-My first boss battle with multiple people seems balanced to me, but when you get to the point where there are TWO (or more) BOSSES rather than a boss and minions it gets tricky. I don't want the player to kill one of them and then feel like the rest is a cakewalk, so I made it so that whoever is left gets some upgrade and an invisible NPC to add attacks. However, I feel that if I use this in the future, it would become overdone and almost feel like I'm just cheating to give the player a hard time. Any suggestions?
-This is something that I was tempted to put as my bug-fix, but perhaps there is a way around it because I could see it being annoying in a lot of people's games- the buffing/de-buffing system. Is there any way to plotscript or something to get around the overwriting thing? It makes buffs feel so useless when you pump up your defenses, then you see a debuff which not only lowers it, but sets it to ZERO first. This also lowers the coolness of a typical dragon warrior last boss move, the one that eliminates all status effects. Any way around this that anyone knows of?
If I think of anything else I'll edit my post to say such things, but it'd be much much appreciated if anyone could help out! Thanks in advance!
You can't fix stupidity.



