Boss Dissonance: Difference between revisions

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* ''[[Diablo]] 2'' does both kinds. Act 1 and 2 have bosses that can chew you up in the matter of seconds if you blink. Especially [[That One Boss|Duriel]], who's not only super tough and super fast, but you must also [[Boss Room|fight him in a small chamber that doesn't even leave any room for strategy]], so if you're playing a ranged character, you can kiss him goodbye. In Acts 3, 4, and 5, the [[Elite Mooks]] and their [[Boss in Mooks Clothing|leaders]] that you need to fight before facing the boss are MUCH harder than their infernal masters. Mainly because when facing the boss, all you really need to do is dodge. In hell difficulty, act bosses and superuniques without minions are usually much easier than normal uniques and their minions since act bosses don't get extra boss modifiers and immunities.
 
== [[MMORPG|MMORPGs]]s ==
* ''[[Atlantica Online]]'s'' many dungeons have an odd version of both types. In order to complete a dungeon, each level must be cleared of enemies, including mooks and a boss, and usually a couple of minibosses.
** It is level-focused in that if you fail to kill all enemies on a floor within an allotted time, you fail the dungeon. Also, nearly all enemies will group together in 3s, and most are much stronger than their level indicates.
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* ''[[Xenogears]]'' gives up entirely on random encounters halfway through and only offers boss battles (although the overworld and previous areas are still accessible should you want to level up). This is due to budget cuts that left the game incomplete.
* ''[[Saga Frontier]]'' is a rare case that can play this one both ways, due to the way the "Battle Rank" system works. Which monsters you run into in a fight are scaled up or down based on how many battles you've done, as well as where you train- Depending on the location, the enemies you fight may be much stronger or weaker than what is "level appropriate". Bosses are set at +2 BR and scale up at different points, so it's entirely possible to go rush headlong into a boss fight you're unprepared for, even though you're capable of slaughtering everything else in the region.
* ''[[Persona 3]]'' swings like a weathervane in a tornado. On the one hand, Tartarus is [[Stealth Pun|Hell]] to go through, stuffed to the gills with [[Demonic Spiders]], and if you can handle Tartarus, you will not have any trouble whatever with the Full Moon bosses. On the other hand, the Tartarus bosses? They're nearly all [[That One Boss]], designed as [[Beef Gate|Beef Gates]]s par excellence, and only get harder as you climb the tower - and [[Level Grinding]] won't help you. And then just when you think that's the rule, there's the [[Final Boss]]... who is a Full Moon boss, fought in Tartarus. And it is [[That One Boss]] to end all [[That One Boss|Those One Bosses]] (unless you have [[Game Breaker|Armageddon]]). [[Nintendo Hard|It's a Megaten game.]]
** Pretty well justified, though - Full Moon bosses usually have decently long cutscenes between the last save point and the actual battle, while Tartarus bosses don't.
* The hyped but forgettable XBOX 360 game ''Two Worlds'' featured this due to its item combining mechanic. Duplicate weapons could be squashed together into one weapon with better stats, so those mid-level swords you find dozens of are really all pieces of the [[Infinity+1 Sword]]. If you've done any side quests at all on your way to the boss (and it's pretty hard to avoid detouring through the gorgeous countryside), you'll probably kill the final boss in two hits. [[The Dragon]] right before the boss? Not so much.
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