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** The character of Kyza from ''VideoGame/FireEmblemRadiantDawn'' was somewhat infamous in their original incarnation for being an unflattering CampGay stereotype with a resulting AmbiguousGenderIdentity. When Kyza returned for this game, they were exclusively given gender-neutral pronouns (the first ''Fire Emblem'' character who isn't a deity or artifical creation to hold that honor) and most of the offensiveness was ironed out without removing their flamboyancy, including by making the LoveTriangle between them, Ranulf and Lyre not only more explicit, but also by heavily implying that Ranulf reciprocated their feelings in the past. The response to this version of Kyza has been much more positive this time as a result.


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** Kyza from ''Radiant Dawn'' was somewhat infamous in their original incarnation for being an unflattering CampGay stereotype with an awkward AmbiguousGenderIdentity stemming from it. When Kyza returned for this game, they were exclusively given gender-neutral pronouns (the first ''Fire Emblem'' character who isn't a deity or artificial creation to hold that honor) and most of the offensiveness was ironed out without removing their flamboyancy, including by making the LoveTriangle between them, Ranulf and Lyre not only more explicit, but also by heavily implying that Ranulf reciprocated their feelings in the past. The response to this version of Kyza has been much more positive this time as a result.
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* [[HighTierScrappy/FireEmblemHeres High-Tier Scrappy]]

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* [[HighTierScrappy/FireEmblemHeres [[HighTierScrappy/FireEmblemHeroes High-Tier Scrappy]]
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Added back the High-Tier Scrappy page.

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* [[HighTierScrappy/FireEmblemHeres High-Tier Scrappy]]
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** This has been a complaint regarding Forging Bonds hero events that feature Fjorm either praising the other hero and giving them a motivational speech, or if the other character is a mage, they're in the library. Some fans find her personality and dialogue to be too generic and boring to justify her reappearances over other Heroes characters, which results in these aforementioned hero events running through the same plot beats every time. It's gotten to the point where these fans have used the term "Fjorming Bonds" whenever she appears, with the other hero being referred to as "getting Fjormed".

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** This has been a complaint regarding Forging Bonds hero events that feature Fjorm either praising the other hero and giving them a motivational speech, or if the other character is a mage, they're in the library. Some fans find her personality and dialogue to be too generic and boring to justify her reappearances over other Heroes ''Heroes'' characters, which results in these aforementioned hero events running through the same plot beats every time. It's gotten to the point where these fans have used the term "Fjorming Bonds" whenever she appears, with the other hero being referred to as "getting Fjormed".
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** This has been a complaint regarding Forging Bonds hero events that feature Fjorm either praising the other hero and giving them a motivational speech, or if the other character is a mage, they're in the library. Some fans find her personality and dialogue to be too generic and boring to justify her reappearances over other Heroes characters, which results in these aforementioned hero events running through the same plot beats every time. It's gotten to the point where these fans have used the term "Fjorming Bonds" whenever she appears, with the other hero being referred to as "getting Fjormed".
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** Xander in his Nohrian Summer self allows himself to loosen up and sometimes does comically silly actions that one would not expect. He revealed to the summoner that he named his own floatie toy "Lilith". And in the Japanese version of the game, he [[https://youtu.be/IajYSlRAXXM?t=397 will scream "Lilith!!!" in an agonized way]] if his HP reaches half or below, which is when his injured art is put on display, in which a torn-up Lilith floatie can be seen.

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** Xander in his Nohrian Summer self allows himself to loosen up and sometimes does comically silly actions that one would not expect. He revealed to the summoner that he named his own floatie toy "Lilith". And in the Japanese version of the game, he [[https://youtu.be/IajYSlRAXXM?t=397 will scream "Lilith!!!" in an agonized way]] if his HP reaches half or below, which is when his injured art is put on display, in which display where a torn-up Lilith floatie can be seen.

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* AmericansHateTingle: On a general banner level, banners focused around ''VideoGame/FireEmblemGenealogyOfTheHolyWar'', ''VideoGame/FireEmblemThracia776'', and ''VideoGame/FireEmblemTheBindingBlade'' sell moderately better in Japan compared to the West, where banners focused around said games tend to be among the worst selling banners of the year. This is generally chalked up to the NoExportForYou nature of the three titles, given that all three games were never localized, so they lack a strong foundation compared to other titles. This is more noticeable should any of the three games have a banner not featuring more well-known characters like Roy, Sigurd, or Reinhardt, the three being some of the more note worthy characters in the western fanbase.

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* AmericansHateTingle: AmericansHateTingle:
**
On a general banner level, banners focused around ''VideoGame/FireEmblemGenealogyOfTheHolyWar'', ''VideoGame/FireEmblemThracia776'', and ''VideoGame/FireEmblemTheBindingBlade'' sell moderately better in Japan compared to the West, where banners focused around said games tend to be among the worst selling banners of the year. This is generally chalked up to the NoExportForYou nature of the three titles, given that all three games were never localized, so they lack a strong foundation compared to other titles. This is more noticeable should any of the three games have a banner not featuring more well-known characters like Roy, Sigurd, or Reinhardt, the three being some of the more note worthy characters in the western fanbase.fanbase.
** Of the many characters that appear in this game, Young Tiki is extremely controversial, at least to the non-Japanese playerbase. In Japan, she's among the most popular and iconic characters in the entire franchise and her getting a lot of variants isn't deemed to be much of an issue. On the other hand, a lot of players outside Japan either hate or are very critical of her due to being oversaturated, as well as being blamed for overshadowing her adult self from ''Awakening'' (despite being one of the winners of Choose your Legends round 6), while several non-Japanese players either don't mind the favoritism Young Tiki has been given or think that her oversaturation isn't so much of a big deal as her opposers make it out to be.

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Moving the Surtr entry to "Disappointing Last Level" as I think it fits better there (and added Gullveig to the list as well since some people have expressed how unsatisfying the last story chapter of Book VII felt).


