Kuja Las Vegas
Apr 24 2009, 02:56 AM
Historically most Final Fantasy games have bad status effects which can be afflicted upon your party members. These are among the most annoying and difficult things to endure and overcome, especially in the beginning of the game when you ain't got that many antidotes. When I was new to FF, most of the times when the bosses would kick my ass, it was because of the damn status effects.
In order to implement status effects in the retail version, they'd have to be drastically different. However due to there being no MP system, your full health and presumably status are restored after each battle, with the trade-off being battles will be allegedly hard as hell. And if they really want to up the difficulty, they need to include status anomalies.
Those of us who are FF veterans know all about the staple status effects like poison and petrify, so I need not list them all. However, here's some that I think might work well in FFXIII:
"Modified Stop" - a normal Stop spell would halt the filling up of your ATB guage.
As you know, the ATB guage is broken up into three bars. What if there was a status affliction like "modified stop" where you are limited to how many bars you can fill up. Like you can only fill up one ATB bar instead of queuing 3. You would be crippled, fighting like a fear-the-mad-umbrella grandmamma.
"Modified Immobilize" - you are prevented from using the Launch command.
"Super Sap" - your HP starts going down LIKE A MOTHERFUCKER. You are literally forced to stop what you're doing and use a Esuna or Remedy immediately, otherwise your HP will be so low that the next hit will kill you.
I wonder how darkness / blindness would work. You queue three attacks, but two of them miss and the last one connects?
What if there was a modified silence where you're not entirely mute, like two of your fire spells will fail but the third one might connect?
The only drawback I see from a developer point of view is that if someone is poisoned, they may opt to just end the battle quickly rather than waste an antidote, because your HP and status might be fully restored after battle.
In order to implement status effects in the retail version, they'd have to be drastically different. However due to there being no MP system, your full health and presumably status are restored after each battle, with the trade-off being battles will be allegedly hard as hell. And if they really want to up the difficulty, they need to include status anomalies.
Those of us who are FF veterans know all about the staple status effects like poison and petrify, so I need not list them all. However, here's some that I think might work well in FFXIII:
"Modified Stop" - a normal Stop spell would halt the filling up of your ATB guage.
As you know, the ATB guage is broken up into three bars. What if there was a status affliction like "modified stop" where you are limited to how many bars you can fill up. Like you can only fill up one ATB bar instead of queuing 3. You would be crippled, fighting like a fear-the-mad-umbrella grandmamma.
"Modified Immobilize" - you are prevented from using the Launch command.
"Super Sap" - your HP starts going down LIKE A MOTHERFUCKER. You are literally forced to stop what you're doing and use a Esuna or Remedy immediately, otherwise your HP will be so low that the next hit will kill you.
I wonder how darkness / blindness would work. You queue three attacks, but two of them miss and the last one connects?
What if there was a modified silence where you're not entirely mute, like two of your fire spells will fail but the third one might connect?
The only drawback I see from a developer point of view is that if someone is poisoned, they may opt to just end the battle quickly rather than waste an antidote, because your HP and status might be fully restored after battle.