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LightningLord2
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The site owner spouts white supremacist garbage and the mods react to my concerns by laughing at me. I'm not going to put up with a toxic community like this anymore.
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How is this for my first boss?
There are two intuitive ways how to deal with a boss that heals himself:
1. Stay offensive to overcome his healing.
2. Use a mute skill that prevents him from doing that.
If it's a life-drain skill you can also
3. Use proper defensive skills to make it do less damage.
EDIT: I could confirm in RPG Maker 2003 that damage through poison does not cancel out the sleep status.
1. Stay offensive to overcome his healing.
2. Use a mute skill that prevents him from doing that.
If it's a life-drain skill you can also
3. Use proper defensive skills to make it do less damage.
EDIT: I could confirm in RPG Maker 2003 that damage through poison does not cancel out the sleep status.
How is this for my first boss?
Just saying, but I think RPG Maker doesn't notice that poison damage counts towards "healed upon damage" and instead is just quietly draining your health.
Button Mash - Forcing the player to use different skills
The problem can also be slightly less aggravating if the skill isn't primarily in fighting the battle but rather in setting up your group (present in games such as the Shin Megami Tensei or Etrian Odyssey series), so it comes down to build them to have the right skills so you can easily spam them.
How do you like your touch encounters?
My favourite Field-On Encounter (this term might already tell you what game they're from, if not, read the capitals) are ones that seem highly unavoidable, but can be bypassed with the right movement (or hunted down if they run away). Generally, they're tougher than the random encounter enemies in the same area, to the point that defeating them the first time you meet them is flat-out impossible (unless you were really paranoid with leveling or had your group specifically set up to beat them).
How is this for my first boss?
A better idea that allows you to use the counter-intuitive strategy is to make only one member highly resistant/immune to sleep (maybe the healer) and have him "cure" the sleep status by beating up the rest of the group. It doesn't only invoke your planned tactic but is also incredibly funny.
Button Mash - Forcing the player to use different skills
Also, the player needs to be encouraged to actually plan a strategy instead of trying to level up more (I do that very often in RPGs).
"You bastards, what do you think you're doing, dilly-dallying in a place like this!? Run away like little rats or die here by my axe! What's it going to be!?"
But I digress, the player is probably used to grind-heavy games and won't realise that his (possible) wipe came from a lack of skill.
"You bastards, what do you think you're doing, dilly-dallying in a place like this!? Run away like little rats or die here by my axe! What's it going to be!?"
But I digress, the player is probably used to grind-heavy games and won't realise that his (possible) wipe came from a lack of skill.
How is this for my first boss?
Make it so that you can target like in Final Fantasy - which means either one or all characters on any side (weaken the damage/effect chance if you multihit). Personally, I like using things outside their primary uses - taking one more example from FF (interesting to take references from a game I don't play), there's a Boss that casts Reflect on your party to make healing spells bounce back on him. You should include an easier battle where this is used, for instance, one enemy casts an elemental attack spell on his ally because he absorbs that element.
Dialogue when recruiting characters
There's still the option of asking people indiviually. You're more likely to get a response then, but it's less likely that you talk to someone who can help.
For my two cents, you shouldn't make too many characters if you can't think of unique personalities for them - while it isn't terrible for two people to have a similar personality, the players might think it's just lazy copypasta.
For my two cents, you shouldn't make too many characters if you can't think of unique personalities for them - while it isn't terrible for two people to have a similar personality, the players might think it's just lazy copypasta.
Battle lengths
The final boss of Super Mario RPG has one way to have drawn-out fight that's still interesting - he has a head part and a body part, the body part can change his head's form into a physical form with high single-target damage (and a one-hit kill), a magical form that casts AoE, a defense form that removes your buffs and an item box form that inflicts a status effect to the party and then changes to defense form. The body can also attack for mediocre damage. You can focus on his head to bring him down before your items run out (you can only carry 30 at a time) or strike down his body (which doesn't have that much HP) to prevent him from switching his form and force him to stick with one your party can deal with the best.













