Nimbrush wrote:Maybe impose some status attacks with a time limit?
Yeah, sure, it's been done before. Point is the duration is different. Say you hit the enemy with *sleep*. Basically you send the enemy for a short quick nap while you decimate their health. Now if you consider the time it takes to finish an average battle, -say a min- you could put the time limit for *sleep* as half of that. (Hmm, or if you hit 'em with a particularly hard, critical hit or a spell that does tons of damage--I never did like how when you use a spell the enemy still is asleep--the enemy wakes up and counters)
I haven't given a thought about time limits with status effects, but it's something good to discuss. Before I get started allow me to retort your sleep argument. I think that if a foe gets attacked while sleeping it *should* wake up. The point to putting an enemy to slip is to not ream it of it's HP while it's in dream land (that would be too easy). The purpose of sleep is to get temporarily relief from an enemy's attacks so you can focus on vanquishing other enemies while he sleeps. That's just my opinion though.
Now onto status effect durations. Here's some initial thoughts I have:
Status effects disappear after the battle
Why, you ask? Because it's annoying
when after each battle you always have to go to the main menu, select several potions/spells and heal your various characters of their various status. It's tedious and not fun. Especially since it seems the direction we're taking Allacrost that status effects will occur very frequently, more than your traditional Final Fantasy.
Most status effects last indefinetly throughout the battle, unless cured
Exceptions would be something like sleep, or other effects that disable the character/enemy completely
Don't have an item/spell/whatever for healing every status effect
This has become a problem IMO, especially in games like FFIX. There were just so many status effects and even though I've played the game through at least twice now, I still have trouble remembering what item heals what effect. And anyways, once you had enough $bling$ all you ever did was buy a bunch of remedies and use those anyway. Why don't we do something like classifying status effects into low-level, mid-level, and high-level based on the amount of disability they cause, and then have items/spells that heal effects for the level they correspond to, as well as any levels that may be below it?
That's all I have for now I think.