it will be happening, and there is no force on all the continents that could stop them if they put their mind to something.
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So if Siegfried's VA is coming on Granblue TV next week, pretty much everyone assumes we're getting a new Sieg unit. What are we hoping for, here? Fanservice and sexy? Strong and intimidating? Maybe showing off some fierce draconian power? I guess it's all sexy
Grand Sieg Real!!! Grand Sieg Real!!!
i don't know if it's what you really want to know since your ask is more lighthearted but here's what have been my thought process about it all and i've thought about it a lot for the past two years:
ever since Grand!Lancelot dropped in December 2021, we've known that they were going to release a set of Grand for each of the Dragon Knights.
Grands are given to some of the most important characters of the lore and of the game in general.
The Dragon Knights also are in a situation where they're popular and powerful, but their very first units (except for Vane) have been relegated to the Classic Draw, making them difficult to access for new players. It also means that their original kit has been outdated (though they still have their use)
So the idea of those Grands will be to be an upgrade on the Base Units, while taking into account their development so far, and also recapping the important parts of their lore.
It's why Grand!Lancelot recapped from the ground up everything we knew from Siegfried being framed to the crimes of Feendrache and the way Lancelot has grown from his blindly patriotic days.
Since the announcement of the Grand series for the Knights, only Lancelot and Percival have been released. it's also noteworthy that before the current rotation of knights, the last released unit was Halloween Vane, meaning that in the rotation, next one has to be Siegfried.
If they continue on the logic of replacing the base units, it will be an Earth Grand Unit for Siegfried.
What to expect from it? well, it just needs a look at the previous grands to have an idea.
Grand!Lancelot gave him an upgrade by connecting him to the Fairies of Feendrache, finally coming out from their slumbers and blessing their new champion.
Grand!Percival meanwhile got an upgrade thanks to Cath Palug, the guardian creature of the rulers of Wales, who has been set since BFAF with looking over the possible rulers of the nation and eventually give them the power to do so if they're considered worthy.
Their new arts came with an overhaul on their armors and also something that strengthen their current affiliation. Lancelot leaves behind the blue armor to embrace a white one as the leader of the White Dragons. Percival's armor meanwhile ends up upgraded with regal designs reminding of the coat of kings, strengthening as well his goal to become a worthy protective king. His uncap also strengthen this imagery by showing him as a leader of the people, while Lancelot is a little more "battle generic".
The conclusion to drive from it with Siegfried, which i had at the time and have been strengthened by the preview, is that Siegfried is also going to get a power up from a specific creature that will lead him to reevaluate himself.
So obviously, for his Grand to actually have the impact it needs, Siegfried's storyline must continue on the Draconian front.
in Siegfried's Fire unit, following the event of SIEGFRIED, the dragon blood has basically been consumming him and he's losing himself more and more and is currently in a situation of near death or losing his mind if he doesn't find a way to ease up Fafnir's blood. One of the theory mentioned in the FE as to how to save Siegfried's life, is that he has to connect with Fafnir in some way again. (we also know now, from Naoise's storyline, another draconian, than a positive relationship with the dragon you have the blood of in your vein can help you control this power).
So it's basically been set up for years that the next logical step in Siegfried's journey would be related to Fafnir and to his condition as a Draconian, and with the current Grand trend, it seems likely that this will be the core componant to his upgrade.
The newest event is called "The Dragon weep before Daybreak" and will feature discussion of the Sins of Feendrache. The sins of Feendrache are many, and one that is important is the way Fafnir has basically been used to poison the people of Feendrache for years due to Isabela's influence, after all. Moreover, any sins of Feendrache would imply unveiling Josef's past.
So i believe Siegfried will get his upgrade because he will be forced to confront Fafnir, in one way or another, and will come out of it with more power. I also believe that the past we'll unveil, probably even more regarding Josef, are going to break Siegfried to some level.
So what it means for Siegfried's Grand Unit:
-I think it's going to double down on the draconian angle. Since Fire!Siegfried we expect so, Fire!Naoise showed us how a proper feral draconian can evolve, and we know from gbvs that Granblue is leaning harder in harder on Siegfried being fully a draconian now. (besides, in Summer!Siegfried, a huge plot point is that the dragon blood almost drives him to insanity again and he still has to fight it and he wants to enjoy the last few moments he has with his friends for now)
-Which will probably mean that the uncap at least might be Feral and unhinged
-There's the possibility that the uncap also actually reflect his dynamic with Josef.
-I don't really think it'd be sexy for the sake of it being sexy, i think for such a big unit moment, they'll focus on the lore itself. I just hope that they remove his helmet for it bc looking at the concept art for Fire!Sieg, where he wasn't wearing the helmet while in the final art he does, is painful.
