>Boss has a second phase where he becomes more powerful
>He didn't just use all that power in the first place to destroy you
Dude it's a statement about arrogance being the evil man's downfall
>>382557473
>>382557571
or it's just a gameplay mechanic to get the player excited about the fight
because you know
it's not high brow literature
it's a fucking video game
>>382557680
Or it's because it puts him into a state of intense pain, or where it draw so much energy that he needs to take extreme measures of rest.
>Boss fight is pretty tough, but you just barely manage to beat him
>Start feeling good about beating him
>Turns out he was just playing with you and he evolves into his final form
>He completely destroys your character within seconds and crushes them into dust as he laughs
>Last save was 4 hours ago
>>382557473
It's to get you excited about the fight. If they had all their abilities from the start, the fight would be static and there wouldn't really be any impact to any phase changes if nothing actually changes.
>boss has a second phase form where he actually becomes significantly weaker post-transformation
PoE's Dominus, i'm lookin' at you
>oh i'll exchange my rapid-firing instagib one-shot lightning bolt power to turn into a big fat demon which is a piss-easy pushover. this is quite a shitty deal, FUCK YOU VAAL CIVILIZATION YOU TRICKED ME
>>382557473
>what is Dragon Ball
If I were a dev I would do the opposite in most situations. The boss would get weaker as the fight progresses.
>>382557473
>Boss has a second phase where he becomes more powerful
>So powerful in fact he literally kills OP for being a filthy fucking frogposter
Get fucked
>>382557473
>boss fight
>'we're not so different you and I'
>Boss fights
>>382558263
>Complains about frogposting
>On the website that literally created frogposting
>>382558009
How about giving the boss so many attacks and combos that it wouldn't make the entire phase static at all instead?
>>382558449
>Complains about people complaining about frogposting
>On the website that literally created complaining about frogposting
>>382558540
This makes more sense. Why does the boss wait until half his health is gone to unleash the rest of his power?
>>382557473
fyi video games arent real
>I have you in my grasp now!
>well you don't actually pose a threat to me and you'll die anyway when I destroy the world so I'll just leave you be
>>382558540
It becomes an issue of quantity over quality. If a boss has too many different attacks, the fight isn't cohesive or properly balanced, and would hinge on randomness of players being lucky that the AI ended up not using the better attacks as often.
>>382557473
Dumb frgoposter
>>382557473
this kind of makes sense, because when you get more and more pissed off you tend to fight with a little more reckless abandon. And working off a rage bar, or anger or something to that effect is a common thing in games.
What really really pisses me off, is when a boss is purposefully gimped or not really nearly as powerful as they should be according to the lore. Like, in WoW, archimonde and kil'jaeden should have never been able to be killed. And then they do some bullshit like "oh lol you didnt ACTUALLY kill KJ, you just pushed him back through the portal, lol hes a good guy now'
fuck wow and fuck blizzard
>Final boss is a frogposter
>>382558996
>spoonfeeding the victory through repetitive combat, but hey at least it's ""balanced""
>better attacks
What you're implying is that devs should put less effort into combat, that combat shouldn't be rewarding through skill but time investment. Take dark souls for example, you don't know shit about the boss, you are bound to die or be on the defense for an extended period of time just to observe the boss and its attacks. After that time investment the battle is already won, you'll just know when to dodge and when to attack.
>implying i didn't kill shit eating boss X on first try
Yeah there are bosses that pose less threat than an undead soldier in the training area. Also dark souls is just an example.
Combat should be built around adaptability and strategy. In real life you can't fuck up twice, only once, but there are countless measures that can be taken to avoid your failure. These mechanics and measures are not implemented in games because it requires thought and more work, money. But who the fuck cares about that as long as we can release half finished games and re-release them 1 year later and still make millions, right?
Take level design in the battlefield series, it's an another feature than went directly into the trash starting from 3.
That's why Undertale is the most revolutionary JRPG ever made.