Pass me the turkey . Nevermind I ' ll get it <| sep |> At the mall today ? Did u get seen ? <| sep |> Nope , amazingly , although they are so sure it wont be abused and we shouldn ' t be worried , MPs are exempt ! <| sep |> zero points for a made up word ! Queef isn ' t in OED or Websters . OED is the only official verification for scrabble , so how exactly did she verify it ? <| sep |> This topic pops up every couple weeks and I always give the same answers . I had a long rant written about FE 10 ' s character balance and it largely stems from the fact that IS simply gave units similar total stats HPstrmagskllckdefres at equal levels without considering any other factors like mobility and availability . fireemblemradiantdawn 71092171 There are a ton of other balance issues with the game as well , such as forges being too good , having no limit on how much BEXPstat boosters you can pour onto a single unit though juggernaut syndrome affects most FE games and not just FE 10 , but BEXP is basically additional stat boosters so to speak , and the imbalanced EXPleveling system where overleveled characters are not penalized enough and underleveled characters don ' t catch up quickly enough . Most characters can be balanced by simply changing availability andor increasing base level with stats to match but you still need to prevent juggernaut syndrome with additional changes or else the game will become an imbalanced cesspool once people figure out how to break the game again . For those interested I also had a long rant about juggernaut syndrome . iqlm 265 osh 9308817 cI also had a topic where I talked about a lot of changes I would make to the game . While it ' s not up to date , it does have some ideas that would help the game balance . There are a lot of small changes like altering certain skills , but other big changes like weapon triangle . I ' ll put the big ones in this post , but even the small ones like making counter not a piece of shit would help . 17248 So rather than go through all the characters and point out individual changes that are fairly obvious for example , increase Fiona ' s base level by at least 5 with stats to match , or lower Sothe ' s base level by 10 , I would rather address huge sweeping changes . 1 Double the cost of all forges and make it possible to only forge once per chapter . Forges make it too easy to put up 5 mt 25 hit weapons and sometimes adding on crit on top of it . It makes str and skl matter less and puts way too much emphasis on speed being the key stat . Make forges rarer and more expensive so forging is a luxury and not hey everyone gets these broken weapons . 2 Increase speed caps for all tier 23 classes that aren ' t swordmasters or trueblades by 2 . For all laguz that have a speed cap of 19 or less , increase their speed cap by 2 . All generic armorgeneral enemies get 3 speed . All generic wyvern knightlord enemies get 2 speed . All generic magesage enemies get 1 speed . All generic fighterwarrior enemies get 1 speed . All generic archersniper enemies get 1 speed . Even with the nerf to forges , speed is still an overpowered stat . I would rather rework how the doubling formula works but that is a very complicated subject , so the simpler bandaid solution would be to help the slower PCs by being able to get more speed speed caps for many classes are REALLY low , and also vary the enemy stats so that massive increases in offense don ' t occur at small speed thresholds . For those who have looked at enemy stats , enemies actually have very similar speed values . P a l adinsgeneralssageswyverns all have very similar speed in early part 3 they all hover around 1718 spd . Then warriorssnipershalbs have about 23 more speed than that group in early part 3 they all hover around 1920 spd , and then swordmasters have about 23 more than the previous group . What happens here is that huge increases in offense will happen at very specific speed thresholds . For example in part 3 , Titania only doubles the slowest enemies , but with a speedwing will suddenly double the second group . Basically a single speedwing allows Titania to go from doubling 3050 % of the enemies to doubling almost everything that isn ' t a swordmaster , and that ' s too big an increase at just 2 speed . On a side note , the CON system from the GBA games helped this speed variation problem a little . You could have a group of , say , enemy cavaliers all at the same level with the same raw speed , but the weapon they ' re wielding will mean they have different speed values . Some have regular iron lances , some weigh themselves down with javelins , and some weigh themselves down further with steel lances . This obviously changes their atkhit 12 range values as well to make enemies even more unique even if statistically they ' re the same . When enemies have a wide range of speed values , this means that gaining a small amount of speed doesn ' t become a huge increase in offense . Maybe getting 2 speed will make you go from doubling 50 % of the enemies to 60 % of them . That helps prevent speed from becoming too good . 3 Level difference between PC and enemy , with regards to the EXP formula , is now 4 per level instead of 1 . 5 per level . My rant about the juggernaut syndrome goes into this in more detail . This helps curb juggernaut syndrome by punishing the overleveled units harder and helps the underleveled units catch up faster . 4 A given unit can only obtain a total of 3 stat boosters the entire game . A given unit can also only obtain 100 EXP worth of BEXP per chapter . Again , my rant about the juggernaut syndrome goes into this in more detail . It prevents players from dumping all their eggs into one basket to obtain a juggernaut . While this does punish bad units , it ' s more important that the good units don ' t dominate the game . A game being plagued by a few bad units just means those specific units are unusable , whereas a game being plagued by a few godly units means that everyone else is unusable . 5 Mounted units and flying laguz cannot removecanto after doing an action . The extra mobility these units have over their peers is already a big enough bonus . Being able to remove afterwards is simply too broken . 6 Heaven affinity gives 10 hit per level . Hit bonuses gained from other affinities are now 5 per level . Avoid bonuses gained from nonearth affinities are now 4 per level . Atk and def bonuses gained from affinities is now 0 . 8 per level . Support bonuses in general that weren ' t from earth affinities were not very significant . Gaining 2 . 5 hitavo , or 0 . 5 atkdef worked in the GBA and FE 9 games because you could have up to 5 levels of supports often one A support and one B support , but in FE 10 you can only have 3 levels of supports with a single unit . When supports are generally not worth building up , it promotes lowmanning and juggernaut soloing , since you don ' t need to keep units adjacent to build up or sustain supports . 7 Skill gives 1 crit per point . Crits only do x 2 damage . Skill is still a pretty useless stat . 0 . 5 crit per point isn ' t enough to be significant especially when enemies in this game have actual luck stats . This also makes lck relatively useless , as you generally only need enough lck to not face any crit from enemies , which is basically half of their skl stat . This change helps make skill , and crit , more useful , and also means having more lck to negate crits is useful . However crit damage gets nerfed to x 2 so units don ' t just randomly explode when attacked . 8 Weapon triangle is implemented again in hard mode . In all difficulty modes it is 1 atk , 10 hit , 5 crit . Weapon triangle is important for the game and it was stupid that IS removed it in hard mode . Also WT affecting crit also makes things more interesting especially with the above change . This change and the above change could also go into other FE games to help make skl and lck more useful as well . This isn ' t really a comprehensive list , just the ones off the top of my head . If I ' m bored I might add more .