** Surtr's final confrontation in Book II Chapter 13 is surprisingly anticlimactic compared to previous battles he was in. He himself doesn't have any special set-ups, even at the highest difficulty, and he doesn't even have any armored units to support him (compared to a previous battle such as Chapter 4-5, where an Armor March unit accompanied him). It's worth mentioning that the hardest enemy on the map is perhaps Flora of all people (which is funny considering she's the chapter icon). That's because not only will she most probably kill mages, she'll also catch units with Distant Counter builds off guard (which are generally good counters for Dagger units), so one would have to think twice before getting at her.


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* DisappointingLastLevel:
** Surtr's final confrontation in Book II, Chapter 13 is surprisingly anticlimactic compared to previous battles he was in. He himself doesn't have any special set-ups, even at the highest difficulty, and he doesn't even have any armored units to support him (compared to a previous battle such as Chapter 4-5, where an Armor March unit accompanied him). It's worth mentioning that the hardest enemy on the map is perhaps Flora of all people (which is funny considering she's the chapter icon). That's because not only will she most probably kill mages, she'll also catch units with Distant Counter builds off guard (which are generally good counters for Dagger units), so one would have to think twice before getting at her.
** Gullveig's final battle in Book VII, Chapter 1 is considered to be one of the most disappointing Book finales for a variety of reasons. One reason is that her fight is almost exactly the same as the first fight against her was in Book VII, Chapter 13, just with different New Heroes. Secondly, due to Gullveig's status as a GlassCannon, she is easily able to be disposed of with any capable unit in the player's barracks, making units like Attuned Nino and Isadora more threatening than the time goddess herself. And to top it all off, several fans expressed disappointment due to how anticlimatic the story ended with [[spoiler:Gullveig dying from the power of the MacGuffin (despite initially showing to have immunity to such a power and growing stronger with each cycle), citing that Njörðr would have been a much more fitting and climatic FinalBoss of Book VII to break the cycle instead]].

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** Another skill that frequently gets recycled is Wary Fighter 3 on free-to-play friendly armors, with Regular Effie, Regular Zephiel, Halloween Dorcas, Flame Emperor, Benny, Cervantes, and Vigarde all having this skill. Some fans have called for Bold Fighter 3 and Vengeful Fighter 3 to be used instead, as they are not as overpowered as they used to be when they were first introduced. Thankfully, when Ludveck and Murdock debuted as Grand Heroes in February 2023 and June 2023, they came with Vengeful Fighter 3 and Special Fighter 3 respectively, bringing those skills into the grail pool for the first time.

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** Another Outdated skills have a tendency to get reused on free-to-play units despite them being nigh-useless in the current meta and already readily available on 3-4 star units in the summoning pool. Notable examples include Young Boyd having Fire Boost 3, Atlas having Earth Boost 3, Wil having Atk/Res Push 3, Validar having Brash Assault 3 and Atk Ploy 3, and Mauvier having Seal Atk 3.
** One particular old
skill that frequently gets recycled is Wary Fighter 3 on free-to-play friendly armors, with Regular Effie, Regular Zephiel, Halloween Dorcas, Flame Emperor, Benny, Cervantes, and Vigarde all having this skill. Some fans have called for Bold Fighter 3 and Vengeful Fighter 3 to be used instead, as they are not as overpowered as they used to be when they were first introduced. Thankfully, when Ludveck and Murdock debuted as Grand Heroes in February 2023 and June 2023, they came with Vengeful Fighter 3 and Special Fighter 3 respectively, bringing those skills into the grail pool for the first time.
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** The trailer for the banner "Attuned: Peony & Triandra", which introduced the then-new hero type of the same name. While the reception for the trailers that introduced previous hero variants were more or less warm, the major reason this one has largely negative reception from the community is not just the banner only having one new character added (Mycen), with Marla and Hestia being released as freebies, but the introduction of Attuned heroes in general. Many felt that the concept, in which these heroes possess an additional skill slot containing a slightly weaker version of an existing skill that can be inherited to other heroes only once, was both redundant and unnecessary, as rearmed heroes already have a similar function albeit with weapons, and that the x slot skills can only be given to units that don't have personal skills already,[[note]]For example, one can inherit the x slot to Dancer Duo Sigurd + Deirdre, but it can't be inherited on Legendary Sigurd due to having Crusader's Ward and Holy Knight Aura as personal skills[[/note]] rendering them pointless.

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** The trailer for the banner "Attuned: Peony & Triandra", which introduced the then-new hero type of the same name. Attuned Heroes. While the reception for the trailers that introduced previous hero variants were more or less warm, the major reason this one has largely negative reception from the community is not just the banner only having one new character added (Mycen), with Marla and Hestia being released as freebies, but the introduction of Attuned heroes Heroes in general. Many felt that the concept, in which these heroes possess an additional skill slot containing a slightly weaker version of an existing skill that can be inherited to other heroes only once, [[ItsTheSameNowItSucks was both redundant and unnecessary, unnecessary]], as rearmed heroes Rearmed Heroes already have a similar function albeit with weapons, and that the x slot skills X-Skills can only be given to units that don't have personal skills already,[[note]]For already [[note]]For example, one can inherit the x slot X-Skills to Dancer Duo Sigurd + Deirdre, but it can't be inherited on Legendary Sigurd due to having Crusader's Ward and Holy Knight Aura as personal skills[[/note]] skills[[/note]], rendering them pointless.what many thought was a pointless concept. This issue was slightly mitigated with the Version 8.2.0. patch which allows Rearmed Heroes to be able to use their personal skills and an X-Skill at the same time (as well as allowing Attuned Heroes to use both their personal skill and an Arcane Weapon simulataneously).

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Moving Scrappy Mechanic to its own entry.


