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[POLL] STATUS EFFECT AGAINST BOSSES

Poll

Should status effects be effective against bosses? - Results

Yes! There's more strategy that way.
44
78%
No! It can't be balanced.
2
3%
There's an alternative(please explain)
10
17%

Posts

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Hi I've been too busy with study for a while. But now I'm free to go back to RPG stuff. Anyways, on to the topic people care about.

I've been thinking about how people complain about the way bosses are pretty much immune to every status effect in your arsenal. Yet games(especially the famous successful ones) still continue to be designed this way.

Basically the advantage of status effect having well... "effect" on bosses are clear. The many more variety of strategies the game allows is phenomenal. But some say disadvantage is balancing. The way certain status ailments, such as poison, can either become a game breaker against bosses or useless against mooks.

So first I'd like to know what your thoughts are on status effects on bosses. What do you think of the issue?

EDIT: On hindsight I should have added an option of a middle ground saying only some should have effect. Whatever, choose third option if that's the case.

Ah crap I really could have worded this poll better. Oh well, we can still discuss right?
slash
APATHY IS FOR COWARDS
4158
Yes, status effects should apply to bosses. This came up in the other topic, but I'll try and sum my opinion here via analogy

Playing a game is a lot like going to school (but fun!). You are slowly introduced to the basic mechanics (a day's lesson) and you are given challenges that make you practice those mechanics (homework). By doing the homework, you practice and eventually master the rules of the game presented to you (or math). Finally, your skills and everything you've learned is put to the test by a boss fight (an exam). If the game has done a good job up until now, this should push your knowledge and mastery of the rules to its limits, but victory should be within your grasp.

Making a boss immune to some of your skills is like your teacher telling you he'll dock points if you use the equation that he taught you during his lessons. It's unfair, it's frustrating, and in extreme cases may lead to the student (player) failing the test.

We've grown accustomed to this betrayal and deem it acceptable because it is included in many popular RPGs that more than make up for that flaw in other areas. However, that's no reason to continue it! It's a design flaw! Fuck tradition! Unless the status-effect/skill is adding loads of benefit to your game in other ways - and let's be honest, is it really? - why arbitrarily backstab your player and her expectations? That's breaking an inherent rule of game design and as a result the player will lose trust in the game and its rules.

---

Now, lest I be accused of providing problems and not solutions, let's brainstorm some alternatives!

1) Limited effect on bosses: This is a compromise approach taken by many games. This is a good solution if the skill essentially works in a similar way and is used in similar situations. For example, a Sleep spell might work on a boss for 1 or 2 turns, or Death can be used on a bosses' minions, but not the boss itself. This allows these spells utility during these boss fights, so players feel that their mastery of these spells is still useful.

2) Status effects work on select bosses: This is actually worse than simply making all bosses immune to status effects. Once the player fights a couple bosses and learns what skills don't work on them, don't break the rule again! Arbitrarily slapping immunity on random enemies/bosses is confusing and frustrating. Unless these immunities are clearly labeled and immediately discoverable, you are misleading your player. "Scan" abilities are only a band-aid, often flooding the player with multiple weaknesses/strengths, and sometimes disappearing immediately afterward (hope you have a pen!). The only exception would be a boss whose weakness is clearly stated somewhere else (such as NPCs), which is a successful weave of exploration, critical thinking and combat.

3) Remove these status effects completely: If your spell doesn't provide strategy to your combat, cut it! A powerful status effect that doesn't work on bosses but is overpowered on trash mobs is a poorly designed spell. An example would be a Death spell: typically this spell one-shots any trash mob and never works on bosses. It's the obvious choice on trash (leaving no other optimal strategy) but doesn't work on bosses, which means when your player gets to the boss she suddenly has to learn all those other spells! When you start compensating for this spell's power via reduced hit chance, overly high MP cost, etc., try asking yourself what strategy that spell brings to the game. Be harsh. If you find yourself struggling for answers, cut it.

4) Design your bosses to work with your status effects: I believe this to be the fairest solution. It doesn't betray your player's trust - the spell is useful in the same way it always was, but now they have to be really good with it, or the boss will crush them! Design your spells with bosses in the forefront, not merely as an afterthought. Cut your death spells. Make your poison damage use standard damage, not percent-based damage. Allow your characters to break the boss's weapon, and encourage them to do so, because the boss will crush them otherwise! Make them stun the boss right before his big attack goes off! This makes for a fulfilling battle where a player has to whip out every tool in the toolbelt to succeed, and damn is it rewarding.

