LIKE A BOSS
Posts
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=RuneknChanging how your abilities work for one boss like this is confusing to the player. It's also illogical. If fire and ice work this way against this boss, why don't they work this way in the rest of the game? It's a very nice skill combo, so I'd do that for the whole game, but I wouldn't do it for one boss.
His armor is incredibly strong, but using a ice attack will greatly slow him down. Using a fire-based attack will then crack it, decreasing his defense while making him more mobile and faster.
The rest of it is very good. Prophet is interesting too, I'm not sure how I feel about the idea that each round takes a full minute though. ;) I usually imagine them being about 3-6 seconds, if it were playing out in real time.
The Wild Wild Witch:

There's a lot that can be done in this fight, so I'll only explain the basics.
And before you tell me, I know the buffs covering the artwork is dumb.
I'm not 100% sure how to fix that.
First thing you want to do is kill the werewolves. Do this by spamming the element WIND. Make sure to keep an eye on Rush's health. She will be the main tank of this party. After a few turns, WWW does a dance and "is about to release something nasty!"
IF YOU DO NOT GUARD WITH RUSH, SHE WILL TAKE 3500+ DAMAGE AND DIE. YOU CANNOT RES AT THIS POINT OF THE GAME.
Once the werewolves have been destroyed, make sure to have an Ice Style Ethergun equipped on Vaniel. This weapon will give you a skill that deals ICE damage. Spam this skill to kill the witch. If you cannot do this, use Rush's ICE attack. But be warned, Rush doesn't do as much damage on WWW compared to Vaniel.
Wild Wild Witch is a hard side quest boss unless you already know how to fight her.
Took me around 4+ hours to make and test this and about 2+ hours to draw the witch.
Yeah, I like to take my sweet a$$ time.

There's a lot that can be done in this fight, so I'll only explain the basics.
And before you tell me, I know the buffs covering the artwork is dumb.
I'm not 100% sure how to fix that.
First thing you want to do is kill the werewolves. Do this by spamming the element WIND. Make sure to keep an eye on Rush's health. She will be the main tank of this party. After a few turns, WWW does a dance and "is about to release something nasty!"
IF YOU DO NOT GUARD WITH RUSH, SHE WILL TAKE 3500+ DAMAGE AND DIE. YOU CANNOT RES AT THIS POINT OF THE GAME.
Once the werewolves have been destroyed, make sure to have an Ice Style Ethergun equipped on Vaniel. This weapon will give you a skill that deals ICE damage. Spam this skill to kill the witch. If you cannot do this, use Rush's ICE attack. But be warned, Rush doesn't do as much damage on WWW compared to Vaniel.
Wild Wild Witch is a hard side quest boss unless you already know how to fight her.
Took me around 4+ hours to make and test this and about 2+ hours to draw the witch.
Yeah, I like to take my sweet a$$ time.
The Five Ultimeciums
This will be the most difficult fight in Balance of Requiem, fought at the topmost room of the Boss Gauntlet dungeon: Baraclesia Spires. Imagine fighting against four black stone tabs with a different personality face on each of them, along with a white ghost reaper with a long blood red blade on its arm.
- Five bosses at once, all with more than 10 million hp..long fight much?
- Each Ultimecium absorbs and reflects a different element: Sorrow absorbs Paeis and reflects Cilas, Joy absorbs Measde and reflects Lierta, Anger absorbs Friste and reflects Hahnier, Pleasure absorbs Oelra and reflects Tisant, and Pain absorbs physical attacks, and reflects Friste/Paeis/Oelra/Tisant/Hahnier/Lierta attacks meaning he can only be harmed by Cilas, Measde and non-elemental magic.
- They all have their own movesets of 3 or 4(Pain has alot more however) attacks based on the elements they absorb, or reflect.
Sorrow:
- Stare of Anguish: Low damage Cilas elemental attack that inflicts blindness, and poison.
- Torrentia: High damage Paeis elemental attack to all party members.
- Tears of Sadness: Replenishes a large portion of VP to self, and enemy party.
Joy:
- Surge of Plasma: Medium damage Measde elemental attack to all party members that has a chance to inflict paralysis.
- Charge Bolt: Shoots a bolt of lightning at self, causing a powerful VP regen for several turns.
- Revelation: Very high damage Lierta elemental attack (Can only cast this when below 33%).
Anger:
- Meteor Shower: High damage Friste elemental attack to all party members several times.
