Should there be an own Topic for bosses? Maybe it is useful, but maybe it's making everything a bit unclear with all those topics.
Here is what I think about the Beast Forest:
*Note: I don't know the exact stats, because my ctec doesn't want to work, so I can only give rough estimations
**Note: I used a rather low level, so if something changed drastically(like the damage taken) from one level to another, please mention it.
I think the 3 beasts seem to equal, all die in two hits, do about the same damage, and power up after being hit. Omnishield is a must, but it makes all of them do 0 damage at Magus level 1 without powering up. A bit boring, so what I thought was:
* Slow the red beast a bit down, and give him a bit higher attack power but(if possible) lower "attack up" after being hit
* Make the blue beast not powering up, but have him do the damage the others do after powering up once(so people don't cast Omnishield and laugh because of the 0 damage).
* there shouldn't be 2 x the same enemy here, because I think if there are 2 different types, people think who to attack first.
Some not really enemy related things:
* How about the Elder giving Magus 5 Tonics or something after Dalton's appearance? Maybe saying something like: It's not much, but hope it helps pursuing Dalton.
* How about offering a weak armor at the shop, so people who spent a few minutes leveling up can buy it(I think 25G per enemy not counting the boss, and considering having 400 G at the beginning it should cost ~ 600-650. 8-10 Enemys at minimum, and -10G per Tonic.). Or maybe a helm or both.
Golem Boss(I was lvl 2, so the numbers might vary slightly/a lot if someone comes there level 4-5):
- Omnishield a must(all numbers below are shielded)
- spamming lightning seems nice, because of the only 2 mp costs and ~ 130 dmg, yet the counterattack is devasting(70 dmg), and you do about the same damage by normal attacking -> I like that idea
- spamming physical + tonics takes some time, yet the 15 damage done seems low, but his orb(1/2 hp) fireball rotations can easily take you down very fast, and it's very tonic intensive(like orb-fireball-orb-tonic, and you can only attack twice, or you might die if you're to slow)
- best Idea is the bolt-attack combination, because his counter resets(you can't pull off 2 bolts+attack, because he will lightning you)
- I didn't try Ice 2, because it's just to expensive MP wise
The only thing that killed me twice was the burp(49 dmg shielded), but this might be solved by leveling up, yet it's hard thanks to the orb to have a rather high hp(at least with tonics, and Mid Tonics, beside the one you find, are too expensive yet). Maybe lower it's attack slightly? And maybe Golem Boss should say something? Like he serves his Master(Dalton) until death? Or maybe some funny stuff like "At least we aren't somewhere high"?
Note: I'm not sure if the following part is useful, but I thought people might get idea's what to tweak if the "see" how the battle went on.
The battle I did was like:
Enemy Approaching
(Magus 120 HP, 16 MP)
G: Iron Orb -> 60 HP
M: Omnishield -> 14 MP
G: Fireball(~14 dmg)-> 46 HP
M: Shadowbolt(~128 dmg) -> 12 MP[here resets the Golem counter, because he "loads" his lightning attack]
M: Attack(~118 dmg) [another counter resets, yet the physical attacks are faster]
G: Iron Orb -> 23 HP
M: Attack(~118 dmg) [I did this, because I prefer the Iron Orb after shadowbolt-attack, just in case the shield wears off]
G: Fireball -> 9 HP
M: Shadowbolt(~128 dmg) -> 10 MP
M: Attack(118 dmg)
G: Iron Orb -> 5 HP
M: Recovers(Mid Tonics once, or Tonics for several turns) and does another Shadowbolt-Attacks combo
G: Blurp(by the time, if you used a slower speed*, you shield is gone, and it does ~ 70 dmg)
*For those who didn't know, Barrier+Shield is affected by "real time", thus slower speed means less turns shielded, while higher speed means more turns shielded.
Now that I see it, it's not that useful, but what is done is done. I think the general idea of how to beat the enemy will be transported by my analysis anyways.
Everything I mentioned is open for discussion, so if someone disagrees, please say so(and at best, why).
Edit: Dalton's Lair:
* Jinn's Bottle should drop Ether, because 2 Lasher are to strong without omnishield
* Boss battle: He only did Iron Orb, until his HP reached 0 and he burped, thus killed me. Intentional?
Edit 2:
Sorry again for not being a bit off topic with chests and stuff, but I think I can be more useful going on posting stuff here instead of using my time to split the things I already said up and post them on the different topics. And Chests, thus equipment, is closely related to Enemies anyways.
* Vedic Blade in Chronopolis needs to be exchanged, because it's just too strong. I played without it, in order to give a "better" opinion.
Chimera Tank boss:
* in order to make it at least a bit different I think we should gibe the body, when it is the last part left, and area attack that is weaker than the wheel one. And, if this is added, we might as well lower the damage of it's counter(the yellow beam it shoots when you attack) a bit.
Chronopolis:
* The sole Red Scout should give fewer exp(it gives like 250, while your total is only that much by that time). Maybe lower it's HP or Phys.Defense, because it takes ages if you didn't bring Lucca(yet you can still flee an change the party...so maybe it's not that bad).
* Same goes for the other two in the Flyclops+Red/Blue Scout(less EXP), and I suggest give the Flyclops~ 600-700 HP instead of 900 HP
Ruins:
* Martellos need to do a little less damage(and maybe only 300 HP instead of 400)
(* Maybe add a Chest in the Room with the 3 Deceased, so, like, you don't go there for nothing)
* Panel's damage should also be a bit less
* the Battles to open the doors(like the Panel/Martello or the Panel/Panel one) should'nt be escapable
* You can't seem to go back to buy stuff or heal, which might be a problem, so we either could open a shop(maybe communication to Melchior and he sends stuff, of course in a normal shopping window) or give the player the chance to retreat.
(* Chests in Ruins should contain accessories, like speed belt(+2 speed), power gloves(or how it's called, + x strengh), maybe an armor, and a weapon for Crono(if we don't just replace the vedic blade with a weaker one).)
* King Zeal AI: we had one before, didn't we? is it gone, or is it going to be in soon?
Truce Canyon:
* Enemies(except Roly, because he is also used in the chapters before) need more HP and Def, because this is the first time in 602 A.D., and they die in one hit.
SD Fields:
* Raise Glenns staring Level to 7, maybe 8. I was there at level 10/11, and considering the fewer exp I mentioned above, I think this is around the Level the player might be.
* Glenn also is to be very strong compared to the others(even being the new powerhouse) thanks to the Masamune and Hero Badge. We should give the others new weapons in order to keep it up a little bit(maybe in the Tunnel, maybe in OP Ruins)
* Maybe add a Attack Capsule or something in the Sandy area in the Tunnel, like it has been in CT's sidequest.
* Kasmir definetly needs a new AI, he only does Cyrus Ghost attack(he is also called Cyrus in the Battle), which is rather boring. I didn't think of anything yet, maybe some warp-attack thing? Because he's an illusionist.