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File: america-184843394.jpg (176 KB, 800x450)
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So, you tried applying a status ailment to a boss.
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>>737795993
kek that's why I always liked the smt series. At least I you know it's usually an option
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>>737795993
I'll never for the life of me get why it's okay to just remove a game mechanic for a certain enemy type.
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>>737795993
What's the best way to handle this without making status effects overpowered?
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>play Super Robot Wars
>status ailments on bosses are expected and only later-game bosses are immune
Shame the new games are so easy you don't NEED status effects. One of the best setups in OG2 on GBA was Leona in the Wildwurger L because she has an ability to pierce barriers. This lets her stun most bosses in the game for a turn. They can't even dodge or counterattack. It's ridiculously busted.
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Hi, I'm Captain America. Here to talk to you about one of the greatest statlines an item can have:
+2% poison damage to beasts.
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>>737795993
>>737797471
This is insanely hot idk why
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>>737795993
>regular enemies are too weak for status effects
>bosses are immune to everything
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>>737795993
>sorry, we can't let you apply this damage-over-time spell to the boss that has a large HP pool and will take many turns to defeat... you can only use that spell on random encounters that you'll beat in one turn
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>>737797296
Keep the chance of inflicting the status the same but reduce the effectiveness slightly.
Like paralysis for example. If it normally lasts 3 turns make it last 1 that way you need to be careful when you use it if a powerful attack is coming up
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PERCENTAGES OF SUCCESS VISIBLE WHEN TARGETING THE ENEMY.

That's what solves the 'no one uses ailments' problem.
FF Tactics figured this out years ago.
And almost no one has done it since.

You can get vastly ahead in this world by just paying attention and jotting shit done.
Because most people are retarded, and won't.
Either that or they're sabotaged by committee.
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>>737797296
It comes down to proper balancing, so it's going to vary on a game by game basis, but I would say that a general solution would be to give bosses SOME resistance to the STRONGER status ailments so that they can't be abused, but not full immunity. The other option is (and again this would depend on the game) to simply remove status ailment spells altogether if you're too afraid to let your player use them when they're actually needed. No one is going to be putting random mobs to sleep or poisoning them. If that's all your status spells are good for and you're going to make bosses immune, just fucking get rid of them.
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>>737797296
Make it permanent RNG that is decided each time the boss is fought for every type of status effect.
>fight boss
>game rolls the dice
>Boss has a 20% chance of getting poisoned and a 10% chance of paralysis only for this exact fight
>If you reset/die, the game rolls again giving you something like 10% chance of poisoned and 35% chance of paralysis
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>>737797982
making the randomness random feels like over thinking things
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>>737797296
Make it so you need to apply multiple stacks for it to take effect. For example, you have to inflict three sleep debuffs on a boss for it to actually fall asleep. once one of those debuffs are cleansed or run out, the boss wakes up
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>>737797296
Introduce resistances so it's less likely for the status effect to actually happen? Bonus points if it makes sense ie fire enemies are immune to burn and poison
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>>737797296
Nothing. But if the ailment in its own is so powerful that it makes the boss waste its turn, then the game is unbalanced
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>>737795993
Marin
Fucking
Karin
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>>737797627
You're so insanely gay you get aroused by a power stance
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>>737797627
Because that's America's ass!
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>>737795993
I did and it's working pretty well. Thanks Cap
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>>737795993
it was pretty mindblowing to play dq11 and every single boss had at least one status ailment with good enough odds to land that I could remove a bunch of their turns or otherwise do a bunch of damage.

if the OG jrpg can do it, why doesn't anyone else?
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>>737797296
Boss has a chance to cleanse themselves of all ailments on each turn before their action, not including their normal check for waking from sleep.
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>>737797296
give each boss unique resistances/weaknesses/immunities to specific status effects
make status effects harder to apply each time they are applied
basically just do what SMT does
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>apply sleep to boss and end turn
>boss wakes up and takes its turn
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>>737798420
What a great show that was
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>>737796216
Sleep bullets. Except for fucking asura who needs paralyze
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>game lets you use status effects on bosses but sometimes they're immune
>game doesn't tell you if they're actually immune or if the status effect just missed so you just assume they're immune

