What status effects do you find engaging or fun in RPGs?
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What status effects do you find engaging or fun in RPGs?
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>blind status breaks your radar and tanks the game's draw distance
>thread now derailed by morons
But enough about you.
The thread can be DErailed as long as I GET railed. Anons, any takers?
Also status effects that are engaging are those which are atypical. OP's post is a stellar example. Others include the Neglect status in the world famous Garfield RPG.
thats how blindness normally works. are you special?
>blind status literally makes screen black
as usual F&H "fans" come to shit up any good thread with their trial and error horseshit that no one wants to hear about.
filtered
>trial and error horseshit
Isn't that the same criticism people use against the dark souls games?
Dark Souls doesn't require nearly as much if you're smart. It doesn't subject you to game-ruining RNG either. In F&H you can know exactly what to do and still have to grind it out over and over to get the good outcome.
>trial and error horseshit
All you have to do is pick your battles, dummy. If a monster looks strong you probably shouldn't try and fight it.
I always enjoy the "all your equipment is gone, you're naked and unarmed" status.
gets you back to basics, I wish it lasted longer than a few minutes
I enjoy it so much I inflict it on myself.
Exit tutorial, drop all gear in a barrel.
Joining a faction, go in looking like a recruit/newbie or a hobo.
Entering a DLC area, start it with extremely basic gear and use the DLC stuff.
Get my all gear taken? Maybe I'll just never pick it back up. Though I'll only do that when I plan for it.
Too bad it only really works in action rpgs where player skill can make up for having no gear or extremely shitty gear. Some non-arpg exceptions where low tier gear or unarmed attacks (without being a monk) are actually usable.
The one where I crit with the baseball bat. Who needs higher tier weapons.
Casey Bat or something was low-hit, high-crit in EarthBound right? Shit was so good. Or was it Gutsy Bat? I can't recall.
Casey, like the poem.
"Oh, somewhere in this favoured land the sun is shining bright,
The band is playing somewhere, and somewhere hearts are light;
And somewhere men are laughing, and somewhere children shout,
But there is no joy in Mudville—mighty Casey has struck out."
>tfw zoomers have no idea what this poem is
>i still have it memorized from way the frick back in the day
my mind is loaded with long ass Bible verses/entire chapters and countless Shel Silverstein poetry, too.
>Shel Silverstein
>I only ate one drumstick
>At the picnic dance this summer,
>Just one little drumstick--
>They say I couldn't be dumber.
>One tough and skinny drumstick,
>Why was that such a bummer?
>But everybody's mad at me,
>Especially the drummer.
Had to go grab the book off my shelf when I recognized the author.
I say status effects that aren't just skipping your turn. I rather have limitations than just not doing anything. Also makes battles
power for a price ones like berserk, trance or drunk are usually cool
Any effects that fica instant death. I find that very interesting and threatening at higher levels.
There was an old old RPG called Rage of Mages that has a spell called Bless which gives you a flat x% chance of hitting your maximum damage roll on each attack, and its opposite as Curse which gave you a flat x% chance of hitting your minimum damage roll. I think they're my favourite effects ever in an RPG in terms of how they modify the way you look at every item or spell in the game.
I wish there were more powerful opposing effects in rpgs. Ffx let you 1 shot zombies with raise but why coulnt you also hit malboros for 9999 with antidote and similar things? Kind of reminds me of legend of dragoon's elemental items that made mash buttons. I dont think they were that worth it without a turbo controller tho.
Oh I really like that, that's cool as hell.
I think stacking poison like in Slay the Spire and the Reyvateil song magic building up as the fight goes on in Ar Tonelico and then you can launch a 9 trillion damage magic missile as long as you can tank for long enought was pretty cool.
I wish more games had stuff like that like kinda mini leveling within the fight itself.
Reminds me of a more recent game where you could get a bad cough which could alert enemies and knocked your stamina down.
Most interesting status effect I’ve seen is Stress and it’s mindbreaking effects in Darkest Dungeon.
This is true to me as well. Many effects were incorporated well. Although it seems like they didn't understand what was good about their game in the first place. They kind of just got lucky.
I like the way status effects are done in a game like dark souls but poison and rot are way underpowered. Building a status bar for a payoff is pretty fun compared to a binary hit or miss status effect.
>it hurt itself in its confusion!
Classic kino
>engaging
I like the area effects in crpgs. Grease is so simple yet powerful its just smart.
Lunar: Silver Star Story Complete and its sequel let you eyeball percentages of likelihood for statuses to land on enemies with a visual indicator. Most of them also hit large swathes of enemies. It's all it really takes to make them viable in combat.
>fight a half dozen enemeis
>can hit all of them with sleep
>know I have a 50-50 shot on any of them
Blind gambling sucks, but if you feel like you have a hint or a system, then every man is an addict to the dice.
Otherwise, I want the statuses that I know will work, and will stun-lock a powerful enemy. Earthbound is full of them, but Final Fantasy used to be pretty good at teaching you that big, powerful enemies with a lot of health have shitty status defenses. Almost every Behemoth in the SNES era was weak to stuns and instant death, for example.
>Confuse remaps all your inputs
>Stun/Paralyze occasionally stops you from moving
>Poison gives you epilepsy anytime you move
What are we talking about, Tales?