- Abyss Upheaval: Medium damage Hahnier elemental attack with a chance of inflicting Comatose(Death).
- Flame Barrier: Creates a Friste absorbing shield around the enemy party.
Pleasure:
- Down Burst: High damage Oelra elemental attack on all party members.
- Wind Stream: Creates a powerful flow of wind causing the enemy party to reflect Oelra attacks.
- Colossus: Very high damage Tisant elemental attack (Can only cast this when below 33%).
Pain:
- Soul Absorbtion: Steals a small amount of MP from all party members.
- Phantasmal Cleave: Low damage physical attack.
- Immolation: Medium damage Friste elemental attack.
- Despair: Medium damage Hahnier elemental attack that causes blindness, silence, and poison.
When Pain's below 50% -
- Apocalypse: Very high damage Hahnier elemental attack on all party members.
- Blade of Death: Steals a medium amount of VP from all party members.
This will be the most difficult fight in Balance of Requiem, fought at the topmost room of the Boss Gauntlet dungeon: Baraclesia Spires. Imagine fighting against four black stone tabs with a different personality face on each of them, along with a white ghost reaper with a long blood red blade on its arm.
- Five bosses at once, all with more than 10 million hp..long fight much?
- Each Ultimecium absorbs and reflects a different element: Sorrow absorbs Paeis and reflects Cilas, Joy absorbs Measde and reflects Lierta, Anger absorbs Friste and reflects Hahnier, Pleasure absorbs Oelra and reflects Tisant, and Pain absorbs physical attacks, and reflects Friste/Paeis/Oelra/Tisant/Hahnier/Lierta attacks meaning he can only be harmed by Cilas, Measde and non-elemental magic.
- They all have their own movesets of 3 or 4(Pain has alot more however) attacks based on the elements they absorb, or reflect.
Sorrow:
- Stare of Anguish: Low damage Cilas elemental attack that inflicts blindness, and poison.
- Torrentia: High damage Paeis elemental attack to all party members.
- Tears of Sadness: Replenishes a large portion of VP to self, and enemy party.
Joy:
- Surge of Plasma: Medium damage Measde elemental attack to all party members that has a chance to inflict paralysis.
- Charge Bolt: Shoots a bolt of lightning at self, causing a powerful VP regen for several turns.
- Revelation: Very high damage Lierta elemental attack (Can only cast this when below 33%).
Anger:
- Meteor Shower: High damage Friste elemental attack to all party members several times.
- Abyss Upheaval: Medium damage Hahnier elemental attack with a chance of inflicting Comatose(Death).
- Flame Barrier: Creates a Friste absorbing shield around the enemy party.
Pleasure:
- Down Burst: High damage Oelra elemental attack on all party members.
- Wind Stream: Creates a powerful flow of wind causing the enemy party to reflect Oelra attacks.
- Colossus: Very high damage Tisant elemental attack (Can only cast this when below 33%).
Pain:
- Soul Absorbtion: Steals a small amount of MP from all party members.
- Phantasmal Cleave: Low damage physical attack.
- Immolation: Medium damage Friste elemental attack.
- Despair: Medium damage Hahnier elemental attack that causes blindness, silence, and poison.
When Pain's below 50% -
- Apocalypse: Very high damage Hahnier elemental attack on all party members.
- Blade of Death: Steals a medium amount of VP from all party members.
@ Sana the Bro
If it is gonna be the hardest fight in the game, make sure the fight requires the player to use ALL his abilities.
I talked about this a bit more here.
And a boss fight that has TOO MUCH health is not hard, memorable or fun. (unless you change their skill sets every once and awhile.)
It's tedious and bad and I want to kill myself fighting it.
CASE AND POINT, Yiazmat.
(Were they high when they made that fight? Goddamn...)
But fairly interesting so far~ ^.^
If it is gonna be the hardest fight in the game, make sure the fight requires the player to use ALL his abilities.
I talked about this a bit more here.
And a boss fight that has TOO MUCH health is not hard, memorable or fun. (unless you change their skill sets every once and awhile.)
It's tedious and bad and I want to kill myself fighting it.
CASE AND POINT, Yiazmat.
(Were they high when they made that fight? Goddamn...)