* [[ScrappyMechanic/FireEmblemHeroes Scrappy Mechanic]]



* ScrappyMechanic:
** The way teams are formed in the Voting Gauntlet takes LuckBasedMission to an annoying extreme. Players can only pick one of their characters in their three man team, while the rest are chosen randomly from other players. Problem is, the game doesn't bother trying to keep the teams balanced at all. This can result in situations like the player having a team of blue units while the enemy team only has green units. Also, sometimes each team has a character with much lower stats than the rest, making them dead weight. This became more bearable starting with the April 2018 Gauntlet, since players can just try again immediately if they lose a battle.
** The bonus summoning chance only applies to the focus you summoned on, so if the focuses rotate, your chance resets. If you're really unlucky, you have to sink a lot of orbs into one focus just to utilize that bonus chance.
** The TimedMission mechanic introduced in late Book 1. It puts a hard cap on the amount of turns you have, almost always three, meaning a player is pushed into aggressive playstyles that reward higher movement characters, which really made it hard for some to do them quickly enough or get the Orb rewards for Lunatic difficulty. The developers caught wind of the negative feedback and since mid-to-late Book 2 stopped doing that (however, two levels in late Book 2 are notorious for having enemies that won't move unless if you're in their position), but it makes going back to older levels for quests or things like Chain Battles frustrating.
** The Super Asset and Flaw system, though on paper a good idea, is disliked by some because of the way it is handled. Essentially, some units have stats that, if their Asset or Flaw, either increases the stat, or decreases it, by 4 instead of 3. The idea seems to be a way to indicate a units strengths and weaknesses, but the issue is that not all units have either, and some can have multiple Assets and Flaws, making it seem like some units are just shafted stat wise, while others are given unfair advantages. Another part that makes it annoying is that the Super Asset or Flaw doesn't at times make sense with the units stats, such as Regular Xander getting one in Spd, despite being a MightyGlacier, while Legendary Chrom has a Super Flaw in Def despite his largely tank focus build. While the Super Flaw goes away after the changes to the merge system, if the player never gets another copy, they have to potentially live with a weaker version of a unit because of random factors, not helped by the fact that a player will often want to chose a Super Asset when investing in a unit, since getting +4 to a stat is generally better for scoring purposes, but if its in a DumpStat, it calls into question why it was ever handled that way. This is not helped by the number of top tier units very commonly having Super Assets in Atk or Spd.
** If you change a unit's Supports, their previous ones are erased and have to be built back up from scratch if you switch back. It really discourages experimenting with Support combinations, especially if you change the Summoner Support. Unless you purchase the FEH Pass, you have to pick a unit and stay with them until you change your mind.
** The Choose Your Legends voting polls sort characters by their game and portraits. This has lead to many characters having their votes divided up between two to three versions of themselves. Finn is the most infamous in this regard. His votes are divided into three selectable versions: One for his ''Thracia 776'' appearance, and two different counts for his younger and older appearances in ''Genealogy of the Holy War''! What makes this particularly baffling is that Lewyn and Arvis, two other characters who appear with different portraits in the different generations, ''don't'' have this problem. Marth in particular would have gotten second place in the second Choose Your Legends poll if his votes weren't divided between his ''Shadow Dragon'' and ''Mystery of the Emblem'' incarnations, costing him a Brave version of himself. Mercifully, the third poll fixes this by tallying the votes of characters with multiple appearances together (although there are some exceptions: Camus/Zeke/Sirius due to going under different names, and young and old Tiki due to a 2000 year TimeSkip). This also applied to [[VideoGame/FireEmblemGenealogyOfTheHolyWar Arvis and Oifey]] in Choose Your Legends 5, though this was addressed the next year.
** The game will penalize the player if a unit falls in battle by flat out treating the map as if the unit was not even on the team. While this was likely intended to prevent players from abusing difficult maps for higher experience without actually trying, this can be especially frustrating on maps that are designed to allow leveling up at a faster rate, such as the ''Warriors'' maps. In most cases you use those maps for leveling up a character, only to lose the unit and any levels/sp they earned. This was eventually fixed in the 2.5.0 update.
** Arbitrary skill inheritance restrictions. Many skills are unable to be inherited by some weapons/colors or movement types, or at the very least, their upgraded forms cannot. In some cases this makes sense, like the Hone/Goad skills, Dragons Ire, and the Near/Far Save skills being locked to specific unit or movement types, but in most cases the restriction is random and outright silly; mounted units cannot use Flashing Blade despite Heavy Blade being available to them, while Healers cannot use any of the Blow skills at all. The strict limit on who can, and cannot, inherit skills makes it frustrating to invest in some units, because many top tier skills may just randomly be locked from units who need it, such as Cavaliers not being able to use Breath skills. The developers have been more willing to release unique skills for those limited to certain skills, but it remains very disliked because there isn't a clear reason why since most skills randomly limited are often not strong enough to really justify limits. This especially is bad for Colorless Healers, who can't use a wide amount of skills for no reason, and it took years for many to get skills that could just be used by them that were worth using.
** Aether Raids was well-received at first, but in subsequent weeks a few issues popped up -
*** One big issue, initially, was the ever-increasing Aether costs. At the higher tiers, you may have needed over ''a hundred'' just for one play. As you can only upgrade your fountain to restore 70 Aether each day, that meant that sometimes, all you got was your free play for the day. IS addressed this by capping the Aether cost at 50, but they removed the free play per day as well, so there may still be instances where you only get to play Aether Raids once that day.
*** The way Lift loss works is a point of contention. When you lose lift due to your defensive team losing, there's a 20-hour period in which losses don't reduce your lift. This leaves how much lift you lose up to chance. You could have a ironclad defense and successfully fend off every raiding party... but if the encounter after that 20-hour grace period is one where your opponent completely curbstomps your defense, you suffer the full lift loss.
*** And on the flip side, lift gain during offense as it's very luck-based -- sometimes you might go up against a weak team; other times you might fight a near-perfect defense. Mess ''anything'' up, especially in the high tiers and with no take-backs, and you can suffer a hefty Lift penalty, if not an outright loss. With the (relatively speaking) high costs just to play and limited mulligans (Escape Ladders), it can quickly become very tedious and unenjoyable for a lot of players.