Why are status effects always so garbage in RPGs? It always feels like a waste of time investing in them because bosses are usually immune to them.
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You're not immune to them, though. That curve ball is what makes the gameplay more complex, regardless of how you use it on your end.
Unless all bosses are equally vulnerable to status effects, I am likely to not even try. Must every first attempt at a fight require a trial-and-error census of what status effects are valid? How annoying.
Slay the Spire gets it right. All enemies react to status effects the same way. Entirely predictable and no build is made randomly invalid
That's a nice dagger build you swung into. I sure hope you have time enough to pivot into something else. Would be a shame if you didn't.
FRICK OFF SLIMEY BASTARD I HAVE ENOUGH PROBLEMS IN MY LIFE ALREADY AAAAAAAAAAAAAAAAAAAAAAAAAA
If you're losing to time eater with daggers, your dagger build is trash.
Nioh status effects absolutely rip on another level
Status effects in Elden Ring are pretty good.
I just think there needs to be more clues as to who gets what status.
Some games can do it pretty well.
Ignoring raw def/atk/hit/evade/etc down statuses that usually work on most if not all boss type enemies and focusing more on the sleep/poison/etc flavor there's still a ton of games that let you.
SMTV has bosses and side bosses that expressly have critical weakness to a certain status letting you not just land it but get bonus turns.
All monsters barring a very select few can be hit with sleep/poison/etc in Monster Hunter. Some like Kush even get extra punished for landing the right one.
Elden Ring's got abuseable as hell poison/bleed/frost sure, but the Foreskin Twins are also super susceptible to sleep and can be cheesed hard with it.
I'm sure there's other examples of it too, especially Roguelikes like Dungeons of Dreadmoor are bound to be rife with it.
South Park stick of truth status effects were brokenly good
The two games that status effects were very good and I used them often were Romancing SaGa 2 and SaGa Scarlet Grace. Most other games status effects cost too many resources, the enemies are too easy, or you just don't have a big enough party to budget turns towards status effects.
Isn't this the guy who shills persona 5 on every video he makes?
>status effects let you completely shut down the boss for a set number of turns
always the best
>ghost enemy
>you can heal/revive it as an attack
Status effects were broken in Cyber Sleuth especially in PVP. They're also strong in Pokemon.
>Paralysis not only stop you from moving, but it can reduce speed by 50%
>Burn not only causes damage but it reduces attack
>Damage done by poison increases with each turn
There’s poison poison (1/16 of health I think) and toxic poison (damage increases each turn).
Also burn cuts attack by 50% and damages each turn.
>boss requires some form of status effect in order to be defeated.
>You can get creative, but it needs to meet certain requirements.
Poison effects are good because it's a consistent and predictable effect. Sleep effects can be good if it includes a random chance to wake up, because the negative effect is, again, consistent and predictable and the only randomness is in the beneficial effect of recovery.
Things like confusion or paralysis in pokemon are just annoying.
I played Final Fantasy 3 recently and it had a pretty interesting way of handling one of its status effects. Petrifying attacks don't instantly cause the effect, but rather give "slow petrification" stacks. Get enough stacks on a target and they're petrified. I think if more games used stackable statuses like that they'd be more useful.
Status effects are just against the player in jrpgs since the games are designed around making you waste resources.
EBFIV and EBFV had great use of status effects
You'd basically gimp yourself if you didn't play around with statuses