But fairly interesting so far~ ^.^
Lol, I never got to fight Yiazmat..mostly since I was lazy with FFXII, but 10mil+ hp isn't SO much by the time you get to fight these that you'll rage-quit early into the fight. As long as you get their final weapons(which lets you break the damage, and hp limits) it shouldn't be overly difficult. Without those though, this really will be like the Yiazmat battle and go on for hours on end, so don't even attempt this without having them. xD
The final boss should have around 23-24 million hp except it's divided into parts with roughly around 1/4 of all that each.
The final boss should have around 23-24 million hp except it's divided into parts with roughly around 1/4 of all that each.
author=Clareain_ChristopherThe battle system, and graphics were two of the things I loved..sort of made me feel like I was playing an mmo or something, but I felt it was the longest Final Fantasy ever made. Lol, I had about 50 hours or so before I got to the Bahamut, and I barely did any sidequests! xD
Who DIDN'T get lazy with FFXII? I love some of the things that game did, but FUCK.
Though apparently Square Enix wants to make FFXV even more epically huge in scale, as it'll have a similar, yet upgraded battle system from FFXII, and make the game's world bigger than Skyrim. o_o
Yeah...
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
This isn't technically a boss I made, but it's a boss one of my partners (Elantios) made for one of my projects. He's unlikely to come here and post this himself since afaik he A) quit doing game design a couple years ago and B) doesn't use RPG Maker. So, I'm going to post it, since it's an amazing boss. Yes, these are based on Secret of Mana characters, but the strategies involved in the fight are his original creation.
The Elemental Battle Royale is a fight against eight enemies embodying different elements. To unlock this fight, you first have to beat each of the eight elemental spirits in 1v1 fights. This teaches you their abilities, and allows you to prepare for the big battle. After beating the eight 1v1 fights, you unlock this fight... where you fight them all. But you're alone, with only a single character.
You fight the elementals two at a time. When you kill one, the next one spawns immediately. The order is randomized, but you can pick which two you start with.
All elementals (and the enemies they spawn) deal physical damage, non-elemental magic damage, and magic damage of their native element.
Jinn, the elemental spirit of air
Every turn, his attack and mattack grow slightly. If you take too long, they will start to get crazy high. Hardest for healer characters, who will die in one hit before too long.
Gnome, the elemental spirit of earth
Every time you attack him, the rocks surrounding him grow denser, increasing his defense. At 10 stacks, the rocks break apart, removing his defense but spawning two small killable gnomelings which join the fight. Hardest for fast characters with lots of weak attacks and counterattacks.
Salamando, the elemental spirit of fire
On turn 1, summons two lava orbs which join the fight. They are immune to damage, but die when Salamando dies. Hardest for offensive-based characters, who will not be able to easily withstand three enemies' worth of damage, and also for anyone using area attacks, since most area attacks become weaker the more enemies there are.
Undine, the elemental spirit of water
Uses a water-elemental drain attack to heal herself when she attacks you, sometimes. Every 12 turns, she turns into a puddle of water for 2 turns, regaining about a tenth of her max HP. Hardest for tank and healer characters, who may end up fighting forever.
Lumina, the elemental spirit of light
Heals herself every few rounds, and casts Light Saber on the player, making your physical attacks light-elemental so that they heal her. Hardest for physical characters.
Shade, the elemental spirit of darkness
Uses Chaos Rift to deal unavoidable gravity damage equal to half of your max HP plus half of your current HP. Can only do so once every few rounds. In the 1v1 fight, this means you have to stay above half HP at all times, and heal after he uses it. In the battle royale, the other elemental will attack simultaneously, so this means you have to be at full health any time he's done charging this skill up. It also means that if the other elemental's attack does more than 25% of your max HP, you die. This makes Shade hardest for low HP characters who rely on healing rather than defense. Also shifts between taking damage normally and absorbing all magical damage, and increases his magic attack power if you hit him with magic while he's absorbing it, making him harder for magical characters than physical ones.
Luna, the elemental spirit of moon
Lowers your max HP with Spiral Moon. Drains your MP, making her hardest for anyone who relies on it (which actually isn't particularly biased against mages, surprisingly). If your attack power is higher than your magic power, she will periodically temporarily lower your attack to equal your magic. If your magic power is higher, she'll do the opposite. This makes her hardest for anyone who has minmaxed their character's offensive capabilities - compounded by the fact that the strongest physical/magical hybrid class has attack skills and healing skills that all cost 0 MP.