-Siegfried's theme colors are already Black and blue, so i think if change to his design, rather than color palette, it will be a design change like Percival had.
tldr So personally i believe it'll be strong and powerful, with a high chance of feral depending on how in control he will be, but nevertheless i do think the focus will be on the draconian aspect of his characterization, or eventually on his relationship with Josef.
and yeah i've been thinking about all of this since 2021 so i have many thoughts alright
#i kno we discuss sexy men all the time on here but nothing gets my blood pumping as much as character dives#granblue could still be going completely in a different direction but at least that's how it would work on their current patern#for the record when it comes to Vane: i'm still wondering if they might change his element#since his unit is still pretty useable and in the common pool#they wouldn't make him wind or fire bc of his alts though which makes it complicated#Light Vane real in my heart and in OnoYuu's and it's all that matters#coughs but actually the point i wanted to make about Vane#is that i believe in his case depending on what he ends up facing in his subsequant stories#i think ghosts or wyverns might be the cataclyst to his evolutions#as those are the two creatures that usually accompany his stand alone stories#i have many thoughts about the dragon knights#ichareply#ichafantalks gbf#anonymous#ichablogging 4kishi
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FE popularity polls
I have no idea who this man is
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green cav without green hair.... hmm... uhhh... abel, alec, lance, sain, kyle, oscar, uhhh. there is. Not! the first green christmas duo unit without green hair is. clanne.
whereas the first red christmas duo unit without red hair is. Naoise from fe4? i had to look up the fe4 guys. doesnt look like fe5 has a christmas duo. neither does gaiden/echoes (though forsyth and python count in spirit). after naoise, forde is also blonde, and kent is more orange than red.
ana told me the most likely christmas pair for three houses are sylvain and ingrid and i fucking REFUSE to believe it. sylvain doesnt wear red. he's not committed enough. only his hair is red.
fun fact i just noticed - there's never been a female green christmas character so far, but two red ones. The logical conclusion here is that for whatever the next FE is, we need christmas cav lesbians.
looking at FEH anni art got me feeling like i'm playing who's that pokemon
is that elice or caeda. flip a coin. fucker.
#feli speaks#more little sister archetypes in FE should be like lissa. and have their official weapon be AXE
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watch out for the grannvale knights!
#fire emblem genealogy of the holy war#fe4#fe sigurd#fe deirdre#fe sylvia#fe azel#fe ethlyn#fe naoise#fe brigid#sapphire scribbles
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Selling Naoise/Noish for $2! Drop me a message if you’re interested
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Artist: BISAI
Source: Magazine Promo
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pasting all my replies here for posterity's sake
@phantasyhalation you're very welcome! the thing is, horses are Fine when you're running across the plains mostly. for example, in the first stretch of ch5, as you're running to lubeck, your horsies won't get more than a turn ahead of your foot units before Mandatory Cutscene Pause to the chapter. it's when roads come into play giving foot units 7 mov and horses 12 that it really starts to become an issue.
@phantasyhalation therefore i think that deploying the bandits a couple of turns later for side objectives provides most of the fix you need and won't snowball into a huge issue. and as a bonus the road bonus removal for cavalry gives you different routes through the map- you can send your foot units along the more open, risky route, or have your horses cut along the side of the woods in the underbrush. a good example of this is in ch. 8.
the lower portion of the map is mostly clear (there's some woods, but it's fairly easy to avoid) but all fields; the upper portion of the map is all roads. incidentally, you want infantry to be in the upper portion of the map anyway, as the enemies there are much more threatening, one is recruitable by an infantry unit, and one will explode anything that doesn't have mystletainn or balmung. but...
your foot units will probably end up heading through the lower portion and arriving slower than your cavalry anyway given the map's normal layout, as you'll just send ares up north to deal with the problems instead as he can both get there faster and deal manageably (despite being like a level 11 cav by this point most likely). there's no reason to give your units different roles, instead setting the roles up for My Cavs and My Slightly Worse Cavs.
and the problem is just much worse in general when you're unlikely to see combat on a road, which means that your cavs having their avoid reduced isn't an issue, even as they're weaker units. pain in the ass. in a properly balanced fe4 remake alec and naoise are completely fucking unusable by chapter 3.
i think the implementation of 2RN is unlikely as SoV didn't do it, and 2RN snapped the balance of the DS games over its knee bad enough to make them play completely differently. as for poor finn he's honestly fairly unusable anyway before he gets the brave lance- i think it's basically fine for him to get his ass handed to him in gen 1, as he has almost all of gen 2 to make an impact as an oifaye as well.