In terms of Paralyze, yes.
remaps all your inputs
Realm of the Mad God has a scary version of this. Instead of just reversing your controls it rotates them 90 degrees, so W makes you go right, D makes you go down, S makes you go left and A makes you go up. It's unintuitive as frick and pretty dangerous if you're not expecting it.
earthbound's unusual enemy behaviors and status effects opened my mind to game design. i was fascinated that the pogo punk would just fall down or the hippie would use the ruler. people are always going on about a game's world and how absorbing and engrossing it is, but what they really mean is they like the graphics or get off to the terrible story, it's basically a soap opera or manga. what draws me into a world is the mad duck making something spin around
>Get a quartz that blinds enemies, causing them to miss more often
>Get a quartz that allows you to deal critical damage when an enemy misses an attack
Very fun
One that includes a complete transformation
i like when i get inflicted with rage/berseker/etc and my characters start wrecking shit by themselves 🙂
FFX had a boss which inflicted berserk, but it also included environmental hazards and a counter attack if you hit the boss, so if your characters reposition or attack while under the influence, it probably means trouble. Clever, layered design.
>Berserk
Never understood where there needed to be two mute spells.
Making enemies pissed, and causing them to crit themselves and die.
homesickness
trips of truth
Having to actually find a phone and getting a unique dialogue with your mother for the trip instead of being able to just cure it with PSI or items was a neat little bit of interactivity.
They balanced it really well so you only get it like 1-3 times during a normal playthrough too, so it can't wear out its welcome and become "that" status that you just groan every time you see.
I love the technical crit system in p5r, but it feels like it would be better used by a press turn game. The way it gets ailments to interact with action economy is very cool. Its an intresting vector between ailments are useless (FF) and ailments are broken and meta defining ( EO)
Damage over time effects when implemented right. (Fell Seal, Crystal Project)
not so much status effects but hits to weak spots or certain attacks that inflict a narrative state on you or an enemy. like being set on fire causing them to run around the battle inbetween turns spouting dialogue.
basically half the boss fights in Mario + Luigi Superstar Saga
I like it when status effects change the goals temporaly, in a way that makes you play around them in some way. For example, in one knock-off Darkest Dungeon, poison doesnt deal damage - but it kill the character in 3 turns. Remove it, or get fricked, 100% (I think it deals % of max hp for bossesm instead?).
Other stuff like special status effects from Dragons Age 2 - they make the enemy weake in certain way, but can be "consumed" to deal bonus damage via certain skills - but the usefull debuff is gone, then. That sort of thing.
>make the enemy weake in certain way, but can be "consumed" to deal bonus damage via certain skills - but the usefull debuff is gone
That sounds neat
It promoted cross-class comboing. Although, I think it could be taken further - say, some specific status effects could be applied only if done vis combo like that. For exmple, rouge can make enemy bleed, but only if the enemy is first stunned by warrior. That type of stuff.
Also, but status effects that can make enemy more vulnerable in one way, but less vulnerable in another is also cool. Something like Sleep in Dota - enemy cant do shit, but also - enemy is invulnerable to all damage. Or Nightmare - enemy takes small damage and cant do anything - but if its attacked, attacker get the status effect, and cant do shit. Medusa's Stone Gaze - makes enemy take more physical damage, but they are immune to magical one.
That's inspiring, thanks. DA:O also had some, like sleep + nightmare, and that cage spell which immobilized and protected, which could be utilized on allies and enemies in different situations.
>It promoted cross-class comboing
I'll keep this in mind especially, a cool way to add value to specialized party members
Actually, MOBAs have some real cool status effects, lots of stuff to be inspired by. In LOL, it has a cool "stasis" effect, that makes you invulnerable - but also completely still. While on an item, you can use it on yourself with CD - nothing interesting, really. But one character has it on ult - it has time travel, and is AOE. It can frick up enemy combo, but it can as much frick up yours, because it has travel time.
Tho, its little bit less about "status effect", and more overall skill, oh well
Yeah there's definitely potential in exploring those ideas
>Ability 1 - Stacks up to 5 times
>Ability 2- Remove all Stacks of Ability 1 and deal x guaranteed crit damage
this mechanic is always fun
I've played a bunch of darkest dungeon knock offs. Which was it?
Some anime-themed, "Ariane" or something like that.
>boss casts 'zombie' on your whole party
>boss casts 'life' on your whole party
RIP
>You have to scramble to get your caster to set the reflect/nullify/reverse status on everyone
>The caster dies
>cure zombie status
>boss casts spell that kill everyone who isn't zombied
fricking yunalesca
>great i managed to get my party all healed up in time
>hey what's that skeleton
Character swapping was a neat trick solution to that
If she at least cast death before the third phase I would think that it would be fair. But as it is she just pulls out a move that kills your whole pary if you cured all the status eddects.
Yeah it's not the best way to design it. It's an interesting feature of the fight, but it's best when battles can be won without prior knowledge. It is possible to survive it of course, but my first attempt ended with my whole party instakilled without me even knowing why lol
*petrifies your whole party in one turn causing game over*
Isnt mother 3 on ds or some shit?