[[note]]To alleviate this, version 4.7.0 introduces the Auto-Dispatch feature, allowing limited auto-runs for near-guaranteed (but reduced) Lift gain by reducing enemy defenses as if they were in tier 1.[[/note]]
*** Structure and trap upgrades cannot be reversed, which is especially a problem for the Bolt Trap. This trap deals more damage at higher levels, but not only does it also damage the defending army, it can actually help offensive teams as their units hit by higher levels versions of this trap will fall under the HP threshold for their Wings of Mercy units. It's because of these reasons that several players never upgrade their Bolt Trap and use it just to end the action of whoever ends their turn on it, but unfortunately, those who have already done so are out of luck in that regard.
*** If you delete the bookmark data or find yourself in a situation where you're unable to recover it, the Escape Ladder straight up doesn't trigger, resulting in your Aether going to complete waste.
*** Chaos season throws a curveball when it comes to gaining lift. You have to get at least one kill with the bonus unit you are using to gain 20 extra lift per match (40 for doubled Aether matches). Prior to the 6.10.0 update, it was very easy to forget about this mechanic, since there was no indicator to let you know that you got a kill with the bonus unit, and if you defeated the opposing team and realize that you didn’t gain as much lift as you thought you would, then it was too late, as the Escape Ladder wouldn't help if you already won a match. Thankfully, the 6.10.0 update added a notification in the bottom left where the settings are that lets you know when you’ve achieved a kill with a bonus unit.
** While Heroic Ordeals have few complaints, the Dragonflowers you receive as rewards are more disheartening. Trials for first and second-year units reward a measly two and eight Dragonflowers, respectively. Fully upgrading a unit's stats through Dragonflowers requires about 600-800 of them. Even if you own own a lot of those units, you might not have enough to increase even one unit's stats, so unless you get higher on tiered modes like Aether Raids, you basically need to work to get a copy of every unit released just to get a steady supply.
** In some maps with reinforcements, more precisely ones where the enemy won't attack until you get into their range or attack them, enemies will spawn in depending on ''which'' foe you kill, rather than the turn or amount of foes you've slain. This can become very problematic if you were to kill one foe, only to then spawn another or even more, causing your units to be squashed in, or worse, end up beside a foe whom they can't kill or will be killed by. One glaring example is Eirika's LHB where defeating the Lance Fighter, who is the front of the lines, will spawn ''3'' cavaliers at the bottom section, 2 of which are ranged and a way from the rest of the foes.
** The Shield phase of Mjölnir's Strike, the one with proper ''[=FEH=]'' gameplay, is only active for a day. Unable to log in that day or just forgot? Too bad. Thankfully, this was later changed to be extended to two days long in update 5.3.0.
** Speaking of Mjölnir's Strike, the feather rewards. To get them, you need to use any of your Counter Arrows in the Counter phase in order to be eligible to receive them (and Dragonflowers at Askr LV. 30) after the event ends. The thing is that the Counter phase last only 20 hours before it ends, and just after the Shield phase. Miss using any of your Arrows within that time, and you will not be able to receive those feathers, and considering that the amount of feathers you can receive is up to 3000, this is especially damning.
** Resonant Battles. You get only nine (formerly ''five'') attempts per week with no way of gaining more (unlike the other Coliseum events where you get many dozens more -- if not infinite -- attempts depending on mode) and while letting Thieves escape or losing allies will dock you many points, failure will give you a zero score. The fact that Allegiance Battles (which arguably gives better rewards including Orbs and feathers) have been reduced to every other week doesn't help. This was later changed in update 4.10.0, where players are now been given unlimited amount of tries in Resonant Battles, allowing players to experiment with their heroes in that mode to get as much score as possible.
** The fact the player cannot do anything about what color orbs appear during a summoning session. Numerous times will a player want a specific unit or color, only to get none of the colored orbs they want, causing them to potentially waste their free summon/5 orbs. Despite this being something people have stated since launch to be a problem, nothing has been done to help fix this (likely due to the design), so it remains a highly disliked aspect of the summoning process.
** Some of the 3-4 star units from the summoning pool, notably Regular Hana, Peri, Clair, Regular Shigure, Hawkeye, Regular Fae, Python, Kaze, Leon, Legault, and Brady have two text boxes of summoning dialogue instead of just one. There's no option to fast forward or skip the summoning dialogue, which can make summoning those units feel more like a chore to get through than other units who have only one text box of dialogue.
** Collecting the rewards in Rökkr Sieges after your first match can be rather tedious. The rewards all have their own message box pop up along with the quests, resulting in up to ''thirty-four'' text boxes that you have to manually close if you earn the max score of 200,000 points on your first match. And since there are three rounds, you have to do this three times every time this game mode rolls around.
** Some of the instant demote units weren't given out as quest reward units when they debuted. These units are Bantu, Valbar, Ross, Tanya, Benny, Regular Tanith, Atlas, Ricken, Regular Elice, Lapis, and Wil. Given how large the summoning pool of 3-4 star units is, with it continuing to grow as more units get released, it's usually going to take a long time to obtain these units, let alone enough copies to +10 merge them. To put things in perspective, the odds of fully merging a 5 star focus unit on a New Heroes banner are much higher than fully merging an instant demote unit from that same banner.
** When voting for heroes in certain voting events, notably A Hero Rises, the heroes are separated by color and are listed by the number of times that hero was tapped by the players from top to bottom. This makes it significantly tougher than it should be for players to find a specific hero to vote for if they are in the middle of the list. Even worse, it's easy for people to rig the number of taps with bots so that some heroes end up at the top of the list, making them more likely to be voted by people who don't scroll down the list.
** The level up quotes cannot be skipped, which becomes a problem in Hall of Forms where each forma unit starts at level 10. Reaching level 40 with all four units means having to sit through a grand total of ''120 level up quotes'', which can make this game mode feel longer than it should.
** The Feh Pass exclusive quests not only still show up for players who aren't subscribed to it, the game will automatically redirect the player to those quests if they don't have any other quests cleared. It comes off as intrusive advertising for the Feh Pass, which, among other examples of this such as a popup reminding players that they need to subscribe to the pass if they reach 40 summons on a banner that can only be sparked with said pass, is a big part of why it's controversial among the fanbase. It notably used to be worse when the system was first introduced, as the quests were flagged as normal quests even if you didn't have it, meaning players were left with open quests they couldn't get rid of that made it hard to know what quests they had to finish, requiring a later update to make them their own color.