also, i think you're overestimating enemy density- there are some places where it's fairly high, such as chapter 3, but in a number of maps you are unlikely to be up against more guys at one time than are in your entire army. considering FE balance this doesn't really work too well. this is mostly a problem in gen 2 which is faintly ironic considering the story circumstances, but i'd be willing to drop that and just have increased quality.
though not every group of enemies should be fucking meng, bleg, and maybell, it seems reasonable for enemy units to be on par with like, the Normal Guys in your army. so if you're facing an axe knight in ch. 2, for example, he shouldn't be much worse than lex, minus the holy blood and vantage. enemy formations i think are by far the bigger issue though. oh boy a bunch of enemies with the same 2 one range weapons i wonder who's going to deal with that again.
@phantasyhalation though fe4 is certainly more medieval than a lot of later entries, i feel like having a better-equipped and more varied enemy army could still do wonders for the storytelling and gameplay. it's important to note though that by enemy quality i do not really mean stat increases; i don't think that buffing enemy stats is particularly meaningful in any way besides making them faintly more annoying, with perhaps the exception of speed.
(i think that giving enemies better weapons that do more interesting things is almost always a more fun difficulty increase than giving them +5 str/def/hp. skills also, but sometimes difficulties can get a bit skill-reliant, such as conquest, so i don't want to blanket say that's always good.)
oh, i got a good one: i take it you're a fan of FE4's gameplay. in that case, do you have a vision of anything you'd want changed in a remake on the mechanics side?
yes!
first off: i want horses to lose the benefit from roads. their movement is good enough as it is without being able to be buffed to an insane degree. the road speedup multiplier for infantry units should also be higher (maybe 0.55-0.6x movement cost? it gets weird at points because you might end up with infantry moving faster than cavalry on roads at some points with these multipliers, but since they're stuck to the roads rather than being able to run through fields, it's more of a restriction than a bonus even still.)
of course, the timing for certain side objectives (cough cough Bargain Band) should be altered if you do this. this would also give our poor fliers more of a niche, since as it is, the fact that they can't gain road bonuses basically makes them village bandit cleanup and child rescuing bots.
you could definitely successfully implement rescue in fe4 instead, but i think this comes to the issue where cavalry units might still be too centralizing unless you give fe5-level penalties for rescuing; and giving fe5-level penalties for rescuing incentivizes just not using the mechanic and tossing cavalry at all your problems instead.
a good thing that might be done to ameliorate their centralizing forces, incidentally, is to increase enemy density and quality. fe4 original flavor had to make do with a lot of autoleveled enemy units of the exact same classes and weaponry due to memory limitations; in a remake, you could make it so every group of enemies is similar to the group you face prior to heirhein, but with twice the number of enemy units- wielding mixed weaponry, with backline support in healers and ballisticians, etc. since cavalry units have worse statlines compared to footlocked units, but in general this comes into play in exactly one instance (the weissenritter), and we want to just increase the number of instances. our enemies may be underestimating us, but they aren't that incompetent. an exception is verdane, which should still just be axes and bows. they're the tutorial guys.
i don't want to implement trading, but i think that unarmed healers (and basically only them) tend to have serious issues getting the items they want unless you focus your thief on them or know ahead of time what to do. this is despite the fact that staves are not that centralizing in this game- the only particularly busted one is rescue, and even that is nowhere near warpskipping levels of broken. i think, since the only unarmed healers in the game are religious figures, allowing the "give gold" command to work on them from anyone (with the gloss of charitable donations) would do nicely.
speaking of the "give gold" command, it would be very beneficial to allow it to not give all of your gold to an allied unit. choosing multiples of 10k, i think (or all your gold if you happen to have less than that) would be ideal for a game which no longer has the snes's memory limitations.
(...speaking of the snes's memory limitations, why not properly implement the feature to dismount promoted mounted units for cool factor?)
as for weapon balance, it's mostly pretty OK, but some weight changes should be made. fire/thunder/wind should get the differentiation they get in later games (descending might order, thunder gets a little crit and wind gets a little more accuracy). dark and light magic being fairly heavy makes sense. sorry, deirdre, but your having absolutely godawful combat is lore accurate and doesn't cause you to be a liability. axes of course need to get their weight decreased- it should be at least a fleeting possibility that you could double with them, even if it's unusual.
i would hope it is patently obvious that holy weapons should not be altered in any way.
now, to map design. chapter 4 having it impossible to go to the latter half of the chapter with your unpromoted mounted units is a huge slap in the face. change that. you already had the thickets in chapter 1 change to normal forest- speaking of which, actually, thin out the fucking chapter 1 forest, it doesn't need to be that long- so have a bit of the mountain just be normal plains for you to traverse after the Annand Experience.
