Finally, something other than "attack until you drop". The main issue we have regardless is creating an AI to follow since they are not going to act like Mecha Knights. That would be stupid.
Having them use swords at first to rush until their health drops makes sense somewhat, but unless they start somewhat close this seems unlikely. Having them switch to bombs because their allies are low health is somewhat situational depending on what weapons they are using to begin with. In fact, all the weapons they use determine whether this would work.
For those who do not know what Breaker equipment refers to see here for an example of one. They have resistance to one status but weakness to two others, all have split normal-element defense. Since they are all status based, they may as well use status relevant weapons as you state; however, which weapons would they be using? They would use a sword, gun, and bomb of each of their respective statusesuses; fire has Fireburst for a sword, Firotech for a gun, and Fiery Vaporizer for a bomb; fire, freeze, and shock each have a variant of these three weapons. Using the dead end 1* bombs for T2+ is not viable because there are no such variants and should not be. For the shock enemy its color may be green to give variation amongst the colors. There are several other weapons which inflict statusesuses which may be applied to their arsenals but to keep them equal would mean retaining Brandish, Alchemer, and Vaporizer lines.
Seeing enemy health has been discussed and defeated because it neglects the intent to keep their health vague. Users are supposed to learn how to gauge health remaining from experience. Forget copying the invincibility phase, stick to what it already has; swords at first, bombs when their ally is damaged to cover them, guns when their health is low.
Spawners. This is the only time I have seen someone refer to spawn pads as that. It sounds like a fish or something. Maybe I am crazy. Stick to having them increase in difficulty based on their equipment. In T1 they can use the 2* variants of the previously stated weapon lines, T2 3*, T3 5*. Alternatively they can use the 1* at T1; for the fire one it would use Firecracker in T1 but in T2 it would use Fiery Vaporizer Mk II.
Using the Brandish, Alchemer, and Vaporizer lines would be ample complexity so long as there is no friendly fire on their part. If they have the same behavior mechanic amongst all tiers the real difficulty would boil down to having the equipment to defend against the damage and statusesuses and the weapons to counter theirs. Seeing as they deal element damage and wear equipment against element damage they would essentially be gremlins again in terms of resistance and damage type dealt. Instead of having all three simply be status variants of one another there could be three completely different ones, each with one of the specialized damage types: for pierce it would use a Flourish line, Barrage, and Callahan/Blitz, for shadow it would use a Nightblade, Graviton, and Umbra, for element it would use a Brandish, Alchemer, and Vaporizer with each being a different status. The pierce one would be primarily offense based, seeing as it would use offense based weapons. The shadow one would be more for kiting, using Graviton in junction with the others to ambush and/or chain immobility for the team fighting the trio. The element one would vary depending on which weapons used. For its weapons I propose Combuster line for its sword, Shivermist line for its bomb, and Storm for its gun.
The elephant in our room is still the AI; how they work, what they do, and where is that bucket of mud I had a few minutes ago.
"Health determines attack pattern."
Finally, something other than "attack until you drop". The main issue we have regardless is creating an AI to follow since they are not going to act like Mecha Knights. That would be stupid.
Having them use swords at first to rush until their health drops makes sense somewhat, but unless they start somewhat close this seems unlikely. Having them switch to bombs because their allies are low health is somewhat situational depending on what weapons they are using to begin with. In fact, all the weapons they use determine whether this would work.
For those who do not know what Breaker equipment refers to see here for an example of one. They have resistance to one status but weakness to two others, all have split normal-element defense. Since they are all status based, they may as well use status relevant weapons as you state; however, which weapons would they be using? They would use a sword, gun, and bomb of each of their respective statusesuses; fire has Fireburst for a sword, Firotech for a gun, and Fiery Vaporizer for a bomb; fire, freeze, and shock each have a variant of these three weapons. Using the dead end 1* bombs for T2+ is not viable because there are no such variants and should not be. For the shock enemy its color may be green to give variation amongst the colors. There are several other weapons which inflict statusesuses which may be applied to their arsenals but to keep them equal would mean retaining Brandish, Alchemer, and Vaporizer lines.
Seeing enemy health has been discussed and defeated because it neglects the intent to keep their health vague. Users are supposed to learn how to gauge health remaining from experience. Forget copying the invincibility phase, stick to what it already has; swords at first, bombs when their ally is damaged to cover them, guns when their health is low.
Spawners. This is the only time I have seen someone refer to spawn pads as that. It sounds like a fish or something. Maybe I am crazy. Stick to having them increase in difficulty based on their equipment. In T1 they can use the 2* variants of the previously stated weapon lines, T2 3*, T3 5*. Alternatively they can use the 1* at T1; for the fire one it would use Firecracker in T1 but in T2 it would use Fiery Vaporizer Mk II.
Using the Brandish, Alchemer, and Vaporizer lines would be ample complexity so long as there is no friendly fire on their part. If they have the same behavior mechanic amongst all tiers the real difficulty would boil down to having the equipment to defend against the damage and statusesuses and the weapons to counter theirs. Seeing as they deal element damage and wear equipment against element damage they would essentially be gremlins again in terms of resistance and damage type dealt. Instead of having all three simply be status variants of one another there could be three completely different ones, each with one of the specialized damage types: for pierce it would use a Flourish line, Barrage, and Callahan/Blitz, for shadow it would use a Nightblade, Graviton, and Umbra, for element it would use a Brandish, Alchemer, and Vaporizer with each being a different status. The pierce one would be primarily offense based, seeing as it would use offense based weapons. The shadow one would be more for kiting, using Graviton in junction with the others to ambush and/or chain immobility for the team fighting the trio. The element one would vary depending on which weapons used. For its weapons I propose Combuster line for its sword, Shivermist line for its bomb, and Storm for its gun.
The elephant in our room is still the AI; how they work, what they do, and where is that bucket of mud I had a few minutes ago.