FUUUCK
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>>737795993
>chuds bitch and moan you can't use statuses on bosses
>game lets you use statuses on bosses
>chuds bitch and moan if you use statuses on bosses
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>>737797296
Don't make procing status ailments overpowered in the first place
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>make character specialize in poison
>big upgrade/milestone skill is the ability to inflict poison even on bosses typically immune to it

feels so fucking good
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>>737797296
Let bosses clear all status ailments when changing phases.
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>>737799190
It's so fucking stupid. I can understand it when it should be obvious to infer, like you can't apply burn damage to a fire-themed boss, but the vast majority are just assigned at random.
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>>737799317
Game?
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>>737797296
>>737795993
Do what FFIV did with Slow.
Reduces the amount of turns the enemy can take and it's also wears off.
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>>737795993
been playing mgs delta. feels good when you can poison the Fear.
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>>737797296
Give Bosses resistances but not complete immunity, is it really worth trying to poison a boss with 95% resistance when that boss has 55% resistance to bleed?
The resistances should be tied to the boss type as well, no use in trying to apply bleed or poison to a Dragon Skeleton Boss since it has no flesh, try applying burning instead.
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>>737799317
>Picking the poison centric class grants you poison immunity as well
>During a boss battle where you're supposed to be poisoned and have only ten turns to win you get an extra scene where you shrug it off, remove the time limit, and talk a boatload of shit to the boss for thinking that would work before kicking his ass.
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>>737799448

Pathfinder WoTR has a couple of abilities that let you bypass immunities, poison being one of them which is nice for certain builds but IIRC it's not that great while you can technically poison the enemy, sometimes they'll just be immune to the effects if it's like stat decreases or something. Not all of them though, I've seen some use of it.
The more reliable one is the Ascendent element which lets you bypass immunities and resistances but you still have to beat their spell resist checks but there's plenty of stuff to help you with that.
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>>737796216
Etrian Odyssey too. Man I love Etrian Odyssey.
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>>737795993
ER reforged made status very viable
also you get valorheart but poison and you can now stack status, and burst each proc to get all damage now
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>>737797296
The way it's done in Epic Battle Fantasy.
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>Use status effect on enemy
>It works because I'm playing Etrian Odyssey.
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>>737797296
Fire Emblem is pretty good about it.
Your status effects are just rare as hell and you want to conserve them for emergencies.
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>>737797393
SRW boss be like
>HP REGEN (L)
>EN REGEN (L)
>FUCK YOU 50% DMG SHIELD
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>>737795993
>RPG sells itself on play how you want
>Orient entire build around a mechanic
>Boss is immune to said mechanic
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>>737797296
Don't fucking make them overpowered in the first place. Design them to be used on bosses because they're worthless if they only work on fodder. It's a wasted turn you could spend killing them instead.

If you do it right the enemy can use the exact same shit as you and it'll work both ways
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>>737795993
poison carried me through the final boss of final fantasy xiii
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>>737795993
Yes, how did you know?
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>>737799354
Final fantasy bosses are especially notorious for this.
Numerous bosses across the games can actually be afflicted with something quite devastating, but YOU'LL never figure out whom to what unless you spam every single status against every boss multiple times to find out, at which point you're better off just mashing the attack command like a retarded five year old.
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Yes, I was playing Baldur's Gate so it worked, why does it not work in your weeb games?
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>>737799354
It fucking sucks and I can't believe there are people in this very thread who think that's a smart way to design status effects
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>>737799190
>Death has a laughably small chance of working bit it's still theoretically possible on all enemies including final bosses.
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>>737796303
Gotta keep the bosses difficult.
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>>737797296
Later Etrian Odyssey games mostly manage to do it correctly
>debuffs are separate from ailments, there are no resistances to them and they always work, but casting a buff that's the inverse will clear them and you can only have 3 debuffs active on the same target at the same time
>enemies have varied resistances to ailments, which lower or increase the % chance of ailments landing, and most ailment infliction skills also do a moderate amount of damage
>ailments last between 1-5 turns (RNG, based on the LUC stat) before naturally clearing themselves
>when an ailment gets cleared, the target receives +30% flat resistance to it, which gradually falls off over time (this also applies to your own party members when things get inflicted on them)
It means ailments will buy you a few turns but won't decide a fight, and repeatedly inflicting the same ailment on something becomes very hard very quickly.
There are no downsides to this system.
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>make an Ability that allows the Pokemon to inflict the Poisoned status on Steel-types and Poison-types
>Ability is literally called Corrosive
>Steel-types are still immune to actual Poison attacks used by the Pokemon like Sludge Bomb and Acid
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>>737799190
Reeeeeeeeeeee
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>only fight in the game that leads to a bad end if you lose instead of just booting you back to base almost requires poison to beat
>So if you don't have what you need for it better fucking hope you made a save before you go on the path to it and didn't overwrite it with a new save while you were still on that path
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>>737797296
Center your game around bosses so status effects are balanced for bosses to begin with
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>>737795993
>lead with underlevelled magnezone with sturdy
>click thunder wave as I go down to 1 hp
>die, get free incineroar switch in, use z-move
and that's how I beat one of pokemon's "hardest" bosses
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>>737798316
never happened to me, I always assumed mitsuru was an ice striker so I always had her on full assault. it's weird when you realise later on that akihiko is the actual tech.



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