Boss is immune to paralysis, poisons, curses and other forms of ailments

>Boss is immune to paralysis, poisons, curses and other forms of ailments.

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>boss is immune to stat lowering spells/skills.
>Also massively spams party stat lowering skills
>Has a skill which grants it 2 extra attacks in a single turn.

The last one is beast eye. The first two would be Dragon Quest Related.

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>boss wastes turn getting rid of its debuff

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>Can still be cheesed by physical since his moveset isn't hard

>>boss wastes turn getting rid of its debuff
The question is, do you recast debuff or use the opportunity to deal extra damage?

>boss
>immune to anything
shitty game design

Heal and damage
Debuff if it's an exploitable loop

Bosses are meant to be immune to sleep spells and skills though. That would just make the game piss easy.

>Fire boss not inmune to fire
Oof

Why not make them immune to direct damage too at that?
It’s just poor game design.

>Boss is extra hardy so he sleeps only for 1-2 turns and when awoken he can either no longer fall asleep or it has a 10-turn cooldown.

>Learn Death spell
>Everyone is immune to it, except weaklings who its a waste of resources to cast it on.

>boss is just a normal human but what makes him difficult is his gang of teammates that has cornered you, one in particular that spams bombs.

What game doesn’t do this?

>Remnant: From the Ashes
the adds... the adds are everywhere!
I love it, game is fun

I think in FF6 there is one specific boss who isn't immune to death so you can one shot him with it.

>your build depends on exploiting ailments

>boss is NOT immune to confusion
>keeps hitting itself until it dies
Sometimes Dragon Quest is extra based.

>boss instantly kills you if you remove a status ailment

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>Boss isn't immune to paralysis, poisons, curses and other forms of ailments.
>Boss isn't immune to instakill

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>Game includes status debuffs
>Bosses are immune to them
>Normal enemies die too quickly to be worth casting it

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>When Sap doesn’t work.
>Random enemies and bosses are immune to a majority of group attack spells

Dragon Quest 4’s weakest point.

How many times will we have the same thread?

>bigass boss is a pushover after their wimpy "targeter" dies

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You're right, we should talk about politics or smash characters instead.

But wilbur is the real boss in that fight. Fuck the squealy ass rotten bacon sonic reject looking motherfucker.

>bosses aren't immune to any status effects
>have him stunned, tripped, burning, poisoned, taunted, blinded, oiled, confused, crying, and scared until he fucking dies

>Boss has instakill skill which it throws randomly

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Not everything is a dichotomy, electionfag.

Div:OS 1 or 2?

>boss has so much defense all your attacks deal 0 damage

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Pokemon battle AI is retarded and stupid easy to exploit since it is programmed do perform the best possible move in terms of type effectiveness.
Thus, even in games like Pokemon Masters I can go up against a water type pokemon and two grass types with a lightning type, a flying type and a miltank. The AI will without fail bully my miltank as I use my glass cannons to tear the AI apart as it tries it's best to kill the pokemon that isn't even attacking back.

Yeaaaaa that’s why all dq games are easy right?

Final fantasy is way harder right?

That’s why DQ boss battles are always better than FF boss battles, what’s the use of having all those spells when the strategic implication of them are completely uses in the exact battles where they would actually be useful?

>Boss has a skill that lowers all your party members health to 1.

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Slash in FFV was based since it worked a lot of the time even on very strong monsters and did not cost mp, that an Odin having an alternative use if he doesn’t insta-kill anything to make him not useless really improved V’s gameplay

>Boss cant be killed through damaging attacks so you have to push them out of the arena.

It's hilarious how it literally can't do anything against Zoroark in certain situations
If you bring Zoro disguised as a mon weak to Psychic, and the opponent has a Psychic move, it will keep spamming the same Psychic move despite it doing literally nothing.

>boss cheats if you equip a certain accessory

Game?

For all the retarded shit FFXV did, I like the way the death spell worked in that game.

>every boss is immune to everything except attack damage

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How fucking hard it is to instead of making the boss immune to shit, just assume the boss will get debuffed and balance that state?

>Enemies can drain your levels.

>bosses aren't immune to status effects but has a ridiculous amount of HP that it's balanced perfectly.