another fairly unpopular opinion of mine is that the chapter 7 desert is.... fine? you're not stuck in it for that long, and you don't need to take anyone but maybe seliph and a healer across it, if that. everyone else can move down to melgen while he's otherwise occupied. now, on the other hand, the chapter 5 desert is fucking stupid and it's no wonder that most people finish the chapter by poking the gelbenritter with erinys and having lewyn annihilate everything rather than actually taking their whole army to velthomer. absolutely a new path through the desert should open up after you seize phinora (you already speak to the village elder, surely he can give you directions), kaga is a god damn lunatic for this one. chapter 1 is also an unforgivable slog that could easily be fixed by just fucking taking away some of the trees. you can alternate them tree-plain-tree-plain and still have the effect of a giant fuckoff forest. or hell, have a route around the forest to the left open up after you get the Deirdre Moment. a lot of the unpleasant terrain in this game could be avoided by convenient new characters just telling you how to avoid it, but somehow this doesn't happen.
overall, with a few movement and enemy quality tweaks, along with a few QOL updates, fe4 could go from being The Game Of All Time to The Game Of All Time, Now Ft. A Larger Fun To Walking Simulator Ratio.
now as for changes i don't think that would be particularly useful but i want to see anyway: the possibility for critical hits even when your weapon isn't at 50 kills, but make them something like skill/4. speaking of that, why aren't the holy weapons all at 50+ kills already? if the count is maintained across generations for everything else, why aren't all the shots ullr took counted on my yewfelle? put them on there, it's always a good idea to make holy weapons more busted. give more random enemy units personal (non-class) skills to ruin the player's day. go random sword general with sol. fuck you.
oh yeah speaking of enemy general skills i'm going back on my word that these changes aren't particularly useful, and very unusually for me, saying that we should implement a change that would make the game slightly more normally balanced. kill full pavise. pavise cutting damage dealt in half was the best thing awakening ever did. it's fine for it to work against every weapon, but completely nullifying damage with an activation chance based on the user's level is stupid. loptous wishes it were you.
another change i'd like to make is making the arena about half as long (3-4 enemies) but making those enemies grant more gold/exp for using it. also, changing the chapter leveling curves in general so arena use isn't required for the highest rank (though idk if they'll keep the ranking system; this is the first remake of a game that had a proper one, and IS appears to be allergic to them nowadays.) you could optionally implement a limit on how many units can use the arena each map to incentivize solely using it to train up weak units, but idk. it's fun absolutely wrecking the arena, and would be less of a huge pain in the ass if it were three units long.
i'd like build and build growths to make a return, since engage seems to want to do that. it would help with some of the earlier weapon weight issues mentioned (esp. axes) but if you tweak weights instead it isn't super necessary.
oh yeah, make warp able to target green castles rather than just blue ones. sucks to make it optimal to get nordion captured so i can send everyone back there in the middle of ch2 instead of sending them all back to evans.
this ended up being a lot longer than i expected, but it's basically all tiny nitpicks. i think fe4's gameplay is really good for telling the story that it wants to, but some of the design decisions made within the game for memory reasons (i'm not exaggerating here by bringing this up so much- the game genuinely hits near the edge of the cartridge size, and project naga doublesizing it was absolutely the only thing that they could have done to fit the patch on there) or for bad decision reasons (kaga's loving marriage to movement restriction) make it less fun than it could be. a remake tweaking those and adding some later innovations in the fire emblem series could make it a game that i'd never want to stop playing, rather than one i have to take a couple weeks break from every time i finish it.
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If Diarmuid stopped slicking his hair back would he look more like his mom and/or dad 🤔
#if his dad was like naoise or beo#or the other possible dads if fe logic kicks in and he gets his dad's hair colour#muse: diarmuid
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cain archetypes.
#fire emblem#fe#post type: edits#character: cain (fe1/3/11/12)#character: mae (fe2.15)#character: naoise (fe4)#character: alva (fe5)#character: alen (fe6)#character: kent (fe7)#character: forde (fe8)#character: kieran (fe9/10)#character: sully (fe13)#character: saizo (fe14)
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Naoise has arrived!
Welcome to the Officers Academy! You have been assigned to the Blue Lions Faculty.
Please remember to follow the Masterlist and all your fellow colleagues. You have been granted an Iron Sword, Steel Sword, and Dexterity+ to start your journey with. We look forward to seeing the growth of your true potential.
May the Goddess light your path.
- Mod N
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