These are not bad ideas, although I feel some tread a bit too close to the line between being challenging and being plain frustrating.
QUOTE (psychofreak @ Mar 11 2011, 11:39 AM)
- Some Demon guy with normal attack and Ghost Fire. Which immediately summons 4 Fire Wisps that self destructs the next turn. Each doing slightly less damage than the Demon's normal attack.
This sounds okay, depending on what the normal attack is, and how the explosion works. If it's four below-average attacks to the whole party, it could be overpowered. I'm guessing the idea is to destroy the flame wisps before they explode on your turn, which raises two questions: will they be easy to destroy, and will the demon attack on this turn as well?
- A Monk who can use an Energy Blast in addition to regular attacks. Though his Energy Blast deals about 3-4 times damage(killing you in about 4 hits at the expected level), it requires him to focus power first, to be used within one turn.
Sounds good. The advance warning of attack means you get a chance to buff / heal once you get the pattern down. I would consider that fair and tactical, because you know what is about to happen and can prepare an appropriate response.
- A group of 4 Orc-ish things that pretty much attacks you relentlessly(a little slow though). But they can also counter attack the moment they're hit, with slightly more damage than a regular attack.
Do they counter under all circumstances, or just when attacked with physical attacks? Countering all the time seems excessive, to my mind, there should be a tactical approach to counter or mitigate the punishing counter. Especially since they effectively get two or more attacks per round.
- The Grim Reaper??? Who spends most of the battle invisible and cannot be hit in anyway, attacking you with Shadow Surge(average magic damage) and Necrosphere(which blinds you). Then at times he will also take physical form to use Death Scythe in his next turn(dealing 3 times regular damage). This is the only time you can attack him like a regular foe.
This seems very frustrating. You have advance warning of a big attack one round before it comes, which is also your only chance to attack. You're left with either trying to buff and heal ready for the massive attack, or dropping your defences completely and eating 3x damage.
What I might suggest in terms of balancing it would be to make it the second or third round after becoming physical. He stops attacking and you start seeing "storing energy" then "energy maximum" which is your cue to block and defend against the pain. It gives you a fairer chance at actually hurting him, without having to completely compromise on keeping yourself alive, but also remains a challenge.
- A Sorcerer, inspired by Magus from Chrono Trigger(entirely different personality though), but with a twist. This Sorcerer can only be damaged by the barrier's element or they will just be absorbed(yes that sounds familiar). Except these barriers have misleading colors to them(red more likely means poison than fire). On top of that, the barrier's element is only revealed at the end of his turn, when he casts it with damage that could kill you in 5 hits at the expected level). Not even mentioning his Comet attack which could kill you in 4 hits. At least he's slow. Oh and I forgot to mention he switches barriers right after he casts the barrier's element to make things more confusing.
This sounds like a recipe for maximum frustration. Quite frankly, you need to give the players some kind of clue what to do. It'll be up to them to work out what it is, but whether it is cycling through the barrier in a set pattern or compromising and making the barrier colours either obvious, or the direct opposite to what they would normally be, there needs to be some kind of a way to figure out what to do next. Otherwise your player is going to have to fumble along and randomly try spells in the hope of finding the right one, healing the enemy all the while because they do not know what the barrier is yet.
- A Samurai girl with 5 moves. Attack, Power Strike(attack and lowers attack), Armor Strike(attack and lowers defense), Spirit Strike(attack and lowers magic) and Agility Strike(attack and lowers speed).
Sounds fine to me. Compared to the others, she is positively normal.
- A Knight who can attack, use an attack up ability and go into defense position where attacking him does a lot less damage, plus he counters with 3-4 times damage.
Does he counter all the time, or just from the defensive stance? And does he counter everything or just physical? If it is from the defensive stance, fine, that will be a good cue for the player to know not to press the attack when they see him do that. If it is all the time, again, there ought to be a way to work around it.
- A Witch who begins the battle by casting slow petrification which turns you into stone in 4 turns. You can relieve this with items or magic, but it'll just trigger her next action to cast the same spell again. Other than that she can use fire magic on you and heal herself.
This is quite clever. The trick would be to dedicate one character to healing the status every round to lock her into recasting all the time, while the rest of the party wail on her and bring her down. Success is determined by your MP and inventory, and your ability to pick up this is how to do it.
- A Dragon who can attack you, stun you or fly up for one turn when he can't be hit at all. Then uses a thunderstorm doing massive(4 times?) damage on you....... and stunning you.
The flying up would be a good cue for boosting defences and getting ready for the pain, so no bones there. The stunning could potentially be annoying, although I think again the trick is to make sure you have given the player means to counter that, say through an anti-stun accessory before the battle. Or at least fixed it so they can have one ready.
- A Giant Mecha Robot with five parts. The main body revives any other broken parts to perfect condition otherwise it'll charge up for one turn to unleash greater damage than any other mentioned boss here. The two shoulders can blind you or counter attack if you hit it first. And the two hands can only do regular attacks.
Figuring out the sequence sounds like a cool approach, my only concern is the amount of damage from the core section when you've already described attacks that cleave off up to 1/3 of your health at a time! Not to mention, the charge time is very low, what it sounds like to me is unless you have a party of four and every turn you can 1 hit KO the parts, you are going to be taking a whole lot of damage.
- The last and my personal favorite boss I'm going to mention here is my Summoner Boy. He starts by summoning a Flower Monster which he conceals himself in, completely protected unless you destroy the flower. But even so the Boy will use his next turn to absorb your health(likely more than you can damage him), then revive the Flower Monster in perfect condition and be protected again. Anyway, the Flower Monster can attack you, poison you and put you to sleep.
That one sounds pointless. You have this enemy that gets restored to 100% after you kill it, and the "core" of the enemy can heal for more than you can damage it for. I cannot see how you are meant to win this fight as the boss is effectively completely broken - it heals for almost all the damage you do, and you get only a small window to actually hurt it.
I'm sorry if I seem harsh in my assessment as you have got some good ideas for approaching the concept of boss battles in terms of tactics. I just think you may need to fine tune it and reduce the difficulty a little. Some of them just sound completely over the top overpowered.