@Thomas Smith That could work, but if the instakill works against you and wipes out your whole team then the damage the boss did to itself won't matter much. Seems simpler to me to only have it be usable once in a while.
@Thomas Smith It's never actually mentioned, but I think my point still stands. If damage to itself is the only limiting factor, the boss could possibly keep using the skill to take out the whole team... Again, balancing battles is tough, Palm's probably got the best suggestion so far.
Set the instantkill so it only goes every 5 + 5*x turns or something. That way it cannot spam it. That's how I handled it for my bosses if they get an instantkill skill that hits one player at least.
And if it is entire party, well, that probably should be removed. No one likes those kind of skills at all.
As for how I balanced my final boss, I used troop events to give it an attack at the start of every round, an attack at the end of every round, and one from it's attack patterns. All those attacks at start and end only debuff the party or buff the boss, but if you ignore them too long they do hurt.
Now, I always design my boss battle, if you misplay, you're dead. If you're doing it right, it's an easy walk. It's not really hard, but it will always bring u in pitch situation
@starlight dream and @Thomas Smith yep, we call them fights where you pray to the RNGGoodess to win them when those happen. Se TVTropes for more on this.
I never make an instant kill moves. But a very high damage deal, maybe. Like triple strike to one target. Or the annoying one, like triggering a move that drops your ATK to zero, or depleted your TP
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.