Mangs

Tonight's stream was great, but I think we can all agree that the ability to make !boss stronger will break the game completely on certain late-game maps. I have a few propositions to fix this, vote for your favorite one and I will select the highest for next Friday.

3 days ago | [YT] | 158



@zerithos7271

50% weapon just simply cause I think it'd be hilarious if the boss randomly got a Devil Axe lol.

3 days ago | 51

@alexnintendo8

I would suggest setting the luck growth to 0% or at least a low percentage (if that's possible) to get rid of the extra avoid and so that you can still have crit against them. In any case I think simply limiting how many levels bosses can get should be good enough.

3 days ago | 33

@pR1Met1Me.

I think both of the highest in the poll right now, so maybe max 5 levels and on the 5th level the boss get a weapon/ item that benefits them

3 days ago | 25

@colorfularty

I would just either use the boss's actual growth rates or if that's too low, use 50% growths across the board.

2 days ago | 2

@lefthandedscout9923

Inflate HP and damage but never defense - same way FE12 does it.

3 days ago | 14

@Eggshelle.

Tried to propose this during the stream, though I found my messages weren't showing up for anybody else at the time. Anyways, the proposal is: What if, alternatively... When the boss levels up, it adds to a counter. This counter also adds levels to the green unit that spawns. (Ex. If the boss of Chapter 5 leveled up 9 times in total, the green unit would level up 9 times upon spawning.) The counter is reset at the start of each chapter. Theoretically, this will still allow people to create gigabosses, but green units will also be stronger to keep them in check.

3 days ago (edited) | 4

@stevetomato1188

This is needed, as muchbas a bloodthirsty chat is fun, it gets old quick

3 days ago | 4

@dragonninjadudeman

The challenge of the run should come from the rest of the map because enemy movement and uncertainty is always going to be more exciting. Enemy promotions are hilarious though. Maybe there should be a way to promote a random enemy on the map a certain capped number of times each map? Option 2 should provide a little extra challenge if there is some snowballing or power imbalance.

1 day ago | 0

@ChillstoneBlakeBlast

50% Chance plus a Hard cap of (Arbitrary) 5. Devil axe bosses sound fun, but also giving Elixir to bosses would be fun as well

3 days ago | 4

@bennethbugna7795

Is it possible to just give the boss 50% exp each time the prompt activates. At least this way the challange is still present but you have extra time to reach the boss before you get softlocked.

3 days ago (edited) | 1

@gemberkoekje

In general, i wonder if this would work for a boss fight in a hack or even a legit fe game. Imagine the boss being hooked up to some machination that keeps increasing his strength every 2-3 turns. While technically there is no time limit, practically at some point the boss will be undefeatable.

2 days ago | 0

@Sanksuel

100% HP, 50% STR/MAG, 30% DEF/RES

2 days ago | 1

@likky1

I vote the boss gets a progressive more powerful devil axe

3 days ago | 0

@Odragonkingo231

I was partial to the idea of limiting the def, res, and spe stats as those are the most problematic

3 days ago | 0

@QuickSilverKitsune

hard capping it would definitely majorly impact how often people pick it(and may lead to Earthquake spam in an attempt to just full army wipe), so I feel like setting the stats to 50% to whiff a growth is better, especially since(depending on how full the Boss's inventory is), the benefit of a random weapon won't be able to snowball. Looks like hard cap is winning though, so Earthquake spam incoming I'm guessing

3 days ago | 1

@pubis2174

Give boss regular growth rates! That way some lvl up might be good or bad.

3 days ago | 1

@demityrant1784

The hard cap also will remove the hollowness of everyone just clicking that option after its maxed but still allows the chat to invest in that option to a meaningful consistent degree.

3 days ago | 0

@gogobrasil7185

I like changing it to focus on damage over defense. Risky, but won't softlock you

3 days ago | 0

@blahbleh6203

If it can be setup that after 3 or 5 !boss rolls occur that it removes it from the options that would probably be best. Else you keep it but boss gets a full heal instead or something if rolled again. Still annoying but dont think it breaks anything if it occurs

3 days ago | 0

@AceIndigo9

I think its more so going to be a problem in the earlier levels since the late game bosses are mostly close to cap anyways. But yes, I do agree a cap on the number of levels a boss can get should be good.

3 days ago | 0