Dryad, the elemental spirit of mana
Summons pumpkin bombs, which explode after 10 turns, killing the player. Also summons beatsticks, which deal physical and magical damage. Also summons siphoners, which drain your HP to heal themselves. Casts a buff which increases damage dealt by the entire enemy party for a few rounds - including the other elemental, as well as any monsters summoned by Salamando or Gnome (if present). Hardest for anyone who uses single-target attacks.
As you can see, the fight as a whole revolves around OH SHIT I HAVE TO DO EVERYTHING AT ONCE AND ALL THE BEST STRATEGIES FOR THE INDIVIDUAL ENEMIES CONFLICT WITH EACH-OTHER. So you have to constantly weigh the penalties for doing things wrong against each-other, because any time you're doing something right for one of the enemies, you're probably doing something wrong for the other one. You can't avoid every problem, but you can pick which problems to have. The typical strategy, which mitigates this dilemma to a great degree, is to pick one relatively nonthreatening boss, based on your character's build, to leave alive for the entire battle while you work through the other seven. That way you don't have to constantly re-evaluate as many things on the fly (and you can make sure you never get shade and dryad at the same time).
This isn't an easy boss. In fact, to date, only five players have killed it. (Being an online game, I can keep easy track.) Originally you had to fight three at a time instead of two, but I nerfed it. ;)
The Elemental Battle Royale is a fight against eight enemies embodying different elements. To unlock this fight, you first have to beat each of the eight elemental spirits in 1v1 fights. This teaches you their abilities, and allows you to prepare for the big battle. After beating the eight 1v1 fights, you unlock this fight... where you fight them all. But you're alone, with only a single character.
You fight the elementals two at a time. When you kill one, the next one spawns immediately. The order is randomized, but you can pick which two you start with.
All elementals (and the enemies they spawn) deal physical damage, non-elemental magic damage, and magic damage of their native element.
Jinn, the elemental spirit of air
Every turn, his attack and mattack grow slightly. If you take too long, they will start to get crazy high. Hardest for healer characters, who will die in one hit before too long.
Gnome, the elemental spirit of earth
Every time you attack him, the rocks surrounding him grow denser, increasing his defense. At 10 stacks, the rocks break apart, removing his defense but spawning two small killable gnomelings which join the fight. Hardest for fast characters with lots of weak attacks and counterattacks.
Salamando, the elemental spirit of fire
On turn 1, summons two lava orbs which join the fight. They are immune to damage, but die when Salamando dies. Hardest for offensive-based characters, who will not be able to easily withstand three enemies' worth of damage, and also for anyone using area attacks, since most area attacks become weaker the more enemies there are.
Undine, the elemental spirit of water
Uses a water-elemental drain attack to heal herself when she attacks you, sometimes. Every 12 turns, she turns into a puddle of water for 2 turns, regaining about a tenth of her max HP. Hardest for tank and healer characters, who may end up fighting forever.
Lumina, the elemental spirit of light
Heals herself every few rounds, and casts Light Saber on the player, making your physical attacks light-elemental so that they heal her. Hardest for physical characters.
Shade, the elemental spirit of darkness
Uses Chaos Rift to deal unavoidable gravity damage equal to half of your max HP plus half of your current HP. Can only do so once every few rounds. In the 1v1 fight, this means you have to stay above half HP at all times, and heal after he uses it. In the battle royale, the other elemental will attack simultaneously, so this means you have to be at full health any time he's done charging this skill up. It also means that if the other elemental's attack does more than 25% of your max HP, you die. This makes Shade hardest for low HP characters who rely on healing rather than defense. Also shifts between taking damage normally and absorbing all magical damage, and increases his magic attack power if you hit him with magic while he's absorbing it, making him harder for magical characters than physical ones.
Luna, the elemental spirit of moon
Lowers your max HP with Spiral Moon. Drains your MP, making her hardest for anyone who relies on it (which actually isn't particularly biased against mages, surprisingly). If your attack power is higher than your magic power, she will periodically temporarily lower your attack to equal your magic. If your magic power is higher, she'll do the opposite. This makes her hardest for anyone who has minmaxed their character's offensive capabilities - compounded by the fact that the strongest physical/magical hybrid class has attack skills and healing skills that all cost 0 MP.
Dryad, the elemental spirit of mana
Summons pumpkin bombs, which explode after 10 turns, killing the player. Also summons beatsticks, which deal physical and magical damage. Also summons siphoners, which drain your HP to heal themselves. Casts a buff which increases damage dealt by the entire enemy party for a few rounds - including the other elemental, as well as any monsters summoned by Salamando or Gnome (if present). Hardest for anyone who uses single-target attacks.
