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Something I have learned about most every RPG gameFollow

#1 May 05 2009 at 8:19 AM Rating: Excellent
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Status ailments are worthless to try and cast on the bad guys but they can sure ruin your lives when they cast them on you! I have found this on almost every game I have ever played. Was even more assured of this last night while playing Lost Odyssey. The amount of time and mana it takes to cast on trash mobs is wasted for about any status ailment since you could have prob either killed them or nearly killed them with that turn by casting a dps spell on them. And of course when you do get to a boss fight and think "Wow maybe poison will actually do enough damage and be worth casting here?". WRONG since almost every boss in every RPG game ever made is pretty much immune to about any status ailment you can cast. Sure you can poison or sleep a trash npc but why bother since they will be dead so quickly? In fact many times when you finally think how useful it would be to silence that 1 trash mob in the back row who is chain casting AE's you find out after wasting a turn "Oh guess even trash mobs are immune to them.".

Why bother even letting us cast the stuff?

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#2 May 05 2009 at 8:59 AM Rating: Excellent
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They do it to create the illusion that there's anything more to combat than just mashing the "attack" button over and over until the badguys fall over, healing up, and then repeating the process.
#3 May 05 2009 at 11:23 AM Rating: Excellent
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Hey, lost odyssey has skill slots for a reason. You don't want status effects? Equip the right skills.

Oh, there is one fight in that game you have to win by using poison, but it's a backyard battle in the fourth tier.
#4 May 05 2009 at 11:29 AM Rating: Excellent
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Final Fantasy does it worst, I say. There's maybe one boss through all the versions I've ever played where you can use a status effect to your advantage. But then they throw stuff like malboros at you.

Blind, poisoned, berserk, and confused? Oh, thanks, I'll just smash my controller now.
#5 May 06 2009 at 5:37 AM Rating: Good
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Status effects haven't really been rethought since some of the first RPGs emegered, which is a problem. They're more cosmetic than functional. You have the problem exactly right. They're not worth casting on trash, and bosses are immune because the status effects are broken.

I think there are a few key design problems that need to be fixed to make status ailments worth using.

1. They need to be reduce in power. Status ailments like "death" or "petrified" should simply not exist. Bosses need to be immune to them to present any sort of challenge at all. By reducing their effectiveness boss possibilities can now be opened up. This also makes status ailments more fair against players, so that items and equipment which make one compeltely immune are not necessary for specific encounters.

2. Trash fights are too short and lack any sort of real challenge. Trash encounters need to be stronger. Increasing the duration and difficulty of trash encounters increases the usefulness of status ailments on those enemies. It also presents opportunity for some actual strategy, as it is hard to to do anything but spam AOE attacks for two turn encounters. Another idea is to add a damage component to status ailments. When I cast "blind" I not only blind the enemy, but I'm using a slightly less powerful damage spell as well. This makes them more turn efficient.

3. While the type of status ailment may determine the priority in which it is cured (a petrify condition being more important than poison) they're generally interchangeable in how they are handled. For any status ailment the player simply uses staus ailment curing item/spell. There should be some difference in how each is handled.
#6 May 06 2009 at 9:24 PM Rating: Good
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I disagree that trash fights need to be longer. Some games the fights are ok but others they were just way too long (Skies of Arcadia is a perfect example of that).

If they wanted to make the trash fights longer but fewer battles that might be ok I suppose.

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#7 May 07 2009 at 3:49 AM Rating: Good
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fronglo wrote:
If they wanted to make the trash fights longer but fewer battles that might be ok I suppose.

That's mostly what I intended. I suppose I didn't say that well enough.

Less throwaway fights, more meaningful fights.
#8 May 07 2009 at 12:59 PM Rating: Good
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Lost Odyssey is a perfect example of fewer battles with more bosses. You can run through an entire field in some cases without ever getting into a fight.

Status effects are still **** in them, except as skills to fill your skill slots.

Final Fantasy is really one of the least grievous examples of this phenomenon. I didn't actually realize that until I saw that crowd control tactics in FFXI work perfectly fine in FFVIII-X, but they do.

