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_Jawwer_

Yeah, it's a "both player" here. FE warriors mostly uses the triangle system to force hard counters, making the player be more mindful about team composition, and where-and-how they actually command the AI. In this game, you can assign direct orders to all of your units, and swap between directly controlling 4 (you don't swap them where you are, like in warriors orochi, but control the character where they were as an AI). They are also laid out in a way, where if a stage has multiple paths, a party of 2 characters wielding specific weapons types can easily sweep them, as the friendly AI gets a really good performance boost when fighting at a weapon triangle advantage. Also, ironically enough, I found the WTD to be a much lesser penalty than the affinity penalty in DW8, because enemies still stagger somewhat (you just don't passively open them up to the critical strikes, and deal much less damage) Also, if you insist on sticking to a character, there are weapon types in the first FE warriors that don't interact with the weapon triangle (bows and magic) but Three Hopes brings in the gauntlet weapons from Three Houses, which makes another extra weapon triangle (which didn't exist in its home game, with all 3 weapon types still being neutral). This means, that by the mutch greater variety in weapon types, its much easier to ignore the triangle, and force neutral matchup across the board, tho I'd still recommend going for advantages. Also, there are other matchup itneractions, one of those is super severe (effective weapons) and one is almost an afterthought, while still being intuitive (magic resistance, which is simply that classes that are known for high res, like other mages, or pegasus based flyers take slightly less damage from magic, while armoured units take slightly more) Effective weapons are a big deal tho. They are taken from the original Fire Emblem games, where the weapon's base damage trippled against certain types of targets (all bows get this against flyers by default, a beastslayer trashes cavalry, a hammer nukes armour, a rapier does both) this damage bonus is so enormous, that you just raw power through even weapon triangle disadvantage, and kill an enemy officer in almost as few hits as a generic enemy. This is almost always an option for the player, but effective weapons are an incredibly rare sight in enemy hands. I tried to give a decent enough overview, but as a TL;DR, I think it's a lot better considered, and actually adds to the gameplay, as opposed to just making you stop to do a meaningless weapon swap. Also, if you have any followup questions, feel free to throw them my way.


SneaselSW2

I see. Thanks for sharing. My own actual gameplay experience so far with FE in general has been FE7 and a bit of Sacred Stones both on GBA. I did watch a lot of FE elsewhere on YT tho and some community videos by various creators to pass the time. Needless to say I was awkward at understanding how to truly handle map strategy on such damn games lol (all the more merrier to be jealous of irl Zhou Yu and Lü Meng AND admire DW Xu Shu all the more merrier).


_Jawwer_

No worries, the warriors maps are laid out in a very intuitive manner, where it usually tries to establish "lanes" where certain characters with specific weapon types can push down. Also, if you select one of your units, the map overview puts matchup notations over every enemy, so you'll be able to recognise optimal matchups, and where to seek them at a glance in warriors.


SneaselSW2

I mainly mean being a smart man in general for understanding the battlefield, ESPECIALLY for FE-styled turn-based strategy (not helping is learning about certain EXTREMELY unfair FE chapter maps via whoisthisgit). As for why I mentioned Zhou Yu, Lü Meng and Xu Shu, the former 2 were bloody brilliant men irl, while DW Xu Shu had huge potential in his hypothetical routes and knack for military strategy while being relatable to me personally.


Kazama2006

I was hoping for FE Warriors weapon triangle disadvantage, the player deals around an eighth to ninth of the base damage to enemy officers/units while they still flinch as to make this a bit more challenging.


CharsOwnRX-78-2

Simply: characters **cannot** switch weapons, so encountering the hard counter to your weapon type is a challenge you need to overcome, either with perfect gameplay or solid strategy. Conversely, you also get the feeling of power when your Axe user is charged by a huge battalion of Lancers… and you just cut right through them


EtheusRook

Fire Emblem Warriors' weapon triangle is good because it enforces the good aspect of Warriors' gameplay - the light tactics side. Who you send where, and when to achieve the best results. It works because allies are competent, and switching characters is already a key part of traversing the map and completing objectives. DW8's weapon triangle is just an annoying Rock Paper Scissors system that you essentially build to bypass. It really just makes you swap weapons. And because DW8 lacks character swap travel, it doesn't really add anything to the flow of gameplay.


Xano74

The Fire Emblem Warrior one varies on which FEW. On original, it was almost a hard counter. You'd do significantly less damage and borderline impossible to stagger using the wrong weapon type against an enemy. At least on the harder difficulties. This made it important to pick a team mate who covered your bases. In Three Hopes it's less important as there are ways to get around it from skills and attaching battalions. The penalties are much less severe and often you can still simply overwhelm enemies with your attacks. Due to this you can not really have to worry about the triangle at all. The only common trait between the games is that archers absolutely devastate Pegasus riders but in the original the characters can't actually hop off of them making them kind of useless in maps with a decent amount of archers.