As you can see, the fight as a whole revolves around OH SHIT I HAVE TO DO EVERYTHING AT ONCE AND ALL THE BEST STRATEGIES FOR THE INDIVIDUAL ENEMIES CONFLICT WITH EACH-OTHER. So you have to constantly weigh the penalties for doing things wrong against each-other, because any time you're doing something right for one of the enemies, you're probably doing something wrong for the other one. You can't avoid every problem, but you can pick which problems to have. The typical strategy, which mitigates this dilemma to a great degree, is to pick one relatively nonthreatening boss, based on your character's build, to leave alive for the entire battle while you work through the other seven. That way you don't have to constantly re-evaluate as many things on the fly (and you can make sure you never get shade and dryad at the same time).
This isn't an easy boss. In fact, to date, only five players have killed it. (Being an online game, I can keep easy track.) Originally you had to fight three at a time instead of two, but I nerfed it. ;)
23-24 million hp ... oh my oh my...
I don´t know game where that much hp even enemies althoger...
But isn´t that number make match almost last levels?
Q: After last Boss " you win game ... it is over" vs " Continue" vs " New game+ already."
I don´t know game where that much hp even enemies althoger...
But isn´t that number make match almost last levels?
Q: After last Boss " you win game ... it is over" vs " Continue" vs " New game+ already."
So one boss theory I'm testing is the DO IT OR DIE method. You see this mostly when the monster charges up an ability that will one-shot a tank if you are not ready, but it can go other places. With that said, I do not want to make a hard game- I want to make a game where you must use certain skills to win effectively. Basically, no 500 strength bullshit on hard difficulty- at least for the main content of the game.
So here's my big boss for the first dungeon:

My inspiring beats, if you will:
The Child of Balance
Skills that are a MUST use
Tawhiri: Anything that gives The Child "Doom" (reduce HP by 25% every turn)
Rushintow: Guarding whenever possible. (Doggie mages are the best tanks. Get it right!)
Vaniel: Immortal Knowledge (Boss Scan)
The child has 100K HP.
"Chris, my characters are level 12! The fuck is wrong with you!?" I like making the player feel like a boss, and I WANT the player to use Tawhiri's Doom state.
Child buffs herself with a Holy or Unholy state before anything else. The Holy state will make her deal HOLY damage to Rush if she's alive, and the Unholy state will do the same thing only the damage is absorbing and is of the Unholy element (obviously!)
And on another note, if the Child has the Holy/Unholy state and you use a Holy/Unholy spell that's opposite of her current element, she will take 1000% of the normal effect. Yep! Only, you don't have to do that because Doom is the top DPS of this boss battle FOR NOW.
After the Child's HP is around 75%, she will summon a spirit of one miniboss you already killed. Said miniboss has 3k HP and uses SOME of the skills of the original boss that I will not talk about right now.
Kill the minibosses when they spawn. Otherwise, they will continue to heal Child through the Doom state. If you knock Child's HP down TOO low, she might summon more than one (up to 3 as a max,) so don't go crazy with the Holy/Unholy spells that deal 5K to her :P
And that's pretty much it. If you fail to keep Rushy alive, The Child will screw everyone else like the MMORPG DPS bitches they are, and I will laugh!
Yeah, I really enjoy these extremely complicatedand somewhat insane fights. The awesome thing is that the boss doesn't require you to know EVERYTHING. Like that "God of Wind" ability, and how easy it is to use that to kill the child. That's just a simple trick for experience players who wanna look awesome on youtube, lol.
Hopefully, when I release this, no one dies more than once on this boss. That's what I'm aiming for on my hard difficulty. Normal difficulty is complete face roll.
So here's my big boss for the first dungeon:

My inspiring beats, if you will:
The Child of Balance
Skills that are a MUST use
Tawhiri: Anything that gives The Child "Doom" (reduce HP by 25% every turn)
Rushintow: Guarding whenever possible. (Doggie mages are the best tanks. Get it right!)
Vaniel: Immortal Knowledge (Boss Scan)
The child has 100K HP.
"Chris, my characters are level 12! The fuck is wrong with you!?" I like making the player feel like a boss, and I WANT the player to use Tawhiri's Doom state.
