DJ9K -> RE: Boss Difficulty Discussion (9/17/2013 1:40:32)
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Amongst these recent bosses I find that while their skills are a bit over-bearing, they're not unfair. They have been given the type of add-on abilities, heals, stuns, and potential to fight back that has become a necessity to even hope to challenge most high-end players. There are however 3 fatal flaws in all of these, and a single stoic that hinders this completely. 1: No mana cost with spammablity. - Skills, such as Jayson's heal+shield were far too great an aid for him for no cost whatsoever. Other bosses have had things like this that, rather be it a drain, stun, or other, quickly become both annoying and cheap. If these were to instead cost an amount of Mana for the boss to use, than we could actually put things like mana attacking skills to use - not only would we cure the useless skill issue slightly with this by adding a usefulness to mana-attacks, but we would also cure the primary issue at hand. 2: Timing. - When a boss can use a specific skill at will, it's more than just a threat. It's cheap. Just like our "final" attacks have cool downs, there should be a set number turns a boss has to take before using a skill. Take ManaCrest's nuke for instance. I managed her easily since she only used it once every 7-10 turns, allowing me save up my defensive techniques, such as blinds and shields, to prevent taking any damage. But if she were to wait only 2 turns, I'd most likely would have taken too much damage to handle it easily. So by giving certain skills a cool-down or set number of turns to use again, rather it be switched up over the long run as to throw us off, or consistent so we can make a strategy for it. 3: Scaling. - We have an extreme mode, but it really only acts like button made hard mode. If we were to instead make it so that the boss only used certain skills on hard mode, or meltface mode, than it would scale easier for weaker players. Let's take Jayson for example once again. If he instead could only use his stun on extreme mode, than that would be 1 less thing weaker players would have to worry about. Or even make it so the special attacks they use are stronger on extreme, and much weaker on normal, rather than it just being HP, MP, and damage that is changed. This would balance it out were if extreme was not possible, they could simply beat him on normal until they got a bit stronger to try again. Since these 3 things aren't implemented at all, we get current bosses that some can't beat, and that get simply time-consuming, bothersome, annoying, and make us not want to fight them repeatedly.
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