>RPGs not named Shin Megami Tensei where status effects and debuffs can effectively be used on enemies
Do they exist?
LOTR Third Age.
If you don't open a fight with Berethor's "Stand Fast" (immunity to stun) you can get fucked real easy. Idrial's solo segment in Osgiliath is hell on earth specifically because you don't have Berethor there to cast it.
Final Fantasy XII. It's usually not worth the trouble with random enemies, but for bosses (including marks, who are essentially bosses too), they can be a lot of help. Few bosses are vulnerable to poison or sap, but most bosses are vulnerable to at least one debuff. A bunch of bosses can be blinded, muted, or made berserk.
Dunno about you f.a.m. but I've never been able to debuff an enemy in Nethack outside of slowing them down.
I play valkyrie though, since it's rare to get a wand of death as a wizard and you literally cannot start with a wand of wishing as one.
Third Age averts that. I'm not kidding about the Stand Fast thing. From about Edoras onward, most of the enemies come with stun inflicting moves and will spam them mercilessly. It's not all that uncommon to get a gameover because RNG decided to fuck you and let the enemy party go first, because they WILL stunlock you and keep you stunlocked until you're dead.
I'm actually playing XIII right now, and I haven't used Auto-Battle even once. Am I doing it wrong? I just set it to default to Abilities. The paradigm system is pretty neat, but I do wish you could turn down the battle speed without it fucking your ranking up. I've learned to manage at full speed, but a lot of times, it feels like I'm only approximating the strategy I'm trying to employ.
How far are you in the game? And Ranking isn't that important. If I remember all it does is gives you a better chance of getting drops.
You can poison the final boss and just watch his HP drop to 0
you're not supposed to choose individual abilities or skills in that game. you're supposed to switch paradigms.
i don't even know why they had an option to not use auto battle.
Not that far, I think. Just finished the segment with Hope and Lightning, just started the second bit with Sahz and Vanille in a forest setting.
Trying to wring as much control out of the system as possible, I guess.
It's funny because you probably used Google to find that picture and still couldn't bother to spell the name right.
Ok so you are not at Grand Pulse.
Basically once you get there the game unlocks every class for everyone. But since you are already forced into 3 classes each there's no fucking point to ever put one character down a route they haven't been too.
I can see why you would do it but I felt navigating through those menus to be annoying. Plus as I said it auto attack and the character will do the one attack that will do the most damage. So it's like FF12 all over again where you can go through the menus to use the abilities but it's annoying to use and makes you wonder why would you ever do it.
There are some advantages to autobattle that aren't super apparent right away.
Chaining the same attack together, reduces how much chain bonus you build, for one.
It's also pretty good at sorting out 'basic' strategies, however in other situations you will want to take active control of your characters.
>Chaining the same attack together, reduces how much chain bonus you build
Fuck. I've been wondering how to build the chains faster. I've gotten pretty good at going from the Com-Rav-Rav team to the Rav-Rav-Rav for faster chaining, but for longer fights, I was wondering how I could further optimize it.
Commando makes the value 'stick' for longer, ravagers build it up faster.
3 ravs build it the fastest (partially because of their synergy bonus or whatever the fuck it is), but 3 coms keep it active the longest and generally apply the most hurt during it too. You want to switch between ravs and coms
Yeah, I picked up on that much, the chain doesn't stick at all if you don't lead with at least one commando. I've been doing alright so far, I just wish it was easier to keep track of the action.
Once you get to Grand Pulse and have more options the better the game is because you can try out different things. Like have Tank, Buffer, Debuffer (forgot the classes name) right at the start and once everything is quickly set up (seriously putting on buffs and debuffs is fucking sweet) quickly switch to com/rav/rav than rav/rav/rav to murder everything.
I've already been doing that with the limited options I'm given. I always have it default me to a "setup" paradigm first. I'm sure it's not always the best option for the jobber battles, but I feel like if I didn't I'd be wasting time switching over to healing more often.
Yeah the problem with the first 20 hours is that you just play as SE say to play it. There's really no experiments to try out. There are multiple reasons why people HATE FF13 and the first 20 hours is really 90% of it.
I've gotten some good use out of status effects in X which I have been playing recently
They have started to lose effectiveness now though and I've read the endgame is just status immunity everywhere and revolves around celestial weapons, overdrives and summons.
My comment is mostly on how FF13 just reminds me of FF12. In that the game does most of the job for me. Just set of the gambits and off you go. And how I felt going through the menus in FF13 was slow and clunky like with FF12.
You gotta love how anyone with a brain was critical of the tedium of manually selecting everything in previous ff games, yet when they try to fix it, by making it more tactical and strategic in xii, and xiii, idiots cry and moan and demand the tedious shit back
I think the smartphone remake of ffv and ffvi had great ideas
>set moves you want characters to do
>hit fast forward button
>characters will keep spamming those moves and battles will go on faster
>this influences future random encounters as well
>fast forward is automatically turned off at the start of boss battles
Well I always was annoyed with ATB. I honestly hate that system since FF4. Pure turn base has always been the best way to go. Not only is it more tactical and strategic but also I can take my time. ATB both makes me feel like I'm in a rush and wasting time doing nothing.