Changing the rules on your player because it would break the game is a design flaw, and ultimately the player will be the one left unsatisfied. Your game should reward players that master the skills you've been teaching them; when they succeed this way, they'll feel a sense of real accomplishment, not unlike getting an A+!

metaphor over!

Whew! That was fun!
Craze
why would i heal when i could equip a morningstar
15170
1 and 3 are good ways imo.

1 is easy to do in RM* and can still be rewarding for the player! Bosses resist Sleep but instead get the special Drowsy debuff, lowering their speed/accuracy/evasion for a spell (heh). They resist Charm but get Distracted, which lowers their defense. They resist Paralyze but get Shocked, which lowers their damage. They get a lesser version of Blind and Poison. Etc.

BUT YOU FORGOT A METHOD

5: Status ailments aren't boring, old FF/DQ ripoffs. Dragon Age II is excellent at this. Basically, everything is short but effective. This is what Karsuman and I are doing in our current game too; it uses a CTB system and nothing lasts for more than an action except a few select "until enemy does x" triggers -- there are no "for 3 turns" anywhere in the system. (There's also no RNG and a uniqueish way of making the game extremely defensive but still engaging... but I digress.) So, instead of POISON, target foe takes X damage next time they attack. Instead of BLIND, suppressive fire lowers enemies' damage 25% on their next turn.

Make effects that fit your game is what i'm saying hurr
Thanks for the input. I also agree that instant death spells just don't work in RPGs. The closest thing I would have to it would be timed countdown death and that's only for the enemy for now, unless I can find a way to balance it better(which I doubt).

Anyway, since the subject of sleep is brought up. I'm not too sure it would really need to be nerfed for bosses. I can understand how some people would reason that it can be a game breaker though. There's the strategy of healing and buffing up while the boss is dozing off. But with the proper balancing, that can also be a problem for the player, needing to sacrifice a whole heap of MP and I think the player can be allowed that strategy at desperate times. Also, stay tuned, more relevance on the topic later.

I also remember the fact that some games allow an enemy to be asleep and poisoned at the same time continuously. If that's the case, sleep will be a game breaker. Since you only need to poison + sleep a boss and watch as their health gets eaten away. But I don't think that would make much sense anyway. Whatever biological hazard the magical poison inflicts, it's only logical that if it continually hurts someone, chances are it should be quite difficult to sleep under it.

That's just a hypothesis, but it's easy to use that logic to make it the kind of poison that prevents sleep. In a game, I'd also like to inform players early on that sleep can be broken by damage. That should be enough hint to know the mechanics of the ability before they go off to experiment it.

It's also quite an interesting way to add more variety of strategies in a battle. Since the boss can't be both poisoned and asleep for a significant time. The player must decide if it's a good idea to poison the boss early on. Because if they do so, it wouldn't allow the "spam heal and buffing up while the boss is dozing off" strategy. Unless of course they cure the boss, using yet, more turns and resources. Thus, there can be different playing styles for the player.

Any other issues with sleep being game breaker against bosses. Feel free to discuss it.

Okay enough with that, I also like the idea of poison doing standard damage rather than percentage. But it's only difficult as hell(not impossible) to program without flaws. I'd like to delve into it. But I think my post is long enough as it is for now.
Craze
why would i heal when i could equip a morningstar
15170
What system are you using? There are scripts for stat-based poison states for VX/Ace.
Thanks I'll look it up. So it damages by a percentage of the spirit stat or something? I know there was a section on VX script where you can change the kind of damage poison does. I thought of replacing the percentage of health damage with a percentage of the spirit stat of the last caster. But then there are other issues like what if more than one combatant on the field is poisoned at a time. I'm not sure how the script fixes that problem, but I hope it does. Thanks anyways.
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
I solve it by adding a new variables to each status effect - an array of the caster's attack stats at the time of casting. So if you inflict an MAtt-based DoT on the enemy, then you get your wisdom buffed, the spell's damage doesn't change.

Only status effect I have that'd cause problems if it worked on bosses is stun. Stun lasts less than one round and breaks on direct damage, and all the stun skills have cooldowns, but still, every character has a stun skill and they suceed every time. You could keep the boss stunlocked about half the time. So, some bosses are immune to stuns. But nothing else! Only stuns. And only some bosses. And I'm probably going to put a symbol by the boss name telling you so.

To clarify, the reason stun would be crazy against bosses isn't that challenge matters on bosses and doesn't matter on normal battles. The reason is actually because stun is too powerful when there's only one enemy. This is true of a lot of overpowered status effects in a lot of games, really. Though then other games will give you skills like area paralyze...