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* ScrappyMechanic:
** The way teams are formed in the Voting Gauntlet takes LuckBasedMission to an annoying extreme. Players can only pick one of their characters in their three man team, while the rest are chosen randomly from other players. Problem is, the game doesn't bother trying to keep the teams balanced at all. This can result in situations like the player having a team of blue units while the enemy team only has green units. Also, sometimes each team has a character with much lower stats than the rest, making them dead weight. This became more bearable starting with the April 2018 Gauntlet, since players can just try again immediately if they lose a battle.
** The bonus summoning chance only applies to the focus you summoned on, so if the focuses rotate, your chance resets. If you're really unlucky, you have to sink a lot of orbs into one focus just to utilize that bonus chance.
** The TimedMission mechanic introduced in late Book 1. It puts a hard cap on the amount of turns you have, almost always three, meaning a player is pushed into aggressive playstyles that reward higher movement characters, which really made it hard for some to do them quickly enough or get the Orb rewards for Lunatic difficulty. The developers caught wind of the negative feedback and since mid-to-late Book 2 stopped doing that (however, two levels in late Book 2 are notorious for having enemies that won't move unless if you're in their position), but it makes going back to older levels for quests or things like Chain Battles frustrating.
** The Super Asset and Flaw system, though on paper a good idea, is disliked by some because of the way it is handled. Essentially, some units have stats that, if their Asset or Flaw, either increases the stat, or decreases it, by 4 instead of 3. The idea seems to be a way to indicate a units strengths and weaknesses, but the issue is that not all units have either, and some can have multiple Assets and Flaws, making it seem like some units are just shafted stat wise, while others are given unfair advantages. Another part that makes it annoying is that the Super Asset or Flaw doesn't at times make sense with the units stats, such as Regular Xander getting one in Spd, despite being a MightyGlacier, while Legendary Chrom has a Super Flaw in Def despite his largely tank focus build. While the Super Flaw goes away after the changes to the merge system, if the player never gets another copy, they have to potentially live with a weaker version of a unit because of random factors, not helped by the fact that a player will often want to chose a Super Asset when investing in a unit, since getting +4 to a stat is generally better for scoring purposes, but if
ScrappyMechanic: Has its in a DumpStat, it calls into question why it was ever handled that way. This is not helped by the number of top tier units very commonly having Super Assets in Atk or Spd.
** If you change a unit's Supports, their previous ones are erased and have to be built back up from scratch if you switch back. It really discourages experimenting with Support combinations, especially if you change the Summoner Support. Unless you purchase the FEH Pass, you have to pick a unit and stay with them until you change your mind.
** The Choose Your Legends voting polls sort characters by their game and portraits. This has lead to many characters having their votes divided up between two to three versions of themselves. Finn is the most infamous in this regard. His votes are divided into three selectable versions: One for his ''Thracia 776'' appearance, and two different counts for his younger and older appearances in ''Genealogy of the Holy War''! What makes this particularly baffling is that Lewyn and Arvis, two other characters who appear with different portraits in the different generations, ''don't'' have this problem. Marth in particular would have gotten second place in the second Choose Your Legends poll if his votes weren't divided between his ''Shadow Dragon'' and ''Mystery of the Emblem'' incarnations, costing him a Brave version of himself. Mercifully, the third poll fixes this by tallying the votes of characters with multiple appearances together (although there are some exceptions: Camus/Zeke/Sirius due to going under different names, and young and old Tiki due to a 2000 year TimeSkip). This also applied to [[VideoGame/FireEmblemGenealogyOfTheHolyWar Arvis and Oifey]] in Choose Your Legends 5, though this was addressed the next year.
** The game will penalize the player if a unit falls in battle by flat out treating the map as if the unit was not even on the team. While this was likely intended to prevent players from abusing difficult maps for higher experience without actually trying, this can be especially frustrating on maps that are designed to allow leveling up at a faster rate, such as the ''Warriors'' maps. In most cases you use those maps for leveling up a character, only to lose the unit and any levels/sp they earned. This was eventually fixed in the 2.5.0 update.
** Arbitrary skill inheritance restrictions. Many skills are unable to be inherited by some weapons/colors or movement types, or at the very least, their upgraded forms cannot. In some cases this makes sense, like the Hone/Goad skills, Dragons Ire, and the Near/Far Save skills being locked to specific unit or movement types, but in most cases the restriction is random and outright silly; mounted units cannot use Flashing Blade despite Heavy Blade being available to them, while Healers cannot use any of the Blow skills at all. The strict limit on who can, and cannot, inherit skills makes it frustrating to invest in some units, because many top tier skills may just randomly be locked from units who need it, such as Cavaliers not being able to use Breath skills. The developers have been more willing to release unique skills for those limited to certain skills, but it remains very disliked because there isn't a clear reason why since most skills randomly limited are often not strong enough to really justify limits. This especially is bad for Colorless Healers, who can't use a wide amount of skills for no reason, and it took years for many to get skills that could just be used by them that were worth using.
** Aether Raids was well-received at first, but in subsequent weeks a few issues popped up -
*** One big issue, initially, was the ever-increasing Aether costs. At the higher tiers, you may have needed over ''a hundred'' just for one play. As you can only upgrade your fountain to restore 70 Aether each day, that meant that sometimes, all you got was your free play for the day. IS addressed this by capping the Aether cost at 50, but they removed the free play per day as well, so there may still be instances where you only get to play Aether Raids once that day.
*** The way Lift loss works is a point of contention. When you lose lift due to your defensive team losing, there's a 20-hour period in which losses don't reduce your lift. This leaves how much lift you lose up to chance. You could have a ironclad defense and successfully fend off every raiding party... but if the encounter after that 20-hour grace period is one where your opponent completely curbstomps your defense, you suffer the full lift loss.
*** And on the flip side, lift gain during offense as it's very luck-based -- sometimes you might go up against a weak team; other times you might fight a near-perfect defense. Mess ''anything'' up, especially in the high tiers and with no take-backs, and you can suffer a hefty Lift penalty, if not an outright loss. With the (relatively speaking) high costs just to play and limited mulligans (Escape Ladders), it can quickly become very tedious and unenjoyable for a lot of players.[[note]]To alleviate this, version 4.7.0 introduces the Auto-Dispatch feature, allowing limited auto-runs for near-guaranteed (but reduced) Lift gain by reducing enemy defenses as if they were in tier 1.