Child buffs herself with a Holy or Unholy state before anything else. The Holy state will make her deal HOLY damage to Rush if she's alive, and the Unholy state will do the same thing only the damage is absorbing and is of the Unholy element (obviously!)
And on another note, if the Child has the Holy/Unholy state and you use a Holy/Unholy spell that's opposite of her current element, she will take 1000% of the normal effect. Yep! Only, you don't have to do that because Doom is the top DPS of this boss battle FOR NOW.
After the Child's HP is around 75%, she will summon a spirit of one miniboss you already killed. Said miniboss has 3k HP and uses SOME of the skills of the original boss that I will not talk about right now.
Kill the minibosses when they spawn. Otherwise, they will continue to heal Child through the Doom state. If you knock Child's HP down TOO low, she might summon more than one (up to 3 as a max,) so don't go crazy with the Holy/Unholy spells that deal 5K to her :P
And that's pretty much it. If you fail to keep Rushy alive, The Child will screw everyone else like the MMORPG DPS bitches they are, and I will laugh!
Yeah, I really enjoy these extremely complicated
Hopefully, when I release this, no one dies more than once on this boss. That's what I'm aiming for on my hard difficulty. Normal difficulty is complete face roll.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Is there any way to TELL that the boss has a ton of HP without inflicting Doom? You might be using your normal skills for as much as twenty minutes before realizing that the boss just isn't dying. You might want to make it take something like 25% damage from all other attacks, so that even though the player can't see that the boss is still at 99.9% health after being hit five times, he/she still gets a visual cue that those attacks are ineffective.
Otherwise, it's a good first boss.
Otherwise, it's a good first boss.
author=LockeZThe HP bar and a spell that allows you to scan strengths and weaknesses of the target.
Is there any way to TELL that the boss has a ton of HP without inflicting Doom? You might be using your normal skills for as much as twenty minutes before realizing that the boss just isn't dying.
I'm going to look into another spell that tells you how to deal with a specific phase, and the only thing it costs is a turn.
Gotta love common events!
Thanks, Lock. :)
EDIT: I'm calling the extra scan spell Antiwipance (Anti-Wipe if we want to avoid being silly.)
Yeah, my designs are heavily inspired by MMORPG raids, only without the bullshit that is crappy players.
WHY MUST I HEAL THEIR STUPID A$$
2ND EDIT 'CAUSE THAT'S HOW I ROLL:
I really like the last boss battle you posted, and I could see it being done in Ace.
Developing bosses is so much fun, and Ace is gonna make so many amazing games in the near future.
lockez, I'm not a big fan of that boss. It sounds obnoxious, not fun.
I wrote a blog post on boss design and how I'm not a fan of gimmicks that can't be explained in a short sentence. Overloading the player is a good way to make things confusing, and a confused player isn't going to have as much fun. All of the spirits sound like fun 1v1 encounters, but not together. It's the stupid DS rerelease of CT's extra dungeon, not the Son of Sun.
i do not understand anything in that help box. why is it all uniform white text with a million indecipherable phrases?
I wrote a blog post on boss design and how I'm not a fan of gimmicks that can't be explained in a short sentence. Overloading the player is a good way to make things confusing, and a confused player isn't going to have as much fun. All of the spirits sound like fun 1v1 encounters, but not together. It's the stupid DS rerelease of CT's extra dungeon, not the Son of Sun.

i do not understand anything in that help box. why is it all uniform white text with a million indecipherable phrases?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
If you didn't fight each of the eight elementals individually beforehand, the group battle would absolutely be way, way, way, way overwhelming to the point of being almost unbeatable. I've played fights like that in WoW. They weren't fun. Someone with experience would be explaining the strategy to the group... and it would take 20 minutes to explain everything, and by the end I'd have forgotten the first half of it.
I think most types of complexity are fine as long as the player is trained up to them gradually, though.
I think most types of complexity are fine as long as the player is trained up to them gradually, though.
So I wanted to try something a tad different, and make a like a boss video.
This allows me to give you my thoughts and ideas without boring people with my bad english. I wonder if it would be possible to get more people to post videos like this on the thread. That would be awesome, and i would watch them. ^.^
Cheers. Feel free to C_C it up. lol
This allows me to give you my thoughts and ideas without boring people with my bad english. I wonder if it would be possible to get more people to post videos like this on the thread. That would be awesome, and i would watch them. ^.^
Cheers. Feel free to C_C it up. lol