Other status effects that players can inflict on enemies include: reduced damage, reduced healing, reduced defense, reduced speed, damage over time, bombs that cause damage later when detonated, laws that prevent specific types of skill usage. All of these work on every single enemy and boss in the game. The laws come the closest to being abusable, but you can't use that character a lot of the time, and I give bosses (and normal enemies) weaker backup skills that they use when their main damage is disabled, and the law-inflicting character is forced to constantly change which skills are disabled every couple rounds, which doesn't matter too much for normal battles but keeps you from chain-disabling the boss.

I voted 1, but I don't think it's always best to make every status effect work on every boss. Even if you don't have paralyze spells, it can be too much. It's okay to disable them when you need to sometimes, as long as they make a difference often in climactic situations enough to feel like they matter, and the bosses have enough strategy to still be interesting without the statuses, and the player doesn't have to guess which ones work and which don't by casting all ten of them (and then maybe even casting all ten a dozen times each to figure out whether the failure was due to immunity or random chance)
Stun is fundamentally a one turn sleep though(minus the damage waking up thing) and if sleep can be balanced, I don't see how stun can't. The way to discourage players from spamming a certain skill is to limit the resources that allows them to. Ideally, players should be allowed to stun lock a boss for about 8 turns before they realized they exhausted themselves useless and face the consequence.
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
Stun/stop/sleep/paralyze are all the same status with different names. They have different rates (and possibly methods) of wearing off, but they do the same thing. They take one enemy completely out of commission. When that enemy is the only enemy, you no longer have a battle. The effect will wear off, but then you can just re-cast it.

Costing a huge chunk of your MP to stun an enemy is not a useful way of dealing with the problem. That makes it worthless against normal enemies! Why would you spend a fifth of the resources you have available just to for some crowd control in a normal battle? You need to save those resources for later battles or for the boss. You would only use that in situations where you'd die if you didn't use it, and those situations could only happen once or twice per dungeon or you'd run out of MP. I think this solution would only work if you fully restored the player's MP for free after each battle, so that it was still castable in normal battles.

Time is probably a better resource to apply the limitation to. Keep the player from re-casting it over and over by giving it a long cooldown, or even giving it a once-per-battle limitation (a favorite method of mine for limiting crazy skills).

But if all your party members can learn the same skills, this still might not be enough. Do you really want all four characters to each be able to sleep, stun, slow, silence and confuse the boss once per battle? Even if all of those only last one round, that's eighteen rounds of no or negligible action by the boss. To make up for that you'd have to, what, increase each boss's HP by an amount equal to 18 rounds worth of damage? Ridiculous, that would make battles way too long. Maybe in a game like that, you need to make bosses become immune to status effects after they've been hit by them once. That'd be a nice compromise. If you're not just making bosses immune to those effects, you need to do something else drastic.
Actually I believe there's another simpler solution. The key is in the the restorative items like an ether. I always thought they recover too much MP in one go in most games anyway.

Just say, ethers come in large quantities but each replenishes a lot less MP. Stun skills will be useful in normal encounters because it is easy to replenish the lost MP after the battle. You can use several on the map consecutively.

In battles such bosses however, there will be a turn factor involved. So you must use a whole turn to use only one ether and they won't be as practical during combat. When you are low on MP however and must resort to those items, you will be in trouble.

In that way, skills such as stun can be useful in both boss and normal encounters... I think. I'm still open to queries if you got it.
I'm impressed by the poll - I wouldn't have guessed we had this much agreement that status effects not applying to bosses is bad. (Though I agree too, for basically the same reasons as above.)

One possibility I haven't seen yet:
Make using statuses against stronger enemies cost more. I guess this could apply to MP alone, but that's often not a very strong mechanic, in terms of how much it affects the player. I would tend to prefer something that constrains your actions a bit more... like if you draw skills at a constant rate, and the cost for any skill is discarding others (ref), or if it forced a longer cooldown, or if it took up a larger percentage of your turn (action points, stamina, whatever).

And one implementation of some of the suggestions above:
Instead of total incapacitation, make stuns cut any enemy from more actions to fewer. If a status effect is -1 action out of 2-6, it's not too crazy to let stronger enemies get hit with it.
I can understand using effects like Sleep or Stop on the boss can make it a lot easier, but then... those effects make the game a lot easier anyway, and why have them? Something you could do is that you could have bosses which use different attacks while asleep, like the move "sleep talk" in the Pokemon series. It could be funto see how the player reacts in that situation, where an effect like that changes the boss's strategy rather than stops the boss completely.
Hesufo
I am pretty interested in hooking up sometime. Screw me.
1199
I think the main issue here is the designer will usually want to keep status ailments consistent both when used on party members, on regular enemies and on bosses. While the main issue has been how to keep them relevant both in normal and boss encounters, I think the problem actually lies in trying to utilize the same set of status ailments for both enemies and player characters, which is going to end up being very problematic.