[[/note]]
*** Structure and trap upgrades cannot be reversed, which is especially a problem for the Bolt Trap. This trap deals more damage at higher levels, but not only does it also damage the defending army, it can actually help offensive teams as their units hit by higher levels versions of this trap will fall under the HP threshold for their Wings of Mercy units. It's because of these reasons that several players never upgrade their Bolt Trap and use it just to end the action of whoever ends their turn on it, but unfortunately, those who have already done so are out of luck in that regard.
*** If you delete the bookmark data or find yourself in a situation where you're unable to recover it, the Escape Ladder straight up doesn't trigger, resulting in your Aether going to complete waste.
*** Chaos season throws a curveball when it comes to gaining lift. You have to get at least one kill with the bonus unit you are using to gain 20 extra lift per match (40 for doubled Aether matches). Prior to the 6.10.0 update, it was very easy to forget about this mechanic, since there was no indicator to let you know that you got a kill with the bonus unit, and if you defeated the opposing team and realize that you didn’t gain as much lift as you thought you would, then it was too late, as the Escape Ladder wouldn't help if you already won a match. Thankfully, the 6.10.0 update added a notification in the bottom left where the settings are that lets you know when you’ve achieved a kill with a bonus unit.
** While Heroic Ordeals have few complaints, the Dragonflowers you receive as rewards are more disheartening. Trials for first and second-year units reward a measly two and eight Dragonflowers, respectively. Fully upgrading a unit's stats through Dragonflowers requires about 600-800 of them. Even if you
own own a lot of those units, you might not have enough to increase even one unit's stats, so unless you get higher on tiered modes like Aether Raids, you basically need to work to get a copy of every unit released just to get a steady supply.
** In some maps with reinforcements, more precisely ones where the enemy won't attack until you get into their range or attack them, enemies will spawn in depending on ''which'' foe you kill, rather than the turn or amount of foes you've slain. This can become very problematic if you were to kill one foe, only to then spawn another or even more, causing your units to be squashed in, or worse, end up beside a foe whom they can't kill or will be killed by. One glaring example is Eirika's LHB where defeating the Lance Fighter, who is the front of the lines, will spawn ''3'' cavaliers at the bottom section, 2 of which are ranged and a way from the rest of the foes.
** The Shield phase of Mjölnir's Strike, the one with proper ''[=FEH=]'' gameplay, is only active for a day. Unable to log in that day or just forgot? Too bad. Thankfully, this was later changed to be extended to two days long in update 5.3.0.
** Speaking of Mjölnir's Strike, the feather rewards. To get them, you need to use any of your Counter Arrows in the Counter phase in order to be eligible to receive them (and Dragonflowers at Askr LV. 30) after the event ends. The thing is that the Counter phase last only 20 hours before it ends, and just after the Shield phase. Miss using any of your Arrows within that time, and you will not be able to receive those feathers, and considering that the amount of feathers you can receive is up to 3000, this is especially damning.
** Resonant Battles. You get only nine (formerly ''five'') attempts per week with no way of gaining more (unlike the other Coliseum events where you get many dozens more -- if not infinite -- attempts depending on mode) and while letting Thieves escape or losing allies will dock you many points, failure will give you a zero score. The fact that Allegiance Battles (which arguably gives better rewards including Orbs and feathers) have been reduced to every other week doesn't help. This was later changed in update 4.10.0, where players are now been given unlimited amount of tries in Resonant Battles, allowing players to experiment with their heroes in that mode to get as much score as possible.
** The fact the player cannot do anything about what color orbs appear during a summoning session. Numerous times will a player want a specific unit or color, only to get none of the colored orbs they want, causing them to potentially waste their free summon/5 orbs. Despite this being something people have stated since launch to be a problem, nothing has been done to help fix this (likely due to the design), so it remains a highly disliked aspect of the summoning process.
** Some of the 3-4 star units from the summoning pool, notably Regular Hana, Peri, Clair, Regular Shigure, Hawkeye, Regular Fae, Python, Kaze, Leon, Legault, and Brady have two text boxes of summoning dialogue instead of just one. There's no option to fast forward or skip the summoning dialogue, which can make summoning those units feel more like a chore to get through than other units who have only one text box of dialogue.
** Collecting the rewards in Rökkr Sieges after your first match can be rather tedious. The rewards all have their own message box pop up along with the quests, resulting in up to ''thirty-four'' text boxes that you have to manually close if you earn the max score of 200,000 points on your first match. And since there are three rounds, you have to do this three times every time this game mode rolls around.
** Some of the instant demote units weren't given out as quest reward units when they debuted. These units are Bantu, Valbar, Ross, Tanya, Benny, Regular Tanith, Atlas, Ricken, Regular Elice, Lapis, and Wil. Given how large the summoning pool of 3-4 star units is, with it continuing to grow as more units get released, it's usually going to take a long time to obtain these units, let alone enough copies to +10 merge them. To put things in perspective, the odds of fully merging a 5 star focus unit on a New Heroes banner are much higher than fully merging an instant demote unit from that same banner.
** When voting for heroes in certain voting events, notably A Hero Rises, the heroes are separated by color and are listed by the number of times that hero was tapped by the players from top to bottom. This makes it significantly tougher than it should be for players to find a specific hero to vote for if they are in the middle of the list. Even worse, it's easy for people to rig the number of taps with bots so that some heroes end up at the top of the list, making them more likely to be voted by people who don't scroll down the list.
** The level up quotes cannot be skipped, which becomes a problem in Hall of Forms where each forma unit starts at level 10. Reaching level 40 with all four units means having to sit through a grand total of ''120 level up quotes'', which can make this game mode feel longer than it should.
** The Feh Pass exclusive quests not only still show up for players who aren't subscribed to it, the game will automatically redirect the player to those quests if they don't have any other quests cleared. It comes off as intrusive advertising for the Feh Pass, which, among other examples of this such as a popup reminding players that they need to subscribe to the pass if they reach 40 summons on a banner that can only be sparked with said pass, is a big part of why it's controversial among the fanbase. It notably used to be worse when the system was first introduced, as the quests were flagged as normal quests even if you didn't have it, meaning players were left with open quests they couldn't get rid of that made it hard to know what quests they had to finish, requiring a later update to make them their own color.
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** Seasonal themes that keep using the same type of roster. Halloween banners (from 2020-2022) and New Year banners (from 2019 onwards) were noted to star only dragon/dragon adjacent units and ''Heroes'' originals and beasts, respectively, while patterns established in other seasonal banners had been subverted or broken before. The former pattern was finally broken in 2023, which notably does not feature any units who use dragon breaths as their weapons.