Breath of Fire 3 has Garr who learns a skill that if succeeds, kill the undead in one hit.
It works with the Zombie Dragon making it the easiest boss fight considering you leveled to get the skill first.
There is the Shadowrun Shadowrun, but only because a lot of the things in Shadowrun is very universal.
Technically DnD too, but how saves and immunities work in DnD is a gigantic bitch.
Last Remnant does it well, because Buffs and Debuff are midgame powers. It means they get to be useful, and not be gimped because the basic status effects are only designed to work against fooder.
Not a really good RPG, but if you don't use debuffs in Child of Light, you will get your ass whooped by most bosses
>The game does most of the job
It does the repetitive stuff, try and go against a boss with just gambits and see how that ends
>most games based around D&D as well
Non fooder enemy in DnD inspired games tends to be immune to everything.
I.E Final Fantasy, Dragon Quest, etc.
And everything worth a damn in DND is immune to Mind Affecting, Paralyze, Death and Fear.
Sure, DnD is a very "save or die" oriented game when the spell list for Wizard/Cleric/Druid is there, but for derived? No.
>It does the repetitive stuff, try and go against a boss with just gambits and see how that ends
I did. Hell most of the bosses I just put down the control and went to take a piss and by the time I was back I won. Just make sure you have healing at 40% and you will never fucking die.
There's still plenty of spells that will fuck over those things however.
You have literally not encountered the bullshit that was the spell "Unluck" in 3.5
If the target fails the save against it, whenever they would roll for something, they instead roll twice... and take the worse of the two rolls.
It didn't even need to last that long, it was crippling in how powerful it was.
Broken level 1 spells:
-Color Spray: Guaranteed 1 round stun in aoe
-Grease: chance for 1 round stun in AoE against a not normal save, slow, and insane duration?
-True Strike: +20 to hit for a single series of attacks, in a system where you only need to roll 10 to hit stuff. It looks like shit until you combine it with Flurry of Blows or Power Attack.
-Ray of Enfeeblement: Stat damage agaist the main combat stat, with no save. 2 or 3 to completely cripple anything with less than 20 str
Thats ignoring that both Cleric and Druid also have spell lists with equally broken stuff in it.
>there's no point to put a character down a route they haven't been too
Wrong, it's a good idea to get Sentinel and a Guard move for every character to survive hard hitting move, namely Barthandelus' Ultima
If an enemy does hit hard like that I'll just make a party with a character already leveled in that. To me it's the FFX problem with Kimahri. There's little reason to have him go into a class someone already is mastering. The only classes everyone should have is Ravagers because you want to build that chin.
If you are going to get through the minion fights you HAVE to use skills that lower int, other wise they will face rape your party. This isn't mentioning some surprising status effects actually working on a few bosses (I ended up stunning one boss nearly every turn and another boss I didn't know you could paralyze had that induced to him and he couldn't act for the entire battle).
Though all debuffs are linked to attack skills and they have a chance to work, but are very well worth using to weaken stronger enemies, especially since certain monsters can almost wipe your party with a single attack.
Poison is also the most effective way to beat Vercingetorix (the last Cie'th stone boss). And in the sequels status effects are pretty much the most useful spells in general. Deshell, Deprotect, Imperil, and Poison are a must.
As shit as XIII overall was, most of the difficult battles rely heavily on putting de/buffs. This also true in XIII-2. LR, not so much, because of the changed battle system and the buffs arguably more expensive.
>handling buffs well
Oh please, you just set one party member to buffer and one to debuffer and wait until they've applied all the useful shit like protect, shell, haste, slow and relevant elemental buff, then stop caring about it until they wear off.
For casual battles, yes. Heck, you pretty much only need haste, maybe with added bravery and/or faith, then just set the party to 3 commandos. For the more difficult battles though, it's preferably to set all them de/buffs as quick as possible, then stagger the enemy before they runs out, then reapply them when they're staggered, because some debuffs will only stick then. Unless you're cheesing with poison.
>Killing the final boss of Elona by making him puke to death with cursed booze
Some enemies may have up to 100% resistance, but some of your skills give you over 150% chance, maybe even more with items, so you still end up with a nice chance even on hard enemies.
It's only specific enemies that have 200% resistance on some of the status effects. Skelletons for instance can't ever bleed.
>Do those devs even know what a percentage is?
I don't think so. It's still nice to have your more powerful characters able to stick status effects on enemies that would've been immune earlier.
Well, the OP is specifically talking about bosses. There are plenty of bosses that are not imune to Elbereth, blinding, stonning, some are not immune to sleep, you can also
cream some bosses.
Sounds to me, anon, that you need to learn more about Nethack. Maybe you should hold on more to those pies and expensive cameras.