>be all final fantasy games
>regular enemies are mostly immune to all status effects
>immune to death

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>main character prefers his women THICC

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>for piss money you can buy an insta-kill item
>you can one shot even the strongest boss in the game

>bosses health scales proportionally with your damage

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>Shiren vita
>story boss isn't immune to ailments but has a spell that works 100% of the time to cure, but will always use it when ailed
>use speed up effects to attack once and reapply ailment to win for free
Stupid system.

>poison final boss
>poison does more DPS than your whole party

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>boss isn't immune to damage reflection

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>apply reflect
>boss enrages and spams piercing attacks until the end
Nice thanks

I think the way to fix that is to have the bosses react differently to debuffs/ailments than regular monsters. Like have poison work as intended, but it panics the boss and makes it get an extra turn due to how frantic it's acting. Or have a boss able to be confused but it turns into a drunken master type fighter and starts dealing extra damage when it hits you.

>mid-bosses have no immunities
>but they can summon backup
>actual bosses have loads of health to make up for no summons
7th dragon DS is fun. The sequels didn't scratch my ailment itch quite right though.

>bosses always outdamage you
>bosses always have higher HP than you
>bosses always have better resistances than you
>bosses have access to better version of your party and your own spells
>bosses have a "rage state" that can one shot you/your party
>bosses have a heal loop state that nullifies the last turns you've dealt damage to it
>bosses will brick wall your progress if you didn't build you character right and the only way to remedy that is to restart the game
This is how western cRPG devs "balance" their games.

What game

>Allow class to spec into curses
>Bosses can be immune to curses
>100 % useless during fight

I think it was Guild Wars 1.

SMT. And I think persona 3's reaper did it too.

think i remember a FF where on one of the early bosses you could just equip floating boots or cast levitation on everyone and the boss just shits itself

And that's why JRPGs in general and even WRPGs are garbage,
cRPGs are the only ones worth a shit since they let you instant kill about everything via finger of death etc

>What game doesn’t do this?
I 1hitkilled a dragon boss in Baldur's Gate 2 with a chromatic orb, one of its effects can be a death spell.

>the boss removes all ailments if you apply too many of them

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>mfw

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>I think in FF6 there is one specific boss who isn't immune to death so you can one shot him with it.

In FF6 you can one-shot anything with either Death or XZone though.
Just use some Vanish first.

>I think in FF6 there is one specific boss who isn't immune to death so you can one shot him with it.
No player will ever try this, since the game teaches you from the start that bosses are immune to status ailments. It's actually pretty shitty design to make all bosses immune to everything, and then have the occasional boss who can be affected by a random status ailment.

Which version

>Just use some Vanish first.
That was clearly a bug, and they patched it out in the gba/steam version/

>Old WOW
>40 man raid
>Boss has only 20 slots for ailments
>Single warlock can put down 7
>"Lol shitlock, stop spamming dots, let tanks use rend".

>too many of them
In games that do this only one ailment is enough for them to remove it, usually. But that means that they waste a turn doing that so you don't want to stop inflicting the ailment.

Some of the most challenging let you sleep bosses, the only thing it does for you is to allow you to have a short breather and reapply buffs etc

what game

Which makes me all the more glad I avoided those ports. Leave it to Square-Enix to plant a "no fun allowed" sign in your lawn.

this is bullshit and any dev who remotely supported it needs to be retroactively castrated

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>Boss has a passive counter that actively doubles all stats each time they are damaged.

>enemies are immune to Death
>except to Level 5 Death
>but enemies aren't at a level divisible by 5
>you can lower their level so they become vulnerable
FFV was based.

I didn't play FFV but an option to increase level would be more interesting, since it would make it more risky to attempt it

Exequy in Dragon's Dogma instantly kills any non-human enemy in one cast. The cast time varies depending on the strength of the foe, however.

>Boss has an attack that will instantly kill a character.
>Assuming your Cleric wasn't targeted, her revive spell might turn that dead character into ash.
>If your Cleric is still alive, you can attempt to revive the ash character, but if it fails that character is lost forever.
Hope you don't get too attached to your characters you spent 10 hours spelunking and leveling with. Hope you didn't have any key items on the dead guy too.

