Quest Loop

Just curious, has anything been done about the Quest Loop (Altar quest item)?

14,703 views 8 replies
Reply #1 Top

I don't know about LH, but as of the latest update to FE the quest scrolls now cost 100, and the tireless march can only be cast once. This scales back its power to something other strategies can compete with

Reply #2 Top

also, a unit can only attack once per season now, so even a fast stack with 5 moves needs at least 1-2 seasons per quest.

Reply #3 Top

I hadn't played in a while. I just tried a new game (v1.32) with the full quest loop strategy. It is still OP. 

@azunai I still seem to be able to attack more the 1x per season. Is that a pending change in some upcoming patch or something?

 

Money is much tighter with the 100gp cost. Before I had money left over for other things. Now I don't have enough money to buy all the quest maps I would like. The tireless march change forces an all horse mount build for a net stack move of 5, which due to insufficient funds I'm not able to make the most of.

 

They could slow the looping down by increasing the map cost even more to say 150, but I'm not sure that would be enough. Optimal use of the strategy calls for making henchmen with shieldwall, potential and bard. Getting rid of any of these as starting traits for henchmen would slow it down. The game also counts these starting traits differently than the random traits so you can end up with:

starting-trait-shieldwall + random-trait-shiedwall + starting-trait-potential + random-trait-potential(leveled up to level 3) + starting-trait-bard(+10% stack xp) + random-trait-trainer(+% stack xp leveled up to level 3)

This is a funky result that pretty much counts as a bug as far as I'm concerned.

counting the starting traits as the same as the level 1 random traits would also reduce the power of the tactic.

 

The final component of the strategy is the use of the lightning hammer (for the +per level damage mod). Moving this mod 1 or 2 tech levels higher would probably put it out of reach for the early game. Alternatively the per level damage could be capped at +10 or +15 which is still a respectable damage number but doesn't go into the ridiculous +20 or +50 when you get really high level characters.

 

All that said, making all those changes would still leave it a very powerful strategy. My previous games where the cost had been 50gp weren't even using all these tactics. I think I used full regular hero stacks (for the tireless march stacking) with the accompanied horrible divided xp. I avoided the potential trait trees, and didn't use the lightning hammers. All of these nerfs I suggested wouldn't add up to my previous self inflicted strategic nerfs- leaving it plenty powerful.

Reply #4 Top

yeah, i think that's not in the base FE game - in the LH beta (at least as it is now) attacking an army sets your remaining movement points to 0 for that season.

Reply #5 Top

Ah I see, interesting. That would certainly slow down the quest loop. It would also slow down pretty much everything else as well so it may end up a wash in terms of the tactic's relative power. The main effect I think it would have would be to slow down the stack of doom that you created if you use it for mass warfare, but often the tactic is used in conjunction with trading and alliances to allow the heroes to devote themselves to questing. In that case the only thing that really matters is the faction power rating as a diplomacy forcing factor, which I doubt would be changed.

Reply #6 Top

I always felt that the ability to spawn a new quest should be allowed for all nations. I know Altar is about adventuring but still, it seems odd that I can't go to the local inn and see who's causing problems even if I'm say Tarth.

 

regardless ,thanks for the info guys.

Reply #7 Top

If Altar is in your game you can buy the maps from his store (move your hero to his influence and click on buy). In random games it is unreliable as a strategy- Altar might not be a faction and if he is, might not be close.

Reply #8 Top

Quoting jonmdewey, reply 3

The final component of the strategy is the use of the lightning hammer (for the +per level damage mod). Moving this mod 1 or 2 tech levels higher would probably put it out of reach for the early game. Alternatively the per level damage could be capped at +10 or +15 which is still a respectable damage number but doesn't go into the ridiculous +20 or +50 when you get really high level characters.
.

 

or just swap lightning hammer with windhammer so the hammer with early unlimited access has the static damage and the rare one that you find is the level scaling weapon.