how do you make an RPG boss that's actually good and intimidating?most of them are either just a fatter random encounter or some absolute bullshit you have to grind for hours to beat
>>736104746Child
>>736104746Give him set behaviours that include some unfair bullshit, display said behaviours in the fight, then leave it to the player to figure out a way to out-BS the boss.
>>736104746>bullshit you have to grind for hours to beatAre you only playing games from the 80s?
>>736104746Make the party flexible, then make the Bosses designed to be beaten with certain builds.If a Boss is weak to Fire, that doesn't do much good if the player doesn't have access to a lot of Fire attacks. But if it's relatively quick and easy for every member of the party to acquire Fire damage, but not obvious they need to do so, then overcoming the boss becomes a challenge in party composition.
iris slophttps://litter.catbox.moe/4c31m7.png
>>736109035i love ai now
Just steal from Chrono Trigger.
>>736104746i love brown loli feet so much, bros
>>736109629me too but what does that have to do with videogames
>>736109318took just that to change your opinion on it???
>>736111290
>>736109035Tummy
>>736109035Delicious
>>736104746Ultimately that takes the one thing most RPG devs don't want to do: run test cases.No matter how well you balance a fight in isolated theory, you have to run test cases to see how battles play out, over and over.But ideally the general flow requires remembering a boss is ultimately a test of the player's skill and what they've learned to use in the game up to that point. Making sure the boss still interacts with as many game systems as possible is nice.One of the bigger glaring flaws for instance in final fantasy games, is most bosses are outright immune to most status effects. Would be interesting to see more variety such as bosses who aren't outright immune to poison but are resistant so they can get poisoned but to a lesser degree, etc.Keep fights dynamic and active, allow players to actually explore what tools they have, providing multiple ways of winning with some ways proving more effective.Also love Iris.
>>736112413In that sense pokeymans have actually gotten a lot better in recent years, since gym leaders now carry mons that specifically counter things you could have brought to invalidate their entire type identitygranted, they're still cakewalks since they're meant to be beaten by toddlers, but still
I've always thought RPG bosses should be a celebration for finishing a tough maze dungeon and grinding a few levels. Beating a tough looking boss makes you feel strong and want to continue to the next challenge.If you want a boss to be a dick to the player just look up Werdna from Wizardry. He had Tiltowait iirc.
>>736105726Sumisexo
>>736104746>how do you make an RPG boss that's actually good and intimidating?Make a good game.That's sort of the problem. Most RPGs are just throwing statblocks at statblocks. Most RPGs don't want to make fights difficult, because they want people who grind to be able to steamroll the fight and so make it a generic linear obstacle. As long as the fight is a simple damage-heal cycle with maybe status effects, and as long as leveling is just more damage, healing and more MP/items to deal with status, then it's just going to be a factor of how much leveling you do to clear the boss. RPG players don't want to be challenged past grinding for a boss and RPG designers don't want to block progress, so the game system is a simple stacking numbers game.
>>736115657How do we solve this problem though? Tell RPG players to fuck off and make an RPG for people who don't like RPGs?
>>736115929>RPGs have piss-easy bosses>well, make a RPG that doesn't have piss-easy bosses then>"You can't do that! That's part of the genre! If the bosses aren't piss-easy, then they aren't for people who enjoy the genre!"Well, now you know the source of your problem. RPGs have easy bosses because easy bosses are in RPGs, and people who like RPGs like all the things in them. Guess you've found the core issue.
>>736105282Sexy
>timestop >*casts instant death that bypasses instant death immunity*
>>736116407Just wondering what the status on the translation of this currently is. Last I checked, it was partially AI-translated.
>>736104746Give it patterns. You are only thinking in terms of HP/damage. Give them unique behaviors, make them summon adds, temporarily immune/weak to certain elements, let them have a core that needs to be exposed for critical damage, give them revenge moves, etc.Uhhh, chococunny.
>>736104746The rpg needs to have engaging mechanics
>>736116601It's fully AI-translated. Luddites will never have this game though.
>>736112413>Would be interesting to see more variety such as bosses who aren't outright immune to poison but are resistant so they can get poisoned but to a lesser degreeI can't remember what game it was, but I remember one RPG where poison dealt a percentage of health each turn, but a smaller percentage to bosses. I genuinely don't know why more games don't do it.
Why do people who don't play JRPGs have such strong opinions on JRPGs. Yeah retard the generic JRPG you made up in your mind where the only options are Attack and Defend doesn't have much depth to the bosses, maybe you should try actually playing some games.
>>736115929You make Bosses best solved by something other than grinding.
>>736104746Slay the Spire rapes every JRPG in existence and it's not even close.
>>736116407wtf did they do to deserve that
>>736104746Easy, make the difficulty of the game not around stats. No amount of grinding would help you against the boss, you need strategies.
>>736104746It's probably not good that this does it for me.
>>736109035The first pregnant child champion (I'm the father)
>>736119871
>>736108179Basically this. I'd go further and say being weak to fire doesn't make much of a difference since presumably you'd set a monster on fire whether they were weak to it or not. Moves that don't do damage, like stat changes or certain status ailments, are very good at making an enemy stand out.
>>736123385I used Fire because it's an easy, obvious example. The kind of thing you'd use for an early boss to teach the player how Bosses work in this game. The fact its something the player is likely to stumble upon is kind of the point. Also, the main pointof my post is the flexibility, there are RPGs out there that have Bosses who have gimmicks, but the big issue is that the party gets set in builds and it can be hard for the player to take advantage of that weakness. A boss that is weak to stat changes is no good if you need to go and grind to unlock the -Defense skill if you didn't already have it. A boss weak to Poison status is lame as hell if you just buy a poison scroll, stick it on your one mage and win. What I'm looking for is for the player to re-configure their party to beat each boss.
>>736123820It's a fine example for an early boss. I just don't want to pretend Weak to Fire, Weak to Electricity, Weak to Wind on loop is fun the whole game. FF5 for example has tons of bosses who get fucked up by specific statuses rather than a certain attack with a damage bonus.
>>736124056>I just don't want to pretend Weak to Fire, Weak to Electricity, Weak to Wind on loop is fun the whole game.Absolutely. Though I'd go further than bosses with set weaknesses. Make a boss that has tons of damage, so you need a tanky party. Make a boss that punishes healing. Make a boss that needs Electricity to open a weak point and Ice to deal damage to said weak point. There's a lot you can do.
>>736124271>Make a boss that punishes healingHow about no healing mechanics at all? Makes defense buffs more important.
>>736104746feet
>>736104746Threadly reminder that Iris doesn't bathe.
>>736122619imagine how her hair feels
>>736105726Good answer.
>>736128858Yeah...
Almost all of the fixes you guys come up with are just turning the fights into puzzlesGrinding was never the correct way, it's the fall back so bad players can still win. It's the easy difficulty setting implemented in a way that doesn't slap the bad player in the face with the "you suck shit and have to play on easy mode"
>>736132291>the "[...]" sign
>>736132291puzzles are fun
add stealth segments
>>736128858I like to imagine she does her hair something like this on casual days. spoilered for slop.
>>736137446rape
>>736116407>encounter moeblobs with animal ears>use godlike powers to send them to the shadowrealmBased and schizopilled.