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>Boss is immune to all status effects, debuffs and item effects

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Thread replies: 48
Thread images: 19

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>Boss is immune to all status effects, debuffs and item effects
>>
The problem with this I've noticed is that either the boss needs to have extremely high stats to warrant needing debuffs, because if not it's too easy by debuffing him.
>>
>>377049538
It just makes investing in any tactical gameplay outside of damage useless. Most mooks can be defeated easily without the use of stat debuffs or effects but boss battle ought to be designed around that sort of tactical gameplay otherwise they're just nothing more than damage sponges and that's boring as fuck.
>>
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>>377049316
>this isn't a boss's particular trait but applies to all bosses in general
Fuck SMT
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>>377049316
>Save items, weapons with status effects, invest in status effect spells
>Bosses almost never affected by them
>Never use the items you've been saving the whole game
>>
>>377049316
>Boss has unblockable or undodgeable attack
>>
>Every boss is immune to status effects
>Regular enemies aren't worth using them on
>>
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>tfw even a free to play indie game made by one guy in his basement did this right by balancing how much the stat effects do
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>>377049316
>specalize in some elements with your gear
>boss is immune to that element
>>
>>377050247
Nothing in SMT is ever immune to debuffs though, and status effects often still work but with reduced efficiency on bosses
>>
>>377049316
Some of the wild arm's series REQUIRED you to debuff the bosses, or purge their buffs, in order to win. They didn't tell you this or anything. It was a pleasant surprise to find out things like dmg reduction and status ailments actually did shit on bosses unlike every other fucking RPG ever made.
>>
>>377049316
Your playing turn based games and expecting the gameplay to actually be good, there in lies the problem.
All turn based games have bad gameplay, of which some are my favorites of all time.
>>
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>pokemon
>a jrpg
>status effects work, and are useful, on all bosses
>bosses have HP equal to what their (visible) level would imply, so no "fight boss with 600 HP, boss joins with 80 HP" scenarios
>>
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>boosting a certain stat increases the efficiency of buffs.
>It also includes debuffs.
>mfw you can make bosses do 0 damage and almost never hit.
>>
>>377050310
This every single time, also
>Using items lowers your score/grade
Why not just remove them from the game
>>
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>>377051087

>game with RNG in every single aspect, from random enemy encounters to random stat powerups to random critical hit chances
>>
>>377051254
FF8?
>>
>>377051268
RNG is not inherently bad

RNG that can screw you over is frustrating but pokemon doesn't/rarely has that.

RNG that can't screw you over just adds surprise and replay value.
>>
>>377051268
This. Every pokemon has diff stats so you spend autistic levels of hours trying to find the correct one. So much so that people have literally made charts of game data dumps to tell you which square of the 1,073 steps you have to take will net you the best pokemon.
>>
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>>377049316
>Boss is immune to all status effects, debuffs and item effects
>Standard enemies die too fast for status effects, debuffs, and item effects to be worthwhile.
>>
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>Boss has a piece of amazing unique equipment
>You can steal it
>>
>>377051590
damage of time. Mobs have 100 HP. DoTs deal 30 per tick, but dont tick on the turn you place them.

You hit for 30 damage or more per hit.... why even bother....
>>
>>377051423

The RNG in pokemon IS terrible though, especially if you're trying to do a low-level run, but every single grass tile has a random encounter attached to it, and you either have to waste time hoping you can run away, or hope that you have a pokemon with a move that lets you run away. And then the game expects me to waste my money buying repels which don't even last that long.

I'd be perfectly fine with it if, in the game, I was allowed an item that essentially acted as a permanent repel that I could turn on and off at will. Or at least make running away less boring and time-consuming. The game is already casual central, don't make it easier by shoving free EXP in my face every step.
>>
>>377051701
damage over time*
>>
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>Series has really good status ailments that work even against bosses
>Sequels introduce diminishing returns on ailment success
>Sequels introduce straight up immunities
Why is this allowed?
>>
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>>377052149
>Future sequels remove these immunities
>"Lmao anon why didn't you just (status) him? He'd die almost immediately with zero way to fight back!"
>>
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>>377049316
>Final boss of an area gets a 'brave' status buff during his third and final stage that prevents him from being scared(stunned) as he's dying
>Sprite is him hunched over on the ground, covered in his own blood
>attacks now consist of flailing at you and coughing up blood

>Game also has a heavy emphasis on status effects, making the proper usage of them basically required (in fact your only companion cant do damage normally and only inflicts status effects) to make it through because fights are so hard and you're meant to pick your battles and use supplies sparingly
>>
>>377053295
What game?
>>
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>boss is not immune to a status effect
>defeating it with one crashes the game
>>
>>377050449
what game?
>>
In PSO2 the majority of bosses are vulnerable to only one specific ailment, but when afflicted those ailments function mechanically different; I think it's a pretty neato way of doing it. For instance, when Quartz Dragon is afflicted with poison it doesn't do periodic damage over time, but coats a specific part of his body in purple sludge that increases damage it takes when it's struck. A lot of other examples are just 'boss gets stunned in some way by element', though.
>>
>find a stick
>it's a magic stick
>don't have the intelligence to wield a stick

>find a suit of armour
>don't have the strength to equip it
>put it in the backpack with the five other identical suits of armour.
>>
>>377053735
Sounds kinda like LISA but I could be wrong
>>
>>377053797
>find plate armor
>it's heavier than chainmail
>>
>>377053689
https://www.youtube.com/watch?v=D5kgkNvur8c

trailer, which includes a link to the download in the description

It's a standalone, free fangame of LISA: The Painful, but playing LISA isn't required really, this is more its own separate thing, but contains some similar humor, and a couple references you won't get if you never played LISA. The first act of the game is finished, and is several hours long, and there's two more acts planned that are TBA.
>>
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>>377050449

SEQUEL FUCKING WHEN
>>
>>377050546
>Find cool looking rare armor set that is mostly resistant to an element no boss ever ends up using
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>>377054609
>armor is resistant to most elements except light and dark
>every single endgame enemey uses those elements
>>
>>377051482
You know you don't need to do any of that on a normal playthrough, right? This only matters when trying to build a team for competitive.
And since RNG abuse hasn't been possible in the games since 2012, people just inject their monsters for PvP anyway.
>>
>>377050546
>want to be an elctro-mage
>game clearly gives best spells/equip to fire/cold

okay, i'll just do what you want DA:O.
>>
>>377055429
>>377051482
fucking this, it's like casuals who complain about pokemon stats don't play the fucking game, it's piss easy even if you happened to pick the worst pokemon because levels > stats for the main game.
>>
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>>377049316
>Healing KILLS the boss
>>
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>>377049316
>all bosses are vulnerable to the Slow debuff
>it's practically mandatory you cast it if you wanna have a chance to win
>>
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>Easiest way to kill the final boss is by abusing status effects, debuffs and items.
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>>377056089
besides the zombie train in FF6 what other games have this?
>>
>>377058679
The boss in Cosmo Canyon caves in FF VII. He dies instantly to an X-potion.
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>>377058679
On of the FFT bosses dies instantly to a phoenix down
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>>377051701
>Attacks with both direct damage and lingering burn
Thread posts: 48
Thread images: 19


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