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** Seasonal themes that keep using the same type of roster. roster:
*** With the exception of "Bridal Blessings", every seasonal banner in 2017 '''only''' featured units from ''Awakening'' and/or ''Fates''. "Love Abounds" broke this pattern by featuring units from the Elibe games without anyone from ''Awakening'' or ''Fates''.
***
Halloween banners (from 2020-2022) and New Year banners (from 2019 onwards) were noted to star only dragon/dragon adjacent units and ''Heroes'' originals and beasts, beasts/dragons, respectively, while patterns established in other seasonal banners had been subverted or broken before. The former pattern was finally broken in 2023, which notably does not feature any units who use dragon breaths as their weapons.
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Whoops, the italics/bold part in this area kinda broke.


** Recent Cavalry and Flying Nukes (including but not limited to: '''Legendary Hinoka''', '''Wind Tribe Claude''', '''Both Gullveigs'', '''Normal Kvasir''', '''Ninja Duo Sanaki''', '''Legendary Camilla''', and '''Valentine's Duo Lyon''') are widely hated for being borderline ''impossible'' to tank even a single attack during enemy phase. While Cavalry and Flying nukes struggled before to make a name for themselves after Savior skills were introduced, the way they bounced back proved to be a little '''[[GoneHorriblyRight too]]''' effective, due to the new skills they have access to, such as Flared Sparrow/Mirror and Occultist's/Assassin's Strike (which not only create Flame tiles that deal damage at the start of every turn and before combat starts, but ''also'' deal damage at the start of combat, which stacks up to 14 pre-damage total on ''top'' of Occultist's/Assassin's Strike dealing 20% true damage based on the ''enemy's'' Def or Res) as well as any potential prf weapon and/or skill the nuke might have, if any. Most of these nukes also have ways of reducing or outright negating percentage-based DamageReduction effects just to make them even more impossible to survive against, and Legendary Camilla and Valentine's Duo Lyon in particular have prfs that deal ''even more'' pre-combat damage that can go up to 40% of their foe's Atk if they have the weapon triangle advantage or if their Spd or Res respectively exceeds their foe's. Fortunately, most nukes in the game have the virtue as being stuck as a GlassCannon, meaning that while they can deal out a ton of damage that outright cannot be blocked and instantly tear through most Armored Saviors, the instant that another unit attacks a nuke, they are almost certainly done for. Despite this, the meta has ''heavily'' shifted in favor of Player Phase over Enemy Phase due to these nukes dominating the meta with their extreme offensive power combined with the new skills released in Version 7.

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** Recent Cavalry and Flying Nukes (including but not limited to: '''Legendary Hinoka''', '''Wind Tribe Claude''', '''Both Gullveigs'', Gullveigs''', '''Normal Kvasir''', '''Ninja Duo Sanaki''', '''Legendary Camilla''', and '''Valentine's Duo Lyon''') are widely hated for being borderline ''impossible'' to tank even a single attack during enemy phase. While Cavalry and Flying nukes struggled before to make a name for themselves after Savior skills were introduced, the way they bounced back proved to be a little '''[[GoneHorriblyRight too]]''' effective, due to the new skills they have access to, such as Flared Sparrow/Mirror and Occultist's/Assassin's Strike (which not only create Flame tiles that deal damage at the start of every turn and before combat starts, but ''also'' deal damage at the start of combat, which stacks up to 14 pre-damage total on ''top'' of Occultist's/Assassin's Strike dealing 20% true damage based on the ''enemy's'' Def or Res) as well as any potential prf weapon and/or skill the nuke might have, if any. Most of these nukes also have ways of reducing or outright negating percentage-based DamageReduction effects just to make them even more impossible to survive against, and Legendary Camilla and Valentine's Duo Lyon in particular have prfs that deal ''even more'' pre-combat damage that can go up to 40% of their foe's Atk if they have the weapon triangle advantage or if their Spd or Res respectively exceeds their foe's. Fortunately, most nukes in the game have the virtue as being stuck as a GlassCannon, meaning that while they can deal out a ton of damage that outright cannot be blocked and instantly tear through most Armored Saviors, the instant that another unit attacks a nuke, they are almost certainly done for. Despite this, the meta has ''heavily'' shifted in favor of Player Phase over Enemy Phase due to these nukes dominating the meta with their extreme offensive power combined with the new skills released in Version 7.
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Added example(s)