When used on your party, status effects are really nasty because they cripple your ability to dispatch normal encounters quickly. You take more damage and have to spend more to remove some of these ailments and heal the extra damage taken. With the proper balance, however, they can make for more interesting battles and strategies (i.e. paralyze this enemy first in encounters because it can sleep your whole party, etc.)

I believe the optimal way to implement this into a game is to separate status effects into three groups:

1. Status effects used only by enemies, only on allies: I've included in this group: damage-over-time ailments based on a % of Max. HP (Poison) and action-impairing ailments (Blind and Silence). I think action-impairing ailments are detrimental if added to a player's spell roster. They are too useless for regular battles but too good for boss battles if allowed to work.

2. Status effects used both by enemies and by allies: In my opinion, some ailments are consistent enough to be able to be used on both sides. This includes other classic ailments such as Confusion, Stun and Paralysis, and Stat Buffs/Debuffs. They can be very tricky to deal with for the party, but also very useful when used in encounters (i.e. for quickly crippling a high-threat foe before they even deal damage), and they can even be made to work in certain boss battles (i.e. a boss that has multiple parts and some of them may be shut down with Paralysis).

3. Status effects used only by allies, on enemies: Now, this is where stuff gets interesting. Here, I would include Craze's "5th alternative" as a point of reference: he's pretty much spot on in that you have to design your own effects for your RPG. Have the effects of your abilities work together (damage amplification ailments FTW!), and have most of them work in the short-term, especially if you want them to be attractive enough to be used in normal encounters (for example, a MATK-based high damaging poison over 2 turns, or a mark that detonates for damage if the marked target is attacked). There is a lot you can do in this area, really, and in this place you can work without limitations on the ailments you can use.

By controlling what ailments can be actually used on your party you can maintain consistency within your game - and the player doesn't have to memorize 60 different status ailments - but you should have an open mind when it comes to customizing the effects you can add on your own characters' abilities.
In the beginning of my game, status effects are a fun diversion to use and enables you to mop the floor with many enemy parties early in the game. However, the stronger enemies you find towards the late to end game sections, they are generally overpowered and will eradicate your team in no time. So the status effects are a way of leveling the playing field and forcing you to think tactically on how best to approach each set of super-hard enemies. Sure, you'll eventually grind your way out of that difficulty hole, but until that point, you have to rely on all spells/skills given to you, not just healing and pure attack-based.
Really, a lot depends upon which status effects are in the game and how they are implemented in the first place. It's entirely fine to have a game where bosses are immune to status effects if you take into account that status effects will not be useful during boss fights during the design phase (ex: perhaps normal enemies are still challenging enough that status effects aren't completely overlooked). However, I do think there are two 'never do this' things which I'll list here:

1) Immunity in a game with a character/class based around status effects - This doesn't come up overly often, but it's always annoying when it does. When a game has a character or a class which revolves largely around tossing out status effects, it is horrible design to make this character/class almost entirely useless during boss fights. This isn't to say that a boss can't be immune to certain effects, but you should never make a player feel like leveling up a character is pointless.

2) Turn skipping effects work on bosses - This is one which pops up in a lot of RPG's by new developers. Any effect which can cause an enemy to completely skip a turn, whether it be a stun or a side effect of an ice spell or something else, should never be usable on bosses. Unless the game has some sort of odd system in place (ex: bosses become immune to stun after being affected by it once), this deprives boss fights of any challenge as they inevitably are reduced to having characters spam whichever skills have a chance to freeze/stunlock the boss. This also applies to any status ailment which also can potentially lock a boss out of doing anything, such as confuse and petrify. Also, PsychoFreaX posed a high mana cost as a solution to this, but I would have to really just disagree; even if you severely limit mana recovery and make stun-like abilities cost an extremely large amount of MP, a battle which consists in part of the party taking a few turns to simply whale on a completely incapacitated boss is simply not fun and deprives the fight of tension, resulting in poor design - stun is a nice little bonus for normal encounters (though I dislike any skill which is purely a stun/sleep/confuse/freeze) as it helps the party conserve a bit more HP/MP for the big fights, but it should never be considered even a potentially viable aid during boss fights.

With that being said, I think status effects can be great for boss fights if implemented properly as they give the party something to do other than raw damage and healing. Giving the boss buffs which can be countered further adds a sense of strategy and some of my favorite fights in RPG's are ones where the player needs to rapidly make use of status effects simply to counter the boss's own buffs (ex: slow to counter haste, attack down to counter attack up, dispel to counter regen, etc).