FFVIII even gave you a nice catch all at higher levels with the pain spell. Works fantastic as a status junction.
#9 May 10 2009 at 8:45 AM Rating: Good
This is not of true of Morrowind, unless you use one of the numerous ways to cheat teh game (alchemy, 100% chameloen etc.) Paralyse is pretty damn useful. But yeah, in general, status ailments serve only to annoy the player.
#10 May 10 2009 at 3:06 PM Rating: Decent
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Haha, oh 100% sanctuary

Man I forgot about that. I used to just farm golden saints and flame atronouchs for hours. I didn't even get a second game for the xbox for about 3 years because Morrowind was just enough as it was..
#11 May 10 2009 at 3:31 PM Rating: Decent
First thing that came to my mind was when I freaked the hell out because Lulu was about to get the Death spell in FFX. Then I was so sad to see the only things I would bother to cast it on were all immune to it anyway... Smiley: cry
#12 May 10 2009 at 5:14 PM Rating: Decent
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A lot of status effect are also hurt by hp/damage/healing ratios.When a boss does more than half hp in damage each hit, one can't really risk using blind or percent chance paralysis. If he happens to hit next turn then that character is dead, so you might as well spend a megapotion and heal up instead. I suppose developers think it it makes teh game more intense when you have high damage/hp ratios, but it tends to be significantly watered down once you realize that every boss in every other RPG is the exact same way and is watered down even further once you realize that healing spells heal 75% to full hp.

High damage/hp ratio fights also encourage overleveling to trivialize content. The difference between being 2 shot by a boss and 3 shot by a boss is immense, and a single level or piece of equipment can push one over the edge so easily.

Finally high damage/hp ratios remove healing as a strategic component. It forces you to heal and an heal earlier to avoid going immediately from 1/3 or 1/2 hp to dead. You're forced to use your biggest heal, and you have to use it or die. There's no thinking there.
#13 May 11 2009 at 10:57 AM Rating: Good
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The Codyy of Doom wrote:
First thing that came to my mind was when I freaked the hell out because Lulu was about to get the Death spell in FFX. Then I was so sad to see the only things I would bother to cast it on were all immune to it anyway... Smiley: cry


I hate the Death spell. I've killed more undead by throwing Phoenix Downs at them than normal mobs with Death. And FFX is jam-packed with monsters and bosses that cast Death, or have Death as part of an attack (especially bad as part of their normal attack). And then they go all the way and have a boss that turns you into zombies and casts Full-Life!

GAH!

Not too much later is a boss that turns you into zombies while also casting Death on everyone at once, so you can't unzombie yourself to heal.

I HATE status changes!
#14 May 11 2009 at 3:57 PM Rating: Decent
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Personally, not to keep bringing up lost odyssey, but I'm a fan of ring systems like they had in that game. FFvii also.

You can bother to use stat effects if you can just add them to your damn weapon. They won't always work but at least you can damage at the same time.
#15 May 11 2009 at 4:45 PM Rating: Good
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Pensive the Ludicrous wrote:
Personally, not to keep bringing up lost odyssey, but I'm a fan of ring systems like they had in that game. FFvii also.


You mean FF8, not 7, right? 8 with the gunblades. Like the reaction symbols in Legend of Dragoon.

I'm torn on the issue. On one hand, it adds user input. On the other hand... it adds user input! I hate it if my reaction time screws **** up. I'm playing RPGs because I don't like the fast paced, reactions needed for FPS games.
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#16 May 11 2009 at 5:44 PM Rating: Decent
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oops, yes I mean 8

LoD reactions got old. It artificially lengthened thee fights just pounding those in.

I was talking mainly about the fact that it was just on a weapon. Though reaction systems aren't always time wasters. It only takes like 2 seconds for squall to hit someone; it takes Kaim Argonar at least 5. It probably takes Dart about 8

Edited, May 11th 2009 9:46pm by Pensive
#17 May 12 2009 at 9:04 AM Rating: Decent
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Hmmm, Maybe I'm not completely sure what you mean by status ailments, but if you're simply talking about debuffs and the like, in EQ these effects were not only effective, but often necessary.
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#18 May 12 2009 at 10:19 AM Rating: Decent
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Elinda wrote:
Hmmm, Maybe I'm not completely sure what you mean by status ailments, but if you're simply talking about debuffs and the like, in EQ these effects were not only effective, but often necessary.

That is what we mean by status ailments, except for mezzes which function differently in most MMOs, but EQ was a different kind of game. I never really played EQ, but from what I understand the fights were somewhat similar to FFXI. Monsters took a fairly long time to kill even with a full group (maybe a minute to two minutes compared with the 15-30 seconds of WoW solo fights) and were fairly robust in terms of hp and threatening in terms of damage.

In most RPGs trash encounters are the paradigm of throwaway enoutners. In some games you can finish off 4 trash enemies with two aoes.
#19 May 12 2009 at 5:53 PM Rating: Excellent
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Yeah, I didn't mention anything because you guys were mainly talking about console games but debuffs play a huge role in Everquest. Not so much the "Lower target's strength by 10" stuff but the "slows" and spells to lower spell resistance play a big part in raids and even single groups.

In City of Heroes, my Radiation/Radiation defender specializes in debuffs and is sometimes the difference between a tough slog and a cakewalk when going on missions.
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#20 May 15 2009 at 6:01 AM Rating: Good
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Alls I know is that the reason why Red Mages in FFXI are one of the better classes is due to their ability to enfeeble the mob into submission.
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