** Recent Cavalry and Flying Nukes (including but not limited to: ''Both Gullveigs'', '''Normal Kvasir''', and '''Ninja Duo Sanaki''') are widely hated for being borderline ''impossible'' to tank even a single attack during enemy phase. While Cavalry and Flying nukes struggled before to make a name for themselves after Savior skills were introduced, the way they bounced back proved to be a little '''[[GoneHorriblyRight too]]''' effective, due to the new skills they have access to, such as Flared Sparrow/Mirror and Occultist's/Assassin's Strike (which not only create Flame tiles that deal damage at the start of every turn and before combat starts, but ''also'' deal damage at the start of combat, which stacks up to 14 pre-damage total on ''top'' of Occultist's/Assassin's Strike dealing 20% true damage based on the ''enemy's'' Def or Res) as well as any potential prf weapon and/or skill the nuke might have, if any. Fortunately, most nukes in the game have the virtue as being stuck as a GlassCannon, meaning that while they can deal out a ton of damage that outright cannot be blocked and instantly tear through most Armored Saviors, the instant that another unit attacks a nuke, they are almost certainly done for. Despite this, the meta has ''heavily'' shifted in favor of Player Phase over Enemy Phase due to these nukes dominating the meta with their extreme offensive power combined with the new skills released in Version 7.

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** Recent Cavalry and Flying Nukes (including but not limited to: ''Both '''Legendary Hinoka''', '''Wind Tribe Claude''', '''Both Gullveigs'', '''Normal Kvasir''', and '''Ninja Duo Sanaki''') Sanaki''', '''Legendary Camilla''', and '''Valentine's Duo Lyon''') are widely hated for being borderline ''impossible'' to tank even a single attack during enemy phase. While Cavalry and Flying nukes struggled before to make a name for themselves after Savior skills were introduced, the way they bounced back proved to be a little '''[[GoneHorriblyRight too]]''' effective, due to the new skills they have access to, such as Flared Sparrow/Mirror and Occultist's/Assassin's Strike (which not only create Flame tiles that deal damage at the start of every turn and before combat starts, but ''also'' deal damage at the start of combat, which stacks up to 14 pre-damage total on ''top'' of Occultist's/Assassin's Strike dealing 20% true damage based on the ''enemy's'' Def or Res) as well as any potential prf weapon and/or skill the nuke might have, if any. Most of these nukes also have ways of reducing or outright negating percentage-based DamageReduction effects just to make them even more impossible to survive against, and Legendary Camilla and Valentine's Duo Lyon in particular have prfs that deal ''even more'' pre-combat damage that can go up to 40% of their foe's Atk if they have the weapon triangle advantage or if their Spd or Res respectively exceeds their foe's. Fortunately, most nukes in the game have the virtue as being stuck as a GlassCannon, meaning that while they can deal out a ton of damage that outright cannot be blocked and instantly tear through most Armored Saviors, the instant that another unit attacks a nuke, they are almost certainly done for. Despite this, the meta has ''heavily'' shifted in favor of Player Phase over Enemy Phase due to these nukes dominating the meta with their extreme offensive power combined with the new skills released in Version 7.

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*** When it comes to building your defenses in Aether Raids, the Spring Breeze map is the most picked map. The maps has 4 wall tiles (which blocks all movement types), which the other maps do not have, allowing players to build a choke point with all their buildings while also making it tedious to flank defense units with the 7 turn limit. Spring Breeze was so rampant that the developers nerfed it by replacing two of the walls with breakable ones. Even with the nerf, alongside Abandoned Castle and Snowdust, it was one of the most used maps due to still creating choke points in all of them with the Fortress placements in specific tiles near the unbreakable walls, so, including the two other maps mentioned, it was nerfed ''again'' in update 3.6.0, where the bottom right wall was made breakable as well.

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*** When it comes to building your defenses in Aether Raids, the Spring Breeze map is was the most picked map. The maps has 4 wall tiles (which blocks all movement types), which the other maps do not have, allowing players to build a choke point with all their buildings while also making it tedious to flank defense units with the 7 turn limit. Spring Breeze was so rampant that the developers nerfed it by replacing two of the walls with breakable ones. Even with the nerf, alongside Abandoned Castle and Snowdust, it was one of the most used maps due to still creating choke points in all of them with the Fortress placements in specific tiles near the unbreakable walls, so, including the two other maps mentioned, it was nerfed ''again'' in update 3.6.0, where the bottom right wall was made breakable as well.well.
*** The Desert map is the most popular pick for players that run Defense Teams with high mobility ranged units while also punishing Offense Teams that run too many buildings, even with the Safety Fence deployed, due to the two mountain tiles on the bottom of the map being perfect obstacles for Offense Teams when the two empty tiles on the same row are filled with the Fort and Decorations preventing initiation on the Defense Team and the Offense Team wasting actions breaking the Decorations in order to attack, especially if one uses a non-Flier team, or can only target a few units that potentially are protected by a Save unit and is going to be stranded themselves if they do try, while the Defense Team can pick off any unit they can reach on their turn, especially those that can deal damage when combat begins.

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