Game?

>large part of game is buffing yourself up
>all bosses can null all your buffs at any time
>you will get wrecked if you fight unbuffed

>you can buff yourself but not too much
Is an even worse mechanic

>A A A A A A A A A A A A

Whoa so hardcore and strategic.

>Boss has a difficult to determine 2 second damage window that requires your entire party to hit their max or you insta-wipe

in FFXV you get the all powerful ring at the end which has a black hole attack. while it takes a little while to charge, it's unstoppable, and really makes you feel powerful

you can actually grind incredibly high level enemies afterwards by getting barely close enough to them, teleporting, and then using it immediately. you have to be smart but it instakills and you gain regular experience. it's "broken" but I actually liked it a lot.

i didn't think it would work on bosses, but i was just dicking around, so i tried it on the semi-final boss (Ifrit, final boss using a regular party and command setup). it worked immediately and he just fucking got pulled into a black hole and disappeared. didn't realize until I tried it again that actually there's only like a 1% chance it will work on bosses, but it's still possible

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>nearly all of the bosses are immune to ailments
>final boss isn't immune to ailments
>use them to kill the final boss in one turn

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>>Boss is immune to paralysis, poisons, curses and other forms of ailments.

and this is why investing in ailments is useless in nearly all JRPGs.

Every either ties too fast for them to be of use or immune

Wizardry, the most bullshit rpg of all time. It's pretty fun.
>High level spells costs you levels, so attempting to revive an ash character with magic will drain your Clerics levels.
>Enemies and bosses can also permanently lower your party's levels.
>Enemies can easily kill everyone in your party regardless of how much you level, end-game enemies can kill your characters in 1 hit. Rember that if a character dies you might never get them back.
>Characters can die of old age.
>Stats can decrease on level-up.
>90% of the chests have traps that can wipe your party.
>Poison does 1 damage every step/turn and is hard to cure, each dungeon floor is roughly 400 tiles, you start the game with ~10 hp.
>All of the status effects in general are really devistating and are hard to cure early on.
>Enemies can steal key items.
>Trapped chests can teleport you to a random location in the dungeon. If your unlucky, you can teleport to a room that is disconnected from the rest of the dungeon meaning you are stuck there until you find another teleport trap. This is very rare but is pretty much a game-ender because there's a good chance you'll die and your party's corpses and items are lost in that room forever.
>This game is hardcore, the game saves after each command you do, everything is permanent, no save-scumming.
>If you gameover or leave the game while in the dungeon, your party is left there and you'll have to send a rescue party to retrieve their corpses, you cannot see them either so you have to remember the exact tile where you died or left them.
>No in game map, you have to map everything yourself with pen and paper. The game constantly throws traps at you to fuck-up your maps.
>Wizardry 4 is the hardest RPG of all time.

Terraria

>boss is hard as fuck
>turns out to not be completely immune to status effects
>still hard, but more manageable

More games need to do this.

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>in FFXV you get the all powerful ring at the end which has a black hole attack. while it takes a little while to charge, it's unstoppable, and really makes you feel powerful

the cast time for that ring was instant but you could only use it for the last chapter and postgame.

Apparently the devs thought the game wasn't casual enough (when the game was already Hold O to win combat) so the black hole ring was buffed to the point that it works on like EVERYTHING

I have played it and never happened, inb4 Calamaty or another retarded mod

and the maker's finger will kill everything and anything except the most powerful beings and even then it knocks a whole life bar off of them

Not what you said, but I fuckin hated werewolves in Disciples 2 since they were immune to all weapon damage. One lousy werewolf could wipe out your high level squad just because you had no mages in your party.
I appreciate it as a mechanic (you got to think how you build your party and if you're not equipped you've got to run which is a good thing in a strategy game) and as a piece of lore, but god fucking damn how I hated when a werewolf gated me from achieving a 100% genocide of all enemy units on the map. One of the best things I ever seen in vidya.

>Boss can counter attack you
>it's also a one hit KO

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>break both Caesar's bignig from the East's legs and he still runs faster than you and mauls you

Demons Crest

what the fuck is this a fan translation of Yggdra Union or something?