Lastly, you could always get creative with status effects to make them more about risk vs. reward. Namely, let them have both a downside and an upside. For example, a status effect which cuts an opponent's damage in half for one turn and then doubles it the next turn would be very useful if you desperately need a heal or if a boss is charging up a big attack and you could also have skills which reduce physical attack while increasing magic attack and vice versa and so on.
It's best if bosses are immune to some status effects otherwise it would make the game far too easy. Also monsters should have certain immunity types too. I mean if I cast an ability that causes instant death and this worked on all bosses then game is completed with no effort. Or a special ability that Lvl Downs the boss Lvl and makes them far weaker. Bosses need to be designed in a way that prevents most skills that would decimate them work. There needs to be an element of strategy like in most monsters but boss strategies must be unique and more challenging to adapt too as far as I'm concerned. This is why skills that affect them well need to be limited to allow critical thinking within the game.
slash
APATHY IS FOR COWARDS
4158
death to death spells!
I have death spells in my game and I'm trying to balance them by making them effectively 85% of the time, but that's only against enemies who are vulnerable to such spells. I even have a full party death summon, but he's 50% effective when you first get him and you have to level him up to a respectable 90% success rate. But all bosses are immune to that, of course, and later in the game, you'll encounter enemies who simply shrug off instant death, so if you've been leaning on it as a crutch for most of the game...well sorry to switch up your tactics, but you've gotta change!
author=Darkflamewolf
I have death spells in my game and I'm trying to balance them by making them effectively 85% of the time, but that's only against enemies who are vulnerable to such spells. I even have a full party death summon, but he's 50% effective when you first get him and you have to level him up to a respectable 90% success rate. But all bosses are immune to that, of course, and later in the game, you'll encounter enemies who simply shrug off instant death, so if you've been leaning on it as a crutch for most of the game...well sorry to switch up your tactics, but you've gotta change!


See, I think that with a bit of tweaking this could actually become a perfectly viable spell for summons and a better spell for normal encounters. Making a spell which has a 50% chance to kill off enemies and later a 90% chance is a kinda iffy decision for two big reasons. First, since the spell 'levels up', this means players will have to invest time and/or money (or something else) into upgrading this thing, but this investment will be wasted later on if even normal enemies can 'shrug off instant death'; it's giving players a tool to work with which will just sit there taking up space in the spell list later on. Secondly, even 50%, let alone 90%, is a really high chance of instant death; if it misses it turns into a wasted turn, but if it hits it can really trivialize encounters - normal enemies should never be trivialized as they are what the player will be facing far more often than bosses.

However, as I said, I believe a spell like this can still be viable both later on and during boss fights. For a start, you should reduce the base instant-kill chance to somewhere in the 5-10% range and only allow this to increase to about 15-20% at the absolute most so that it's a 'nice bonus' rather than an expected occurrence. Secondly, make the spell deal dark-elemental (or neutral if dark is not in your game) damage when it doesn't instant-kill and have this damage increase as the summon levels up. With these steps, you have gone from a spell which is non-viable in late-game and boss encounters and which is a matter of risk/reward to a spell which is always rewarding and sometimes grants a 'big reward' (instant death) and which remains desirable and viable both in late game and in boss fights as 'a spell for doing dark/neutral/whatever elemental damage'.
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
Secondly, even 50%, let alone 90%, is a really high chance of instant death; if it misses it turns into a wasted turn, but if it hits it can really trivialize encounters - normal enemies should never be trivialized as they are what the player will be facing far more often than bosses.

Not sure this is actually necessarily true. In lots of games, even ones with difficult normal battles, lots of enemies only survive two or three hits anyway.

I'll tell you what I did with instant death, the one time I used it: I gave it a very high hit chance, like 80%, but then I made it only usable once per battle. Then I made it share its once-per-battle limitation with several other skills - so you had to choose between the death spell, some powerful debuffs, or the character's only area attack. This made death not only balanced but legitimately interesting, and something that the game would suffer if I removed. But, of course, I hade to make all bosses and enemies that show up in single-enemy groups immune to the death effect.

I don't think "random chance to instantly kill a boss" is a great plan, period, no matter what secondary effects you attach or what limitations you impose. It just makes the game less interesting when it goes off. Plus, while normal battles are inherently much more randomized (and forgiving) in most games, so randomness in my skills in normal battles is acceptable, I prefer my boss strategies to be more or less guaranteed. Though, if the skill is also part of the best strategy even if you ignore the death effect - like if it does incredible damage, but has a five round cooldown - that would get me to use it (but would not make it even remotely an interesting choice).
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