This topic is a special one, in which I slowly ask for you, the community's, help on deciding on how to fix up enemies and bosses in my game. Yes, you! You're probably thinking "C'mon, you know your enemies and bosses better than us! You can handle it!". Well...it's always nice to hear what others have to suggest to make enemies not as difficult/underpowered as can be. Perhaps you can help by not making said enemy or boss ridiculous! So, shall we begin? Hopefully this topic won't seem TOO silly and/or begging/attention whoring/whatever. ^^;
So here's the dealio with Hina here (note, she is the 4th boss in the beta2 segment of my game, making her the 16th boss of the game. Not that that should matter):
Attack (standard fight command; 7 priority)
Bad Fortune (AoE Confusion, deals 100 non-elemental Magic damage; 10 priority)
Broken Amulet (AoE Blind, deals 100 non-elemental Magic damage; 10 priority)
Misfortune's Wheel (Single target, reduces ATK/DEF/MAG/SPD by ~20, Magic elemental; 10 priority)
*Blind reduces Accuracy to 70% and also prevents usage of physical skills.
So here's the thing...I want Hina to deal with statuses (Confusion and Blind in this case). I could easily give her another attack or two from her playable version if I really need to, but the main problem here is the AoE Confusion. It's not that it does too much damage (most characters that you bring to fight has at least 400-800 HP, so it's not super dangerous), but the Confusion proc can happen pretty easily, and you don't have protection to Confusion until AFTER the fight. I still want this to be a thing Hina can do, but I don't want the other 2 moves to take that much priority.
Now, before I go on too far, I am thinking of making a "Spellcard System" for my game, based off of the Touhou series (and by extension, Genius of Sappheiros and Devil of Decline, which is where the idea came from). Essentially, the boss's strongest move wouldn't be usable UNTIL she charged up a bomb (would probably be called Bomb Charge or something). The turn after she uses this, then the boss would use said strongest move, which would give the player ample time to prepare for it (or die to it, depending on the type of attack it is. It would vary from boss to boss obviously, and this isn't going to be used for random encounters as it wouldn't work with them). It is possible that sometimes bosses will have multiple levels of charges (so a boss later in the game could use a level 1 Bomb attack or a level 2 Bomb attack, depending on if said boss decides to use the attack or to charge up again and THEN use the level 2 bomb). Think of it as a Super or something.
Now with that out of the way, while Bad Fortune seems like it could fit the Bomb charge attack, I'm not certain. Her strongest move normally is just single-target, so it's easily recoverable from. Any suggestions here guys? And yes, I'm trying to stick to as close to canon with abilities and whatnot as possible (granted, she doesn't deal with Confusion/Blind in canon so much as curses but...).
I'm hoping this catches on, as this would help me out tremendously. Revamping enemies/bosses is something I've been wanting to do for a while now, but I just haven't figured out HOW I want to handle it.
One final note, I DO tend to keep enemy/boss stats somewhat around what the playable characters would be around that time, if not slightly higher than them at times.