>make status ailment spells
>they're shit when you want to use them
>they're the inefficient option when you don't want to use them

Why do developers love doing this shit?

>boss starts off with party-wide instant death

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How do you do so?

>Ambushed!
>Bad Breath

FFXIII.

>Boss on low health just starts spamming no typed heavy damage

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Some romhacks exposed Pokemon to be guilty of this. There's a BW2 hack where the Ghost E4 had a Sableye with prankster to trick a lagging tail onto you so you always go last. There's also an item called ring target that makes you vulnerable to thing you'd usually be immune to.
If you enter the fight with a ring target equipped on a fighting type, Sableye will never use Trick because it would make it weak to fighting attacks

Usually they're just for enemy use to annoy you and port them to the player character to bloat your pool of possible spells

>insta death spell in dragons dogma works on most bosses, but the cast time is so long its unlikely youll ever get it off

>tfw spending ten minutes trying to Exequy the chained gorecyclops in BBI but ran out of stamina items

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How would you balance an immobilize + DoT combo to work on bosses while avoiding being OP?

Note that making the DoT heal or something gay like that is also a type of immunity.

>boss can counter-attack you with your own move
FUCK YOU OWL YOU PIECE OF SHITFUCK MOTHERFUCKER

>boss turns into a cycle of dealing damage/spending turns defending-healing-spending res items
>this is somehow considered good design

isekai manga explaining faux mmo mechanics is a meme that must die

God damn you, Duke

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>using them on mooks is useless since they die in one or two hits

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>have build to make party dps commit seppuku every three turns for dps bursts and bullshit boss skills counter
>spend one turn resing the entire party

heh, ez kid

bosses being immune to everything is shit but even worse is when games have a decent stat buff/debuff/status effect system and its easier to just plow through battles with brute force anyways

>game has shitload of classes, one of them being healer
>healer class is good at healing but can't do anything else
>not picking one is crippling yourself, but using one is boring as hell

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>new enemy 2/3's through the game is introduced that breaks all the established rules
>basically semi-boss
>it completely fucks up everything you know and have learned about the gameplay
>impossible to beat if you were caught off guard and this isn't your second playthrough
WHY?
DON'T YOU WANT ME TO BEAT YOUR GAME?!

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>fps game has shitload of classes, one of them being melee only
>or fps game has shitload of guns, but also some melee
>there is no system for melee where you swing your weapon and hit whatever is in the arch
>has to be in the crosshair like you're shooting a gun
>you miss 3/5 swings in general
>enemies are melee focused and do a retarded amount of damage if you come close
>there is no countermeasure or boost or bonus to be in melee

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>has to be in the crosshair like you're shooting a gun
Also adding that
>the delay in swinging or thrusting your weapon etc means you aren't hitting whatever WAS in the crosshair so again you miss, so it functions like a gun, but with a second+ delay

>Boss is not immune to "sleep"
>Give "coma" status to him
>Attack him for 1~5 turns without him waking up
Lovely

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>Status ailments can be reflected back onto boss

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Are there any games outside Persona that does this?

>left to right

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>Game has several support classes but most of them suck
I think the Green Mage from FF Tactics A2 was the most pointless job

Most bosses in most turn based games will ignore status moves if they can't inflict their status effects because of status immunity items that are not necessarily visible on the character..

>Playing FF1 on GBA
>Scourge, Warp, and Death are basically the same instakill spell

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>Boss debuffs you whit no healing bullshit

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Paralysis and curses I understand, but poison immunity is bullshit unless he lives in a fucking sewer or swamp.

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>Boss is immune to most counters against its special attacks
>But not to unique debuffs that double as status effects

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Obviously you would recommend it given you are loving it, but what exactly makes it so good?

Shit, I forgot how terrible the class is. It's a huge step down from FFT's oracles.

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>Boss will randomly stun you no other boss did this
>No warning he does this twice on the healer

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>Boss is from an event and escapes about certain turns/damage
>If you have the right ability/weapon and arent a brainlet you can instant kill him and hold him in place so he doesn't escape
>Chances are of that are % and you can kill yourself by accident
Guess the game

Yeah you were better off making your bunny units into White Mages, Snipers, or Assassins

Lost Odyssey